VR and entity combined multi-scene earthquake scene simulation device

Through a multi-scene earthquake scenario simulation device combining VR and entity, the problem of a single experience mode of the existing earthquake simulation device is solved, and the earthquake sensation simulation and dynamic experience of different building types and floors is realized, enhancing the immersion of the experiencer.

CN222619297UActive Publication Date: 2025-03-14ANHUI PROVINCIAL EARTHQUAKE RISK PREVENTION & CONTROL CENT (ANHUI PROVINCIAL EARTHQUAKE ENG RES INST) +1
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Patent Information

Application Number
CN202420867756.5
Authority / Receiving Office
CN · China
Patent Type
Utility models(China)
Current Assignee / Owner
Filing Date
2024-04-24
Publication Date
2025-03-14
Estimated Expiration
2034-04-24

AI Technical Summary

Technical Problem

The existing seismic simulation device has a single experience mode, which cannot simulate the seismic sensation of different building types and floors, and cannot achieve dynamic experience and multi-scene simulation.

Method used

A multi-scene seismic situation simulation device combining VR and entity is designed. Through the integrated experience cabin, hydraulic control device, drive components and multi-sensory simulation control module, combined with VR technology, vibration simulation and multi-scene experience in different environments are achieved.

Benefits of technology

It enhances the immersion of the experiencer's earthquake experience, can simulate the earthquake sensation of different building types and floors, realizes dynamic experience and multi-scene simulation, and meets the users' earthquake experience needs in different life scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

The utility model belongs to the technical field of earthquake simulation equipment, and particularly relates to a VR and entity combined multi-scene earthquake scene simulation device. The earthquake integrated experience system comprises an earthquake integrated experience cabin, the earthquake integrated experience cabin is arranged on the ground in a suspended mode through an earthquake platform hydraulic control device, the earthquake integrated experience cabin comprises a preparation room and an experience room, VR equipment is arranged in the preparation room, and a first driving assembly, a second driving assembly and a multi-sense simulation control module are arranged in the experience room. The first driving assembly can drive the indoor floor component to move, and the second driving assembly can drive the indoor space component to move. According to the utility model, the VR technology and the earthquake real scene are combined, and various scenes can be changed, so that the earthquake experience immersion of an experiencer is stronger.
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Description

Technical Field

[0001] The utility model belongs to the technical field of earthquake simulation equipment, and in particular relates to a multi-scene earthquake scenario simulation device combining VR and entity. Background Art

[0002] The place where the seismic waves originate when an earthquake occurs is called the epicenter, and the point on the ground closest to the epicenter is called the epicenter, which is the first part to receive the vibration. The epicenter is the area where the earthquake has the strongest destructive power and is also the area where people feel it most strongly. The farther away from the epicenter, the less impact and destructive power the earthquake has. The ground vibration caused by the earthquake is the result of the combined action of transverse waves and longitudinal waves. In the epicenter, longitudinal waves cause the ground to bounce up and down, and transverse waves cause the ground to shake horizontally. The transverse wave propagates slower than the longitudinal wave and decays slower, so places far away from the epicenter often cannot feel the up and down bounce, but can feel the horizontal shaking. Therefore, if you need to simulate the real earthquake sensation, you must collect data on the transverse and longitudinal waves of the real earthquake waves.

[0003] At present, in the popular science museums that have sprung up in major cities, there are "earthquake cabins" with earthquake prevention and disaster reduction themes. This enclosed space can simulate earthquake intensities of different magnitudes based on the movement laws of seismic waves. However, this type of earthquake cabin has a single experience mode and can usually only provide earthquake simulations in a specific environment. The reality is that when an earthquake really occurs, due to factors such as the type and floor of the building where people are located, the frequency and amplitude of vibrations in different positions are different, and people's sense of shock is also different; and the internal scenes of earthquake scenario simulation devices are usually fixed, and often a group of people stand in the cabin or sit on the earthquake feeling platform to experience the shock, which is quite different from the earthquake scenes in daily life and cannot provide dynamic experience; in addition, most earthquake scenario simulation devices can only be used for one purpose, that is, a device can only have one specific purpose, for example, the experience device can only serve as an earthquake simulation experience.

[0004] VR refers to virtual reality technology. Wearing a VR device can allow you to experience virtual scenes, but a single VR device can only simulate the virtual image when an earthquake occurs and only simulate the visual image.

[0005] The existing earthquake simulation experience platform based on VR technology can present the virtual picture of the earthquake in front of the experiencer through VR (virtual reality) technology, and can also realize the multi-dimensional vibration of the platform. However, the earthquake experience hall based on VR technology only simulates the physical environment when the earthquake occurs, and does not simulate the visual picture in reality. The picture can only be limited to the environment inside the experience hall, and cannot adapt to dynamic multi-scene simulation. In addition, the simulation visual realism in the real environment is poor, and the range of operation is also small, such as the shaking of the enclosure structure caused by the earthquake, the falling of lamps, and the collapse of bookcases.

[0006] Therefore, there is an urgent need for a multi-scenario earthquake scenario simulation device that combines VR and entities to solve the above problems. Utility Model Content

[0007] In order to overcome the defects in the above-mentioned prior art, the utility model provides a multi-scene earthquake scenario simulation device combining VR and entity. The utility model combines VR technology and earthquake real scene, and can change multiple scenes to make the experiencer's earthquake experience more immersive.

[0008] In order to achieve the above purpose, the utility model adopts the following technical solutions:

[0009] A multi-scenario earthquake scenario simulation device combining VR and entity comprises an earthquake integrated experience cabin, which is suspended on the ground through a seismic platform hydraulic control device. The earthquake integrated experience cabin comprises a preparation room and an experience room. The preparation room is provided with VR equipment, and the experience room is provided with a first drive component, a second drive component and a multi-sensory simulation control module. The first drive component can drive indoor ground components to move, and the second drive component can drive indoor space components to move.

[0010] Preferably, the first driving assembly includes a first track, a first gear and a first motor; the first track is laid on the floor, the first gear is installed at the four corners of the ground component and is driven by the first motor, and the first gear is meshed with the first rack on the first track.

[0011] Preferably, the second drive assembly includes a second track, a second gear and a second motor, the second track is suspended from the ceiling by a plurality of bracket hanging parts, the second gear is installed on both sides of the top of the space component and is driven by the second motor, and the second gear is engaged with the second rack on the second track.

[0012] Preferably, the first gear is embedded in a groove at the bottom of the ground component, the first motor is installed on the side of the bottom of the ground component, and the driving end of the first motor is transmission-connected to the first gear through the first rotating shaft.

[0013] Preferably, positioning blocks are extended upward on both sides of the top of the spatial component, the second gear is arranged on the inner side of the positioning block, the second motor is installed on the outer side of the positioning block, the driving end of the second motor is transmission-connected to the second rotating shaft, and the end of the second rotating shaft away from the second motor passes through the positioning block and is transmission-connected to the second gear.

[0014] Preferably, the ground components include beds, tables, chairs and sofas; the space components include door frames with doors, wardrobes and bookshelves.

[0015] Preferably, the multi-sensory simulation control module includes a seismic platform hydraulic control device, a temperature simulation module, a sound simulation module and a smoke simulation module.

[0016] The transmission principle of the hydraulic control device of the six-dimensional seismic platform is to use hydraulic transmission to realize the multi-dimensional motion control of the seismic integrated experience cabin through the coordination of the hydraulic pump, hydraulic cylinder, hydraulic valve group and the first sensor. In this device, the hydraulic pump provides pressure and flow to pump hydraulic oil from the oil tank to the hydraulic cylinder, thereby generating force and motion. The hydraulic cylinder can realize multiple motion modes, such as up and down, front and back, left and right, rotation and other multi-dimensional motions through the control of the hydraulic valve group, thereby simulating the vibration during an earthquake. The first sensor is used to detect parameters such as the position, speed and acceleration of the platform, and feed this information back to the control system. The control system calculates the control instructions based on the information fed back by the first sensor, and realizes precise control of the hydraulic cylinder by controlling the hydraulic valve group, thereby realizing the motion simulation of the seismic platform.

[0017] Preferably, the first motor, the second motor, the multi-sensory simulation control module and the VR device are all connected to the EASY5 dynamic processing platform.

[0018] Preferably, the VR device includes a VR head-mounted display and a VR control handle. The VR head-mounted display is also provided with a second locator and a second sensor. The second locator is connected to the first locator in the experience room. The second locator cooperates with the first locator to obtain the spatial position information of the experiencer, and the second sensor can capture the movement status and posture change information of the experiencer.

[0019] Preferably, the earthquake integrated experience cabin is connected to the ground via a retractable staircase.

[0020] The advantages of the utility model are:

[0021] (1) The utility model provides vibration simulation in different environments by creating a model library and a component library with vibration characteristics, solving the problem that traditional earthquake cabins can only simulate a single environment. It also combines an earthquake integrated experience cabin, VR equipment, and real and virtual components superimposed on reality, making the experiencer's earthquake experience more immersive.

[0022] (2) The utility model constructs a real experience environment of multiple life scenes (such as living rooms, bedrooms, bathrooms, etc.), coordinates real components (including beds, sofas, doors, etc. that must be in contact with the human body to interact) and virtual components (including lamps, bookcases, tea sets, etc. that do not require contact with the human body to interact), and lays tracks on the ground and ceiling to provide paths for the movement of real components to make the life scenes variable, thereby meeting the user's needs for experiencing earthquakes in different life scenes and the authenticity of the user's touch and the variability of the scene; and the utility model uses a pre-constructed real environment model to input the VR virtual picture and combine the locator to determine the position of the experiencer, thereby realizing the synchronization of the virtual picture and the real scene, and realizing the function of users weighing the safety of different escape paths when a simulated earthquake occurs.

[0023] (3) The utility model combines VR equipment with entities to simulate the touch of the human body during a real earthquake and enhance the immersive feeling of earthquake simulation. Specifically, it is necessary to arrange components that come into contact with the human body (including doors, tables, chairs, toilets, etc.) in a real scene, and wear VR equipment to experience the virtual scene while interacting with the physical components. In order to achieve the combination of virtual images and real scenes, a first locator is arranged around the earthquake scenario experience cabin. Combined with the second sensor on the VR device, the changes in the experiencer's movements and positions in the virtual image and the real scene can be synchronized, so that the experiencer can interact with the real components while touching the components in the virtual environment.

[0024] (4) The utility model can achieve multiple uses:

[0025] ① Real earthquake simulation for different building types, different numbers of floors, and different apartment types;

[0026] ②Multi-application modes: static experience (such as sitting on the bed), dynamic experience (such as switching between different scenes from bedroom to study), earthquake escape drill (such as escaping from the second-floor bedroom down the stairs to the front door);

[0027] ③ Scalability: The simulation model library and component library with vibration characteristics can be expanded, and the application method can be expanded (such as creating different escape routes based on the movement position of real components). BRIEF DESCRIPTION OF THE DRAWINGS

[0028] Figure 1 It is a schematic diagram of the structure of the utility model.

[0029] Figure 2 This is a schematic diagram of the internal structure of the earthquake integrated experience cabin of the utility model.

[0030] Figure 3 This is a schematic diagram of the structure of the second drive assembly of the utility model.

[0031] Figure 4 This is a schematic diagram of the structure of the first drive component of the utility model.

[0032] Figure 5 It is a schematic diagram of a partially enlarged structure of the first track of the utility model.

[0033] Figure 6 This is a schematic diagram of the structure of the hydraulic control device of the seismic platform of the utility model.

[0034] Figure 7 This is an integrated flow chart of the earthquake scenario simulation module of Example 1 of the utility model.

[0035] The meanings of the symbols in the figure are as follows:

[0036] 1-seismic integrated experience cabin, 2-seismic platform hydraulic control device, 3-first drive assembly, 31-first track, 32-first gear, 33-first motor, 4-second drive assembly, 41-second track, 42-second gear, 43-second motor, 44-bracket hoisting parts, 5-space components, 6-ground components. DETAILED DESCRIPTION

[0037] like Figure 7 As shown, a multi-scenario earthquake scenario simulation device combining VR and entity, the earthquake integrated experience cabin 1 is suspended on the ground through the earthquake platform hydraulic control device 2, and the earthquake integrated experience cabin 1 includes a preparation room and an experience room, and the preparation room is equipped with VR equipment. The entire earthquake simulation entity device is called "earthquake integrated experience cabin 1", which mainly includes three modules: preprocessing module, output module, and application module. The preprocessing module is used to preprocess the model and data to obtain a model with vibration data; the output module is to apply the results obtained by preprocessing to the superimposed real scene, so that users can truly experience the earthquake scenario simulation; the application module refers to the scene that the entire device can be applied to and its practical significance.

[0038] 1. Preprocessing module

[0039] Sort out and summarize different building types (such as farmhouses, villas, residential buildings, etc.), building structures (such as frame structures, brick-concrete structures, frame-shear structures, etc.), number of floors (low-rise, multi-story, high-rise), and house types to produce different combination types, model these types, solve the models, classify them, and send them to the computer storage module to form a model library.

[0040] Sort out and summarize the virtual components that may appear in the housing scene (such as lamps, bookcases, tea sets, walls, etc.), model these components and assign real material parameters, and then solve the component model and send it to the computer storage module to form a component library.

[0041] Collect various physical parameters of the real experience environment and model all the apartment scenes that appear to ensure that the model can restore the real scene to the greatest extent possible, so that the virtual image seen by the user in the VR head-mounted display is consistent with the real scene and ensure the accuracy of the first locator in locating the user's position.

[0042] Acquire real seismic wave signals from each platform (the signal is usually stored in SEED format), use Python to solve the SEED format data, and obtain the structured data of the seismic wave.

[0043] The structured seismic wave data obtained after the solution is imported into the EASY5 dynamic processing platform together with the model in the storage module. EASY5 integrates the two and performs numerical analysis (including time domain analysis and frequency domain analysis. The so-called "time domain analysis" refers to providing timing information about the signal, such as the start time, duration, rise time, fall time, etc. of the signal; the so-called "frequency domain analysis" refers to providing family tree information about the signal, including the frequency components of the signal, frequency response curve, etc.).

[0044] After numerical analysis by the EASY5 dynamic processing platform, a model with vibration signals is obtained, and the rendering model module and data drive module are derived respectively. The so-called "rendering model module" is used in the VR module to provide visual images; the so-called "data drive module" is used to drive the movement of real components in the scene and drive the vibration of the entire earthquake simulation device.

[0045] 2. Output module

[0046] The rendering model (OBJ format) exported by the EASY5 dynamic processing platform is converted by computer into a model format (usually FBX format) that can be recognized by VR devices. The VR module (i.e., VR device) mainly includes a VR head-mounted display and a VR control handle. The VR head-mounted display is provided with a second locator and a second sensor. The VR head-mounted display allows the experiencer to have an immersive and intuitive experience; the VR control handle is used for the interaction between the experiencer and the virtual environment, allowing the experiencer to freely switch perspectives, and increase, decrease, or replace virtual components in the scene in real time; the second locator can cooperate with the first locator around the experience room to obtain the experiencer's spatial position information; the built-in second sensor of the VR head-mounted display can capture the experiencer's action status and posture change information. Since the model of the apartment type has been created during preprocessing, the virtual picture observed by the experiencer is consistent with the real scene, and through the second locator and the second sensor, the experiencer's movements and position changes in virtual and reality can be synchronized.

[0047] The EASY5 dynamic processing platform exports the simulated vibration data to the data drive module. After the apartment type option is determined, the drive module drives each real component (including the space component 5 and the ground component 6) to move on the track, wherein the movement of the space component 5 (including the door frame with door, wardrobe and bookshelf) is driven by the second drive component 4, and the output end of the second motor 43 transmits power to the second gear 42, and the second gear 42 meshes with the second rack on the second track 41. Figure 2-3As shown, positioning blocks are extended upward on both sides of the top of the door frame, the second gear 42 is arranged on the inner side of the positioning block, the second motor 43 is installed on the outer side of the positioning block, the driving end of the second motor 43 is transmission-connected with the second shaft, the end of the second shaft away from the second motor 43 passes through the positioning block and is transmission-connected with the second gear 42, so that the door frame drives the door to change its position, and the door frame is connected to the second gear 42 through the positioning block extending upward, wherein the second gear 42 is firmly stuck on the second track 41, so that the door will not shake when it is opened.

[0048] The movement of the ground component 6 is driven by the first driving assembly 3. The ground component 6 includes a bed, a table, a chair and a sofa. Figure 4-5 As shown, specifically, the first driving assembly 3 includes a first track 31, a first gear 32 and a first motor 33; the first track 31 is laid on the floor, the first gear 32 is installed at the four corners of the bed and driven by the first motor 33, and the first gear 32 is meshed with the first rack on the first track 31; the first gear 32 is embedded in the groove at the bottom of the bed, and the first motor 33 is installed on the side of the bottom of the bed. The driving end of the first motor 33 is connected to the first gear 32 through the first rotating shaft, thereby realizing the change of the position of the bed. Finally, each component stops moving after reaching the position in the preset apartment scene. The variability of the apartment scene is achieved by combining the movement of the real components with the changes in the positions of virtual components such as walls and lamps in the virtual scene.

[0049] The data-driven module also drives the multi-sensory simulation control module to operate. When an earthquake actually occurs, not only the body feels the vibration, but other senses will also change accordingly. The multi-sensory simulation control module includes an earthquake simulation module, a temperature simulation module, a sound simulation module, and a smoke simulation module; the earthquake simulation module allows users to experience the vibration through the vibration of the earthquake platform hydraulic control device 2 under the earthquake simulation device, mainly simulating the earthquake scene; the temperature simulation module allows users to experience high and low temperature environments, mainly simulating the earthquake environment in summer and winter; the sound simulation module allows users to get the most realistic auditory experience through audio equipment. The smoke simulation module allows the experiencer to smell the smoke, simulating the scene when an earthquake causes a fire; the simultaneous operation of each module enhances the authenticity of the experience effect.

[0050] 3. Application Module

[0051] 3.1. Multiple life scenario simulation

[0052] The so-called "multi-life scenario simulation" refers to the simulation of earthquake feelings in different life scenarios. Because during an actual earthquake, we may be sleeping, cooking, resting, or going to the toilet. In different living conditions, the feelings of the same earthquake are definitely different. When the experiencer is familiar with the earthquake feelings in different scenarios during the simulation, he can respond more quickly when a real earthquake occurs.

[0053] 3.2 Dynamic scene simulation

[0054] The so-called "dynamic scene simulation" refers to the simulation of the earthquake feeling in the process of switching between different life scenes. Because in an actual earthquake, we have to react to the earthquake in a short period of time, and may quickly switch from sleeping to hiding under the table. In this process, the earthquake feeling in different scenes must be different. When the experiencer is familiar with the earthquake feeling during the scene switching process during the simulation, he can respond faster in a real earthquake.

[0055] 3.3 Earthquake escape drill

[0056] "Earthquake Escape Drill" is an application that enables users to make correct escape responses when an earthquake occurs through simulation training. During an actual earthquake, we may be in various different living conditions, and the escape measures to be taken in different earthquake scenarios may be different. This application first popularizes earthquake escape methods in different situations through text and video, and then allows users to practice escape methods through VR equipment based on "multi-life scenario simulation" and "dynamic scene simulation". In addition, this application can create earthquake escape environments in various situations for users to simulate when the positions of real and virtual components change, so that users can make correct escape measures when an earthquake occurs.

[0057] The device of the utility model can provide the experiencer with realistic earthquake simulations of different building structure types, different numbers of floors, and different apartment types. On the one hand, it has multiple application modes: including static experience of the experiencer (such as sitting on the sofa, on the toilet, and on the bed), dynamic experience (conversion of different scenes, such as from the bedroom to the study), and earthquake escape drills (such as going down the stairs from the second-floor bedroom to the entrance door). On the other hand, it has scalability: including an expandable simulation model library and component library of vibration characteristics. It also has scalable application methods: including the ability to add different apartment types to create different scenarios, and create different escape routes based on the different moving paths of real components.

[0058] The so-called multi-scene of the utility model includes two aspects:

[0059] First, when an earthquake actually occurs, the vibration frequency and amplitude are different in different locations due to factors such as the building type, building structure, and number of floors where people are located, and people's sense of vibration is also different, so it is necessary to provide vibration simulations in different environments (i.e., multiple scenarios). Specifically, by sorting out and summarizing the combination types generated by different building types, structures, and numbers of floors, these types of combinations are modeled, and the models are solved and classified and sent to the computer storage module to form a model library. Then, during preprocessing, the numerical analysis of the EASY5 dynamic processing platform is used to obtain vibration signals of different types of buildings.

[0060] Second, earthquake escape drills in a single environment are not very meaningful, and practicing escape methods in multiple scenarios can better train participants to make correct escape responses when an earthquake occurs. Multiple scenarios are formed by changing the position of components in the earthquake scenario simulation cabin 1, and then combined with the change of the position of components (including walls) in the virtual screen to achieve the purpose of multiple scenarios.

[0061] Example 1

[0062] S1. The user selects a suitable apartment, enters the preparation room of the earthquake integrated experience cabin 1, and puts on the VR device. The device system guides the user into the experience room.

[0063] S2. The user selects an operating mode, and inputs model information (building structure, floor number where the user is located, apartment scene type) and earthquake information (magnitude of the earthquake).

[0064] S3, the data drive module starts to operate, the door passes through the second track 41 on the ceiling; the ground components 6 such as the bed, table, chair, toilet, etc. pass through the first track 31 on the floor, so that each real component moves to the position of the preset apartment scene.

[0065] S4. The storage module retrieves the model information from the model library, and the seismic wave data processing module solves the real seismic wave signal.

[0066] S5. Import the model information and solved data into the EASY5 dynamic processing platform. After being processed by the EASY5 dynamic processing platform, the rendering model module and the data driving module are exported.

[0067] S6. The user sees the rendered model converted into a VR-recognizable format through a VR head-mounted display, and the model scene is consistent with the user's real environment.

[0068] S7. The user increases, decreases or replaces virtual components (including lamps, bookcases, tea sets, doors, etc.) through the VR control handle. The user moves and switches the perspective through the VR control handle to shuttle through various life scenes. Since the real space is surrounded by the first locator, assisted by the second locator and the second sensor on the user's VR head-mounted display, the user's movements and position changes in the virtual picture and reality are synchronized.

[0069] S8: The data drive module drives the hydraulic control device of the earthquake platform under the earthquake integrated experience cabin 1 to vibrate, allowing users to feel the vibration of a real earthquake, and then combined with the virtual screen earthquake vibration, a superimposed reality earthquake scenario simulation is realized. At the same time, the temperature simulation module, sound simulation module, and smoke simulation module start to operate, allowing users to experience the most realistic earthquake feeling.

[0070] S9. Users can experience the earthquake sensation in different scenarios (such as bedroom, living room, bathroom) and in different states (such as lying down, sitting still, standing) and become familiar with the earthquake sensation under changing scenarios, so that they can respond more quickly in a real earthquake.

[0071] S10: The user completes the process of walking down the stairs from the bedroom on the second floor of the experience room to the front door in the earthquake escape drill scenario. The user's earthquake sensation changes in real time under different scenarios and actions. The user opens the front door and returns to the preparation room of the earthquake integrated experience cabin, returns the device, and the operation mode ends.

[0072] S11, the driving module operates, and the real components move to the designated position through the slide rail to form a new apartment type.

[0073] Among them, EASY5, as a set of simulation software for multidisciplinary dynamic systems, is suitable for simulation analysis of various physical systems such as hydraulic, pneumatic, mechanical, and electromagnetic. Compared with the simulation of complex nonlinear links, EASY5 can use physical models to directly model. Its advantages lie in ease of use and graphical modeling operations, allowing users to quickly build complex system models and perform simulation analysis. After the real seismic wave data is solved and input into EASY5, it can be simulated in the time domain (providing timing information about the signal, such as the start time, duration, rise time, and fall time of the signal) and frequency domain (providing spectrum information about the signal, such as the frequency component of the signal, frequency response curve, etc.). Based on EASY5, a three-parameter control system model of the earthquake simulation vibration table is established to perform system simulation analysis under the action of earthquake waves. The simulation results show that EASY5 can simulate the system characteristics of the vibration table very well, and can be used as a software platform for parameter influence analysis, system identification and compensation, and control algorithm improvement and optimization of the earthquake simulation vibration table.

[0074] The above are only preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the protection scope of the present invention.

Claims

1. A multi-scenario earthquake scenario simulation device combining VR and entity, characterized in that: The invention comprises an earthquake integrated experience cabin (1), wherein the earthquake integrated experience cabin (1) is suspended on the ground through an earthquake platform hydraulic control device (2), and the earthquake integrated experience cabin (1) comprises a preparation room and an experience room, wherein the preparation room is provided with VR equipment, and the experience room is provided with a first drive component (3), a second drive component (4) and a multi-sensory simulation control module, wherein the first drive component (3) can drive an indoor ground component (6) to move, and the second drive component (4) can drive an indoor space component (5) to move.

2. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 1, characterized in that: The first driving assembly (3) comprises a first track (31), a first gear (32) and a first motor (33); the first track (31) is laid on the floor, the first gear (32) is installed at four corners of the floor component (6) and is driven by the first motor (33), and the first gear (32) is meshed with a first rack on the first track (31).

3. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 2, characterized in that: The second driving assembly (4) comprises a second track (41), a second gear (42) and a second motor (43); the second track (41) is suspended on the ceiling by a plurality of bracket hanging parts (44); the second gear (42) is installed on both sides of the top of the space component (5) and is driven by the second motor (43); the second gear (42) is meshed with a second rack on the second track (41).

4. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 3, characterized in that: The first gear (32) is embedded in a groove at the bottom of the ground component (6), the first motor (33) is installed on the side of the bottom of the ground component (6), and the driving end of the first motor (33) is transmission-connected to the first gear (32) via a first rotating shaft.

5. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 4, characterized in that: Positioning blocks are provided on both sides of the top of the space component (5) extending upward, the second gear (42) is arranged on the inner side of the positioning block, the second motor (43) is installed on the outer side of the positioning block, the driving end of the second motor (43) is connected to the second rotating shaft in a transmission manner, and the end of the second rotating shaft away from the second motor (43) passes through the positioning block and is connected to the second gear (42) in a transmission manner.

6. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 1, characterized in that: The floor components (6) include a bed, a table, a chair and a sofa; the space components (5) include a door frame with a door, a wardrobe and a bookshelf.

7. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 5, characterized in that: The multi-sensory simulation control module comprises a seismic platform hydraulic control device (2), a temperature simulation module, a sound simulation module and a smoke simulation module.

8. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 7, characterized in that: The first motor (33), the second motor (43), the multi-sensory simulation control module and the VR device are all connected to the EASY5 dynamic processing platform.

9. A multi-scenario earthquake scenario simulation device combining VR and entity according to claim 1 or 8, characterized in that: The VR device includes a VR head-mounted display and a VR control handle. The VR head-mounted display is also provided with a second locator and a second sensor. The second locator is connected to the first locator in the experience room.

10. The multi-scenario earthquake scenario simulation device combining VR and entity according to claim 1, characterized in that: The earthquake integrated experience cabin (1) is connected to the ground via a retractable staircase.