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IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-09-16 DOI: 10.1109/TG.2025.3603813
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-09-16 DOI: 10.1109/TG.2025.3603811
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引用次数: 0
IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-06-17 DOI: 10.1109/TG.2025.3575879
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-06-17 DOI: 10.1109/TG.2025.3575877
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引用次数: 0
Systematic Review and Meta-Analysis: The Effect of Virtual Reality Gaming or Exergaming on Overall Recovery of Individuals With Musculoskeletal Injuries Involving the Upper Extremities 系统回顾和荟萃分析:虚拟现实游戏或运动游戏对上肢肌肉骨骼损伤患者整体恢复的影响
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-04-28 DOI: 10.1109/TG.2025.3564874
Jia Sheng Ngo;See Ziau Hoe;Maziah Mat Rosly
The use of exergaming with or without virtual reality tools could be an alternative way of managing individuals with musculoskeletal injuries involving the upper extremities. This review aims to provide an overview on the effect of exergaming compared to other interventions such as conventional exercise therapy in treating these injuries. Randomized controlled trials related to the use of exergaming in individuals with musculoskeletal injuries involving the upper extremities that include outcome measures, such as shoulder range of motion, disability levels, pain level, and grip strength, were collected in ten different electronic databases, repository websites, and gray literature databases. Quality, risk of bias, and results of studies were systematically reviewed and meta-analyzed. A total of 12 studies fulfilling the inclusion criteria were selected. All studies indicated that exergaming, either by itself or with virtual reality tools, can help in improving all outcomes especially range of motion and disability level when compared to the control group. However, more robust randomized controlled trials are needed to further validate its effect on specific conditions, and a well-designed gaming protocol is needed to standardize treatment plans using exergaming.
使用虚拟现实工具或不使用虚拟现实工具进行锻炼,可能是管理上肢肌肉骨骼损伤患者的另一种方式。这篇综述的目的是概述运动与其他干预措施(如传统运动疗法)在治疗这些损伤方面的效果。在10个不同的电子数据库、知识库网站和灰色文献数据库中收集了与上肢肌肉骨骼损伤患者使用运动相关的随机对照试验,包括结果测量,如肩部活动范围、残疾水平、疼痛水平和握力。对研究的质量、偏倚风险和结果进行系统回顾和荟萃分析。总共选择了12项符合纳入标准的研究。所有研究都表明,与对照组相比,运动,无论是单独运动还是使用虚拟现实工具,都有助于改善所有结果,尤其是运动范围和残疾水平。然而,需要更多可靠的随机对照试验来进一步验证其在特定条件下的效果,并且需要一个精心设计的游戏协议来标准化使用游戏的治疗计划。
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引用次数: 0
Stress Assessment in Virtual Reality Horror Games Using Players' Behavioral and Physiological Data 基于玩家行为和生理数据的虚拟现实恐怖游戏压力评估
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-04-22 DOI: 10.1109/TG.2025.3563258
Susanna Brambilla;Giuseppe Boccignone;Nunzio Alberto Borghese;Laura A. Ripamonti
In the realm of video games, achieving a state of flow is paramount for player engagement, striking a delicate balance between boredom and anxiety. Under such circumstances, monitoring player's stress level plays a crucial role. Here, by addressing state-space dynamics, we model stress unfolding over time, allowing for both its continuous and discrete assessment. This study builds upon our previous research, advancing stress assessment techniques to enhance tailored and immersive gaming experiences through virtual reality in horror games. We provide detailed insights into our collected data, which includes physiological measurements, motion behavioral data, and participants' self-reported stress levels. In addition, we conduct an in-depth analysis on individual participants to delve deeper into the dynamics of stress experienced by each player. Results achieved give evidence that the measurement of motion behavioral data, exclusively collected from the headset, well compares to that based on electrodermal activity, more classically related to stress assessment.
在电子游戏领域,达到心流状态对玩家粘性至关重要,要在无聊和焦虑之间取得微妙的平衡。在这种情况下,监测玩家的压力水平起着至关重要的作用。在这里,通过处理状态空间动力学,我们建立了应力随时间展开的模型,允许其连续和离散评估。这项研究建立在我们之前的研究基础上,通过在恐怖游戏中使用虚拟现实技术来推进压力评估技术,以增强量身定制的沉浸式游戏体验。我们对收集的数据提供了详细的见解,包括生理测量、运动行为数据和参与者自我报告的压力水平。此外,我们对个体参与者进行了深入分析,以更深入地研究每个参与者所经历的压力动态。所获得的结果证明,仅从耳机收集的运动行为数据的测量结果与基于皮肤电活动的测量结果相比要好得多,而皮肤电活动通常与压力评估有关。
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引用次数: 0
IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-18 DOI: 10.1109/TG.2025.3546830
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-18 DOI: 10.1109/TG.2025.3546832
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引用次数: 0
Bidding Efficiently in Simultaneous Ascending Auctions With Incomplete Information Using Monte Carlo Tree Search and Determinization 基于蒙特卡罗树搜索和确定的不完全信息同步升拍的高效竞价
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-17 DOI: 10.1109/TG.2025.3552025
Alexandre Pacaud;Aurelien Bechler;Marceau Coupechoux
In this article, we tackle the problem of designing an efficient bidding strategy for simultaneous ascending auctions (SAA). SAA is a well-known mechanism for allocating spectrum to mobile networks operators and has been used for example to allocate 5G licenses in many countries. Although the rules are relatively simple, there is no known optimal bidding strategy for SAA. In a previous work, we proposed a Simultaneous move Monte Carlo Tree Search-based algorithm named $SMS^{alpha }$ that we extend here to an incomplete information framework. We consider and compare three determinization approaches of $SMS^{alpha }$, and show how they are able to tackle four key strategic issues of SAA, namely, the exposure problem, the own price effect, the budget constraints and the eligibility management. Extensive numerical experiments on instances of realistic size and including an uncertain framework show that our extensions of $SMS^{alpha }$ outperform state-of-the-art algorithms by achieving higher expected utility while taking less risks.
在本文中,我们解决的问题是设计一个有效的竞价策略的同时上升拍卖(SAA)。SAA是一种众所周知的向移动网络运营商分配频谱的机制,在许多国家已被用于分配5G牌照。尽管规则相对简单,但对于SAA来说,并没有已知的最优竞标策略。在之前的工作中,我们提出了一种基于蒙特卡罗树搜索的同步移动算法,命名为$SMS^{alpha}$,我们在这里将其扩展到一个不完全信息框架。本文考虑并比较了SMS^{alpha}$的三种确定方法,并展示了它们如何能够解决SAA的四个关键战略问题,即暴露问题、自身价格效应、预算约束和合格性管理。在现实规模的实例上进行的大量数值实验,包括一个不确定的框架,表明我们的$SMS^{alpha}$扩展通过在承担更少风险的同时实现更高的预期效用,优于最先进的算法。
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引用次数: 0
Biosignal Sequence Real-Time Prediction for Game Users Based on Features Fusion of Local–Global and Time–Frequency Domain 基于局域-全局和时频特征融合的游戏用户生物信号序列实时预测
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-12 DOI: 10.1109/TG.2025.3550779
Rongyang Li;Jianguo Ding;Huansheng Ning;Lingfeng Mao
Biosignal sequence real-time prediction (BSRP) is essential for predicting the future emotional experience of game users. However, BSRP for game users faces challenges, including poor real-time performance and limited feature fusion dimensions. To address these issues, we proposed a method for BSRP based on the features fusion of local–global and time–frequency domain (LGTF) for game users, which integrates real-time capabilities with multidimensional features fusion. Specifically, LGTF meets real-time requirements and achieves the features fusion of local–global (LG) through multichannel synchronized adaptive convolution. In addition, LGTF implements the features fusion of interband and intraband in the frequency domain and the features fusion of time–frequency (TF) domain by incorporating the self-attention mechanism and Fourier Transform. Furthermore, we conducted comprehensive validation experiments on LGTF using the public dataset. The results indicate that: first, in the comparison study, LGTF outperformed other methods, achieving the lowest average mean squared error (MSE) and mean absolute error values across different prediction lengths of 0.61 and 0.47, respectively. Second, ablation studies revealed that the addition of TF domain feature fusion and LG feature fusion both have the positive effect on the prediction performance, reducing the average MSE by 0.11 and 0.09, respectively. Third, generalization study shows that LGTF exhibits stable performance and generalization across different subjects and shows performance advantages in specific game scenarios. Fourth, time performance analysis suggests LGTF has the real-time performance. Finally, case study demonstrates that LGTF is practical for predicting game users' future emotions and enhancing their emotional experiences.
生物信号序列实时预测(BSRP)对于预测游戏用户未来的情感体验至关重要。然而,面向游戏用户的BSRP面临着实时性差、特征融合维度有限等挑战。为了解决这些问题,我们提出了一种基于局域-全局和时频域(LGTF)特征融合的游戏用户BSRP方法,该方法将实时性与多维特征融合相结合。具体来说,LGTF满足实时性要求,通过多通道同步自适应卷积实现局部-全局(local-global, LG)特征融合。此外,LGTF结合自关注机制和傅里叶变换实现了频域带间和带内特征融合以及时频域特征融合。此外,我们使用公共数据集对LGTF进行了全面的验证实验。结果表明:第一,在对比研究中,LGTF优于其他方法,在不同预测长度上的平均均方误差(MSE)和平均绝对误差值最低,分别为0.61和0.47。其次,烧蚀研究表明,加入TF域特征融合和LG特征融合对预测性能都有积极的影响,平均MSE分别降低0.11和0.09。第三,泛化研究表明,LGTF在不同学科间表现出稳定的性能和泛化,在特定博弈场景下表现出性能优势。第四,时间性能分析表明LGTF具有实时性。最后,案例研究表明,LGTF在预测游戏用户未来情绪和增强他们的情绪体验方面是可行的。
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引用次数: 0
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IEEE Transactions on Games
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