University art interactive teaching method and system based on virtual reality technology

By using an integrated virtual reality technology system that combines 6DoF positioning, LiDAR scanning, and the StyleGAN3 algorithm, the problems of low scene fidelity, insufficient creative interaction, and limited evaluation in VR art teaching have been solved. This has enabled efficient and personalized university art and fine arts teaching, while reducing equipment costs and geographical limitations.

CN121528071APending Publication Date: 2026-02-13BOHAI UNIV
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Patent Information

Application Number
CN202511799795.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-02
Publication Date
2026-02-13

AI Technical Summary

Technical Problem

Existing VR technology in university art and fine arts teaching suffers from problems such as low scene fidelity, insufficient creative interaction, limited assessment, poor hardware compatibility, high cost, and significant dizziness, which restrict its large-scale application.

Method used

It adopts an integrated virtual reality technology system, including a VR teaching host module, a sub-module, a VR headset and interaction module, an auxiliary hardware module, an AI evaluation module, and an expansion hardware module. It integrates 6DoF positioning, LiDAR scanning, StyleGAN3 style transfer algorithm, etc., to achieve high-precision scene replication, multi-person collaborative creation, intelligent evaluation and copyright protection, and supports multi-mode hardware adaptation.

Benefits of technology

It improved teaching efficiency and creative inspiration, increased perspective accuracy by 40.2%, shortened the time required for switching between multiple perspectives, increased students' speed of mastering knowledge points by 50%, increased the rate of creative inspiration by 41.2%, increased the complexity of works by 60%, reduced equipment costs and geographical limitations, and enabled personalized teaching and cross-time and space collaborative creation.

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Abstract

The invention relates to a virtual reality technology-based university art and art interactive teaching system, which comprises a plurality of extension shell bodies, a host shell body and a classroom body, a sealing plate and a lifting plate are slidably connected in the extension shell bodies and the host shell body, a circular plate is embedded in the lifting plate, a rotating plate is arranged above the circular plate, and a plurality of clamping plates are arranged on the rotating plate. A rotating shaft is connected to the bottom of the rotating plate in a penetrating mode, the bottom end of the rotating shaft is movably connected to the top of the circular plate through a bearing, the bottom end of the rotating shaft penetrates through an inner ring of the bearing and extends to the position below the circular plate, and a plurality of evenly-distributed inner equipment mounting boxes are slidably connected to the top of the lifting plate; the opposite sides of the multiple inner equipment installation boxes are connected with butt joint plates, and a first operation table, a second operation table and a third operation table are connected to the exterior of the extension set outer shell. According to the method, the learning efficiency is improved, the abstract art concept is visualized, the perspective accuracy is improved by 40.2%, the multi-view switching time is shortened to 1.2 seconds from 6.8 seconds, and the knowledge point mastering speed of students is improved by more than 50%.
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Description

Technical Field

[0001] This invention relates to the field of educational technology, specifically to an innovative teaching program for university art and fine arts based on virtual reality (VR) technology. By constructing an immersive and highly interactive virtual learning and creation ecosystem, it achieves a deep integration of art theory teaching, technique training, and creative practice, enhancing students' artistic perception, creative expression, and the efficiency of the entire teaching process. It enables peer-to-peer evaluation and exchange, as well as student-teacher evaluation and exchange, increasing students' memory and improving their abilities. Students enhance their own understanding while evaluating others, leading to a deeper understanding of the learned knowledge. Specifically, it relates to an interactive teaching method and system for university art and fine arts using virtual reality technology. Background Technology

[0002] Traditional university art education is limited by physical venues, materials, and static teaching resources, resulting in problems such as low fidelity in recreating art scenes, difficulty in concretizing abstract theories, high costs of trial and error in creation, and insufficient real-time interaction between teachers and students / students. While the application of VR technology in art education has begun, it suffers from significant shortcomings: some systems focus solely on teaching management and flow control, lacking core creative interaction and precise assessment functions; some solutions, while involving virtual scenes and basic interaction, suffer from low integration of teaching content and technology, limited AI assessment dimensions, insufficient support for multi-person collaborative creation, poor hardware compatibility, and significant motion sickness. Furthermore, high equipment costs, high technical barriers for teachers, and lack of digital resource copyright protection hinder the large-scale application of VR technology in university art education. Therefore, there is an urgent need to develop an integrated interactive teaching system that balances immersive experience, teaching depth, assessment accuracy, and practical feasibility. Summary of the Invention

[0003] To address the shortcomings of existing technologies, this application proposes a virtual reality-based interactive teaching method and system for university art and fine arts. It aims to overcome the technical limitations of existing VR art teaching systems by providing a comprehensive solution encompassing "hardware adaptation and optimization, precise scene replication, deep content integration, intelligent assessment and feedback, and collaborative creation and sharing." This solution achieves: 1) visual presentation of abstract art knowledge (such as perspective principles and color texture); 2) low-cost, lossless repeated practice of creative techniques; 3) personalized assessment and real-time guidance based on the characteristics of art disciplines; 4) cross-temporal and spatial multi-person collaborative creation and resource sharing; and 5) reduced equipment barriers and user-induced dizziness, ensuring large-scale implementation of teaching.

[0004] This invention provides the following technical solution: a virtual reality interactive teaching system for university art and fine arts, comprising several sub-unit housings, a main unit housing, and a classroom. A sealing plate and a lifting plate are slidably connected within the sub-unit housings and the main unit housing. A circular plate is nested within the lifting plate. A rotating plate is positioned above the circular plate. A rotating shaft is connected through the bottom of the rotating plate. The bottom end of the rotating shaft is movably connected to the top of the circular plate via a bearing, and extends through the inner ring of the bearing to the bottom of the circular plate. Several evenly distributed internal device mounting boxes are slidably connected to the top of the lifting plate. A docking plate is connected to the opposite side of each of the internal device mounting boxes. An L-shaped rod is hinged between the docking plate and the rotating plate. A first operating table, a second operating table, and a third operating table are respectively connected to the outside of the sub-unit housings. A creation tablet and a 3D printer are mounted on the sub-unit housings and the main unit housing. A creation pen matching the creation tablet is also provided on the sub-unit housings and the main unit housing.

[0005] As a preferred embodiment of the present invention, X-shaped connecting rods are respectively provided below the lifting plate near the left and right sides. The top of the X-shaped connecting rods is movably connected to an upper rectangular block via a rotating shaft and bearing. The upper rectangular block is connected to the bottom of the lifting plate. A lower rectangular block is movably connected to the opposite side of the two X-shaped connecting rods near the rear via a rotating shaft and bearing. A U-shaped plate is connected to the bottom of the two lower rectangular blocks. A translation plate is movably connected between the two X-shaped connecting rods near the front via a rotating shaft and bearing. Sliding wheels matching the translation plate are respectively installed at the bottom of the translation plate near the left and right sides. A threaded hole is opened on the translation plate, and a lead screw passes through the threaded hole. The two ends of the lead screw are movably connected to the inner wall of the sub-unit housing via bearings. A servo motor is installed on the front side of the sub-unit housing, and the lead screw is connected to the output shaft of the servo motor.

[0006] As a preferred embodiment of the present invention, a spiral groove is formed on the rotating shaft, and an actuating post is fitted inside the spiral groove. The front end of the actuating post is connected to the inner wall of the outer casing of the sub-unit. A sliding groove is formed at the bottom of the inner device mounting box, and a guide rail is fitted inside the sliding groove. The guide rail is connected to the top of the circular plate. A placement groove is formed at the top of the sealing plate, and a handle is placed in the placement groove. An AR projection ball is set on the sealing plate. Two mounting blocks are connected to the top of the sealing plate. A display screen is movably connected between the two mounting blocks through a rotating shaft and a bearing. The display screen is equipped with a scanner. A flip motor is installed on one of the mounting blocks. The rotating shaft on the display screen is connected to the output shaft of the flip motor. An outer device mounting box is installed on the sealing plate, and several evenly distributed partitions are installed on the outer device mounting box.

[0007] A virtual reality-based interactive teaching system for university art and fine arts includes a core hardware module, which comprises the following components: (1) VR teaching host module: Main control device: Zigbee / Bluetooth Mesh dual-mode wireless socket gateway + Zigbee 3.0 wired gateway; Central control terminal: Central control screen knob press host (supports AI algorithm upgrade interface); Function: Unified control of all branch devices; Real-time monitoring of extension screens (supports multi-screen split display); Implement teacher-student / student-student peer assessment functionality (via an AI scoring system); Data storage and AI learning optimization; (2) VR Sub-module: Terminal device: PodAI Digital Human All-in-One Machine (integrating 6DoF positioning, motion capture, and handset interaction); Function: Supports more than 10 artistic creation actions (grabbing, rotating, brush stroke adjustment, etc.); Real-time feedback of operation data to the host; Supports local AI-assisted creation (such as brush stroke suggestions and color matching); (3) VR headset and interaction module: Headset: Lightweight head-mounted display (2K resolution per eye, 90Hz refresh rate, ≤300g); Interactive Kit: 6DoF positioning system (spatial perspective deviation reduced by 62.8%). High-precision motion capture equipment (tracking accuracy ≤1mm); Multimodal handle (supports pressure sensing and haptic feedback); (4) Auxiliary hardware module: Teaching environment adaptation module: Projection Sphere Mode: Professional-grade projector + spherical screen (for group presentations); Basic mode: Standard monitor + keyboard and mouse (for theoretical teaching); Network equipment: Gigabit LAN switch (supports simultaneous networking of ≥30 devices, end-to-end latency ≤20ms); Scene reproduction module; Laser Scanner: A LIDAR scanner (used for 1:1 replication of real art scenes) Environmental simulation equipment: Lighting control system (supports 24 lighting modes, color temperature adjustable from 2800K to 6500K); (5) AI Evaluation Module: Edge computing devices: Dedicated computing units for deploying the StyleGAN3 style transfer algorithm; Sensor array: color sensor (ΔE value optimized to 3.2), perspective calibration sensor; (6) Expanding hardware modules: Collaborative creation system: Multi-terminal synchronizer: A network protocol adapter that supports simultaneous creation by up to 6 people; Virtual gesture capture: Infrared camera array (for virtual gesture interaction); Digital Resource Repository Terminal: Local storage server: NAS devices that support 10GB offline caching; Digital watermarking equipment: Copyright protection module with robustness ≥95%; Teaching Feedback System: Voice interaction device: noise-canceling microphone array + voice recognition module; Virtual annotation device: AR glasses (for teachers to provide remote annotation guidance); (7) Hardware module association logic: Control hierarchy: Main unit (controller) → Sub-unit (execution) → Student terminal (operation); The main unit can monitor all the sub-units, while the sub-units can only upload data; Data flow: Student operation data → Initial processing by the extension AI → In-depth analysis by the main AI → Generation of personalized feedback; Scalability: Supports dynamic addition and removal of devices via Zigbee / Bluetooth Mesh protocols; The AI ​​algorithm module supports online upgrades; (8) Typical application scenario module Drawing instruction: Students use a separate device to create VR paintings, while the main unit analyzes perspective / color data in real time. AI generates error warnings (such as perspective deviation exceeding a threshold). Sculpture creation: The 6DoF positioning system captures the carving motion; The host computer controls the projection ball to display 3D model details; Art history teaching: Virtual museum scenes scanned by LiDAR; The host computer can switch between different lighting / material effects from different historical periods. This modular hardware design not only meets all the functional requirements of the teaching method, but also enables flexible deployment and expansion through modular design. The hardware selection takes into account domestic compatibility (such as the Pico Neo3 headset) and cost control, while improving teaching efficiency through deep integration of AI algorithms and hardware.

[0008] A virtual reality-based interactive teaching method for university art and fine arts includes the following steps: 1. System Setup: Based on the teaching objectives of universities, complete hardware selection and network configuration, develop a cross-system (Android / Windows MR) software platform with a crash rate controlled below 0.5%, and pass joint review by subject matter experts and educational technology experts. The hardware includes a control host and multiple connected sub-units. The host can use a Zigbee / Bluetooth Mesh dual-mode wireless socket gateway, a Zigbee 3.0 wired gateway, a central control screen knob button host, etc. (the AI ​​is continuously upgradable, the AI ​​algorithm provides a scoring structure, and the AI ​​creates, saves, and references scores). The sub-units can use the Poda AI Digital Human All-in-One Machine (supporting sub-unit interaction). The host can control the sub-units, but the sub-units cannot control the host. The host can see the screen on each sub-unit, and teachers can control the focus and switch between individual student pages. The host can also see the pages of all students, enabling peer-to-peer evaluation and communication, as well as peer-to-peer evaluation and communication between students and teachers. This not only increases students' memory and improves their abilities, but also enhances their own level while evaluating others, and deepens their understanding of the knowledge they have learned.

[0009] 2. Content Production: Utilizing 3D modeling, animation, and Python programming technologies, we complete scene replication and modular course development to ensure the accuracy of knowledge points (the error between virtual and real teaching data is ≤5%); 3. Tiered Training: We provide training for teachers on "technical operation + content design" and basic training for students on "equipment use + creative skills," accompanied by illustrated tutorials and video guidance; 4. Teaching Implementation: Follow the process of "pre-class VR preview (≤30 minutes) - in-class virtual and real combination (VR practice + group discussion) - post-class VR review + work optimization", record students' learning trajectory data, and conduct system iteration and optimization every semester.

[0010] As a preferred embodiment of this invention, the VR hardware adaptation platform includes: core equipment: a lightweight head-mounted display (single-eye resolution ≥2K, refresh rate ≥90Hz, weight ≤300g), supporting diopter adjustment from -6.00D to +2.00D, compatible with domestically produced devices (such as Pico Neo3), with a dizziness index controlled below 0.3; interactive equipment: equipped with a six-degrees-of-freedom (6DoF) positioning system (reducing spatial perspective deviation by 62.8%), high-precision motion capture equipment (tracking accuracy ≤1mm), and a gamepad controller, supporting more than 10 basic artistic creation actions (grabbing, rotating, pen stroke adjustment, etc.); auxiliary configuration of the VR hardware adaptation platform: supporting switching between a professional mode of "projection ball + gamepad" and a basic mode of "ordinary display + keyboard and mouse" to meet the hardware requirements of different teaching scenarios; local area network deployment supports simultaneous networking of ≥30 devices with an end-to-end latency ≤20ms.

[0011] As a preferred embodiment of the present invention, a multi-dimensional virtual teaching scenario is subsequently constructed: Scenario library design: Real art scenes are replicated using LIDAR scanning technology, including a 1:1 virtual studio (supporting 24 lighting modes and 2800K-6500K color temperature adjustment), a sculpture studio, a global art museum (containing 1500 artifacts in GLTF lightweight digital models with a compression rate of 82%), and customized themed scenes (such as Impressionist outdoor sketching scenes, supporting simulation of natural phenomena such as rain and snow); Scene functions: Built-in "spatiotemporal annotation" and "detail magnification" functions, art history scenes can synchronously display the era of the work and the background of its creation, and painting scenes support real-time adjustment of lighting and material textures to meet the dual needs of theoretical teaching and creative practice.

[0012] As a preferred embodiment of this invention, the deeply interactive teaching content system is modularized into courses covering four major modules: art history appreciation, painting techniques (sketching / color / oil painting), sculpture creation, and design thinking. Each module contains four levels of content: "theoretical explanation - demonstration - simulation practice - creative creation." Interactive design: the art history module supports the "masterpiece deconstruction" function, which can 3D recreate the creative steps; the painting module provides 12 material types to choose from, with a rendering speed of up to 90fps, and supports real-time simulation of brush stroke thickness and color mixing; it incorporates an "error operation warning" mechanism, which provides real-time prompts for improper operations (such as perspective deviation) and provides corrective demonstrations during technique practice.

[0013] As a preferred embodiment of the present invention, the AI ​​intelligent evaluation and feedback system includes: an evaluation algorithm that integrates the StyleGAN3 style transfer network to quantitatively evaluate four dimensions: color transition (ΔE value optimized to 3.2), perspective accuracy (improved to 89.3%), shape complexity (supporting level 7.2 complexity processing), and style fit; a feedback mechanism that automatically generates personalized learning reports and pushes targeted reinforcement exercises; and a teacher-side system that supports remote monitoring of the student's creative process and provides real-time guidance through voice or virtual annotations, reducing feedback time by 73.6%.

[0014] As a preferred embodiment of the present invention, the final collaborative creation and resource sharing system includes: Social functions: supporting up to 6 people to collaborate simultaneously, with real-time visibility of peer operation trajectories, and built-in voice communication and virtual gesture interaction; Display and copyright: building a digital twin exhibition hall (loading speed < 1.2 seconds), supporting 200,000 people to view the exhibition online simultaneously; integrating a robust digital watermarking system with ≥ 95% to protect students' creative copyrights; Resource library: constructing an open art education resource library, integrating classic works and teaching cases from around the world, supporting offline caching (capacity ≥ 10GB), and ensuring teaching continuity during network fluctuations.

[0015] The beneficial effects of this invention are: 1. This invention improves learning efficiency: it visualizes abstract art concepts, increases perspective accuracy by 40.2%, reduces the time for switching between multiple perspectives from 6.8 seconds to 1.2 seconds, and increases students' speed of mastering knowledge points by more than 50%. 2. This invention stimulates creative potential: Unrestricted creative space and a wide selection of materials, combined with natural scene simulation, increase students' creative inspiration rate by 41.2% and the complexity of their works by 60%; 3. Enable personalized teaching: The AI ​​assessment system accurately matches students' weaknesses and provides customized learning paths to meet the improvement needs of students with different backgrounds; 4. Reduce teaching costs: Virtual materials replace physical paints and sculpting materials, reducing resource waste; lightweight resource libraries and multi-mode hardware compatibility lower the threshold for equipment investment in universities. 5. Expanding the boundaries of exchange: Collaborative creation across time and space and global resource sharing break geographical limitations, increasing the exposure of student works by 37 times and promoting inter-school art education cooperation. Attached Figure Description

[0016] Figure 1 This is a front perspective view of the present invention; Figure 2 This is a flowchart illustrating the operation of the present invention. Figure 3 This is a schematic diagram of the overall structure of the present invention; Figure 4 for Figure 3Partial 3D view of components such as the outer casing of the middle unit; Figure 5 for Figure 3 Partial 3D view of components such as the central lifting plate; Figure 6 for Figure 3 Partial 3D view of components such as the X-shaped connecting rod; Figure 7 for Figure 5 A partial, upward-viewing 3D image; Figure 8 for Figure 1 A side-view stereoscopic view; Figure 9 for Figure 6 A partial, upward-viewing 3D image; Figure 10 for Figure 1 Partial 3D view of components such as the rotating shaft; Figure 11 This is a diagram showing the assembly of the various modules and components of the present invention; Figure 12 Line graphs showing the accuracy of the perspective function and the speed at which students master knowledge points in this invention. Figure 13 Line graphs showing the student's creative inspiration rate and the complexity of their work in this invention.

[0017] In the diagram: 1. Sub-unit housing; 2. Servo motor; 3. Handle; 4. Display screen; 5. Mounting block; 6. AR projection ball; 7. Flip motor; 8. External device mounting box; 9. Partition; 10. Sealing plate; 11. Lifting plate; 12. Circular plate; 13. Lead screw; 14. Internal device mounting box; 15. Guide rail; 16. Lower rectangular block; 17. U-shaped plate; 18. X-shaped connecting rod; 19. Sliding wheel; 20. Translation plate; 21. Actuating column; 22. Threaded hole; 23. Rotating plate; 24. Upper rectangular block; 25. L-shaped rod; 26. Connecting plate; 27. Rotating shaft; 28. Spiral groove; 29. ​​Sliding groove; 30. Placement groove; 31. Main unit housing; 32. First operating table; 33. Second operating table; 34. Third operating table; 35. 3D printer; 36. Scanner; 37. Creative pen; 38. Creative tablet; 39. Classroom unit. Detailed Implementation

[0018] To make the technical problems solved by the present invention, the technical solutions adopted, and the technical effects achieved clearer, the technical solutions of the embodiments of the present invention will be further described in detail 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.

[0019] Example 1 like Figures 1 to 11 As shown, a virtual reality technology-based interactive teaching method and system for university art and fine arts includes: several sub-unit housings 1, a main unit housing 31, and a classroom housing 39. A sealing plate 10 and a lifting plate 11 are slidably connected inside the sub-unit housings 1 and the main unit housing 31. A circular plate 12 is nested inside the lifting plate 11. A rotating plate 23 is positioned above the circular plate 12. A rotating shaft 27 is connected through the bottom of the rotating plate 23. The bottom end of the rotating shaft 27 is movably connected to the top of the circular plate 12 via a bearing, and extends through the inner ring of the bearing to the bottom of the circular plate 12. Several evenly distributed internal equipment mounting boxes 14 are slidably connected to the top of the lifting plate 11. A docking plate 26 is connected to the opposite side of each internal equipment mounting box 14. An L-shaped rod 25 is hinged between the docking plate 26 and the rotating plate 23. The sub-unit housings 1 are connected externally... The device is connected to a first operating table 32, a second operating table 33, and a third operating table 34. A creative tablet 38 and a 3D printer 35 are installed on the sub-machine housing 1 and the main machine housing 31, and a creative pen 37 matching the creative tablet 38 is also provided on the sub-machine housing 1 and the main machine housing 31. This allows for the integrated operation of appreciation, creation, evaluation, and teaching. Scoring can be randomized, enabling peer evaluation and exchange between students and between students and teachers. This enhances students' memory and improves their abilities, allowing them to improve their own level while evaluating others and deepen their understanding of the learned knowledge. The first operating table 32, the second operating table 33, and the third operating table 34 can be used for creating clothing, pottery, sculptures, etc., making this invention an integrated creative platform. It can also be used as a competition platform or for showcasing works. In this embodiment, X-shaped connecting rods 18 are respectively provided on the lower left and right sides of the lifting plate 11. The top of the X-shaped connecting rods 18 is movably connected to an upper rectangular block 24 through a rotating shaft and bearing. The upper rectangular block 24 is connected to the bottom of the lifting plate 11. On the opposite side of the two X-shaped connecting rods 18, near the rear side, a lower rectangular block 16 is movably connected to the bottom of the two lower rectangular blocks 16 through a rotating shaft and bearing. A U-shaped plate 17 is connected to the bottom of the two lower rectangular blocks 16. A flat plate is movably connected between the two X-shaped connecting rods 18 near the front side through a rotating shaft and bearing. The bottom of the sliding plate 20 is equipped with sliding wheels 19 that match the sliding plate 20 near the left and right sides. The sliding plate 20 has threaded holes 22, and a lead screw 13 is inserted into the threaded holes 22. The two ends of the lead screw 13 are movably connected to the inner wall of the sub-machine housing 1 through bearings. A servo motor 2 is installed on the front side of the sub-machine housing 1. The lead screw 13 is connected to the output shaft of the servo motor 2, which can realize the classification and storage of equipment, so that it can be effectively installed and placed. Implementation plan: A spiral groove 28 is provided on the rotating shaft 27, and an actuating column 21 is fitted inside the spiral groove 28. The front end of the actuating column 21 is connected to the inner wall of the outer casing 1 of the sub-unit. A sliding groove 29 is provided at the bottom of the inner equipment mounting box 14, and a guide rail 15 is fitted inside the sliding groove 29. The guide rail 15 is connected to the top of the circular plate 12. A placement groove 30 is provided at the top of the sealing plate 10, and a handle 3 is placed in the placement groove 30. An AR projection ball 6 is provided on the sealing plate 10. Two mounting blocks 5 are connected to the top of the sealing plate 10. A display screen 4 is movably connected between the two mounting blocks 5 through a rotating shaft and a bearing. A scanner 36 is provided on the display screen 4. A flip motor 7 is installed on one of the mounting blocks 5. The rotating shaft on the display screen 4 is connected to the output shaft of the flip motor 7. An outer equipment mounting box 8 is installed on the sealing plate 10. Several evenly distributed partitions 9 are installed on the outer equipment mounting box 8. A virtual reality-based interactive teaching system for university art and fine arts includes a core hardware module, which comprises the following components: (1) VR teaching host module: Main control device: Zigbee / Bluetooth Mesh dual-mode wireless socket gateway + Zigbee 3.0 wired gateway; Central control terminal: Central control screen knob press host (supports AI algorithm upgrade interface); Function: Unified control of all branch devices; Real-time monitoring of extension screens (supports multi-screen split display); Implement teacher-student / student-student peer assessment functionality (via an AI scoring system); Data storage and AI learning optimization; (2) VR Sub-module: Terminal device: PodAI Digital Human All-in-One Machine (integrating 6DoF positioning, motion capture, and handset interaction); Function: Supports more than 10 artistic creation actions (grabbing, rotating, brush stroke adjustment, etc.); Real-time feedback of operation data to the host; Supports local AI-assisted creation (such as brush stroke suggestions and color matching); (3) VR headset and interaction module: Headset: Lightweight head-mounted display (2K resolution per eye, 90Hz refresh rate, ≤300g); Interactive Kit: 6DoF positioning system (spatial perspective deviation reduced by 62.8%). High-precision motion capture equipment (tracking accuracy ≤1mm); Multimodal handle (supports pressure sensing and haptic feedback); (4) Auxiliary hardware module: Teaching environment adaptation module: Projection Sphere Mode: Professional-grade projector + spherical screen (for group presentations); Basic mode: Standard monitor + keyboard and mouse (for theoretical teaching); Network equipment: Gigabit LAN switch (supports simultaneous networking of ≥30 devices, end-to-end latency ≤20ms); Scene reproduction module; Laser Scanner: A LIDAR scanner (used for 1:1 replication of real art scenes) Environmental simulation equipment: Lighting control system (supports 24 lighting modes, color temperature adjustable from 2800K to 6500K); (5) AI Evaluation Module: Edge computing devices: Dedicated computing units for deploying the StyleGAN3 style transfer algorithm; Sensor array: color sensor (ΔE value optimized to 3.2), perspective calibration sensor; (6) Expanding hardware modules: Collaborative creation system: Multi-terminal synchronizer: A network protocol adapter that supports simultaneous creation by up to 6 people; Virtual gesture capture: Infrared camera array (for virtual gesture interaction); Digital Resource Repository Terminal: Local storage server: NAS devices that support 10GB offline caching; Digital watermarking equipment: Copyright protection module with robustness ≥95%; Teaching Feedback System: Voice interaction device: noise-canceling microphone array + voice recognition module; Virtual annotation device: AR glasses (for teachers to provide remote annotation guidance); (7) Hardware module association logic: Control hierarchy: Main unit (controller) → Sub-unit (execution) → Student terminal (operation); The main unit can monitor all the sub-units, while the sub-units can only upload data; Data flow: Student operation data → Initial processing by the extension AI → In-depth analysis by the main AI → Generation of personalized feedback; Scalability: Supports dynamic addition and removal of devices via Zigbee / Bluetooth Mesh protocols; The AI ​​algorithm module supports online upgrades; (8) Typical application scenario module Drawing instruction: Students use a separate device to create VR paintings, while the main unit analyzes perspective / color data in real time. AI generates error warnings (such as perspective deviation exceeding a threshold). Sculpture creation: The 6DoF positioning system captures the carving motion; The host computer controls the projection ball to display 3D model details; Art history teaching: Virtual museum scenes scanned by LiDAR; The host computer can switch between different lighting / material effects from different historical periods. This modular hardware design not only meets all the functional requirements of the teaching method, but also enables flexible deployment and expansion through modular design. The hardware selection takes into account domestic compatibility (such as the Pico Neo3 headset) and cost control, while improving teaching efficiency through deep integration of AI algorithms and hardware.

[0020] Working Principle: In operation, the forward rotation of the servo motor 2 first drives the translation plate 20 to move rearward. The translation plate 20 then drives the sliding wheel 19 to move rearward within the U-shaped plate 17, causing the X-shaped connecting rod 18 to extend and drive the lifting plate 11 to move upward. The lifting plate 11 then drives the inner equipment mounting box 14, the sealing plate 10, and the outer equipment mounting box 8 to move upward, causing the inner equipment mounting box 14 to move out of the outer casing 1. During this upward movement, the actuating column 21 actuates the spiral groove 28, causing the rotating shaft 27 to drive the rotating plate 23 to rotate. This causes the rotating plate 23 to drive several inner equipment mounting boxes 14 to expand outward via several L-shaped rods 25 (the top of the inner equipment mounting box 14 is slidably connected to the bottom of the sealing plate 10, and a column connects the sealing plate 10 and the lifting plate near the left side). The equipment can then be installed in the outer equipment mounting box. Inside box 8 and inner equipment mounting box 14, the reverse rotation of motor 2 drives translation plate 20 to move forward. Translation plate 20 drives sliding wheel 19 to move forward within U-shaped plate 17, causing X-shaped connecting rod 18 to retract and drive lifting plate 11 to move downward. Lifting plate 11 drives inner equipment mounting box 14, sealing plate 10 and outer equipment mounting box 8 to move downward, causing inner equipment mounting box 14 to move into sub-unit housing 1. During the downward movement, actuating column 21 actuates spiral groove 28, causing rotating shaft 27 to drive rotating plate 23 to rotate. Rotating plate 23 drives several inner equipment mounting boxes 14 to retract outward through several L-shaped rods 25, which can realize the movement of inner equipment mounting boxes 14 out or into sub-unit housing 1, and effectively extend and retract at the same time, so that they can be effectively placed, installed and maintained.

[0021] Example 2 like Figures 1 to 13As shown, a virtual reality-based interactive teaching method for university art and fine arts includes the following steps: 1. System Setup: Based on the teaching objectives of universities, complete hardware selection and network configuration, develop a cross-system (Android / Windows MR) software platform, control the crash rate to below 0.5%, and pass joint review by subject matter experts and educational technology experts; the hardware includes a control host and multiple connected sub-units. The host can adopt a Zigbee / Bluetooth Mesh dual-mode wireless socket gateway, a Zigbee 3.0 wired gateway, a central control screen knob button host, etc. (the AI ​​can be continuously upgraded, the AI ​​algorithm provides a scoring structure, and the AI ​​creates, saves, and references). The sub-units can adopt the Poda AI digital human all-in-one machine (supporting sub-unit interaction). The host can control the sub-units, but the sub-units cannot control the host. The host can see the screen on each sub-unit, and the teacher can control the attention to switch between students and switch to individual student pages. The host can also see the pages of all students, which can realize mutual evaluation and communication between students and between students and teachers. This can not only increase students' memory and improve their abilities, but also enhance their own level while evaluating others, and deepen their understanding of the knowledge they have learned. 2. Content Production: Utilizing 3D modeling, animation, and Python programming technologies, we completed scene replication and modular course development, ensuring the accuracy of knowledge points (the error between virtual and real teaching data is ≤5%). 3. Tiered training: Training for teachers on "technical operation + content design" and basic training for students on "equipment use + creative skills", accompanied by illustrated tutorials and video guidance; 4. Teaching Implementation: Follow the process of "pre-class VR preview (≤30 minutes) - in-class virtual and real combination (VR practice + group discussion) - post-class VR review + work optimization", record students' learning trajectory data, and conduct system iteration and optimization every semester.

[0022] (1) VR hardware adaptation platform Core equipment: A lightweight head-mounted display (single-eye resolution ≥2K, refresh rate ≥90Hz, weight ≤300g) is selected, supporting diopter adjustment from -6.00D to +2.00D, compatible with domestic devices (such as Pico Neo3), and the dizziness index is controlled below 0.3; Interactive device: Equipped with a six-degrees-of-freedom (6DoF) positioning system (reducing spatial perspective deviation by 62.8%), high-precision motion capture equipment (tracking accuracy ≤1mm) and a hand controller, supporting more than 10 basic artistic creation actions (grabbing, rotating, brush stroke adjustment, etc.). Auxiliary configuration: Supports switching between the professional mode of "projection ball + gamepad" and the basic mode of "ordinary monitor + keyboard and mouse" to meet the hardware requirements of different teaching scenarios. Local area network deployment supports ≥30 devices to be networked simultaneously, with end-to-end latency ≤20ms.

[0023] (2) Construction of multi-dimensional virtual teaching scenarios Scene library design: Real art scenes are replicated using LiDAR scanning technology, including a 1:1 virtual studio (supporting 24 lighting modes and 2800K-6500K color temperature adjustment), a sculpture studio, a global art museum (containing 1,500 artifacts in lightweight GLTF digital models with a compression rate of 82%), and customized themed scenes (such as Impressionist outdoor sketching scenes, supporting the simulation of natural phenomena such as rain and snow). Scene Functions: Built-in "Time and Space Annotation" and "Detail Zoom" functions. Art history scenes can simultaneously display the era of the work and the background of its creation. Painting scenes support real-time adjustment of lighting, shadows, and material textures, meeting the dual needs of theoretical teaching and creative practice.

[0024] (3) Deeply interactive teaching content system Modular curriculum: Covering four major modules: art history appreciation, painting techniques (sketching / color / oil painting), sculpture creation, and design thinking. Each module contains four levels of content: "theoretical explanation - demonstration - simulation practice - creative creation". Interactive Design: The Art History module supports the "Masterpiece Deconstruction" function, which can recreate the creative steps in 3D; the Painting module offers 12 material types to choose from, with a rendering speed of up to 90fps, and supports real-time simulation of brush stroke thickness and color mixing; it incorporates an "Error Operation Warning" mechanism, which provides real-time prompts for improper operations (such as perspective deviation) and offers correction demonstrations during technique practice.

[0025] (4) AI Intelligent Evaluation and Feedback System Evaluation algorithm: The StyleGAN3 style transfer network is integrated to conduct quantitative evaluation from four dimensions: color transition (ΔE value optimized to 3.2), perspective accuracy (improved to 89.3%), shape complexity (supports 7.2 level complexity processing), and style fit. Feedback mechanism: Automatically generates personalized learning reports and pushes targeted reinforcement exercises; Teachers can remotely monitor the student creation process and provide real-time guidance through voice or virtual annotations, reducing feedback time by 73.6%.

[0026] (5) Collaborative creation and resource sharing system Social features: Supports up to 6 people to create content simultaneously, with real-time visibility of teammates' actions, and built-in voice communication and virtual gesture interaction; Exhibition and Copyright: Build a digital twin exhibition hall (loading speed < 1.2 seconds) to support 200,000 simultaneous online viewers; integrate a robust digital watermarking system with ≥ 95% to protect students' creative copyrights; Resource Library: Construct an open art education resource library, integrating classic works and teaching cases from around the world, supporting offline caching (capacity ≥10GB) to ensure teaching continuity during network fluctuations.

[0027] Novelty: Compared with existing VR art teaching systems, this invention is the first to achieve an integrated design of "high-precision scene replication + AI art-specific assessment + multi-person collaborative creation + copyright protection + dual-mode hardware adaptation", which solves the pain points of shallow content integration, single assessment and high threshold of use in existing technologies. No identical technical solutions have been disclosed. Creativity: Targeting the core needs of university art and fine arts teaching, this paper deeply integrates technologies such as 6DoF positioning, LiDAR scanning, and StyleGAN3 algorithm with the characteristics of art disciplines, and proposes a four-dimensional innovative architecture of "scene-content-evaluation-collaboration," which can be easily conceived by ordinary technical personnel outside the field. Practicality: The hardware is compatible with existing mainstream equipment and domestically produced solutions; the software supports multi-mode deployment; the teaching process conforms to the standards of higher education art education; it has been verified through simulated teaching and can be directly applied in actual teaching, possessing value for large-scale promotion (e.g., Figure 11 As shown, Figure 11 (This is a diagram showing the assembly of the various modules and components of the present invention).

[0028] This invention improves learning efficiency: it visualizes abstract art concepts, increases perspective accuracy by 40.2%, reduces multi-view switching time from 6.8 seconds to 1.2 seconds, and increases students' speed of mastering knowledge points by more than 50% (e.g., Figure 12 (as shown) This invention stimulates creative potential: unlimited creative space and a rich selection of materials, combined with natural scene simulation, increase students' creative inspiration rate by 41.2% and the complexity of their works by 60% (e.g., Figure 13 (as shown) Achieving personalized teaching: The AI ​​assessment system accurately identifies students' weaknesses and provides customized learning paths to meet the improvement needs of students with different backgrounds; Reduce teaching costs: Virtual materials replace physical paints and sculpting materials, reducing resource waste; lightweight resource libraries and multi-mode hardware compatibility lower the threshold for equipment investment in universities; Although preferred embodiments of the invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including both the preferred embodiments and all changes and modifications falling within the scope of the invention.

[0029] Obviously, those skilled in the art can make various modifications and variations to this invention without departing from its spirit and scope. Therefore, if these modifications and variations fall within the scope of the claims of this invention and their equivalents, this invention also intends to include these modifications and variations.

Claims

1. A virtual reality technology-based interactive teaching system for university art and fine arts, characterized in that, Including several extension shell (1), main machine shell (31) and classroom body (39), the extension shell (1) and main machine shell (31) are slidably connected with sealing plate (10) and lifting plate (11), the lifting plate (11) is nested with round plate (12), the top of the round plate (12) is provided with rotating plate (23), the bottom of the rotating plate (23) is connected with rotating shaft (27) penetratingly, the bottom end of the rotating shaft (27) is movably connected on the top of the round plate (12) through bearing, and the bottom end of the rotating shaft (27) extends to the lower side of the round plate (12) through the inner ring of the bearing, the top of the lifting plate (11) is slidably connected with several evenly distributed inner equipment mounting boxes (14), the opposite side of the several inner equipment mounting boxes (14) is connected with docking plate (26), the docking plate (26) and the rotating plate (23) are hinged with L-shaped rod (25), the extension shell (1) is respectively connected with first operating table (32), second operating table (33) and third operating table (34) outside, the extension shell (1) and main machine shell (31) are installed with creation flat plate (38) and 3D printer (35), and the extension shell (1) and main machine shell (31) are equipped with creation pen (37) matched with the creation flat plate (38).

2. The university art and fine arts interactive teaching system of virtual reality technology according to claim 1, characterized in that, The bottom of the lifting plate (11) is provided with X-shaped connecting rod (18) near the left and right sides, the top of the X-shaped connecting rod (18) is movably connected with upper rectangular block (24) through hinge and bearing, the upper rectangular block (24) is connected on the bottom of the lifting plate (11), the opposite side of the two X-shaped connecting rods (18) is movably connected with lower rectangular block (16) through hinge and bearing near the rear side, the bottom of the two lower rectangular blocks (16) is connected with U-shaped plate (17), the front side between the two X-shaped connecting rods (18) is movably connected with translation plate (20) through hinge and bearing, the bottom of the translation plate (20) is respectively provided with sliding wheel (19) matched with the translation plate (20) near the left and right sides, the translation plate (20) is provided with threaded hole (22), the threaded hole (22) is provided with lead screw (13) penetratingly, the both ends of the lead screw (13) are movably connected on the inner wall of the extension shell (1) and main machine shell (31) through bearing, the front side of the extension shell (1) and main machine shell (31) is installed with servo motor (2), the lead screw (13) is connected on the output shaft of the servo motor (2).

3. The virtual reality technology-based interactive teaching system for university art and fine arts, according to claim 1, wherein, The rotating shaft (27) is provided with a spiral groove (28), the spiral groove (28) is provided with a dialing column (21), the front end of the dialing column (21) is connected to the inner wall of the extension set housing (1), the bottom of the inner equipment mounting box (14) is provided with a sliding groove (29), the sliding groove (29) is provided with a guide rail (15), the guide rail (15) is connected to the top of the circular plate (12), the top of the sealing plate (10) is provided with a placing groove (30), the placing groove (30) is placed with a handle (3), the sealing plate (10) is provided with an AR projection ball (6), the top of the sealing plate (10) is connected with two mounting blocks (5), the two mounting blocks (5) are movably connected with a display screen (4) through a rotating shaft and a bearing, the display screen (4) is provided with a scanner (36), one of the mounting blocks (5) is provided with a turnover motor (7), the rotating shaft of the display screen (4) is connected to the output shaft of the turnover motor (7), the sealing plate (10) is provided with an external equipment mounting box (8), the external equipment mounting box (8) is provided with a plurality of evenly distributed partitions (9).

4. A virtual reality technology-based university art and fine arts interactive teaching system, characterized in that, It comprises a core hardware module, which consists of: (1) VR teaching host module: Master control device: Zigbee / Bluetooth Mesh dual-mode wireless socket gateway + Zigbee 3.0 wired gateway; Central control terminal: central control screen knob pressing host (supporting AI algorithm upgrade interface); Functions: Unified control of all extension devices; Real-time monitoring of extension screen (supporting multi-screen split display); Realize teacher-student / student-student mutual evaluation function (through AI scoring system); Data storage and AI learning optimization; (2) VR extension module: Terminal device: wave tower AI digital human integrated machine (integrating 6DoF positioning, motion capture, and handle interaction); Functions: Support more than 10 artistic creation actions (grabbing, rotating, brush stroke adjustment, etc.); Real-time feedback of operation data to the host; Support local AI assisted creation (such as brush stroke suggestion, color matching); (3) VR head-mounted display and interaction module: Head-mounted display: lightweight head-mounted display (single eye 2K resolution, 90Hz refresh rate, ≤300g); Interaction kit: 6DoF positioning system (space perspective deviation reduction of 62.8%); High-precision motion capture device (tracking accuracy ≤1mm); Multi-modal handle (supporting pressure sensing and tactile feedback); (4) Auxiliary hardware module: Teaching environment adaptation module: Projection ball mode: professional level projector + spherical screen (for collective demonstration); Basic mode: ordinary display + keyboard and mouse (for theoretical teaching); Network equipment: gigabit LAN switch (supporting ≥30 devices for synchronous networking, end-to-end delay ≤20ms); Scene reproduction module; Laser scanner: LIDAR scanner (for 1:1 replication of real artistic scenes) Environment simulation equipment: light control system (supporting 24 light modes, color temperature adjustment 2800K-6500K); (5) AI evaluation module: Edge computing device: a dedicated computing unit for deploying StyleGAN3 style transfer algorithm; Sensor array: color sensor (ΔE value optimized to 3.2), perspective calibration sensor; (6) Extended hardware modules: Collaborative creation system: Multi-terminal synchronizer: network protocol adapter supporting 6-person synchronous creation; Virtual gesture capture: infrared camera array (for virtual gesture interaction); Digital resource library terminal: Local storage server: NAS device supporting 10GB offline cache; Digital watermarking device: copyright protection module with robustness ≥95%; Teaching feedback system: Voice interaction device: noise reduction microphone array + voice recognition module; Virtual labeling device: AR glasses (for teacher remote labeling guidance); (7) Hardware module association logic: Control level: Host (master) → extension (execution) → student terminal (operation); The host can monitor all extension screens, and the extension can only upload data; Data flow: Student operation data → extension AI preliminary processing → host AI deep analysis → generation of personalized feedback; Scalability: Support dynamic addition and subtraction of devices through Zigbee / Bluetooth Mesh protocol; AI algorithm module supports online upgrade; (8) Typical application scenario module Drawing teaching: Students draw in VR through the extension, and the host analyzes perspective / color data in real time; AI generates error warnings (such as perspective deviation exceeding threshold); Sculpture creation: 6DoF positioning system captures carving actions; Host controls projection ball to display 3D model details; Art history teaching: virtual museum scene scanned by LIDAR; Host switches different historical period lighting / material effects; This modular hardware design not only meets all functional requirements of teaching methods, but also realizes flexible deployment and expansion through modular design. The hardware selection considers domestication adaptation (such as Pico Neo3 head-mounted display) and cost control, and through the deep integration of AI algorithms and hardware, it improves teaching efficiency.

5. A university art and fine arts interactive teaching method of virtual reality technology, characterized in that, Including the following steps:

1. System building: According to the teaching goal of colleges and universities, complete hardware selection and network configuration (teaching method one drag hardware device), develop cross-system (Android / WindowsMR) software platform, crash rate control below 0.5%, through joint review of discipline experts and education technology experts; Hardware includes a control host and multiple connected extension, host can use Zigbee / Bluetooth Mesh dual-mode wireless socket gateway, Zigbee 3.0 wired gateway, central control screen knob pressing host (among them AI can be continuously upgraded, AI algorithm provides scoring structure, AI creates saves and references), extension can use wave tower AI digital person all-in-one machine (support extension interaction), host can control extension and extension cannot control host, host can see the picture on each extension, teacher can control attention to switch, can switch to student's individual page, host can also see all student's pages, can realize mutual evaluation and exchange between students and teachers, can increase students' memory and improve ability, while evaluating others, increase their own level and learn knowledge more deeply; 2. Content production: Use 3D modeling, animation production and Python programming technology to complete scene replication and course modular development, ensure knowledge point accuracy (virtual and real teaching data error ≤5%); 3. Graded training: "Technical operation + content design" training for teachers, "device use + creation skills" basic training for students, supporting text and video tutorials; 4. Teaching implementation: Follow the process of "VR preview before class (≤30 minutes) - virtual and real combination during class (VR operation + group discussion) - VR review after class + work optimization", record student learning track data, and iterate and optimize the system every semester.

6. The virtual reality technology-based interactive teaching method for university art and fine arts according to claim 5, wherein, First, VR hardware adaptation platform: Core equipment: Choose lightweight head-mounted display (single eye resolution ≥2K, refresh rate ≥90Hz, weight ≤300g), support diopter -6.00D~+2.00D adjustment, adapt to domestic equipment (such as Pico Neo3), dizziness index control below 0.3; Interactive equipment: Equipped with six degrees of freedom (6DoF) positioning system (space perspective deviation value reduced by 62.8%), high-precision motion capture equipment (tracking accuracy ≤1mm) and handle controller, support more than 10 kinds of artistic creation basic actions (grabbing, rotating, brush adjustment, etc.), VR hardware adaptation platform auxiliary configuration: Support "projection ball + handle" professional mode and "ordinary display + keyboard and mouse" basic mode switching, meet the hardware needs of different teaching scenes, local area network deployment supports ≥30 devices synchronous networking, end-to-end delay ≤20ms.

7. The virtual reality technology-based interactive teaching method for university art and fine arts according to claim 6, wherein, Subsequently, a multi-dimensional virtual teaching scene is constructed: Scene library design: Replicate real artistic scenes through LIDAR scanning technology, including a 1:1 virtual studio (supports 24 lighting mode switching, 2800K-6500K color temperature adjustment), sculpture studio, global art museum (contains 1500 cultural relics GLTF lightweight digital models, compression ratio 82%) and customized theme scene (such as Impressionist outdoor sketching scene, supports natural phenomenon simulation such as rain and snow); Scene function: Built-in "time and space annotation" and "detail magnification" functions, artistic history scenes can display work age and creation background simultaneously, and painting scenes support real-time adjustment of light and shadow and material texture, meeting the dual needs of theoretical teaching and creative practice.

8. The virtual reality technology-based university art and fine arts interactive teaching method system according to claim 7, characterized in that, Then the deep interactive teaching content system is modularized: covering four modules of art history appreciation, painting techniques (sketching / color / oil painting), sculpture creation, and design thinking, each module contains four levels of content: "theory explanation-demonstration-simulation exercise-creative creation"; Interactive design: Art history module supports "master work disassembly" function, which can restore the creation steps in three dimensions; Painting module provides 12 material types, rendering speed up to 90fps, supports real-time simulation of stroke thickness and color mixing; Integrate "error operation warning" mechanism, real-time prompt improper operation (such as perspective deviation) and provide correction demonstration in technique practice. 9.The virtual reality technology-based college art and fine arts interactive teaching method according to claim 5, characterized in that, Then the AI intelligent evaluation and feedback system: Evaluation algorithm: Integrates StyleGAN3 style transfer network to quantitatively evaluate from four dimensions of color transition (ΔE value optimized to 3.2), perspective accuracy (improved to 89.3%), modeling complexity (supports 7.2-level complexity processing), and style matching degree; Feedback mechanism: Automatically generate personalized learning reports and push targeted reinforcement exercises; Teacher end supports remote monitoring of student creation process, real-time guidance through voice or virtual annotation, feedback timeliness reduced by 73.6%, finally collaborative creation and resource sharing system: Social function: Supports up to 6 people to create synchronously, real-time visible companion operation trajectory, built-in voice communication and virtual gesture interaction; Display and copyright: Build digital twin exhibition hall (loading speed <1.2 seconds), support 200,000 people online viewing at the same time; Integrate digital watermarking system with robustness ≥95%, protect student creation copyright; Resource library: Build an open art education resource library, integrate global classic works and teaching cases, support offline caching (capacity ≥10GB), ensure teaching continuity during network fluctuations.