Entertainment robots based on digital new media application in real-time error correction mode for Chinese English translation

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-06-23 DOI:10.1016/j.entcom.2024.100789
Yanmei Geng
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Abstract

With the assistance of digital new media technology, virtual entertainment robots, as a new learning experience mode, can effectively enhance the interactive process of e-learning learning. This article studies the application of entertainment robots based on digital new media in real-time error correction mode for Chinese English translation. Through experiments, it has been verified that the flexible use of deep learning technology can significantly improve user satisfaction and translation accuracy, and has already improved the level of error correction and positioning. This article first introduces the existing mainstream machine learning models, including supervised neural network models and attention mechanisms. On this basis, the system was optimized to further improve its performance. At the same time, this article proposes new improvement plans to address the shortcomings of current mainstream translation systems. We conducted comparative experiments on the error correction model of the proposed adaptive algorithm for specific error types, and also tested it using real datasets. Research has shown that using adaptive algorithms based on reinforcement deep learning can not only significantly optimize the error correction efficiency of our system, but also flexibly adapt to the needs of various optimization strategies.

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基于数字新媒体应用的娱乐机器人在中英翻译中的实时纠错模式
在数字新媒体技术的辅助下,虚拟娱乐机器人作为一种全新的学习体验模式,可以有效增强网络学习的互动过程。本文研究了基于数字新媒体的娱乐机器人在中英文翻译实时纠错模式中的应用。通过实验验证,灵活运用深度学习技术可以显著提高用户满意度和翻译准确率,已经提高了纠错定位水平。本文首先介绍了现有的主流机器学习模型,包括有监督的神经网络模型和注意力机制。在此基础上,对系统进行了优化,以进一步提高其性能。同时,针对目前主流翻译系统的不足,本文提出了新的改进方案。我们对所提出的自适应算法的纠错模型进行了特定错误类型的对比实验,并使用真实数据集进行了测试。研究表明,使用基于强化深度学习的自适应算法不仅能显著优化系统的纠错效率,还能灵活适应各种优化策略的需要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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