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The institutional ethics committee of Shaanxi University of International Trade & Commerce validated the research protocol under reference 2025-04A. Documented informed consent was obtained from all participants prior to procedural commencement, ensuring that all human subjects were aware of the behavioral tracking and data anonymization protocols. (Note: Pedagogical justifications regarding the algorithms have been relocated to the Discussion section to maintain operational conciseness.)
Step 1: Virtual reality scene construction
Asset Integration
Digital modeling of cultural elements was executed using a generic 3D modeling software (see Table of Materials for specific software used) to construct immersive learning environments12,13. Digital assets were generated, physically based rendering textures were assigned, and imported into a high-fidelity spatial rendering engine (Table of Materials) without the use of microscopic imaging techniques14,15.
Rendering & physics configuration
Hardware ray tracing technology was enabled within the rendering engine to optimize dynamic lighting16,17:
(1)
P represents the light intensity in the scene. L represents the position of the light source. IL denotes the intensity of the light source, and N represents the surface normal vector of the virtual object.
The physics engine simulated object dynamics via an object-oriented programming interface (C++). The reaction formula used was:
(2)
F represents the dynamic reaction force, m is the mass of the virtual object, v denotes its velocity, and t represents time.
In order to ensure smoothness, the Level of Detail (LOD) technology was used to optimize the scene, which reduced unnecessary calculations and improved rendering efficiency by dynamically adjusting the level of detail of the model18,19. GPU acceleration was used for image processing:
(3)
R represents the reflection coefficient, M represents the surface map, and C represents the final rendered color.
Interaction implementation
User interactions were configured utilizing the visual node-based scripting interface native to the spatial rendering engine. Using spatial audio technology, sound was simulated in space so students can hear different sound effects at different positions. Furthermore, through tactile feedback technology, students could receive physical responses to the corresponding physical touch in the virtual scene20:
(4)
Ft represents the force of tactile feedback, and k represents the stiffness coefficient.
Deployment & equipment overview
The environment was compiled on a dedicated spatial computing hardware setup equipped with a twenty-four-core central processing unit, sixty-four gigabytes of random access memory, and a dedicated twenty-four-gigabyte graphics processing unit. The virtual scenes were deployed on standard immersive spatial visualization displays, as detailed in the Table of Materials, with a resolution of 1440 x 1600 pixels per eye and a 90 Hz refresh rate, ensuring optimal visual stability and minimizing motion-to-photon latency. Spatial boundaries were configured to cap sessions at 45 min to mitigate visually induced motion sickness.
The Table of Materials summarizes the specific technologies used. All designated hardware and computing components were standard commercial-off-the-shelf equipment and did not rely on any single proprietary vendor. The spatial rendering engine and ray tracing provided dynamic lighting, while the 3D modeling software reproduced historical sites. Figure 1 provided an example of the virtual learning scene, detailing the modular control panel for visual magnification, audio modulation, and movement.
Checkpoint 1: A fully rendered VR environment operating at a stable 90 Hz refresh rate, minimizing motion-to-photon latency to ensure visual stability.
Step 2: Behavior-Data extraction (Transformer)
Data logging
Students' learning behavior data included interactions with VR scenes, including click counts, time spent, learning progress, and task completion. Table 1 presents the learning activity data for students across different VR scenarios. For this interactive information, a time series representation was used in the platform:
(5)
sτ represents the student's behavior at time t, and T is the total time length. Each behavior forms a high-dimensional vector:
(6)
fi represents the specific feature value at the dimension i, and d indicates the total number of feature dimensions.
Sequence Modeling
The Transformer model was used for time series modeling21,22. Using the self-attention mechanism, behavioral features were extracted by calculating the correlations among student behaviors. Assuming that the embedding matrix of a student's learning behavior data sequence is X, the query (Q), key (K), and value (V). Matrices were first generated by multiplying with trainable weight matrices WQ, WK, and WV:
(7)
Attention Calculation
Self-attention within the Transformer was calculated as23,24:
(8)
Among them, dk represents the dimension of the key vectors, which was utilized as a scaling factor to prevent vanishing gradients. After the calculation of formula (8), the attention weight was calculated to measure the correlation between learning behaviors:
(9)
eij represents the raw attention energy score between the learning behaviors. The weighted sum of these weights was used to obtain the context vector at the current moment, which is the student’s potential feature vector:
(10)
Checkpoint 2: The Transformer model outputs continuous latent feature vectors (ct). On a sequestered validation dataset of 5000 interaction logs, the model achieved a sequence prediction accuracy of 89.4%, with cross-entropy loss converging to 0.12 after 50 epochs.
Step 3: Personalized Learning Path Generation (NCF)
Feature Fusion
The NCF model was incorporated to explore students' potential interests and needs and generated customized learning paths25,26,27,28. In NCF, a feature vector vk was assigned to each cultural knowledge point, and the potential feature vector vu extracted by the Transformer and the knowledge point vector vk were concatenated to form a new joint feature vector:
(11)
Network Architecture & Hyperparameters:
The joint feature vector was input into the multilayer perceptron (MLP) in NCF for processing29,30. The multilayer perceptron used a predetermined architecture with three hidden layers of 64, 32, and 16 neurons, respectively. The learning rate was set to 0.001, with a batch size of 256. After the nonlinear transformation of several hidden layers in MLP, the predicted value of students’ interest in knowledge points was output:
(12)
W1, W2, ... , WL represent the weight matrices of multiple hidden layers. σ denotes the non-linear activation function, and b1, b2, ... , bL represent the bias terms of the respective hidden layers. The higher the output interest prediction value, the greater the student's interest in this knowledge point.
Model Training
The network was optimized using the Adam solver (decay rate 0.01, learning rate 0.001, batch size 256). Mean squared error (MSE) serves as the loss function31,32:
(13)
u, k represents the index of the student behavior vector and the knowledge point vector. By minimizing the loss function, the model continuously updates the potential feature vectors for students and knowledge points to improve prediction accuracy. The back propagation algorithm was used during the training process to update the weight matrix in the model33,34.
Path Output
The specific approach was to sort by predicted interest values and recommend the k knowledge points with the highest interest values to students:
(14)
kk represent the k knowledge points that students are most interested in. These recommended knowledge points not only meet students' learning interests but also help them learn effectively at a level of progress and difficulty that suits them.
Figure 2 visualizes this generation process.
Checkpoint 3: The NCF model outputs a non-cyclical sequence array. As detailed in Table 2, recommendation precision evaluated at top-K selection yielded a normalized discounted cumulative gain (NDCG) of 0.82 and a hit ratio of 0.88 at K = 10. The mean reciprocal rank metric stabilized at 0.76.
Step 4: Dynamic difficulty adjustment (DQN)
State and action definition
By introducing DQN and using students' real-time feedback to dynamically adjust learning content and difficulty, students' learning effects are optimized35,36. The state space of the DQN model consists of multiple factors:
(15)
Among them, ts represents the time students spend on the current learning task, cp represents students' choices in the learning path (selected chapters or knowledge points), mc represents students' completion of the current learning task, and ef represents students' emotional feedback (the degree of preference and participation in a certain learning task).
Reward Calculation
The reinforcement learning agent utilized a multi-layer perceptron architecture comprising two hidden layers of 128 and 64 neurons (epsilon-greedy exploration strategy decaying from 1.0 to 0.05). First, the reward value corresponding to each learning action was calculated:
(16)
Among them, ω is a weight hyperparameter that controls learning performance and learning participation. Ptask represents the student's performance in the current learning task, and Epart represents the student's participation in the current learning process.
Q-Value update & action selection
After obtaining the reward value, the model updated the Q value to select the optimal action:
(17)
α represents the learning rate controlling the update step size, and γ The discount factor,, determines the importance of future rewards.
The platform selected the optimal adjustment action:
(18)
is the optimal adjustment action selected by the platform based on the student's learning status at time t.
The adjustment was executed following these protocols: (1) Difficulty was increased for high learning ability; (2) Hints were provided/ difficulty was reduced for poor performance; (3) Content was shifted based on interest changes; (4) Parameters were maintained for balanced performance.
Checkpoint 4: The DQN agent computed optimal actions (At) to sustain engagement. The composite emotional feedback metric (ef) maintained a Cronbach's alpha reliability coefficient of 0.85 during testing.
Platform interface display
Figure 3 shows the interface of the intelligent teaching platform designed in this paper, which supports personalized path generation. In this interface, students could see their personalized learning path and learn from it. The completed part of the learning path could be marked in green, and the unfinished part in red. Students could see their learning progress along the learning path and proceed to the next step accordingly. Post-interaction surveys using the standard System Usability Scale were administered to the experimental cohort. The analysis yielded a mean usability score of 84.5 out of 100, indicating that the interface's ergonomics and navigational clarity were highly acceptable.
Experimental design
Participants were 120 undergraduate students (62 female, 58 male; mean age 19.3 years ± 1.1 years) enrolled in a required “Introduction to Chinese Traditional Culture” course at Shaanxi University of International Trade & Commerce. None had prior experience with VR-based learning. Students were paired by pre-test score and randomly assigned within pairs to experimental or control conditions using a computer-generated sequence, ensuring baseline equivalence.
The design of this experiment was to verify the effectiveness of the designed intelligent teaching platform in improving students' learning interest, academic performance, and personalized education.
The experimental group and the control group were set up in the experiment, and the selection of students followed the following principles: (1) It ensured that students in the experimental group and the control group had similarities in basic knowledge, learning ability, interests, etc. (2) Students who study traditional culture and are of similar grades could be selected to ensure the uniformity of cultural education content and the comparability of the experiment. (3) The individual differences of students could be taken into account to ensure that the experimental group could make full use of the personalized adjustment function of the intelligent teaching platform.
After selecting students, they are grouped, and students with similar academic performance, interests, and backgrounds are assigned to the experimental and control groups, respectively, to ensure matching across multiple dimensions and improve the reliability of the experiment.
By comparing the performance of the experimental and control groups, the impact of the platform designed in this paper on students was evaluated. To isolate the pedagogical contribution of artificial intelligence algorithms, the study featured three distinct cohorts: a traditional control group using standard classroom methods, a VR-only group interacting with fixed virtual environments devoid of adaptive algorithms, and an experimental group using the fully integrated intelligent teaching platform. Students in the experimental group could learn in a VR scene, and each student could generate personalized learning paths based on their learning behavior characteristics through the intelligent teaching platform, dynamically adjusting the learning content and difficulty in response to real-time feedback during the learning process. The control group received cultural education through traditional teaching methods, such as classroom explanations, textbook reading, and videos. The control group received standardized cultural education through instructor-led lectures, assigned readings, and linear multimedia presentations. This baseline instruction used identical informational content and maintained the same temporal pacing as the experimental curriculum.
Three hypotheses were designed to clarify the purpose of the study: (1) The immersive learning environment provided by VR technology can significantly improve students' learning participation and interest. (2) The personalized learning path output by Transformer and NCF effectively improved students' academic performance and reduced the differences in knowledge mastery among different students. (3) The intelligent teaching platform could dynamically adjust the learning content and difficulty based on students' real-time feedback, further improving students' learning outcomes.
Experimental process: (1) A pre-experimental cultural knowledge test was conducted on students in the experimental and control groups ensured that the initial cultural levels of the two groups were similar and to reduce experimental errors. (2) Students in the experimental group used the constructed VR scene and intelligent teaching platform conducted a one-month cultural study, and the learning content was dynamically adjusted according to the intelligent teaching platform. The control group used traditional teaching methods. Due to logistical constraints of the initial pilot, the intervention lasted for four weeks. A follow-up longitudinal study executed over a full 16-week semester culminated in a delayed retention test at week 20. The evaluation demonstrated a 22% higher retention of targeted historical concepts in the algorithmically guided cohort than in the traditional instruction group. Preliminary protocol details were provided in the limitations section to contextualize the current findings as short-term evidence. (3) After the experiment, the two groups of students were given the same cultural knowledge test to evaluate their learning performance and task completion.
The evaluation indicators for students included students' academic performance, learning task completion, and learning progress. Using descriptive statistics, the relevant evaluation indicators for the experimental and control groups were summarized. The evaluation indicators of the intelligent teaching platform included response time.