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Educational computer games for burn prevention and first aid awareness
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100902
Henrique Mohallem Paiva , Claudio Fernando Andre , Cristina Pires Camargo , Julia Stateri , André Godoi Chiovato , Juliana Pereira Lisboa M. Paiva , Guilherme Lopes Carvalho

Contribution:

This paper discusses the development of a series of educational computer games aimed at raising awareness of burn prevention and first aid techniques. The project involved a collaboration between a computing faculty and a medical school, exploiting the expertise of both fields.

Background:

Burns represent a significant public health concern, with a disproportionate impact on low-income populations. Adequate knowledge of burn prevention and first aid is important in reducing their incidence and severity. Nevertheless, misconceptions and inadequate practices persist, highlighting the need for innovative educational approaches.

Research Question:

How can educational games effectively contribute to burn prevention and first aid awareness among adolescents and young adults?

Methodology:

The project engaged a group of 33 first-year computing students who were divided into five teams, each tasked with developing a game focusing on different aspects of burn prevention and first aid. The students received guidance from faculty members with expertise in various areas of computing and were supported by medical experts specializing in burns.

Findings:

Through iterative development, the teams successfully created a series of educational games targeting burn prevention and first aid. The games provide interactive learning experiences tailored to the adolescent and young adult audience, promoting accurate information and reducing myths surrounding burns. The collaboration between computer science and medical disciplines facilitated a comprehensive approach to game development, ensuring technical quality and medical accuracy combined with educational value.
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引用次数: 0
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT3
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100918
Jerald C. Antonio , Ardvin Kester S. Ong , John Francis T. Diaz , Maela Madel L. Cahigas , Ma. Janice J. Gumasing
The rapid ascent of online casino gaming has become a game changer for the gambling industry in the Philippines. This trend poses challenges for traditional casinos in the Philippines, requiring adaptation to attract younger players for business sustainability. Moreover, there is a lack of studies when it comes to diversity in culture, initiation and maintenance, as well as analysis on individual stimulation and triggers for gambling, which this study aimed to fill. This study analyzed key factors influencing online gambling intentions among Generation Z and Millennials using higher-order Structural Equation Modeling with the extended higher-order reflective construct of the Unified Theory of Acceptance and Use of Technology 3 (UTAUT3) framework to effectively explained online gambling behavior. Testing the causal relationship among 408 valid responses using the SMART-PLS v4 software, it was seen that performance and effort expectancy, habit, social influence, hedonic motivation, personal innovativeness, price value, and facilitating conditions showed significant relationships with online gambling behavioral intentions. It has been presented that control have no significant relationship on online gambling behavioral intention of consumers, revealing that respondents may have no self or financial control while using online gambling platforms. Moreover, curiosity alone is not a strong motivator for consumers to participate in online gambling activities. Based on the results, the respondents do not perceive curiosity as a primary driver for their intent to engage in online gambling activities. This study provides valuable theoretical insights into the motivations and perceptions driving online gambling among younger generations, offering a comprehensive understanding of the market dynamics and potential policy implications for regulating online gambling activities. Moreover, practical implications were created for developers to clearly depict and align behavioral intention for online gambling.
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引用次数: 0
A constructive approach to strategy game map generation
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100886
Emre Önal, Abdullah Bulbul
Designing strategy games poses unique challenges due to the complicated nature of the genre where balancing game elements is a major concern. Maps in strategy games commonly contain elements such as resources to gather and buildings with different capabilities, playing a crucial role in the game life cycle. Resource and base placements must be done carefully. It is difficult to design maps manually and even harder to design multiple variations. This study presents a method for procedurally creating strategy game maps. A strategy game was developed and used as a test-bed for the study. A constructive approach is followed in the main steps of the algorithm design and a novel procedural noise function is used together with a uniform stratified sampling method to create and distribute the resources. Then eligible base locations are detected and scored according to a fitness function that defines how favorable a location is. These scores are used to place bases appropriately. The algorithm is evaluated using simulations and a small-scale user study is conducted at the end. The proposed method is capable of creating playable, diverse, and fair maps and is fast enough to work at runtime.
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引用次数: 0
The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100907
Deming Li , Wang Jianxing
Using digital educational games is a promising method to improve student learning outcomes. The research has focused on understanding how these systems affect learner behaviour and performance. This study analyses 22 gamified learning monitoring systems from the last ten years and their influence on students’ behaviour and academic achievement. The results indicate a significant positive relationship, demonstrating that gamified learning systems moderately improve student engagement and learning performance. These findings suggest that gamified learning tools can be effectively integrated into educational environments to enhance student outcomes. These insights highlight the value of investing in and adopting gamified approaches for educators and policymakers to boost engagement and improve overall academic achievement. Future research should optimize these systems for various educational settings and student populations to improve their effectiveness.
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引用次数: 0
Play, watch, analyze, repeat: How do players develop competitive gaming skills?
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100908
Günter Wallner , Aakash Johry , Marnix van Wijland , Regina Bernhaupt , Simone Kriglstein
Players usually have a strong desire to improve their game-specific skills to perform well in a game. A desire which has been further reinforced by the increase of multiplayer games and the rise of competitive gaming. While research on learning through games is extensive, work on how players gain expertise in competitive games is less common. This paper presents an exploratory mixed-methods study examining how players learn to play video games across three competitive game genres and which factors influence their self-efficacy. Our results show that the approaches to learning as well as influential factors on self-efficacy are largely independent across the investigated genres. Moreover, learning to play extends beyond the act of play itself and is strongly reflective and social. Based on the results, we discuss high-level characteristics of learning and self-efficacy which can serve as a starting point for future research and design interventions aimed at supporting learning processes of players.
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引用次数: 0
Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode 基于隐马尔可夫模型的英语电子学习课堂模式中的数字娱乐技术和游戏方法研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100856
Yiping Tang , Jiajun Liao
The traditional English teaching mode often has the problems of students’ low interest in learning and lack of motivation in learning. The introduction of digital entertainment technology and game methods can increase the interest and interaction of learning, improve students’ participation and learning effect. Therefore, this study aims to explore the application of digital entertainment technology and game methods in English E-Learning classroom. By using hidden Markov model as a research tool and combining quantitative and qualitative empirical research methods, a series of English E-Learning classroom activities based on digital entertainment technology and game methods are designed. Using digital entertainment technologies and game methods to increase student engagement and interest, learning in an entertaining and educational environment to become more active and engaged in the classroom. The hidden Markov model provides targeted teaching strategies and suggestions by modeling and predicting students’ behavior. The analysis results of hidden Markov model also verify the positive impact of digital entertainment technology and game methods on English learning.
传统的英语教学模式往往存在学生学习兴趣不高、学习动力不足等问题。数字娱乐技术和游戏方法的引入可以增加学习的趣味性和互动性,提高学生的参与度和学习效果。因此,本研究旨在探索数字娱乐技术和游戏方法在英语电子学习课堂中的应用。以隐马尔可夫模型为研究工具,结合定量和定性的实证研究方法,设计了一系列基于数字娱乐技术和游戏方法的英语电子学习课堂活动。利用数字娱乐技术和游戏方法提高学生的参与度和兴趣,在寓教于乐的环境中学习,使学生更加积极主动地参与课堂。隐马尔可夫模型通过对学生行为的建模和预测,提供有针对性的教学策略和建议。隐马尔科夫模型的分析结果也验证了数字娱乐技术和游戏方法对英语学习的积极影响。
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引用次数: 0
Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100906
Saqib Nawaz , Jahar Bhowmik , Tanya Linden , Matthew Mitchell
Research indicates that the widespread adoption of smartphones globally has led to increasing instances of problematic use and dependence. This study applies the Theory of Planned Behaviour (TPB) to explore how current smartphone usage patterns influence engagement in Real-Life Recreational Activities (RLRA). In particular, it explores the discrepancy between users’ preference for smartphone use versus their actual use during RLRA, considering socio-demographic variables, overall smartphone usage, and dependency levels. Data were collected from 523 Australian adults via an online survey employing convenience and purposive sampling. Bivariate analysis using the Chi-square test indicated significant associations between preference and actual smartphone use during RLRA with factors like age, parental status, and smartphone dependency. Heavy social media, audio, video, and podcast users particularly demonstrated a higher preference and actual smartphone use during RLRA. Despite most users reducing their smartphone engagement during active participation in RLRA, some users reported unchanged or increased smartphone use due to habits or necessity. The study proposes a theoretical framework to understand the drivers behind increased smartphone use and dependency, particularly in the context of recreational activities. This study highlights the need for multidisciplinary efforts to develop effective interventions for managing excessive smartphone use and dependency, emphasising the importance of integrating various professional perspectives.
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引用次数: 0
Design of virtual interactive educational games based on human perception
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100891
Lin Zhao , Jing Huang
With the development of human body perception technology and virtual interactive experience, this technology has also been applied more in the field of driver education. However, the technology is not able to achieve 100 % real simulation in the process of simulating driving movement. In order to solve this problem, the study proposes to improve it by using the body sensing control wash-out filtering algorithm, and at the same time, further optimize it by genetic algorithm, and then carry out a study on the virtual interactive driving education game based on the improved technology. The proposed improved algorithm’s performance comparison results validated that it achieved the highest accuracy rate of 96 %, a final accuracy rate of 92 %, a final loss value of 1.99 %, a running time of 6.5 s, and a mean squared error of 3.8 %, all of which surpass the compared algorithm. After conducting experiments on the actual effectiveness of the designed driving education game, the maximum deviation between the simulated X-direction displacement curve of the game and the actual value was found to be 0.06 m, which outperformed the comparative experimental group. Additionally, both the angular displacement curve and perceived acceleration were the most accurate. In summary, the proposed virtual interactive driving education game based on human perception can more accurately reproduce the real scene during the driving process, providing users with better learning conditions.
{"title":"Design of virtual interactive educational games based on human perception","authors":"Lin Zhao ,&nbsp;Jing Huang","doi":"10.1016/j.entcom.2024.100891","DOIUrl":"10.1016/j.entcom.2024.100891","url":null,"abstract":"<div><div>With the development of human body perception technology and virtual interactive experience, this technology has also been applied more in the field of driver education. However, the technology is not able to achieve 100 % real simulation in the process of simulating driving movement. In order to solve this problem, the study proposes to improve it by using the body sensing control wash-out filtering algorithm, and at the same time, further optimize it by genetic algorithm, and then carry out a study on the virtual interactive driving education game based on the improved technology. The proposed improved algorithm’s performance comparison results validated that it achieved the highest accuracy rate of 96 %, a final accuracy rate of 92 %, a final loss value of 1.99 %, a running time of 6.5 s, and a mean squared error of 3.8 %, all of which surpass the compared algorithm. After conducting experiments on the actual effectiveness of the designed driving education game, the maximum deviation between the simulated X-direction displacement curve of the game and the actual value was found to be 0.06 m, which outperformed the comparative experimental group. Additionally, both the angular displacement curve and perceived acceleration were the most accurate. In summary, the proposed virtual interactive driving education game based on human perception can more accurately reproduce the real scene during the driving process, providing users with better learning conditions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100891"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm 基于 DTW 姿态匹配算法的武术动作识别系统
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100877
Guosong Wu , Chunhong Wen , Hecai Jiang
Motion recognition technology is widely used in intelligent video surveillance, human-computer interaction and other fields. With the development of computer vision technology, improving the accuracy and efficiency of motion recognition has become the focus of research. The purpose of this study is to improve the performance of Wushu movement recognition through improved dynamic time warping algorithm and hierarchical model. Firstly, a high-dimensional feature vector is constructed by using the position, velocity and Angle changes of human bone joints. The actions are subdivided by the hierarchical model, and matched and recognized by the max-minimum dynamic time regularization model. Meanwhile, the K-class mean algorithm is combined to optimize the type of tree core, improve the performance of the model, reduce the interference of noise nodes, and effectively classify Wushu actions. Experimental verification was carried out on four public data sets of KTH, Olympic Sports, Hollywood2 and HMDB51. The experimental results showed that the recognition rate of the proposed model in KTH data set was 95.2%, and that in Olympic Sports data set was 91.4%. The Hollywood2 dataset was 66.7%, and the HMDB51 dataset was 61.2%. Comparing the results of different algorithms, the proposed method improved the recognition performance by 10% compared with long short-term memory network and gated cycle unit. Compared with one-dimensional convolutional neural network, the time of the proposed method was 15s longer, but the recognition rate was 1.6% higher. The results showed that the proposed method had significant performance advantages in diverse and complex action recognition tasks. Meanwhile, the results emphasized the factors to be considered in the design of the model, demonstrating its effectiveness in the application of Wushu movement recognition.
运动识别技术被广泛应用于智能视频监控、人机交互等领域。随着计算机视觉技术的发展,提高运动识别的精度和效率已成为研究的重点。本研究旨在通过改进的动态时间扭曲算法和层次模型来提高武术动作识别的性能。首先,利用人体骨关节的位置、速度和角度变化构建高维特征向量。利用层次模型对动作进行细分,并利用最大最小动态时间正则化模型对动作进行匹配和识别。同时,结合 K 类均值算法,优化树核类型,提高模型性能,减少噪声节点干扰,有效地对武术动作进行分类。在 KTH、奥林匹克体育、Hollywood2 和 HMDB51 四个公共数据集上进行了实验验证。实验结果表明,所提模型在 KTH 数据集中的识别率为 95.2%,在奥林匹克体育数据集中的识别率为 91.4%。Hollywood2数据集的识别率为66.7%,HMDB51数据集的识别率为61.2%。对比不同算法的结果,与长短期记忆网络和门控循环单元相比,所提方法的识别性能提高了 10%。与一维卷积神经网络相比,所提方法的识别时间延长了 15 秒,但识别率提高了 1.6%。结果表明,所提出的方法在多样化和复杂的动作识别任务中具有显著的性能优势。同时,研究结果强调了模型设计中需要考虑的因素,证明了其在武术动作识别应用中的有效性。
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引用次数: 0
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode 沉浸式人机交互和数字娱乐新媒体在英语电子学习模式中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100878
Jing Yuan , Yuan Zhang , Daqing Li , Cailin Yang , Yuxin Xing , Zhanhao Jiang
With the rapid development of e-learning, more and more learners use electronic devices to learn English. The traditional way of learning is often lack of interest and interaction, therefore, this paper discusses how to improve the effect of English learning through the application of immersive human–computer interaction and digital entertainment new media. Research on the selection of appropriate virtual reality, augmented reality or game platforms, design interactive content and scenes according to learning objectives, and use elements such as virtual scenes, virtual characters and audio-visual effects to improve learners’ immersion. Through careful design and production, learners can be presented with a lively, interesting and challenging learning environment to stimulate their interest and enthusiasm in learning. Develop interactive learning tools and applications that enable learners to interact with virtual environments or games, make appropriate adjustments and feedback based on learner feedback and behavior, and provide personalized learning support and guidance. Through the collection of learner feedback and behavioral data, combined with the evaluation indicators of learning outcomes, the immersive learning environment and content can be evaluated and improved and optimized according to the evaluation results, so as to further enhance learners’ learning motivation and learning outcomes.
随着网络学习的快速发展,越来越多的学习者使用电子设备学习英语。传统的学习方式往往缺乏趣味性和互动性,因此,本文探讨了如何通过应用沉浸式人机交互和数字娱乐新媒体提高英语学习效果。研究选择合适的虚拟现实、增强现实或游戏平台,根据学习目标设计互动内容和场景,利用虚拟场景、虚拟人物和视听效果等元素提高学习者的沉浸感。通过精心设计和制作,可以为学习者呈现一个生动、有趣、具有挑战性的学习环境,激发他们的学习兴趣和热情。开发互动学习工具和应用软件,使学习者能够与虚拟环境或游戏进行互动,根据学习者的反馈和行为做出适当的调整和反馈,并提供个性化的学习支持和指导。通过收集学习者的反馈和行为数据,结合学习效果的评价指标,对沉浸式学习环境和内容进行评价,并根据评价结果进行改进和优化,从而进一步提高学习者的学习积极性和学习效果。
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引用次数: 0
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Entertainment Computing
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