CN-121988028-A - Game virtual reality intervention system
Abstract
The application relates to the technical field of virtual reality, in particular to a game virtual reality intervention system, which comprises a social scene simulation module, a task generation module, an intervention time calculation module and an operation guiding module, wherein the social scene simulation module is used for simulating different types of social scenes in virtual reality equipment, the task generation module is used for generating interactive scene tasks corresponding to each social scene, executable programs corresponding to the interactive scene tasks are stored in the task generation module and are deployed in the virtual reality equipment, the intervention time calculation module is used for distributing corresponding intervention periods for each social scene and the interactive scene tasks, timing the intervention periods according to the operation of a user on the virtual reality equipment, and the operation guiding module is used for guiding the user to complete virtual role control and interactive operation in the interactive scene tasks in the virtual reality equipment through preset course information. Therefore, the intervention content covers various social behaviors in different reality scenes, and comprehensive and scenic social skill learning is supported.
Inventors
- XU PEIHONG
Assignees
- 香港理工大学
Dates
- Publication Date
- 20260508
- Application Date
- 20251031
Claims (10)
- 1.A gambling virtual reality intervention system, comprising: the social scene simulation module is used for simulating different types of social scenes in the virtual reality equipment; The task generation module is used for generating an interactive scene task corresponding to each social scene, storing an executable program corresponding to the interactive scene task in the task generation module, and deploying the executable program in the virtual reality equipment; the intervention time calculation module is used for distributing corresponding intervention periods for each social scene and each interactive scene task and timing the intervention periods according to the operation of a user on the virtual reality equipment; and the operation guiding module is used for guiding the user to complete virtual character control and interactive operation in the interactive scene task in the virtual reality equipment through preset course information.
- 2. The system of claim 1, wherein the different types of social scenes include a family scene, a school scene, a street scene, a park scene, a mall scene.
- 3. The system of claim 1, wherein, The virtual reality device is a device supporting real-time rendering of 3D scenes, motion tracking and interactive input functions; the virtual reality device comprises a head display device and an operation controller; The head display device is used for outputting visual information and auditory information of the virtual environment; The operation controller supports the user to realize the movement of the virtual character and the interaction with the virtual element through limb actions or key operations.
- 4. The system of claim 1, wherein the interactive scene task comprises a decision link and a behavior execution link; The decision link provides at least options of social behavior and non-social behavior; and the behavior execution link guides the user to complete the operation flow of the corresponding selection through the virtual reality equipment.
- 5. The system of claim 4, further comprising a gamification enhancement module that presets a rewards rule that triggers a rewards output when a user selects the social behavior in the decision link and completes the behavior execution link, the rewards including virtual credits and rank badges.
- 6. The system of claim 1, further comprising a data logging and analysis module; The data recording and analyzing module is used for: Collecting task selection results, task completion time and rewarding acquisition quantity of the user; generating a user behavior development report based on the task selection result, the task completion time and the rewarding acquisition quantity; and exporting the user behavior development report to an external storage device or interfacing with a third party data platform.
- 7. The system of claim 1, wherein the social scene modeling module is further configured to: Acquiring age, cultural background and living environment information of a target user; and carrying out adaptation adjustment on the character image, the scene detail and the language version in the social scene according to the age, the cultural background and the living environment information of the target user.
- 8. The system according to claim 1, wherein the intervention time calculation module is configured to configure a single intervention duration corresponding to a single social scene to be 5-60 minutes, and adjust the intervention period to be 1-12 weeks according to the use requirement.
- 9. The system of claim 1, further comprising a device compatibility adaptation module that adapts the executable program in the task generation module to a virtual reality device of a target make and model.
- 10. The system of claim 1, further comprising a scene and task update module configured to: and adding social scene types, iterative interactive scene task contents and optimization task difficulty gradients in an online upgrading mode.
Description
Game virtual reality intervention system Technical Field The application relates to the technical field of virtual reality, in particular to a game virtual reality intervention system. Background Mental health of teenagers has become an increasingly global concern over recent decades. Researches show that about 10% -20% of children and teenagers have various psychological health problems, which have adverse effects on the overall happiness, and that nearly half of psychological health problems start from puberty, and the stage is a key window period for intervention. Therefore, the development of early prevention and mental health promotion tools, the reduction of the occurrence rate and long-term influence of teenager mental diseases, and the cultivation of happiness and active mental health state of the teenagers have important significance. Participation in social behavior is one of the effective ways to promote well-being. However, the existing social intervention tools have obvious limitations that firstly, the tools depend on traditional face-to-face delivery modes, the tools need to be developed in structured environments such as schools, community centers and the like, a large amount of resources and time are needed to be input, flexibility and accessibility in terms of time arrangement, site selection and cost are low, secondly, most of the intervention tools only aim at a single social field (such as charity donation), the migration and development of social behaviors in different real-time scenes are limited, formal voluntary activities are emphasized, daily informal scenes (such as schools and families) where teenagers frequently participate in the social behaviors are ignored, and thirdly, although more social intervention tools adopt a more flexible and low-cost mode by means of emerging technologies such as videos and computer games, the game intervention tools depend on two-dimensional cartoon style environments, the reality sense and the scene depth are lacked, and the social behaviors learned in the simplified stylized scenes are difficult to be ensured to be effectively migrated into complex and dynamic reality situations. Disclosure of Invention The application provides a game virtual reality intervention system which is used for solving at least one technical problem in the background art. To achieve the above object, the present application provides a game-based virtual reality intervention system, comprising: the social scene simulation module is used for simulating different types of social scenes in the virtual reality equipment; The task generation module is used for generating an interactive scene task corresponding to each social scene, storing an executable program corresponding to the interactive scene task in the task generation module, and deploying the executable program in the virtual reality equipment; the intervention time calculation module is used for distributing corresponding intervention periods for each social scene and each interactive scene task and timing the intervention periods according to the operation of a user on the virtual reality equipment; and the operation guiding module is used for guiding the user to complete virtual character control and interactive operation in the interactive scene task in the virtual reality equipment through preset course information. Optionally, the different types of social scenes comprise a family scene, a school scene, a street scene, a park scene and a market scene. Optionally, the virtual reality device is a device supporting real-time rendering of 3D scenes, motion tracking, and interactive input functions; the virtual reality device comprises a head display device and an operation controller; The head display device is used for outputting visual information and auditory information of the virtual environment; The operation controller supports the user to realize the movement of the virtual character and the interaction with the virtual element through limb actions or key operations. Optionally, the interactive scene task comprises a decision link and a behavior execution link; The decision link provides at least options of social behavior and non-social behavior; and the behavior execution link guides the user to complete the operation flow of the corresponding selection through the virtual reality equipment. Optionally, the system further includes a gambling enhancement module, where a reward rule is preset in the gambling enhancement module, and when the user selects the social behavior in the decision link and completes the behavior execution link, a reward output is triggered, where the reward includes a virtual point and a class badge. Optionally, the system further comprises a data recording and analyzing module; The data recording and analyzing module is used for: Collecting task selection results, task completion time and rewarding acquisition quantity of the user; generating a user behavior development report ba