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International Journal of Gaming and Computer-Mediated Simulations最新文献

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Design of a MobilNetV2-Based Retrieval System for Traditional Cultural Artworks 设计基于 MobilNetV2 的传统文化艺术品检索系统
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-12-08 DOI: 10.4018/ijgcms.334700
Zhenjiang Cao, Zhenhai Cao
Aiming at the problem that it is difficult for art teachers to take into account each student in the art appreciation education in colleges and universities, this paper proposes a retrieval system for traditional cultural works of art. Dense connections are used to replace residual connections between bottlenecks in MobileNetV2 network and gradient transmission in the network. The dilution factor is used to control the size of the network to solve the problem of the rapid increase in the number of network channels. In addition, the non-local attention mechanism is effectively combined with the improved MobileNetV2 network structure, which effectively improves the classification accuracy of the network. Compared with VGG16, ResNet18, and ResNet34, the classification accuracy is increased by 21.3%, 9.2%, and 3%, respectively. The method in this paper has achieved good results in the classification of art works. According to the images of art works to be appreciated, it helps students understand the relevant cultural knowledge independently and reduce the burden of teachers.
针对高校美术教师在美术欣赏教育中难以兼顾到每一个学生的问题,本文提出了一种传统文化美术作品检索系统。密集连接用于替代MobileNetV2网络中瓶颈和网络中梯度传输之间的残留连接。利用稀释系数来控制网络的规模,解决网络通道数量快速增加的问题。此外,将非局部注意机制与改进的MobileNetV2网络结构有效结合,有效提高了网络的分类精度。与VGG16、ResNet18和ResNet34相比,分类准确率分别提高了21.3%、9.2%和3%。本文所采用的方法在艺术品分类中取得了较好的效果。根据要欣赏的艺术作品的形象,帮助学生独立了解相关的文化知识,减轻教师的负担。
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引用次数: 0
Blended English Teaching Model in Higher Education School Environment AR Constructive Technology 高校环境下的混合式英语教学模式 AR 构建技术
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-28 DOI: 10.4018/ijgcms.334121
Jing Yang, Lei Bu
China's education modernization requirements clearly suggest exploring new teaching methods to improve teaching effectiveness. Based on this, this article investigates AR construction technology as a blended English teaching model in the university school environment. Mobile terminals are used to build the blended English teaching model, modeling tools are used to achieve split modeling, and the mobile terminals themselves are used to achieve the management and network synchronization work for the cloud classroom. For the gesture recognition model construction, 3D convolutional neural networks are used to separate and optimize the parameters. Finally, experiments are designed to simulate and analyze the AR construct of the blended English teaching model to determine accuracy. The simulation results show that the model can realize the simultaneous display of teacher explanation, and the improved algorithm of gesture recognition is improved in recognition rate, which can improve the effectiveness of blended English teaching.
中国教育现代化的要求明确提出要探索新的教学方法,提高教学效果。基于此,本文研究了AR构建技术在大学学校环境下的混合式英语教学模式。利用移动终端构建混合式英语教学模式,利用建模工具实现拆分建模,利用移动终端本身实现云课堂的管理和网络同步工作。在手势识别模型的构建上,采用三维卷积神经网络对参数进行分离和优化。最后,设计了实验来模拟和分析混合式英语教学模式的 AR 构建,以确定其准确性。仿真结果表明,该模型可以实现教师讲解的同步显示,改进后的手势识别算法提高了识别率,可以提高混合式英语教学的效果。
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引用次数: 0
The Eigenvalues-Based Entropy and Spectrum of the Directed Cycles 有向环的特征熵与谱
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-09 DOI: 10.4018/ijgcms.333480
Yan Sun, Jiu Chang Pei, Jian Fu Chen, Zhu Cun
The directed cycles form a foundational structure within a network model. By analyzing the in-degree characteristic polynomial of three kinds of matrices of the directed cycles, the authors obtain the eigenvalues of the adjacency matrix , the Laplacian matrix , and the signless Laplacian matrix . This study investigates the eigenvalues spectrum of these three types of matrices for directed cycles and introduces an eigenvalue-based entropy calculated from the real part of the eigenvalues. The computer simulation reveals interesting characteristics on the spectrum of the signless Laplacian. The concept of eigenvalue-based entropy holds promise for enhancing our understanding of graph neural networks and more applications of social networks.
有向循环构成了网络模型的基本结构。通过对三种有向环矩阵的阶特征多项式的分析,得到了邻接矩阵、拉普拉斯矩阵和无符号拉普拉斯矩阵的特征值。本文研究了这三种有向循环矩阵的特征值谱,并引入了由特征值实部计算的基于特征值的熵。计算机模拟揭示了无符号拉普拉斯谱的有趣特征。基于特征值的熵的概念有望增强我们对图神经网络的理解以及社交网络的更多应用。
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引用次数: 0
Sokoon Sokon
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-06-09 DOI: 10.4018/ijgcms.324098
Nourhan A. Amer, S. Shohieb, Waleed M. Eladrosy, H. Elbakry, Samir M. Abd Elrazek
The World Health Organization (WHO) estimates that depression, anxiety, and stress disorders (DASDs) are prevalent worldwide, resulting in the loss of 13 million years of life and trillions of dollars of economic loss annually. Mobile-based health (M-health) interventions can employ mental health interventions such as cognitive behavioral therapy (CBT) for adolescents worldwide. Arab youth who struggle with DASDs do not tend to engage in mental therapies, but gamification and modularization have the potential to boost their appeal. The authors have selected effective CBT interventions for DASDs, adapted them to digital interactive formats, and integrated gamification concepts. An Arabic mobile application, Sokoon, which means relaxation and relief, may encourage Arab users to practice the required CBT skills for mild-to-moderate DASDs. A pilot study was conducted to evaluate the effectiveness of Sokoon App in a small group of adults who had signs of aDASDs. Sokoon was practicable, well-received by users, and had a positive impact on participants' feelings of anxiety and sadness.
世界卫生组织(世界卫生组织)估计,抑郁症、焦虑症和压力障碍(DASD)在全球普遍存在,每年造成1300万年的生命损失和数万亿美元的经济损失。基于移动的健康(M-health)干预可以采用心理健康干预,如针对全球青少年的认知行为疗法(CBT)。患有DASD的阿拉伯青年不倾向于接受心理治疗,但游戏化和模块化有可能提高他们的吸引力。作者为DASD选择了有效的CBT干预措施,使其适应数字互动格式,并整合了游戏化概念。一款名为Sokoon的阿拉伯语移动应用程序,意思是放松和解脱,可能会鼓励阿拉伯用户练习轻度至中度DASD所需的CBT技能。进行了一项试点研究,以评估Sokoon应用程序在一小群有aDASD症状的成年人中的有效性。Sokoon是可行的,深受用户欢迎,并对参与者的焦虑和悲伤情绪产生了积极影响。
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引用次数: 0
Engagement and Players' Intended Behaviors in a Cybersecurity Serious Game 网络安全严肃游戏中的用户粘性和玩家预期行为
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-01-01 DOI: 10.4018/ijgcms.313185
Rana Salameh, C. S. Loh
Serious games have been shown to be effective in engaging end-users for various types of training. However, the research in cybersecurity awareness training with serious games is scarce. The authors are interested in (1) the engagement factors that could predict users' intended behavior after learning and (2) whether or not playing a game repeatedly can affect engagement. They assessed players' coping and threat appraisal and measured their multidimensional (i.e., cognitive, affective, behavioral) engagement in cybersecurity awareness. The participants (N=122) in this experiment were randomly assigned to either three or five rounds of gameplay of a commercial cybersecurity awareness serious game. The findings revealed that users' engagement levels were significantly better sustained through five sessions of gameplay with cognitive (but not affective or behavioral) engagement. Serious game developers should include more activities in the cognitive dimension, rather than the affective or behavioral dimensions to assure high engagement and influence the intended cybersecurity awareness behaviors.
严肃的游戏已被证明能有效地吸引终端用户进行各种类型的培训。然而,对严肃游戏的网络安全意识培训的研究却很少。作者感兴趣的是(1)可以预测用户学习后预期行为的参与因素,以及(2)反复玩游戏是否会影响参与度。他们评估了玩家的应对和威胁评估,并测量了他们在网络安全意识中的多维(即认知、情感、行为)参与度。本实验中的参与者(N=122)被随机分配到商业网络安全意识严肃游戏的三轮或五轮游戏中。研究结果显示,通过五次认知(但不是情感或行为)参与的游戏,用户的参与水平显著更好地维持。严肃的游戏开发者应该在认知维度而不是情感或行为维度上包括更多的活动,以确保高度参与并影响预期的网络安全意识行为。
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引用次数: 0
Cultural Differences in Digital Game Experiences 数字游戏体验中的文化差异
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-01-01 DOI: 10.4018/ijgcms.313186
Kwangja Lee, Y. Sah
The literature proposes that East Asians have a holistic view focusing on both salient objects and their backgrounds, whereas Westerners maintain an analytic view paying attention to focal objects and their attributes. Moreover, East Asians stress interdependency of self, while Westerners emphasize independency of self. The current study examined how cultural differences in world views and self-construals influence players' digital game experience, including visual attention, avatar identification, sense of agency, and spatial presence. Supporting the hypotheses, results showed that South Korean participants, compared to European participants, did pay greater attention to background objects, feel greater spatial presence, and lower agency over their avatar. Participants also differed in the association between spatial presence and enjoyment: spatial presence positively predicted enjoyment for South Korean participants, but not for European participants. Theoretical and practical implications of the study are discussed.
文献表明,东亚人具有整体观,关注突出对象及其背景,而西方人则保持分析观,关注焦点对象及其属性。此外,东亚人强调自我的相互依存,而西方人则强调自我的独立。目前的研究考察了世界观和自我意识的文化差异如何影响玩家的数字游戏体验,包括视觉注意力、角色识别、代理感和空间存在感。结果表明,与欧洲参与者相比,韩国参与者确实更关注背景物体,空间感更强,对虚拟形象的代理能力更低。参与者在空间存在和享受之间的联系也存在差异:空间存在对韩国参与者的享受有积极的预测,但对欧洲参与者没有。讨论了本研究的理论和实践意义。
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引用次数: 0
Using Collective Metrics to Assess Team Dynamics and Performance in eSports 使用集体指标来评估电子竞技中的团队动态和表现
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2022-01-01 DOI: 10.4018/ijgcms.315604
Justin W. Bonny
A challenge posed by virtual teams is monitoring team interactions remotely. Research with field-based soccer teams provides evidence that measures of collective behavior can be used to assess the dynamics of sports teams. Collective behaviors calculated using the spatial characteristics of teammates as they moved across the field have been found to vary by the state of the soccer match, including ball possession and proximity to a goal. The present study examined whether similar effects were observed with collective metrics calculated from players of a car-soccer eSport video game. A set of matches were retrieved and used to calculate collective behavior metrics based on the placement of teammates within a virtual arena. A subset of metrics varied by team location and ball possession, aligning with and extending previous field-based soccer research, and correlated with team performance. This suggests that collective behaviors can be used to assess aspects of team dynamics within virtual environments.
虚拟团队带来的挑战是远程监控团队互动。对场地足球队的研究提供了证据,表明集体行为的测量可以用来评估运动队的动态。研究发现,根据队友在球场上移动时的空间特征计算的集体行为因足球比赛的状态而异,包括控球和接近球门。本研究考察了从汽车足球电子竞技视频游戏的玩家计算的集体指标是否观察到类似的效果。检索一组比赛,并根据队友在虚拟竞技场中的位置计算集体行为指标。一组指标因球队位置和控球情况而异,与之前基于场地的足球研究保持一致,并与球队表现相关。这表明,集体行为可以用于评估虚拟环境中团队动态的各个方面。
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引用次数: 0
Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents. 虚拟环境、网上种族歧视和不同学校青少年样本的适应性》(Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents)。
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2016-01-01 DOI: 10.4018/ijgcms.2014070101
Brendesha M Tynes, Chad A Rose, Sophia Hiss, Adriana J Umaña-Taylor, Kimberly Mitchell, David Williams

Given the recent rise in online hate activity and the increased amount of time adolescents spend with media, more research is needed on their experiences with racial discrimination in virtual environments. This cross-sectional study examines the association between amount of time spent online, traditional and online racial discrimination and adolescent adjustment, including depressive symptoms, anxiety and externalizing behaviors. The study also explores the role that social identities, including race and gender, play in these associations. Online surveys were administered to 627 sixth through twelfth graders in K-8, middle and high schools. Multiple regression results revealed that discrimination online was associated with all three outcome variables. Additionally, a significant interaction between online discrimination by time online was found for externalizing behaviors indicating that increased time online and higher levels of online discrimination are associated with more problem behavior. This study highlights the need for clinicians, educational professionals and researchers to attend to race-related experiences online as well as in traditional environments.

鉴于最近网上仇恨活动的增加以及青少年接触媒体时间的增加,需要对他们在虚拟环境中遭受种族歧视的经历进行更多的研究。这项横断面研究探讨了上网时间、传统和网络种族歧视与青少年适应能力(包括抑郁症状、焦虑和外化行为)之间的关系。研究还探讨了社会身份(包括种族和性别)在这些关联中的作用。研究人员对幼儿园至八年级、初中和高中的 627 名六年级至十二年级学生进行了在线调查。多元回归结果显示,网络歧视与所有三个结果变量都有关联。此外,在外化行为方面,在线歧视与在线时间之间存在明显的交互作用,这表明在线时间的增加和在线歧视程度的提高与更多的问题行为有关。这项研究强调,临床医生、教育专业人员和研究人员需要关注与种族有关的网络和传统环境中的经历。
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引用次数: 0
How Interventions Might Improve Cognition in Healthy Older Adults. 干预措施如何改善健康老年人的认知能力?
IF 1.9 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2013-01-01 DOI: 10.4018/jgcms.2013070105
Elizabeth M Zelinski

Many of the cognitive declines in healthy aging are moderated by experience, suggesting that interventions may be beneficial. Goals for aging outcomes include improving performance on untrained tasks, remediating observed cognitive declines, and ensuring preservation of functional ability. This selective review evaluates current progress towards these goals. Most research focuses on untrained tasks. Interventions associated with this outcome include games and exercises practicing specific cognitive skills, as well as aerobic exercise, and modestly benefit a relatively narrow range of cognitive tasks. Few studies have directly tested improvements in tasks on which individuals have been shown to experience longitudinal decline, so this goal has not been realized, though remediation can be examined rather easily. Little work has been done to develop psychometrically strong functional outcomes that could be used to test preservation of independence in everyday activities. Virtual reality approaches to functional assessment show promise for achieving the third goal.

在健康老龄化过程中,许多认知能力的下降都会受到经验的影响,这表明干预措施可能是有益的。老龄化成果的目标包括提高在未经训练的任务中的表现、纠正观察到的认知能力下降以及确保功能能力的保持。这篇选择性综述评估了目前在实现这些目标方面取得的进展。大多数研究都集中在未经训练的任务上。与这一结果相关的干预措施包括练习特定认知技能的游戏和练习以及有氧运动,这些措施对范围相对较小的认知任务有适度的益处。很少有研究直接测试个人在已被证明出现纵向衰退的任务上的改善情况,因此这一目标尚未实现,尽管补救措施可以很容易地进行检查。在开发可用于测试日常活动中独立性保持情况的心理计量学上强大的功能结果方面,几乎没有开展任何工作。虚拟现实功能评估方法有望实现第三个目标。
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引用次数: 0
期刊
International Journal of Gaming and Computer-Mediated Simulations
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