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2025

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81.5%


  1. (School of Foreign Languages, Changchun Normal University, Changchun 130032, China and School of Foreign Languages and Cultures, Jilin University, Changchun 130012, China. Tan_Zhang7@yeah.net)



Virtual reality technology, Augmented reality, Interactive technology, Education, English vocabulary teaching

1. Introduction

Under the background of education Informaionization 2.0 era, the new techniques such as VR and AR have quickly infiltrated the educational domain and extended into the linguistic teaching domain. Virtual Augmented Reality Interactive as a new and new technique, is applied in the field of VR [1]. Virtual Augmented Reality Interactive Technique as a representative of the Human and Machine Interface will have a bright future in the field of education, as shown in Fig. 1. English vocabulary is a narrative, is a description of a certain situation, scene, plot, simple language learning in the classroom is often boring, if you can create situations in the teaching process, make full use of models, pictures, videos and other multimedia visualization teaching, so that students learn close to life, close to reality, can make students learn to become both easy to understand and easy to remember [2]. At the same time, students’ thinking ability has been cultivated and trained, which has enhanced their positive learning emotions and attitudes [3, 4]. The rapidly developing virtual augmented reality interactive technology superimposes virtual information with the objective world, and presents real scenes and virtual English words to students at the same time through computer rendering, which can optimize the teaching environment, stimulate learning motivation, and promote the formation of composite learning mode [6].

Fig. 1. System structure and characteristics of virtual reality technology and augmented reality technology.

../../Resources/ieie/IEIESPC.2026.15.3.438/fig1.png

In recent years, there have been extensive researches on virtual augmented reality technology both at home and abroad. MMath. Teresa Coimbra [7], with a problem-oriented view on whether augmented reality can promote higher education, carried out teaching experiments among science and engineering students through design-based research. It is concluded that 3D models immersed in the real world enhance motivation, increase understanding, and encourage more engaged learning to occur than any picture or text. Bujak et al. [8] believe that the form of augmented technology presenting teaching content is intuitive and clear, and with the support of situational theory, it can be verified that AR has a positive role in promoting learners' knowledge construction and ability transfer and acquisition, but its application in real environment has certain constraints and limitations, and there are problems of teaching support. Fatih Serdar Yildirim [9] It proves that students can fully learn an abstract subject through augmented reality, especially in the specific operational stage, and that students can adapt what they have learned to other situations. Meanwhile, he suggests that teachers' AR training be encouraged, so that teachers have the ability to prepare and use AR teaching., But not in reality to the application. SoAR [10] is used as a new type of employee training resource based on AR, so that such training resources are designed with a reference framework structure, and a systematic resource design and development process is formed. Siegle [11] believes that the possibility of situations is infinite, and through augmented reality technology, learners and educators can create specific situations. Students can do historical studies by taking photos of the surrounding historical structures and giving them historical information about each structure in the context. Visitors will be able to view the structure with a camera on their cell phone and get a sense of its history. The research team of Harvard University [12] developed a mobile course based on AR technology according to the establishment of context in instructional design method, pioneered the teaching context construction mode of mobile learning, and provided new resources for students' independent learning. The team applied this situation creation method to the science teaching of Harvard University and collected learning results, which proved that the AR-based situation creation teaching mode can improve students' enthusiasm and efficiency in acquiring knowledge. But it was only tested with the students in specific classes.Lacko J [13] design and develop a multi-touch archaeological simulation AR system based on augmented reality technology. Learners can observe the three-dimensional virtual simulation models of ancient castles in different periods through this system when learning relevant knowledge of ancient castle ruins. CAI Su [14] 's team founded the VR/AR+ Education Laboratory and pioneered the research of virtual teaching in China. Combined with the application cases of "Z Space" and "Metaio", the application potential of augmented reality technology in teaching was demonstrated: the content of augmented reality learning is visual and intuitive; Augmented reality learning provides a good learning situation, and learners can focus on the created situation; The way augmented reality learns is interactive; Augmented reality learning needs to be integrated with traditional teaching.

This paper first puts forward the algorithm of virtual augmented reality interaction technology, proposed the data tracking algorithm, positioning algorithm, secondly, based on the proposed algorithm, puts forward the English vocabulary teaching based on virtual augmented reality interaction system, finally, the proposed system, in order to help later English vocabulary teaching.

2. Virtual Augmented Reality Interactive Technology Algorithm

2.1. Tracking Algorithm Based on Compressed Sensing

Nyquist sampling theorem points out that in order to ensure the integrity of the signal when acquiring the signal, the sampling frequency must be greater than twice of the highest frequency in the signal to accurately complete the signal reconstruction [15- 17]. Traditional signal sampling is based on this, but most of the sampled data is redundant. In the process of signal or image compression, only the important data is usually retained, and a large number of redundant data is discarded. In 2004, The concept of compressed sensing was proposed by Donoho et al. This theory is a new signal acquisition codec theory which makes full use of signal sparsity. When the signal is sparse, it is possible to reconstruct the signal accurately or approximately by sampling a few signal projected values. Compression Sensing is a procedure by which the high dimension raw signal $X$ is measured by measuring matrix $A$. In this case, the measurement signal $y$ has a length that is far less than that of the raw signal $X$. Therefore, it is possible to compress the signal $X$ [18].

The theory of compressed sensing breaks through the limit of the Shannon sampling theorem. The Shannon sampling theorem provides the theoretical basis for the digital processing of signals, ensuring that the signal information is not lost during sampling, and the original signal can be perfectly recovered with random sampling methods with less data sampling points. The basic formula is as follows:

(1)
$ y = \Phi x, $

where $\Phi$ is the random measurement matrix, $x \in R^{m\times 1}$ is the high-dimensional original signal, and $y \in R^{m\times 1}$ is the low-dimensional data after compression.

CT algorithm refers to the image reconstruction algorithm of computer photography. CT technology is an advanced imaging technology, which scans the examined object in different directions through X-rays, and then uses CT algorithm to integrate and build these data into two-or three-dimensional images with spatial anatomical structure information.

The basic process can be expressed as: first in the process of tracking to classify the positive sample (tracked target) and negative sample (background) characteristics, and then use the RIP (restricted isometryproperty) random projection matrix of multi-scale image feature dimension reduction, and then use the naive Bayes classifier to reduce the characteristics of the classification.

In this algorithm, the random measurement matrix $\Phi$ completes the process of feature dimensionality reduction, which is defined as follows:

(2)
$ \Phi_{i,\lambda} = \sqrt{s} \times \begin{cases} 1, & \text{with probability } 1/2-s, \\ 0, & \text{with probability } 1-1/s, \\ -1, & \text{with probability } 1/2-s, \end{cases} $

where $s$ is the random number generated between 2-4.

After dimensionality reduction through the above measurement matrix, the actual feature obtained is actually the weighted sum of several regions in the image. After completing the above steps, what should be done next is to update the naive Bayes classifier by using the positive and negative sample features after dimensionality reduction [19, 20]. Finally, by traversing the adjacent region of the target position of the previous frame, the similarity is calculated by using Bayesian criterion, and the accurate location of the tracking target in the current frame is obtained. Where, the Bayes formula is

(3)
$ H(v) = \log \left( \frac{\prod_{i=1}^n p(v_i \mid y = 1) p(y = 1)}{\prod_{i=1}^n p(v_i \mid y = 0) p(y = 0)} \right)\nonumber\\ = \sum_{i=1}^n \log \left( \frac{p(v_i \mid y = 1)}{p(v_i \mid y = 0)} \right). $

$p(v_i \mid y = 1) \sim N(\mu_i^1, \sigma_i^1)$, $p(v_i \mid y = 0) \sim N(\mu_i^0, \sigma_i^0)$, $\mu^1$ and $\sigma^1$ are respectively the mean and variance of the positive sample, $\mu^0$ and $\sigma^0$ represents the mean and variance of the negative sample.) $MAX(H(v)$ where the target is most likely to appear in the current frame. After the latest location of the target is determined, the positive and negative samples after dimensionality reduction are re-taken to further update the classifier. The updating process is as follows:

(4)
$ \mu_i^1 \leftarrow \lambda \mu_i^1 + (1-\lambda)\mu^1, $
(5)
$ \sigma_i^1 \leftarrow \sqrt{\lambda(\mu_i^1)^2+(1-\lambda)(\sigma^1)^2+\lambda(1-\lambda)(\mu_i^1-\mu^1)^2}, $

where for the learning parameter, this is an experience value, the larger the update speed is slower. After the classifier is updated, it continues to search for the target position in the next frame. Through such repeated iterations, the target tracking is realized.

The tracking algorithm based on compressed sensing proposed in this paper is compared with CT, TLD and OAB tracking algorithms to track more than 20 different video sequences [21, 22].

(1) CT

Features: The CT algorithm achieves target tracking by calculating the correlation between the target template and the candidate regions in the frame to be tracked. The Fourier transform was mainly used to calculate the correlation score of the target template and the candidate regions, and the highest score was selected as the most likely target position.

Advantages: The algorithm is simple and efficient, and it is robust to target scale changes and partial occlusion.

Disadvantages: sensitive to complex background, light changes and other factors, prone to target drift phenomenon.

(2) TLD (tracking-learning-detection)

Features: The TLD algorithm combines three functions: target tracking, target learning and target detection. The accuracy and robustness of tracking are improved by constantly updating the target model, learning the target appearance and movement pattern, and detecting and correcting the target.

Advantages: It can deal with the deformation, scale change and partial occlusion of targets, which is suitable for long-term target tracking.

Disadvantages: requires a lot of training data and computing resources, high hardware requirements.

(3) OAB (online AdaBoost)

Features: OAB is a target tracking algorithm based on the AdaBoost algorithm. It trains a series of weak classifiers to track the targets according to their weights.

Advantages: Good robustness and accuracy, suitable for target tracking in complex scenarios.

Disadvantages: The effect may be affected if the light changes greatly or the target appearance changes quickly.

As shown in Fig. 2, the tracking effects of CT, TLD and OAB are significantly reduced when the vehicle is running faster, while the algorithm proposed in this paper is basically stable. As shown in the tracking results of frames 60 and 100 in Fig. 2, when the vehicle speed exceeds the moving speed of the tracking target, obvious drift occurs in the tracking process of the CT algorithm. But the new method is effective to prevent the shift of components from moving.

Fig. 2. Algorithm training.

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2.2. Virtual Avatar Motion Location Based on Tracking Algorithm

The motor system of the human body consists of bones, joints and skeletal muscles. The bones of the whole body are connected by joints to form bones, support weight, protect internal organs, and give the human body basic shape. In this study, the virtual avatar bone model establishes a hierarchical structure and regards the virtual avatar bone model as a tree-like structure model connected by bone segments and joints [23]. In the tree structure of the virtual avatar bone model, the Hip joint of the human body is taken as the root node of the tree structure, and every node in the tree structure is rotated in the space local coordinate system of its parent [24]. To locate the movement of a virtual image, we need to find out the space location of a person's joint, i. e., the sensation of movement pose. According to the tree structure of the virtual avatar bone model, this study took the upper limb of the human body as an example to introduce the problem of solving the spatial position of the virtual avatar bone joint [25- 27].

As shown in Fig. 3 (a) and (b), the parent of wrist joint $W$ is elbowing joint $E$. Based on the original point of the elbow, a person’s forearm is extended along the $Y$-axes of the local coordinate. Suppose that the coordinates of the elbow joint $E$ are known in the global coordinate system, and then the coordinates of the wrist joint $W$, the subnode can be resolved by using the rotational matrix R of the elbow joint $E$. Let the length of the forearm skeleton be ARM_LENGTH , then the translation vector along the $Y$-axis of the local coordinate system $T_{axis} = (0,ARM\_LENGTH)$, Here, the coordinates of the elbow joint $E$ are given in the global coordinate system, the rotational matrix of the elbow joint $E$ is, and the displacement coordinates of the sub node $W$ with respect to the mother node

(6)
$ T_{Wrist} = R_{Elbow} \times T_{axis}. $

Based on Eq. (7) below, the coordinates of the subnode wrist joint $W$ in the global coordinate system are

(7)
$ P_{Wrist} = P_{Ellow} + R_{Elbow} \times T_{axis} = P_{Elbow} + T_{Wrist}. $

According to the above solution method taking the upper limb of the human body as an example, the method of solving the spatial position of each joint of the whole body is summarized:

Virtual avatar skeleton model initialization calibration. Set the coordinates of its hip joint $P_{Hip}$ and its rotation matrix $R_{Hip}$ as well as the length of the avatar’s individual bones.

Virtual avatar bone model modeling. Through the depth-first traversal algorithm, the root node hip joint is first visited, and then each adjacent joint node $J$ is successively visited from the parent node. Suppose that the mother node’s global coordinates are, and the mother node’s rotation matrix is. Based on the local coordinate system of the parent node, The axes of growth of the respective bones are determined in the local coordinate system of a person’s body, and the translation vector is computed in a local coordinate system of the mother node, where $L$ represents the bonelength

1) If it grows along the $X$-axis, $T_{axis} = (L,0,0)$;

2) If it grows along the $Y$-axis, $T_{axis} = (0,L,0)$;

3) If it grows along the $Z$-axis, $T_{axis} = (0,0,L)$;

Virtual avatar real-time motion modeling. Based on the translation vector $T_{axis}$, the subnode’s translation coordinates are computed. The subnode’s global coordinates are those of its mother’s global coordinate and those of its subnode with respect to its mother

(8)
$ T_{ChildIParent} = R_{Parent} \times T_{axis}, $
(9)
$ P_{Child} = P_{Parent} + T_{ChildIParent}. $

Then, in the framework of Virtual Avatar Frame Frame, the subnode’s translation coordinates with its mother are computed by means of TVS. Lastly, the subnode’s global coordinates are those of its mother and mother’s global coordinate system and its subnode’s translation coordinates. Based on the HDI coordinates, we can compute the upper position of the head, the buttocks and the upper position of the person’s head.

A forward kinematic equation for calculating the distance between a person’s hip and a head is deduced

(10)
$ P_{Spine} = P_{Hip} + R_{Hip} \times T_Y, $
(11)
$ P_{Head} = P_{Spine} + R_{Spine} \times T_Y, $
(12)
$ P_{Healend} = P_{Heal} + R_{Head} \times T_Y. $

$P_{Hip}$, $P_{Spine}$, $P_{Heal}$ denote the rotation matrices of the joints Hip, Spine, and Head, respectively, $P_{Hip}$ denotes the point of articulation of the human body.

If the human motion data is directly given to a virtualized body skeletal model, some of the 3D spatial positions of the bones in the target model will change. When the changes are significant enough to produce motion distortion, then we need to define motion redirection algorithms to modify the human motion data

From the forward kinematics, the human lower limb posture can be obtained by utilizing the human lower limb bone length and motion data, and the height of the human joint point in the global coordinate system can be derived based on the constraints of the human lower limb and the horizontal plane $Z_{Hip}$.Set the neck and spine in the same line, that is $P_{Hip}$, $P_{Spine}$ and $P_{Heal}$ 3 points in a straight line. In three-dimensional space can be worn in the human head of the optical sensor absolute coordinates $P_{Healend}$, $P_{Heal}$to $P_{Healend}$ the distance for the length of the human spine T1, then according to the formula (13) can be obtained from the absolute coordinates of the top of the human spine $P_{Head}(X_{Head},Y_{Head},Z_{Head})$.

(13)
$ P_{Head} = P_{Headend} - R_{Head} \times T_1. $

Let the coordinates of the joints of the human body Hip be in three-dimensional space as $P_{Hip} = (X_{Hip}, Y_{Hip}, Z_{Hip})$, where $Z_{Hip}$ can be obtained from human lower limb posture calculations based on the spatial position constraints of the human lower limb with respect to the ground plane. From $P_{Hip}$ to $P_{Heal}$ the distance for the length of the human spine $T_2$, so the calculation of the human spine pitch angle $\beta$.

(14)
$ \beta = \arcsin((Z_{Head} - Z_{Hip})/T_2). $

The yaw angle of the human spine captured $\alpha$ by the sensor and the pitch angle $\beta$ obtained from (14) are shown in Fig. 3(c).

Then, the calculation gives

(15)
$ X_{Hip} = X_{Head} - T_2 \times \cos\beta \times \cos\alpha, $
(16)
$ Y_{Hip} = Y_{Head} - T_2 \times \cos\beta \times \sin\alpha. $

Fig. 3. Avatar positioning.

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3. Design and Implementation of English Vocabulary Teaching System Based on Virtual Augmented Reality Interaction Technology

3.1. System Development Platform

In this system, Based on the virtual avatar positioning algorithm mentioned in Section 2.2, Using the body to interact with the system, The hardware requirements of the development platform are relatively simple, Mainly consists of computers and cameras and sensors, Due to the massive computation required of the system, Therefore, the configuration requirements for the computer hardware are relatively high, During the development process of this system, The computer configuration of the lab used is as follows: The CPU is Intel (R) Core (TM) i3-2130 @3.40GHz, 4.00GB of memory, Camera for a regular Web camera, CMOS inductor, 30 0 thousand pixels, The resolution is 640480. The software platform is mainly composed of Visual C++, OpenGL and some algorithms of computer graphics. The operating system used in the development of this system is Windows 10.

3.2. Sensor Algorithm Design

The extended Kalman filter [18] is a recursive filtering algorithm widely used in scenarios for estimating the state of dynamic systems, with important applications especially in signal processing, control systems and robot navigation. First proposed by Rudolf Kalman in 1960, the core idea of this algorithm is to optimize state estimation by combining sensor measurements with a system model. In this paper, assuming that the system equation is expressed by a discrete equation that remains constant under stochastic nonlinearity, then the above-mentioned state equation and the student sensor measurement equation can be expressed as Eq. (17)

(17)
$ x(k +1) = f(k, x(k)) + w(k), $
(18)
$ z(k) = h(x(k)) + v(k), $

where $w(k)$ and $v(k)$ denote a Gaussian white noise sequences.

Suppose that $f$, $h$ can be expressed as the following Taylor’s formula (19).

(19)
$ f(x(k)) = f(\hat{x}(k)) + J_f(\hat{x}(k))[x(k)-\hat{x}(k)] + \cdots. $

$J_f(\hat{x})$ is the Jacobi matrix of the function $f$ on $\hat{x}(k)$ as Eq. (20).

(20)
$ J_f(x) = \frac{\partial f}{\partial x} \Bigg|_{x=\hat{x}(k)} = \begin{pmatrix} \frac{\partial f_1}{\partial x_1} & \frac{\partial f_1}{\partial x_2} & \cdots & \frac{\partial f_1}{\partial x_m} \\ \frac{\partial f_2}{\partial x_1} & \frac{\partial f_2}{\partial x_2} & \cdots & \frac{\partial f_2}{\partial x_m} \\ \vdots & \vdots & \vdots & \vdots \\ \frac{\partial f_m}{\partial x_1} & \frac{\partial f_m}{\partial x_2} & \cdots & \frac{\partial f_m}{\partial x_m} \end{pmatrix}. $

Likewise,

(21)
$ h(x(k)) = h(\hat{x}(k)) + J_h [x(k)-\hat{x}(k)] + \cdots. $

If the Kalman filter contains multiple readings from the range sensor described above, $H(x(k))$ can then be expressed as $H(x(k)) = d_i^j$

(22)
$ d_i^j = \frac{(ax_i + by_i + c)}{\sqrt{a^2 + b^2}}. $

The line segment characterization of the global coordinates in the environment can be expressed as follows:

(23)
$ ax_i + by_i + c = 0. $

Kalman algorithm

(1) Testing phase

(24)
$ \hat{x}\left(\frac{k +1}{k}\right) = f\left(\hat{x}\left(\frac{k}{k}\right)\right), $
(25)
$ P\left(\frac{k +1}{k}\right) = F(k) * P\left(\frac{k}{k}\right) * F(h)^T + Q(k). $

In the above equation, $P$ is the variance matrix of $X$ and $F$ is the Jacobi matrix of $F$.

(26)
$ f(x(k)) = \begin{bmatrix} x(k) + T * v(k) * \cos\theta(k) \\ y(k) + T * v(k) * \sin\theta(k) \\ \theta(k) + T * (v(k)) * \sin\alpha(k)/l \end{bmatrix}, $
(27)
$ F(k) = \nabla f(k) = \begin{bmatrix} 1 & 0 & -T * v(k) * \sin\theta(k) \\ 0 & 1 & T * v(k) * \cos\theta(k) \\ 0 & 0 & 1 \end{bmatrix}. $

(2) Observation phase

From Eqs. (24) and (27), the predicted measurement equations can be obtained

(28)
$ \hat{z}(k +1) = h\left(\hat{x}\left(\frac{k +1}{k}\right)\right). $

Based on the predicted error of the sensor measure, we modify the forecast equation $\hat{x}(k+1)$ of the state to get the prediction error of the measurement $\gamma(k +1)$, which can be expressed as

(29)
$ \gamma(k +1) = z(k +1) - z(k +1). $

The measurement error variance is

(30)
$ S(k +1) = H(k)P(k +1)H(k)^T + R(k). $

$H$ is the Jacobi matrix of $h(x(k))$ in the measurement equation

(31)
$ H(k) = \nabla h(k) = \frac{\partial h}{\partial x_{x=\hat{x}(k)}}\nonumber\\ = \begin{pmatrix} \frac{\partial h_1}{\partial x_1} & \frac{\partial h_1}{\partial x_2} & \cdots & \frac{\partial h_1}{\partial x_m} \\ \frac{\partial h_2}{\partial x_1} & \frac{\partial h_2}{\partial x_2} & \cdots & \frac{\partial h_2}{\partial x_m} \\ \vdots & \vdots & \vdots & \vdots \\ \frac{\partial h_m}{\partial x_1} & \frac{\partial h_m}{\partial x_2} & \cdots & \frac{\partial h_m}{\partial x_m} \end{pmatrix}, $
(32)
$ S(k +1) = H(k)P(k +1)H(k)^T + R(k). $

3.3. System Realization Process

Students drive the avatars in the interaction system to perform interaction actions through motion capture, and the system semantically recognizes their interaction actions and interacts with the virtual interaction objects. In the augmented reality English vocabulary teaching interaction scenario, the motion data is received through the motion capture module, and the interaction system utilizes the avatar module to draw the avatar model in real time.

The following are the steps of the semantic-driven virtualized body interaction algorithm:

Step 1: Through the multi-motion capture module, obtain the human body posture sensing data based on sensors, and at the same time obtain the human body spatial position data based on the optical marker point tracking system.

Step 2: Redirect the avatar movement through the two types of sensor data to recover the human body movement details, improve the movement accuracy, and draw the avatar in real time in the local application.

Step 3: Recognize the student’s instructional interaction actions and parse their semantics, and consider the result as an input event to be passed to the interaction system.

Step 4: If the semantics of the combat interaction is valid, enter the semantic process corresponding to the combat semantics, drive the virtual interaction object to respond to the semantics, update the state of the virtual interaction object in the interaction system, and exit the semantic process after the update is finished.

Step 5: Select a fixed-length interaction sequence sliding window to understand the student’s interaction intent with respect to the interaction sequence of the student’s classroom movements, displacement speed, body orientation, and other information.

Step 6: Redraw the state of the virtual interaction object, refresh the interaction scene, and return to Step 1.

4. Testing of the Teaching System

To verify the effectiveness of the system, we investigated 200 students from 4 different grades of a university by using the system, The survey included the performance evaluation of the operating results of the system and the evaluation of its effectiveness. The overall score was 10. During the period of data gathering, we have gathered 170 questionnaires, and have verified 150 effective questionnaires. The preprocess consists of eliminating the lost value, removing the abnormal point, and normalizing the data so as to guarantee the quality and uniformity of the input data. Furthermore, stratification methods are still applied in order to ensure representativeness of the datasets for each evaluation index and to preserve the variety and complexity of the distribution of data. By means of data standardization, we can make all the indexes in the same order, decrease the error due to the difference in size, and guarantee the objective and accurate of assessment. This set of data sets guarantees the comprehensive assessment of the system, and offers abundant information for further analyzing the validity of English vocabulary.

4.1. System Operational Analysis

The scoring of the system operation effect is shown in Fig. 4, which mainly includes six aspects: system stability, system operation speed, combination with application software, interface simulation effect, interaction effect, and system diversification. In terms of system stability, system running speed, interface simulation effect, interaction effect and system diversification, 90% of the students scored more than 6 points, 80% scored more than 8 points, and 60% scored 9 points, which shows that the system stability, system running speed, interface simulation effect, interaction effect, and system diversification can satisfy the requirements of the effect of English vocabulary teaching. In terms of combining with application software, 40% of the students scored more than 6 points, 20% scored more than 8 points, and 10% scored 9 points, thus, in terms of combining with application software, it can not meet the requirements of classes, and needs to be further improved.

Fig. 4. System operation analysis.

../../Resources/ieie/IEIESPC.2026.15.3.438/fig4.png

4.2. Analysis of Teaching Effectiveness

The rating of teaching effectiveness is shown in Fig. 5, which mainly includes nine aspects of motivation and interest, learning effectiveness and output of results, diversity and individualization of learning styles, optimization and utilization of teaching resources, teaching interaction and cooperative atmosphere, soundness of feedback and assessment mechanism, interest and participation in the teaching process, and overall evaluation of teaching effectiveness. Among them, 80% of the students scored more than 8 points and 60% scored 9 points in the areas of motivation and interest, learning effectiveness and output, diversity and individualization of learning styles, teaching interaction and cooperation atmosphere, soundness of feedback and assessment mechanism, interest and participation in the teaching process, and overall evaluation of teaching effectiveness. output, diversity and individualization of learning styles, teaching interaction and cooperative atmosphere, soundness of feedback and assessment mechanisms, interest and participation in the teaching process, and overall evaluation of teaching effectiveness can meet the requirements of the effectiveness of English vocabulary teaching. In terms of optimization and utilization of teaching resources, 30% of the students scored more than 6 points, 10% scored more than 8 points, and 5% scored 9 points, so the requirements of the class cannot be met in terms of optimization and utilization of teaching resources.

Fig. 5. Analysis of teaching effectiveness.

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To test the effectiveness of the applied results in an IVC English Vocabulary Teaching System, we chose one class from the extracted classes, and a 60-minute accompanying test was arranged for the experimental class and the control class students at the end of the teaching, and the test papers were returned after the test, and they were graded, and the statistical scores are shown in Fig. 6(1).

Fig. 6. Distribution of performance in experimental and control classes.

../../Resources/ieie/IEIESPC.2026.15.3.438/fig6.png

The independent samples t-tests of the test scores of the experimental and control classes were conducted using SPSS tools and the results are shown in Fig. 6(2) and Table 1.The sample numbered 1 is the experimental class, with 40 students, and the average score of the experimental class in the after-school classroom quiz is 75.65 with a standard deviation of 15.88347 and a standard error of the mean of 2.51140.The sample numbered 2 is the control class, with 40 students, and the average score of the control class in the after-school classroom quiz is 68.35 with a standard deviation of 16.52900 and a standard error of the mean of 2.61346. There are 40 students in the control class. In the after-school examination, the average result was 68.35, the RSD was 16.52900, and the average was 2.61346.

Table 1. SPSS statistics 17.0 independent samples test of test scores for experimental and control classes.

Levene’s method for differential equations T test for the mean equation Sig. (bilateral) Mean value difference Standard error value Confidence interval of 95%
F Sig. t df Lower limit Limit
Grades Assuming equal variances 0.071 0.790 2.014 78 0.047 7.3 3.62454 0.08409 14.51591
Assuming variances are not equal 2.014 77.877 0.047 7.3 3.62454 0.0391 14.51609

After Levene’s test, the F-value did not reach a significant difference ($F = 0.071$, $p = 0.790 > 0.05$), then check the column of “Assumption of equality of variance”, $t = 2.014$, $df = 78$, $p = 0.047 < 0.05$, which has reached a significant level, Indicative of significantly different performance between the control and test groups. there was a marked difference, where the test group performed much better than the control group. Apart from the likelihood, the 95 percent confidence range of the differential can also be used to decide if the T value of the difference is significant. In Table 1, the last column of “95% confidence interval of the difference” is (0.08409, 14.51591) which does not contain 0. The null hypothesis is rejected, which means that there is a significant difference between the scores of the control class and the experimental class in the accompanying test.

Based on the performance test, we can get a conclusion that the overall mark of experiment group was 292 marks, and the mean mark of experiment group was 7.3.A table is provided for the distribution of the scores among test and control groups, and the statistics are presented in Fig. 6(3).

The test group has eight pupils, with an outstanding score of 20 percent, while the control group has five, 12.5 percent excellence, and the test group has twelve, with a favorable ratio of 30 percent, The test group had seven pupils, with a satisfactory result of 17.5 percent. The test group had seven pupils, which had a favorable score of 20 percent, while the control group had seven, with a perfect 17.5 percent; the number of students in the experimental class is 7, with an excellent rate of 17.5%. 80 points (including 70 points, not including 80 points), the number of students in the experimental class is 8, with an intermediate rate of 20%, and 7 students in the control class, with an intermediate rate of about 17.5%;The score for the test was 60-70 (of which 60, excluding 70); the test group had six pupils, with a middle ratio of approximately 15 percent; and the control group had 11, with an intermediate rate of about 27.5%; The test score is not more than 60 (not including 60); the test is six; and the control is ten. There were six pupils in the test group, about 15 percent, and in the control group, about 25. 5 percent.

From Fig. 6(4) and Fig. 6(5), it is found that in 90 percent of the test subjects, there is a better evaluation of the teacher and the self-evaluation.

The results show that the application of VR Interaction Technique in EFL class has improved the passing ratio by 10%, Moreover, the results of all the students were significantly improved, particularly in the middle and lower middle grades, and they performed much better in class, showing that the teachers are improving their English vocabulary with the help of the educational system. These results indicate that the application of EFL learners’ English vocabulary is more effective than that of EFL learners.

5. Conclusion

As the idea of “Virtual and augmented reality + Education” goes deeper, the exploitation of VR and AR is going to become a new power of education. This paper firstly proposes the algorithmic basis of virtual augmented reality interaction technology, and proposes the data tracking algorithm, localization algorithm and sensor algorithm. Secondly, based on the proposed algorithms, an English vocabulary teaching system based on virtual augmented reality interaction technology is proposed and the proposed system is applied. The specific research conclusions are as follows:

Based on the virtual augmented reality interaction technology and the studied algorithm, the English vocabulary teaching system is proposed.

In terms of system stability, system operation speed, interface simulation effect, interaction effect and system diversification, it can meet the effect requirements of English vocabulary teaching. In terms of combining with application software, it can not meet the class requirements, which needs to be further improved.

To this paper system application effect analysis can conclude that the students’ overall performance have obvious rising trend, especially for middle and lower level of students’ performance is more obvious, and students’ classroom performance is better than ordinary teaching resources students that teachers use the teaching system in improving students’ English vocabulary learning has a larger role in promoting.

The insufficient research in this paper mainly fears of the following aspects:

The small sample size may lead to insufficient statistical significance of the study results and affect the general applicability of the conclusions.

Failure to fully control the interference variables (such as teacher influence, learning motivation, etc.) in the experiment may lead to biased results.

Funding

The Practical Exploration of Teaching Reform in English and American Literature Courses Based on the “Output Oriented Approach”; No. JGJX2022D236.

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Zhang Tan
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Zhang Tan received the bachelor’s degree in English education from Harbin Normal University in 2006 and a master’s degree in English and American literature from Northeast Normal University in 2009. She is currently working as a lecturer at the School of Foreign Languages of Changchun Normal University. Her research areas and directions include English and American literature and English education.