Virtual reality-based spatial utilization depth perception assessment method, device, and medium
Patent Information
- Application Number
- CN202610950793.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-29
- Publication Date
- 2026-10-13
AI Technical Summary
旨在解决现有技术提供的深度知觉训练和测试方法,在空间利用能力评估中将视觉判断任务与运动操作任务割裂,缺乏双任务场景,不能充分模拟运动员的真实信息加工方式的问题
本申请提供的基于虚拟现实的空间利用深度知觉测评方案,基于虚拟现实构建三维动态空间环境,相较于传统二维屏幕和静态物理仪器的方案,具有更高的生态效度,能够同时呈现多种深度线索(例如双眼视差、运动视差、视光流、遮挡、光影和纹理等)。在该三维动态空间环境中生成中心任务并记录受试者的中心任务表现,这样就能够在中心任务动态追踪过程中持续施加认知负荷,并且在中心任务进行的同时根据预设周边参数生成周边深度刺激,得到“中心任务持续占用注意资源、周边视觉同时捕捉空间信息”的双任务场景,能够呈现周边深度刺激,更接近足球等开放式运动项目中“主任务操作与周边空间感知并行”的真实视觉特点。另外通过刺激隐藏、任务延迟以及后续的深度复现等流程,将深度知觉、空间短时记忆、运动执行和确认反应整合到一个可量化的闭环中,极大地拓宽运动员的空间利用的评估能力。在深度复现阶段,采集受试者输入设备(例如手柄、控制器或手势等)的深度复现输入,根据该深度复现输入计算复现深度指标,这样就能够使得交互方式符合人体行为,提升训练动作与真实运动场景之间的感知-行动耦合程度。最后根据复现深度指标计算深度误差,根据该中心任务表现、深度误差和复现深度指标的至少一种,生成评估结果或训练反馈,相比于现有系统只简单记录正确率或总分的方式,能够为训练反馈和科研分析提供更细粒度的数据参考。综上,本申请提供的技术方案,能够解决中心任务压力下周边深度信息获取、保持和复现的问题,从而高效和准确地评估和训练运动员在真实比赛中“边执行当前任务、边利用周边空间”的空间利用能力。
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Figure CN122902863A_ABST
Abstract
Description
Technical Field
[0001] This application belongs to the field of virtual reality technology, specifically relating to a spatial utilization depth perception assessment method, device, and medium based on virtual reality. Background Technology
[0002] Depth perception is an athlete's ability to judge the distance, speed, orientation, and relative position of a target in three-dimensional space. Specifically in football, athletes need to rely on depth perception to simultaneously process the depth distribution information of the ball, teammates, opponents, and space utilization in a highly dynamic and uncertain environment. Especially in tactical maneuvers involving "space utilization," athletes often cannot concentrate all their visual attention on the target space. Instead, they need to maintain dribbling, observe the pressure directly ahead, or execute the current action while using peripheral vision to quickly capture the depth position of teammates, opponents, or open spaces, and complete the judgment and action preparation within a short time. This is a complete process of memorizing, reconstructing, and reproducing the spatial situation.
[0003] However, "spatial utilization" in football is not entirely equivalent to the aforementioned task of "reproducing after memorizing dynamic objects." Many real-world match scenarios require athletes to acquire depth cues through peripheral vision within a very short timeframe while a primary task is continuously present. For example, while observing defensive pressure ahead or handling the ball, a player with the ball needs to use peripheral vision to judge the depth of a teammate's run down the flank, the distance of the opponent's defensive line, or the location of exploitable gaps. The key to this ability is not just remembering the position of a stationary target, but perceiving, maintaining, and reproducing short-term depth stimuli in the surrounding environment while the central task continuously occupies attentional resources. Therefore, a depth perception training and evaluation scheme based on VR spatial utilization is needed to train and test athletes' peripheral spatial depth perception.
[0004] Existing depth perception training and testing methods have the following main shortcomings in assessing spatial utilization ability: Although existing dynamic object reproduction schemes can train subjects to remember and align target positions after multiple objects have moved, they mainly focus on spatial reconstruction after the target object is stationary. This further leads to the separation of visual judgment tasks from motor operation tasks in existing training tasks, lacking a dual-task scenario where "the central task continuously occupies attentional resources while peripheral vision simultaneously captures spatial information." Therefore, it cannot fully simulate the real information processing methods of football players in dribbling, receiving the ball, observing, passing, and utilizing space. Summary of the Invention
[0005] This application aims to provide a spatial utilization depth perception assessment scheme based on virtual reality. It addresses the problems of existing depth perception training and testing methods that separate visual judgment tasks from motor operation tasks in spatial utilization ability assessment, lack dual-task scenarios, and fail to fully simulate the athlete's real information processing methods.
[0006] According to a first aspect of this application, this application provides a method for spatial utilization depth perception assessment based on virtual reality, comprising: Constructing a three-dimensional dynamic spatial environment based on virtual reality; The central task is generated in a three-dimensional dynamic spatial environment and the subject's performance on the central task is recorded. At the same time as the central task is being carried out, peripheral depth stimulation is generated according to preset peripheral parameters to obtain a dual-task scenario. Based on the preset task requirements, the dual-task scenario is subjected to stimulus concealment and / or task delay; During the depth reproduction phase, the depth reproduction input from the subject's input device is collected, and the reproduction depth index is calculated based on the depth reproduction input. The depth error is calculated based on the reproduction depth metric, and an evaluation result or training feedback is generated based on at least one of the central task performance, depth error, and reproduction depth metric.
[0007] Preferably, the aforementioned space utilizes depth perception assessment methods to generate a central task in a three-dimensional dynamic spatial environment and record the subject's performance on the central task, including: Display multiple virtual moving targets in a three-dimensional dynamic space environment, and control any one or more of the multiple virtual moving targets to move randomly and smoothly within a preset space range; Present a direction signal or a prohibition signal to any virtual moving target in motion within a random time interval; The system collects the subject's input device responses to directional or prohibition signals and records the subject's performance on the central task based on these responses.
[0008] Preferably, the aforementioned space utilizes depth perception assessment methods to generate surrounding depth stimuli based on preset surrounding parameters while the central task is being performed, resulting in a dual-task scenario, including: While the central task is being performed, a local coordinate system is constructed with the subject's current line of sight as the polar axis and the reference point of the selected virtual moving target or line of sight extension in the central task as the origin. Calculate the lateral reference distance and depth reference distance of the stimulus corresponding to the surrounding depth stimulus in the local coordinate system; Based on the preset eccentricity, orientation angle, and set depth, and combined with the lateral reference distance and depth reference distance, the lateral offset distance and depth offset distance are calculated respectively. Based on the relationship between the local coordinate system and the world coordinate system, the lateral offset distance and depth offset distance are transformed, and stimuli are generated and displayed in the world coordinate system.
[0009] Preferably, the above-mentioned space utilizes depth perception assessment methods to perform stimulus hiding and / or task delay in a dual-task scenario according to preset task requirements, including: Control the stimuli to hide after a predetermined time in reality, and record the times when the stimuli appear and disappear; And / or, depending on the task requirements, the control center task may be delayed for a predetermined time or terminated immediately.
[0010] Preferably, the aforementioned space utilizes depth perception assessment methods, and the depth reproduction indicators include cognitive reaction time, motor execution time, and reproduction depth. During the depth reproduction phase, depth reproduction input from the subject's input device is collected, and the reproduction depth indicators are calculated based on the depth reproduction input, including: The virtual moving target of the control center task is hidden or stopped, the initial position of the input device is recorded, and the displacement distance of the input device along the sagittal axis or depth direction is collected; The moment when the displacement distance exceeds the preset dead zone is recorded as the reproduction start moment, and the cognitive reaction time is calculated based on the reproduction start moment. Record the confirmation time of the input device's reproduction, and calculate the motion execution time based on the confirmation time and the start time of reproduction; The displacement distance is calculated according to the preset depth mapping relationship to obtain the reproduction depth.
[0011] Preferably, the above-mentioned space utilizes a depth perception assessment method to calculate depth error based on a reproduction depth index, and generates assessment results or training feedback based on at least one of the central task performance, depth error, and reproduction depth index, including: The absolute depth error is calculated based on the reproduction depth of the input device and the set depth of the stimulus. And calculate the relative depth error based on the absolute depth error and the set depth; The depth accuracy score is calculated based on the relative depth error. The depth accuracy score, cognitive reaction time, motor execution time, and dual-task score corresponding to the central task performance are weighted and calculated to obtain the subject's single-trial score.
[0012] Preferably, the above-mentioned spatial depth perception assessment method further includes: During the trial run, virtual reality interactive inputs unrelated to the central task response and depth reproduction are disabled or restricted to ensure that the reproduced behavior originates from the specified depth reproduction interaction; wherein, unrelated interactive inputs include at least one of movement, turning, teleportation and UI interaction; After constructing the three-dimensional dynamic spatial environment, the process also includes entering the corresponding assessment mode or training mode based on the subject's selection; among which... In the assessment mode, the parameters are kept fixed. In the training mode, the difficulty parameters of subsequent trials are dynamically adjusted based on at least one of the subject's depth error, cognitive reaction time, motor execution time, or performance on the central task.
[0013] Preferably, after generating assessment results or training feedback using depth perception assessment methods, the above-mentioned space also includes: For each trial, record the trial data, which includes trial information, conversation information, and evaluation results or training feedback. Export the trial data as a file in a specific format or store it in a database.
[0014] According to a second aspect of this application, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, when the processor executes the program, it implements the spatial utilization depth perception assessment method provided by any of the above technical solutions.
[0015] According to a third aspect of this application, this application also provides a computer storage medium having a computer program stored thereon, characterized in that, when the computer program is executed, it implements the spatial utilization depth perception assessment method provided by any of the above technical solutions.
[0016] The technical solution of this application has at least the following technical effects: The spatial utilization depth perception assessment scheme provided in this application utilizes virtual reality to construct a three-dimensional dynamic spatial environment. Compared with traditional two-dimensional screens and static physical instruments, it has higher ecological validity and can simultaneously present multiple depth cues (such as binocular parallax, motion parallax, optical flow, occlusion, light and shadow, and texture). A central task is generated and the subject's performance on this three-dimensional dynamic spatial environment is recorded. This allows for continuous cognitive load application during the dynamic tracking of the central task. Simultaneously, peripheral depth stimuli are generated based on preset peripheral parameters, resulting in a dual-task scenario where "the central task continuously occupies attentional resources, while peripheral vision simultaneously captures spatial information." This presents peripheral depth stimuli, more closely resembling the real visual characteristics of open sports like football, where "main task operation and peripheral spatial perception run in parallel." Furthermore, through processes such as stimulus concealment, task delay, and subsequent depth reproduction, depth perception, spatial short-term memory, motor execution, and confirmation response are integrated into a quantifiable closed loop, significantly broadening the assessment capabilities of athletes' spatial utilization. In the depth reproduction phase, depth reproduction input from the subject's input device (e.g., handle, controller, or gesture) is collected. A reproduction depth index is calculated based on this input, ensuring the interaction aligns with human behavior and improving the perception-action coupling between training actions and real-world motion scenarios. Finally, depth error is calculated based on the reproduction depth index. An evaluation result or training feedback is generated based on at least one of the central task performance, depth error, and reproduction depth index. Compared to existing systems that simply record accuracy or total score, this provides more granular data for training feedback and research analysis. In summary, the technical solution provided in this application addresses the problem of acquiring, maintaining, and reproducing peripheral depth information under central task pressure, thereby efficiently and accurately evaluating and training athletes' spatial utilization ability to "perform the current task while utilizing the surrounding space" in real-world competitions. Attached Figure Description
[0017] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings: Figure 1 A flowchart illustrating a spatial utilization depth perception assessment method based on virtual reality, provided for an embodiment of this application; Figure 2 for Figure 1 The illustrated embodiment provides a flowchart of the first method for generating a dual-task scenario; Figure 3 for Figure 1 A flowchart illustrating the second method for generating a dual-task scenario provided in the illustrated embodiment; Figure 4 for Figure 1 The illustrated embodiment provides a flowchart of a stimulus hiding and task delay method; Figure 5 for Figure 1 The illustrated embodiment provides a flowchart of a method for calculating a reproduction depth index; Figure 6 for Figure 1 The illustrated embodiment provides a flowchart of a method for generating evaluation results or training feedback; Figure 7 for Figure 1 The illustrated embodiment provides a flowchart of a method for recording, exporting, and storing trial data; Figure 8 A schematic diagram of the structure of a spatial utilization depth perception assessment system based on virtual reality provided in this application embodiment; Figure 9-a This is a schematic diagram illustrating the generation of a central task in a dual-task scenario, as provided in an embodiment of this application. Figure 9-b A schematic diagram illustrating a deep reproduction provided for an embodiment of this application; Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0018] To more clearly illustrate the overall concept of this application, a detailed explanation is provided below with reference to the accompanying drawings.
[0019] Many specific details are set forth in the following description to provide a thorough understanding of this application. However, this application may also be implemented in other ways different from those described herein. Therefore, the scope of protection of this application is not limited to the specific embodiments disclosed below. It should be noted that, unless otherwise specified, the embodiments of this application and the features thereof can be combined with each other.
[0020] In this application, unless otherwise expressly specified and limited, the terms "above" and "below" the second feature can refer to direct contact between the first and second features, or indirect contact between the first and second features through an intermediate medium. In the description of this specification, references to terms such as "one embodiment," "some embodiments," "example," "specific example," or "some examples," etc., indicate that a specific feature, structure, material, or characteristic described in connection with that embodiment or example is included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described can be combined in any suitable manner in one or more embodiments or examples.
[0021] The existing technology has the following drawbacks: Existing VR-based depth perception training and testing methods have the following main shortcomings in assessing spatial utilization capabilities: (1) Traditional physical instruments provide only one depth cue, which is usually difficult to present multiple depth cues such as binocular parallax, motion parallax, optical flow, occlusion, light and shadow and texture gradient at the same time, resulting in insufficient ecological validity.
[0022] (2) Two-dimensional screen-based visual training tools, although they can impose a certain cognitive load, cannot natively present the true three-dimensional spatial depth, and it is difficult to allow subjects to form a natural coupling between body movements and spatial depth judgment.
[0023] (3) Existing dynamic object reproduction schemes can train subjects to remember and align the target position after multiple objects have moved. However, they mainly focus on spatial reconstruction after the target object is stationary and cannot fully cover the spatial utilization scenario where "the central task is still in progress and the surrounding stimuli appear briefly and disappear quickly".
[0024] (4) Existing training tasks usually separate visual judgment tasks from motor operation tasks, lacking a dual-task scenario where “the central task continuously occupies attentional resources while the peripheral vision simultaneously captures spatial information”. Therefore, it cannot fully simulate the real information processing methods of football players in dribbling, receiving the ball, observing, passing, and utilizing space.
[0025] (5) Existing systems have fewer dimensions for recording the performance of subjects, often only giving correct / incorrect or total scores. It is difficult to simultaneously quantify the eccentricity, orientation angle, set depth, reaction time, motion execution time, depth reproduction error, relative error, central task performance and trial status of the surrounding stimuli, which limits the fine assessment of spatial utilization ability.
[0026] (6) Existing VR interaction systems are easily affected by interactive interference such as free movement, turning, teleportation or UI accidental touch, resulting in impure controller input in deep reproduction tasks, thus affecting the validity of data.
[0027] To address the aforementioned issues, the core objective of the embodiments described in this application is to provide a spatial utilization depth perception assessment scheme based on virtual reality, capable of generating a dual-task scenario of a central task and peripheral depth stimuli within a three-dimensional dynamic spatial environment. This spatial utilization depth perception assessment scheme differs from existing spatial creation schemes: instead of focusing on multiple capsules randomly moving and then stationary before selecting a target and controlling alignment, it constructs a continuously running central dynamic task within a virtual reality environment, and briefly presents peripheral depth stimuli with eccentricity, orientation angle, and depth parameters during the central task. After the stimulus disappears, the subject recreates the stimulus depth in the depth direction via an input device; the recreated depth, depth error, relative error, reaction time, movement execution time, and central task performance are automatically calculated, and results are output or the difficulty is adjusted according to the assessment or training mode. Therefore, this application primarily addresses the problem of acquiring, maintaining, and recreating peripheral depth information under central task pressure, used to assess and train athletes' spatial utilization ability to "perform the current task while utilizing the surrounding space" in real competitions.
[0028] It should be noted that depth perception is an individual's ability to perceive the distance, relative distance, and spatial hierarchy of objects in three-dimensional space. Spatial utilization, in open sports scenarios such as football, refers to an athlete's ability to use peripheral vision to perceive the spatial relationships between teammates, opponents, the ball, and open spaces while maintaining their current task.
[0029] See details Figure 1 , Figure 1 This is a flowchart illustrating a spatial utilization depth perception assessment method based on virtual reality, provided as an embodiment of this application. Figure 1 As shown, this space utilizes depth perception assessment methods, including: S110: Constructing a three-dimensional dynamic spatial environment based on virtual reality.
[0030] This application's embodiments construct a three-dimensional dynamic spatial environment based on virtual reality technology. Within this environment, a central task (i.e., a central dynamic tracking task) can be performed. While this central task is in progress, peripheral depth stimuli can be briefly presented within the three-dimensional dynamic spatial environment, thus creating a dual-task scenario where "the central task continuously occupies attentional resources, while peripheral vision simultaneously captures spatial information." Compared to traditional depth perception assessment schemes using two-dimensional screens and static physical instruments, the three-dimensional dynamic spatial environment can simultaneously present multiple depth cues such as binocular parallax, motion parallax, optical flow, occlusion, light and shadow, and texture, exhibiting higher ecological validity.
[0031] S120: Generate a central task in a three-dimensional dynamic spatial environment and record the subject's performance on the central task. While the central task is being performed, generate peripheral depth stimuli based on preset peripheral parameters to obtain a dual-task scenario.
[0032] The aforementioned peripheral parameters can generate short-term stimuli around the subject's line of sight or near a designated reference target. The preset peripheral parameters include eccentricity, orientation angle, and depth. Eccentricity refers to the angular deviation of the stimulus from the center of the subject's line of sight, usually expressed in degrees. Orientation angle refers to the angle at which the stimulus is distributed around the subject's line of sight, typically ranging from 0 to 360 degrees. The preset depth refers to the target depth or spatial distance preset when generating stimuli in a three-dimensional dynamic environment.
[0033] The central task refers to the main task that requires the subject to maintain attention and respond in a depth perception testing environment. In this application's technical solution, this can be manifested in a three-dimensional dynamic spatial environment as the random movement of multiple virtual targets, the flashing of arrows / no-go signals, and direction judgment. During the central task testing or training, it is necessary to record the subject's dynamic tracking ability of the central task, for example, by continuously locating the flashing position and direction of arrows or no-go signals using a handle. Peripheral depth stimuli are superimposed simultaneously with the central task. Specifically, during the central task, virtual stimuli are briefly presented in the subject's peripheral field of vision or at a designated eccentricity position to induce the subject's perception, memory, and recall of spatial depth. Through the above technical solution, continuous movement targets, direction signals, no-go signals, or response tasks can be applied to exert cognitive load, while simultaneously generating depth stimuli in the subject's peripheral field of vision, thereby simulating the spatial utilization scenario in open-world movement and realizing a dual-task superposition mechanism of central task and peripheral depth stimuli.
[0034] Specifically, as a preferred embodiment, such as Figure 2 As shown, in the above spatial utilization depth perception assessment method, S120: generating a central task in a three-dimensional dynamic spatial environment and recording the subject's performance on the central task, including: S121: Display multiple virtual moving targets in a three-dimensional dynamic space environment, and control any one or more of the multiple virtual moving targets to move randomly and smoothly within a preset space range.
[0035] See details Figure 9-a Multiple virtual balls are generated in this three-dimensional dynamic space environment, and the following content is generated in this three-dimensional dynamic space environment: "Continue to complete the central task, while remembering the target position that appears briefly on the periphery. Training feedback: After completion, the score, accuracy, time and error are displayed." S122: Present a direction signal or a prohibition signal to any virtual moving target in motion within a random time interval.
[0036] S123: Collect the subject's input device response to direction signals or prohibition signals, and record the subject's performance on the central task based on the response.
[0037] The technical solution provided in this application displays multiple virtual moving targets in a three-dimensional dynamic spatial environment, and then controls one or more of these virtual moving targets to move randomly and smoothly within an execution area. During this movement, the system can sense the subject's input device randomly selecting virtual moving targets and can present arrows, directional signals, prohibition signals, or other identification signals. In this process, the system collects in real-time the subject's input device's response to the aforementioned directional or prohibition signals (e.g., reactions to joysticks, buttons, gestures, or other input methods). For example, when a prohibition signal is presented, the system records the subject's consistent response, thus enabling the recording of the subject's central task performance based on this response. Central task performance includes: determining whether the response is correct based on the angular error between the input direction and the target direction, and recording the number of successful central task responses, the number of failed responses, and the total number of signals. If the subject does not respond correctly within a predetermined time after the response timeout, it is recorded as a central task failure or the trial is marked as a dual-task impairment.
[0038] Specifically, as a preferred embodiment, such as Figure 3 As shown, the above space utilizes a depth perception assessment method, S120: while the central task is being performed, peripheral depth stimuli are generated based on preset peripheral parameters to obtain a dual-task scene, including: S124: While the central task is being performed, a local coordinate system is constructed with the subject's current line of sight as the polar axis and the reference point of the selected virtual moving target or line of sight extension in the central task as the origin.
[0039] S125: Calculate the lateral reference distance and depth reference distance of the stimulus corresponding to the surrounding depth stimulus in the local coordinate system.
[0040] S126: Based on the preset eccentricity, orientation angle and set depth, and combined with the lateral reference distance and depth reference distance, calculate the lateral offset distance and depth offset distance respectively.
[0041] This application can randomly select an eccentricity from a set of eccentricity parameters or according to a preset rule; randomly select an orientation angle from a range of 0-360 degrees or according to a preset rule; and randomly select a set depth from a set of depth parameters or according to a preset rule.
[0042] S127: Based on the relationship between the local coordinate system and the world coordinate system, transform the lateral offset distance and the depth offset distance, and generate and display the stimulus in the world coordinate system.
[0043] In the technical solution provided in this application embodiment, a local coordinate system can be constructed in a three-dimensional dynamic spatial environment by using the subject's current line of sight as the polar axis and the reference point of the selected virtual moving target or line of sight extension in the central task as the origin. This allows for the generation of peripheral stimuli within this local coordinate system to evaluate the subject's performance. Specifically, the local coordinate system includes a right vector, an up vector, and a line of sight direction vector. Within this local coordinate system, the lateral reference distance of the stimulus relative to the origin can be calculated based on the right and up vectors, and the depth reference distance of the stimulus relative to the origin can be calculated based on the line of sight direction vector. Furthermore, by combining preset depth parameters (including eccentricity, orientation angle, and preset depth), the coordinate position of the stimulus within the local coordinate system can be calculated. After obtaining the coordinate position of the stimulus in the local coordinate system, it is also necessary to calculate the offset distance of the stimulus relative to the subject's line of sight, taking into account the subject's line of sight direction. Specifically, using eccentricity and the lateral reference distance, the lateral offset distance of the stimulus relative to the subject's line of sight (i.e., the lateral direction of the local coordinate system) can be calculated; using the orientation angle and the preset depth, combined with the aforementioned depth reference distance, the depth offset distance of the stimulus distributed around the subject's line of sight depth can be calculated. Finally, based on the relationship between the local coordinate system and the world coordinate system, the lateral offset distance and depth offset distance are converted into world coordinates, and the stimuli are generated and displayed in the world coordinate system.
[0044] By using the above-mentioned method of generating stimuli, the stimuli are not limited to fixed screen coordinates, but are associated with the subject's line of sight, central task position, and three-dimensional spatial depth, which can more realistically simulate the peripheral visual depth information in an open motion environment.
[0045] Figure 1 The spatial utilization depth perception assessment method provided in the illustrated embodiment, after step S120: generating peripheral depth stimuli based on preset peripheral parameters while performing the central task to obtain a dual-task scene, further includes: S130: Based on preset task requirements, perform stimulus hiding and / or task delay in dual-task scenarios.
[0046] The technical solution provided in this application integrates depth perception, spatial short-term memory, motor execution, and confirmation response into a quantifiable closed loop through a process of short-term stimulus presentation, stimulus concealment, and depth reproduction. This is beneficial for assessing athletes' spatial utilization abilities. Figure 9-b As shown, Figure 9-b The deep reproduction belongs to the stimulus hidden scene.
[0047] Among them, such as Figure 4As shown, in a preferred embodiment, the above-mentioned space utilizes a depth perception assessment method. Step S130: According to preset task requirements, the dual-task scene is subjected to stimulus hiding and / or task delay, including: S131: Control the stimulus to hide after a predetermined time in reality, and record the time when the stimulus appears and disappears; And / or, S132: As required by the mission, the control center may delay the mission for a predetermined time or terminate it immediately.
[0048] In the technical solution provided in this application embodiment, the stimulus is hidden after being displayed for a preset time, and then the display time and disappearance time of the stimulus are recorded. During this process, the central task can continue to run for a delayed period of time to increase the dual-task load, or it can be terminated immediately according to the task requirements. By hiding the stimulus and / or delaying the task in the dual-task scenario, the spatial utilization scenario of "while the central task is still in progress, the surrounding stimuli appear briefly and disappear quickly" can be fully covered. This trains the subject to remember and align the target position after the movement of multiple objects, thereby fully simulating the real information processing mode of a football player in dribbling, observing before receiving the ball, choosing a pass, and utilizing space.
[0049] Figure 1 The spatial utilization depth perception assessment method provided in the illustrated embodiment, after step S130: performing stimulus hiding and / or task delay on the dual-task scene according to preset task requirements, further includes: S140: During the depth reproduction phase, the depth reproduction input of the subject's input device is collected, and the reproduction depth index is calculated based on the depth reproduction input.
[0050] The reproduction depth metrics provided in this application include the displacement distance of the input device, cognitive reaction time, and reproduction depth. Reproduction depth refers to the depth value reproduced by the subject through a controller, gesture, posture, or other input methods after the stimulus disappears. Depth reproduction input includes controllers, gestures, postures, or other input methods. Specifically, this application embodiment can map reproduction depth through controller depth displacement. This interaction method aligns with the human body's perception of spatial distance along the sagittal axis, enhancing the perception-action coupling between training actions and real-world motion scenarios. The reproduction depth can be calculated as the user's right handle's actual spatial displacement multiplied by sensitivity. It maps the position and displacement in space of the ball used to mark the current specified depth and position (i.e., the depth reproducer).
[0051] Specifically, such as Figure 5As shown, in a preferred embodiment, the above-mentioned space utilizes a depth perception assessment method, and the depth reproduction indicators include cognitive reaction time, motor execution time, and reproduction depth; S140: In the depth reproduction stage, the depth reproduction input of the subject's input device is collected, and the reproduction depth indicators are calculated based on the depth reproduction input, including: S141: The virtual moving target of the control center task is hidden or stopped, the initial position of the input device is recorded, and the displacement distance of the input device along the sagittal axis or depth direction is collected.
[0052] S142: Record the moment when the displacement distance exceeds the preset dead zone as the reproduction start moment, and calculate the cognitive reaction time based on the reproduction start moment.
[0053] S143: Record the reproduction confirmation time of the input device, and calculate the motion execution time based on the reproduction confirmation time and the reproduction start time.
[0054] S144: Calculate the displacement distance according to the preset depth mapping relationship to obtain the reproduction depth.
[0055] See details Figure 9-b In the deep reproduction scenario, the following content is displayed: "Please use your right hand to reproduce the position of the target in three-dimensional space. After confirmation, press the trigger. Training feedback: After completion, the score, accuracy, time and error will be displayed."
[0056] In the technical solution provided in this application embodiment, during the depth reproduction phase, the displacement of the subject's input device (e.g., handle, controller, or gesture) in the depth direction is collected. Using the controller depth coordinates at the start of the reproduction phase as the initial value, when the difference between the current controller depth coordinates and the initial value exceeds a preset dead zone, this moment is recorded as the reproduction start time: T1. The moment the stimulus disappears or the start time of the reproduction phase is recorded as T0, then: Cognitive reaction time: RT = T1 - T0; The moment when the subject presses the confirmation button or trigger is recorded as the confirmation time T2. Then: Motion execution time MT = T2 - T1; The reproduction depth can be calculated using the following relationship: Reproduction depth = Set depth + Controller relative displacement × Depth sensitivity factor; The controller relative displacement can be the controller's Z-axis displacement in world coordinates or device coordinates, or it can be replaced by gesture depth displacement, body displacement, or other input quantities that can represent depth adjustment intent, depending on the device type.
[0057] To improve the accuracy of time data, the timestamp of the input device event can be used first; if the hardware timestamp cannot be obtained, it can be rolled back to the application runtime.
[0058] The technical solution provided in this application embodiment reproduces depth through depth displacement mapping of the controller. The interaction method conforms to the human body's intuition of judging spatial distance along the sagittal axis, which can improve the perception-action coupling between training actions and real motion scenarios.
[0059] in addition, Figure 1 The spatial utilization depth perception assessment method provided in the illustrated embodiment, after step S140: in the depth reproduction stage, collecting the depth reproduction input from the subject's input device and calculating the reproduction depth index based on the depth reproduction input, further includes: S150: Calculate the depth error based on the reproduction depth metric, and generate an evaluation result or training feedback based on at least one of the central task performance, depth error, and reproduction depth metric. Central task performance refers to the user's completion of the central task; in actual use, this means measuring the user's speed and accuracy in responding to arrows or red markers on multiple balls in the central task area.
[0060] It should be noted that the depth perception assessment scheme provided in this application embodiment can provide at least two modes: an assessment mode and a training mode; wherein: In assessment mode, the system runs according to a preset number of trials to minimize immediate feedback and keep the collected data stable. Multiple parameters can be set, including maximum number of trials, trial interval, central task duration, stimulus display time, RT timeout, and MT timeout. In training mode, the system can dynamically adjust the eccentricity, depth, number of targets, target speed, stimulus display duration, central task signal interval, or error threshold based on the subject's performance in the previous trial or multiple recent trials.
[0061] Because existing technologies record limited dimensions of subject performance, often only providing correct / incorrect or total scores, they struggle to simultaneously quantify eccentricity, orientation angle, set depth, cognitive reaction time, motor execution time, depth reproduction error, relative error, central task performance, and trial status of peripheral stimuli. This limits the precise assessment of spatial utilization capabilities. The technical solution provided in this application generates assessment results or training feedback based on at least one of the central task performance, depth error, and reproduction depth indicators. This allows for the simultaneous recording of stimulus spatial parameters, central task performance, reproduction depth, and depth error parameters. Compared to traditional methods that only record accuracy or total scores, this provides a more granular data foundation for training feedback and research analysis.
[0062] Specifically, such as Figure 6As shown, in a preferred embodiment, the above-mentioned space utilizes a depth perception assessment method. Step S150: Calculate the depth error based on the reproduction depth index, and generate an evaluation result or training feedback based on at least one of the central task performance, depth error, and reproduction depth index, including: S151: Calculate the absolute depth error based on the reproduction depth of the input device and the set depth of the stimulus.
[0063] During the error calculation phase, the absolute depth error and relative depth error are calculated based on the set depth of the stimulus and the reproduction depth input by the subject's input device. The absolute depth error is expressed as follows: Absolute depth error = |Reproducible depth - Set depth|; S152: Calculate the relative depth error based on the absolute depth error and the set depth.
[0064] The relative depth error can be expressed as: Relative depth error = Absolute depth error / Set depth; S153: Calculate the depth accuracy score based on the relative depth error, and calculate the weighted depth accuracy score, cognitive reaction time, motor execution time, and dual-task score corresponding to the central task performance to obtain the subject's single-trial score.
[0065] The technical solution provided in this application embodiment can calculate the single-trial score based on depth accuracy, cognitive reaction time RT, motion execution time MT, and the success of the central task.
[0066] Specifically, the following is a feasible scoring method for a single trial score of the test subject: Single-trial score = Depth-accuracy score × 40% + RT score × 30% + MT score × 20% + Dual-task score × 10%; Among them, the depth accuracy score is calculated based on the relative depth error mentioned above, and the lower the relative error, the higher the score; the cognitive reaction time (RT) score can be set with an optimal time interval, and if it is too fast, it can be judged as a risk of accidental touch, and if it is too slow, it will decrease linearly; the motion execution time (MT) score can be linearly reduced according to the completion time; the dual-task score can be calculated based on whether the central task is successful, whether dual-task failure occurs, or the success rate of the central task.
[0067] In addition, existing VR interaction systems are susceptible to interference from free movement, turning, teleportation, and / or accidental UI touches, resulting in impure controller input in deep reproduction tasks, which in turn affects the validity of the data.
[0068] To address the aforementioned problems, as a preferred embodiment, the space utilizing the depth perception assessment method further includes: During the trial run, virtual reality interactive inputs unrelated to the central task response and depth reproduction are disabled or restricted to ensure that the reproduced behavior originates from the specified depth reproduction interaction; wherein, unrelated interactive inputs include at least one of movement, turning, teleportation and UI interaction; After constructing the three-dimensional dynamic spatial environment, the process also includes entering the corresponding assessment mode or training mode based on the subject's selection; among which... In the assessment mode, the parameters are kept fixed. In the training mode, the difficulty parameters of subsequent trials are dynamically adjusted based on at least one of the subject's depth error, cognitive reaction time, motor execution time, or performance on the central task.
[0069] The technical solution provided in this application provides an input blocking method to reduce interference from VR devices on experimental data. Specifically, to prevent VR free movement, turning, teleportation, and / or UI interaction from affecting experimental data, the system can disable the movement provider, turning provider, teleportation provider, and teleportation ray display during trial runs, while retaining the input required for central task response and depth reproduction. In paused states or specific scenarios, right-hand interaction input is further disabled to prevent subjects from making invalid operations during paused or hidden stimulus phases. For spatial utilization tasks, the system can adopt a stricter input blocking strategy; for other scenarios, location input and confirmation input can be retained as needed for the task. This input blocking method ensures that the subject's reproduction behavior mainly originates from specified depth reproduction interactions, rather than scene displacement, teleportation, viewpoint rotation, or accidental UI touches.
[0070] In addition, as a preferred embodiment, such as Figure 7 As shown, after step S150 above—using the spatial utilization depth perception assessment method to generate evaluation results or training feedback—it also includes: S161: For each trial, record the trial data, which includes trial information, session information, and evaluation results or training feedback.
[0071] S162: Export trial data to a specific format file or store it in a database.
[0072] The technical solution provided in this application embodiment can record the following trial data for each trial after generating evaluation results or training feedback: First is the trial information, including: trial number, session mode, scenario type, final status, and timestamp; Secondly, there is the conversation information, including: subject ID, conversation ID, training / assessment mode, and other conversation information.
[0073] Other aspects include evaluation results or training feedback, specifically including: the central task signal target index, signal target spatial coordinates, number of successful central task attempts, number of failed attempts, and total number of signals; stimulus world coordinates, eccentricity, orientation angle, set depth, display time, and disappearance time; reproduction depth, absolute depth error, and relative depth error; cognitive reaction time (RT), motor execution time (MT), trial start time, trial end time, and total time; whether dual-task failure occurred, whether the central task was impaired, and single-trial score.
[0074] After obtaining the above trial data, the data can be exported as CSV, JSON, or database records for subsequent scientific research statistics, training effect tracking, and generation of individualized training programs.
[0075] In summary, the spatial utilization depth perception assessment method based on virtual reality provided in this application constructs a three-dimensional dynamic spatial environment based on virtual reality. Compared with traditional two-dimensional screens and static physical instruments, it has higher ecological validity and can simultaneously present multiple depth cues (such as binocular parallax, motion parallax, optical flow, occlusion, light and shadow, and texture). A central task is generated in this three-dimensional dynamic spatial environment, and the subject's performance on the central task is recorded. This allows for continuous application of cognitive load during the dynamic tracking of the central task. Simultaneously, peripheral depth stimuli are generated based on preset peripheral parameters, resulting in a dual-task scenario where "the central task continuously occupies attentional resources, while peripheral vision simultaneously captures spatial information." This allows for the presentation of peripheral depth stimuli, more closely resembling the real visual characteristics of open sports such as football, where "main task operation and peripheral spatial perception run in parallel." Furthermore, through processes such as stimulus concealment, task delay, and subsequent depth reproduction, depth perception, spatial short-term memory, motor execution, and confirmation response are integrated into a quantifiable closed loop, greatly expanding the assessment capabilities of athletes' spatial utilization. Furthermore, during the depth reproduction phase, depth reproduction input from the subject's input device (e.g., a controller) is collected, and a reproduction depth index is calculated based on this input. This ensures that the interaction method conforms to human behavior, improving the perception-action coupling between training actions and real-world sports scenarios. Finally, depth error is calculated based on the reproduction depth index. An evaluation result or training feedback is generated based on at least one of the central task performance, depth error, and reproduction depth index. Compared to existing systems that only record accuracy or total score, this provides more granular data references for training feedback and scientific analysis. In summary, the technical solution provided in this application can solve the problem of acquiring, maintaining, and reproducing peripheral depth information under central task pressure, thereby efficiently and accurately evaluating and training athletes' spatial utilization ability to "perform the current task while utilizing the surrounding space" in real competitions.
[0076] In addition, the following embodiments of this application provide product embodiments, which have the same beneficial effects as the virtual reality-based spatial utilization depth perception assessment method provided in the above embodiments, and other technical features in the product embodiments are the same as the features disclosed in the methods of the above embodiments, and will not be repeated here.
[0077] See Figure 8 , Figure 8 This application also provides a spatial utilization depth perception assessment system based on virtual reality, including: Virtual reality display module 110: used to present a three-dimensional spatial environment, a central dynamic target, peripheral depth stimulation, reproduction indicators and feedback information to the subject.
[0078] Central task generation module 120: used to generate multiple virtual moving targets and control their movement within a preset space range; randomly selects targets (virtual moving targets) during the movement and presents arrows, direction signals, prohibition signals or other identification signals.
[0079] Peripheral depth stimulus generation module 130: used to generate short-term stimuli around the subject's line of sight or near a specified reference target based on eccentricity, orientation angle and depth parameters.
[0080] Trial status control module 140: used to control the flow of the trial between states such as preparation, central task, dual task overlap, deep reproduction, data recording, pause and failure handling.
[0081] Input acquisition module 150: used to acquire subject controller position, joystick direction, confirmation button, trigger or other interactive signals.
[0082] Input blocking module 160: Used to disable or restrict movement, turning, teleportation and some interactive inputs that are not related to the experimental task, while retaining the core task response input and deep reproduction input required to complete the task.
[0083] Depth Reproduction Module 170: Used to collect the subject's depth direction input after the stimulus disappears, convert the input displacement into reproduction depth, and output the reproduction result after the subject confirms.
[0084] Data recording module 180: used to record trial number, conversation mode, performance on the central task, spatial parameters of stimulus, repetition depth, reaction time, execution time of movement, error, score and timestamp.
[0085] Scoring and Feedback Module 190: Calculates single-trial scores based on depth accuracy, RT, MT, and central task success, and displays feedback or adjusts the difficulty in training mode.
[0086] This application uses a VR space utilization task as an example for illustration. It should be noted that the implementation methods used in this application embodiment, such as the Unity engine, XR Interaction Toolkit, VR headset, right-hand controller, ball, and stimulus prefab, are only examples, and may also include other engines, devices, models, and input methods with the same technical functions, but not limited to them.
[0087] In addition, the system provides assessment and training modes; among them, In evaluation mode, the system runs according to a preset number of trials to minimize immediate feedback and keep the collected data stable. Multiple parameters can be set, including maximum number of trials, trial interval, central task duration, stimulus display time, RT timeout, and MT timeout.
[0088] In training mode, the system can dynamically adjust the eccentricity, depth, number of targets, target speed, stimulus display duration, central task signal interval, or error threshold based on the subject's performance in the previous trial or multiple recent trials.
[0089] The following set of parameters are used in this embodiment: First, the central task parameters include: - Number of moving targets: 4 or more; - Exercise area radius: approximately 0.5 meters, which can be adjusted according to the venue and difficulty; - Distance to moving target: Approximately 2.0 meters; - Target speed: approximately 0.5 m / s; - Signal flashing interval: 0.5-1.5 seconds; - Central task response timeout: approximately 3 seconds.
[0090] Secondly, the peripheral depth stimulation parameters include: - Eccentricity array: 15 degrees, 30 degrees, 45 degrees, or adjust according to training objectives; - Depth array: 0.5 meters, 1.0 meters, 1.5 meters, or adjust according to the scale of the VR scene; - Stimulus display time: approximately 0.15 seconds; - Delay after stimulus disappearance: can be set to 0-1 seconds.
[0091] Finally, the parameters for deep reproduction include: - Controller displacement dead zone: used to eliminate unintentional jitter; - RT timeout limit: approximately 3 seconds; - MT timeout limit: approximately 5 seconds; - Depth sensitivity scaling: used to map the controller's sagittal axis displacement to reproduce depth changes; - Depth error threshold and relative error threshold: used to determine the accuracy of reproduction and adjust the training difficulty.
[0092] In summary, the deep reproduction evaluation scheme provided by the above embodiments of this application has the following technical effects: (1) Using virtual reality devices to construct a three-dimensional dynamic spatial environment can simultaneously present multiple depth cues such as binocular parallax, motion parallax, optical flow, occlusion, light and shadow and texture, which has higher ecological validity than traditional two-dimensional screens and static physical instruments.
[0093] (2) This scheme continuously applies cognitive load through the central dynamic tracking task and presents peripheral depth stimulation under this load, which can be closer to the real visual processing characteristics of "parallel operation of main task and perception of surrounding space" in open sports such as football.
[0094] (3) This scheme integrates depth perception, spatial short-term memory, motor execution and confirmation response into a quantifiable closed loop through short-term stimulus presentation, stimulus concealment and deep reproduction process, which is beneficial for assessing athletes’ spatial utilization ability.
[0095] (4) This solution reproduces depth through depth displacement mapping of the controller. The interaction method conforms to the human body’s intuition of judging spatial distance along the sagittal axis, which can improve the perception-action coupling between training actions and real motion scenes.
[0096] (5) This scheme can simultaneously record stimulus space parameters, central task performance, reproduction depth, depth error, relative error, RT, MT, trial status and score. Compared with traditional systems that only record accuracy or total score, it can provide a more granular data foundation for training feedback and scientific research analysis.
[0097] (6) This scheme restricts movement, turning, transmission and irrelevant UI interaction by input blocking module, which can reduce the interference of non-task operation of subjects on the deep reproduction results and improve the stability of assessment data.
[0098] (7) This scheme can switch between assessment mode and training mode. The assessment mode is used to obtain stable baseline data, while the training mode can adjust the difficulty according to error and time indicators, supporting individualized training.
[0099] See last. Figure 10 , Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 10 As shown, the electronic device includes: At least one processing device 1001; and a storage device 1003 communicatively connected to the at least one processing device 1001; wherein the storage device 1003 stores instructions executable by the at least one processing device, which are executed by the at least one processing device 1001 to enable the at least one processing device 1001 to execute the virtual reality-based spatial utilization depth perception assessment method of any of the above embodiments. Reference is made below. Figure 10 The diagram illustrates a structural schematic of an electronic device suitable for implementing embodiments of this application. The electronic devices in these embodiments can include, but are not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, personal digital assistants (PDAs), tablet computers (PADs), portable multimedia players (PMPs), and in-vehicle terminals (e.g., in-vehicle navigation terminals), as well as fixed terminals such as digital TVs and desktop computers. Figure 10 The device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments of this application. This electronic device can include a processing unit 1001 (e.g., a central processing unit, a graphics processing unit, etc.), which can perform various appropriate actions and processes according to a program stored in a read-only storage device ROM 1002 or a program loaded from storage device 1003 into a random access storage device RAM 1004. The RAM 1004 also stores various programs and data required for the operation of the aforementioned electronic device. The processing unit 1001, ROM 1002, and RAM 1004 are interconnected via a bus 1005. An input / output (I / O) interface 1006 is also connected to the bus. Typically, the following systems can be connected to the I / O interface 1006: input devices 1007 including, for example, touchscreens, touchpads, keyboards, mice, image sensors, microphones, accelerometers, gyroscopes, etc.; output devices 1008 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 1003 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1009. The communication device 1009 is capable of operating the aforementioned electronic equipment to exchange data wirelessly or wiredly with other devices. Although the figures show a model device with various systems, it should be understood that implementation or possession of all the systems shown is not required. More or fewer systems can be implemented alternatively.
[0100] The modules described in the embodiments of this application can be implemented in software or hardware. The module names, in some cases, do not constitute a limitation on the unit itself.
[0101] The various embodiments in this specification are described in a progressive manner. The same or similar parts between the various embodiments can be referred to each other. Each embodiment focuses on describing the differences from other embodiments.
[0102] The above description is merely an embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A spatial utilization depth perception assessment method based on virtual reality, characterized in that, include: Constructing a three-dimensional dynamic spatial environment based on virtual reality; In the three-dimensional dynamic spatial environment, a central task is generated and the subject's performance on the central task is recorded. At the same time as the central task is being performed, a peripheral depth stimulus is generated according to preset peripheral parameters to obtain a dual-task scenario. According to the preset task requirements, the dual-task scenario is subjected to stimulus hiding and / or task delay. During the depth reproduction phase, the depth reproduction input of the subject's input device is collected, and the reproduction depth index is calculated based on the depth reproduction input. The depth error is calculated based on the reproduction depth index, and an evaluation result or training feedback is generated based on at least one of the central task performance, the depth error, and the reproduction depth index.
2. The method as described in claim 1, characterized in that, The process of generating a central task in the three-dimensional dynamic spatial environment and recording the subject's performance on the central task includes: Multiple virtual moving targets are displayed in the three-dimensional dynamic spatial environment, and any one or more of the multiple virtual moving targets are controlled to move randomly and smoothly within a preset spatial range; Present a direction signal or a prohibition signal to any virtual moving target in motion within a random time interval; The system collects the subject's input device's response to the direction signal or prohibition signal, and records the subject's performance on the central task based on the response.
3. The method as described in claim 1, characterized in that, The process of generating peripheral depth stimuli based on preset peripheral parameters while performing the central task, resulting in a dual-task scenario, includes: While the central task is being performed, a local coordinate system is constructed with the subject's current line of sight as the polar axis and the reference point of the selected virtual moving target or line of sight extension in the central task as the origin. Calculate the lateral reference distance and depth reference distance of the stimulus corresponding to the peripheral depth stimulus in the local coordinate system; Based on the preset eccentricity, orientation angle, and set depth, and combined with the lateral reference distance and depth reference distance, the lateral offset distance and depth offset distance are calculated respectively. Based on the relationship between the local coordinate system and the world coordinate system, the lateral offset distance and depth offset distance are transformed, and the stimulus is generated and displayed in the world coordinate system.
4. The method as described in claim 1, characterized in that, The step of performing stimulus hiding and / or task delay on the dual-task scenario according to preset task requirements includes: The stimulus is controlled to hide after a predetermined time, and the times of its appearance and disappearance are recorded. And / or, depending on the task requirements, control the central task to be delayed for a predetermined time or terminated immediately.
5. The method as described in claim 1, characterized in that, The reproduction depth index includes cognitive reaction time, motor execution time, and reproduction depth; the process of collecting the subject's input device for depth reproduction during the depth reproduction phase, and calculating the reproduction depth index based on the depth reproduction input, includes: The virtual moving target of the control center task is hidden or stopped, the initial position of the input device is recorded, and the displacement distance of the input device along the sagittal axis or depth direction is collected; The moment when the displacement distance exceeds the preset dead zone is recorded as the reproduction start time, and the cognitive reaction time is calculated based on the reproduction start time. Record the playback confirmation time of the input device, and calculate the motion execution time based on the playback confirmation time and the playback start time; The displacement distance is calculated according to the preset depth mapping relationship to obtain the reproduction depth.
6. The method as described in claim 5, characterized in that, The step of calculating the depth error based on the reproduced depth index, and generating evaluation results or training feedback based on at least one of the central task performance, depth error, and reproduced depth index, includes: The absolute depth error is calculated based on the reproduction depth of the input device and the set depth of the stimulus. And calculate the relative depth error based on the absolute depth error and the set depth; The depth accuracy score is calculated based on the relative depth error. The depth accuracy score, cognitive reaction time, motor execution time, and the dual-task score corresponding to the central task performance are then weighted and calculated to obtain the subject's single-trial score.
7. The method as described in claim 1, characterized in that, Also includes: During the trial run, virtual reality interactive inputs unrelated to the central task response and depth reproduction are disabled or restricted to ensure that the reproduction behavior originates from the specified depth reproduction interaction; wherein, unrelated virtual reality interactive inputs include at least one of movement, turning, teleportation and UI interaction; After constructing the three-dimensional dynamic spatial environment, the process also includes entering the corresponding assessment mode or training mode based on the subject's selection; among which... In the assessment mode, the parameters are kept fixed. In the training mode, the difficulty parameters of subsequent trials are dynamically adjusted based on at least one of the subject's depth error, cognitive reaction time, motor execution time, or performance on the central task.
8. The method as described in claim 1, characterized in that, After generating the evaluation results or training feedback, the following is also included: For each trial, trial data is recorded, including trial information, session information, and the evaluation result or training feedback; The trial data can be exported as a file in a specific format or stored in a database.
9. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the spatial utilization depth perception assessment method as described in any one of claims 1 to 8.
10. A computer storage medium having a computer program stored thereon, characterized in that, When the computer program is executed, it implements the spatial utilization depth perception assessment method as described in any one of claims 1 to 8.