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CyberFamily: A collaborative family game to increase children’s cybersecurity awareness 网络家庭:提高儿童网络安全意识的家庭协作游戏
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-31 DOI: 10.1016/j.entcom.2024.100826
Farzana Quayyum, Letizia Jaccheri

Parental involvement is an essential factor that influences a child’s learning, behavior, and every other aspect of life, including online interactions. While holding parents responsible for the consequences of children’s online actions and overall well-being, we often overlook the importance of and need for means that can effectively support parents in interacting and engaging in activities with their children. In the present study, we describe and evaluate a collaborative family game called “CyberFamily” to facilitate parent–child collaboration and leverage family communication, intending to increase cybersecurity awareness among children aged 9–12. We also present the results of two user studies: one conducted with four parent–child dyads to test the feasibility of the game and a second user study conducted with 11 parent–child dyads focusing on evaluating the usability of CyberFamily. Our findings yielded positive feedback and showed that a collaborative family game like CyberFamily can help parents engage with their children’s online activities, leading to discussions and the potential for collaborative learning for both groups. We suggest that future researchers and designers consider and provide an active, engaging role for parents when developing solutions to raise cybersecurity awareness among children, rather than just having parents monitor and control children’s online access and activities.

父母的参与是影响孩子学习、行为和生活其他各个方面(包括网上互动)的重要因素。在要求家长对孩子的网络行为后果和整体健康负责的同时,我们往往忽视了能够有效支持家长与孩子互动和参与活动的手段的重要性和必要性。在本研究中,我们描述并评估了一款名为 "网络家庭 "的协作式家庭游戏,该游戏旨在促进亲子协作和家庭沟通,提高 9-12 岁儿童的网络安全意识。我们还介绍了两项用户研究的结果:一项是对 4 个亲子家庭进行的研究,以测试游戏的可行性;另一项是对 11 个亲子家庭进行的研究,重点是评估 "网络家庭 "的可用性。我们的研究结果得到了积极的反馈,并表明像 "网络家庭 "这样的协作式家庭游戏可以帮助父母参与到孩子的网上活动中,从而引发讨论,并为两个群体的协作式学习提供可能。我们建议未来的研究人员和设计人员在开发提高儿童网络安全意识的解决方案时,考虑并为父母提供一个积极的、参与性的角色,而不仅仅是让父母监督和控制儿童的在线访问和活动。
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引用次数: 0
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games 扩展基于 MAPE-K 循环的单人游戏动态难度调整框架
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1016/j.entcom.2024.100842
Carlos Henrique R. Souza, Saulo S. de Oliveira, Luciana O. Berretta, Sergio T. Carvalho

Dynamic Difficulty Adjustment (DDA) has emerged as a notable solution to address the demand for adaptive gameplay in digital games. However, the DDA domain presents various research challenges that require careful consideration. In response, this study introduces an approach that merges insights from self-adaptive systems with the specific requirements of adaptive gameplay. Our contribution involves extending the DDA-MAPEKit framework, which was previously presented. Constructed on the modular MAPE-K loop foundation, this solution facilitates the assimilation of multiple DDA strategies. The primary objective is to provide tailored treatment for distinct game mechanics (or groups of mechanics) by constructing individual MAPE-K loops for each of them. Notable enhancements include the development of a descriptive player model involving continuous player profile assessment, performance calculation, and modifications to the rules’ system to better align with the player’s conditions. A proof of concept is executed by applying DDA-MAPEKit in a Space Shooter game to assess the viability of the proposed model. Simulations are conducted both with and without the DDA mechanisms. Encouraging results are obtained through a comparative analysis of the gathered data. Evidence points out that incorporating the DDA mechanism, implemented with DDA-MAPEKit, may effectively lead to adapting variables depicting the complexity of game mechanics following the player’s performance. This fact underscores the potential effectiveness of our approach in addressing the challenges within the realm of DDA.

动态难度调整(Dynamic Difficulty Adjustment,DDA)已成为解决数字游戏中自适应性游戏需求的一个显著解决方案。然而,DDA 领域提出了各种研究挑战,需要仔细考虑。为此,本研究引入了一种方法,将自适应系统的见解与自适应游戏的具体要求相结合。我们的贡献在于扩展了之前提出的 DDA-MAPEKit 框架。该解决方案建立在模块化 MAPE-K 循环的基础上,便于吸收多种 DDA 策略。其主要目标是通过为每种游戏机制(或机制组)构建单独的 MAPE-K 循环,为不同的游戏机制(或机制组)提供量身定制的处理方法。值得注意的改进包括开发一个描述性的玩家模型,其中涉及持续的玩家概况评估、性能计算以及对规则系统的修改,以便更好地与玩家的条件保持一致。通过在太空射击游戏中应用 DDA-MAPEKit 进行了概念验证,以评估所建议模型的可行性。在有 DDA 机制和没有 DDA 机制的情况下都进行了模拟。通过对收集到的数据进行比较分析,得出了令人鼓舞的结果。有证据表明,采用 DDA-MAPEKit 实现的 DDA 机制可以有效地根据玩家的表现调整描述游戏机制复杂性的变量。这一事实强调了我们的方法在应对 DDA 领域的挑战方面的潜在有效性。
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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 : 2024-07-30 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
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms 基于人工智能和并行计算算法的数字娱乐媒体环境下大学生心理干预预测
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1016/j.entcom.2024.100858
Bin Cai , Dongsheng Wang

In the era of digital entertainment media, the rapid dissemination of information and the widespread application of social media have a huge impact on user behavior and psychology. For students, the experience of digital entertainment content may have potential adverse effects on their mental health. The aim of this study is to propose a prediction model of university students’ psychological intervention based on optical network transmission based on parallel computing algorithm, in order to improve the computational efficiency and accuracy of the model. Then, a large number of psychological data of college students are collected, and feature extraction and model training are carried out by using machine learning algorithms. Finally, the predictive model of psychological intervention is simulated by parallel computing algorithm. The experimental results show that the optical network transmission based on parallel computing algorithm has high computational efficiency and accuracy in the prediction model of psychological intervention of college students. The model can reliably predict and evaluate the effect of psychological intervention of college students, provide an effective simulation tool for psychological intervention of college students, and help realize personalized and efficient psychological intervention measures.

在数字娱乐媒体时代,信息的快速传播和社交媒体的广泛应用对用户的行为和心理产生了巨大影响。对于大学生而言,数字娱乐内容的体验可能会对其心理健康产生潜在的不良影响。本研究旨在基于并行计算算法,提出一种基于光网络传输的大学生心理干预预测模型,以提高模型的计算效率和准确性。首先,收集了大量大学生心理数据,利用机器学习算法进行了特征提取和模型训练;然后,利用并行计算算法,建立了基于光网络传输的大学生心理干预预测模型;最后,利用并行计算算法,建立了基于光网络传输的大学生心理干预预测模型。最后,利用并行计算算法对心理干预预测模型进行仿真。实验结果表明,基于并行计算算法的光网络传输在大学生心理干预预测模型中具有较高的计算效率和准确性。该模型能够可靠地预测和评估大学生心理干预的效果,为大学生心理干预提供了有效的仿真工具,有助于实现个性化、高效的心理干预措施。
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引用次数: 0
Research on digital entertainment media in English writing e-learning system based on interactive game learning method 基于互动游戏学习法的英语写作电子学习系统中的数字娱乐媒体研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1016/j.entcom.2024.100855
Li Tianyi
As a new teaching tool, digital entertainment media has the potential to improve students’ learning effect and interest. This study aims to explore the application of digital entertainment media based on interactive game learning methods in English writing e-learning system, so as to improve students’ English writing ability and learning enthusiasm. By designing a digital entertainment media e-learning system based on interactive game learning method, this paper studies and designs an intuitive and easy to use interface, so that students can easily browse and participate in interactive game learning activities. Design various types of game tasks and challenges based on interactive game learning methods. Combined with the basic content and requirements of English writing teaching, a variety of interactive learning tools and activities are provided to stimulate students’ learning interest and writing ability. After the implementation of the digital entertainment media e-learning system, students demonstrated a more positive learning attitude and a higher level of English writing by participating in various activities and training provided by the interactive game learning method. They have made significant improvements in writing expression, grammar use and creative thinking.
数字娱乐媒体作为一种新的教学手段,具有提高学生学习效果和学习兴趣的潜力。本研究旨在探索基于互动游戏学习法的数字娱乐媒体在英语写作网络教学系统中的应用,以提高学生的英语写作能力和学习积极性。通过设计基于互动游戏学习法的数字娱乐媒体网络学习系统,本文研究设计了直观易用的操作界面,方便学生浏览和参与互动游戏学习活动。基于互动游戏学习法,设计各类游戏任务和挑战。结合英语写作教学的基本内容和要求,提供多种互动学习工具和活动,激发学生的学习兴趣和写作能力。数字娱乐媒体网络教学系统实施后,学生通过参与互动游戏学习法提供的各种活动和训练,表现出更积极的学习态度和更高的英语写作水平。他们在写作表达、语法运用和创造性思维方面都有了明显的提高。
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引用次数: 0
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system 基于深度学习和互动体验的娱乐社交媒体在英语电子教学系统中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-29 DOI: 10.1016/j.entcom.2024.100846
Cheng Chen
With the rapid development of the Internet, e-learning is becoming more and more popular as a convenient and flexible way of learning. This study aims to explore the application of entertainment social media based on deep learning and interactive experience in English e-learning teaching system to improve students’ learning effect and motivation. The interface design of e-learning system incorporates gamification elements, and deep learning algorithms are used to analyze students’ learning habits and progress. The system can provide personalized learning paths and recommended content for each student to ensure that learning resources match students’ needs and abilities. A variety of interactive learning activities are built into the system to encourage students to actively participate in and practice their English speaking and listening skills. With integrated social media capabilities, students can create profiles on the learning platform, join interest groups, communicate with peers and study collaboratively. Through the data analysis of experiments and questionnaires, we found that entertainment social media based on deep learning and interactive experience can effectively improve students’ learning interest and motivation in the English e-learning teaching system. Students showed higher engagement and motivation when using the system and achieved better learning outcomes.
随着互联网的快速发展,网络学习作为一种便捷、灵活的学习方式越来越受到人们的青睐。本研究旨在探索基于深度学习和互动体验的娱乐社交媒体在英语网络教学系统中的应用,以提高学生的学习效果和学习动力。电子学习系统的界面设计融入了游戏化元素,并利用深度学习算法分析学生的学习习惯和进度。系统可为每个学生提供个性化的学习路径和推荐内容,确保学习资源与学生的需求和能力相匹配。系统内置多种互动学习活动,鼓励学生积极参与,锻炼英语听说能力。通过集成的社交媒体功能,学生可以在学习平台上创建个人档案、加入兴趣小组、与同伴交流和协作学习。通过实验和问卷调查的数据分析,我们发现基于深度学习和互动体验的娱乐社交媒体能有效提高英语网络教学系统中学生的学习兴趣和积极性。学生在使用该系统时表现出更高的参与度和积极性,并取得了更好的学习效果。
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引用次数: 0
Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots 利用数字娱乐技术和娱乐手势机器人进行绿色景观三维重建和 VR 互动艺术设计体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-28 DOI: 10.1016/j.entcom.2024.100854
Jiankai Weng, Jian Sun

With the rapid development of digital entertainment technology, people’s demand for green landscape reconstruction and virtual reality (VR) interactive art design is increasing. This study aims to explore the use of digital entertainment technology and entertainment gesture robots, combined with green landscape 3D reconstruction and VR interactive art design, to provide a new art experience. This paper uses digital entertainment technology to reconstruct the green landscape in 3D, and combines the interactive function of entertainment gesture robot to enable users to interact with the virtual environment. Then VR technology is used to present the reconstructed landscape to the user, and through immersive experience, users can feel the immersive art design. Through experimental evaluation and user survey, 3D reconstruction of green landscape and VR interactive art design using digital entertainment technology and entertainment gesture robots can provide a new entertainment experience. Users are more satisfied with the immersive art design expression, and experience the interaction and connection with the natural environment, which provides users with a unique and immersive art experience, further enriching the form and content of digital entertainment.

随着数字娱乐技术的迅猛发展,人们对绿化景观重建和虚拟现实(VR)互动艺术设计的需求日益增长。本研究旨在探索利用数字娱乐技术和娱乐手势机器人,结合绿化景观三维重建和 VR 互动艺术设计,为人们提供全新的艺术体验。本文利用数字娱乐技术对绿化景观进行三维重建,并结合娱乐手势机器人的交互功能,使用户能够与虚拟环境进行交互。然后利用 VR 技术将重构后的景观呈现给用户,通过沉浸式体验,让用户感受身临其境的艺术设计。通过实验评估和用户调查,利用数字娱乐技术和娱乐手势机器人对绿色景观进行三维重建和 VR 互动艺术设计,可以为用户提供全新的娱乐体验。用户对沉浸式艺术设计的表达更加满意,体验到与自然环境的互动和联系,为用户提供了独特的沉浸式艺术体验,进一步丰富了数字娱乐的形式和内容。
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引用次数: 0
Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network 基于卷积神经网络的社会虚拟现实娱乐环境中的政治课堂互动系统设计
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-28 DOI: 10.1016/j.entcom.2024.100860
Jingwen Dang

With the continuous progress of AI intelligent technology, the internet industry has undergone tremendous changes. The application of virtual reality and other digital entertainment technology has changed the classroom mode, and at the same time, current political classrooms place more emphasis on interaction with society. Therefore, this article constructs a political classroom AI intelligent system based on CNN network. This system studies the political classroom from the perspective of AI intelligent construction, using a combination of theory and practice. This article selects some research materials from both domestic and international sources. Firstly, it summarizes and analyzes relevant concepts such as convolutional neural networks, summarizes the importance of political classroom education, and analyzes the problems faced by political classrooms in the context of AI intelligence. Then, experimental analysis was conducted on the AI intelligent system in the political classroom. The experiment proved that the AI intelligent system in the political classroom has good working performance in the actual operation process, and the overall performance is also better than other systems. Implementing a network-based AI intelligent system for the political classroom and applying AI intelligent technology in practical applications can improve the personalization and accuracy of the political classroom.

随着人工智能智能技术的不断进步,互联网行业也发生了巨大的变化。虚拟现实等数字娱乐技术的应用改变了课堂模式,同时,当前的政治课堂更加注重与社会的互动。因此,本文构建了基于 CNN 网络的政治课堂 AI 智能系统。该系统从人工智能智能构建的角度研究政治课堂,采用理论与实践相结合的方式。本文选取了国内外的一些研究资料。首先,对卷积神经网络等相关概念进行了归纳和分析,总结了政治课堂教育的重要性,分析了人工智能智能化背景下政治课堂面临的问题。随后,对人工智能智能系统在政治课堂中的应用进行了实验分析。实验证明,政治课堂中的AI智能系统在实际操作过程中具有良好的工作性能,整体性能也优于其他系统。实施基于网络的政治课堂人工智能智能系统,将人工智能智能技术应用于实际应用中,可以提高政治课堂的个性化和精准性。
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引用次数: 0
Simulation of interaction E-learning mode in political courses based on virtual reality and digital entertainment environment 基于虚拟现实和数字娱乐环境的政治课程互动模拟 电子学习模式
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-28 DOI: 10.1016/j.entcom.2024.100857
Lei Zhang , Hong Yu , TianMeng Xu

E-learning is a social network learning method that greatly promotes the dissemination of knowledge. Students can use mobile network terminals for video learning and also share their learning materials, making the learning process interactive and entertaining. This article is based on virtual reality technology and studies the effectiveness of the interactive E-learning mode for political courses in the digital entertainment environment. This online teaching method benefits students and teachers a lot with its unique advantages, and is unanimously favored by experts and scholars. These courses not only provide students with a comprehensive understanding of Marxism, but also help them develop a correct world outlook, values, and ethics. Meanwhile, in the current digital technology environment, interactive online learning has the characteristics of virtualization and entertainment. Students can comment on social hot topics and share their favorite content through various media platforms. The results indicate that the application of artificial intelligence and virtual reality technology in the interactive e-learning mode of political networks has important advantages.

网络学习是一种社交网络学习方式,极大地促进了知识的传播。学生可以利用移动网络终端进行视频学习,也可以共享学习资料,使学习过程具有互动性和娱乐性。本文基于虚拟现实技术,研究了数字娱乐环境下政治课程互动网络教学模式的有效性。这种在线教学方式以其独特的优势让学生和教师受益匪浅,受到专家学者的一致青睐。这些课程不仅能让学生全面了解马克思主义,还能帮助学生树立正确的世界观、价值观和道德观。同时,在当前数字技术环境下,互动式在线学习具有虚拟化、娱乐化的特点。学生可以通过各种媒体平台评论社会热点话题,分享自己喜欢的内容。研究结果表明,人工智能和虚拟现实技术在政治网络互动在线学习模式中的应用具有重要优势。
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引用次数: 0
Application of speech recognition algorithm based on interactive artificial intelligence system in English video teaching system 基于交互式人工智能系统的语音识别算法在英语视频教学系统中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-28 DOI: 10.1016/j.entcom.2024.100859
Min Fu , Xiangdong Guan , Yixuan Wang , Qiong Chen

Social robots are intelligent programs that can autonomously run, automatically publish information, and interact on social media platforms. This article focuses on the speech recognition algorithm of interactive artificial intelligence systems, combined with the Hanning window function and the Vitit algorithm, and explores its application value in English video teaching systems through detailed experiments. Adopting speech feature extraction technology provides strong support for the subsequent recognition process. The application of Hanning window function has a positive impact on speech signal preprocessing. The most indispensable algorithm in speech recognition models is the Vitit algorithm, which successfully solves the problem of time variation and continuity of speech signals. This study successfully applied speech recognition algorithms based on interactive artificial intelligence systems to English video teaching systems. By combining speech feature extraction, Hanning window function, and Vitit algorithm, a system with strong recognition ability and interactivity was constructed. The English video teaching system aims to improve students’ learning process. By combining interactive artificial intelligence speech recognition technology with English video teaching, it can improve students’ experience in learning English and also meet their personalized learning habits.

社交机器人是一种能够在社交媒体平台上自主运行、自动发布信息和进行互动的智能程序。本文重点研究了交互式人工智能系统的语音识别算法,结合汉宁窗函数和Vitit算法,通过详细的实验探索其在英语视频教学系统中的应用价值。采用语音特征提取技术为后续识别过程提供了有力支持。汉宁窗函数的应用对语音信号预处理有积极影响。语音识别模型中最不可或缺的算法是 Vitit 算法,它成功地解决了语音信号的时间变化和连续性问题。本研究成功地将基于交互式人工智能系统的语音识别算法应用于英语视频教学系统。通过结合语音特征提取、汉宁窗函数和 Vitit 算法,构建了一个具有较强识别能力和交互性的系统。英语视频教学系统旨在改善学生的学习过程。通过将交互式人工智能语音识别技术与英语视频教学相结合,既能改善学生的英语学习体验,又能满足学生个性化的学习习惯。
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引用次数: 0
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Entertainment Computing
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