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An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios 可互换的编辑器,用于创建通用的、可调整的决策树,适用于多种应用和游戏开发场景
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-08 DOI: 10.1016/j.entcom.2024.100864
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues

This paper introduces a novel software tool developed to serve as an editor for the manual construction of decision trees, characterized by their generic nature, flexibility, and adaptability across a wide range of applications and game development scenarios. The editor enables straightforward definition and modification of decision tree elements and data, dynamically updating to meet changing needs and contexts. A key feature of this tool is its capability to export decision trees in a standardized interchange format, enhancing interoperability by allowing seamless integration with other computational platforms, including game engines. We demonstrate the utility and versatility of our editor with three distinct and comprehensive use cases, highlighting its potential as a significant contribution to interactive technology. The tool facilitates the development of decision trees, enhancing informed decision-making and strategic planning, and supports personalized learning to improve engagement and outcomes.

本文介绍了一种新颖的软件工具,该工具可作为手动构建决策树的编辑器,其特点是通用性、灵活性和适应性强,适用于各种应用和游戏开发场景。该编辑器可直接定义和修改决策树元素和数据,并可动态更新,以满足不断变化的需求和环境。该工具的一个主要特点是能够以标准化交换格式导出决策树,通过与其他计算平台(包括游戏引擎)的无缝集成,增强了互操作性。我们通过三个不同的综合用例展示了编辑器的实用性和多功能性,突出了它作为互动技术重要贡献的潜力。该工具有助于开发决策树,从而加强知情决策和战略规划,并支持个性化学习,以提高参与度和成果。
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引用次数: 0
Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement 通过严肃游戏诊断乳腺癌:临床推理、人工智能驱动的角色变形和情感参与
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-08 DOI: 10.1016/j.entcom.2024.100863
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues

This work introduces “Cancer: Now What?”, an innovative serious game designed for healthcare training with unlimited, comprehensive clinical scenarios. Focused on the diagnosis of breast cancer and other benign findings, the game is engineered to enhance the diagnostic skills of healthcare professionals by immersing them in a variety of diagnostic challenges related to clinical reasoning practice. It features AI-driven morphing to dynamically portray characters’ emotional responses, deepening player engagement and emotional connection. Despite some punctual challenges with visual artifacts in the morphing animations, the integration of real-life clinical reasoning with computational techniques highlights the game’s potential to advance clinical reasoning practice. This collaboration between game architects and medical experts highlights the substantial contributions of serious games to medical education, elevating them beyond mere entertainment to become essential educational tools.

本作品介绍了 "癌症:癌症:现在怎么办?"是一款创新的严肃游戏,专为医疗保健培训设计,具有无限、全面的临床场景。该游戏以乳腺癌和其他良性病变的诊断为重点,让医护人员沉浸在与临床推理实践相关的各种诊断挑战中,从而提高他们的诊断技能。游戏采用人工智能驱动的变形技术,动态描绘角色的情绪反应,加深玩家的参与感和情感联系。尽管在变形动画中出现了一些视觉假象,但将现实生活中的临床推理与计算技术结合起来,突出了该游戏在推动临床推理实践方面的潜力。游戏设计师与医学专家之间的合作凸显了严肃游戏对医学教育的巨大贡献,使其超越了单纯的娱乐,成为必不可少的教育工具。
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引用次数: 0
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices 基于数字娱乐技术和传感设备的体能训练系统中的互动体育游戏体验研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-06 DOI: 10.1016/j.entcom.2024.100866
Ying Zhang, Xueyan Li, Jinhui Zheng, Jianxin Kang, Guoliang Cai

With the continuous development of digital entertainment technology and sensing equipment, interactive sports game experience is becoming more and more important in physical training systems. The purpose of this study is to explore the application potential of interactive sports game experience based on digital entertainment technology and sensing devices in physical training systems. This paper expounds the problems existing in traditional physical training, including boredom and lack of interest. The application of digital entertainment technology and sensing equipment in the field of games and their potential advantages in physical training are analyzed. Combining game design principle and sports training theory, a series of interactive sports game scenes and corresponding movements are designed. By comparing with traditional physical training methods, we found that interactive sports game experience based on digital entertainment technology and sensing equipment has obvious advantages in improving the accuracy of sports actions and enhancing the participation in sports. Digital entertainment + sports game experience can stimulate the interest and motivation of individuals, improve the effect of physical training, and bring new opportunities for development in the field of physical training.

随着数字娱乐技术和传感设备的不断发展,交互式体育游戏体验在体能训练系统中变得越来越重要。本研究旨在探索基于数字娱乐技术和传感设备的交互式体育游戏体验在体能训练系统中的应用潜力。本文阐述了传统体能训练中存在的无聊和缺乏兴趣等问题。分析了数字娱乐技术和传感设备在游戏领域的应用及其在体能训练中的潜在优势。结合游戏设计原理和体育训练理论,设计了一系列交互式体育游戏场景和相应动作。通过与传统体能训练方法的比较,我们发现基于数字娱乐技术和传感设备的互动式体育游戏体验在提高运动动作的准确性和增强运动参与性方面具有明显的优势。数字娱乐+体育游戏体验可以激发个体的兴趣和动力,提高体能训练的效果,为体能训练领域带来新的发展机遇。
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引用次数: 0
How technology augments Dance Movement Therapy for Autism Spectrum Disorder: A systematic review for 2017–2022 技术如何增强自闭症谱系障碍的舞蹈运动疗法:2017-2022年系统综述
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-05 DOI: 10.1016/j.entcom.2024.100861
Nicolás Araya Quintar, Javier Gomez Escribano, Germán Montoro Manrique

Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder, characterised by deficits of social communication and social interaction, along with restricted and repetitive patterns in behaviours, activities and interests. People diagnosed with ASD may need lifetime treatment for social inclusion and control of stereotypical behaviour, on which art therapy has played an important role. Dance Movement Therapy (DMT) has been applied with technology for interventions in social and motor rehabilitation. It has helped people with ASD to integrate in society and develop motor skills, though there are few studies that focus on their artistic expression through the dance and free movements. This review spans the interventions of DMT in technology for people with autism and other neurodevelopmental disorders, during the last six years, with a query on the technologies and application cases. The purpose of this study is to review more than 50 studies and discuss the most relevant technological aspects classified according to the application theme. Our general contribution is to give an overview of the current state of the art and provide guidelines for future research on DMT applications for people with ASD, orientated in the development of technologies that combine dance and visual arts for therapy uses. This research highlights how technology can enhance DMT by creating immersive and interactive environments that facilitate better engagement and expression for individuals with ASD. The study emphasises the importance of multidisciplinary approaches, involving artists, designers, and therapists, to develop richer, more inclusive therapeutic experiences. The findings suggest that technology does not need to be advanced or expensive to be effective; simplicity and user-friendliness are key to successful interventions.

自闭症谱系障碍(ASD)是一种神经发育障碍,主要表现为社会交流和社会互动方面的缺陷,以及行为、活动和兴趣方面的局限性和重复性。被诊断为 ASD 的患者可能需要终生接受治疗,以融入社会并控制刻板行为,而艺术疗法在这方面发挥了重要作用。舞蹈运动疗法(DMT)已被应用于社交和运动康复的技术干预。它帮助 ASD 患者融入社会并发展运动技能,但很少有研究关注他们通过舞蹈和自由动作进行艺术表达。本综述跨越了过去六年中 DMT 对自闭症和其他神经发育障碍患者的技术干预,并对技术和应用案例进行了查询。本研究的目的是回顾 50 多项研究,并根据应用主题分类讨论最相关的技术方面。我们的总体贡献在于概述了当前的技术水平,并为未来针对自闭症患者的 DMT 应用研究提供了指导方针,以开发将舞蹈和视觉艺术结合起来用于治疗的技术为导向。这项研究强调了技术如何通过创造身临其境的互动环境来增强 DMT,从而促进 ASD 患者更好地参与和表达。研究强调了多学科方法的重要性,包括艺术家、设计师和治疗师,以开发更丰富、更具包容性的治疗体验。研究结果表明,技术不一定要先进或昂贵才能有效;简单易用是成功干预的关键。
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引用次数: 0
Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play 爱丽丝-达利增强现实:评估跨代游戏文化户外游戏
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-05 DOI: 10.1016/j.entcom.2024.100865
Mads Haahr , Svetlana Rudenko , Kelly Jakubowski

Serious Games have been shown to have many uses, such as for learning and cultural engagement. Furthermore, research has shown that some types of game experiences can have significant social benefits, such as a study by Wang, Taylor and Sun, which showed that playing cooperative video games can improve family satisfaction and closeness. In this article, we present the design and evaluation of Alice Dalí AR (2022), a locative augmented-reality smartphone game designed as a cultural experience for families to engage with art, music and storytelling. Alice Dalí AR features 12 illustrations produced by Dalí in 1969 for the iconic story Alice’s Adventures in Wonderland by Lewis Carrol. We applied a multisensory design methodology based on synesthesia, where art shapes and color palettes from Dalí’s paintings were “transposed” to music genre and music language. The play experience involves using a radar to find AR music art encounters through which a story of Wonderland emerges. The design offers a cultural and social play experience that can help strengthen family connections and knowledge exchange across generations, and at the same time encourage players to spend time outside in healthy walking activities. We present the results of a user study, which shows evidence of cultural engagement and increased intergenerational emotional bonding. The Alice Dalí AR app is available from the Google and Apple app stores.1

事实证明,严肃游戏有许多用途,如学习和文化参与。此外,研究还表明,某些类型的游戏体验可以产生显著的社会效益,例如 Wang、Taylor 和 Sun 的一项研究表明,玩合作视频游戏可以提高家庭满意度和亲密度。在本文中,我们介绍了爱丽丝-达利 AR(2022)的设计和评估,这是一款定位增强现实智能手机游戏,旨在为家庭提供参与艺术、音乐和故事讲述的文化体验。爱丽丝-达利 AR》展示了达利于 1969 年为刘易斯-卡罗尔(Lewis Carrol)的经典故事《爱丽丝梦游仙境》(Alice's Adventures in Wonderland)创作的 12 幅插图。我们采用了基于联觉的多感官设计方法,将达利画作中的艺术形状和调色板 "移植 "到音乐流派和音乐语言中。游戏体验包括使用雷达寻找 AR 音乐艺术邂逅,通过这些邂逅,奇境的故事就会浮现出来。该设计提供了一种文化和社交游戏体验,有助于加强家庭联系和跨代知识交流,同时鼓励玩家在户外进行健康的步行活动。我们介绍了一项用户研究的结果,其中显示了文化参与和代际情感纽带增强的证据。爱丽丝-达利 AR 应用程序可在谷歌和苹果应用程序商店下载1。
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引用次数: 0
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software 改变游戏的智能:揭示游戏软件中人工智能的社会影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-05 DOI: 10.1016/j.entcom.2024.100862
Kailash Kumar, Veena N., T. Aravind, Chandradeep Bhatt, Uma Kuppusamy, Parita Jain
Efficient artificial intelligence (AI) in gaming software optimizes development, improves user experiences, and increases industrial production, all of which contribute positively to economic development and technical advancement. Possible drawbacks include employment displacement, ethical problems, algorithmic biases, and excessive reliance on AI; everyone has an impact on society’s dynamics and principles. In this study, we proposed a novel method called Fine-Tuned Ring Toss Game Optimization Adaptive Artificial Neural Network (FRTGO-AANN) to improve user experience in game software, examine social implications to promote ethical growth, explore AI transformational significance in games, and shape new game-play. In this research, we employ a dataset of 250 video game projects. The collected data are undergoing feature extraction by using a Principal Component Analysis (PCA) method. We used a few parameters for our suggested and current approaches to analyze the research’s findings. Our proposed FRTGO-AANN method achieves superior results like accuracy (96.7 %), precision (92.5 %), F1-score (95.3 %), recall (90.6 %).AI in gaming software represents a game changer, transforming user experience, narrative intricacy, along with the world of virtual reality. It has a profound social influence, altering entertainment and promoting innovation, along with difficult ethical considerations.
游戏软件中的高效人工智能(AI)可以优化开发、改善用户体验、提高工业生产,这些都对经济发展和技术进步做出了积极贡献。可能存在的弊端包括就业转移、伦理问题、算法偏差和对人工智能的过度依赖;每个人都会对社会动态和原则产生影响。在本研究中,我们提出了一种名为 "微调掷环游戏优化自适应人工神经网络(FRTGO-AANN)"的新方法,以改善游戏软件的用户体验,研究促进伦理成长的社会影响,探索人工智能在游戏中的变革意义,并塑造新的游戏玩法。在这项研究中,我们使用了一个包含 250 个视频游戏项目的数据集。我们使用主成分分析(PCA)方法对收集到的数据进行特征提取。我们对建议的方法和当前的方法使用了一些参数来分析研究结果。我们提出的 FRTGO-AANN 方法取得了卓越的成果,如准确率(96.7%)、精确率(92.5%)、F1-分数(95.3%)和召回率(90.6%)。人工智能在游戏软件中的应用改变了游戏规则,改变了用户体验、叙事的复杂性以及虚拟现实世界。它具有深远的社会影响,改变了娱乐方式,促进了创新,同时也带来了棘手的道德问题。
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引用次数: 0
Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners 编程乐趣(damentals):利用商业视频游戏向成人学习者传授基础编码知识
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-05 DOI: 10.1016/j.entcom.2024.100850
Joan Arnedo-Moreno, David García-Solórzano

The acquisition of computational thinking and coding skills is of special significance in helping adult learners keep pace with a new context where those skills are required for many parts of the workforce. However, there is an agreement in the scientific literature that important challenges exist, such as keeping student engagement and the requirement of developing problem-solving skills, and not just learning the code syntax. The inclusion of digital Game-Based Learning (GBL) has shown great potential. To better understand how it can be helpful to adult learners in STEM degrees, a study was conducted on the application of two very popular commercial video games in different introductory programming courses at an online university, during the introduction of basic programming topics (CS1). The methods combined a descriptive qualitative and a quantitative approach, using a reflective journals and questionnaires, which helped students consider and express their experiences, how they interacted with the games, how the games helped them better understand the topics, and realize their personal progress and potential. Results showed that the use of these games as educational resources had a positive impact in their engagement and sense of self-efficacy, but only if some important instructional considerations are taken into account.

在许多工作领域都需要计算思维和编码技能的新背景下,帮助成人学习者跟上时代的步伐具有特别重要的意义。然而,科学文献一致认为存在着重要的挑战,如保持学生的参与度,要求培养学生解决问题的能力,而不仅仅是学习代码语法。数字游戏式学习(GBL)已显示出巨大的潜力。为了更好地了解游戏式学习对 STEM 专业的成人学习者有何帮助,我们在一所网络大学的不同编程入门课程(CS1)中应用了两款非常流行的商业视频游戏。研究方法结合了定性描述法和定量分析法,使用了反思日记和调查问卷,帮助学生思考和表达他们的经历、他们是如何与游戏互动的、游戏是如何帮助他们更好地理解主题并实现个人进步和潜力的。结果表明,使用这些游戏作为教育资源对学生的参与和自我效能感有积极影响,但前提是必须考虑到一些重要的教学因素。
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引用次数: 0
Micro and macro facial expressions by driven animations in realistic Virtual Humans 逼真虚拟人中的微观和宏观面部表情驱动动画
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-05 DOI: 10.1016/j.entcom.2024.100853
Rubens Halbig Montanha, Giovana Nascimento Raupp, Ana Carolina Policarpo Schmitt, Victor Flávio de Andrade Araujo, Soraia Raupp Musse

Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend shapes, to driven animations using facial and body tracking, these advancements can potentially enhance the perception of comfort and realism in relation to VHs. Previously, Psychology studied facial movements in humans, with some works separating expressions into macro and micro expressions. Also, some previous CG studies have analyzed how macro and micro expressions are perceived, replicating psychology studies in VHs, encompassing studies with realistic and cartoon VHs, and exploring different VH technologies. However, instead of using facial tracking animation methods, these previous studies animated the VHs using blendshapes interpolation. To understand how the facial tracking technique alters the perception of VHs, this paper extends the study to macro and micro expressions, employing two datasets to transfer real facial expressions to VHs and analyze how their expressions are perceived. Our findings suggest that transferring facial expressions from real actors to VHs significantly diminishes the accuracy of emotion perception compared to VH facial animations created by artists.

计算机图形学(CG)的进步使得通过现代技术对虚拟人的身体和面部进行动画处理,创造出更加逼真的虚拟人(VH),从而影响人们的感知。从包括混合形状在内的传统方法,到使用面部和身体追踪技术的驱动动画,这些进步都有可能提高虚拟人的舒适感和逼真度。此前,心理学研究了人类的面部动作,其中一些研究将表情分为宏观表情和微观表情。此外,之前的一些 CG 研究也分析了如何感知宏观和微观表情,将心理学研究复制到了虚拟人物中,包括对逼真和卡通虚拟人物的研究,以及对不同虚拟人物技术的探索。不过,之前的这些研究并没有使用面部追踪动画方法,而是使用混合形状插值法制作 VH 动画。为了了解面部跟踪技术如何改变对虚拟人物的感知,本文将研究扩展到宏观和微观表情,采用两个数据集将真实的面部表情转移到虚拟人物身上,并分析他们的表情是如何被感知的。我们的研究结果表明,与艺术家创作的 VH 面部动画相比,将真实演员的面部表情转移到 VH 上会大大降低情感感知的准确性。
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引用次数: 0
Production and dissemination path of new media film and television content based on 5G technology 基于 5G 技术的新媒体影视内容的制作和传播路径
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-31 DOI: 10.1016/j.entcom.2024.100852
Beibei Zhang , Likang Shao

Using new media to enhance the visual and creative quality of cinema and television works may also give a new means for the general public to create and distribute these works, improving the ease of film and television production and distribution. This paper studies the production and dissemination paths of new media film and television content based on 5G technology and then uses neural networks to evaluate the effectiveness of the method and complete the following work: 1) To begin, we’ll discuss the current state of new media film and television production and distribution research both domestically and internationally. 2) The development approach of film and television production and dissemination under the new media environment is proposed. The basic principles of BPNN and PSO are introduced, and then the PSO-BP model is constructed. 3) Collect the experimental data set and then select the optimal parameters of the model through experiments. The experimental results obtained by inputting the test data into the model are compared with the actual values, and it is found that the error between the estimated value of the model and the exact value is tiny.

利用新媒体提升影视作品的视觉和创作质量,也可以为普通大众创作和传播这些作品提供新的手段,提高影视制作和传播的便捷性。本文研究了基于5G技术的新媒体影视内容的生产和传播路径,然后利用神经网络对该方法的有效性进行评估,完成以下工作:1)首先讨论新媒体影视制作与传播的国内外研究现状。2)提出新媒体环境下影视制作与传播的发展思路。介绍了 BPNN 和 PSO 的基本原理,然后构建了 PSO-BP 模型。3) 收集实验数据集,然后通过实验选择模型的最优参数。将测试数据输入模型得到的实验结果与实际值进行比较,发现模型估计值与精确值的误差很小。
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引用次数: 0
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games 增强深度强化学习,实现实时战略游戏的规模灵活性
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-31 DOI: 10.1016/j.entcom.2024.100843
Marcelo Luiz Harry Diniz Lemos , Ronaldo e Silva Vieira , Anderson Rocha Tavares , Leandro Soriano Marcolino , Luiz Chaimowicz

Real-time strategy (RTS) games present a unique challenge for AI agents due to the combination of several fundamental AI problems. While Deep Reinforcement Learning (DRL) has shown promise in the development of autonomous agents for the genre, existing architectures often struggle with games featuring maps of varying dimensions. This limitation hinders the agent’s ability to generalize its learned strategies across different scenarios. This paper proposes a novel approach that overcomes this problem by incorporating Spatial Pyramid Pooling (SPP) within a DRL framework. We leverage the GridNet architecture’s encoder–decoder structure and integrate an SPP layer into the critic network of the Proximal Policy Optimization (PPO) algorithm. This SPP layer dynamically generates a standardized representation of the game state, regardless of the initial observation size. This allows the agent to effectively adapt its decision-making process to any map configuration. Our evaluations demonstrate that the proposed method significantly enhances the model’s flexibility and efficiency in training agents for various RTS game scenarios, albeit with some discernible limitations when applied to very small maps. This approach paves the way for more robust and adaptable AI agents capable of excelling in sequential decision problems with variable-size observations.

实时战略(RTS)游戏由于结合了几个基本的人工智能问题,因此对人工智能代理提出了独特的挑战。虽然深度强化学习(DRL)在开发这类游戏的自主代理方面已显示出前景,但现有的架构往往难以应对具有不同维度地图的游戏。这种局限性阻碍了代理在不同场景中推广其所学策略的能力。本文提出了一种新方法,通过将空间金字塔池(SPP)纳入 DRL 框架来克服这一问题。我们利用 GridNet 架构的编码器-解码器结构,将 SPP 层集成到近端策略优化(PPO)算法的批判网络中。无论初始观测值大小如何,该 SPP 层都能动态生成游戏状态的标准化表示。这样,代理就能有效地使其决策过程适应任何地图配置。我们的评估结果表明,所提出的方法大大提高了模型的灵活性和效率,可以针对各种 RTS 游戏场景训练代理,尽管在应用于非常小的地图时有一些明显的局限性。这种方法为开发更强大、适应性更强的人工智能代理铺平了道路,使其能够在具有可变大小观察结果的连续决策问题中表现出色。
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引用次数: 0
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Entertainment Computing
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