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Evaluation of Virtual Commerce Applications for the Metaverse Using Spherical Linear Diophantine-Based Modeling Approach 使用基于球线性二方位建模方法评估虚拟商业应用的 Metaverse
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-13 DOI: 10.1155/2024/4571959
Ghazala Bilquise, Khaled Shaalan, Manar AlKhatib

The rise of the metaverse has ignited a surge of interest among researchers and decision-makers, seeking to develop effective virtual commerce (v-commerce) applications that cater to business demands and customer preferences. v-commerce, an emerging concept, redefines the future of shopping experiences and customer-product interactions. While businesses are actively exploring the potential of immersive technologies to deliver captivating and engaging shopping experiences, there remains a lack of consensus on what constitutes an ideal v-commerce experience and how to identify optimal v-commerce stores effectively. Considering this, benchmarking v-commerce applications for the metaverse is crucial for its development. This endeavor falls within the realm of multiple-criteria decision-making, given various critical issues such as the multitude of design attributes, uncertainty regarding their relative importance, and data variability. This study proposes an innovative approach that extends the fuzzy-weighted zero-inconsistency (FWZIC) method with spherical linear Diophantine fuzzy sets (FSs) (SLDFSs) to determine the weights of v-commerce attributes. The obtained weights are integrated with the ranking alternatives by trace median index (RATMI) method to select the optimal v-commerce application for the metaverse. Criterion weighting results reveal that “ease of navigation” and “recommendation agents” are the most significant criteria in assessing v-commerce solutions. Based on these results, 24 v-commerce solutions were evaluated. Additionally, sensitivity analysis and comparative evaluation were used to assess the robustness and validity of the proposed framework. This research provides essential insights for decision-makers and practitioners to facilitate business growth, consumer satisfaction, and further research in this domain.

虚拟商务是一个新兴概念,它重新定义了未来的购物体验和顾客与产品之间的互动。虽然企业正在积极探索身临其境技术的潜力,以提供引人入胜、引人入胜的购物体验,但对于什么是理想的虚拟电子商务体验以及如何有效识别最佳虚拟电子商务商店,仍然缺乏共识。有鉴于此,制定元宇宙虚拟电子商务应用基准对其发展至关重要。考虑到设计属性的多样性、其相对重要性的不确定性以及数据的多变性等各种关键问题,这项工作属于多重标准决策的范畴。本研究提出了一种创新方法,利用球形线性二阶模糊集(FSs)扩展了模糊加权零不一致(FWZIC)方法,以确定 v-commerce 属性的权重。获得的权重与跟踪中值指数排序法(RATMI)相结合,为元网选择最佳的虚拟电子商务应用。标准权重结果表明,"易浏览性 "和 "推荐代理 "是评估虚拟商务解决方案的最重要标准。根据这些结果,对 24 个虚拟商务解决方案进行了评估。此外,还使用了敏感性分析和比较评价来评估所提出框架的稳健性和有效性。这项研究为决策者和从业人员提供了重要的见解,有助于促进业务增长、提高消费者满意度以及进一步开展该领域的研究。
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引用次数: 0
Factors Influencing Consumers’ Acceptance of Smartphone Diet Applications: An Integrated Model 影响消费者接受智能手机饮食应用的因素:综合模型
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-12 DOI: 10.1155/2024/4881810
Abdulalem Mohammed

The rapid expansion of smartphone-based diet applications has been driven by the growing prevalence of mobile technology among consumers and their diverse lifestyle preferences. This study seeks to analyze the factors influencing the use of these applications. The conceptual framework combines three models: the unified theory of acceptance and use of technology (UTAUT2), the DeLone and McLean information system (IS) (D&M IS) success model, and the protection motivation model. Conducted in Saudi Arabia, the research employed a quantitative methodology with a survey questionnaire administered to 572 customers. The study, validated through partial least squares (PLS) structural equation modeling (PLS-SEM), identified several significant predictors for the intention to use smartphone diet applications. These include performance expectancy (PE), effort expectancy (EE), social influence (SI), price value (PV), IS, and service quality (SEQ), as well as perceived vulnerability and perceived severity. Contrary to expectations, factors like facilitating conditions (FCs) and hedonic motivation (HM) did not significantly impact behavioral intention. This pioneering study sheds light on the adoption of smartphone diet applications in an emerging economy, offering valuable insights for scholars, developers, and health professionals.

移动技术在消费者中的日益普及以及他们对不同生活方式的偏好推动了基于智能手机的饮食应用程序的迅速发展。本研究旨在分析使用这些应用程序的影响因素。概念框架结合了三个模型:技术接受和使用统一理论(UTAUT2)、DeLone 和 McLean 信息系统(IS)(D&M IS)成功模型以及保护动机模型。研究在沙特阿拉伯进行,采用了定量方法,向 572 名客户发放了调查问卷。研究通过偏最小二乘法(PLS)结构方程模型(PLS-SEM)进行验证,确定了智能手机减肥应用程序使用意向的几个重要预测因素。这些因素包括绩效预期(PE)、努力预期(EE)、社会影响(SI)、价格价值(PV)、IS、服务质量(SEQ)以及感知到的脆弱性和感知到的严重性。与预期相反,促进条件(FCs)和享乐动机(HM)等因素并未对行为意向产生显著影响。这项开创性的研究揭示了智能手机饮食应用程序在新兴经济体中的应用情况,为学者、开发人员和卫生专业人员提供了宝贵的见解。
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引用次数: 0
The Role of Game Involvement on Attention to Ads: Exploring Influencing Factors of Visual Attention to Game Ads on Instagram Stories 游戏参与度对广告关注度的作用:探索 Instagram Stories 上游戏广告视觉注意力的影响因素
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-08-08 DOI: 10.1155/2024/3706590
Yi-Ting Huang, An-Di Gong

Instagram Stories advertising has the advantages of precise targeting, diverse advertising formats, and a wide range of users; it has, thus, become an important medium for mobile game marketing. To find the most effective ad designs for mobile games on Instagram Stories, this study applied the stimulus-organism-response (S-O-R) theory to investigate how game involvement and ad designs affect users’ visual attention. Visual attention is an important physiological indicator of advertising effectiveness, and eye-tracking technology can accurately assess consumers’ visual attention. This study applied eye-tracking technology to 80 participants, grouped as follows: high-involvement gamers, low-involvement gamers, and nongamers. This study used the eye movement indicators for first fixation duration (FFD) and total fixation duration (TFD) to, respectively, evaluate the attentional salience and hold of mobile game ads. The ads were presented in three formats (5 s video, 15 s video, and 5 s image) with two types of content (gameplay and game characters). Results showed that the mobile game ads on Stories exerted the highest attentional hold on high-involvement gamers. In terms of ad format, video ads offered a higher attentional hold and attentional salience. In terms of ad content, ads that introduced game characters resulted in better attentional salience; however, ads that introduced gameplay exerted better attentional hold for nongamers. This study examined both individual differences in media users and ad design to provide recommendations for the personalization of mobile game ads for social media. For example, ads designed for a high-involvement gamer should incorporate more diverse and complex information. In addition, we found that when the marketing goal is the promotion of game characters, image ads are the most appropriate format.

Instagram Stories广告具有目标精准、形式多样、用户广泛等优势,因此已成为移动游戏营销的重要媒介。为了找到Instagram Stories上最有效的移动游戏广告设计,本研究运用刺激-机体-反应(S-O-R)理论研究了游戏参与和广告设计如何影响用户的视觉注意力。视觉注意力是衡量广告效果的重要生理指标,眼动追踪技术可以准确评估消费者的视觉注意力。本研究采用眼动跟踪技术对 80 名参与者进行了调查,他们被分为以下几组:高参与度游戏玩家、低参与度游戏玩家和非玩家。本研究使用眼动指标首次定格持续时间(FFD)和总定格持续时间(TFD)来分别评估手机游戏广告的注意力突出度和保持度。广告以三种形式(5 秒视频、15 秒视频和 5 秒图片)呈现,有两种内容类型(游戏性和游戏角色)。结果表明,"故事 "上的手机游戏广告对高参与度游戏玩家的注意保持率最高。在广告形式方面,视频广告提供了更高的注意力保持和注意力突出度。在广告内容方面,介绍游戏角色的广告能产生更好的注意突出度;然而,介绍游戏玩法的广告对非游戏玩家能产生更好的注意保持。本研究对媒体用户的个体差异和广告设计进行了研究,为社交媒体移动游戏广告的个性化提供了建议。例如,为高参与度游戏玩家设计的广告应包含更多样、更复杂的信息。此外,我们还发现,当营销目标是推广游戏角色时,图片广告是最合适的形式。
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引用次数: 0
Applying Educational Programming Language-Based Learning to Enhance the Programming Skills of Non-ICT Engineering College Students 应用基于教育编程语言的学习提高非信息和通信技术专业大学生的编程技能
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-07-29 DOI: 10.1155/2024/4918351
Jorge Rodas-Silva, Jorge Parraga-Alava, Mariuxi Vinueza-Morales, Ana Eva Chacón Luna, Jesennia Cárdenas-Cobo

The need for knowledgeable programmers has increased, highlighting the importance of strong programming foundations in engineering education. Limited access to high-quality learning materials and educational opportunities presents challenges unrelated to information and communication technology (ICT) field (non-ICT-related) students in acquiring programming skills. Educational programming languages (EPLs) such as App Lab have gained popularity as they offer an accessible platform for students to learn programming fundamentals in a visual and interactive manner. This paper examines the impact of the EPL called App Lab on the development of fundamental programming skills among non-ICT-related field engineering college students. We conducted a quasiexperimental research study using a single-blinded, nonequivalent control group pretest–posttest design. The study included 56 participants, all of whom were enrolled in the Environmental Engineering and Biotechnology program at the State University of Milagro (UNEMI), Ecuador. The experimental group consisted of 26 students, while the control group comprised 30 students. The assessment process involved the administration of a battery of 200 questions before and after the intervention. The intervention involved the use of App Lab as an EPL and lasted for a duration of 3 weeks exclusively for the experimental group, while the control group followed their usual tutoring program. The study results showed that students who received EPL-mediated learning with App Lab had significant increase in their programming skills. App Lab demonstrated a positive impact, particularly among male students who reported Internet usage, as well as in advanced programming topics including loops, lists, and functions, when compared to their female counterparts.

对知识渊博的程序员的需求与日俱增,这凸显了工程教育中牢固的编程基础的重要 性。获得高质量学习材料和教育机会的途径有限,这给信息和通信技术(ICT)领域(非信息和通信技术相关)的学生学习编程技能带来了挑战。App Lab 等教育编程语言(EPL)为学生以可视化和互动的方式学习编程基础知识提供了一个便捷的平台,因而广受欢迎。本文探讨了名为 "App Lab "的教育编程语言对非信息和通信技术相关专业工科大学生基本编程技能发展的影响。我们采用单盲、非等效对照组的前测-后测设计,进行了一项准实验研究。这项研究包括 56 名参与者,他们都是厄瓜多尔米拉格罗州立大学(UNEMI)环境工程与生物技术专业的学生。实验组有 26 名学生,对照组有 30 名学生。评估过程包括在干预前和干预后对 200 个问题进行提问。干预措施包括使用 App Lab 作为 EPL,实验组专门进行为期 3 周的干预,而对照组则按照平时的辅导计划进行。研究结果表明,通过 App Lab 以电子辅助学习法为媒介进行学习的学生,其编程技能有了显著提高。与女生相比,App Lab 显示出了积极的影响,尤其是在报告互联网使用情况的男生中,以及在循环、列表和函数等高级编程主题方面。
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引用次数: 0
Celebrity Endorsements and Promotions: Enhancing Young Muslim Online Shoppers’ Satisfaction 名人代言和促销:提高年轻穆斯林网购者的满意度
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-07-23 DOI: 10.1155/2024/3895680
Rochman Hadi Mustofa, Silvi Asna Prestianawati, Dhany Efita Sari, Henni Riyanti, Ananda Setiawan

This study explores the factors influencing consumer satisfaction among young Muslim online shopping users. Exogenous variables include celebrity endorsement, social media marketing, and promotion programs. Data were taken from 306 young Muslims from several cities in Indonesia. The analysis technique adopted structural equation modeling (SEM) with a reflective construct model. The findings reveal that celebrity endorsement through social media as the technology collection exerts the most significant influence on both direct and indirect relationships. Conversely, social media marketing demonstrates minimal impact, with insignificant effects observed in direct and indirect relationships. However, promotional programs emerge as a significant determinant of customer satisfaction, directly and as a mediating variable in purchase decisions. Additionally, importance-performance map analysis (IPMA) confirms the prioritization of celebrity endorsement to enhance consumer satisfaction. This study is the first to examine the relationship between celebrity endorsements and young Muslims when shopping online and whether it can influence their decision to buy and their satisfaction. It provides unique insights into how promotional programs and social media marketing impact this demographic, utilizing SEM for robust analysis. The findings highlight the significant role of celebrity endorsements and promotional programs in driving customer satisfaction, offering valuable implications for marketers targeting young Muslim consumers.

本研究探讨了影响年轻穆斯林网购用户消费者满意度的因素。外生变量包括名人代言、社交媒体营销和促销项目。数据来自印度尼西亚多个城市的 306 名年轻穆斯林。分析技术采用了结构方程模型(SEM)和反思建构模型。研究结果表明,通过社交媒体作为技术集合的名人代言对直接和间接关系的影响最大。相反,社交媒体营销的影响最小,在直接和间接关系中的效果不明显。然而,促销计划在直接和作为购买决策的中介变量时,成为客户满意度的重要决定因素。此外,重要性-绩效图分析(IPMA)证实了名人代言在提高消费者满意度方面的优先地位。本研究首次考察了网络购物时名人代言与年轻穆斯林之间的关系,以及这种关系是否会影响他们的购买决策和满意度。该研究利用 SEM 进行了有力的分析,对促销计划和社交媒体营销如何影响这一人群提供了独特的见解。研究结果强调了名人代言和促销项目在提高客户满意度方面的重要作用,为针对年轻穆斯林消费者的营销人员提供了有价值的启示。
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引用次数: 0
User-Centered Evaluation of Explainable Artificial Intelligence (XAI): A Systematic Literature Review 以用户为中心的可解释人工智能(XAI)评估:系统性文献综述
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-07-15 DOI: 10.1155/2024/4628855
Noor Al-Ansari, Dena Al-Thani, Reem S. Al-Mansoori

Researchers have developed a variety of approaches to evaluate explainable artificial intelligence (XAI) systems using human–computer interaction (HCI) user-centered techniques. This systematic literature review has been conducted to understand how these approaches are used to achieve XAI goals. The aim of this review is to explore the methods used to evaluate XAI systems in studies involving human subjects. A total of 101 full-text studies were systematically selected and analyzed from a sample of 3414 studies obtained from four renowned databases between 2018 and 2023. The analysis focuses on prominent XAI goals achieved across 10 domains and the machine learning (ML) models utilized to create these XAI systems. The analysis also explores explanation methods and detailed study methodologies used by researchers in previous work. The analysis is concluded by categorizing the challenges experienced by researchers into three types. Exploring the methodologies employed by researchers, the review discusses the benefits and shortcomings of the data collection methods and participant recruitment. In conclusion, this review offers a framework that consists of six pillars that researchers can follow for evaluating user-centered studies in the field of XAI.

研究人员开发了多种方法,利用以用户为中心的人机交互(HCI)技术来评估可解释人工智能(XAI)系统。本系统性文献综述旨在了解这些方法如何用于实现 XAI 目标。本综述旨在探讨在涉及人类受试者的研究中用于评估 XAI 系统的方法。从 2018 年至 2023 年期间从四个知名数据库获得的 3414 项研究样本中,系统地选择和分析了共计 101 项全文研究。分析的重点是在 10 个领域实现的突出 XAI 目标,以及用于创建这些 XAI 系统的机器学习(ML)模型。分析还探讨了研究人员在以往工作中使用的解释方法和详细研究方法。分析最后将研究人员遇到的挑战分为三类。在探讨研究人员采用的方法时,综述讨论了数据收集方法和参与者招募的优点和缺点。最后,本综述提供了一个由六大支柱组成的框架,研究人员在评估 XAI 领域以用户为中心的研究时可加以遵循。
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引用次数: 0
Enhancing Real-Time Embedded System Education With Self-Driving Car Models 利用自动驾驶汽车模型加强实时嵌入式系统教育
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-07-15 DOI: 10.1155/2024/8578058
Dheya Mustafa, Safaa Mahmoud Khabour, Intisar Ghazi Mustafeh

The self-driving car has been developing rapidly over the past decade, with increased attention from both academia and industry worldwide. Specialized research labs are equipped with vehicles fully loaded with cutting-edge technologies. Such labs are very expensive and not accessible to students in developing economies. This work proposes using self-driving car models to enhance real-time/embedded system education. We have built two experimental low-cost self-driving robotic systems designed specifically for the classroom within an educational context. Lego Mindstorms and Arduino platforms were used as they both offer vast teaching opportunities based on interdisciplinary project-based learning. The programming languages used are compatible with professional robotic programming languages. The goals of using the proposed models as autonomous cars were, on the one hand, to encourage students to gain hands-on experiences in the field of mobile robotics and, on the other, to teach senior students programming, problem-solving, real-time systems, and embedded systems. The models successfully attracted students and motivated them to be engaged in classroom activities. Using the proposed models, real-world autodrive features exposed to automated vehicles were implemented and validated.

过去十年来,自动驾驶汽车发展迅速,受到全球学术界和工业界的日益关注。专门的研究实验室配备了满载尖端技术的车辆。这些实验室非常昂贵,发展中经济体的学生无法使用。这项工作建议使用自动驾驶汽车模型来加强实时/嵌入式系统教育。我们建立了两个低成本的自驾车机器人实验系统,专门用于教育背景下的课堂教学。我们使用了乐高头脑风暴和 Arduino 平台,因为它们都提供了基于跨学科项目学习的大量教学机会。所使用的编程语言与专业机器人编程语言兼容。将所提议的模型用作自动驾驶汽车的目的,一方面是鼓励学生获得移动机器人领域的实践经验,另一方面是教授高年级学生编程、解决问题、实时系统和嵌入式系统。这些模型成功地吸引了学生,调动了他们参与课堂活动的积极性。利用所提出的模型,实现并验证了自动驾驶车辆在真实世界中的自动驾驶功能。
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引用次数: 0
Measuring Cues of Leadership, Cohesion, and Fluidity in Joint Full-Body Movement to Support Embodied Interaction Design: A Pilot Study 测量全身联合运动中的领导力、凝聚力和流畅性线索,以支持体现式交互设计:试点研究
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-06-21 DOI: 10.1155/2024/1636854
Giorgio Gnecco, Antonio Camurri, Cora Gasparotti, Eleonora Ceccaldi, Gualtiero Volpe, Benoît Bardy, Marta Bieńkiewicz, Stefan Janaqi

Innovative applications of human movement analysis, for example, for mitigating/slowing down certain pathological conditions, have recently emerged from the modeling and automated measurement of full-body expressive midlevel individual and group movement qualities, at a higher complexity level than movement qualities derived directly from physical signals, still not characterizing any gesture in a specific way. More in general, the availability of automated analysis techniques of midlevel expressive movement qualities can contribute to interaction design incorporating body-based performance practices inspired by artistic theories in dance and music. This work investigates how such practices and techniques can support embodied interaction design by enabling automated measuring of cues of leadership, cohesion, and fluidity in full-body movement in group settings. In particular, the dance-inspired scientific approach, the data collection protocol, and the analysis techniques adopted for assessing movement qualities connected to leadership and cohesion within the group and fluidity of the dancers’ full-body movement are described. Finally, future developments of this research are outlined.

人体运动分析的创新应用,例如减轻/减缓某些病理状况,最近出现在对全身具有表现力的中层个体和群体运动质量的建模和自动测量中,其复杂程度高于直接从物理信号中获得的运动质量,但仍不能以特定方式描述任何手势。更广泛地说,中层表现性动作特质自动分析技术的可用性有助于在交互设计中融入受舞蹈和音乐艺术理论启发的基于身体的表演实践。这项研究通过自动测量群体环境中全身运动的领导力、凝聚力和流畅性线索,探讨这些实践和技术如何支持体现式交互设计。特别要说明的是,这项研究采用了舞蹈启发的科学方法、数据收集协议和分析技术,用于评估与领导力、团体内部凝聚力和舞者全身运动的流畅性有关的运动品质。最后,概述了这项研究的未来发展。
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引用次数: 0
Utilizing Age-Adaptive Deep Learning Approaches for Detecting Inappropriate Video Content 利用年龄自适应深度学习方法检测不当视频内容
IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-06-19 DOI: 10.1155/2024/7004031
Iftikhar Alam, Abdul Basit, Riaz Ahmad Ziar

The exponential growth of video-sharing platforms, exemplified by platforms like YouTube and Netflix, has made videos available to everyone with minimal restrictions. This proliferation, while offering a variety of content, at the same time introduces challenges, such as the increased vulnerability of children and adolescents to potentially harmful material, notably explicit content. Despite the efforts in developing content moderation tools, a research gap still exists in creating comprehensive solutions capable of reliably estimating users’ ages and accurately classifying numerous forms of inappropriate video content. This study is aimed at bridging this gap by introducing VideoTransformer, which combines the power of two existing models: AgeNet and MobileNetV2. To evaluate the effectiveness of the proposed approach, this study utilized a manually annotated video dataset collected from YouTube, covering multiple categories, including safe, real violence, drugs, nudity, simulated violence, kissing, pornography, and terrorism. In contrast to existing models, the proposed VideoTransformer model demonstrates significant performance improvements, as evidenced by two distinct accuracy evaluations. It achieves an impressive accuracy rate of (96.89%) in a 5-fold cross-validation setup, outperforming NasNet (92.6%), EfficientNet-B7 (87.87%), GoogLeNet (85.1%), and VGG-19 (92.83%). Furthermore, in a single run, it maintains a consistent accuracy rate of 90%. Additionally, the proposed model attains an F1-score of 90.34%, indicating a well-balanced trade-off between precision and recall. These findings highlight the potential of the proposed approach in advancing content moderation and enhancing user safety on video-sharing platforms. We envision deploying the proposed methodology in real-time video streaming to effectively mitigate the spread of inappropriate content, thereby raising online safety standards.

以 YouTube 和 Netflix 等平台为例,视频共享平台的指数式增长使每个人都能在极少限制的情况下观看视频。这种激增在提供各种内容的同时也带来了挑战,例如儿童和青少年更容易接触到潜在的有害信息,尤其是露骨的内容。尽管在开发内容节制工具方面做出了努力,但在创建能够可靠估计用户年龄和准确分类多种形式的不当视频内容的全面解决方案方面,仍然存在研究空白。本研究旨在通过引入视频转换器(VideoTransformer)来弥补这一差距:AgeNet 和 MobileNetV2。为了评估所提出方法的有效性,本研究使用了从 YouTube 收集的人工注释视频数据集,涵盖多个类别,包括安全、真实暴力、毒品、裸体、模拟暴力、接吻、色情和恐怖主义。与现有模型相比,所提出的 VideoTransformer 模型在性能上有了显著提高,两个不同的准确率评估证明了这一点。在 5 倍交叉验证设置中,它的准确率达到了令人印象深刻的 96.89%,超过了 NasNet(92.6%)、EfficientNet-B7(87.87%)、GoogLeNet(85.1%)和 VGG-19(92.83%)。此外,在单次运行中,它的准确率始终保持在 90%。此外,拟议模型的 F1 分数达到 90.34%,表明精确度和召回率之间的权衡非常平衡。这些发现凸显了所提方法在推进内容审核和提高视频共享平台用户安全方面的潜力。我们设想在实时视频流中部署所提出的方法,以有效减少不当内容的传播,从而提高网络安全标准。
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引用次数: 0
Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults 关于用于刺激健康老年人身体和认知的互动数字工具的范围审查
IF 10.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2024-06-18 DOI: 10.1155/2024/2109977
Auriane Busser, Sylvain Fleury, Abdelmajid Kadri, Olfa Haj Mahmoud, Simon Richir

As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get physically active and even cognitively active if paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulation, these tools appear to be an encouraging solution to keep the population healthier over time. This scoping review reports on the digital tools used in publications between January 2015 and December 2023 regarding the physical and cognitive stimulation of healthy elderly people. The search was conducted in PubMed, Web of Science, and ScienceDirect databases. Of the 1579 publications retrieved, a total of 68 publications were analyzed in this review. A wide variety of digital tools were used in the corpus for the combined physical and cognitive stimulation of the elderly. These tools can be categorized into six types of hardware: pressure plates, optical motion capture, inertial motion capture, virtual reality, ergometers, and driving simulators. The apparition of publications using virtual reality and an increase in publications using inertial motion capture in 2020 could be an indicator that digital tools used for cognitive and physical stimulation of the elderly are evolving. Another finding is the wide variety in evaluation tools used to monitor the outcomes of each protocol. A standardization of the testing process might be needed in order to improve comparisons between experiments.

随着我们的生活越来越多地使用电子设备,我们自然而然地推断出,这些数字工具可以用来维护人们的健康。游戏化运动或外部游戏的确是一种很有前途的手段,可以激励人们积极锻炼身体,如果搭配适当的游戏,甚至还能活跃认知。考虑到全球都在关注人口老龄化问题,而人口老龄化可以从身体和认知刺激中获益,这些工具似乎是一个令人鼓舞的解决方案,可以使人口长期保持健康。本范围界定综述报告了 2015 年 1 月至 2023 年 12 月期间发表的有关刺激健康老年人身体和认知的出版物中使用的数字工具。检索在 PubMed、Web of Science 和 ScienceDirect 数据库中进行。在检索到的 1579 篇出版物中,本综述共分析了 68 篇出版物。语料库中使用了多种数字工具,对老年人进行身体和认知方面的综合刺激。这些工具可分为六类硬件:压力板、光学动作捕捉、惯性动作捕捉、虚拟现实、测力计和驾驶模拟器。2020 年,使用虚拟现实技术的出版物逐渐增多,使用惯性运动捕捉技术的出版物也在增加,这表明用于刺激老年人认知和身体的数字工具正在不断发展。另一个发现是,用于监测每个方案结果的评估工具种类繁多。为了改进实验之间的比较,可能需要对测试过程进行标准化。
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Human Behavior and Emerging Technologies
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