Environment construction system and method for immersive virtual experience of historic building

By collecting three-dimensional spatial and digital story data of ancient buildings, constructing three-dimensional models, dividing areas and binding stories, and generating suitable virtual environment parameters, the problems of aesthetic distortion and insufficient immersion in existing technologies are solved, and a high-precision virtual experience of ancient buildings is achieved.

CN121564210APending Publication Date: 2026-02-24CHANGZHOU TEXTILE GARMENT INST
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Patent Information

Application Number
CN202511699583.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-19
Publication Date
2026-02-24

AI Technical Summary

Technical Problem

Existing virtual reality experience technologies for ancient buildings do not build three-dimensional models based on ancient building data, do not establish an effective mapping mechanism between regions and stories, and cannot achieve full-cycle dynamic adaptation and deep binding between stories and scenes, resulting in distorted aesthetic presentation, insufficient immersion, and inadequate cultural transmission.

Method used

Collect 3D spatial data, digital story sets, and aesthetic data of ancient buildings, construct 3D models, divide areas according to landscape functions, establish mapping relationships between areas and exclusive digital stories, call basic environmental parameters to generate adapted virtual environmental parameters, and support dynamic scene recommendation and user experience evaluation.

Benefits of technology

It achieves dynamic adaptation between the virtual environment and the natural state of ancient buildings, accurately presents unique aesthetics, enhances user immersion, meets the experience requirements of high precision, high immersion and strong cultural attributes, and supports personalized adjustment and closed-loop iterative optimization.

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Abstract

The invention discloses an environment construction system and method for immersive virtual experience of an ancient building, and relates to the technical field of virtual reality. The method comprises the steps of firstly collecting a three-dimensional space, a digital story and aesthetic data of the ancient building, constructing a three-dimensional model, then partitioning according to landscape functions and binding exclusive stories, and constructing a three-dimensional model; basic environment parameters are called to generate adaptive environment parameters, then scenes are automatically loaded, dynamic recommendation is supported, finally, experience records of a plurality of users are collected, and the user experience effect is evaluated. According to the scheme, the three-dimensional model is constructed based on the ancient building data, a region-story effective mapping mechanism is established, and environmental effect adjustment is performed based on the landscape group, so that full-period dynamic adaptation and story-scene deep binding are realized, personalized adjustment and closed-loop iterative optimization are supported, and the method is suitable for popularization and application. And the experience requirements of ancient building language travel display and cultural inheritance on high precision, high immersion and strong cultural attributes can be better met.
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Description

Technical Field

[0001] This invention relates to the field of virtual reality technology, and more specifically to an environment construction system and method for immersive virtual experiences of ancient architecture. Background Technology

[0002] Current virtual reality experiences of ancient architecture mostly use fixed environmental scenes, which have the following shortcomings: First, the environmental parameters are singular and cannot adapt to the landscape changes of ancient buildings in different seasons and at different times, making it difficult to show the aesthetic characteristics of the buildings in different scenes; second, the scenes are disconnected from the digital stories and are not customized by combining scene elements related to the historical stories of ancient buildings; third, the parameter adjustments lack specificity and do not optimize the visual presentation according to the material and craftsmanship characteristics of ancient buildings, resulting in insufficient immersion.

[0003] Existing technology, such as the invention patent application with publication number CN120469569A, discloses an immersive cultural and artistic experience system based on virtual reality technology. This system not only includes modules for virtual scene construction and multi-domain cultural scene data storage, but also allows users to independently set scenes and character images on an app, meeting personalized immersive cultural and artistic experience needs. It includes a virtual scene construction module for creating realistic virtual environments through virtual reality technology and simulation scene construction algorithms; a multi-domain cultural scene database for storing data on various cultural experience scenes, including historical scenes, artistic atmosphere scenes, learning scenes, and medical scenes; a user interaction module for receiving user input and enabling user interaction with the virtual scene; a multimedia integration engine for coordinating the synchronous presentation of scene visual elements, sound effects, and lighting effects; and a data processing unit. This invention belongs to the field of immersive experience systems, specifically referring to an immersive cultural and artistic experience system based on virtual reality technology.

[0004] As can be seen from the above solutions, existing virtual reality experience technologies for ancient buildings do not construct 3D models based on ancient building data, do not establish an effective regional-story mapping mechanism, and do not adjust environmental effects based on landscape groups. They cannot achieve full-cycle dynamic adaptation and deep binding of stories and scenes, nor do they support personalized adjustment and closed-loop iterative optimization. This results in distorted aesthetic presentation, insufficient immersion, and inadequate cultural transmission, making it difficult to meet the high-precision, highly immersive, and culturally rich experience requirements for the display and inheritance of ancient buildings in cultural tourism. Summary of the Invention

[0005] To address the aforementioned technical shortcomings, the present invention aims to provide an environment construction system and method for immersive virtual experiences of ancient architecture.

[0006] To solve the above-mentioned technical problems, the present invention adopts the following technical solution: In the first aspect, the present invention provides an environment construction system for immersive virtual experience of ancient buildings, including the following modules: a multi-dimensional data acquisition module: used to collect three-dimensional spatial data, digital story sets and aesthetic data of ancient buildings, and to construct a three-dimensional model.

[0007] The Region-Story Mapping Module is used to divide ancient buildings into several independent regions according to their landscape functions and establish a mapping relationship between each region and its own digital story.

[0008] Intelligent Environmental Parameter Control Module: Used to generate adapted virtual environmental parameters based on collected data and mapping relationships, calling upon basic environmental parameters.

[0009] Experience Output Module: Used to automatically load the corresponding virtual environment based on the user's location, and supports dynamic scene recommendations.

[0010] Experience evaluation module: Used to collect experience records from several users to evaluate the effectiveness of the user experience.

[0011] In a second aspect, the present invention provides an environment construction method for immersive virtual experience of ancient buildings, comprising: S1, collecting three-dimensional spatial data, digital story set and aesthetic data of ancient buildings, and constructing a three-dimensional model.

[0012] S2. Divide the ancient buildings into several independent areas according to their landscape functions, and establish a mapping relationship between each area and its own digital story.

[0013] S3. Based on the collected data and mapping relationship, call the basic environment parameters to generate adapted virtual environment parameters.

[0014] S4. Automatically loads the corresponding virtual environment based on the user's location and supports dynamic scene recommendations.

[0015] S5. Collect user experience records from several users and evaluate the user experience effect.

[0016] The beneficial effects of this invention are as follows: 1. This invention provides an environment construction system and method for immersive virtual experiences of ancient architecture. First, it collects three-dimensional spatial, digital story, and aesthetic data of the ancient architecture and constructs a three-dimensional model. Then, it divides the landscape into functional zones and binds exclusive stories, calls basic environmental parameters to generate adaptive environmental parameters, automatically loads scenes, and supports dynamic recommendations. Finally, it collects experience records from several users to evaluate the user experience. This solution constructs a three-dimensional model based on ancient architecture data, establishes an effective region-story mapping mechanism, and adjusts environmental effects based on landscape groups. It achieves full-cycle dynamic adaptation and deep binding of stories and scenes, while also supporting personalized adjustments and closed-loop iterative optimization, better meeting the needs of ancient architecture cultural tourism display and cultural heritage for high-precision, highly immersive, and culturally rich experiences.

[0017] 2. By collecting three-dimensional spatial data of ancient buildings in all four seasons, the virtual environment is dynamically adapted to the natural state of the ancient buildings, accurately presenting the unique beauty of ancient buildings in different times and spaces.

[0018] 3. Establish a binding mechanism between region, story, and environment to accurately match the virtual environment with the digital story scene, greatly enhancing the user's immersion.

[0019] 4. Adopting a basic environmental parameter control mode, and combining ancient building aesthetic data to optimize parameter configuration, we avoid the loss of craftsmanship aesthetics caused by inappropriate brightness and color, and maximize the presentation of the color and craftsmanship value of ancient buildings. Attached Figure Description

[0020] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1 This is a schematic diagram of the system structure connection of the present invention.

[0022] Figure 2 This is a schematic diagram of the implementation steps of the method of the present invention. Detailed Implementation

[0023] 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.

[0024] See Figure 1 As shown, an environment construction system for immersive virtual experiences of ancient architecture includes: a multi-dimensional data acquisition module for acquiring three-dimensional spatial data, digital story sets, and aesthetic data of ancient architecture, and constructing a three-dimensional model.

[0025] In one specific embodiment, the process of the multi-dimensional data acquisition module is as follows: a ground scanner is used to perform a multi-angle full-coverage scan, and a drone flies at low altitude along a preset route to collect three-dimensional spatial data.

[0026] High-definition voice recorders were used to record oral history and folk custom audio content, cameras were used to film building usage scenes, renovation processes and related rituals, and laptops and literature databases were used to search local chronicles, architectural archives and academic research to collect digital story collections.

[0027] A color analyzer is used to accurately measure the color parameters of the components, a high-resolution macro camera is used to capture texture data of decorative patterns and carving details, and a laser rangefinder is used to measure the size and proportion of the components to collect aesthetic data of ancient architecture.

[0028] It should be noted that the three-dimensional spatial data includes the vegetation growth status of the ancient buildings in all four seasons, details of the building components, and structural change data at different times of the 12 months; the digital story text data includes the season, date, and weather information corresponding to each landscape; the ancient building aesthetic data includes the building color tone and craftsmanship highlights; and the seasonal parameters include vegetation status, vegetation color, and flower types.

[0029] The Region-Story Mapping Module is used to divide ancient buildings into several independent regions according to their landscape functions and establish a mapping relationship between each region and its own digital story.

[0030] In one specific embodiment, the specific process of the region-story mapping module is as follows: extract the digital story set of ancient buildings from the database, obtain the keyword set corresponding to each digital story, and analyze the matching degree between the keyword set corresponding to each digital story and each region.

[0031] Set a matching threshold. When the matching degree is greater than the corresponding preset matching degree threshold, it indicates a high matching degree. Conversely, it indicates a low matching degree. A high matching degree means that the digital story is relevant to the region, and a low matching degree means that the digital story is not relevant to the region.

[0032] The digital story with the highest matching degree in each region is selected as the primary digital story for that region, and the remaining digital stories with a matching degree greater than the threshold are selected as secondary digital stories.

[0033] Based on the primary and secondary matching stories in each region, the association similarity between regions is calculated, and regions with similarity greater than the similarity threshold are grouped into a landscape group.

[0034] It should be noted that the digital storybooks for ancient buildings were created by the managers of the ancient buildings based on their promotional needs.

[0035] The keyword set was obtained from social media platforms using keyword extraction technology.

[0036] The preset matching threshold is a reference critical value used to judge the matching degree. It is set and modified by the ancient building management personnel according to the matching needs, and no specific numerical limit is imposed here.

[0037] The similarity threshold is a reference critical value used to judge the level of similarity. It is set and modified by the ancient building management personnel according to the association requirements, and no specific numerical limit is imposed here.

[0038] Preferably, the specific process of analyzing the matching degree between the keyword set corresponding to each digital story and each region is as follows: obtain the social keyword set of each region in the ancient building from the social platform through keyword extraction technology, compare the social keyword set in each region with the keyword set corresponding to each digital story, judge the same words or synonyms, if a word in the social keyword set of a certain region is the same as or has a similar meaning to a word in the keyword set corresponding to a certain digital story, then record the word as the target word of that region and that digital story, count the number of target words, and the proportion of the target word set of each region and each digital story = the number of target words corresponding to each digital story in each region divided by the number of keywords in the union of the social keyword set of each region and the keyword set corresponding to each digital story.

[0039] Count the frequency of each target word in each region and each digital story; then sum them up to get the frequency of each target word in each region and each digital story; then divide by the sum of the frequency of each target word in each region and each digital story to get the frequency percentage of each target word in each region and each digital story.

[0040] The average of the percentage of the target word set and the frequency percentage of the target words in each region is used as the matching degree between the keyword set of each digital story and each region.

[0041] It should be noted that the social keyword set is a collection of keywords specifically corresponding to a particular area of ​​ancient architecture, obtained from social media platforms through keyword extraction technology.

[0042] Keyword set for digital stories: A set of core keywords extracted from a single digital story.

[0043] Target word frequency: The total number of times the target word appears on social media platforms and in digital stories.

[0044] Intelligent Environmental Parameter Control Module: Used to generate adapted virtual environmental parameters based on collected data and mapping relationships, calling upon basic environmental parameters.

[0045] In one specific embodiment, the specific process of the intelligent environmental parameter control module is as follows: extract the adjective set corresponding to each value of various types of environmental data from the database, calculate the matching degree between the adjective set of each type of environmental data and the keyword set corresponding to the main digital story in each region, and determine the optional values ​​of various types of environmental data as basic environmental parameters.

[0046] By utilizing the selectable values ​​of various environmental data from different regions, corresponding images are generated, and effect data from the images are extracted.

[0047] Simultaneously, the optional values ​​of various environmental data in each region of each landscape group are extracted, the priority coefficients of the optional values ​​of various environmental data in each region of each landscape group are analyzed, and the optional value with the highest priority coefficient is selected as the value of various environmental data. In this way, the values ​​of various environmental data in each region are obtained as virtual environmental parameters.

[0048] It should be noted that the set of adjectives corresponding to each value of the environmental data is a set of adjectives stored in the database that match the specific values ​​of each type of environmental data. For example, in the temperature data, 25℃ corresponds to adjectives such as warm and comfortable.

[0049] The set of adjectives corresponding to the various values ​​of environmental data is set by the ancient building management personnel according to the publicity needs.

[0050] Keyword set corresponding to the main digital story: The set of keywords extracted from the core digital stories bound to each region, which carry the core elements of the story.

[0051] Test environment screen: A virtual scene screen generated using various selectable values ​​of environmental data from different regions to test the adaptation effect.

[0052] Performance data: Data reflecting the quality of scene presentation, such as color and brightness, extracted from the test environment.

[0053] Landscape group: A collection of multiple ancient building areas with high correlation. If there is overlap between different landscape groups, the overlapping part will be treated as a separate landscape group.

[0054] Priority coefficient: Based on the effect data of each area within the landscape group, it is used to select the optimal environmental data value.

[0055] Virtual environment parameters: After selecting the environmental data with the highest priority coefficient, the specific values ​​of various types of environmental data for each region are finally determined.

[0056] Preferably, the specific process of analyzing the priority coefficients of each selectable value in the various environmental data of each region within each landscape group is as follows: The effect data of the image corresponding to each selectable value of each environmental data of each region within each landscape group and the selectable values ​​of each environmental data of each region within each landscape group are respectively marked as... and , Indicates the number of each landscape group, Indicates the area number, Indicates the numbering of various environmental data. For each selectable value, , , and It is a positive integer.

[0057] Using the calculation formula: This yields the priority coefficients for each selectable value among various environmental data types for each region within each landscape group. ,in This represents the maximum difference among the selectable values ​​of various environmental data for each region within each landscape group.

[0058] The option with the highest priority coefficient among the various environmental data for each region in each landscape group is selected as the value for each type of environmental data.

[0059] It should be noted that the maximum difference is the largest difference between the values ​​selected from all available values ​​of the same type of environmental data in the same area of ​​the same landscape group.

[0060] Experience Output Module: Used to automatically load the corresponding virtual environment based on the user's location, and supports dynamic scene recommendations.

[0061] In one specific embodiment, the process of the experience output module is as follows: Area recognition: real-time area information is obtained through the user device's location; if there is no location permission, a region filter list is provided for manual selection.

[0062] Environment loading: Prioritize loading the virtual environment parameters of the corresponding area, and synchronously load the high-precision 3D model and the main digital story in the background.

[0063] Dynamic recommendations: The background preloads various environmental data of each area in the same landscape group and prompts visitors to prioritize visiting each area in the same landscape group.

[0064] It should be noted that user device positioning is achieved through the device's built-in positioning function, such as GPS or spatial positioning sensors.

[0065] Real-time area information: After the user's device is located, the specific area identifier in the virtual scene of the ancient building where the user is currently located is immediately provided.

[0066] Area Filtering List: An alternative feature provided when location permissions are not available. It includes the names of all virtual scenes of ancient buildings, allowing users to manually select their current area.

[0067] Experience evaluation module: Used to collect experience records from several users to evaluate the effectiveness of the user experience.

[0068] In one specific embodiment, the process of providing play prompts for each area of ​​the same landscape group in ascending order of distance is as follows: obtain the user's play order from the user's experience record, and check whether the user's play order is the same as the suggested play order. If they are the same, the user is recorded as a type 1 user; if they are different, the user is recorded as a type 2 user.

[0069] Calculate the percentage of users in category 1: Category 1 user percentage = Number of users in category 1 divided by the sum of the number of users in categories 1 and 2; and denote the category 1 user percentage and the preset category 1 user percentage threshold as follows: and ,like This indicates that the landscape group division and recommendation order match the user's travel habits; otherwise, it indicates that the landscape group division or recommendation order needs to be adjusted.

[0070] The travel routes of the two types of users are obtained, the routes are compared, overlapping areas are filtered out, the overlapping areas are grouped into a landscape group, and then the virtual environment parameters are adjusted again.

[0071] It should be noted that there is one type of user: the user's actual play path follows the landscape group order prompted by the system completely or only adjusts the area order within the same landscape group.

[0072] The preset threshold for the proportion of a certain type of user is a reference critical value used to judge whether the proportion of a certain type of user is high or low. It is set and modified by the ancient building management personnel according to the needs of visitors, and no specific numerical limit is imposed here.

[0073] Adjust the virtual environment parameters again: This adjustment method is the same as the method used to adjust the virtual environment parameters in the intelligent control module of environment parameters.

[0074] The database stores 3D spatial data, digital story sets, ancient architectural aesthetic data, basic environmental parameters, virtual environmental parameters, various environmental data, selectable values ​​of various environmental data in each area of ​​each landscape group, and the effect data of the corresponding images for each selectable value of various environmental data in each area of ​​each landscape group. It also stores matching threshold, similarity threshold, and threshold for the proportion of a certain type of user.

[0075] See Figure 2As shown, an environment construction method for immersive virtual experience of ancient buildings includes: S1, collecting three-dimensional spatial data, digital story set and aesthetic data of ancient buildings, and constructing a three-dimensional model.

[0076] S2. Divide the ancient buildings into several independent areas according to their landscape functions, and establish a mapping relationship between each area and its own digital story.

[0077] S3. Based on the collected data and mapping relationship, call the basic environment parameters to generate adapted virtual environment parameters.

[0078] S4. Automatically loads the corresponding virtual environment based on the user's location and supports dynamic scene recommendations.

[0079] S5. Collect user experience records from several users and evaluate the user experience effect.

[0080] The examples described in this invention are not limited to the specific embodiments listed above. The examples are merely illustrative to facilitate understanding of the invention and do not constitute a limitation on the scope of protection of this invention. Any modifications, equivalent substitutions, etc., made within the spirit and principles of this invention should be included within the scope of protection.

[0081] The above description is merely an example and illustration of the concept of the present invention. Those skilled in the art can make various modifications or additions to the specific embodiments described or use similar methods to replace them, as long as they do not deviate from the concept of the invention or exceed the scope defined in this specification, they should all fall within the protection scope of the present invention.

Claims

1. An environment construction system for immersive virtual experiences of ancient architecture, characterized in that, Includes the following modules: Multi-dimensional data acquisition module: used to collect three-dimensional spatial data, digital storybooks, and aesthetic data of ancient buildings, and to construct three-dimensional models; Region-Story Mapping Module: Used to divide ancient buildings into several independent regions according to their landscape functions, and to establish a mapping relationship between each region and its own digital story; Intelligent Environmental Parameter Control Module: Used to generate adapted virtual environmental parameters based on collected data and mapping relationships by calling basic environmental parameters; Experience output module: used to automatically load the corresponding virtual environment based on the user's location, and supports dynamic scene recommendation; Experience evaluation module: Used to collect experience records from several users to evaluate the effectiveness of the user experience.

2. The environment construction system for immersive virtual experience of ancient architecture according to claim 1, characterized in that, The specific process of the multi-dimensional data acquisition module is as follows: Using a ground scanner to perform multi-angle, full-coverage scanning, the drone flies at low altitude along a preset route to collect three-dimensional spatial data. High-definition voice recorders are used to record oral history and folk custom audio content, cameras are used to film building usage scenes, renovation processes and related rituals, and laptops and literature databases are used to search local chronicles, architectural archives and academic research to collect digital story collections. A color analyzer is used to accurately measure the color parameters of the components, a high-resolution macro camera is used to capture texture data of decorative patterns and carving details, and a laser rangefinder is used to measure the size and proportion of the components to collect aesthetic data of ancient architecture.

3. The environment construction system for immersive virtual experience of ancient architecture according to claim 1, characterized in that, The specific process of the region-story mapping module is as follows: Digital story sets of ancient buildings were extracted from the database, and keyword sets corresponding to each digital story were obtained. The matching degree between the keyword sets corresponding to each digital story and each region was analyzed. Set a matching threshold. When the matching degree is greater than the corresponding preset matching degree threshold, it indicates a high matching degree. Conversely, it indicates a low matching degree. A high matching degree indicates that the digital story is relevant to the region, while a low matching degree indicates that the digital story is not relevant to the region. The digital story with the highest matching degree in each region is selected as the primary digital story in each region, and the remaining digital stories with a matching degree greater than the threshold are selected as secondary digital stories. Based on the primary and secondary matching stories in each region, the association similarity between regions is calculated, and regions with similarity greater than the similarity threshold are grouped into a landscape group.

4. The environment construction system for immersive virtual experience of ancient architecture according to claim 3, characterized in that, The specific process for analyzing the matching degree between the keyword set corresponding to each digital story and each region is as follows: Using keyword extraction technology from social media platforms, we obtain social keyword sets for each area of ​​the ancient buildings. We then compare the social keyword sets for each area with the keyword sets corresponding to each digital story, identifying identical or near-identical words. If a word in the social keyword set of a certain area is the same as or has a similar meaning to a word in the keyword set corresponding to a certain digital story, that word is recorded as the target word for that area and that digital story. We then count the number of target words. The percentage of the target word set for each area and each digital story is calculated as follows: the number of target words for each digital story in each area is divided by the number of keywords in the union of the social keyword set for each area and the keyword set corresponding to each digital story. Analyze the frequency of occurrence of each target word in each digital story across each region; Then, sum them up to get the frequency of occurrence of the target word in each region and each digital story. Divide the sum of the frequency of occurrence of the target word in each region and each digital story to get the frequency percentage of the target word in each region and each digital story. The average of the percentage of the target word set and the frequency percentage of the target words in each region is used as the matching degree between the keyword set of each digital story and each region.

5. The environment construction system for immersive virtual experience of ancient architecture according to claim 1, characterized in that, The specific process of the intelligent environmental parameter control module is as follows: Extract the adjective sets corresponding to the values ​​of various environmental data from the database, calculate the matching degree between the adjective set of each type of environmental data and the keyword set corresponding to the main digital story in each region, and determine the optional values ​​of various types of environmental data as basic environmental parameters; By utilizing the selectable values ​​of various environmental data from different regions, corresponding images are generated, and effect data from the images is extracted. Simultaneously, the optional values ​​of various environmental data in each region of each landscape group are extracted, the priority coefficients of the optional values ​​of various environmental data in each region of each landscape group are analyzed, and the optional value with the highest priority coefficient is selected as the value of various environmental data. In this way, the values ​​of various environmental data in each region are obtained as virtual environmental parameters.

6. The environment construction system for immersive virtual experience of ancient architecture according to claim 5, characterized in that, The specific process for analyzing the priority coefficients of each selectable value in various types of environmental data for each region within each landscape group is as follows: The selectable values ​​of various environmental data for each region within each landscape group correspond to the visual effect data, and the selectable values ​​of various environmental data for each region within each landscape group are respectively labeled as follows: and , Indicates the number of each landscape group, Indicates the area number, Indicates the numbering of various environmental data. For each selectable value, , , and It is a positive integer; Using the calculation formula: This yields the priority coefficients for each selectable value among various environmental data types for each region within each landscape group. ,in This represents the maximum difference among the selectable values ​​of various environmental data for each region within each landscape group; The option with the highest priority coefficient among the various environmental data for each region in each landscape group is selected as the value for each type of environmental data.

7. An environment construction system for immersive virtual experience of ancient architecture according to claim 1, characterized in that, The specific process of the experience output module is as follows: Region identification: Real-time region information is obtained through the user device's location; when location permissions are not available, a region filter list is provided for manual selection. Environment loading: Prioritize loading the virtual environment parameters of the corresponding area, and synchronously load the high-precision 3D model and the main digital story in the background; Dynamic recommendations: The background preloads various environmental data of each area in the same landscape group and provides travel tips for each area in the same landscape group in ascending order of distance.

8. An environment construction system for immersive virtual experience of ancient architecture according to claim 7, characterized in that, The specific process of providing visitor guidance for each area within the same landscape group in ascending order of distance is as follows: The user's play order is obtained from the user's experience record. The user's play order is compared with the suggested play order. If they are the same, the user is classified as a Class 1 user. If they are different, the user is classified as a Class 2 user. Calculate the percentage of users in category 1: Category 1 user percentage = Number of users in category 1 divided by the sum of the number of users in categories 1 and 2; and denote the category 1 user percentage and the preset category 1 user percentage threshold as follows: and ,like This indicates that the landscape group division and recommendation order are in line with the user's travel habits; otherwise, it indicates that the landscape group division or recommendation order needs to be adjusted. The travel routes of the two types of users are obtained, the routes are compared, overlapping areas are filtered out, the overlapping areas are grouped into a landscape group, and then the virtual environment parameters are adjusted again.

9. An environment construction system for immersive virtual experience of ancient architecture according to claim 1, characterized in that, The database is used to store 3D spatial data, digital story sets, ancient architectural aesthetic data, basic environmental parameters, virtual environmental parameters, various environmental data, optional values ​​of various environmental data in each area of ​​each landscape group, and the effect data of the corresponding images of various environmental data in each area of ​​each landscape group. It also stores matching degree threshold, similarity threshold, and user proportion threshold.

10. A method for constructing an environment for an immersive virtual experience of ancient architecture using the environment construction system for such an experience according to any one of claims 1-9, characterized in that, include: S1. Collect three-dimensional spatial data, digital storybooks, and aesthetic data of ancient buildings, and construct three-dimensional models; S2. Divide the ancient buildings into several independent areas according to their landscape functions, and establish a mapping relationship between each area and its own digital story. S3. Based on the collected data and mapping relationship, call the basic environment parameters to generate adapted virtual environment parameters; S4. Automatically loads the corresponding virtual environment based on the user's location and supports dynamic scene recommendations; S5. Collect user experience records from several users and evaluate the user experience effect.

Citation Information

Patent Citations

  • Immersive culture and art experience system based on virtual reality technology

    CN120469569A