Immersive earthquake popular science education system based on holographic projection and multi-sensory feedback

CN122929856APending Publication Date: 2026-10-16NAT EARTHQUAKE RESPONSE SUPPORT SERVICE
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Patent Information

Application Number
CN202611362247.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-09-03
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

[0006]本发明针对现有地震科普教育技术中存在的科普效果差、互动性不足、个性化程度低、设备利用率低以及缺乏有效学习效果评估机制等技术问题,提出一种基于全息投影和多感官反馈的沉浸式地震科普教育系统装置,以实现高效、安全、个性化的地震科学知识普及教育

Benefits of technology

通过多感官沉浸式体验,知识记忆保持率从传统科普方式的百分之三十提升至百分之八十五以上,学习效果提升近三倍,科普效果显著提升;支持八至十二人同时体验,相比虚拟现实等单人设备,使用效率提升八至十二倍,大大降低了单次体验的成本;根据用户特征自动调整内容难度和体验强度,适应性覆盖八至八十岁年龄段,满足不同群体的学习需求,个性化程度高;采用多重安全保护机制,生理监测准确率达百分之九十九以上,紧急停止响应时间小于零点五秒,确保各年龄段用户的使用安全,安全性能优异;采用模块化设计便于维护和升级,关键部件故障率低于百分之零点一,年维护成本比同类设备降低百分之四十,维护成本合理;提供详细的学习数据分析和效果评估报告,教育效果可视化、可量化,便于教学管理和效果跟踪。

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Abstract

The application relates to the technical field of popular science education, in particular to an immersive earthquake popular science education system based on holographic projection and multi-sensory feedback, which comprises a holographic projection display subsystem, a multi-dimensional tactile feedback subsystem, a stereo acoustic environment subsystem, an olfactory simulation subsystem, an intelligent interactive control subsystem, a physiological monitoring and safety protection subsystem and a system integration control subsystem. The application presents three-dimensional earthquake scientific phenomena in the air through 360-degree holographic projection technology, simulates earthquake wave fluctuations of different magnitudes in combination with a six-degree-of-freedom vibration platform, and realizes multi-sensory coordinated stimulation in cooperation with multi-channel surround sound, smell simulation and other means. The system adopts artificial intelligence technology to adjust the content difficulty and experience intensity in real time according to the user's age and knowledge background, supports natural interaction modes such as gesture recognition, voice interaction and eye tracking, and is equipped with non-contact physiological monitoring devices to ensure user safety in real time.
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Description

Technical Field

[0001] The invention belongs to the field of science popularization and education technology, specifically an immersive earthquake science popularization and education system based on holographic projection and multi-sensory feedback. Background Technology

[0002] Earthquake science education is an important component of earthquake prevention and disaster reduction efforts, playing a significant role in raising public awareness of disaster prevention and mitigation and popularizing earthquake science knowledge. With the rapid development of information technology, the technical means of earthquake science education are also constantly evolving.

[0003] Currently, earthquake science education mainly employs the following technologies: traditional display techniques use static display boards and physical models to present knowledge; simple simulation techniques use single-sensory stimulation devices such as shaking tables to simulate earthquake effects; multimedia playback techniques use videos and animations to display earthquake-related content; and virtual reality techniques require wearing VR headsets to construct a virtual environment. However, these existing earthquake science education technologies all have limitations in practical applications and are unable to meet the urgent needs of modern society for efficient, vivid, and personalized science education.

[0004] The main problem with existing technologies is their limited effectiveness in popularizing science. Audiences typically retain less than 35% of the knowledge they learn, making it difficult to achieve the desired teaching results. The root cause of this problem lies in the lack of multi-sensory integrated experience capabilities, hindering the creation of truly immersive learning environments. Traditional display technologies only provide one-way information transmission, lacking interactivity; simple simulation technologies stimulate only a single sense, resulting in a limited experience; multimedia playback technologies place viewers in a passive state, making it difficult to motivate them to learn actively; while virtual reality technology can provide a degree of immersion, it requires wearing headsets and other equipment, leading to high equipment costs, single-user experience, and discomfort such as dizziness after prolonged use. Furthermore, existing technologies cannot achieve personalized teaching adaptation. Audiences of different ages and with different knowledge backgrounds receiving the same popular science content struggle to obtain targeted learning experiences; low equipment utilization limits the ability to serve multiple people simultaneously, restricting the coverage and efficiency of popular science education; and the lack of effective learning outcome evaluation mechanisms prevents quantitative analysis of learning results, hindering continuous improvement in teaching quality.

[0005] In summary, existing earthquake science education technologies have significant shortcomings in terms of immersion, interactivity, personalization, and service efficiency, making it difficult to meet the demands of modern society for efficient science education. Therefore, there is an urgent need for an earthquake science education system that can provide an immersive, multi-sensory experience, support simultaneous use by multiple users, and offer personalized teaching capabilities. This would break through the limitations of existing technologies and achieve efficient dissemination of earthquake science knowledge and a significant improvement in educational effectiveness. Summary of the Invention

[0006] This invention addresses the technical problems existing in current earthquake science education technologies, such as poor science popularization effect, insufficient interactivity, low personalization, low equipment utilization, and lack of effective learning effect evaluation mechanisms. It proposes an immersive earthquake science education system device based on holographic projection and multi-sensory feedback to achieve efficient, safe, and personalized earthquake science knowledge popularization education.

[0007] To achieve the above objectives, the technical solution adopted by this invention is an immersive earthquake science education system based on holographic projection and multi-sensory feedback, comprising: a system integration control subsystem, a holographic projection display subsystem, a multi-dimensional tactile feedback subsystem, a stereo acoustic environment subsystem, an intelligent interactive control subsystem, and a physiological monitoring and safety protection subsystem. The system integration control subsystem includes a central processing unit, a data storage server, a network communication module, and a user interface terminal. This subsystem manages and synchronizes the operation of the holographic projection display subsystem, the multi-dimensional tactile feedback subsystem, the stereo acoustic environment subsystem, the intelligent interactive control subsystem, and the physiological monitoring and safety protection subsystem. The holographic projection display subsystem, the multi-dimensional tactile feedback subsystem, the stereo acoustic environment subsystem, the intelligent interactive control subsystem, and the physiological monitoring and safety protection subsystem are all connected to the system integration control subsystem via signal cables or network communication.

[0008] In some embodiments of this application, the holographic projection display subsystem includes a high-resolution laser projector, a holographic projection imaging device, a projection content server, and a projection synchronization controller. The high-resolution laser projectors are uniformly distributed along the circumference of the experience space. The holographic projection imaging device includes a holographic projection film and an optical focusing system. The projection synchronization controller is used to control the screen synchronization error of multiple projectors to be less than 1ms through timestamp marking and buffer management technology.

[0009] In some embodiments of this application, the holographic projection film in the holographic projection imaging device is made of a transparent polymer material with a light transmittance ≥95%.

[0010] In some embodiments of this application, the multidimensional tactile feedback subsystem includes a six-degree-of-freedom ground vibration simulation platform, an air pressure wave generator array, an ultrasonic tactile feedback device, and a temperature control device. The six-degree-of-freedom ground vibration simulation platform is installed in the center of the experience space, with a maximum vibration acceleration of 0.8g and a frequency range of 0.1Hz-50Hz.

[0011] In some embodiments of this application, the ultrasonic tactile feedback device employs a phased array composed of 256 ultrasonic transducers, with an ultrasonic frequency of 40kHz and a focal point positioning accuracy better than 5mm.

[0012] In some embodiments of this application, the stereo acoustic environment subsystem includes a multi-channel surround sound system, an infrasound generator, a bone conduction audio device, and an acoustic processor. The multi-channel surround sound system includes 248 main speakers and 8 subwoofers, with a frequency response range of 10Hz-2000Hz and a sound pressure level not exceeding 110dB.

[0013] In some embodiments of this application, the intelligent interactive control subsystem includes a gesture recognition device, a voice recognition processor, an eye-tracking device, and an artificial intelligence processing unit. The gesture recognition device employs an array of eight infrared cameras.

[0014] In some embodiments of this application, the artificial intelligence processing unit is configured with a graphics processor to accelerate computing, and the artificial intelligence processing unit is used to adjust the difficulty of popular science content in real time according to the user's age and knowledge background.

[0015] In some embodiments of this application, the physiological monitoring and safety protection subsystem includes a non-contact physiological monitoring device, an emergency stop controller, a safety protection device, and an early warning system. The non-contact physiological monitoring device employs dual collaborative processing of infrared thermal imaging and microwave radar.

[0016] In some embodiments of this application, the system integration control subsystem has a multi-sensory signal precise synchronization function. The system integration control subsystem ensures that the time error of visual, auditory, tactile, and olfactory signals is ≤10ms through unified timestamp management and a multi-level buffering mechanism.

[0017] Compared with the prior art, the present invention has the following beneficial effects: Through a multi-sensory immersive experience, the knowledge retention rate increases from 30% in traditional science popularization methods to over 85%, nearly tripling the learning effect and significantly enhancing the science popularization outcome. It supports eight to twelve people simultaneously, increasing efficiency by eight to twelve times compared to single-person devices like virtual reality, greatly reducing the cost per experience. The content difficulty and experience intensity are automatically adjusted based on user characteristics, adapting to users aged eight to eighty to meet the learning needs of different groups with a high degree of personalization. Multiple safety protection mechanisms are employed, with physiological monitoring accuracy exceeding 99% and an emergency stop response time of less than 0.5 seconds, ensuring user safety across all age groups and demonstrating excellent safety performance. The modular design facilitates maintenance and upgrades, with a key component failure rate of less than 0.1%, reducing annual maintenance costs by 40% compared to similar devices, making maintenance costs reasonable. Detailed learning data analysis and effect evaluation reports are provided, making educational effects visual and quantifiable, facilitating teaching management and effect tracking. Attached Figure Description

[0018] Various other advantages and benefits will become apparent to those skilled in the art upon reading the following detailed description of preferred embodiments. The accompanying drawings are for illustrative purposes only and are not intended to limit the invention.

[0019] Figure 1 This is an immersive earthquake science education system based on holographic projection and multi-sensory feedback, as described in this embodiment of the invention. Detailed Implementation

[0020] Exemplary embodiments of the present disclosure will now be described in more detail with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be implemented in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided to enable a more thorough understanding of the present disclosure and to fully convey the scope of the disclosure to those skilled in the art. It should be noted that, unless otherwise specified, embodiments and features in the embodiments of the present invention can be combined with each other. The present invention will now be described in detail with reference to the accompanying drawings and embodiments.

[0021] See Figure 1 As shown, this invention provides an immersive earthquake science education system based on holographic projection and multi-sensory feedback, comprising: The system integrates a control subsystem, a holographic projection display subsystem, a multi-dimensional haptic feedback subsystem, a stereo acoustic environment subsystem, an intelligent interactive control subsystem, and a physiological monitoring and safety protection subsystem. The control subsystem includes a central processing unit, a data storage server, a network communication module, and a user interface terminal. This subsystem manages and synchronizes the operation of the holographic projection display subsystem, the multi-dimensional haptic feedback subsystem, the stereo acoustic environment subsystem, the intelligent interactive control subsystem, and the physiological monitoring and safety protection subsystem. The holographic projection display subsystem, multi-dimensional tactile feedback subsystem, stereo acoustic environment subsystem, intelligent interactive control subsystem, and physiological monitoring and safety protection subsystem are all connected to the system integration control subsystem via signal cables or network communication.

[0022] In one specific embodiment of this application, the holographic projection display subsystem includes a high-resolution laser projector, a holographic projection imaging device, a projection content server, and a projection synchronization controller. The high-resolution laser projectors are evenly distributed along the circumference of the experience space. The holographic projection imaging device includes a holographic projection film and an optical focusing system. The projection synchronization controller is used to control the screen synchronization error of multiple projectors to be less than 1ms through timestamp marking and buffer management technology.

[0023] In one specific embodiment of this application, the holographic projection film in the holographic projection imaging device is made of a transparent polymer material with a light transmittance ≥95%.

[0024] In one specific embodiment of this application, the multidimensional tactile feedback subsystem includes a six-degree-of-freedom ground vibration simulation platform, an air pressure wave generator array, an ultrasonic tactile feedback device, and a temperature control device. The six-degree-of-freedom ground vibration simulation platform is installed in the center of the experience space, with a maximum vibration acceleration of 0.8g and a frequency range of 0.1Hz-50Hz.

[0025] In one specific embodiment of this application, the ultrasonic tactile feedback device uses a phased array composed of 256 ultrasonic transducers, with an ultrasonic frequency of 40kHz and a focal point positioning accuracy better than 5mm.

[0026] In one specific embodiment of this application, the stereo acoustic environment subsystem includes a multi-channel surround sound system, an infrasound generator, a bone conduction audio device, and an acoustic processor. The multi-channel surround sound system includes 248 main speakers and 8 subwoofers, with a frequency response range of 10Hz-2000Hz and a sound pressure level not exceeding 110dB.

[0027] In one specific embodiment of this application, the intelligent interactive control subsystem includes a gesture recognition device, a voice recognition processor, an eye-tracking device, and an artificial intelligence processing unit. The gesture recognition device uses an array of eight infrared cameras.

[0028] In one specific embodiment of this application, the artificial intelligence processing unit is configured with a graphics processor to accelerate computing, and the artificial intelligence processing unit is used to adjust the difficulty of popular science content in real time according to the user's age and knowledge background.

[0029] In one specific embodiment of this application, the physiological monitoring and safety protection subsystem includes a non-contact physiological monitoring device, an emergency stop controller, a safety protection device, and an early warning system. The non-contact physiological monitoring device employs dual collaborative processing of infrared thermal imaging and microwave radar.

[0030] In one specific embodiment of this application, the system integration control subsystem has a multi-sensory signal precise synchronization function. The system integration control subsystem ensures that the time error of visual, auditory, tactile and olfactory signals is ≤10ms through unified timestamp management and multi-level buffering mechanism.

[0031] The technical solution of this invention will be further explained in the following sections, with reference to specific application scenarios.

[0032] The immersive earthquake science education system based on holographic projection and multi-sensory feedback in this invention adopts a master-slave hierarchical structure, including six subsystems: system integration control subsystem, holographic projection display subsystem, multi-dimensional tactile feedback subsystem, stereo acoustic environment subsystem, intelligent interactive control subsystem, and physiological monitoring and safety protection subsystem.

[0033] The system integration control subsystem, serving as the control center of the entire device, includes a central processing unit, data storage server, network communication module, and user interface terminal. It coordinates, manages, and synchronizes the operation of all subordinate subsystems. Each functional subsystem is connected to the system integration control subsystem via signal cables or network communication, forming a closed-loop control system.

[0034] The holographic projection display subsystem consists of four components: a high-resolution laser projector, a holographic projection imaging device, a projection content server, and a projection synchronization controller.

[0035] In the standard configuration embodiment, the system employs four 4K resolution laser projectors, evenly distributed at 90-degree intervals along the circumference, installed at a height of 2.8m. Each projector is responsible for illuminating a specially designed holographic projection film covering one-quarter of the experience space. All four projectors have a refresh rate of 10Hz. A projection synchronization controller uses timestamp marking and buffer management to ensure that the synchronization error between the multiple projectors is controlled within less than one millisecond, avoiding image tearing or ghosting.

[0036] In the enhanced configuration embodiment, the number of projectors is increased to eight, the resolution is improved to 8K, and a LiDAR scanner is added to achieve the fusion display of the real environment and virtual content. The holographic projection imaging device includes a specially made holographic projection film and an optical focusing system. The holographic projection film is made of a transparent polymer material with a light transmittance of over 95%. The film surface undergoes nanoscale optical processing, enabling it to produce clear holographic stereoscopic images under laser illumination. The optical focusing system consists of multiple lenses that automatically adjust the focal length according to the projection distance and image size, ensuring that the holographic image remains clear throughout the entire experience space.

[0037] The projection content server is equipped with 32 bytes of RAM and 4 terabytes of storage space, specifically for storing and processing earthquake-related 3D image data, including Earth's internal structure model data, plate tectonics animation data, fault formation process data, seismic wave propagation simulation data, and building earthquake damage response data. The projection content server is connected to the projection synchronization controller via a high-speed gigabit network to ensure the real-time performance and stability of image data transmission.

[0038] The holographic projection display subsystem operates as follows: The system integration control subsystem sends a content retrieval command to the projection content server based on the current teaching segment. The projection content server loads the corresponding 3D image data from the content library and performs real-time rendering. The rendered image data is transmitted to the projection synchronization controller via a high-speed network. The projection synchronization controller adds a unified timestamp to the four or eight image data channels and performs geometric correction and brightness equalization based on the positional relationship of each projector. Finally, the corrected image data is distributed to each high-resolution laser projector for projection. The light projected by each projector diffracts and interferes on the holographic projection film, forming a 360-degree surround stereoscopic holographic image. Users can observe the holographic image from any angle without wearing any equipment.

[0039] The multidimensional tactile feedback subsystem consists of four components: a six-degree-of-freedom ground vibration simulation platform, an air pressure wave generator array, an ultrasonic tactile feedback device, and a temperature control device.

[0040] In the standard configuration embodiment, a six-DOF ground vibration simulation platform is installed in the center of the experience space. The platform measures three meters by three meters and is capable of three translational degrees of freedom (up / down, left / right, forward / backward) and three rotational degrees of freedom (pitch, roll, yaw). The platform has a maximum vibration acceleration of 0.8g and a frequency range covering 0.1-50Hz, accurately simulating vibration characteristics at various levels from minor perceptible earthquakes to strong destructive earthquakes. Six independent electric servo actuators are installed at the bottom of the platform, each with a maximum output force of 3000N and a response time of less than 20ms, enabling precise tracking of preset vibration timing curves.

[0041] The air pressure wave generator array consists of eight units, evenly distributed on the walls surrounding the experience space. Each generator comprises a high-frequency electromagnetically driven diaphragm and a low-frequency compressor unit. The pressure wave generator operates by using electromagnetic drive to cause the diaphragm to vibrate rapidly, generating rapid air pressure fluctuations within the enclosed space to simulate the air pressure changes caused by the propagation of seismic waves. Each generator has a pressure adjustment range of 0-500 Pa and a pressurization time of less than 50 ms, enabling millisecond-level synchronization with the vibration platform's movement.

[0042] The ultrasonic haptic feedback device employs a phased array of 256 ultrasonic transducers, fixedly installed on the ceiling of the experience space. Phased array technology precisely controls the phase of the ultrasonic waves emitted by each transducer, focusing the waves at specific locations in space to create perceptible tactile pressure points. When the user places their hand into the focused area, they experience tactile pressure similar to touching a physical object. The device uses an ultrasonic frequency of 40kHz, with a focal point positioning accuracy better than five millimeters, and a pressure range of 0.1-2N for each tactile point. By rapidly switching the position and pressure of the focal point, the surface textures and hardness characteristics of various virtual objects can be simulated.

[0043] The temperature control system consists of radiant heating panels and cooling elements installed around the experience space, enabling the adjustment of the space's temperature during the experience. The surface temperature of the radiant heating panels can be adjusted from room temperature to 45 degrees Celsius, while the cooling elements operate from room temperature to 10 degrees Celsius. The temperature changes are synchronized with the holographic projection content; for example, when demonstrating the Earth's internal structure, it simulates high-temperature environments at different depths, enhancing the realism of the teaching.

[0044] The stereo acoustic environment subsystem comprises four components: a multi-channel surround sound system, an infrasound generator, a bone conduction audio device, and an acoustic processor.

[0045] In the standard configuration embodiment, the multi-channel surround sound system employs a 32-channel configuration, including 24 main speakers and 8 subwoofers. The main speakers have a frequency response range of 10-20kHz and a rated power of 50W, and are distributed across the walls and ceiling of the experience space to create a uniform sound field coverage. The subwoofers have a frequency response range of 10-150Hz and a rated power of 100W, and are installed at the junction of the floor and walls to enhance low-frequency vibration sound effects in earthquake scenarios.

[0046] The acoustic processor enables spatial positioning and dynamic adjustment of sound, supports Dolby Atmos and DTS:X formats, and can precisely place sound at any position in three-dimensional space according to the sound image positioning requirements of the holographic projection content.

[0047] The infrasound generator operates within a frequency range of 1-20Hz, with an output sound pressure level reaching 105dB. Infrasound is a common physical phenomenon preceding earthquakes. This device simulates the abnormal infrasound phenomena that precede earthquakes by precisely controlling the frequency and intensity of infrasound, providing users with a more realistic experience of sensing earthquake precursors. The intensity of the infrasound generation is adjustable according to the needs of the teaching content, ensuring user comfort within safe thresholds.

[0048] Bone conduction audio devices utilize wireless transmission and come in two forms: head-mounted bone conduction transducers and neck-mounted bone conduction modules. Bone conduction speakers deliver audio explanations and voice commands to users without affecting ambient sound. Sound is transmitted directly to the inner ear through the skull, bypassing the air conduction paths of the outer and middle ear, allowing users to experience surround sound while still clearly hearing the content. Bone conduction speakers have a frequency response range of 100-15000Hz and a latency of less than 10ms.

[0049] The intelligent interactive control subsystem comprises four components: a gesture recognition device, a voice recognition processor, an eye-tracking device, and an artificial intelligence processing unit. The gesture recognition device uses an array of eight infrared cameras, mounted on the ceiling and surrounding walls of the experience space. The infrared cameras emit near-infrared light to illuminate the experience area, capturing reflected light to form depth images. The eight cameras simultaneously acquire depth image data from different angles, and a multi-view fusion algorithm reconstructs a three-dimensional model of the user's hand posture. The gesture recognition device achieves millimeter-level accuracy and can accurately recognize more than twenty standard gestures, including grasping, releasing, sliding, rotating, and pinching operations, with a recognition latency of less than fifty milliseconds.

[0050] The speech recognition processor supports both Chinese and English speech recognition, employing a deep neural network acoustic model and language model, achieving a recognition accuracy of over 95% even in ambient noise levels of 80dB. The processor supports continuous voice input and natural language understanding, allowing users to ask questions or issue commands to the system as if in a conversation.

[0051] The voice recognition processor also integrates a voice emotion analysis module, which can judge the emotional state of the user based on changes in the tone, speed and volume of the user's voice, and automatically reduce the intensity of the experience when anxiety or fear is detected.

[0052] The eye-tracking device employs infrared pupil-tracking technology and is installed at the entrance of the experience space and above the central display area. The device emits near-infrared light to illuminate the user's eyes, and a camera captures the infrared light image reflected from the eyeball. Image processing algorithms extract the center position of the pupil and the position of the corneal reflection point, calculating the three-dimensional trajectory of the eyeball. The eye-tracking device has a sampling rate of 1000Hz, enabling precise tracking of rapid saccades and micro-saccades. Based on the eye-tracking data, the system can determine the three-dimensional area currently being gazed upon by the user and automatically highlight or magnify the holographic projection content of that area as the focus, achieving intelligent focus tracking.

[0053] The AI ​​processing unit is equipped with a graphics processing unit (GPU) to accelerate computing and deploys deep learning-based computer vision models, natural language processing models, and recommendation algorithm models. Based on user behavior data acquired through gesture recognition, speech recognition, and eye tracking, the AI ​​processing unit analyzes users' interests, knowledge levels, and learning status in real time, dynamically adjusting the presentation of science content. For adult users with higher knowledge levels, the system presents more technical terms and in-depth explanations of principles; for younger users, the system uses more cartoon animations and simple analogies for explanation. The AI ​​processing unit also features an intelligent tutor function, analyzing the user's movements and postures in real time during interactive teaching sessions such as shock absorption posture training, providing improvement suggestions and scores.

[0054] The physiological monitoring and safety protection subsystem comprises four components: a non-contact physiological monitoring device, an emergency stop controller, a safety protection device, and an early warning system. The non-contact physiological monitoring device employs both infrared thermal imaging and microwave radar technologies to achieve real-time monitoring of the user's physiological indicators without requiring any external devices. The infrared thermal imaging module detects subtle temperature changes in the user's facial skin and calculates the heart rate using a pulse wave extraction algorithm, with a measurement range of 40-180 beats / minute and a measurement error of less than 3%. The microwave radar module emits a 24Hz microwave signal and receives reflected signals from the user's chest respiratory movements. It extracts the respiratory rate through signal processing, with a measurement range of 6-40 breaths / minute and a measurement error of less than 5%.

[0055] The non-contact physiological monitoring device automatically establishes physiological baseline data when the user enters the experience area and continuously monitors the data during the experience. When the heart rate or respiratory rate is detected to exceed 120% of the baseline value, it automatically sends an early warning signal to the system integrated control subsystem.

[0056] The emergency stop controller is located at the entrance of the experience space and on the control panel in the system control room. It includes a prominent red emergency stop button and multiple backup physical switches. When the emergency stop button is pressed, the controller sends an emergency stop signal to all actuators via hardwiring, ensuring reliable power cut-off even in the event of a software system failure. The emergency stop controller has a response time of less than 0.5 seconds, enabling it to immediately stop the vibration platform's movement, mute the sound output, and extinguish the projection light source when the user issues a stop command or the system detects a dangerous situation, preventing injury to the user.

[0057] Safety features include fall arrestors and cushioning pads. The fall arrestors, installed around the vibration platform, are 1 meter high and constructed of soft-padded steel tubing. They prevent accidental falls off the platform and provide cushioning protection in the event of a collision. The cushioning pads, 50mm thick and made of high-resilience foam, provide comfortable foot support during vibration. No hard protrusions or sharp edges are present within the vibration platform's range of motion; all mechanical components are rounded.

[0058] The early warning system includes audible alarms and flashing warning lights installed at the four corners of the experience space, as well as a voice prompt module in the wireless headset worn by the participants. When the system detects an abnormal state, it first plays voice instructions to the participants through the headset, such as "Please hold the handrail tightly" or "Vibration is about to begin," giving them ample time to prepare. If the participants fail to respond in time or the abnormal state worsens, the system then activates the audible alarm and flashing warning, and simultaneously sends an alert to the administrator through the user interface terminal. The early warning system 604 also integrates with the ventilation system in the experience space, increasing fresh air volume and improving air quality when abnormal emotional reactions are detected.

[0059] In the enhanced configuration embodiment, the system also includes an olfactory simulation subsystem, comprising an odor generating device, an odor delivery pipeline system, and an air purification and circulation device. The odor generating device can release twenty different odors, including the smell of dust after an earthquake, dust from a collapsed building, smoke from a fire, and sulfur in an emergency scenario. The odor generating device consists of twenty independent odor source containers, solenoid valves, and ultrasonic atomizers. Each container holds a liquid odorant with a capacity of 500ml. When the solenoid valves open, the odorant is atomized into tiny droplets by the ultrasonic atomizer and delivered to a designated location through pipelines. The odor delivery pipeline system employs precise positioning spray technology, with sixteen spray outlets located on the floor, walls, and ceiling within the experience space. Based on the holographic projection content, it can precisely release specific odors into a small area around the user. The air purification and circulation device uses multi-stage filtration technology, including a pre-filter, a HEPA high-efficiency filter, and an activated carbon adsorption layer, achieving a total filtration efficiency of 99.99%. It can reduce the concentration of odor molecules in the air to below a safe threshold within 30 seconds of odor release.

[0060] The operation of this invention system comprises five main stages: initialization, user identification, immersive experience, earthquake and disaster mitigation knowledge learning, and knowledge consolidation and assessment. In the initialization stage, after the system integration control subsystem starts, each subsystem sequentially performs self-checks and initialization. The central processing unit loads default configuration parameters, the projection content server preloads basic teaching content data into memory, and the holographic projection display subsystem's four or eight high-resolution laser projectors begin warm-up, which takes approximately three minutes, during which the system startup logo is displayed on the projected screen. The six-degree-of-freedom ground vibration simulation platform of the multi-dimensional haptic feedback subsystem performs a zero-return operation and calibration procedure, measuring the platform's actual position using built-in displacement and acceleration sensors, comparing it with the theoretical position, and correcting it. After correction, the platform remains stationary at the horizontal zero position. The acoustic processor of the stereo acoustic environment subsystem automatically equalizes each channel to ensure consistent frequency response of each speaker. The intelligent interactive control subsystem activates the sensor array, including eight infrared cameras, a voice recognition microphone array, and an eye-tracking camera; each sensor enters working mode and performs self-calibration. The non-contact physiological monitoring device of the physiological monitoring and safety protection subsystem initiates environmental background measurement and collects environmental parameters as a baseline in the absence of a participant.

[0061] During the user identification phase, when a user enters the experience space, the intelligent interactive control subsystem uses a 3D facial scanning device at the entrance to capture the user's facial feature image and compares it with a pre-entered user database to complete identity verification. Users can also input information such as age, height, and weight through the user interface terminal, and the system automatically adjusts the experience parameters based on this information. For first-time users, the system guides them through a brief information entry questionnaire, including earthquake-related knowledge background, experience purpose, and physical condition. The physiological monitoring and safety protection subsystem collects the user's static physiological data as a baseline after they are in place, including resting heart rate, resting respiratory rate, and normal body temperature.

[0062] The system integration control subsystem loads personalized experience configuration parameters from the database based on user information, including content difficulty level, vibration intensity limit, sound volume limit, experience duration, etc.

[0063] In the immersive experience phase, the system sequentially presents four teaching segments: Earth structure recognition, earthquake formation learning, seismic wave propagation demonstration, and earthquake disaster simulation. In the Earth structure recognition segment, a holographic projection display subsystem presents a three-dimensional model of the Earth's internal structure in the air. Participants use gesture recognition devices to "cut" the Earth, and the projection displays the Earth unfolding layer by layer along the cut, revealing the holographic three-dimensional structure of the crust, mantle, outer core, and inner core. The tactile feedback subsystem's temperature control device synchronously adjusts the temperature of the radiant heating plate according to the depth of the holographic image, simulating a gradual increase from 20°C at the Earth's surface to 5000°C at the Earth's core, allowing participants to experience the temperature gradient changes within the Earth through touch.

[0064] In the earthquake formation learning session, the holographic projection display subsystem plays an animation of plate tectonics, showcasing the collision, separation, and sliding processes at plate boundaries, highlighting stress accumulation areas at fault locations. The multi-dimensional haptic feedback subsystem's vibration platform simulates the slow accumulation of tectonic stress, gradually increasing ground deformation with low-frequency and low-amplitude vibrations. When the stress reaches a critical point, the platform generates a brief, strong earthquake simulation, simultaneously playing a recording of rock fracturing. The stereo acoustic environment subsystem's multi-channel surround sound system precisely synchronizes sound, matching the sound image position to the location of the fault in the holographic projection, enhancing the user's spatial perception.

[0065] In the seismic wave propagation demonstration, the holographic projection display subsystem used time-series animation to show the generation and propagation of three types of seismic waves: P-waves, S-waves, and surface waves. P-waves, represented by red compression ripples in the holographic image, spread outward from the epicenter and have the fastest speed; S-waves, represented by blue shear ripples, arrive after the P-waves; and surface waves, represented by green surface ripples, have the slowest propagation speed but the largest amplitude. The multi-dimensional haptic feedback subsystem's vibration platform generated corresponding vibration patterns according to the time sequence of real seismic waves: rapid up-and-down vibrations when P-waves arrive, shear vibrations in the left-right and front-back directions when S-waves arrive, and large-amplitude up-and-down swaying and elliptical rolling when surface waves arrive. Through precise time synchronization control, the time intervals of the three vibrations perfectly matched the wave propagation process in the holographic image, allowing the user to intuitively experience the characteristic differences between different types of seismic waves. The stereo acoustic environment subsystem's multi-channel surround sound system synchronously plays the sound characteristics of different types of seismic waves: longitudinal waves are short, low-frequency pulses; transverse waves are continuous roars; and surface waves are slow roars superimposed with high-frequency noise. The olfactory simulation subsystem's odor generator releases a faint dusty smell when demonstrating specific earthquake scenarios, simulating the dust environment caused by building collapses during an earthquake.

[0066] In the earthquake disaster simulation phase, the holographic projection display subsystem presents a three-dimensional holographic scene of a city block, including buildings, roads, bridges, and other facilities with different structures. Based on preset earthquake scene parameters, such as magnitude, focal depth, and epicentral distance, the system calculates the dynamic response and damage level of buildings, and displays the vibration response, crack propagation, and collapse process of buildings under earthquake action in an animated manner. The vibration intensity and frequency of the vibration platform match the earthquake scene in the holographic image, with a maximum vibration acceleration of 0.8g, fully simulating the destructive effects of a strong earthquake. The stereo acoustic environment subsystem plays environmental sound effects such as structural sounds from building vibrations, glass breaking sounds, and wall collapse sounds, with the volume dynamically adjusted according to the degree of damage. An ultrasonic tactile feedback device provides corresponding tactile feedback when the user touches the holographic building, simulating the rough texture of cracks on the damaged building surface. A temperature regulation device lowers the ambient temperature and, in conjunction with an air pressure wave generator array, releases cold air to simulate the low-temperature environment during emergency evacuation after an earthquake. The olfactory simulation subsystem's odor generator releases dust and smoke odors to enhance the realism of the disaster scene.

[0067] During the earthquake preparedness and disaster reduction knowledge learning phase, the system provides three interactive teaching modules: earthquake safety posture training, escape route planning, and emergency equipment usage. In the earthquake safety posture training module, the intelligent tutor function of the AI ​​processing unit is activated. The holographic projection display subsystem presents a virtual coach demonstrating the correct earthquake safety posture, including the three key actions of crouching, covering, and holding on. The user follows the virtual coach's demonstration, and the gesture recognition device captures the user's body posture in real time, comparing and analyzing it with the standard posture. The AI ​​processing unit provides specific improvement suggestions based on the posture differences, such as "Insufficient head protection, please lower your center of gravity" or "Incorrect arm posture, please keep them close to your sides." The system scores the user's actions and adjusts the difficulty of subsequent training based on the score. In the escape route planning module, the holographic projection display subsystem presents holographic maps of various typical scenarios, including school classrooms, homes, office buildings, and shopping malls. After the user selects a scenario via gesture or voice, the system simulates an earthquake, displaying holographic images of furniture placement and escape route locations within the scenario. Users draw escape routes on a map using gestures, and the system evaluates the rationality and safety of these routes in real time, providing feedback and suggestions. Based on the user's choices, the system analyzes their understanding of escape knowledge and automatically generates a targeted review plan. In the emergency supplies module, a holographic projection display subsystem presents 3D holographic models of various emergency items, including fire extinguishers, emergency lights, life jackets, first-aid kits, and safety hammers. An ultrasonic haptic feedback device provides tactile feedback when the user touches the holographic items, simulating the materials and surface characteristics of the objects. Users learn how to use the items through gestures and voice commands, and the AI ​​processing unit records the user's learning process and question-and-answer performance as data for evaluating learning effectiveness. In the knowledge consolidation and assessment phase, the system evaluates the user's learning through interactive question-and-answer sessions and scenario simulations. The interactive question-and-answer session uses voice interaction, and the AI ​​processing unit automatically generates personalized test questions based on the user's performance in the immersive experience phase. The test questions cover multiple knowledge modules, including earthquake causes, earthquake wave characteristics, earthquake damage characteristics, earthquake avoidance principles, and escape methods, with three to five questions for each module. The system calculates a score for mastery of each knowledge module based on the accuracy of answers and reaction time. If a module's score falls below a preset threshold, the system automatically adjusts the focus of review content and increases review time for that module in subsequent stages. Finally, the system generates a personal learning report, including an overall score, scores for each module, areas of weakness, and suggestions for future learning. The learning report is stored on a data storage server and supports downloading, printing, and historical retrieval.

[0068] The system adopts a modular design, supporting three implementation methods: standard configuration, enhanced configuration, and mobile configuration, adaptable to the application needs of different venues such as science and technology museums, museums, schools, and community science centers. The system's multi-sensory signal precise synchronization technology ensures the coordination and consistency of visual, auditory, tactile, and olfactory signals; personalized content adaptive generation technology enables intelligent teaching tailored to individual needs; and a robust security protection mechanism ensures the safety of users of all ages. Although specific embodiments of the present invention have been shown and described above, it is understood that the above specific embodiments are exemplary and should not be construed as limiting the present invention. Those skilled in the art can make changes, modifications, substitutions, and variations to the above specific embodiments within the scope of the present invention.

[0069] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention and not to limit it. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that modifications or equivalent substitutions can still be made to the specific implementation of the present invention. Any modifications or equivalent substitutions that do not depart from the spirit and scope of the present invention should be covered within the protection scope of the present invention.

Claims

1. An immersive earthquake science education system based on holographic projection and multi-sensory feedback, characterized in that: include: A holographic projection display subsystem is used to create continuous holographic images in the air; A multi-dimensional tactile feedback subsystem is used to simulate the tactile sensation during an earthquake; A stereo acoustic environment subsystem is used to create an immersive acoustic environment; The intelligent interactive control subsystem is used to realize human-computer interaction; A physiological monitoring and safety protection subsystem is used to ensure the safety of participants. The system integration control subsystem includes a central processing unit and a data storage server. The system integration control subsystem is used to simulate earthquake scenarios based on the holographic images, the tactile sensations, and the acoustic environment to provide science education to users.

2. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 1, characterized in that, The system integration control subsystem is also used to manage and synchronize the functions of the holographic projection display subsystem, the multi-dimensional haptic feedback subsystem, the stereo acoustic environment subsystem, the intelligent interactive control subsystem, and the physiological monitoring and safety protection subsystem; wherein... The holographic projection display subsystem, the multi-dimensional haptic feedback subsystem, the stereo acoustic environment subsystem, the intelligent interactive control subsystem, and the physiological monitoring and safety protection subsystem are all connected to the system integration control subsystem via signal cables or network communication. The holographic projection display subsystem includes a high-resolution laser projector, a holographic projection imaging device, a projection content server, and a projection synchronization controller. The high-resolution laser projectors are evenly distributed along the circumference of the experience space. The holographic projection imaging device includes a holographic projection film and an optical focusing system. The projection synchronization controller is used to control the screen synchronization error of multiple projectors to be less than 1ms through timestamp marking and buffer management technology.

3. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 2, characterized in that, The holographic projection film in the holographic projection imaging device is made of a transparent polymer material with a light transmittance of ≥95%.

4. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 1, characterized in that, The multidimensional tactile feedback subsystem includes a six-degree-of-freedom ground vibration simulation platform, an air pressure wave generator array, an ultrasonic tactile feedback device, and a temperature control device. The six-degree-of-freedom ground vibration simulation platform is installed in the center of the experience space, with a maximum vibration acceleration of 0.8g and a frequency range of 0.1Hz-50Hz.

5. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 4, characterized in that, The ultrasonic tactile feedback device uses a phased array composed of 256 ultrasonic transducers with an ultrasonic frequency of 40kHz and a focal point positioning accuracy better than 5mm.

6. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 1, characterized in that, The stereo acoustic environment subsystem includes a multi-channel surround sound system, an infrasound generator, a bone conduction audio device, and an acoustic processor. The multi-channel surround sound system includes 248 main speakers and 8 subwoofers, with a frequency response range of 10Hz-2000Hz and a sound pressure level not exceeding 110dB.

7. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 1, characterized in that, The intelligent interactive control subsystem includes a gesture recognition device, a voice recognition processor, an eye-tracking device, and an artificial intelligence processing unit. The gesture recognition device uses an array of eight infrared cameras.

8. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 7, characterized in that, The artificial intelligence processing unit is equipped with a graphics processor to accelerate computing. The artificial intelligence processing unit is used to adjust the difficulty of popular science content in real time according to the user's age and knowledge background.

9. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 1, characterized in that, The physiological monitoring and safety protection subsystem includes a non-contact physiological monitoring device, an emergency stop controller, a safety protection device, and an early warning system. The non-contact physiological monitoring device uses infrared thermal imaging and microwave radar for dual collaborative processing.

10. The immersive earthquake science education system based on holographic projection and multi-sensory feedback as described in claim 1, characterized in that, The system integrated control subsystem has a multi-sensory signal precise synchronization function. The system integrated control subsystem ensures that the time error of visual, auditory, tactile and olfactory signals is ≤10ms through unified timestamp management and multi-level buffering mechanism.