A vertical layering-based stereoscopic recreational space planning and optimization design method
By planning a three-dimensional amusement space with vertical layers, constructing multi-level activity areas and an intelligent control system, the problems of scarce land resources and limited facilities have been solved, and a comprehensive improvement in dynamic gaming experience, ecological education, and safety management has been achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- ZHEJIANG YUNSHANG CULTURAL TOURISM PLANNING RESEARCH & INNOVATION CO LTD
- Filing Date
- 2026-02-11
- Publication Date
- 2026-06-12
AI Technical Summary
Existing recreational space planning suffers from land scarcity in high-density urban environments, low space utilization, single-function facilities, lack of adaptability, reliance on manual safety management, disconnect between ecological functions and educational value, and lack of intergenerational interaction mechanisms.
The design adopts a vertically layered, three-dimensional amusement space plan, constructing a ground-level foundation layer, a low-altitude activity layer, a high-altitude challenge layer, and an underground exploration layer. It integrates reconfigurable physical game modules and an intelligent control system, combines structural greening and resource recycling systems, and sets up physical linkage devices to realize dynamic game paths and narrative sequences.
It achieves efficient and three-dimensional utilization of space, provides dynamic and variable game content, intelligent environmental management, promotes intergenerational collaboration, enhances ecological education value, and improves safety and space utilization.
Smart Images

Figure CN122197130A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of amusement space planning technology, particularly the field of three-dimensional amusement space planning. Background Technology
[0002] In the field of children's play space planning, the core contradiction is the scarcity of land resources in high-density urban environments and the ever-increasing demand for children's outdoor activities. To address this challenge, the current mainstream solution in the industry is to adopt the traditional planning paradigm based on horizontal functional zoning, that is, to meet basic functions by juxtaposing modular facilities such as climbing areas, sand and water areas, and rest areas within a limited two-dimensional plot of land. A thorough analysis of this mainstream approach reveals that its essence lies in attempting to horizontally expand and combine functions within a two-dimensional plane. However, this method has exposed significant shortcomings in practice: First, it utilizes space inefficiently, with playground equipment primarily distributed across a two-dimensional plane, leading to intensified competition for limited land resources, low space utilization, and difficulty in providing diverse activities within small plots. Second, the play experience tends to be rigid, with facilities exhibiting singular functions and static layouts, lacking variability and exploration depth, resulting in insufficient sustained appeal to children and low repeat play rates. Third, operation and management rely on passive responses, with environmental adjustments, safety monitoring, and facility maintenance primarily depending on manual inspections, leading to delayed responses and potential safety hazards. The existing technology suffers from several problems: high production and management costs; a disconnect between ecological function and educational value, with green landscaping often remaining purely decorative and failing to integrate with play activities, thus hindering the effective realization of its ecological service value and potential for nature education; and a general lack of intergenerational interaction mechanisms, with space design often strictly divided by age, leading caregivers to become mere "observers" and lacking physical mechanisms and social interfaces to encourage families or children of different ages to play together. Therefore, there is an urgent need to develop a vertically layered, three-dimensional play space planning and optimization design method to address the problems in the existing technology. Summary of the Invention
[0003] The purpose of this invention is to provide a method for planning and optimizing three-dimensional amusement spaces based on vertical layering, which can efficiently utilize space in a three-dimensional manner and multiply activity capacity under limited land resources; provide dynamically variable and sustainably updated game content and narrative experience; achieve intelligent and proactive closed-loop management of environment and safety; transform ecological infrastructure into participatory nature education interfaces; and create physical interactive game mechanisms that promote intergenerational and cross-age collaboration, thereby solving the problems mentioned in the background art.
[0004] To achieve the above objectives, the present invention provides the following technical solution: A method for planning and optimizing the design of a three-dimensional amusement space based on vertical layering includes the following steps: S1: Constructing a vertically layered main structure; the main structure includes at least a ground foundation layer, a low-altitude activity layer, a high-altitude challenge layer, and an underground exploration layer; By adopting the above technical solution, step S1, which involves constructing a vertically layered main structure, specifically includes: Site surveys and 3D digital modeling are conducted to accurately obtain data on topographic elevation, soil bearing capacity, and surrounding constraints, and based on this, the overall vertical boundary and load distribution of the structure are determined. Structural system selection and layered design are carried out, with steel frame or concrete core tube as the main load-bearing system; based on the preset functions and safety specifications, the vertical direction is divided into at least a ground foundation layer, a low-altitude activity layer, and a high-altitude challenge layer. Perform detailed structural design for each level, including the opening and reinforcement of floor slabs or platform slabs, the arrangement of embedded parts for game equipment anchor points, and the positioning of vertical traffic cores; Based on the structural calculation model, the system plans the vertical connection system between floors, and simultaneously designs the paths, interfaces and support schemes for the main line, challenge line and fast line to ensure that the connection system is reliably connected to the main load-bearing components, and completes a full set of construction drawings and assembly node details.
[0005] As a further aspect of the present invention, the functional hierarchy specifically includes: The ground foundation layer, defined by relative elevation ±0.000 meters and the adjacent area, is used to support entrance, distribution and basic activity functions; The low-altitude activity layer is constructed in the range of 2 to 5 meters above the ground reference plane, serving as a rigid platform layer to support the main dynamic game facilities; The high-altitude challenge layer is constructed at a height of more than 5 meters above the ground reference plane, using a relatively lightweight lattice or cable membrane structure to meet the needs of highly challenging activities. As a further aspect of the present invention, the paths of the main path, the challenge path, and the fast path specifically include: The main access route consists of gentle ramps or wide stairs to meet the needs of barrier-free access. Challenge the movement by using climbing nets, vertical climbing walls, or rope bridges that are integrated into the structure and form part of the game experience itself; The fast-paced route consists of tubular slides or ziplines connecting the upper and lower levels, forming a loop for play.
[0006] S2: On the main structure, a set of reconfigurable physical game modules are integrated, and dynamic game paths and narrative sequences are defined by changing the physical connection relationships between the modules; By adopting the above technical solution, in step S2, the reconfigurable physics game module is a set of independent units with standardized mechanical interfaces, specifically including: The structural module, which serves as the core load-bearing and pathway component, includes a foundation platform, connecting channels, vertical supports, and transition components. The main body of this module is a rigid frame with a grid-distributed universal connection interface. The interactive module is a functional component that integrates triggerable feedback, including a rotatable or sliding control panel, a sound and light generating device, and a mechanical transmission unit. The housing of this module is equipped with a docking mechanism compatible with the interface of the structural module. Thematic modules, which are overlays or scene components that embody narrative elements, are attached to the surface of the structural or interactive modules via snap-fit or magnetic means.
[0007] As a further aspect of this invention, dynamic game paths and narrative sequences are defined by changing the physical connections between modules. Specific steps include: An anchor point matrix with standardized coordinates is preset between the load-bearing frame and the main platform of the main structure. The physics game module can be detachably fixed to different positions of the anchor point matrix through its standardized mechanical interface. By manually or with the aid of equipment, the physical game modules are disassembled and reinstalled, changing their positions and connections within the anchor point matrix, thereby physically reconstructing different game paths, obstacle sequences, and scene layouts.
[0008] S3: In the main structure, an intelligent control system connected to a sensor network is deployed to automatically adjust the environmental parameters or safety status within the space based on real-time environmental data. By adopting the above technical solution, step S3 specifically includes: Through the different functional levels and key nodes of the main structure, a monitoring network composed of multiple types of sensors is deployed. The network includes at least environmental sensors for collecting data on temperature, humidity, light, wind speed and rainfall, as well as safety sensors for monitoring the population density and structural vibration of facilities in the area. Deploy a central controller that connects to the sensor network via a wired or wireless communication protocol to receive and process heterogeneous data streams uploaded by the monitoring network in real time; Based on the central controller, multiple sets of environmental comfort models and safety threshold rules are pre-set to match different seasons, time periods and climate conditions; The central controller compares and analyzes real-time data with preset models and rules. When the data triggers a specific rule, it automatically generates and issues control commands. The control commands drive the corresponding actuators to perform actions to complete the closed-loop regulation of the spatial environment. The regulation actions include: activating ventilation or misting devices to regulate the microclimate; diverting and guiding people at the upstream or entrance of high-traffic areas through visual or auditory prompts; and automatically locking the relevant area and issuing an audible and visual alarm when abnormal vibration of the facility is detected.
[0009] As a further aspect of the present invention, the real-time data is compared and analyzed with preset models and rules, specifically including: The heterogeneous sensor data acquired in real time from the amusement space environment and facilities will be formatted and mapped into system internal standard state variables associated with environmental control or safety monitoring objectives. The standard state variables are input into a preset decision logic library for matching and evaluation; The environmental comfort model is used to calculate the adjustment amount of environmental parameters that make the human body feel comfortable when in the recreational activity space based on the state variables. The safety status rule is used to determine whether the status variable exceeds a preset threshold for the structural safety of amusement facilities or the density of people in the area; When real-time data meets specific model conditions or triggers a certain safety rule, the central controller generates a specific control instruction to drive a specific actuator to adjust the environment or change the safety state.
[0010] S4: The main structure integrates a structural greening system and a resource recycling system, so that the structure has both ecological service functions and a nature education interface. By adopting the above technical solution, step S4 specifically includes: Modular vertical greening planting units are integrated on the facade, platform edges, and load-bearing components of the main structure. The planting units have built-in irrigation systems and are equipped with plant communities adapted to the local climate to form a three-dimensional habitat integrated with the building structure. A resource recycling system is set up that is linked to the building roof, each floor platform and green irrigation. The system includes at least a rainwater recycling loop for collecting, filtering and storing rainfall. The loop is equipped with visual pipes and interactive devices, so that the process of water resource transportation, purification and utilization becomes an observable and participatory natural education interface.
[0011] S5: In the main structure, a game interface with physical linkage device is set up so that users at different levels can play collaboratively through the transmission of operating force.
[0012] By adopting the above technical solution, in step S5, the physical linkage device is specifically a cross-layer mechanical transmission system, which includes: A user control terminal located on the ground foundation level or low-altitude activity level, the control terminal including a control lever, winch or foot pedal device; The game effect station is located in different areas of the high-altitude challenge layer or the low-altitude activity layer. The effect station includes a liftable platform, a rotatable device, a launcher that can fire soft safety balls, or an openable passage door. And the transmission components that connect the operating end and the effect end, which are pulley blocks, gear blocks or linkage mechanisms enclosed within the structure; When a lower-level user operates the control terminal, the resulting mechanical force is transmitted to the upper level through the transmission component, directly driving the game effect terminal to produce real-time, synchronized physical changes.
[0013] Compared with existing technologies, the beneficial effects of this invention are: by integrating five major technical subsystems into a unified design, this invention generates a synergistic effect that goes beyond simple superposition, specifically manifested as follows: Data-driven dynamic optimization of the experience: Real-time data collected by the S3 intelligent control system (such as the heat of pedestrian flow in various areas and the frequency of facility use) and analysis results can be directly output as guidance for the reorganization strategy of the S2 reconfigurable physics game module, thereby dynamically optimizing the layout of the game path and the challenge density; at the same time, the real-time status data of the S4 ecological symbiosis system (such as rainwater storage and plant growth stage) can be introduced into the narrative logic, becoming a dynamic background variable for the game plot constructed by the S2 module, enhancing the immersion and educational value of the experience; The structure serves as the integrated matrix of functions: the S1 vertically layered main structure, along with its pre-designed standardized anchoring point matrix, pipeline channels, and load-bearing interfaces, provides a plug-and-play and seamlessly integrated physical foundation for the S2 module, S4 greening unit, and S5 transmission mechanism during the planning stage. This forward-looking design allows each subsystem to share the structural support and maintenance system, realizing the transformation from a spatial carrier to a multifunctional composite carrier; Intelligent monitoring provides a safe foundation for exploration: The potential risks of challenging environments—high-altitude, high-speed, or requiring collaborative forces—created by the S1 and S5 systems are mitigated by the proactive safety network built by the S3 system. Through real-time monitoring by environmental and structural sensors and automatic triggering of preset rules, the system can provide early warnings or interventions before physical risks occur, thereby maximizing the educational value of supporting and encouraging exploration and adventure while ensuring absolute safety. Attached Figure Description
[0014] Figure 1 This is a schematic diagram of an overall structure in one embodiment of the present invention; Figure 2 This is a schematic diagram of the overall structure and system integration of a three-dimensional amusement space. Detailed Implementation
[0015] 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.
[0016] In this embodiment of the invention, a method for planning and optimizing three-dimensional amusement space based on vertical layering is described, see [link to relevant documentation]. Figure 1 As shown, In this embodiment, S1: Construct a vertically layered main structure; the main structure includes at least a ground foundation layer, a low-altitude activity layer, a high-altitude challenge layer, and an underground exploration layer; In step S1, constructing the vertically layered main structure specifically includes: Site surveys and 3D digital modeling are conducted to accurately obtain data on topographic elevation, soil bearing capacity, and surrounding constraints, and based on this, the overall vertical boundary and load distribution of the structure are determined. Structural system selection and layered design are carried out, with steel frame or concrete core tube as the main load-bearing system; based on the preset functions and safety specifications, the vertical direction is divided into at least a ground foundation layer, a low-altitude activity layer, and a high-altitude challenge layer. Perform detailed structural design for each level, including the opening and reinforcement of floor slabs or platform slabs, the arrangement of embedded parts for game equipment anchor points, and the positioning of vertical traffic cores; Based on the structural calculation model, the system plans the vertical connection system between floors, and simultaneously designs the paths, interfaces and support schemes for the main line, challenge line and fast line to ensure that the connection system is reliably connected to the main load-bearing components, and completes a full set of construction drawings and assembly node details.
[0017] The functional hierarchy specifically includes: The ground foundation layer, defined by relative elevation ±0.000 meters and the adjacent area, is used to support entrance, distribution and basic activity functions; The low-altitude activity layer is constructed in the range of 2 to 5 meters above the ground reference plane, serving as a rigid platform layer to support the main dynamic game facilities; The high-altitude challenge layer is constructed at a height of more than 5 meters above the ground reference plane, using a relatively lightweight lattice or cable membrane structure to meet the needs of highly challenging activities. The specific paths of the main route, the challenge route, and the fast route include: The main access route consists of gentle ramps or wide stairs to meet the needs of barrier-free access. Challenge the movement by using climbing nets, vertical climbing walls, or rope bridges that are integrated into the structure and form part of the game experience itself; The fast-paced route consists of tubular slides or ziplines connecting the upper and lower levels, forming a loop for play.
[0018] In terms of the integrated design of the vertically layered main structure, a customized basic carrier is constructed that can organically support and integrate subsequent functional systems.
[0019] In terms of structural collaborative design, the main load-bearing structure (such as steel frame or concrete core tube) is systematically reserved during the design phase. During factory prefabrication, the main load-bearing beams and columns are pre-welded or embedded with standardized anchoring bases made of high-strength alloy material at modular intervals of 1.5 to 2.5 meters, forming a global anchoring point matrix. The design load of this base is uniformly no less than 5kN, and the surface is hot-dip galvanized to meet the corrosion resistance requirements for long-term outdoor use. Simultaneously, continuous C-shaped guide grooves are pre-set on the upper edge of the horizontal beams for flexible installation of the supporting keel and drip irrigation pipes for vertical greening planting units; a through-type cable corridor is designed inside the columns and main beams, where all pipelines (including power and signal lines for the intelligent system and greening irrigation pipes) are integrated and laid, ensuring a neat appearance and easy maintenance.
[0020] In the overall circulation planning, the design employs three-dimensional overlay analysis to avoid circulation conflicts. Active circulation paths (such as ramps) are typically arranged along the outer perimeter of the structure or one side of the atrium, forming a clear and gentle circular path; challenging circulation paths (such as climbing nets) extend three-dimensionally from the main platform into the interior space, utilizing height differences to create vertical exploration paths; fast circulation paths (such as slides) are designed as independent, enclosed passages leading directly from the core area of the upper platform to the ground floor. These three types of paths are physically separated through spatial layering (such as challenging circulation paths passing beneath the platform) and planar misalignment. Key monitoring points (such as parent rest areas) are strategically located in positions that simultaneously overlook the entrance to the active circulation path, the core platform of the challenging circulation path, and the exit of the fast circulation path, and are protected by grid-like perforated railings to ensure visual permeability.
[0021] The underground exploration layer is constructed using two main methods: one is to utilize the original elevation difference of the site or to shape it by piling up soil to create earth-covered hills, within which a prestressed concrete shell structure is embedded to form a tunnel; the other is to excavate and construct a waterproof retaining wall to create a sunken courtyard space. Regardless of the method, a double waterproofing measure is employed, using self-waterproofing concrete and additional flexible waterproof membrane. Linear drainage ditches and sump pits are installed internally, with active drainage achieved through submersible pumps. Ventilation is achieved through the design of high and low-level ventilation openings to create air convection, and low-noise axial flow fans can be optionally added to enhance air exchange. Emergency evacuation routes are at least 1.1 meters wide, with embedded low-level emergency lighting and fluorescent signage throughout, ensuring safe and rapid access to the open space on the ground floor in emergencies.
[0022] In this embodiment, S2: On the main structure, a set of reconfigurable physical game modules are integrated, and dynamic game paths and narrative sequences are defined by changing the physical connection relationships between the modules; In step S2, the reconfigurable physics game module is a set of independent units with standardized mechanical interfaces, specifically including: The structural module, which serves as the core load-bearing and pathway component, includes a foundation platform, connecting channels, vertical supports, and transition components. The main body of this module is a rigid frame with a grid-distributed universal connection interface. The interactive module is a functional component that integrates triggerable feedback, including a rotatable or sliding control panel, a sound and light generating device, and a mechanical transmission unit. The housing of this module is equipped with a docking mechanism compatible with the interface of the structural module. Thematic modules, which are overlays or scene components that embody narrative elements, are attached to the surface of the structural or interactive modules via snap-fit or magnetic means.
[0023] Dynamic game paths and narrative sequences are defined by changing the physical connections between modules. Specific steps include: An anchor point matrix with standardized coordinates is preset between the load-bearing frame and the main platform of the main structure. The physics game module can be detachably fixed to different positions of the anchor point matrix through its standardized mechanical interface. By manually or with the aid of equipment, the physical game modules are disassembled and reinstalled, changing their positions and connections within the anchor point matrix, thereby physically reconstructing different game paths, obstacle sequences, and scene layouts.
[0024] Regarding the dynamic narrative generation mechanism of modular game systems, the core of this method lies in directly and intuitively changing the spatial logic and objectives of the game through the reconstruction of physical modules, thereby giving rise to an "emergent" narrative experience. Specifically, module reorganization drives narrative shifts by altering spatial grammar. For example, in a pirate-themed game cluster, the initial configuration might be: a "pirate ship deck" structural module is installed at the anchor point in area B of the low-altitude activity layer as a base; a "treasure chest mechanism" interactive module (requiring a specific combination of turntables to produce an opening sound effect) is installed in the connected area C; and a "pirate flag" themed module is installed high on the deck. This configuration naturally leads to a "treasure hunt" narrative—children start from the deck, traverse the rope net (path), and reach the treasure chest to complete the task. When the administrator periodically reorganizes the module, the "treasure chest mechanism" module is moved to a separate observation deck in the high-altitude challenge layer, the "pirate flag" module is moved to the rope bridge entrance leading to that observation deck, and a "ship crossbow" interactive module is installed in the emptied area C. After the reorganization, the spatial narrative immediately transforms into "defending the dock": the game objective changes from "expedition to find treasure" to "defending the base," and children need to work together, with one group operating the "treasure chest" (which now becomes the "alarm") on the high-rise lookout tower, and another group operating the "ship's crossbow" on the lower deck to aim at virtual targets. The social mode changes from linear relay to real-time collaboration; the emergence of the narrative does not depend on digital scripts, but is a natural product of children's goal-oriented behavior after the change in physical layout.
[0025] To enable synchronous reconfiguration of interactive modules, the system is equipped with a rapid electrical / signal connection solution. Each interactive module's bottom housing, in addition to the mechanical interface, integrates a set of male waterproof magnetic connectors. Corresponding female connector ports are pre-embedded within each standardized anchoring point of the main structure. When a module is mechanically locked to an anchoring point, magnetic force assists in guiding the electrical connectors to precisely align, automatically completing the connection of low-voltage DC power (such as a safe 12V / 24V voltage) and simple signals. This design ensures that modules such as audio-visual devices and sensors can be plugged and played at any location, their functions becoming an integral part of the new narrative scene. Furthermore, the anchor point matrix itself can be upgraded to an intelligent sensing layer; key anchor points can incorporate low-power contact sensors or RFID reading units (Radio Frequency Identification); when a module is installed, the sensor connects its identifier and location information via the aforementioned signals and sends them to the central controller; this allows the system to perceive the overall module layout status in real time. This data has multiple uses: firstly, it provides maintenance personnel with a visualized asset map; secondly, it triggers corresponding narrative background sound effects or lighting atmospheres (such as a low rumble automatically playing in areas where "volcano" themed modules are installed); thirdly, it is linked to safety rules, for example, when a module on a critical path in the high-altitude challenge layer is detected to have been removed, the system can automatically illuminate the warning lights in that area, indicating a path interruption. This closed loop of physical and information makes the game space a living entity capable of sensing its own configuration and reacting accordingly.
[0026] In this embodiment, S3: In the main structure, an intelligent control system connected to a sensor network is deployed to automatically adjust the environmental parameters or safety status within the space based on real-time environmental data; In addition to the preferred method of physical reconstruction through "anchor point matrix and standardized mechanical interface" for defining dynamic game paths and narrative sequences as described in step S2, this invention can also be achieved through various alternative technical paths. These paths can all achieve the core purpose of dynamically defining the game experience, but the specific implementation methods are different, demonstrating the reasonable technical breadth of the aforementioned functional generalization: This adaptive system, based on magnetic connection and recognition, utilizes a reconfigurable physical game module housing embedded with a high-flux-density permanent magnet array or a controllable electromagnetic lock component. The pre-defined connection surfaces of the main structure are covered with highly magnetically permeable metal plates or magnet arrays of corresponding polarities. When a module approaches the connection area, it automatically attracts and precisely aligns under magnetic force, enabling rapid installation. To further enable the system to perceive changes in the physical layout, each module can integrate a passive RFID tag or magnetic encoder, while miniature RFID readers or Hall effect sensors are placed at the connection points of the main structure. Once the module is in place, its identification and location information are automatically read and uploaded to the central control system. Based on the identified module type, quantity, and spatial arrangement, the system retrieves matching audio, lighting scripts, and even augmented reality (AR) scenes from a pre-stored narrative library, mapping the physical module combinations to specific storylines and game tasks. This approach preserves the physical interactivity of the reconstructed system while simplifying the system configuration process through automatic recognition.
[0027] Step S3 specifically includes: Through the different functional levels and key nodes of the main structure, a monitoring network composed of multiple types of sensors is deployed. The network includes at least environmental sensors for collecting data on temperature, humidity, light, wind speed and rainfall, as well as safety sensors for monitoring the population density and structural vibration of facilities in the area. Deploy a central controller that connects to the sensor network via a wired or wireless communication protocol to receive and process heterogeneous data streams uploaded by the monitoring network in real time; Based on the central controller, multiple sets of environmental comfort models and safety threshold rules are pre-set to match different seasons, time periods and climate conditions; The central controller compares and analyzes real-time data with preset models and rules. When the data triggers a specific rule, it automatically generates and issues control commands. The control commands drive the corresponding actuators to perform actions to complete the closed-loop regulation of the spatial environment. The regulation actions include: activating ventilation or misting devices to regulate the microclimate; diverting and guiding people at the upstream or entrance of high-traffic areas through visual or auditory prompts; and automatically locking the relevant area and issuing an audible and visual alarm when abnormal vibration of the facility is detected.
[0028] The real-time data is compared and analyzed with preset models and rules, specifically including: The heterogeneous sensor data acquired in real time from the amusement space environment and facilities will be formatted and mapped into system internal standard state variables associated with environmental control or safety monitoring objectives. The standard state variables are input into a preset decision logic library for matching and evaluation; The environmental comfort model is used to calculate the adjustment amount of environmental parameters that make the human body feel comfortable when in the recreational activity space based on the state variables. The safety status rule is used to determine whether the status variable exceeds a preset threshold for the structural safety of amusement facilities or the density of people in the area; When real-time data meets specific model conditions or triggers a certain safety rule, the central controller generates a specific control instruction to drive a specific actuator to adjust the environment or change the safety state.
[0029] Regarding intelligent control systems, this method constructs specialized models and rules that differ from general building automation, taking into account the highly dynamic nature of playgrounds, the unique physiological characteristics of users (children), and the diverse safety risks. The unique feature of the children's sensory model lies in its dynamic parameters. The system's built-in "environmental comfort model" does not use a static PMV (predicted average vote) index, but instead introduces a metabolic rate correction coefficient based on activity level classifications (sedentary, low-intensity play, high-intensity running and jumping). For example, in the summer afternoon, for the "sandpit area" (mostly low-intensity activity), the model sets the upper limit of comfortable temperature at 28℃ and the upper limit of humidity at 65%. For the "climbing frame area" (high-intensity activity), considering that children's metabolic rate is approximately 3-4 times that of sedentary children and their need for sweating is high, the upper limit of comfortable temperature is lowered to 26℃, and a guiding wind speed of 0.5-1.5 m / s is introduced as a comfort parameter to promote heat dissipation from the skin. This differs significantly from the constant 24-26℃ comfort range in adult offices, aiming to prevent children from experiencing heatstroke or discomfort during vigorous activities.
[0030] The unique feature of amusement park safety rules lies in their immediate response to dynamic risks; in addition to user examples, the system also includes the following key rules: Facility load and behavior association rules: "When the pressure sensor mat in the slide exit area detects that a person has been lingering for more than 10 seconds, and the inertial measurement unit built into the slide detects continuous sliding motion above, the red warning light strip at the slide entrance will automatically flash and the voice prompt for release will be paused." Area density and emergency prediction rules: "When the infrared beam counter in the high-altitude mesh passage shows that the real-time number of people exceeds 80% of the design capacity, and the video analysis unit in that area detects that children are running, the background music volume in that area will be automatically reduced, and a directional voice reminder of 'Please walk steadily and slowly' will be triggered." Environmental and equipment linkage safety rules: "When the rainfall sensor detects continuous rainfall and the capacitive surface humidity sensor on the ground foundation layer reports a risk of water accumulation, the system automatically retracts all electric drive devices in the water play area and cuts off the low-voltage power supply to the area, while automatically extending the rainproof canopy of the 'sandpit area'." A complete example of data-driven regulation linkage is as follows: During a midday heatwave in the summer, the system detected a perceived temperature exceeding 32°C using black sphere temperature sensors (considering both solar radiation and radiant heat) deployed in the "sandpit area." It also determined a high population density using wide-area crowd control cameras in the area. Based on a children's sensory model, the central controller identified a risk of heat stress and triggered a three-tiered control mechanism: 1) Execution Layer: High-pressure micro-mist nozzles above the sandpit area were activated for intermittent cooling; simultaneously, the retractable sunshade hidden within the structure was expanded to 70% of its area. 2) Guidance Layer: The LED (light-emitting diode) ambient floor tiles in the adjacent "interactive water channel area" were adjusted to a high-frequency, high-brightness dynamic wave lighting mode, and the enticing sound effects of the interactive water cannons in that area were activated. 3) Evaluation Layer: After 5 minutes, the system compared the thermal imaging data and population changes between the sandpit and water channel areas. If the decrease in the number of people in the sandpit area did not meet expectations, the spray frequency was automatically increased, and the augmented reality prompt for the "water channel treasure hunt" was activated. This closed-loop regulation achieves fully automated intervention across the entire chain, from "environmental risk early warning" to "physical environment regulation" and then to "behavioral guidance and diversion".
[0031] Step S3, which describes automatically adjusting environmental parameters or safety status within the space based on real-time environmental data, can be implemented not only through the already fully described centralized closed-loop control scheme based on "multi-sensor network - central controller - preset rules," but also through a hierarchical response system path based on distributed edge computing nodes, as detailed below: This solution overturns the single centralized processing model in its system architecture, deploying edge computing gateways with independent computing and decision-making capabilities at key levels of the main structure (such as the high-altitude challenge platform and main entrance areas). Each gateway connects to the sensor array in its local area (such as the platform's structural vibration, crowd density, and wind speed sensors) and directly drives the actuators in its area (such as the platform's warning lights, loudspeakers, and electromagnetic locks). Its core advantage lies in achieving millisecond-level localized rapid response. For example, when an edge node detects abnormal lingering in the slide exit area it is responsible for, it can immediately trigger a local audible and visual alarm and suspend upstream facilities without waiting for instructions from the central controller, greatly improving the response speed and system reliability for emergency safety events. At the same time, each edge node communicates asynchronously with the central management platform via a wireless network, reporting aggregated data and receiving policy updates, forming a collaborative architecture of "real-time edge control and cloud-based analysis and optimization."
[0032] In this embodiment, S4: The main structure integrates a structural greening system and a resource recycling system, so that the structure has both ecological service functions and a nature education interface. Step S4 specifically includes: Modular vertical greening planting units are integrated on the facade, platform edges, and load-bearing components of the main structure. The planting units have built-in irrigation systems and are equipped with plant communities adapted to the local climate to form a three-dimensional habitat integrated with the building structure. A resource recycling system is set up that is linked to the building roof, each floor platform and green irrigation. The system includes at least a rainwater recycling loop for collecting, filtering and storing rainfall. The loop is equipped with visual pipes and interactive devices, so that the process of water resource transportation, purification and utilization becomes an observable and participatory natural education interface.
[0033] Regarding the deep integration of ecological symbiotic systems and gaming experiences, this approach aims to transform ecological infrastructure into a perceptible, operable, and learnable immersive gamified classroom, making it part of spatial narrative and cognitive development. The core of this system is its gamified interface design for resource recycling. Taking the "rainwater recycling loop" as an example, this system is not only a functional facility but also a multi-layered narrative device. At the ground level, there is a transparent "rainwater collection observation well," allowing children to directly observe rainwater flowing through a grid into an underground reservoir. At the lower activity level, a large manual crank-type water pump is installed, with its inlet pipe connected to the reservoir. When multiple children work together to turn the pump, rainwater can be lifted to a transparent "cloud-shaped water tank" located at the higher challenge level. This lifting process itself constitutes a game challenge requiring strength and cooperation. Below the water tank are two paths: one is a release pipe… When the water level reaches the mark, pulling the handle creates a small artificial waterfall, powering the waterwheel below. Another pipe is a drip irrigation system that directs water to the vertical green wall. Between the waterfall and the waterwheel is a transparent "purification challenge" section filled with sand and activated carbon of different particle sizes, allowing children to observe and learn how rainwater is filtered step by step under gravity. The driven wooden waterwheel uses a miniature generator to convert mechanical energy into electrical energy, illuminating the LED (light-emitting diode) light strips surrounding it. The entire process transforms the water cycle of "collection, lifting, purification, utilization, and power generation" into a series of game-like actions that require physical participation and cooperation and have clear visual feedback. The arrangement of plant communities transcends mere aesthetics, emphasizing multi-sensory stimulation and life cycle education; plant selection is based on the principle of "scenery in all four seasons, tactile experience for all five senses, and edible results." For example, hostas (with rich leaf texture) and stachys (with a soft touch) are planted in the low-lying tactile area; jasmine, mint, and fragrant marigolds are paired in the olfactory area. In the planting troughs of the high-altitude challenge layer, small fruit trees such as lemons and kumquats are specially planted, their growth cycle serving as a living educational tool: observe flowering in spring, witness fruit setting in summer, and experience harvesting in autumn; the fruits can be safely picked by children under guidance at regular intervals. The vertical green wall is modularly planted according to the drought tolerance and color of the plants, forming a "plant pixel art" that changes with time, transforming the ecological structure into a dynamic art installation. The integration of ecological data and the system creates a closed loop of "perception-execution-education." Each vertical greening module is equipped with soil temperature and humidity sensors and nutrient solution EC (conductivity) sensors at its base. When the central controller determines that the soil moisture in a module is below a threshold, it prioritizes activating the recycled water stored in the "rainwater recycling loop" for precise irrigation via a drip irrigation system. This automatic process is not silent; it triggers flashing indicator lights near the module and simultaneously displays the "tree drinking water" process and current soil data in a cartoon animation on an interactive ground LED screen at the main entrance. For example, in the animation, a cartoon tree's "thirst" progress bar decreases as irrigation proceeds, with a real-time moisture percentage displayed next to it. In this way, a previously invisible automated maintenance behavior is transformed into an intuitive and engaging ecological knowledge visualization interface, allowing children to understand the connection between plant needs and modern intelligent irrigation technology, truly turning the operational status of ecological infrastructure into the content of nature education itself.
[0034] In this embodiment, S5: In the main structure, a game interface including a physical linkage device is set up so that users at different levels can play collaboratively through the transmission of operating force.
[0035] In step S5, the physical linkage device is specifically a cross-layer mechanical transmission system, which includes: A user control terminal located on the ground foundation level or low-altitude activity level, the control terminal including a control lever, winch or foot pedal device; The game effect station is located in different areas of the high-altitude challenge layer or the low-altitude activity layer. The effect station includes a liftable platform, a rotatable device, a launcher that can fire soft safety balls, or an openable passage door. And the transmission components that connect the operating end and the effect end, which are pulley blocks, gear blocks or linkage mechanisms enclosed within the structure; When a lower-level user operates the control terminal, the resulting mechanical force is transmitted to the upper level through the transmission component, directly driving the game effect terminal to produce real-time, synchronized physical changes.
[0036] Regarding the specific context and transmission safety design of the intergenerational game interface, the core of this method is to transform mechanical interaction into an emotional bond that promotes collaboration and communication among users of different ages, and to ensure the absolute reliability of all interactions through inherent safety design.
[0037] Collaborative game scenarios are achieved through the coupling of space and tasks. For example, in the "Lighthouse Rescue" scenario, the operating end on the ground level is a large "steering wheel" that requires multiple people to rotate collaboratively. Its mechanical transmission mechanism (closed gear and rack) is connected to a "rescue basket" (the effect end) on the upper challenge level that can move horizontally along a track. When children or parents on the ground work together to rotate the steering wheel, the rescue basket in the upper level moves horizontally accordingly. Children in the upper level need to time their jumps from the swaying rope net into the moving rescue basket to complete the "rescue." Another scenario is "Power Transmission": a set of "power pedals" similar to piano pedals are set up on the lower activity level. Children charge the pedals by running and stepping on them (kinetic energy conversion). The accumulated energy drives a large "dazzling turntable" on the upper level to rotate rapidly through a transmission shaft. Companions in the upper level need to complete a balance challenge on the turntable. Both scenarios require participants at lower and higher levels to work together to achieve the goal through physical devices and non-verbal collaboration (observation, judgment, synchronization), naturally promoting intergenerational attention, encouragement, and tacit understanding.
[0038] The safety design of the transmission mechanism is fundamental to ensuring this trustworthy experience, adhering to the principles of "redundancy protection and inherent safety." All transmission components, whether wire ropes, connecting rods, or drive shafts, are entirely enclosed in a fully sealed rigid sleeve or pipe made of high-strength plastic or aluminum alloy, with only minimal clearance at the input and output ends, completely eliminating risks such as pinching fingers or hair getting caught. Hydraulic dampers or adjustable torque limiters are integrated into the operating ends (such as steering wheels and pedals), ensuring that regardless of the force exerted by users on lower levels, the kinetic energy transmitted to higher levels is limited to a preset safe speed and force range, preventing excessive movement at the effect end. Key transmission nodes employ a worm gear structure with a self-locking function, ensuring that when the input stops, the load (such as a hovering rescue basket) can immediately and stably remain in any position, without sliding or rebounding due to its own weight, guaranteeing the static safety of participants on higher levels.
[0039] A typical example of safety features is a launcher that can fire a soft safety ball. Its firing power comes from a pre-tensioned food-grade silicone band or a low-power spring, rather than high-pressure gas, ensuring a low and controllable initial velocity. The firing channel is a smooth, straight tube without rifling. The dedicated safety ball is made of open-cell EVA foam material, molded in a single step, with an extremely low density (less than 20 kg / m³) and a uniform diameter of 60 mm, ensuring no risk of injury even at close range. The core design intent of this device is to transmit a "hit signal" rather than a physical impact: when the soft ball hits a target panel (such as a pirate sail with a pressure sensor), the target triggers audio-visual feedback (such as changes in the sail's light pattern and the playback of sound effects), simulating the virtual effect of a "hit." The game rules encourage cooperation, with lower-level operators "firing" signals to "light up" the path or "activate" mechanisms for higher-level teammates, transforming physical interaction into an element of collaborative puzzle-solving.
[0040] Step S5 describes enabling users at different levels to engage in collaborative gaming through the transmission of operational forces. In addition to the preferred embodiment based on a pure mechanical transmission system with pulleys, linkages, and gears, which has been described in detail in the specification, the present invention can also be achieved through various alternative technical paths with different physical principles and interaction logics. All of these paths can achieve a cross-level, perceptible collaborative gaming experience.
[0041] Alternative method 1: Hydraulic or pneumatic transmission system based on fluid dynamics.
[0042] This method offers an alternative physical solution for "direct force transmission." A hydraulic or pneumatic cylinder acts as an active pump, connected to the lower-level user operating end (such as a lever or pedal). When the user applies operating force, it pushes a piston to compress the oil or air within a sealed pipeline. The resulting pressure is transmitted to the upper-level actuator cylinder through high-pressure hoses or rigid pipes laid within the structure. The piston rod of the actuator cylinder moves linearly under pressure, thereby driving the connected game effect end (such as a lifting platform or rotating boom). This system enables smooth, stepless speed transmission of force, and its flexible piping layout facilitates complex paths and long-distance control. Furthermore, the fluid medium itself possesses certain buffering and safe pressure relief characteristics.
[0043] Alternative method 2: Indirect linkage system based on non-contact energy conversion and sensing.
[0044] This method converts "operational force" into other forms of energy for storage, transmission, and re-conversion. The lower-level operating end can be configured as a human-powered generator (e.g., hand-cranked or foot-operated). The mechanical energy generated during user operation is converted into electrical energy and stored in supercapacitors or safety batteries. The stored electrical energy drives low-voltage motors or electromagnetic actuators located on higher levels, thereby driving the movement of the effect end. The entire energy accumulation and release process can be displayed in real-time through visual instruments (e.g., LED progress light strips), abstracting "force transmission" into "the joint storage and release of energy." Another implementation path involves the user's actions on the lower level (such as the amplitude and direction of arm swings, or the posture of pushing virtual objects) being captured by depth cameras or millimeter-wave radar sensors. After algorithmic recognition, these actions are converted into commands to control higher-level lighting arrays, music effects, or projection animations, creating an immersive experience of "virtual mechanics" linkage.
[0045] It will be apparent to those skilled in the art that the present invention is not limited to the details of the exemplary embodiments described above, and that the invention can be implemented in other specific forms without departing from its spirit or essential characteristics. Therefore, the embodiments should be considered in all respects as exemplary and non-limiting, and the scope of the invention is defined by the appended claims rather than the foregoing description. Thus, all variations falling within the meaning and scope of equivalents of the claims are intended to be included within the present invention. No reference numerals in the claims should be construed as limiting the scope of the claims.
[0046] Combination Figure 2 The vertically layered main structure comprises, from bottom to top, a ground base layer (101), a low-altitude activity layer (102), and a high-altitude challenge layer (103). The ground base layer (101) is equipped with a user operation terminal (501) and an exit for a fast-moving path (112). The low-altitude activity layer (102) and the high-altitude challenge layer (103) are interconnected via a main path (110) and a challenge path (111). On the platforms of the low-altitude activity layer (102) and the high-altitude challenge layer (103), a pre-defined standardized anchor point matrix (210) is clearly displayed, upon which a reconfigurable physics game module (200) is installed. The module system includes a structural module (201) serving as the supporting foundation, an interactive module (202) integrating mechanisms and feedback, and a theme module (203) embodying the scene. Meanwhile, this diagram illustrates the integrated state of each subsystem: the environmental sensor (301) and safety sensor (302) of the intelligent control system are installed at key structural locations; the vertical greening planting unit (401) and rainwater circulation visualization pipe (402) of the ecological symbiosis system are integrated with the building facade and platform; the mechanical transmission component (502) of the intergenerational coexistence game interface is encapsulated in a protective sleeve, transmitting the power generated by the user operation terminal (501) to the game effect terminal (503) on the upper floor. This schematic diagram as a whole reveals the core design concept of integrating multiple systems such as modular games, intelligent control, ecological symbiosis, and physical linkage in the same space using a vertically layered rigid structure as a carrier. In addition, it should be understood that although this specification describes the embodiments, not every embodiment contains only one independent technical solution. This description method is only for clarity. Those skilled in the art should regard the specification as a whole, and the technical solutions in each embodiment can also be appropriately combined to form other embodiments that can be understood by those skilled in the art.
Claims
1. A method for planning and optimizing three-dimensional amusement space based on vertical layering, characterized in that, Includes the following steps: S1: Construct a vertically layered main structure; the main structure includes at least a ground foundation layer, a low-altitude activity layer, and a high-altitude challenge layer; S2: On the main structure, a set of reconfigurable physical game modules are integrated, and dynamic game paths and narrative sequences are defined by changing the physical connection relationships between the modules; S3: In the main structure, an intelligent control system connected to a sensor network is deployed to automatically adjust the environmental parameters or safety status within the space based on real-time environmental data. S4: The main structure integrates a structural greening system and a resource recycling system, so that the structure has both ecological service functions and a nature education interface. S5: In the main structure, a game interface with physical linkage device is set up so that users at different levels can play collaboratively through the transmission of operating force.
2. The method for planning and optimizing a three-dimensional amusement space based on vertical layering as described in claim 1, characterized in that, In step S1, constructing the vertically layered main structure specifically includes: Site surveys and 3D digital modeling are conducted to accurately obtain data on topographic elevation, soil bearing capacity, and surrounding constraints, and based on this, the overall vertical boundary and load distribution of the structure are determined. Structural system selection and layered design are carried out, with steel frame or concrete core tube as the main load-bearing system; based on the preset functions and safety specifications, the vertical direction is divided into at least a ground foundation layer, a low-altitude activity layer, and a high-altitude challenge layer. Perform detailed structural design for each level, including the opening and reinforcement of floor slabs or platform slabs, the arrangement of embedded parts for game equipment anchor points, and the positioning of vertical traffic cores; Based on the structural calculation model, the system plans the vertical connection system between floors, and simultaneously designs the paths, interfaces and support schemes for the main line, challenge line and fast line to ensure that the connection system is reliably connected to the main load-bearing components, and completes a full set of construction drawings and assembly node details.
3. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 2, characterized in that, The functional hierarchy specifically includes: The ground foundation layer, defined by relative elevation ±0.000 meters and the adjacent area, is used to support entrance, distribution and basic activity functions; The low-altitude activity layer is constructed in the range of 2 to 5 meters above the ground reference plane, serving as a rigid platform layer to support the main dynamic game facilities; The high-altitude challenge layer is constructed at a height of 5 meters above the ground reference plane, using relatively lightweight lattice or cable membrane structures to meet the needs of highly challenging activities.
4. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 2, characterized in that, The specific paths of the main route, the challenge route, and the fast route include: The main access route consists of gentle ramps or wide stairs to meet the needs of barrier-free access. Challenge the movement by using climbing nets, vertical climbing walls, or rope bridges that are integrated into the structure and form part of the game experience itself; The fast-paced route consists of tubular slides or ziplines connecting the upper and lower levels, forming a loop for play.
5. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 1, characterized in that, In step S2, the reconfigurable physics game module is a set of independent units with standardized mechanical interfaces, specifically including: The structural module, which serves as the core load-bearing and pathway component, includes a foundation platform, connecting channels, vertical supports, and transition components. The main body of this module is a rigid frame with a grid-distributed universal connection interface. The interactive module is a functional component that integrates triggerable feedback, including a rotatable or sliding control panel, a sound and light generating device, and a mechanical transmission unit. The housing of this module is equipped with a docking mechanism compatible with the interface of the structural module. Thematic modules, which are overlays or scene components that embody narrative elements, are attached to the surface of the structural or interactive modules via snap-fit or magnetic means.
6. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 1, characterized in that, Dynamic game paths and narrative sequences are defined by changing the physical connections between modules. Specific steps include: An anchor point matrix with standardized coordinates is preset between the load-bearing frame and the main platform of the main structure. The physics game module can be detachably fixed to different positions of the anchor point matrix through its standardized mechanical interface. By manually or with the aid of equipment, the physical game modules are disassembled and reinstalled, changing their positions and connections within the anchor point matrix, thereby physically reconstructing different game paths, obstacle sequences, and scene layouts.
7. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 1, characterized in that, Step S3 specifically includes: Through the different functional levels and key nodes of the main structure, a monitoring network composed of multiple types of sensors is deployed. The network includes at least environmental sensors for collecting data on temperature, humidity, light, wind speed and rainfall, as well as safety sensors for monitoring the population density and structural vibration of facilities in the area. Deploy a central controller that connects to the sensor network via a wired or wireless communication protocol to receive and process heterogeneous data streams uploaded by the monitoring network in real time; Based on the central controller, multiple sets of environmental comfort models and safety threshold rules are pre-set to match different seasons, time periods and climate conditions; The central controller compares and analyzes real-time data with preset models and rules. When the data triggers a specific rule, it automatically generates and issues control commands. The control commands drive the corresponding actuators to perform actions to complete the closed-loop regulation of the spatial environment. The regulation actions include: activating ventilation or misting devices to regulate the microclimate; diverting and guiding people at the upstream or entrance of high-traffic areas through visual or auditory prompts; and automatically locking the relevant area and issuing an audible and visual alarm when abnormal vibration of the facility is detected.
8. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 7, characterized in that, The real-time data is compared and analyzed with preset models and rules, specifically including: The heterogeneous sensor data acquired in real time from the amusement space environment and facilities will be formatted and mapped into system internal standard state variables associated with environmental control or safety monitoring objectives. The standard state variables are input into a preset decision logic library for matching and evaluation; The environmental comfort model is used to calculate the adjustment amount of environmental parameters that make the human body feel comfortable when in the recreational activity space based on the state variables. The safety status rule is used to determine whether the status variable exceeds a preset threshold for the structural safety of amusement facilities or the density of people in the area; When real-time data meets specific model conditions or triggers a certain safety rule, the central controller generates a specific control instruction to drive a specific actuator to adjust the environment or change the safety state.
9. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 1, characterized in that, Step S4 specifically includes: Modular vertical greening planting units are integrated on the facade, platform edges, and load-bearing components of the main structure. The planting units have built-in irrigation systems and are equipped with plant communities adapted to the local climate to form a three-dimensional habitat integrated with the building structure. A resource recycling system is set up that is linked to the building roof, each floor platform and green irrigation. The system includes at least a rainwater recycling loop for collecting, filtering and storing rainfall. The loop is equipped with visual pipes and interactive devices, so that the process of water resource transportation, purification and utilization becomes an observable and participatory natural education interface.
10. The method for planning and optimizing a three-dimensional amusement space based on vertical layering according to claim 1, characterized in that, In step S5, the physical linkage device is specifically a cross-layer mechanical transmission system, which includes: A user control terminal located on the ground foundation level or low-altitude activity level, the control terminal including a control lever, winch or foot pedal device; The game effect station is located in different areas of the high-altitude challenge layer or the low-altitude activity layer. The effect station includes a liftable platform, a rotatable device, a launcher that can fire soft safety balls, or an openable passage door. The system also includes a transmission component that connects the control unit and the effect unit. This component is a pulley system, gear system, or linkage mechanism enclosed within the structure. When a user at a lower level operates the control unit, the resulting mechanical force is transmitted to the upper level through the transmission component, directly driving the game effect unit to produce real-time, synchronized physical changes.