Virtual reality-based experimental safety training method and training system thereof
By synchronously controlling the operation of virtual and real cleaning tools in a virtual reality environment and randomly triggering unexpected risk events, the intuitiveness and cost issues of traditional training methods are solved, achieving efficient experimental safety training and improving immersion and assessment accuracy.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- BEIJING INST OF TECH
- Filing Date
- 2026-05-28
- Publication Date
- 2026-07-24
AI Technical Summary
Traditional experimental safety training methods rely on verbal explanations and on-site demonstrations, which are difficult to form an intuitive understanding and are costly. The high-precision modeling and interactive design of existing VR training systems result in insufficient visual and operational realism, affecting the training effect.
By synchronously controlling the operation of virtual and real cleaning tools in a virtual reality environment, combined with randomly triggered sudden risk events, the risk handling capabilities of trainees are assessed, and their emergency response capabilities are evaluated using multi-dimensional safety response indicators.
It enhances the immersion and authenticity of training, reduces development costs and time, and improves the effectiveness and guidance value of training, enabling accurate assessment of trainees' emergency response capabilities.
Smart Images

Figure CN122454797A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual reality technology, and in particular to a virtual reality-based experimental safety training method and training system. Background Technology
[0002] In the field of laboratory safety training, traditional training methods have long dominated, relying primarily on oral explanations, written materials, and limited on-site demonstrations. Oral explanations and written materials are often abstract, making it difficult to visualize complex scenarios and emergency procedures, thus hindering trainees' intuitive and deep understanding. While on-site demonstrations are relatively intuitive, they suffer from high costs and uncontrollable safety risks. For example, in certain chemical experiments, on-site demonstrations may affect both the demonstrators and trainees. Furthermore, limitations in training venues and equipment make it difficult to conduct such demonstrations frequently and to provide sufficient practical opportunities for every trainee.
[0003] With the development of information technology, Virtual Reality (VR) technology has been gradually applied to the training field. VR technology can construct highly realistic three-dimensional virtual environments that can safely reproduce various dangerous situations, such as reagent spills, instrument explosions, or fire spread, allowing trainees to immerse themselves in the experience of emergencies in a zero-risk environment, which improves the training effect to a certain extent.
[0004] For example, patent application CN118800112A discloses a laboratory safety and emergency training system based on VR technology, belonging to the field of safety training technology. The system includes: a laboratory environment simulation unit that builds a visual environment simulation model consistent with the actual laboratory; a human-computer interaction unit that simulates the actual operations of personnel within the visual environment simulation model; a feedback and guidance unit that provides error correction guidance for personnel's operational behavior; an accident simulation unit that determines whether the operational behavior constitutes a simulated accident; and an early warning and decision-making unit that determines the escape buffer time.
[0005] For example, patent application CN114706513A discloses a VR chemistry laboratory implementation method and system based on Unity3D and hand motion capture. The method includes: constructing modules and chemistry laboratory models in the VR experimental scene using modeling software; constructing the virtual environment required for the experiment in the VR experimental scene using the Unity3D engine; identifying the user's initial hand position, inputting the initial hand position coordinates and matching them with the hand model in the VR experimental scene, and mapping the hand movements to the hand model in the VR experimental scene in real time; and displaying corresponding text and voice prompts based on the user's operation to guide the experimenter's operation.
[0006] However, high-precision 3D modeling and interactive simulation usually require a long development cycle and high cost. Many training systems choose to simplify model details and interaction design, resulting in reduced visual and operational realism and insufficient immersion, which in turn affects the actual training effect. Summary of the Invention
[0007] The main objective of this application is to provide a virtual reality-based experimental safety training method and system. To address the aforementioned technical problems, this application specifically adopts the following technical solution: The first aspect of this application is to provide a virtual reality-based experimental safety training method, applied to a training system equipped with virtual reality devices, wherein the training system constructs a virtual experimental environment, the virtual experimental environment including at least one virtual cleaning tool and at least one virtual experimental apparatus; the method includes: S101, in the virtual experimental environment, the virtual cleaning tool is controlled to perform a virtual hand cleaning operation on the surface of the virtual hand model along a preset cleaning trajectory; S102, In a real environment, control the real cleaning tool to perform real hand cleaning operations synchronously along the preset cleaning trajectory in the corresponding area of the trainee's real hand; S103, During the process of the trainee performing simulated experimental operations on the virtual experimental equipment, sudden risk events are randomly generated and presented according to preset triggering conditions, and the time of occurrence of the events is recorded; S104, Real-time collection of operational behavior data of trainees during the training process, the operational behavior data including the position point sequence generated by the movement of the virtual hand model and / or the virtual experimental apparatus held; S105, based on the sequence of target location points after the event occurs, assess the risk handling ability of the trainee, wherein the risk handling ability is determined based on at least one of the path efficiency index, response speed index, and processing time index of the trainee's operational behavior.
[0008] In some embodiments, the preset cleaning trajectory includes a preset path length, touch frequency, and number of touches; wherein the path length is determined based on the hand size of the trainee, and the path length is within a preset length range.
[0009] In some embodiments, the method includes: generating a trajectory demonstration animation based on a preset cleaning trajectory, and playing the trajectory demonstration animation in the virtual experimental environment; playing the trajectory demonstration animation in a real environment; wherein the first playback progress of the trajectory demonstration animation in the real environment is faster than the second playback progress in the virtual experimental environment.
[0010] In some embodiments, S104 further includes: sampling the path trajectory of the trainee's operational behavior to obtain the location point sequence; evaluating the path efficiency index of the trainee's operational behavior based on the location point sequence; determining the time interval from the time the event occurred to the effective movement of the trainee's hand based on the location point sequence to evaluate the response speed index of the trainee's operational behavior; and determining the total time from the time the event occurred to the successful handling of the sudden risk event based on the location point sequence to evaluate the processing time index of the trainee's operational behavior.
[0011] In some embodiments, the path efficiency index includes at least one of the following: total path length index, path tortuosity index, and average movement speed index.
[0012] In some embodiments, the method further includes: guiding the user to pick up the virtual experimental apparatus and calculating the verification path efficiency index of the picking operation behavior; based on the verification path efficiency index, determining whether the trainee has entered an immersive state; if yes, continuing to execute step S103; if no, returning and re-executing S101 to S102; or, continuing to execute step S103, and in step S105, enabling a second evaluation standard to replace the default first evaluation standard, wherein the pass threshold of the second evaluation standard for the same index is higher or the fault tolerance range is narrower than that of the first evaluation standard.
[0013] In some embodiments, S103 includes: presenting multiple virtual experimental devices in different initial states in the virtual experimental environment; guiding trainees to use the virtual experimental devices to perform simulated experimental operations, wherein each type of initial state is associated with a corresponding manifestation of a sudden risk event.
[0014] In some embodiments, the initial state includes at least one of the color, volume, and form of the reagent, or at least one of the sealing state and parameter state of the apparatus; the simulated experimental operation includes at least one of heating, solution mixing, pouring, stirring, and cooling.
[0015] In some embodiments, the virtual cleaning tool includes at least one of a brush, a cleaning cloth, and a card; the virtual experimental apparatus includes at least one of a beaker, a test tube, a graduated cylinder, a burette, an Erlenmeyer flask, an alcohol lamp, or a spatula.
[0016] A second aspect of this application is to provide a training system comprising: Virtual reality equipment is used to present the virtual experimental environment to trainees and enable user interaction with the virtual experimental environment. The training control module is communicatively connected to the virtual reality device and is used to execute the steps of the virtual reality-based experimental safety training method provided in any embodiment of this application.
[0017] Beneficial technical effects: This application provides a virtual reality-based experimental safety training method and system, specifically offering a mechanism for pre-contextualized scenario-based induction and random, sudden risk events to enhance user immersion and the realism of on-site responses. Combined with multi-dimensional safety response indicators, it ensures the guiding value of the evaluation results. This reduces reliance on high-precision modeling and interaction design, thereby improving the authenticity, effectiveness, and guiding value of experimental safety training while maintaining lower development costs and timelines.
[0018] In the initial training phase, a synchronized virtual and real hand-cleaning exercise was used to proactively induce trainees to experience a perceptual illusion of consistency between the virtual and real operations. A path efficiency metric was used to assess whether trainees had achieved the necessary level of immersion before the experiment, triggering repeated induction or adjustments to the evaluation criteria. The induction process simulated hand cleaning, closely mirroring the actual experimental scenario and minimizing trainees' awareness of the illusion. This allowed trainees to quickly develop acceptance and engagement with the virtual environment, even with a simplified virtual interface.
[0019] Based on this, when trainees perform routine simulated experimental operations, sudden risk events are randomly triggered to avoid predictable process patterns with fixed scripts. Thus, even with limited interactive details, it is still possible to reproduce on-the-spot reactions and judgments that are close to those in real scenarios.
[0020] Finally, by using multi-dimensional safety response indicators (including path efficiency indicators, initial response time, and safety handling time), the emergency response capabilities of trainees can be accurately assessed from multiple perspectives, such as reaction speed, operational standardization, and path rationality. For example, a shorter initial response time reflects the trainee's high level of alertness, while a shorter safety handling time or a higher average movement speed reflects the trainee's operational proficiency and stability. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. In all the drawings, similar elements or parts are generally identified by similar reference numerals. The elements or parts in the drawings are not necessarily drawn to scale. Obviously, the drawings described below are some embodiments of this application; for those skilled in the art, other drawings can be obtained based on these drawings without any creative effort.
[0022] Figure 1 This is a schematic diagram of the interface of a virtual experimental environment provided in an embodiment of this application; Figure 2This is a schematic diagram of the interface of another virtual experimental environment provided in the embodiments of this application; Figure 3 This is a schematic flowchart illustrating a virtual reality-based experimental safety training method provided in an embodiment of this application; Figure 4 This is an experimental flowchart provided in an embodiment of this application. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0024] The flowchart shown in the attached diagram is for illustrative purposes only and does not necessarily include all content and operations / steps, nor does it necessarily have to be performed in the order described. For example, some operations / steps can be broken down, combined, or partially merged, so the actual execution order may change depending on the actual situation.
[0025] In this document, suffixes such as “module,” “part,” or “unit” used to denote elements are used only for illustrative purposes and have no specific meaning in themselves. Therefore, “module,” “part,” or “unit” may be used interchangeably.
[0026] In this document, the terms "upper," "lower," "inner," "outer," "front," "rear," "one end," and "the other end," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0027] In this document, unless otherwise explicitly specified and limited, the terms "installed," "equipped with," and "connected," etc., should be interpreted broadly. For example, "connection" can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection, a direct connection, or an indirect connection through an intermediate medium; it can be a connection within two components. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances.
[0028] In this document, the term “and / or” includes any and all combinations of one or more of the listed related items.
[0029] In this article, the term "multiple" means two or more, that is, it includes two, three, four, five, etc.
[0030] It should be noted that, in this document, 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. Unless otherwise specified, 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 that element.
[0031] In this article, virtual reality devices refer to devices used to present virtual experimental environments to trainees and support their immersive interaction with virtual objects, including head-mounted displays (such as VR headsets), position and posture tracking sensors, and controllers or gesture recognition devices used to capture trainees' head movements, gaze direction, and hand operations and map them into the virtual experimental environment.
[0032] The following detailed description of some embodiments of this application is provided in conjunction with the accompanying drawings. Unless otherwise specified, the following embodiments and features can be combined with each other.
[0033] This application provides a training system that pre-constructs a virtual experimental environment, i.e., a computer-generated simulated experimental scenario. The scenario features a spatial layout and interactive virtual objects designed to meet the needs of actual experiments. Please refer to... Figures 1 to 2 , Figure 1 This is a schematic diagram of the interface of a virtual experimental environment provided in an embodiment of this application; Figure 2 This is a schematic diagram of the interface of another virtual experimental environment provided in the embodiments of this application.
[0034] like Figure 1 and Figure 2 As shown, the virtual experimental environment is designed as a laboratory scene, and the virtual experimental environment includes at least one virtual cleaning tool and at least one virtual experimental apparatus, such as... Figure 1 As shown, various virtual experimental devices are placed in the experimental area of experimental platform 10, such as... Figure 1 As shown, a virtual cleaning tool 20 is placed in the cleaning area of the experimental table 10. Furthermore, the virtual experimental environment also includes the user's virtual hand, such as... Figure 2 The hand part is 30.
[0035] In some embodiments, the virtual cleaning tool is a virtual object used to simulate hand cleaning operations, including at least one of a brush, cleaning cloth, and card, which can simulate basic cleaning actions such as wiping, brushing, or scraping to create different types of tactile stimulation scenarios. For example, the virtual cleaning tool can be a silicone soft-bristled brush with a total length of 16cm, a bristle length of 5cm, and a hardness of approximately 40A. For example, the virtual cleaning tool can be a flexible PVC card with an area of 7cm × 12cm and a thickness of 0.3mm.
[0036] In some embodiments, the virtual experimental apparatus is an instrument or consumable used to simulate real experimental operations. Its appearance, placement and interaction logic are close to the real experimental environment, including at least one of beakers, test tubes, graduated cylinders, burettes, conical flasks, alcohol lamps or spatulas.
[0037] The training system is a hardware and software platform integrating virtual reality equipment and a training control module. The virtual reality equipment presents the virtual experimental environment to trainees and enables user interaction with the virtual experimental environment. The training control module is communicatively connected to the virtual reality equipment and executes the steps of the virtual reality-based experimental safety training method provided in any embodiment of this application.
[0038] In this embodiment, the training system presents a virtual experimental environment to trainees using virtual reality devices, including virtual cleaning tools and virtual experimental equipment. After wearing the virtual reality devices, trainees can interact with these virtual objects using controllers or gesture recognition. The virtual reality devices collect and transmit the user's interactive data in real time to the training control module, which is responsible for executing the training process, triggering random risk events, and analyzing multi-dimensional safety response indicators.
[0039] Please see Figure 3 , Figure 3 This is a schematic flowchart illustrating a virtual reality-based experimental safety training method provided in an embodiment of this application, such as... Figure 3 As shown, this application provides a virtual reality-based experimental safety training method.
[0040] S101, in the virtual experimental environment, the virtual cleaning tool is controlled to perform a virtual hand cleaning operation on the surface of the virtual hand model along a preset cleaning trajectory.
[0041] Among them, the preset cleaning trajectory refers to a simple, standardized and imitable cleaning action path that is set in advance, such as a low-complexity, easy-to-operate and reproducible form such as a straight back and forth.
[0042] In some embodiments, the preset cleaning trajectory includes a pre-defined path length, touch frequency, and number of touches.
[0043] The path length can be determined based on the typical size range of the back of the human hand (approximately 7-10 cm wide), such as 8 cm, so that the brushing path can cover the main area of the back of the hand (such as from the radial side to the ulnar side), generating sufficient area and coherent tactile stimulation to induce the illusion of a stable rubber hand.
[0044] In some embodiments, the path length is determined based on the trainee's hand size, and the path length is within a preset length range. The preset length range is 6cm to 10cm to accommodate different individual hand sizes or the needs of specific simulated movements, covering the effective area of the back of the hand.
[0045] In some embodiments, the trainee's hand size is obtained through the hand tracking function built into the virtual reality device or user registration information, or the average hand size of a group is used. Based on this, a suitable cleaning path is selected or fine-tuned from a preset path template.
[0046] The brushing frequency can be determined based on the effective tactile stimulation rhythm range commonly used in classic and modified rubber hand illusion studies (usually between 0.5Hz and 2Hz), such as 1 brush per second, or 1Hz. The brushing frequency can provide a clear and distinguishable synchronization signal, promoting visual and tactile integration, while avoiding the possibility that too fast a brushing frequency may lead to unclear stimulation, or that too slow a brushing frequency may lead to weakened synchronization or distraction.
[0047] In some embodiments, the brushing frequency can be finely adjusted within the range of 0.8Hz to 1.5Hz (i.e., each brushing cycle is approximately 0.67 seconds to 1.25 seconds) to accommodate different user perception preferences or simulate cleaning actions of varying degrees of detail. Preferably, the brushing frequency is 1Hz, which simulates the relatively relaxed hand cleaning action speed in reality, conforms to ergonomics, and makes the trainee feel comfortable and natural.
[0048] The number of swipes can be determined based on the shortest stimulation time required to effectively induce the illusion and the longest stimulation time to avoid user fatigue or boredom, such as 5 times. In practical applications, multiple repetitions of synchronous stimulation (such as 3-7 times) can effectively establish the illusion, and 5 times is a proven effective and efficient choice.
[0049] In some embodiments, a trajectory demonstration animation is generated based on a preset cleaning trajectory, and the trajectory demonstration animation is played in the virtual experimental environment. In the trajectory demonstration animation, the virtual cleaning tool performs a virtual hand cleaning operation on the surface of a virtual hand model along the preset cleaning trajectory to achieve step S101.
[0050] Among them, the trajectory demonstration animation refers to a visual animation that is pre-made and stored based on a preset cleaning trajectory. The animation shows the process of a virtual cleaning tool performing basic cleaning operations such as brushing and wiping on a virtual hand model along the preset cleaning trajectory. For example, a virtual cleaning tool (such as a virtual brush) sweeps back and forth five times along a straight path of 8 centimeters along a virtual hand model (such as the surface of a virtual hand back), with each cycle lasting about 1 second, which is a simple simulation of the hand cleaning process before the experiment.
[0051] S102, In a real-world environment, control a real cleaning tool to perform a real hand cleaning operation synchronously along the preset cleaning trajectory in the corresponding area of the trainee's real hand.
[0052] Among them, real cleaning tools refer to physical tools used in real-world environments to perform hand cleaning operations, such as brushes, cleaning cloths, or cards, which have the same or similar tactile feel as the virtual cleaning tools in the trajectory demonstration animation.
[0053] Specifically, the training control module links to simple mechanical devices in reality or allows operators to manually operate real cleaning tools, causing them to perform cleaning actions synchronously on the corresponding areas of the trainee's real hand along an actual path corresponding to a virtual preset cleaning trajectory. For example, when a virtual brush moves back and forth five times along an 8cm straight path on the back of the hand, a real brush is controlled to sweep synchronously on the back of the trainee's hand with the same rhythm and range. It should be understood that while wearing virtual reality equipment and watching the trajectory demonstration animation, the trainee simultaneously imitates the same rhythm and range of cleaning actions on their real hand, thus achieving illusion induction through the matching of visual and tactile sensations.
[0054] In some embodiments, S102 includes: generating a trajectory demonstration animation based on a preset cleaning trajectory and playing the trajectory demonstration animation in the virtual experimental environment; playing the trajectory demonstration animation in a real environment; wherein the first playback progress of the trajectory demonstration animation in the real environment is faster than the second playback progress in the virtual experimental environment, so as to provide advanced visual guidance to operators performing real hand cleaning operations.
[0055] Specifically, the same trajectory demonstration animation as the virtual experimental environment is played synchronously in the real-world environment, with the playback progress on the real-world end slightly advanced (e.g., 50-100ms). This allows operators to anticipate the cleaning actions to be performed. It should be understood that there is an inherent physiological delay (approximately 100-300ms) in the operator's observation of prompts, brain decision-making, and hand execution. The interface provides slight advance guidance to compensate for this physiological delay, helping them to more accurately control the real cleaning tools to operate synchronously with the trainee's hand along the corresponding actual path, reducing action delays or deviations, thereby improving the accuracy of virtual-real synchronization.
[0056] In some embodiments, operators receive standardized training before the experiment and are prompted with the current rhythm node during the experiment via a rhythm cue, such as a target position light spot on a small cue screen slightly leading the animation time in the virtual experimental environment. Operators are trained to adapt to this guidance.
[0057] In some embodiments, the trajectory demonstration animation can be played on a tablet, projector, or external display screen of a head-mounted display in a real-world environment. No complex equipment is required; a simple and effective guidance mechanism can be achieved by simply coordinating the time offsets of the two playback ends.
[0058] In some embodiments, control instructions for a simple mechanical device are pre-defined based on a preset cleaning trajectory. These control instructions are pre-aligned with the trajectory demonstration animation in terms of spatiotemporal parameters (such as starting position, direction of movement, period, and number of times). Before executing S102, the simple mechanical device completes the positioning of the starting position through a visual recognition module, such as identifying and positioning the radial side of the hand in the image through a hand structure recognition algorithm.
[0059] In some embodiments, to assist in experimental control and process synchronization, the training system includes an external monitoring support module that runs in parallel with the head-mounted display. During the experiment, the real-time image from the VR head-mounted display is simultaneously projected to an external PC terminal via wireless projection, allowing operators to observe the trainees' perspective and the system's operating status in real time. Furthermore, the training system is equipped with an independent control interface on the PC, including a stimulus flow control panel, an operation rhythm prompter, and an event log window. The control panel is used to start, pause, and reset the virtual stimulus animation, while the rhythm prompter uses a beat bar or numerical countdown to guide the tactile operator to maintain a consistent swiping rhythm with the virtual animation. This interface also provides an automatic system event recording function, including stimulus start / end timestamps, experimental apparatus interaction behavior, and points of occurrence of sudden risk events (such as test tube breakage), facilitating post-event data review and behavioral analysis.
[0060] The auxiliary monitoring screen for the synchronized operator is set up next to the main experimental table, and its content is consistent with the main PC screen. This ensures that the haptic operator can receive feedback rhythm commands and status prompts even outside the trainee's field of vision, thereby achieving efficient collaboration between real-world operation and virtual animation. All operation data and interaction processes are exported in a structured format after the experiment for subsequent behavior modeling and semantic analysis.
[0061] It should be understood that in the initial stage of training, by using a virtual and real synchronized hand cleaning operation, trainees are actively induced to experience a perceptual illusion that the virtual and real operations are consistent. The induction process simulates hand cleaning, which closely resembles the actual experimental scenario, weakening the trainees' awareness of the illusion inducement. This allows trainees to quickly develop acceptance and engagement with the virtual environment, even when faced with a simplified virtual interface.
[0062] S103, during the process of the trainee performing a simulated experiment on the virtual experimental equipment, a sudden risk event is randomly generated and presented according to a preset trigger condition, and the time of the event is recorded.
[0063] Specifically, trainees perform experiments using virtual experimental equipment in a virtual experimental environment, including but not limited to heating and temperature control of solutions, and concentration dilution operations. During this process, the training control module dynamically determines whether a sudden risk event is triggered based on preset trigger conditions, and then randomly selects one from a preset risk event library (such as test tube breakage or liquid spillage), and presents the visual and / or auditory feedback of the event in real time in the virtual environment, while automatically recording the precise moment of the event. This avoids the predictability of fixed scripts and simulates unexpected situations in real experiments under limited virtual interaction, thereby effectively stimulating the trainees' on-the-spot reaction ability.
[0064] It should be noted that unexpected risk events are randomly generated and presented during simulated experimental operations based on preset trigger conditions. These events, such as test tube breakage, reagent leakage, or equipment overheating, are used to simulate situations that may occur in a real laboratory, in order to assess and trainees' emergency response capabilities. Correspondingly, preset trigger conditions are a set of rules used to determine whether and when an unexpected risk event will occur, such as a specific operation duration, completion of a specific action, or a random time window. They have a high degree of randomness (e.g., random selection of objects, random time points) to avoid predictability of the process.
[0065] In some embodiments, the step of randomly generating and presenting sudden risk events according to preset triggering conditions includes: randomly selecting a preset number (e.g., 3) of target virtual experimental devices from a plurality of virtual experimental devices; independently generating a random event occurrence time (e.g., the 21st second) for each target virtual experimental device within a preset time window (e.g., 10 to 30 seconds); when the trainee performs a simulated experimental operation on any target virtual experimental device, when the corresponding random event occurrence time is reached, the target virtual experimental device triggers a sudden risk event in the virtual experimental environment, such as the liquid in the test tube turning red, surface cracks, breaking sound effects, and glass splashing animation, simulating a real breaking scene.
[0066] The preset quantity and preset time window can be flexibly configured according to specific training objectives. For example, the preset quantity corresponds to the total number of planned random triggers of sudden risk events. If the training aims to assess the trainees' ability to respond to three sudden risks, the preset quantity is set to 3. Or, if the total duration of the experimental process corresponding to the target virtual experimental device is 35 seconds, and the high-risk period in the real scenario is concentrated around 30 seconds, the preset time window can be set to 25 to 35 seconds, so that the random triggering time is in the vicinity of the high-risk period.
[0067] This makes risk events both related to the experimental operation logic and unpredictable, thus effectively testing the trainees' vigilance and emergency response capabilities.
[0068] In some embodiments, S103 includes: presenting multiple virtual experimental devices in different initial states in the virtual experimental environment; guiding trainees to use the virtual experimental devices to perform simulated experimental operations, wherein each type of initial state is associated with a corresponding manifestation of a sudden risk event.
[0069] Specifically, multiple virtual experimental apparatuses in different initial states are pre-arranged in the virtual experimental environment, such as test tubes containing liquids of different colors, an uncapped alcohol lamp, and an uncooled beaker. Each initial state corresponds to a specific risk attribute and the manifestation of a sudden risk event. Trainees are guided to operate these apparatuses according to the experimental procedure. When the target virtual experimental apparatus meets the corresponding preset triggering conditions, a sudden risk event matching the initial state of the target virtual experimental apparatus is generated, such as a light red liquid test tube breaking and producing a flame particle effect. While maintaining the randomness of the event, the risk manifestation is logically linked to the initial state of the apparatus, enhancing the rationality of the scenario and the trainees' risk prediction ability.
[0070] In some embodiments, the initial state refers to the preset combination of attributes that the virtual experimental apparatus has at the start of the experiment. The initial state includes at least one of the color, volume, and shape of the reagent being contained, or at least one of the sealing state and parameter state of the apparatus.
[0071] In some embodiments, the simulated experimental operation includes at least one of heating, solution mixing, pouring, stirring, and cooling.
[0072] In some embodiments, the manifestation of sudden risk events can be differentiated according to the color of the virtual reagent used. While maintaining a high degree of randomness in event triggering time and object, the typical attributes and visual and auditory feedback characteristics corresponding to each color are matched, thereby embedding reasonable clues in unpredictability and enhancing the trainees' psychological expectations and situational recognition capabilities.
[0073] For example, a light blue liquid can simulate a highly corrosive acid, and the corresponding emergency response could manifest as: the liquid turning dark yellow and releasing white mist particles, accompanied by a hissing sound. A light red liquid can simulate a flammable liquid, and the corresponding emergency response could manifest as: the liquid turning bright orange and releasing small flame particles, accompanied by a gurgling sound. A pale green liquid can simulate a toxic volatile reagent, and the corresponding emergency response could manifest as: the liquid turning purple and producing a gas diffusion effect. These visual and auditory feedbacks closely match the characteristics of real-world chemical risks, enabling trainees to quickly identify the type of risk and take appropriate measures, thus enhancing the realism and guidance value of the training.
[0074] S104, Real-time collection of operational behavior data of trainees during the training process, the operational behavior data including the position point sequence generated by the movement of the virtual hand model and / or the virtual experimental apparatus held.
[0075] Specifically, by utilizing the built-in hand tracking sensor and six-degree-of-freedom positioning system of virtual reality devices, during virtual experimental training, the system automatically captures operational behavior data, including location point sequences, grab / release timestamps, heating duration, event response correctness, equipment placement time, and experimental progress, by detecting collisions, distance thresholds, and state changes between the controller or gestures and virtual objects.
[0076] For example, when a user's hand approaches the test tube and triggers the grab interaction, the timestamp is recorded; the heating operation accumulates the heating time by continuously checking whether the test tube is within the flame area of the alcohol lamp, and dynamically calculates the percentage of liquid heating; after a sudden risk event occurs, if the user moves the broken test tube into a safety dish within a specified time, it is marked as a correct response.
[0077] In some embodiments, all operational behavior data is integrated into a structured JSON format in chronological order, stored on a local device, and can be exported as a CSV file for subsequent behavioral modeling, statistical analysis, or machine learning training. Simultaneously, the training system integrates video recording and playback functions, supporting post-training review and coding of the operational process.
[0078] In some embodiments, the operational behavior of the trainees is sampled to obtain the location point sequence.
[0079] Specifically, by utilizing the position and posture tracking function built into virtual reality devices, the spatial motion information of the virtual hand model and / or the virtual experimental apparatus held by the trainee during the training process is continuously captured. That is, the three-dimensional coordinates are recorded at a fixed sampling frequency (such as 1Hz, i.e., once per second) and bound to the corresponding timestamp to form a continuous sequence of position points, which is used to describe the motion state of the virtual hand or experimental apparatus during the operation.
[0080] S105, based on the sequence of target location points after the event occurs, assess the risk handling ability of the trainee, wherein the risk handling ability is determined based on at least one of the path efficiency index, response speed index, and processing time index of the trainee's operational behavior.
[0081] Specifically, during the period from the presentation of a sudden risk event (such as a test tube breaking) in the virtual experimental apparatus to its proper handling (such as placing the test tube into a safety dish), the position coordinates of the hand or the virtual experimental apparatus are recorded to obtain the coordinates from t broken to t placed The target location point sequence is a sequence of sub-location points from the occurrence of a sudden risk event to its proper handling (i.e., the safe handling time). A set of quantitative indicators calculated based on the target location point sequence is used to comprehensively measure the risk handling capabilities of trainees in sudden risk situations.
[0082] In some embodiments, a path efficiency index is evaluated based on the location point sequence to assess the trainee's operational behavior. The path efficiency index measures the simplicity, stability, and smoothness of the trainee's path during virtual experiment operations.
[0083] In some embodiments, the path efficiency index includes at least one of the following: total path length index, path tortuosity index, and average movement speed index.
[0084] The total path length index is used to evaluate the total distance traveled by the virtual experimental apparatus during the process of trainees handling sudden risk events. It can be the sum of the straight-line distances between all adjacent sampling points in the target location point sequence.
[0085] The path tortuosity index is used to assess the degree of deviation between the virtual experimental apparatus's movement path and the theoretical optimal path (such as a straight line from the test tube's breakage point to the center of the safety dish) during the trainee's handling of sudden risk events. It can be obtained by calculating the average or standard deviation of the distances from each sampling point in the target location sequence to the theoretical optimal path. Path tortuosity reflects the stability and standardization of the trainee's operation; a higher path tortuosity indicates that the trainee may hesitate, panic, or engage in unnecessary shaking.
[0086] The average movement speed is used to assess the overall speed at which virtual experimental equipment moves during the process of trainees handling sudden risk events. It can be calculated by the total path length and the safe handling time.
[0087] In some embodiments, based on the location sequence, the time interval from the moment the event occurs to the effective movement of the trainee's hand is determined to evaluate the response speed index of the trainee's operational behavior.
[0088] Effective movement refers to a significant displacement of the trainee's hand in a reasonable emergency direction (such as towards a safety vessel or away from a fire source) after an incident, where the duration and / or displacement exceeds a preset threshold, and is identified and determined by continuous changes in the position point sequence.
[0089] Specifically, when a sudden risk event is triggered, the time of the event is recorded and the sequence of location points is continuously monitored. When a significant displacement of the hand position is detected, it is determined to be the effective start time of movement. Based on this, the time interval between the time of the event and the effective start time of movement is calculated as a response speed indicator, which is used to objectively reflect the trainees' alertness to the sudden event and the speed of their initial reaction.
[0090] In some embodiments, based on the location sequence, the total duration from the time the event occurs to the successful handling of the sudden risk event is determined to evaluate the processing time metric of the trainee's operational behavior.
[0091] Specifically, when a sudden risk event is triggered, the time of the event is recorded and the sequence of location points is continuously monitored. When it is detected that the preset safety handling actions (such as putting the broken test tube into a safety dish, turning off the heat source, or covering the leak) have been completed and it is determined that the operation meets the standard requirements, the time of successful handling of the event is determined. The total time interval from the time of the sudden risk event to the time of successful handling of the event is the handling time indicator, also known as the safety handling time, which is used to objectively reflect the emergency response efficiency of the trainees.
[0092] In some embodiments, each indicator has a corresponding evaluation standard, which can be divided into different levels (such as excellent, good, qualified, need improvement) or matched with qualitative comments (such as "quick response" or "hesitant operation") based on preset thresholds. The final risk handling capability is not represented by a single numerical value, but is a detailed evaluation result of the trainee's comprehensive emergency response capability in sudden risk events.
[0093] For example, a lower response speed index indicates that the trainee is highly alert and reacts quickly; a lower processing time index reflects high overall handling efficiency; while a lower path tortuosity, a higher average movement speed, and a shorter total path length collectively indicate smooth operation, reasonable path selection, and stable and standardized actions. These dimensions, when integrated, can generate comprehensive evaluation conclusions such as "excellent emergency response, skilled operation" or "slow response, redundant operation path, requiring further training."
[0094] In some embodiments, the method includes: guiding a user to pick up the virtual experimental apparatus, calculating a verification path efficiency index for the picking operation, and determining whether the trainee has entered an immersive state based on the verification path efficiency index.
[0095] In the initial training phase, trainees are guided to retrieve designated virtual experimental equipment in a virtual experimental environment. Simultaneously, a sequence of verification location points formed by their hand movements is captured in real-time using virtual reality equipment. Based on this sequence, a verification path efficiency index for the retrieval operation is calculated. For details, please refer to the aforementioned specific implementation examples regarding path efficiency indices, which will not be repeated here.
[0096] A preset admission threshold can be set based on statistical analysis of previous experimental data. This threshold is used to identify whether trainees are in the initial adaptation phase of the VR environment. By comparing the verification path efficiency index with the preset admission threshold, it can be determined whether there is significant adaptation interference. If the verification path efficiency index reaches or exceeds the preset admission threshold, the trainee is considered to have entered an immersive state; otherwise, the immersion level is insufficient.
[0097] It should be noted that when using virtual reality devices for the first time or in the early stages, users often exhibit behavioral characteristics such as obvious path shaking, overshooting, hesitant start and stop, or significant deviation from the ideal grasping route due to uncalibrated hand-eye coordination, deviation in spatial depth perception, or unfamiliarity with operation. This reflects that a stable perception of consistent virtual and real operation has not yet been established. A preset admission threshold is used to identify these behavioral characteristics.
[0098] In some embodiments, when it is determined that the trainee has entered an immersive state, step S103 and subsequent steps can be continued, such as performing subsequent experimental operations using the virtual experimental equipment that has been picked up.
[0099] In some embodiments, when it is determined that the trainee has not entered an immersive state, a repetitive guidance mechanism can be automatically triggered to re-execute steps S101 to S102. During this repetition process, the induction training parameters can be dynamically adjusted to enhance the illusion induction effect. The induction training parameters refer to key configuration items used to control the illusion induction process, including the type of virtual cleaning tool, the path length of the preset cleaning trajectory, the touch frequency, and the number of touches.
[0100] For example, the virtual cleaning tools can be changed (e.g., from a cleaning cloth to a brush), the path length of the preset cleaning trajectory can be extended, the touch frequency or the number of touches can be increased (e.g., the number of brush strokes can be increased from 5 to 7), and the trajectory demonstration animation matched with the updated induced training parameters can be called simultaneously. Correspondingly, in step S102, the real cleaning operation in the real environment is also updated simultaneously. For example, the operator changes to the updated real cleaning tools and actual path, and performs real hand cleaning operations simultaneously, ensuring that the virtual and real operations are consistent in content and timing, thereby optimizing the illusion guidance effect.
[0101] In some embodiments, when it is determined that the trainee has not entered an immersive state, or when the trainee still fails to reach an immersive state after one or more repeated inductions (re-execution of S101 to S102 and adjustment of induction parameters), the training process is not interrupted, but the steps S103 and subsequent steps continue to be executed.
[0102] In step S105, a second evaluation standard is enabled to replace the default first evaluation standard. The passing threshold for the same indicator in the second evaluation standard is higher or the tolerance range is narrower than that in the first evaluation standard. For example, under the first evaluation standard, "response speed ≤ 2.0 seconds" is considered excellent, while under the second evaluation standard, "≤ 1.5 seconds" is considered equivalent. Similarly, for the processing time indicator, "≤ 8 seconds" is considered acceptable under the first standard, while the second standard requires "≤ 6 seconds" to be considered acceptable. By raising the evaluation standards, it is ensured that even with insufficient immersion, the assessment of trainees' emergency response capabilities still reflects their true operational level, avoiding inflated scores due to perceptual bias.
[0103] It should be understood that the first assessment standard is a default scoring threshold set for trainees who have established an effective perception of virtual-real consistency, representing the benchmark for judging ability in a conventional training context. The second assessment standard, on the other hand, is a set of enhanced assessment thresholds for trainees whose immersion level has not met the standard. The pass / fail or excellent thresholds for each indicator in the second standard are more stringent, used to compensate for assessment errors that may result from insufficient immersion. Furthermore, immersion labels (such as "induction effect reaches level A," "induction effect reaches level B," etc.) can be generated in the subsequent assessment report based on the difference between the verification path efficiency index and the preset entry threshold to aid in understanding the assessment report.
[0104] In some embodiments, the method further includes: comparing the synchronization matching degree between a real hand cleaning operation performed in a real environment and a virtual hand cleaning operation in the virtual experimental environment; assessing the degree of attention deviation or fatigue state of the trainee based on the synchronization matching degree and / or the success rate of illusion induction; and generating and outputting fatigue reminder information when the degree of attention deviation exceeds a preset threshold.
[0105] Specifically, by comparing the temporal and spatial trajectories of real hand cleaning operations in a real-world environment with those of virtual hand cleaning operations in a virtual environment, the synchronization degree between the two can be calculated. For example, this involves comparing the start and end times of the brushing motion, the number of round trips, the movement speed, and the degree of path overlap. Alternatively, the success rate of illusion induction can be statistically analyzed, such as the percentage of trainees entering an immersive state within a preset time period, determined based on a validation path efficiency index. The synchronization degree and / or the success rate of illusion induction can indirectly assess the trainees' level of concentration or fatigue.
[0106] Since the trainees have received standardized training before the experiment and can stably reproduce the cleaning actions with prompts, if there are obvious synchronization deviations (such as slower rhythm, missed repetitions, or trajectory deviations) during long-term operation, it often reflects a loss of attention or physiological fatigue, which in turn leads to illusion-induced repeated failures. Therefore, when the synchronization matching degree is consistently lower than the matching degree threshold, or when the proportion of trainees in an immersive state is less than the preset proportion, fatigue reminder information is automatically generated and output to suggest pausing or replacing the trainees with other personnel.
[0107] This application provides a virtual reality-based chemical experiment method. Please refer to [link / reference]. Figure 4 , Figure 4 This is an experimental flowchart provided in an embodiment of this application. For example... Figure 4 As shown, the experimental procedure is divided into two stages: the rubber hand illusion induction stage and the virtual chemical experiment simulation stage. The following uses a brush as a virtual cleaning tool and a test tube as a virtual experimental apparatus to illustrate the specific experimental procedure.
[0108] The virtual reality equipment used in the experiment features high-precision spatial positioning and hand tracking capabilities, a refresh rate of 120Hz, and provides a clear and stable 3D immersive environment. The tactile stimulation tool (i.e., the virtual cleaning tool) is a soft silicone brush (16cm in total length, 5cm of bristles, with a hardness of approximately 40A) used to create the tactile stimulation scene.
[0109] During the illusion induction phase, after wearing the VR headset, trainees are required to place their right hand flat on a designated area on the table. This area is clearly marked on the real table with a circular white border, and a virtual hand positioned in the same location is simultaneously presented in the virtual scene. The staff consists of two people: one acts as the system operator, responsible for controlling the virtual environment and the stimulation process; the other is the tactile operator (i.e., the person in charge), responsible for synchronizing the stimulation with the real-world stimulus.
[0110] Once the system operator confirms that the trainee is ready, the experiment button is activated to trigger a virtual stimulus event simulating the chemical experiment preparation process, i.e., steps S101 to S102. For details, please refer to the aforementioned related embodiments, which will not be repeated here.
[0111] After the illusion was induced, the trainees immediately entered the second stage of virtual chemistry experiment simulation. The experimental task was to take virtual test tubes from the test tube rack in turn, heat them over an alcohol lamp flame, and judge the completion status of heating based on the color change of the liquid.
[0112] For the test tubes corresponding to the target virtual experimental apparatus, a test tube selected to represent a sudden risk event, such as suddenly turning black and cracking during heating, should be quickly moved away from the heat source and placed in a safety dish labeled with a cooling function by the trainee. A collision detector is set up in the cooling dish area to record the reaction time and movement trajectory from cracking to the placement of the test tube in the cooling dish, serving as a quantitative indicator of safety response efficiency.
[0113] For test tubes other than the target virtual experimental apparatus, if they exhibit normal experimental state changes during heating, such as the liquid color gradually transitioning to complete transparency, the trainee should return the test tubes to the test tube rack in the designated area.
[0114] In some embodiments, the overall system architecture includes five modules: a user positioning and virtual-real synchronization module, a tactile stimulation synchronization module, an experimental task logic module, a physical feedback rendering module, and a data recording and export module, ensuring the realism of the user experience, the controllability of the task flow, and the accuracy of behavioral data. The following uses a brush as a virtual cleaning tool and a test tube as a virtual experimental apparatus to illustrate the specific system architecture.
[0115] In some embodiments, for virtual-real synchronization, the system utilizes the spatial scanning function built into the virtual reality device, combined with the Passthrough API, to accurately reconstruct static objects such as desktops and chairs in the real-world scene. A six-degrees-of-freedom (6DoF) tracking system is used to bind the user's posture reference point, achieving dynamic alignment between the desktop and the user's viewpoint in the virtual scene. The hand model uses the Hand Mesh Rendering module provided by the Meta SDK. The position of the virtual hand is synchronized with the user's real hand through a linear mapping relationship, with the maximum tracking latency controlled within 20ms.
[0116] In some embodiments, the tactile stimulation module employs a preset animation-driven path combined with a physical feedback simulation strategy. The movement trajectory of the virtual brush is defined in three-dimensional space as a reciprocating linear motion in a plane (path range: Z-axis ±4cm, Y-axis ±0.5cm), with a movement speed of 8cm / s. The stimulation animation is uniformly scheduled by the Animator controller, and the StateMachine Behaviour script controls the position update of each frame and triggers timestamp markers to facilitate synchronization with real-world operations. To ensure synchronization with real-world stimulation operations, the system features an operator screen synchronization prompt interface that updates the current animation stage and tool status every 0.1 seconds based on the timeline, assisting the tactile operator in maintaining a consistent rhythm.
[0117] In some embodiments, regarding the experimental task logic, the virtual test tube objects are programmed in an object-oriented manner. Each instance carries an independent TaskController script, internally maintaining a heating state machine to support thermal change simulation. While the test tubes are being heated, the system continuously times the process based on the collider state, randomly sets a heating completion threshold (10-30 seconds) for each test tube, and calculates the progress percentage in real time accordingly. Liquid color changes are achieved through the Lerp function, implementing a gradient effect from six initial colors (light blue, light green, light red, light yellow, light purple, and cyan) to transparency. These changes are primarily accomplished by modifying the transparency channel and primary color value in the material shader.
[0118] In some embodiments, a multi-layered collider logic is designed for physical feedback and event mechanisms. When the test tube approaches the flame area, a trigger activates the heating logic; if a breakage flag is activated, a breakage animation and crack texture are automatically played, while a glass shattering sound effect is played via an audio source. Precisely sized colliders are placed in the cooling dish area, and the OnTriggerEnter event captures the time the test tube falls in, recording the time span from breakage to placement and the movement path nodes. The path trajectory is sampled at a 1Hz frequency to track the user's hand position for subsequent behavior analysis.
[0119] In some embodiments, an internal state machine is maintained for each virtual experimental apparatus to manage its core lifecycle and behavioral logic during experimental tasks. The following uses a virtual test tube as an example to illustrate the main states of the state machine: Idle: The initial state of the test tube or its state on the test tube rack when it has not been removed. No heating is performed, and no special behavior occurs.
[0120] Heating: When the test tube is held by the user and enters the flame zone trigger range, the state switches to Heating. In this state: an internal timer is activated to record the continuous heating time; based on a preset heating completion time threshold (e.g., randomly set for each test tube within a 10-30 second range), the heating progress percentage is calculated in real time. Based on the heating progress percentage, the transparency and color of the liquid material inside the test tube are dynamically adjusted to achieve a gradient effect from the initial color to complete transparency.
[0121] For test tubes marked as "will break in this round" (i.e. target virtual experimental apparatus), when the heating time reaches the preset breakage time point (also randomly set within the range of 10~30 seconds, independent of the completion threshold) in its Heating state, the breakage flag is activated and the state transition to Broken is immediately triggered.
[0122] Complete: If a test tube is in the Heating state and its heating time reaches or exceeds its own heating completion time threshold without triggering a breakage, the state switches to Complete. At this point, the liquid is completely transparent, indicating to the user that heating is complete, and the tube should be returned to its designated position in the test tube rack. Record the heating completion timestamp.
[0123] Broken: When the test tube breakage indicator is activated in Heating mode, the state immediately switches to Broken. In this state: heating timer stops; visual and / or auditory effects such as breakage are played: the test tube material changes to a chemical reaction failure warning color, and preset glass breaking sound effects and related audio effects are played.
[0124] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any person skilled in the art can easily conceive of various equivalent modifications or substitutions within the technical scope disclosed in this application, and these modifications or substitutions should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A virtual reality-based experimental safety training method, characterized in that, A method is applied to a training system equipped with virtual reality devices, the training system constructing a virtual experimental environment, the virtual experimental environment including at least one virtual cleaning tool and at least one virtual experimental apparatus; the method includes: S101, in the virtual experimental environment, the virtual cleaning tool is controlled to perform a virtual hand cleaning operation on the surface of the virtual hand model along a preset cleaning trajectory; S102, In a real environment, control the real cleaning tool to perform real hand cleaning operations synchronously along the preset cleaning trajectory in the corresponding area of the trainee's real hand; S103, During the process of the trainee performing simulated experimental operations on the virtual experimental equipment, sudden risk events are randomly generated and presented according to preset triggering conditions, and the time of occurrence of the events is recorded; S104, Real-time collection of operational behavior data of trainees during the training process, the operational behavior data including the position point sequence generated by the movement of the virtual hand model and / or the virtual experimental apparatus held; S105, based on the sequence of target location points after the event occurs, assess the risk handling ability of the trainee, wherein the risk handling ability is determined based on at least one of the path efficiency index, response speed index, and processing time index of the trainee's operational behavior.
2. The method according to claim 1, characterized in that, The preset cleaning trajectory includes a pre-set path length, touch frequency, and number of touches; wherein, the path length is determined according to the hand size of the trainee, and the path length is within a preset length range.
3. The method according to claim 1, characterized in that, The method includes: A trajectory demonstration animation is generated based on a preset cleaning trajectory, and the trajectory demonstration animation is played in the virtual experimental environment; The trajectory demonstration animation is played in a real-world environment; wherein the first playback progress of the trajectory demonstration animation in the real-world environment is faster than the second playback progress in the virtual experimental environment.
4. The method according to claim 1, characterized in that, S104 further includes: The operational behavior of the trainees is sampled to obtain the sequence of location points; Based on the location sequence, the path efficiency index of the trainee's operational behavior is evaluated. Based on the location sequence, the time interval from the moment the event occurred to the effective movement of the trainee's hand is determined to evaluate the response speed index of the trainee's operational behavior. Based on the location sequence, the total time from the time the event occurs to the successful handling of the sudden risk event is determined to evaluate the processing time index of the trainee's operational behavior.
5. The method according to claim 4, characterized in that, The path efficiency index includes at least one of the following: total path length index, path tortuosity index, and average movement speed index.
6. The method according to claim 4, characterized in that, The method further includes: Guide users to pick up the virtual experimental equipment and calculate the verification path efficiency index of the picking operation behavior; Based on the verification path efficiency index, determine whether the trainee has entered an immersive state; If so, continue with step S103; If not, return and re-execute S101 to S102; or, continue to execute step S103, and in step S105, enable the second evaluation criterion to replace the default first evaluation criterion, wherein the pass threshold of the second evaluation criterion for the same indicator is higher or the fault tolerance range is narrower than that of the first evaluation criterion.
7. The method according to claim 1, characterized in that, S103 includes: The virtual experimental environment presents multiple virtual experimental devices in different initial states; Trainees are guided to use the virtual experimental equipment to perform simulated experimental operations, wherein each type of initial state is associated with a corresponding manifestation of a sudden risk event.
8. The method according to claim 7, characterized in that, The initial state includes at least one of the color, volume, and form of the reagent, or at least one of the sealing state and parameter state of the apparatus; the simulated experimental operation includes at least one of heating, solution mixing, pouring, stirring, and cooling.
9. The method according to any one of claims 1 to 8, characterized in that, The virtual cleaning tool includes at least one of a brush, a cleaning cloth, and a card; the virtual experimental apparatus includes at least one of a beaker, a test tube, a graduated cylinder, a burette, an Erlenmeyer flask, an alcohol lamp, or a spatula.
10. A training system, characterized in that, The training system comprises a virtual experimental environment, which includes at least one virtual cleaning tool and at least one virtual experimental apparatus; the system includes: Virtual reality equipment is used to present the virtual experimental environment to trainees and enable user interaction with the virtual experimental environment. The training control module is communicatively connected to the virtual reality device and is used to execute the virtual reality-based experimental safety training method as described in any one of claims 1 to 9.