Pub Date : 2025-01-01DOI: 10.1016/j.entcom.2024.100905
Daniela Karine Ramos , Claúdia Regina Brito , Guilmer Brito Silva , Raphael de Oliveira Freitas , Luciana Augusta Ribeiro do Prado , Taynara Rúbia Campos
Emotional competences are fundamental to social interactions and influence school learning. This work focuses on using digital games to improve emotional competences. This scoping review analyzed studies that addressed digital games and emotions to identify the methodological designs, map the games used, ascertain the emotional competences and emotions considered, and synthesize the results. The review was conducted on the Web of Science, Scopus, Science Direct, and Psycnet databases. The initial search resulted in 689 papers; from reading titles and abstracts based on inclusion and exclusion criteria, 92 were read in full, and 33 were analyzed. Most of the studies proposed interventions based on the use of games (n = 22), others analyzed the effect of the games without interventions (n = 5), and the rest focused on aspects of the development of games aimed at improving emotional competences (n = 6). The abilities related to identifying and recognizing emotions, empathy, and emotional regulation prove more susceptible to improvements in interventions, and many focus on anxiety and anger. This review offers some indications of how the development of digital games may favor the exercise of emotional competences, directing those interventions to be longer and continuous.
{"title":"Emotional competences and the interaction with digital games in childhood: Scoping review","authors":"Daniela Karine Ramos , Claúdia Regina Brito , Guilmer Brito Silva , Raphael de Oliveira Freitas , Luciana Augusta Ribeiro do Prado , Taynara Rúbia Campos","doi":"10.1016/j.entcom.2024.100905","DOIUrl":"10.1016/j.entcom.2024.100905","url":null,"abstract":"<div><div>Emotional competences are fundamental to social interactions and influence school learning. This work focuses on using digital games to improve emotional competences. This scoping review analyzed studies that addressed digital games and emotions to identify the methodological designs, map the games used, ascertain the emotional competences and emotions considered, and synthesize the results. The review was conducted on the Web of Science, Scopus, Science Direct, and Psycnet databases. The initial search resulted in 689 papers; from reading titles and abstracts based on inclusion and exclusion criteria, 92 were read in full, and 33 were analyzed. Most of the studies proposed interventions based on the use of games (n = 22), others analyzed the effect of the games without interventions (n = 5), and the rest focused on aspects of the development of games aimed at improving emotional competences (n = 6). The abilities related to identifying and recognizing emotions, empathy, and emotional regulation prove more susceptible to improvements in interventions, and many focus on anxiety and anger. This review offers some indications of how the development of digital games may favor the exercise of emotional competences, directing those interventions to be longer and continuous.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100905"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172275","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}
Pub Date : 2025-01-01DOI: 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.
{"title":"Educational computer games for burn prevention and first aid awareness","authors":"Henrique Mohallem Paiva , Claudio Fernando Andre , Cristina Pires Camargo , Julia Stateri , André Godoi Chiovato , Juliana Pereira Lisboa M. Paiva , Guilherme Lopes Carvalho","doi":"10.1016/j.entcom.2024.100902","DOIUrl":"10.1016/j.entcom.2024.100902","url":null,"abstract":"<div><h3>Contribution:</h3><div>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.</div></div><div><h3>Background:</h3><div>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.</div></div><div><h3>Research Question:</h3><div>How can educational games effectively contribute to burn prevention and first aid awareness among adolescents and young adults?</div></div><div><h3>Methodology:</h3><div>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.</div></div><div><h3>Findings:</h3><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100902"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172293","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-01-01DOI: 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.
{"title":"The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT3","authors":"Jerald C. Antonio , Ardvin Kester S. Ong , John Francis T. Diaz , Maela Madel L. Cahigas , Ma. Janice J. Gumasing","doi":"10.1016/j.entcom.2024.100918","DOIUrl":"10.1016/j.entcom.2024.100918","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100918"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104621","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}
Pub Date : 2025-01-01DOI: 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.
{"title":"Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode","authors":"Yiping Tang , Jiajun Liao","doi":"10.1016/j.entcom.2024.100856","DOIUrl":"10.1016/j.entcom.2024.100856","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100856"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141947834","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}
Pub Date : 2025-01-01DOI: 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.
{"title":"A constructive approach to strategy game map generation","authors":"Emre Önal, Abdullah Bulbul","doi":"10.1016/j.entcom.2024.100886","DOIUrl":"10.1016/j.entcom.2024.100886","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100886"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171376","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}
Pub Date : 2025-01-01DOI: 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.
{"title":"The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study","authors":"Deming Li , Wang Jianxing","doi":"10.1016/j.entcom.2024.100907","DOIUrl":"10.1016/j.entcom.2024.100907","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100907"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171730","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}
Pub Date : 2025-01-01DOI: 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.
{"title":"Play, watch, analyze, repeat: How do players develop competitive gaming skills?","authors":"Günter Wallner , Aakash Johry , Marnix van Wijland , Regina Bernhaupt , Simone Kriglstein","doi":"10.1016/j.entcom.2024.100908","DOIUrl":"10.1016/j.entcom.2024.100908","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100908"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study","authors":"Saqib Nawaz , Jahar Bhowmik , Tanya Linden , Matthew Mitchell","doi":"10.1016/j.entcom.2024.100906","DOIUrl":"10.1016/j.entcom.2024.100906","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100906"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104275","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-01-01DOI: 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 , 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}
Pub Date : 2025-01-01DOI: 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.
{"title":"Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm","authors":"Guosong Wu , Chunhong Wen , Hecai Jiang","doi":"10.1016/j.entcom.2024.100877","DOIUrl":"10.1016/j.entcom.2024.100877","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100877"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191074","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}