Visual XR simulation editor for cross-platform user autonomous practical training development
The visual XR simulation editor developed through cross-platform user-independent training solves the problems of high technical threshold, high hardware cost and poor compatibility of existing XR simulation editors. It realizes the creation of personalized teaching content across platforms and multi-user collaborative editing, improves the security and ease of use of teaching content, and enhances interactivity and efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-29
- Publication Date
- 2026-04-03
AI Technical Summary
Existing XR simulation editors suffer from high technical barriers, high hardware costs, complex content creation and management, poor compatibility, and insufficient support for user collaboration and sharing, which limits their widespread application in fields such as education and training, healthcare, military and aerospace, design and visualization, and entertainment and games.
A cross-platform, user-developed, visual XR simulation editor was designed. Through role verification and customized permission management, it supports visualization on devices such as PCs and HoloLens 2, and provides MR teaching experiment modules and editing tools to realize the creation of personalized teaching content and multi-user collaborative editing across platforms.
It improves the security and usability of teaching content, enhances interactivity and personalized experience, supports flexible use and efficient collaboration across platforms, simplifies the configuration process of teaching experiments, and improves resource reusability and teaching efficiency.
Smart Images

Figure CN121789519A_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of simulation editors, and specifically relates to a cross-platform, user-developed, visual XR simulation editor for independent training. Background Technology
[0002] With the demands of industrial upgrading and development, extended reality (XR) technology has broad application needs and prospects in fields such as education and training, healthcare, military and aerospace, design and visualization, and entertainment and gaming. Traditional XR simulation content creation suffers from the following problems:
[0003] High technical barriers and learning costs: Although traditional 3D editing tools and 3D engines have intuitive interfaces and easy-to-use operation methods, a certain technical foundation and learning time are still required to master them. For beginners, it may require more time and effort to learn and master the relevant skills. High hardware requirements and costs: To achieve high-quality rendering and interactive effects, high-performance computers and professional hardware equipment are usually required, which increases the cost of use. Individual users or small businesses may face the pressure of hardware investment. Complexity of content creation and management: Creating and editing complex virtual content in traditional 3D engines can require a lot of time and effort, especially when dealing with large projects. In addition, managing and maintaining a large amount of virtual content is also a challenge, requiring effective organization and storage strategies. Therefore, developing a visual XR simulation editor that supports cross-platform development and allows users to conduct independent XR simulation experiments / training is particularly important.
[0004] Existing technologies still face several drawbacks in practical applications. First, many existing XR editors are highly dependent on specific platforms or devices, limiting their versatility and accessibility. Users may encounter compatibility issues when migrating and sharing content across different devices and operating systems, hindering the popularization of XR content and user collaboration. Second, current XR development tools often require high levels of technical knowledge and programming skills, posing a significant barrier for non-technical users. This high barrier limits participation and innovation from a broad user base, preventing the full potential of XR technology from being realized. Furthermore, while some editors attempt to provide visual design and development interfaces, these interfaces are often not intuitive enough, causing difficulties for users in realizing their creative ideas. In addition, existing XR editors also suffer from shortcomings in performance and resource management; complex scenes and interactions can lead to significant latency and inefficiency, especially on devices lacking high-performance hardware. Moreover, existing editors typically offer limited support for user collaboration and content sharing, impacting the flexibility and efficiency of the creation process. In summary, while extended reality technology offers unprecedented immersive experiences and interactive opportunities, the limitations of existing editor technologies in terms of compatibility, accessibility, user-friendliness, performance, and collaboration and sharing capabilities restrict their development potential and application scope. To address these issues, a new XR simulation editor is needed that is not only cross-platform and easy to use, but also supports high performance and collaboration, thereby enabling a wider user base to participate in the creation of extended reality content. Summary of the Invention
[0005] This invention proposes a cross-platform user-developed visual XR simulation editor. This cross-platform user-developed visual XR simulation editor solves the technical problems of user role verification and customized content management, allowing different types of users (management users, teacher users, and student users) to access and manage teaching content according to their permissions. At the same time, it realizes visualization display on multiple devices (such as PC and HoloLens 2), improving the interactivity and personalized experience of teaching experiments.
[0006] The technical solution of this invention is implemented as follows: a cross-platform user-developed visual XR simulation editor, including a virtual simulation platform to verify the login user type and import it into an MR teaching experiment module after verification. The MR teaching experiment module includes an MR experiment content management unit and an MR experiment editing tool management unit. The MR teaching experiment module classifies the login users according to the login user verification information; the login users are divided into management users, teacher users and student users.
[0007] The process involves managing users to create applicable courses and MR experiment directories after entering the MR teaching experiment module, marking the creation time, granting corresponding access permissions to teacher users, and making notes in the MR teaching applicable content management unit. Simultaneously, basic libraries, UI interface libraries, tool libraries, and other libraries are added in the MR experiment editing tool management unit. After users select applicable courses and MR experiment directories, the MR experiment editing tool management unit retrieves the corresponding tools from the basic libraries, UI interface libraries, tool libraries, and other libraries and generates a tool list. Users then retrieve the tools from the MR experiment editing tool management unit after obtaining the tool list, upload the retrieved tools to the tool list to generate the MR smart teaching editor, and then visualize the selected courses and corresponding tools on the PC and HoloLens2 terminals.
[0008] Teachers can manage the preset applicable courses and MR experiment catalog after entering the MR teaching experiment module, and generate course creation time. When entering the MR smart teaching editor, they can enter the MR experiment catalog and applicable courses to enter the operation interface of the MR smart teaching editor to create teaching operation guides.
[0009] When creating teaching operation guides, the guide steps are established in the operation interface by dragging and dropping tools in the MR Smart Teaching Editor. The operation guides are classified according to the course type. When creating operation guides, the operation interface is optimized, the corresponding visualization tools are highlighted, and the visualization tools that are not of that type in the operation interface are blurred.
[0010] After entering the MR teaching experiment module, student users can select the MR experiment directory to view the teaching operations and corresponding tools edited by the teacher. Student users can then start the experiment according to the teaching operation instructions.
[0011] This technical solution proposes a structured and hierarchical access control method to support a visual XR simulation editor for cross-platform user-independent training and development, particularly in MR (Mixed Reality) teaching and experimental modules. Compared to existing technologies, this solution differs in its emphasis on the segmentation of user roles and personalized permission management, as well as the visual editing and display of MR teaching tools and content.
[0012] Most existing XR simulation editors employ a single user access model, failing to differentiate between user types. This means all users have the same permissions within the system. In practical applications, this can lead to security and efficiency issues, as different users (such as students and teachers) should have different needs and access permissions for teaching content. Conversely, this technical solution improves system security and the relevance of teaching content by categorizing users (administrators, teachers, and students) and providing customized access and management permissions for each user type.
[0013] In terms of content management, existing technologies typically employ general-purpose content management systems to process teaching materials. These systems may not adequately support the unique interactive features and editing needs of MR (Multi-Related Environments). In contrast, this technical solution's MR teaching experiment module and MR experiment editing tool management unit are specifically designed for the creation, editing, and presentation of MR content. They provide more intuitive tools and library management, as well as a more collaborative editing experience with the XR environment. This design enables teachers and students to design and utilize teaching experiment content more intuitively and efficiently.
[0014] Another difference lies in the cross-platform compatibility of the visualization. Existing XR editors may only focus on a single platform (such as supporting only PCs or specific types of XR headsets), limiting the user's flexibility across different devices. This technical solution, however, supports the visualization of teaching content on PCs and devices such as HoloLens 2, giving the editor stronger cross-platform capabilities and thus meeting the teaching and training needs in different scenarios.
[0015] Furthermore, by dynamically generating tool lists and allowing users to select tools from a pre-set library, this technical solution supports the creation of more personalized and modular teaching experiment content. This approach not only improves resource reusability but also simplifies the configuration process of teaching experiments, making personalized teaching settings faster and easier.
[0016] The distinguishing feature of this technical solution lies in its provision of role verification and access control for different user types, content management and editing tools specifically designed for MR teaching experiments, and a visual editing environment that supports cross-platform and personalized teaching content creation. These features enable the solution to better meet the demands of modern education for interactivity, personalization, and technological integration, while improving the security and usability of teaching content.
[0017] In a preferred embodiment, the MR smart teaching editor synchronizes data between the PC and HoloLens2. A HoloLens display box is set on the PC. When the HoloLens2 is connected, the HoloLens display box is displayed. When the HoloLens2 is not connected, a prompt indicating that the HoloLens is not connected is displayed.
[0018] In a preferred embodiment, the basic library, UI interface library, tool library, and other libraries are integrated into the toolbar. The toolbar also includes an experimental resource library, which contains built-in videos, images, and uploaded data. The PC and HoloLens2 clients can update the MR smart teaching editor's tools and resources through the toolbar.
[0019] As a preferred implementation, the virtual simulation platform connects to multiple user logins simultaneously. When the MR teaching experiment module classifies logged-in users based on their verification information, users with the same IP address are grouped together. The operations of the grouped users in the MR smart teaching editor are synchronized, allowing different users to edit simultaneously in the MR smart teaching editor, and the edited results are displayed in the MR smart teaching editor.
[0020] In a preferred embodiment, the basic library includes basic geometric data units, the UI interface library pre-stores several UI interface material units, the tool library contains several basic tool units, and the other libraries include guide material units.
[0021] As a preferred implementation, after classifying the operation instructions according to the course type, the user clicks continuously at the blurred position to adjust the blur level, and adjusts the number of highlighted tools after selecting a non-highlighted visualization tool. After the user adjusts the selected visualization tool and selects the visualization tool continuously, the operation interface is optimized, the continuously selected visualization tool is highlighted, and the highlighted visualization tool in the previous optimized interface is blurred.
[0022] As a preferred implementation, the user interface is divided into several areas, and a click limit is set in each area. After a user continuously clicks on the same non-highlighted area and reaches the click limit set for the area, the blur of the non-highlighted area is removed.
[0023] After adopting the above technical solution, the beneficial effects of this invention are: intuitiveness and ease of use: XR editors typically have an intuitive graphical interface and drag-and-drop operation, enabling even non-professionals to easily participate in creation. Users can preview the editing effect in real time, achieving a WYSIWYG (What You See Is What You Get) experience.
[0024] Rich features and effects: The XR editor supports various connection libraries, tool libraries, and action libraries, enabling users to create highly realistic and dynamic virtual content. It also offers a rich library of visual effects and special effects to enhance the appeal of the content.
[0025] Collaborative editing and efficient collaboration: The XR editor supports multi-user collaborative editing, allowing multiple users to edit online simultaneously, improving the efficiency and flexibility of team collaboration. Dynamic cloud access to data or algorithms enables efficient data processing and algorithm updates, enhancing application performance and stability. Attached Figure Description
[0026] 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.
[0027] Figure 1 This is a flowchart of the PC-side administrator user operation process of the present invention;
[0028] Figure 2 This is a flowchart of the operation process for teachers on the PC and HoloLens sides of this invention.
[0029] Figure 3 This is a flowchart of the student user operation process on the HoloLens side of the present invention.
[0030] Figure 4 This is a block diagram of the MR intelligent teaching editor system of the present invention. Detailed Implementation
[0031] 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.
[0032] Example:
[0033] like Figures 1-4As shown, a cross-platform user-developed visual XR simulation editor includes a virtual simulation platform that verifies the login user type and imports it into an MR teaching experiment module after verification. The MR teaching experiment module includes an MR experiment content management unit and an MR experiment editing tool management unit. The MR teaching experiment module classifies login users according to their verification information, dividing them into management users, teacher users, and student users.
[0034] The process involves managing users to create applicable courses and MR experiment directories after entering the MR teaching experiment module, marking the creation time, granting corresponding access permissions to teacher users, and making notes in the MR teaching applicable content management unit. Simultaneously, basic libraries, UI interface libraries, tool libraries, and other libraries are added in the MR experiment editing tool management unit. After users select applicable courses and MR experiment directories, the MR experiment editing tool management unit retrieves the corresponding tools from the basic libraries, UI interface libraries, tool libraries, and other libraries and generates a tool list. Users then retrieve the tools from the MR experiment editing tool management unit after obtaining the tool list, upload the retrieved tools to the tool list to generate the MR smart teaching editor, and then visualize the selected courses and corresponding tools on the PC and HoloLens2 terminals.
[0035] Teachers can manage the preset applicable courses and MR experiment catalog after entering the MR teaching experiment module, and generate course creation time. When entering the MR smart teaching editor, they can enter the MR experiment catalog and applicable courses to enter the operation interface of the MR smart teaching editor to create teaching operation guides.
[0036] When creating teaching operation guides, the guide steps are established in the operation interface by dragging and dropping tools in the MR Smart Teaching Editor. The operation guides are classified according to the course type. When creating operation guides, the operation interface is optimized, the corresponding visualization tools are highlighted, and the visualization tools that are not of that type in the operation interface are blurred.
[0037] After entering the MR teaching experiment module, student users can select the MR experiment directory to view the teaching operations and corresponding tools edited by the teacher. Student users can then start the experiment according to the teaching operation instructions.
[0038] This cross-platform, user-driven, visual XR simulation editor works on the principle of segmented user role management and personalized content customization. It validates and authorizes user types to differentiate permissions among user roles (management users, teacher users, and student users), and provides specific workflows and tools for each role to support the creation, management, and use of MR teaching experiment modules.
[0039] The workflow is as follows: Users log in to the virtual simulation platform, and the system categorizes users into management users, teacher users, and student users based on verification information. Each user type has different permissions and accessible functional modules.
[0040] For administrators, the first step is to create courses and experiment directories within the MR teaching experiment module. During creation, administrators will timestamp each course and experiment directory and grant appropriate access permissions to instructors. Administrators are also responsible for adding annotations in the content management unit to ensure that instructors and students understand the course content and directory structure. Furthermore, administrators need to add and manage basic libraries, UI libraries, tool libraries, and other libraries in the MR experiment editing tool management unit; these libraries form the foundation for the subsequent creation of the teaching experiment module.
[0041] After gaining access, teachers can enter the MR teaching experiment module to manage and edit the courses and experiment catalogs they are responsible for. Teachers can use the MR experiment editing tool to create or customize teaching content based on students' learning needs, utilizing the resources within the management unit. During the content creation process, teachers use the MR smart teaching editor's interface to input the experiment catalog and applicable course information, thereby creating teaching operation guidelines.
[0042] Student users can access pre-edited teaching instructions and tools by selecting the MR experiment catalog. They can view the visualizations on a PC or HoloLens 2 device, start experiments according to the teaching instructions, and achieve their learning objectives.
[0043] Compared to existing technologies, this technical solution innovates and improves in several aspects. First, it provides granular permission control and access management through role verification and classification management, which is rarely seen in ordinary XR editors. This role-based access control mechanism not only improves resource utilization efficiency but also enhances system security, because only users with the corresponding permissions can access and edit teaching content.
[0044] The MR teaching experiment module in this solution is specifically designed for the characteristics of MR, including the customization and management of basic libraries, UI interface libraries, and tool libraries. This makes the creation of teaching content more in line with the characteristics of MR technology, providing richer interactivity and immersion, which is difficult to achieve with traditional XR editors.
[0045] With the MR intelligent teaching editor, teachers can create and modify teaching operation guidelines more intuitively. This visual editing process simplifies operations and improves efficiency. In traditional XR editors, the editing process may require writing code or using complex interfaces, which is not suitable for all teachers.
[0046] It supports cross-platform display, especially the visualization capabilities on PC and HoloLens2, which means that teaching content is not limited to a specific hardware or platform, but can be flexibly adapted to different teaching and learning environments, which increases the system's versatility and flexibility.
[0047] This cross-platform, user-developed visual XR simulation editor, through its user role segmentation, personalized content management and editing tools, and cross-platform visualization capabilities, provides a safer, more efficient, and immersive teaching and experimental environment compared to existing technologies.
[0048] The MR smart teaching editor synchronizes data between the PC and HoloLens 2. A HoloLens display frame is set up on the PC; it appears when the HoloLens 2 is connected and displays a message indicating that it is not connected when the HoloLens 2 is not connected. This data synchronization and dedicated HoloLens display frame in the MR smart teaching editor is relatively rare in existing technologies. Typically, XR systems may not support real-time data synchronization between different platforms or provide dedicated interface elements to indicate device connection status. This unique setup allows users to intuitively understand the HoloLens 2's connection status on the PC and achieves tighter device integration through the HoloLens display frame.
[0049] The main difference and advantage lies in its improved user experience and system interoperability. Setting up the HoloLens display frame on the PC and changing the displayed content according to the HoloLens2's connection status allows users to instantly know whether the two devices are correctly synchronized, increasing the intuitiveness and ease of use. When the HoloLens2 is successfully connected, the information displayed in the frame directly reflects the MR device's output, allowing PC users to monitor and control the operations and displayed content on the HoloLens2 in real time.
[0050] This design offers several advantages: First, it enhances the continuity of teaching content between the PC and HoloLens 2, allowing teachers and students to seamlessly switch between multiple platforms without interrupting the teaching or learning process due to device switching. Second, real-time device status feedback reduces user confusion during operation. For example, if the HoloLens 2 is not properly connected, the system will provide clear prompts, preventing users from wasting time in ineffective operating environments.
[0051] This synchronous mechanism allows teachers to preset or adjust teaching content on a PC and then instantly view the effects on HoloLens2, which is very useful for real-time adjustments to teaching strategies or experimental setups. It also provides students with a more flexible learning method; students can preview or review materials on a PC and then practice on HoloLens2.
[0052] The MR Smart Teaching Editor enhances data synchronization between PC and HoloLens 2 platforms, and optimizes the HoloLens display frame settings, improving inter-platform interactivity and real-time feedback capabilities. This provides a more efficient and intuitive multi-platform experience for teaching and learning. This approach represents a significant departure from existing technologies in terms of enhancing educational interactivity and technological integration.
[0053] The basic libraries, UI interface library, tool library, and other libraries are integrated into the toolbar. The toolbar also includes an experimental resource library containing built-in videos, images, and uploaded data. Both the PC and HoloLens 2 clients update the MR smart teaching editor's resources via the toolbar. This approach of integrating the basic libraries, UI interface library, tool library, other libraries, and experimental resource library into the toolbar, and using this toolbar to update the MR smart teaching editor's resources on both the PC and HoloLens 2 clients, is relatively new in existing technology. Traditional XR editors may scatter these resources across different interfaces or menus, requiring users to switch between multiple locations to access different resources, which can lead to inefficiency and a poor user experience.
[0054] The main difference in this design lies in providing a centralized resource management interface, namely the toolbar, which integrates all necessary development and teaching resources. This centralized design simplifies resource access and management, enabling users to quickly find the tools or resources they need, and improving the efficiency of creating and editing teaching content. Furthermore, the introduction of the experimental resource library further enriches the teaching content, providing multimedia resources including videos, images, and uploaded data, making the teaching materials more diverse and interactive.
[0055] The main benefits of this setup include: Increased efficiency and convenience: By centralizing all resources in a single toolbar, users can quickly access and use the tools they need without switching between different menus or interfaces, significantly saving time and improving operational convenience. Enhanced interactivity and appeal of teaching content: The multimedia resources provided by the experimental resource library can make teaching content more vivid and engaging for students, increasing the interactivity and fun of learning. Support for cross-platform consistency: Using the same toolbar for resource updates on both PC and HoloLens 2 platforms ensures consistency and synchronous updates of teaching content and tools across different platforms, contributing to a consistent teaching and learning experience. Facilitating personalized teaching: Teachers can select and customize appropriate teaching resources and tools from the toolbar according to teaching needs and students' learning progress, supporting more personalized teaching strategies. By adopting a centralized toolbar in the MR Smart Teaching Editor to manage and update teaching resources, this design offers higher operational efficiency, richer teaching resources, better cross-platform consistency, and the possibility of supporting personalized teaching compared to existing technologies, thereby optimizing the teaching and learning process.
[0056] The virtual simulation platform simultaneously connects to multiple user logins. When the MR teaching experiment module categorizes logged-in users based on their verification information, users with the same IP address are grouped together. The operations of these grouped users in the MR intelligent teaching editor are synchronized, allowing different users to edit simultaneously and displaying the edited results within the editor. Grouping users with the same IP address and synchronizing their operations in the MR intelligent teaching editor is uncommon in existing technologies. Traditional virtual simulation systems typically support multiple user logins, but they don't necessarily enable intelligent user grouping or allow multiple users to collaborate in real-time, limiting the smoothness and efficiency of teamwork.
[0057] The limitation of existing technologies lies in the fact that multi-user environments often require complex collaborative editing mechanisms to prevent editing conflicts and ensure data consistency. In this technical solution, however, by using IP grouping, the system can automatically identify users from the same network (e.g., the same classroom or laboratory) and group them into a workgroup. This setup allows users from the same group to share the same editing views and operations in the MR Smart Teaching Editor, achieving closer collaboration.
[0058] The main benefits of this setup include: Improved collaboration efficiency: Synchronizing multiple users' operations reduces the need for communication and coordination. Team members can see each other's changes in real time, allowing for quick responses and adjustments to their work, thus improving team collaboration efficiency. Enhanced team interaction: Real-time synchronized editing enables team members to discuss and resolve issues instantly, strengthening inter-team interaction and discussion, and contributing to improved team work quality. Simplified teaching and learning processes: In a teaching environment, teachers can interact with students in real time, providing immediate feedback and guidance. Students can also engage in collaborative learning under teacher supervision, simplifying the teaching process and improving learning outcomes. Reduced editing conflicts: Synchronized operations within a group mean that each user's changes are reflected in real time to other users, helping to avoid editing conflicts and ensuring consistency of edited content.
[0059] Compared to existing technologies, the user grouping and operation synchronization mechanism in this technical solution provides a more efficient real-time collaboration platform for multiple users. This design is particularly suitable for educational and training environments where teamwork and real-time interaction are crucial. By implementing this mechanism, the virtual simulation platform can better meet the needs of modern teaching and collaboration, enhancing the creativity of teaching content and student engagement.
[0060] The basic library contains basic geometric data units, the UI interface library pre-stores several UI interface material units, the tool library contains several basic tool units, and the other libraries contain guidance material units. In the design of this virtual simulation platform, dedicated data units and material units are configured for the basic library, UI interface library, tool library, and other libraries. This classification and refinement is not a common practice in existing technologies. Traditional virtual simulation editors or XR systems typically provide some general tools or resource libraries, but these libraries often lack in-depth segmentation for different types of content needs, which may cause users difficulty in finding and using specific resources.
[0061] In this scheme, the basic library is configured with basic geometric data units, allowing users to quickly access and use various basic shapes to build and simulate objects in the MR environment. This setup is particularly suitable for scenarios requiring spatial layout or preliminary design, where users can quickly build prototypes or teaching models using these basic geometries. The UI library pre-stores several UI interface material units, providing diverse user interface options, supporting the creation of richer and more interactive user interfaces. This is crucial for improving user experience and increasing application usability, especially in educational and training applications, where an intuitive and engaging interface can greatly enhance learning motivation and effectiveness. The tool library includes several basic tool units, providing users with essential operational tools such as measurement, cutting, and drawing functions, which are fundamental to completing various design and teaching tasks. Other libraries contain guidance material units providing various teaching and guiding materials, such as arrows, signs, and step-by-step instructions. These materials can be used to guide users' actions in the virtual environment or highlight key teaching points, enhancing the guidance and educational effectiveness of the teaching content. The main purpose of this setup is to enhance the system's modularity and resource reusability. The specialized configuration of each library makes resource management more efficient, allowing users to quickly find suitable resources according to their specific needs. Furthermore, this granular resource management also supports higher levels of customization and scalability, allowing users to add or modify content in the library according to specific application needs. This is less common in traditional XR systems, where resources are typically more uniform and fixed, making it difficult to optimize and adjust for specific purposes.
[0062] This solution provides a more precise and efficient way of managing resources by refining and specializing the configuration of resource repositories. This not only improves the user experience, but also enhances the system's flexibility and scalability, making it more suitable for diverse application scenarios such as education and training.
[0063] After categorizing the operation instructions according to course type, users can adjust the blurriness by repeatedly clicking on the blurred areas. They can also adjust the number of highlighted visualization tools after selecting a non-highlighted one. After the user adjusts and repeatedly selects the same visualization tool, the interface is optimized. The continuously selected visualization tools are highlighted, and the previously highlighted visualization tools are blurred. The interface is divided into several areas, with a click limit set for each area. Once the user repeatedly clicks on the same non-highlighted area to reach the area's click limit, the blurriness in the non-highlighted area is removed.
[0064] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the protection scope of the present invention.
Claims
1. A cross-platform, user-developed, visual XR simulation editor, characterized in that, The system includes a virtual simulation platform that verifies the login user type and then imports the data into an MR teaching experiment module. This module includes an MR experiment content management unit and an MR experiment editing tool management unit. The MR teaching experiment module categorizes login users based on their verification information, classifying them into administrator users, teacher users, and student users. The process involves managing users to create applicable courses and MR experiment directories after entering the MR teaching experiment module, marking the creation time, granting corresponding access permissions to teacher users, and making notes in the MR experiment content management unit. Simultaneously, basic libraries, UI interface libraries, tool libraries, and other libraries are added in the MR experiment editing tool management unit. After users select applicable courses and MR experiment directories, the MR experiment editing tool management unit retrieves the corresponding tools from the basic libraries, UI interface libraries, tool libraries, and other libraries and generates a tool list. Users then retrieve the tools from the MR experiment editing tool management unit after obtaining the tool list, upload the retrieved tools to the tool list to generate the MR smart teaching editor, and then visualize the selected courses and corresponding tools on the PC and HoloLens2 terminals. Teachers can manage the preset applicable courses and MR experiment catalog after entering the MR teaching experiment module, and generate course creation time. When entering the MR smart teaching editor, they can enter the MR experiment catalog and applicable courses to enter the operation interface of the MR smart teaching editor to create teaching operation guides. When creating teaching operation guides, the guide steps are established in the operation interface by dragging and dropping tools in the MR Smart Teaching Editor. The operation guides are classified according to the course type. When creating operation guides, the operation interface is optimized, the corresponding visualization tools are highlighted, and the visualization tools that are not of that type in the operation interface are blurred. After categorizing the operation instructions according to course type, users can adjust the blurriness by repeatedly clicking on the blurred areas. They can also adjust the number of highlighted visualization tools after selecting a non-highlighted one. After the user adjusts and repeatedly selects the selected visualization tool, the interface is optimized by highlighting the continuously selected tool and blurring the previously highlighted visualization tools. The interface is divided into several areas, with a click limit set for each area. Once the user repeatedly clicks on the same non-highlighted area and reaches the area's click limit, the blurriness in the non-highlighted area is removed. After entering the MR teaching experiment module, student users can select the MR experiment directory to view the teaching operations and corresponding tools edited by the teacher. Student users can then start the experiment according to the teaching operation instructions.
2. The cross-platform user-developed visual XR simulation editor as described in claim 1, characterized in that: The MR smart teaching editor synchronizes data between the PC and HoloLens2. A HoloLens display box is set on the PC. When the HoloLens2 is connected, the HoloLens display box is displayed. When the HoloLens2 is not connected, a prompt indicating that the HoloLens is not connected is displayed.
3. The cross-platform user-developed visual XR simulation editor as described in claim 1, characterized in that: The basic libraries, UI interface libraries, tool libraries, and other libraries are integrated into the toolbar. The toolbar also includes an experimental resource library, which contains built-in videos, images, and uploaded data. Both the PC and HoloLens2 clients can update the MR smart teaching editor's tools and resources through the toolbar.
4. The cross-platform user-developed visual XR simulation editor as described in claim 1, characterized in that: The virtual simulation platform connects to multiple user logins simultaneously. When the MR teaching experiment module categorizes logged-in users based on their verification information, users with the same IP address are grouped together. The operations of these grouped users in the MR smart teaching editor are synchronized, allowing different users to edit simultaneously in the MR smart teaching editor, and the edited results are displayed in the MR smart teaching editor.
5. A cross-platform user-developed visual XR simulation editor for independent training as described in claim 1, characterized in that: The basic library contains basic geometric data units, the UI interface library contains several UI interface material units, the tool library contains several basic tool units, and the other libraries contain guide material units.