Cultural exhibition interactive experience method and system based on virtual reality

By dividing overlapping areas and setting interactive instructions in virtual reality cultural performances, and combining this with VR devices to recognize user actions, the problem of monotonous interactive methods in virtual reality cultural performances has been solved, resulting in a rich interactive experience and a high degree of immersion.

CN121883772AInactive Publication Date: 2026-04-17北京俏花旦文化传媒有限公司
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-01-06
Publication Date
2026-04-17
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing virtual reality cultural performances and interactive methods are monotonous and lack overlapping design, resulting in a dull user experience, untimely or inaccurate responses, and difficulty in immersing users in complex and diverse cultural environments.

Method used

The virtual cultural performance scene is divided into overlapping virtual performance areas, and individual and linked interactive commands are set at each location. User interaction actions are preset and bound to the interaction intentions. The VR device recognizes and matches the interaction commands in real time to generate scene response content.

Benefits of technology

It enriches the interactive experience, enhances immersion and engagement, and allows users to interact with virtual cultural performance scenes naturally and smoothly. The scene response is accurate, avoiding problems caused by inaccurate recognition of actions and intentions.

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Patent Text Reader

Abstract

The invention discloses a culture exhibition interactive experience method and system based on virtual reality, and relates to the technical field of virtual reality. The culture exhibition information is acquired, the virtual culture exhibition scene is established according to the culture exhibition information, the virtual culture exhibition scene is divided into a plurality of crossed and overlapped virtual exhibition areas, the single interaction instruction and the continuous interaction instruction are set at each position of the virtual exhibition areas, and the user interaction action is preset. The method comprises the steps that a user interacts with a virtual culture exhibition scene through a VR device, interaction recognition channels are arranged in the VR device and a corresponding virtual exhibition area, real-time user interaction actions are obtained through the VR device, the interaction intentions are matched based on the real-time user interaction actions, and the interaction intentions are matched based on the real-time user interaction actions. And calling a corresponding interaction instruction, and generating scene response content corresponding to the virtual exhibition region according to the interaction instruction by the virtual exhibition region.
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Description

Technical Field

[0001] This invention relates to the field of virtual reality technology, and more specifically to a method and system for interactive cultural performance experiences based on virtual reality. Background Technology

[0002] In today's digital age, cultural performances have always played a crucial role as an important means of disseminating culture and inheriting civilization. Traditional forms of cultural performances, such as museum exhibitions and stage performances, while providing audiences with visual and auditory experiences, are limited by factors such as time, space, and the protection of exhibits, resulting in relatively limited audience participation and immersive experience. Audiences often passively watch the performance content, finding it difficult to engage deeply with the elements. This one-way information transmission model significantly diminishes the effectiveness of cultural dissemination.

[0003] With the continuous development of technology, virtual reality (VR) technology is gradually becoming a new way to enhance cultural experiences. Some attempts at VR-based cultural performances have begun to emerge, but their interactive methods are relatively simple, mainly focusing on simple clicks or selections, lacking richness and flexibility. Furthermore, existing virtual cultural performance scenes are mostly independent and fixed area divisions, lacking overlapping designs, making it difficult to simulate the complex and diverse cultural environments and dynamic changes in the real world. This makes users feel bored and monotonous during interaction, unable to fully immerse themselves in the cultural atmosphere. At the same time, the matching of user interaction actions and intentions is not precise enough, resulting in untimely or inaccurate scene responses, failing to provide users with a smooth and natural interactive experience. Therefore, there is an urgent need for a more advanced and comprehensive VR-based interactive experience method for cultural performances to improve the shortcomings of existing technologies and enhance the interactivity and attractiveness of cultural performances. This paper presents a VR-based interactive experience method and system for cultural performances. Summary of the Invention

[0004] The purpose of this invention is to provide a method and system for interactive cultural performances based on virtual reality, in order to address the shortcomings in the prior art.

[0005] To achieve the above objectives, the present invention provides the following technical solution: A method for interactive cultural performance experiences based on virtual reality includes the following steps: Step S1: Obtain cultural performance information and establish a virtual cultural performance scene based on the cultural performance information. Divide the virtual cultural performance scene into several overlapping virtual performance areas and set individual interaction commands and linked interaction commands at each position in the virtual performance area. Step S2: Preset user interaction actions and bind corresponding interaction intents to each user interaction action; Step S3: Users interact with virtual cultural performance scenes through VR devices, and interactive recognition channels are set up in VR devices and corresponding virtual performance areas. Real-time user interaction actions are obtained through VR devices, and interactive intentions are matched based on real-time user interaction actions. Then, corresponding interactive instructions are retrieved, and the virtual performance area generates scene response content corresponding to the virtual performance area according to the interactive instructions.

[0006] Furthermore, the process of acquiring cultural performance information and establishing virtual cultural performance scenarios based on that information includes: By combining on-site data collection with literature review, three-dimensional data of the performance venue and props were collected using laser scanning and high-definition photogrammetry technologies to obtain high-precision data of the performance venue and props. Non-physical information of the performance venue was obtained through drone aerial photography. Based on the high-precision data, a virtual performance scene architecture was established. The virtual performance scene architecture of the performance venue and props is spatially integrated, and non-physical information such as historical background, cultural connotation, and performance process is overlaid on the virtual performance scene architecture in the form of material textures, thereby obtaining a virtual cultural performance scene.

[0007] Furthermore, the process of dividing the virtual cultural performance scene into several overlapping virtual performance areas, and setting individual interactive commands and linked interactive commands at various locations within these virtual performance areas, includes: Set rules for dividing areas, including relevance to cultural themes, rationality of spatial logic, and adaptability of interaction density; Then, based on the regional division rules, several overlapping virtual performance areas are divided in the virtual cultural performance scene, and the division type corresponding to the regional division rules is marked. After the virtual performance areas are divided, interactive commands are set for each virtual performance area based on its cultural performance theme and interactive needs. These interactive commands include individual interactive commands and linked interactive commands. Individual interactive commands are those that can be triggered by a single user action. The linked interaction command refers to an interaction command that requires multiple users to cooperate or meet specific conditions to be triggered. Trigger conditions are set for each interaction command. Individual interaction commands and linked interaction commands are deployed to corresponding positions in the virtual performance area according to preset trigger position coordinates, and command icons are set at these positions to guide users to interact.

[0008] Furthermore, the process of pre-setting user interaction actions includes: Four preset user interaction actions are included: gesture interaction actions, body posture interaction actions, voice interaction actions, and eye movement interaction actions. The gesture interaction is based on the gesture recognition function of the VR device and presets common gesture actions; The body posture interaction actions are captured by the VR device's motion sensors to capture changes in the user's body posture and preset related interaction actions; The voice interaction actions are based on voice recognition technology and are preset with specific voice command actions; The eye-tracking interaction is based on the eye-tracking function of the VR device and presets eye-tracking interaction actions.

[0009] Furthermore, the process of binding corresponding interaction intents to each user interaction action includes: For each type of interactive action, the interactive intent is preset based on the cultural performance theme and interactive needs of the virtual cultural performance scene.

[0010] Furthermore, the process of users interacting with virtual cultural performance scenes through VR devices, and setting up interactive recognition channels in VR devices and corresponding virtual performance areas, includes: Based on the division of virtual performance areas, multiple interactive recognition channels are deployed in each virtual performance area and overlapping areas, including gesture recognition channels, body posture recognition channels, voice recognition channels, and eye-tracking recognition channels. Each recognition channel corresponds to a specific type of interactive action, enabling parallel acquisition of multi-dimensional interactive actions. At the same time, priorities are set for different interaction recognition channels, and the activation status of the channels is dynamically adjusted according to the interaction needs and scene atmosphere of the virtual area, thereby collecting real-time action data of users through VR devices.

[0011] Furthermore, the process of acquiring real-time user interaction actions through VR devices, matching interaction intentions based on these actions, and then retrieving corresponding interaction commands includes: Feature extraction is performed on real-time action data to obtain action features that can characterize the essence of interactive actions. The extracted action features are compared with a pre-set standard library of interactive actions to identify real-time user interaction actions. Based on the binding relationship between real-time user interaction actions and interaction intentions, the user's interaction intention is determined, and then the corresponding interaction command is output. For simple actions, the interaction intention is determined directly through rule matching; for complex actions or combined actions, a machine learning model is called to input real-time interaction actions to predict the user's interaction intention, and then the corresponding interaction actions are pre-scheduled. Based on the spatial location of the VR device in the actual performance scene, real-time user interaction actions and commands are mapped onto the corresponding virtual performance area through the interaction recognition channel.

[0012] Furthermore, the process of the virtual performance area conducting corresponding cultural performances based on the interactive intentions of real-time user interactions includes: For single-user interaction commands, corresponding scene response content is generated based on the virtual performance area where the single-user interaction command is located. For linked interaction commands, a conflict coordination mechanism is set up. When multiple users trigger linked interaction commands in the same virtual performance area, it is determined whether there is a conflict between the linked interaction commands. The conflict is adjudicated based on the user's interaction priority and the rationality of the interaction intention. If it is determined that there is no conflict between the linked interaction commands, the linked interaction commands will be executed directly to generate the corresponding scene response content.

[0013] The technical effects and advantages provided by the present invention in the above technical solution are as follows: 1. This invention breaks through the limitations of traditional virtual scene divisions by dividing the virtual cultural performance scene into several overlapping virtual performance areas and setting individual and linked interaction commands at each location. During the interaction, users can freely move between different virtual performance areas, experiencing more complex and diverse interactive effects. For example, unique linked interaction scenes may be triggered in overlapping areas, bringing unexpected surprises to users and greatly enriching the layers and content of the interactive experience.

[0014] 2. This invention, by pre-setting user interaction actions and binding corresponding interaction intentions, enables the system to accurately match interaction intentions based on users' real-time interaction actions and retrieve corresponding interaction commands. This avoids, to some extent, the problem of untimely or inaccurate scene response caused by inaccurate action and intention recognition. Simultaneously, users can interact with virtual cultural performance scenes more naturally and smoothly, as if immersed in a real cultural environment, enhancing immersion and engagement. Attached Figure Description

[0015] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments recorded in this invention. For those skilled in the art, other drawings can be obtained based on these drawings.

[0016] Figure 1 This is a flowchart of a method for providing an interactive cultural performance experience based on virtual reality, as described in this invention.

[0017] Figure 2 This is a system block diagram of a virtual reality-based cultural performance and interactive experience system according to the present invention. Detailed Implementation

[0018] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, 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, 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] Please see Figure 1 As shown, a method for interactive cultural performance experiences based on virtual reality includes the following steps: Step S1: Obtain cultural performance information and establish a virtual cultural performance scene based on the cultural performance information. Divide the virtual cultural performance scene into several overlapping virtual performance areas and set individual interaction commands and linked interaction commands at each position in the virtual performance area. Step S2: Preset user interaction actions and bind corresponding interaction intents to each user interaction action; Step S3: Users interact with virtual cultural performance scenes through VR devices, and interactive recognition channels are set up in VR devices and corresponding virtual performance areas. Real-time user interaction actions are obtained through VR devices, and interactive intentions are matched based on real-time user interaction actions. Then, corresponding interactive instructions are retrieved, and the virtual performance area generates scene response content corresponding to the virtual performance area according to the interactive instructions.

[0020] Furthermore, step S1 is implemented through the following process: Step S101: Obtain cultural performance information and establish a virtual cultural performance scene based on the cultural performance information. The specific process includes: Define the core theme of the cultural performance, including but not limited to intangible cultural heritage skills performances (such as embroidery, pottery, and shadow puppetry), ancient architectural culture displays (such as palaces, gardens, and ancient towns), and historical event reenactments (such as traditional festivals and major historical scenes). Define the boundaries of information collection according to the theme, covering key content such as the layout of the performance venue, historical background, cultural connotations, prop details, character images, and process links. By combining on-site data collection with literature review, three-dimensional data collection was conducted on physical performance venues and props using laser scanning and high-definition photogrammetry. This yielded high-precision data on the spatial coordinates, dimensions, and architectural structure of the performance venues, as well as the appearance, material texture, and other details of the props. Aerial photography by drones was used to obtain data on the overall layout of the performance venues and their surrounding environment. For non-physical information such as historical background, cultural connotations, and performance procedures, historical documents, local chronicles, and oral records of intangible cultural heritage inheritors were consulted. Experts in the cultural field were also invited to provide guidance to ensure the authority and accuracy of the information. Finally, the relevant cultural performance information was integrated and generated. Based on the spatial coordinates, dimensions, and architectural structure of the performance venue, as well as the appearance and texture of the props, high-precision data from the cultural performance information are used to establish a virtual performance scene architecture. For example, when constructing a virtual scene of ancient architecture, details such as the bracket structure, painted patterns, and door and window styles are accurately reproduced; when constructing a scene of intangible cultural heritage skills performance, the appearance and texture of tools, raw materials, and finished products are meticulously depicted; for prop models, costumes, actions, and expressions that conform to the performance theme are designed in combination with historical data and cultural characteristics to enhance the sense of immersion in the scene. The virtual performance scene architecture of the performance venue and props is spatially integrated, and non-physical information such as historical background, cultural connotation, and performance process is overlaid on the virtual performance scene architecture in the form of material textures, thereby obtaining a virtual cultural performance scene.

[0021] Step S102: Divide the virtual cultural performance scene into several overlapping virtual performance areas, and set individual interaction commands and linked interaction commands at various locations within the virtual performance areas. The specific process includes: Set rules for dividing areas, including relevance to cultural themes, rationality of spatial logic, and adaptability of interaction density; Regarding the relevance of cultural themes, the scene is divided into multiple virtual performance areas with clear themes, with the cultural performance theme as the core. For example, in the ancient architecture cultural performance scene, it can be divided into intangible cultural heritage embroidery workshop area, hall display area, intangible cultural heritage workshop area, folk activity area, etc. Regarding the rationality of spatial logic, based on the spatial layout and location distribution of the performance scene and props, the area is divided according to the principle of logical association between adjacent areas to ensure that users' movement and exploration in the virtual cultural performance scene conform to their spatial cognition habits. Regarding the adaptability of interaction density, the interaction density is reasonably set according to the interaction needs of different areas. For core interactive areas (such as the intangible cultural heritage embroidery workshop area), a smaller area is divided to improve the interaction accuracy. For viewing areas (such as the display area in the hall), a larger area is divided to meet the browsing needs of users. Furthermore, several overlapping virtual performance areas are divided into virtual cultural performance scenes, and the corresponding division types are marked according to the division rules. For example, for cultural theme relevance, there are areas such as intangible cultural heritage embroidery workshops, palace display areas, intangible cultural heritage workshops, and folk activity areas. After the virtual performance areas are divided, interactive instructions are set for each virtual performance area based on the cultural performance theme and interaction needs of the virtual performance areas. For example, in the intangible cultural heritage embroidery workshop area, users need to perform interactive actions such as threading a needle and embroidery needlework, and the corresponding interactive instructions need to meet the requirements of refined operation; in the folk activity area, users may need to cooperate with other users to complete traditional games, and the corresponding interactive instructions need to support multi-user collaborative interaction. The interactive commands include individual interactive commands and linked interactive commands. Individual interactive commands refer to interactive commands that can be triggered by a single user operation, including trigger commands (such as clicking, touching, and staring), drag commands (such as moving props and adjusting angles), operation commands (such as simulating tool use and completing a specific sequence of actions), and voice commands (such as speaking a specific command and asking a question). For example, in the exhibition area of ​​the hall, if a user stares at a cultural relic for more than 3 seconds, a individual interactive command for detailed explanation of the cultural relic is triggered; in the pottery workshop area, if a user simulates the actions of kneading clay and throwing on a potter's wheel using a VR controller, an operation command for pottery making is triggered. The aforementioned collaborative interaction commands refer to interaction commands that require multiple users to work together or meet specific conditions (such as a user entering a specific overlapping area or completing a preset sequence of individual interaction commands) to be triggered. These include multi-user collaborative commands (such as multiple users working together to assemble a traditional painting or cooperating to complete a shadow puppet show), time-triggered commands (such as a user completing individual interaction commands in multiple areas in a specific order to trigger a hidden scene or special performance content), and area linkage commands (such as a user triggering a specific individual command in two adjacent overlapping areas at the same time to trigger cross-area collaborative interaction content). Set trigger conditions for each interactive command, including trigger action (such as gesture, voice, eye movement), trigger area (specific virtual performance area and location coordinates), trigger timing (such as a specific time node, after the user completes the previous interaction), user permissions (such as ordinary users, VIP users), etc. For example, the triggering condition for the single-user interaction command - artifact explanation is: the user is in the artifact display area of ​​the hall and points at the artifact with the VR controller (triggering action) for more than 1 second; the triggering condition for the linked interaction command - shadow puppet show performance is: at least 2 users are in the overlapping area of ​​the shadow puppet show performance area and respectively make actions of picking up shadow puppets and controlling the shadow puppets to move through VR devices (coordinated triggering action), and the action synchronization rate reaches more than 80%. Individual and linked interactive commands are deployed to corresponding locations in the virtual performance area according to preset trigger coordinates, and command identifiers (such as hidden interactive icons or area prompt text) are set at these locations to guide users to interact.

[0022] Furthermore, step S2 is implemented through the following process: Step S201: Preset user interaction actions, the specific process includes: Four preset user interaction actions are included: gesture interaction actions, body posture interaction actions, voice interaction actions, and eye movement interaction actions. The gesture interaction is based on the gesture recognition function of the VR device, and presets common gestures, including basic gestures (such as click, grab, release, drag, rotate, zoom) and specific theme gestures (such as embroidery needlework gestures in intangible cultural heritage, martial arts gestures, and cupped-hand gestures in traditional etiquette). The body posture interaction actions are captured by the VR device's motion sensor to capture changes in the user's body posture and preset related interactive actions, such as standing, walking, bending over, turning around, waving, jumping, etc., which are suitable for interactive scenarios such as scene exploration and character interaction. The voice interaction actions are based on voice recognition technology and are preset with specific voice command actions, including question-type (such as what is the history of this cultural relic), command-type (such as start performance, switch scenes), and response-type (such as agree, participate), which makes it convenient for users to quickly trigger specific interactive content; The eye-tracking interaction is based on the eye-tracking function of VR devices and includes preset eye-tracking interaction actions such as gazing, blinking, and eye movement, which are suitable for scenarios such as quick selection and triggering simple interaction commands. Step S202: Bind the corresponding interaction intent to each user interaction action. The specific process includes: For each type of interactive action, the interactive intent is preset based on the cultural performance theme and interactive needs of the virtual cultural performance scene. For example, in gesture interaction, the gestures of embroidery needlework are preset, including the gestures of specific needlework such as flat stitch, back stitch, and lock stitch, and the standard parameters such as the finger bending angle, movement trajectory, and duration of each gesture are specified. In body posture interaction, the standard posture of the traditional cupped-hand salute is preset, including the position of the hands, the angle of bowing, and the duration of the action. Standard action data is collected through motion capture equipment to establish an interactive action standard library, ensuring that the VR device can accurately recognize when different users perform the same action.

[0023] Furthermore, step S3 is implemented through the following process: Step S301: The user interacts with the virtual cultural performance scene through the VR device, and an interactive recognition channel is set up in the VR device and the corresponding virtual performance area. The specific process includes: Based on the division of virtual performance areas, multiple interactive recognition channels are deployed in each virtual performance area and overlapping areas, including gesture recognition channels, body posture recognition channels, voice recognition channels, and eye-tracking recognition channels. Each recognition channel corresponds to a specific type of interactive action, enabling parallel acquisition of multi-dimensional interactive actions. For example, in the intangible cultural heritage workshop area, gesture recognition channels (collecting gestures of crafting techniques), voice recognition channels (collecting user questions or instructions), and body posture recognition channels (collecting user body postures during operation) are deployed simultaneously to ensure comprehensive capture of user interaction behavior. At the same time, priorities are set for different interaction recognition channels, and the activation status of the channels is dynamically adjusted according to the interaction needs and scene atmosphere of the virtual area, so as to collect the user's real-time action data through VR devices; For example, in the intangible cultural heritage skills area that requires high-precision operation, the gesture recognition channel is set to the highest priority to respond to gesture interaction actions first; in the scene browsing area, the body posture recognition channel and eye movement recognition channel are set to high priority to facilitate users to move and observe quickly; a channel collaboration mechanism is established so that when multiple channels collect interaction actions at the same time, the effective interaction actions are selected for recognition based on priority and action correlation to avoid data conflicts.

[0024] Step S302: Acquire real-time user interaction actions through the VR device, match the interaction intent based on the real-time user interaction actions, and then retrieve the corresponding interaction instructions. The specific process includes: Feature extraction is performed on real-time motion data to obtain motion features that can characterize the essence of interactive actions; for example, for gesture motion data, features such as finger joint angles, motion trajectory length, motion speed, and motion duration are extracted; for speech data, features such as speech rate, pitch, and semantic keywords are extracted; for body posture data, features such as the angles of various body joints, the amplitude of posture changes, and motion sequences are extracted. The extracted action features are compared with a pre-defined standard library of interactive actions to identify real-time user interaction actions. Based on the binding relationship between real-time user interaction actions and interaction intentions (rule binding or model binding), the user's interaction intention is determined, and then the corresponding interaction command is output. For simple actions, the interaction intention is determined directly through rule matching; for complex actions or combined actions, a machine learning model is called to input the real-time interaction action to predict the user's interaction intention, and then the corresponding interaction action is pre-scheduled. For example, when a user performs a real-time interaction action of grabbing embroidery thread, aligning it with the fabric, and performing a flat stitch gesture, the interaction intention is identified through feature extraction and model prediction, and then the corresponding interaction command is called, so that the fabric model changes according to the real-time interaction action. Based on the spatial location of the VR device in the actual performance scene, real-time user interaction actions and commands are mapped onto the corresponding virtual performance area through the interaction recognition channel.

[0025] Step S303: The virtual performance area performs corresponding cultural performances based on the interactive intents of real-time user interactions. The specific process includes: For individual interactive commands, corresponding scene response content is generated based on the virtual exhibition area where the individual interactive command is located. For example, when a user triggers a basic browsing intention, the virtual exhibition area enlarges the corresponding cultural relic model according to the individual interactive command and displays detailed text explanations and dynamic display videos; when the user triggers an interactive participation intention, the virtual exhibition area provides step-by-step operation guidance for intangible cultural heritage skills according to the individual interactive command and generates the effect after the user's operation in real time (such as the needlework trajectory of embroidery and the shape changes of pottery). For linked interaction commands, a conflict coordination mechanism is set up. When multiple users trigger linked interaction commands in the same virtual performance area, it is determined whether there is a conflict between the linked interaction commands (such as operating the same virtual prop at the same time, triggering contradictory interaction commands). The conflict is adjudicated based on the user's interaction priority (such as the first to trigger the command or the leader of the collaborative task) and the rationality of the interaction intention. For example, when two users try to grab the same virtual tool at the same time, it is determined that the user who triggers the grabbing action first has the right to use the tool, and a prompt message is sent to the other user (such as the tool has been used, please choose another tool) to avoid interaction confusion. If it is determined that there is no conflict between the linked interaction commands, the linked interaction commands will be executed directly to generate the corresponding scene response content.

[0026] Please see Figure 2 As shown, a virtual reality-based cultural performance interactive experience system includes an interactive scene planning module, an interactive action setting module, and an interactive response module. The interactive scene planning module is used to acquire cultural performance information and establish a virtual cultural performance scene based on the cultural performance information. The virtual cultural performance scene is divided into several overlapping virtual performance areas, and individual interactive commands and linked interactive commands are set at each position of the virtual performance area. The interaction action setting module is used to preset user interaction actions and bind corresponding interaction intentions to each user interaction action. The interactive response module is used to set up interactive recognition channels in VR devices and corresponding virtual performance areas, obtain real-time user interaction actions through VR devices, match interactive intentions based on real-time user interaction actions, and then retrieve corresponding interactive instructions. Subsequently, the virtual performance area generates scene response content corresponding to the virtual performance area according to the interactive instructions.

[0027] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for interactive cultural performance experiences based on virtual reality, characterized in that, Includes the following steps: Step S1: Obtain cultural performance information and establish a virtual cultural performance scene based on the cultural performance information. Divide the virtual cultural performance scene into several overlapping virtual performance areas and set individual interaction commands and linked interaction commands at each position in the virtual performance area. Step S2: Preset user interaction actions and bind corresponding interaction intents to each user interaction action; Step S3: Users interact with virtual cultural performance scenes through VR devices, and interactive recognition channels are set up in VR devices and corresponding virtual performance areas. Real-time user interaction actions are obtained through VR devices, and interactive intentions are matched based on real-time user interaction actions. Then, corresponding interactive instructions are retrieved, and the virtual performance area generates scene response content corresponding to the virtual performance area according to the interactive instructions.

2. The method for interactive cultural performance experience based on virtual reality according to claim 1, characterized in that, The process of acquiring information on cultural performances and creating virtual cultural performance scenarios based on that information includes: Laser scanning and high-definition photogrammetry are used to collect three-dimensional data of the performance venue and props to obtain high-precision data of the performance venue and props. Non-physical information of the performance venue is obtained through drone aerial photography. Based on the high-precision data, a virtual performance scene architecture is established. The virtual performance scene architecture of the performance venue and props is spatially integrated, and non-physical information is overlaid on the virtual performance scene architecture in the form of material textures, thereby obtaining a virtual cultural performance scene.

3. The method for interactive cultural performance experience based on virtual reality according to claim 2, characterized in that, The process of dividing a virtual cultural performance scene into several overlapping virtual performance areas and setting individual and linked interactive commands at various locations within these virtual performance areas includes: Set rules for dividing areas, including relevance to cultural themes, rationality of spatial logic, and adaptability of interaction density; Then, based on the regional division rules, several overlapping virtual performance areas are divided in the virtual cultural performance scene, and the division type of the corresponding regional division rules is marked. After the virtual performance area is divided, interactive instructions are set for each virtual performance area based on the cultural performance theme and interactive needs of the virtual performance area. The interactive instructions include individual interactive instructions and linked interactive instructions. Individual interactive instructions refer to interactive instructions that can be triggered by a user's single operation. The linked interaction command refers to an interaction command that requires multiple users to cooperate or meet specific conditions to be triggered. Trigger conditions are set for each interaction command. Individual interaction commands and linked interaction commands are deployed to corresponding positions in the virtual performance area according to preset trigger position coordinates, and command icons are set at these positions to guide users to interact.

4. The method for interactive cultural performance experience based on virtual reality according to claim 3, characterized in that, The process of pre-setting user interaction actions includes: Four preset user interaction actions are included: gesture interaction actions, body posture interaction actions, voice interaction actions, and eye movement interaction actions. The gesture interaction is based on the gesture recognition function of the VR device and presets common gesture actions; The body posture interaction actions are captured by the VR device's motion sensors to capture changes in the user's body posture and preset related interaction actions; The voice interaction actions are based on voice recognition technology and are preset with specific voice command actions; The eye-tracking interaction is based on the eye-tracking function of the VR device and presets eye-tracking interaction actions.

5. The method for interactive cultural performance experience based on virtual reality according to claim 4, characterized in that, For each type of interactive action, the interactive intent is preset based on the cultural performance theme and interactive needs of the virtual cultural performance scene.

6. The method for interactive cultural performance experience based on virtual reality according to claim 5, characterized in that, The process of users interacting with virtual cultural performance scenes through VR devices, and setting up interactive recognition channels in VR devices and corresponding virtual performance areas, includes: Based on the division of virtual performance areas, multiple interactive recognition channels are deployed in each virtual performance area and overlapping areas, including gesture recognition channels, body posture recognition channels, voice recognition channels, and eye-tracking recognition channels. Each recognition channel corresponds to a specific type of interactive action, enabling parallel acquisition of multi-dimensional interactive actions. At the same time, priorities are set for different interaction recognition channels, and the activation status of the channels is dynamically adjusted according to the interaction needs and scene atmosphere of the virtual area, thereby collecting real-time action data of users through VR devices.

7. The method for interactive cultural performance experience based on virtual reality according to claim 6, characterized in that, The process of acquiring real-time user interaction actions through VR devices, matching interaction intentions based on these actions, and then retrieving corresponding interaction commands includes: Feature extraction is performed on real-time motion data to obtain motion features that can characterize the essence of interactive actions. The extracted motion features are compared with a preset standard library of interactive actions to identify real-time user interactive actions. Based on the binding relationship between real-time user interactive actions and interactive intentions, the user's interactive intentions are determined, and corresponding interactive commands are output. According to the spatial position of the VR device in the actual performance scene, the real-time user interactive actions and interactive commands are mapped onto the corresponding virtual performance area through the interactive recognition channel.

8. The method for interactive cultural performance experience based on virtual reality according to claim 7, characterized in that, The process of the virtual performance area conducting corresponding cultural performances based on the interactive intentions of real-time user interactions includes: For single-user interaction commands, corresponding scene response content is generated based on the virtual performance area where the single-user interaction command is located. For linked interaction commands, a conflict coordination mechanism is set up. When multiple users trigger linked interaction commands in the same virtual performance area, it is determined whether there is a conflict between the linked interaction commands. The conflict is adjudicated based on the user's interaction priority and the rationality of the interaction intention. Based on the judgment result, the linked interaction command is executed and the corresponding scene response content is generated.

9. A virtual reality-based cultural performance interactive experience system, used to implement the virtual reality-based cultural performance interactive experience method as described in any one of claims 1-8, characterized in that, It includes an interaction scene planning module, an interaction action setting module, and an interaction response module; The interactive scene planning module is used to acquire cultural performance information and establish a virtual cultural performance scene based on the cultural performance information. The virtual cultural performance scene is divided into several overlapping virtual performance areas, and individual interactive commands and linked interactive commands are set at each position of the virtual performance area. The interaction action setting module is used to preset user interaction actions and bind corresponding interaction intentions to each user interaction action. The interactive response module is used to set up interactive recognition channels in VR devices and corresponding virtual performance areas, obtain real-time user interaction actions through VR devices, match interactive intentions based on real-time user interaction actions, and then retrieve corresponding interactive instructions. Subsequently, the virtual performance area generates scene response content corresponding to the virtual performance area according to the interactive instructions.