An electric sofa immersive entertainment somatosensory simulation system and method

By integrating a smart electric sofa module with multiple sensors and feedback devices, a fully immersive experience system with synchronized sensory input is constructed, solving the problem of a monotonous electric sofa experience and achieving a highly integrated immersive experience with safety and comfort.

CN122363516APending Publication Date: 2026-07-10NANTONG DEBBIE INTELLIGENT TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-04-17
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

Existing electric sofas lack multi-sensory collaborative interactive design, resulting in a monotonous experience that cannot simulate dynamic feedback in a real environment. Furthermore, the existing system has high response latency, which affects the immersive experience for all senses.

Method used

By integrating intelligent electric sofa modules, motion-sensing interaction modules, content display and sound effects modules, environmental simulation modules, biofeedback modules, virtual reality (VR) modules, and voice control modules, and achieving full sensory synchronization through multiple sensors and feedback devices, including 3D skeletal tracking, surround sound, ambient lighting, odor release, and physiological state monitoring, a highly integrated immersive experience system is constructed.

Benefits of technology

It achieves a fully immersive sensory experience, enhances the immersion and smoothness of interaction in virtual scenes, improves the safety and comfort of electric sofas, and ensures smooth scene switching through multi-module collaborative processing, avoiding conflicts between modules.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to the technical field of electric sofa somatosensory simulation, and discloses an electric sofa immersive entertainment somatosensory simulation system and method, which comprises an intelligent electric sofa module, a somatosensory interaction module, a content display and sound effect module, a central control module, an environment simulation module, a biological feedback module, a virtual reality (VR) module and a voice control module. The system and method can improve the full-sensory immersive experience effect of the electric sofa.
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Description

Technical Field

[0001] This invention belongs to the technical field of electric sofa immersive somatosensory simulation systems, specifically an electric sofa immersive entertainment somatosensory simulation system and method. Background Technology

[0002] With the deep integration of entertainment technology and home leisure needs, traditional sofas, with their basic sitting and reclining functions, can no longer meet users' pursuit of immersive experiences. While some electric sofas integrate simple vibration or massage functions, they lack multi-sensory interactive design, resulting in a monotonous experience and an inability to simulate dynamic feedback in a real environment. For example, ordinary electric sofas rely on physical buttons or remote controls, making interaction cumbersome and unable to adjust the scene's rhythm according to the user's physiological state, posing safety hazards. Furthermore, while virtual reality devices can provide visual immersion, they require additional headsets and controllers, disrupting the integrity of the home environment and failing to synchronize tactile, olfactory, and other sensory feedback, thus affecting the sense of immersion.

[0003] Existing solutions often focus on optimizing single modules, such as independently developing motion-sensing interaction devices or environmental simulation devices, but lack system integration. For example, motion-sensing interaction modules often use 2D cameras or inertial sensors, which have limited recognition accuracy and cannot achieve real-time mapping of virtual character movements; environmental simulation modules rely on manual control for fan or lighting adjustments, and cannot dynamically synchronize with the virtual scene; biofeedback modules often use non-contact sensors for heart rate monitoring, which are susceptible to environmental interference, leading to data errors. These technical bottlenecks prevent users from obtaining a fully immersive entertainment experience, and the high system response latency affects the smoothness of interaction, resulting in a subpar fully immersive experience.

[0004] Therefore, we propose an immersive entertainment and somatosensory simulation system and method using an electric sofa. Summary of the Invention

[0005] The purpose of this invention is to provide an immersive entertainment and somatosensory simulation system and method for electric sofas in order to improve the full sensory immersive experience of electric sofas.

[0006] The technical solution adopted in this invention is as follows:

[0007] An immersive entertainment motion simulation system for an electric sofa, the entertainment motion simulation system comprising an intelligent electric sofa module, a motion interaction module, a content display and sound effects module, a central control module, an environment simulation module, a biofeedback module, a virtual reality (VR) module, and a voice control module;

[0008] The intelligent electric sofa module includes an electric mechanism for adjustable backrest and leg rest, as well as a built-in vibration unit. As the main support for the user, it provides a comfortable sitting and lying experience and enhances immersion through electric adjustment and vibration synchronized with the content.

[0009] The motion-sensing interaction module includes a camera, a depth sensor, and an infrared sensor, used to capture the user's gestures, body movements, and even facial expressions. The camera, the depth sensor, and the infrared sensor are mounted on a bracket in front of the sofa or embedded in the top of the sofa back. Their function is to allow the user to interact with the virtual environment through natural movements, achieving interface-free operation.

[0010] The content display and sound effects module includes a large curved screen and surround sound. The large curved screen is installed in front of or around the sofa, and the surround sound is embedded in the sofa armrests, backrests, or installed around the sofa to provide spatial audio and enhance the realism of the scene.

[0011] The environment simulation module includes ambient lighting, a fan, and an odor emitter. The ambient lighting, the fan, and the odor emitter are installed on the ceiling or walls around the sofa to simulate weather, temperature, and odor elements in a virtual environment, thereby comprehensively enhancing the user's sensory experience.

[0012] The biofeedback module includes a heart rate monitor and a skin conductance sensor, which are integrated into the contact surface of the sofa's armrests or backrest to monitor the user's physiological state in real time. The virtual reality (VR) module includes a VR headset, which allows the user to be fully immersed in the virtual world, providing complete visual immersion. The voice control module includes a microphone array integrated into the top of the sofa, allowing the user to control the system via voice commands for more convenient interaction.

[0013] In a preferred embodiment of the invention, the central control module is installed in a cabinet under the sofa, and the central control module is responsible for processing data from various sensors, running software, and coordinating the work of all modules.

[0014] In a preferred embodiment of the invention, the camera and depth sensor of the motion-sensing interaction module support 3D skeletal tracking, which can identify the precise position of the user's limb joints and realize real-time mapping of virtual character movements.

[0015] In a preferred embodiment of the invention, the surround sound of the content display and audio module supports Dolby Atmos, constructing a three-dimensional sound field through top and side speakers to simulate the sense of direction and distance of sound.

[0016] In a preferred embodiment of the invention, the fan of the environment simulation module is a brushless motor, which supports multiple wind speed adjustments and can automatically adjust the wind force in conjunction with weather changes in the virtual scene.

[0017] In a preferred embodiment of the invention, the heart rate monitor of the biofeedback module employs an optical sensor to detect the user's pulse through contact and provides real-time feedback to the central control module to adjust the rhythm of the virtual scene.

[0018] In a preferred embodiment of the invention, the VR headset of the virtual reality (VR) module supports eye-tracking functionality, which can identify the user's gaze focus and adjust the depth of field or interaction priority of the virtual scene.

[0019] In a preferred embodiment of the invention, the odor releaser of the environment simulation module is a replaceable fragrance capsule, which supports rapid switching of multiple odors and can be synchronously triggered with the virtual scene through the central control module.

[0020] In a preferred embodiment of the invention, a method for immersive entertainment and motion simulation using an electric sofa is provided.

[0021] S1: User in position and device activation. The user sits on the smart electric sofa. The system detects the user's position through the pressure sensor, automatically starts the central control module, starts the electric sofa module to reset the backrest and leg support electric mechanism to the default position, the vibration unit enters standby mode, starts the body interaction module to complete the calibration of the camera, depth sensor and infrared sensor, initializes the 3D skeleton tracking function, starts the environment simulation module to turn off the ambient lights, fan and odor releaser, and waits for the scene to be triggered.

[0022] S2: Scene selection. Users select virtual scenes through the voice control module or the motion-sensing interaction module. The central control module coordinates the parameters of each module according to the scene type, starts the large curved screen and surround sound of the content display and sound effects module, loads Dolby Atmos scene sound effects, and connects and starts the eye-tracking function of the VR headset device using the virtual reality (VR) module.

[0023] S3: Real-time motion capture and feedback. The motion-sensing interaction module captures user movements through cameras, depth sensors, and infrared sensors. 3D skeletal tracking technology identifies the position of limb joints and maps them to virtual characters. User gestures trigger virtual scene interactions, such as waving to switch menus or clenching a fist to confirm operations. The central control module synchronously adjusts the electric sofa module. The vibration unit generates corresponding frequency vibrations based on virtual scene feedback, such as explosions and collisions. The electric adjustment function simulates the dynamic tilting scene.

[0024] S4: Environmental elements are synchronized. The environmental simulation module dynamically adjusts according to the virtual scene. Visually, day and night changes can be simulated through ambient lighting. Tactilely, the wind speed can be adjusted through the brushless motor of the fan to simulate weather changes. Olfactoryly, the fragrance capsules can be switched according to the scene through the scent releaser. Hearingly, a three-dimensional sound field can be built through surround sound to simulate the direction of sound.

[0025] S5: Physiological state monitoring. The biofeedback module monitors the user's physiological state in real time through a heart rate monitor and a skin conductance sensor. The heart rate data is fed back to the central control module to adjust the rhythm of the virtual scene. For example, the tense scene is accelerated, and the skin conductance data triggers the emergency mechanism.

[0026] S6: Voice command execution. Users can issue commands through the voice control module. After the microphone array recognizes the command, the central control module coordinates the response of relevant modules. The VR headset adjusts the interaction priority based on eye-tracking data.

[0027] S7: Scene End and Exit. When a user's voice command or haptic interaction triggers the exit from a scene, the central control module shuts down all modules, the electric sofa resets to its initial position, and the system records the user's physiological data and interactive behavior for subsequent experience optimization.

[0028] In summary, due to the adoption of the above technical solution, the beneficial effects of the present invention are:

[0029] 1. In this invention, a three-dimensional audiovisual space is constructed by using a large curved screen and Dolby Atmos surround sound. Combined with the eye-tracking function of the VR headset, the depth of the virtual scene is dynamically adjusted to enhance the sense of orientation and distance. The ambient lighting simulates day and night changes, the fan has multiple speed settings to simulate the tactile sensation of wind and rain, and the scent releaser triggers the scene's scent through replaceable fragrance capsules, forming a fusion of visual and auditory experiences. 3D skeletal tracking technology captures the user's body movements through cameras and depth sensors to achieve real-time mapping of the virtual character, making the haptic interaction more natural and improving the full-sensory immersive experience of the electric sofa.

[0030] 2. In this invention, the biofeedback module detects the user's physiological data in real time through an optical heart rate monitor and a skin conductance sensor. The central control module automatically adjusts the rhythm of the virtual scene according to the level of tension, accelerating or slowing down the rhythm of the scene. If the heart rate is too high, the highly stimulating content is paused and an emergency mechanism is triggered. Moreover, the vibration unit and electric mechanism of the intelligent electric sofa module can move synchronously according to the feedback of the virtual scene, thereby improving the safety and comfort of the electric sofa.

[0031] 3. In this invention, the microphone array supports voice command recognition, allowing users to select scenes and adjust parameters via voice. Combined with the motion-sensing interaction module, it enables interface-free operation. Furthermore, the central control module can uniformly process multi-sensor data, coordinate parameters of each module, ensure smooth scene switching, and avoid conflicts between modules, thereby improving the convenience of intelligent interaction with the electric sofa. Attached Figure Description

[0032] Figure 1 This is a schematic diagram of the entertainment motion simulation system in this invention. Detailed Implementation

[0033] 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 in conjunction with the embodiments of the present invention. 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.

[0034] The following will combine Figure 1 This invention provides a detailed description of an immersive entertainment motion simulation system and method using an electric sofa, according to an embodiment of the present invention.

[0035] Example 1:

[0036] Reference Figure 1An immersive entertainment motion-sensing simulation system and method for an electric sofa is disclosed. The entertainment motion-sensing simulation system includes an intelligent electric sofa module, a motion-sensing interaction module, a content display and sound effects module, a central control module, an environmental simulation module, a biofeedback module, a virtual reality (VR) module, and a voice control module. The intelligent electric sofa module includes an adjustable backrest and leg rest motor mechanism, as well as a built-in vibration unit. Serving as the main support for the user, it provides a comfortable sitting and lying experience and enhances immersion through motorized adjustment and vibration synchronized with the content. The motion-sensing interaction module includes a camera, a depth sensor, and an infrared sensor to capture the user's gestures, body movements, and even facial expressions. The camera, depth sensor, and infrared sensor are mounted on a bracket in front of the sofa or embedded in it. The top of the sofa backrest allows users to interact with the virtual environment through natural movements, enabling interface-free operation. The content display and sound module includes a large curved screen and surround sound. The large curved screen is installed in front of or around the sofa, while the surround sound is embedded in the sofa armrests, backrest, or installed around the sofa to provide spatial audio and enhance the realism of the scene. The surround sound of the content display and sound module supports Dolby Atmos, constructing a three-dimensional sound field through top and side speakers to simulate the sense of direction and distance of sound. Specifically, the large curved screen and Dolby Atmos surround sound create a three-dimensional audiovisual space, and combined with the eye-tracking function of the VR headset, the depth of the virtual scene is dynamically adjusted to enhance the sense of direction and distance.

[0037] Reference Figure 1 The environmental simulation module includes ambient lighting, fans, and odor emitters, which are installed on the ceiling or walls around the sofa to simulate weather, temperature, and odor elements in a virtual environment, comprehensively enhancing the user's sensory experience. The motion-sensing interaction module's camera and depth sensor support 3D skeletal tracking, which can identify the precise position of the user's limb joints and achieve real-time mapping of virtual character movements. The fan in the environmental simulation module uses a brushless motor, supports multiple wind speed adjustments, and can automatically adjust the wind force in conjunction with weather changes in the virtual scene. The odor emitter in the environmental simulation module uses replaceable fragrance capsules, supports quick switching between multiple scents, and can be triggered synchronously with the virtual scene through the central control module. Specifically, the ambient lighting simulates day and night changes, the fan's multiple wind speed adjustments simulate the tactile sensations of wind and rain, and the odor emitter triggers scene scents synchronously through replaceable fragrance capsules, forming a fusion of visual and auditory experiences. 3D skeletal tracking technology captures the user's limb movements through cameras and depth sensors, achieving real-time mapping of the virtual character, realizing natural motion-sensing interaction, and improving the full-sensory immersive experience of the electric sofa.

[0038] Example 2:

[0039] Reference Figure 1The biofeedback module includes a heart rate monitor and a skin conductance sensor, integrated into the contact surface of the sofa's armrests or backrest for real-time monitoring of the user's physiological state. The virtual reality (VR) module includes a VR headset, allowing users to fully immerse themselves in the virtual world and providing complete visual immersion. The VR headset supports eye-tracking, recognizing the user's gaze focus and adjusting the depth of field or interaction priority of the virtual scene. The central control module is installed in a cabinet beneath the sofa and is responsible for processing data from the various sensors, running the software, and coordinating... The system coordinates the operation of all modules. The heart rate monitor in the biofeedback module uses an optical sensor to detect the user's pulse through contact and provides real-time feedback to the central control module to adjust the rhythm of the virtual scene. Specifically, the biofeedback module uses an optical heart rate monitor and a skin conductance sensor to detect the user's physiological data in real time. The central control module automatically adjusts the rhythm of the virtual scene based on the level of tension, accelerating or slowing down the scene's pace. If the heart rate is too high, highly stimulating content is paused and an emergency mechanism is triggered. Furthermore, the vibration unit and electric mechanism of the intelligent electric sofa module can synchronize their movements based on feedback from the virtual scene, thereby improving the safety and comfort of the electric sofa.

[0040] Example 3:

[0041] Reference Figure 1 The voice control module includes a microphone array integrated on the top of the sofa, allowing users to control the system via voice commands for more convenient interaction. Specifically, the microphone array supports voice command recognition, enabling users to select scenes and adjust parameters via voice. Combined with the motion-sensing interaction module, it provides a user-friendly interface. Furthermore, the central control module can uniformly process multi-sensor data, coordinate parameters of each module, ensure smooth scene switching, and avoid conflicts between modules, thereby improving the convenience of intelligent interaction with the electric sofa.

[0042] Reference Figure 1An immersive entertainment motion simulation method for electric sofas: S1: User positioning and device activation. The user sits on the smart electric sofa. The system detects the positioning status through a pressure sensor, automatically activates the central control module, activates the electric sofa module to reset the backrest and leg rest electric mechanisms to the default position, the vibration unit enters standby mode, the motion interaction module is activated to calibrate the camera, depth sensor, and infrared sensor, initializes the 3D skeleton tracking function, and activates the environment simulation module to turn off the ambient lights, fan, and odor emitter, waiting for scene triggering; S2: Scene selection. The user selects a virtual scene through the voice control module or motion interaction module, and the central control module... Scene type, coordinate parameters of each module, start the large curved screen and surround sound of the content display and sound effects module, load Dolby Atmos scene sound effects, connect and start the eye tracking function of the VR headset device of the virtual reality (VR) module; S3: Real-time motion capture and feedback, the somatosensory interaction module captures user movements through cameras, depth sensors, and infrared sensors, 3D skeletal tracking technology identifies the position of limb joints and maps them to virtual characters, user gestures trigger virtual scene interactions, such as waving to switch menus, clenching fists to confirm operations, the central control module synchronously adjusts the electric sofa module, the vibration unit generates corresponding frequency vibrations according to virtual scene feedback, such as explosions and collisions, electric adjustment function Yes, it can simulate tilted scene dynamics; S4: Environmental element synchronization, the environmental simulation module dynamically adjusts according to the virtual scene. Visually, it can simulate day and night changes through ambient lighting; tactilely, it can adjust the wind speed through the brushless motor of the fan to simulate weather changes; olfactorily, it can switch fragrance capsules according to the scene through the scent releaser; auditorily, it can construct a three-dimensional sound field through surround sound to simulate sound direction; S5: Physiological state monitoring, the biofeedback module monitors the user's physiological state in real time through a heart rate monitor and a skin conductance sensor. The heart rate data is fed back to the central control module to adjust the rhythm of the virtual scene, such as accelerating in tense scenes, and the skin conductance data triggers an emergency mechanism; S6: Voice guidance Command execution: Users can issue commands through the voice control module. After the microphone array recognizes the command, the central control module coordinates the response of relevant modules, and the VR headset adjusts the interaction priority based on eye-tracking data. S7: Scene end and exit: The user's voice command or haptic interaction triggers the exit from the scene. The central control module shuts down all modules, the electric sofa resets to its initial position, and the system records the user's physiological data and interaction behavior for subsequent experience optimization. Specifically, this immersive entertainment haptic simulation method for electric sofas constructs a highly integrated immersive experience system through multi-module collaboration and real-time feedback, which helps to improve the deep integration of full-sensory simulation and intelligent interaction of electric sofas.

[0043] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes the element.

[0044] The above embodiments are only used to illustrate the technical solutions of the present invention, and are not intended to limit it. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. An immersive entertainment and somatosensory simulation system for an electric sofa, characterized in that: The entertainment motion simulation system includes an intelligent electric sofa module, a motion interaction module, a content display and sound effects module, a central control module, an environment simulation module, a biofeedback module, a virtual reality (VR) module, and a voice control module. The intelligent electric sofa module includes an electric mechanism for adjustable backrest and leg rest, as well as a built-in vibration unit. As the main support for the user, it provides a comfortable sitting and lying experience and enhances immersion through electric adjustment and vibration synchronized with the content. The motion-sensing interaction module includes a camera, a depth sensor, and an infrared sensor, used to capture the user's gestures, body movements, and even facial expressions. The camera, the depth sensor, and the infrared sensor are mounted on a bracket in front of the sofa or embedded in the top of the sofa back. Their function is to allow the user to interact with the virtual environment through natural movements, achieving interface-free operation. The content display and sound effects module includes a large curved screen and surround sound. The large curved screen is installed in front of or around the sofa, and the surround sound is embedded in the sofa armrests, backrests, or installed around the sofa to provide spatial audio and enhance the realism of the scene. The environment simulation module includes ambient lighting, a fan, and an odor emitter. The ambient lighting, the fan, and the odor emitter are installed on the ceiling or walls around the sofa to simulate weather, temperature, and odor elements in a virtual environment, thereby comprehensively enhancing the user's sensory experience. The biofeedback module includes a heart rate monitor and a skin conductance sensor, which are integrated into the contact surface of the sofa's armrests or backrest to monitor the user's physiological state in real time. The virtual reality (VR) module includes a VR headset, which allows the user to be fully immersed in the virtual world, providing complete visual immersion. The voice control module includes a microphone array integrated into the top of the sofa, allowing the user to control the system via voice commands for more convenient interaction.

2. The electric sofa immersive entertainment motion simulation system as described in claim 1, characterized in that: The central control module is installed in a cabinet under the sofa, and it is responsible for processing data from various sensors, running software, and coordinating the work of all modules.

3. The immersive entertainment and somatosensory simulation system for an electric sofa as described in claim 1, characterized in that: The camera and depth sensor of the somatosensory interaction module support 3D skeletal tracking, which can identify the precise position of the user's limb joints and realize real-time mapping of virtual character movements.

4. The immersive entertainment and somatosensory simulation system for an electric sofa as described in claim 1, characterized in that: The content display and sound effects module's surround sound supports Dolby Atmos, creating a three-dimensional sound field through top and side speakers to simulate the sense of sound location and distance.

5. The electric sofa immersive entertainment motion simulation system as described in claim 1, characterized in that: The fan in the environment simulation module uses a brushless motor, supports multiple wind speed adjustments, and can automatically adjust the wind force in conjunction with weather changes in the virtual scene.

6. The immersive entertainment and somatosensory simulation system for an electric sofa as described in claim 1, characterized in that: The heart rate monitor of the biofeedback module uses an optical sensor to detect the user's pulse through contact and feeds it back to the central control module in real time to adjust the rhythm of the virtual scene.

7. The electric sofa immersive entertainment motion simulation system as described in claim 1, characterized in that: The VR headset of the virtual reality (VR) module supports eye-tracking, which can identify the user's gaze focus and adjust the depth of field or interaction priority of the virtual scene.

8. The electric sofa immersive entertainment motion simulation system as described in claim 1, characterized in that: The odor releaser of the environment simulation module uses replaceable fragrance capsules, supports rapid switching between multiple scents, and can be triggered synchronously with the virtual scene through the central control module.

9. A method for immersive entertainment and haptic simulation using an electric sofa, characterized in that... The apparatus of any one of claims 1 to 8 is used: S1: User in position and device activation. The user sits on the smart electric sofa. The system detects the user's position through the pressure sensor, automatically starts the central control module, starts the electric sofa module to reset the backrest and leg support electric mechanism to the default position, the vibration unit enters standby mode, starts the body interaction module to complete the calibration of the camera, depth sensor and infrared sensor, initializes the 3D skeleton tracking function, starts the environment simulation module to turn off the ambient lights, fan and odor releaser, and waits for the scene to be triggered. S2: Scene selection. Users select virtual scenes through the voice control module or the motion-sensing interaction module. The central control module coordinates the parameters of each module according to the scene type, starts the large curved screen and surround sound of the content display and sound effects module, loads Dolby Atmos scene sound effects, and connects and starts the eye-tracking function of the VR headset device using the virtual reality (VR) module. S3: Real-time motion capture and feedback. The motion-sensing interaction module captures user movements through cameras, depth sensors, and infrared sensors. 3D skeletal tracking technology identifies the position of limb joints and maps them to virtual characters. User gestures trigger virtual scene interactions, such as waving to switch menus or clenching a fist to confirm operations. The central control module synchronously adjusts the electric sofa module. The vibration unit generates corresponding frequency vibrations based on virtual scene feedback, such as explosions and collisions. The electric adjustment function simulates the dynamic tilting scene. S4: Environmental elements are synchronized. The environmental simulation module dynamically adjusts according to the virtual scene. Visually, day and night changes can be simulated through ambient lighting. Tactilely, the wind speed can be adjusted through the brushless motor of the fan to simulate weather changes. Olfactoryly, the fragrance capsules can be switched according to the scene through the scent releaser. Hearingly, a three-dimensional sound field can be built through surround sound to simulate the direction of sound. S5: Physiological state monitoring. The biofeedback module monitors the user's physiological state in real time through a heart rate monitor and a skin conductance sensor. The heart rate data is fed back to the central control module to adjust the rhythm of the virtual scene. For example, the tense scene is accelerated, and the skin conductance data triggers the emergency mechanism. S6: Voice command execution. Users can issue commands through the voice control module. After the microphone array recognizes the command, the central control module coordinates the response of relevant modules. The VR headset adjusts the interaction priority based on eye-tracking data. S7: Scene End and Exit. When a user's voice command or haptic interaction triggers the exit from a scene, the central control module shuts down all modules, the electric sofa resets to its initial position, and the system records the user's physiological data and interactive behavior for subsequent experience optimization.