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Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience 基于机器学习和娱乐设计机器人的街道景观设计模拟:互动娱乐设计体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.entcom.2024.100845
Wang Lin

Traditional design methods usually present design ideas through plans and models, but this method can not truly simulate the design effect. Therefore, this research aims to use computer game simulation and virtual robotics technology to provide a more interactive and realistic design experience. The study creates a virtual street environment with elements such as streets, buildings and vegetation through computer game simulation. Participants can move and interact in this environment through virtual robots, experience the process of street landscape design, adjust the street layout, add landscape elements, and observe the design effect in real time according to their own design intentions. Compared with traditional design methods, the experimental results show that the design experience using computer game simulation and virtual robot technology is more vivid, creative and interactive. Participants can better perceive the design effect and adjust the design scheme in real time. This interactive entertainment design experience method can help designers and participants better understand and evaluate the design scheme, and improve the design effect and participation.

传统的设计方法通常通过平面图和模型来展示设计理念,但这种方法无法真实模拟设计效果。因此,本研究旨在利用计算机游戏仿真和虚拟机器人技术,提供更具互动性和真实性的设计体验。本研究通过计算机游戏模拟,创建了一个包含街道、建筑和植被等元素的虚拟街道环境。参与者可以通过虚拟机器人在该环境中移动和互动,体验街道景观设计的过程,根据自己的设计意图调整街道布局、添加景观元素,并实时观察设计效果。实验结果表明,与传统设计方法相比,利用电脑游戏模拟和虚拟机器人技术进行的设计体验更加生动、更具创造性和互动性。参与者能更好地感知设计效果,并实时调整设计方案。这种互动娱乐设计体验方法可以帮助设计者和参与者更好地理解和评价设计方案,提高设计效果和参与度。
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引用次数: 0
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition 基于模式识别的人工智能在音乐娱乐环境和自动音乐识别中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.entcom.2024.100848
Yuefang Liu , Yi Zou

The development of digital technology has given music dissemination a technological advantage of high productivity and efficiency. With the continuous improvement of digital technology and the diversification of communication forms, information visualization design pays more attention to the audience’s experience and feelings. This article analyzes the application of pattern recognition based artificial intelligence in music entertainment environments and automatic recognition of music. Digital media can achieve bidirectional information transmission through user participation and feedback, and can provide customers with more entertainment music experiences through entertainment games and other means. This article focuses on the image enhancement processing, note recognition, and automatic recognition conversion of music scores in complex contexts, and develops an automatic music score recognition system to digitize music score information. Through online dissemination, the public can fully experience the beauty of music in the process of communication and interaction, and at the same time, music can be brought into the entertainment environment.

数字技术的发展赋予了音乐传播高产高效的技术优势。随着数字技术的不断完善和传播形式的多样化,信息可视化设计更加注重受众的体验和感受。本文分析了基于模式识别的人工智能在音乐娱乐环境和音乐自动识别中的应用。数字媒体可以通过用户的参与和反馈实现信息的双向传递,可以通过娱乐游戏等方式为用户提供更多的娱乐音乐体验。本文重点研究了复杂语境下乐谱的图像增强处理、音符识别和自动识别转换,并开发了乐谱自动识别系统,实现了乐谱信息的数字化。通过网络传播,公众可以在交流互动的过程中充分感受音乐之美,同时将音乐带入娱乐环境。
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引用次数: 0
Mathematical analysis of human motion vision capture image processing based on artificial intelligence 基于人工智能的人体运动视觉捕捉图像处理数学分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.entcom.2024.100849
Xinhui Zhao, Liwei Xie

In order to understand the mathematical analysis of human motion vision capture image processing, a mathematical analysis of human motion vision capture image processing based on artificial intelligence is proposed. This paper firstly introduces the research progress, classification and several commonly used vision-based human motion tracking methods of motion capture technology. Secondly, the process and framework of capturing human motion video by using ordinary cameras and marking nodes are proposed, and the automatic tracking algorithm based on Camshift and Kalman filter is adopted. It verifies the effectiveness of the system, changes the traditional way of motion capture, and makes the process of capture more convenient when the capture effect meets the requirements. Finally, the performance of the human motion capture data retrieval algorithm based on video is evaluated comprehensively. It is compared with the latest literature in this field. In terms of time efficiency, for each online retrieval of data set, the proposed algorithm takes 0.056 s, while the methods of other scholars take an average of 1.5 s. Meanwhile, experiments are also conducted on public databases, proving the universality and scalability of the proposed algorithm. The algorithm proposed in this paper has greater advantages than the most advanced method of the same type, which verifies the effectiveness of the algorithm proposed in this paper.

为了了解人体运动视觉捕捉图像处理的数学分析,提出了一种基于人工智能的人体运动视觉捕捉图像处理数学分析方法。本文首先介绍了运动捕捉技术的研究进展、分类和几种常用的基于视觉的人体运动跟踪方法。其次,提出了利用普通摄像头和标记节点捕捉人体运动视频的流程和框架,并采用了基于Camshift和卡尔曼滤波器的自动跟踪算法。验证了系统的有效性,改变了传统的运动捕捉方式,在捕捉效果满足要求的情况下,使捕捉过程更加便捷。最后,对基于视频的人体动作捕捉数据检索算法的性能进行了综合评估。并与该领域的最新文献进行了比较。在时间效率方面,对于每组数据的在线检索,本文提出的算法耗时 0.056 s,而其他学者的方法平均耗时 1.5 s;同时,还在公共数据库上进行了实验,证明了本文提出的算法的通用性和可扩展性。本文提出的算法比同类最先进的方法具有更大的优势,这验证了本文提出的算法的有效性。
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引用次数: 0
Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching 基于机器学习和游戏教学模式的娱乐型机器人在艺术教学舞蹈动作规划中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.entcom.2024.100851
Jiang Chao , Zhao Yingren

We studied the use of machine learning models for training dance action models, collected dance action data, annotated and classified it, and established a training set for dance action models. We trained the training set to learn the feature representation and pattern recognition capabilities of dance actions. Through training and tuning the model, a model that can accurately recognize and generate dance movements was obtained. Evaluate the similarity between two dance movements and select the appropriate dance movements to form a smooth dance sequence. A planning algorithm was designed based on the kinematic and dynamic characteristics of robots to generate dance action paths suitable for the robot’s body conditions. Considering factors such as joint limitations, body stability, and smooth movement of the robot, generate a reasonable dance motion path while ensuring safety. Through on-site testing and data analysis of the system, it has been verified that it can effectively generate diverse and expressive dance movements, bringing a unique viewing experience to entertainment venues.

我们研究了使用机器学习模型训练舞蹈动作模型的方法,收集了舞蹈动作数据,对其进行了注释和分类,并建立了舞蹈动作模型训练集。我们通过训练集来学习舞蹈动作的特征表示和模式识别能力。通过训练和调整模型,我们获得了一个能够准确识别和生成舞蹈动作的模型。评估两个舞蹈动作之间的相似性,并选择合适的舞蹈动作以形成流畅的舞蹈序列。根据机器人的运动学和动力学特征设计了一种规划算法,以生成适合机器人身体条件的舞蹈动作路径。综合考虑机器人的关节限制、身体稳定性、动作流畅性等因素,在确保安全的前提下生成合理的舞蹈动作路径。通过对该系统的现场测试和数据分析,验证了它能有效生成多样化、富有表现力的舞蹈动作,为娱乐场所带来独特的观赏体验。
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引用次数: 0
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms 基于计算机视觉和人脸识别算法的英语电子学习中的学生情绪识别和反馈
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.entcom.2024.100847
Xiaohuan Song

In existing English teaching, teachers often find it difficult to accurately understand students’ emotional changes, thus unable to adjust teaching strategies in a timely manner. Therefore, the introduction of computer vision and facial recognition algorithms will help improve the effectiveness of English teaching. This article is based on computer vision technology and facial recognition algorithms. Based on the sample data provided during the learning process, a model is learned and established to recognize facial expressions under different emotions and identify students’ emotional states. Use computer vision technology to capture and analyze students’ facial expressions in real-time. Then, facial recognition algorithms are used to recognize and classify the captured facial features to determine the current emotional state of the students. Finally, based on the students’ emotional state, the system will provide corresponding feedback. This technology based on computer vision and facial recognition algorithms can help teachers better understand students’ emotional changes, adjust teaching strategies in a timely manner, provide personalized learning feedback, and thereby improve students’ learning effectiveness and the quality of English teaching. This technology can also provide students with a better learning experience, enhancing their learning motivation and interest.

在现有的英语教学中,教师往往难以准确把握学生的情绪变化,从而无法及时调整教学策略。因此,计算机视觉和人脸识别算法的引入将有助于提高英语教学的有效性。本文基于计算机视觉技术和人脸识别算法。根据学习过程中提供的样本数据,学习并建立模型,识别不同情绪下的面部表情,识别学生的情绪状态。利用计算机视觉技术实时捕捉和分析学生的面部表情。然后,利用面部识别算法对捕捉到的面部特征进行识别和分类,从而确定学生当前的情绪状态。最后,根据学生的情绪状态,系统将提供相应的反馈。这项基于计算机视觉和面部识别算法的技术可以帮助教师更好地了解学生的情绪变化,及时调整教学策略,提供个性化的学习反馈,从而提高学生的学习效率和英语教学质量。这项技术还能为学生提供更好的学习体验,提高他们的学习动力和兴趣。
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引用次数: 0
The evaluation of an educational game to promote pre-service teachers’ self-regulated learning 评估促进职前教师自我调节学习的教育游戏
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-23 DOI: 10.1016/j.entcom.2024.100836
Nathalie Barz , Manuela Benick , Laura Dörrenbächer-Ulrich , Franziska Perels

The present study describes the evaluation of Regulatia, an immersive web-based educational game for pre-service teachers to promote self-regulated learning (SRL). Based on Zimmerman’s model of SRL, learners immerse themselves in the underwater kingdom Regulatia and must find a way back home. Regulatia fosters the use of SRL-specific strategies and combines game elements with learning content. In this paper, the goal is to evaluate the first functional prototype of the game, examining its usability as well as users’ game experience to create a basis for an effective game in the future. The findings based on a sample of N = 31 pre-service teachers from a Southwestern German university indicate great usability and a good feedback system, high perceived knowledge improvement, and pleasant visual aesthetics. Potential for optimization was revealed for the scope and the level progression of the game.

本研究介绍了对 Regulatia 的评估情况,这是一款针对职前教师的沉浸式网络教育游戏,旨在促进自我调节学习(SRL)。根据齐默尔曼的自律学习模型,学习者沉浸在海底王国 Regulatia 中,必须找到回家的路。Regulatia 促进了 SRL 特定策略的使用,并将游戏元素与学习内容相结合。本文的目的是评估游戏的第一个功能原型,研究其可用性和用户的游戏体验,为今后开发有效的游戏奠定基础。以德国西南部一所大学的 31 名职前教师为样本进行的研究结果表明,该游戏具有良好的可用性和反馈系统、较高的知识提升感知度以及令人愉悦的视觉美感。在游戏的范围和等级发展方面,发现了优化的潜力。
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引用次数: 0
What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results 网络钓鱼教育中会出现什么问题?对结果不佳的游戏式评估的探究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1016/j.entcom.2024.100815
Affan Yasin , Rubia Fatima , Lijie Wen , Zheng JiangBin , Mahmood Niazi

Context:

In recent years, there has been a significant surge in global Social Engineering (phishing) attacks. This upsurge has prompted governmental bodies, organizations, and educational institutions to formulate strategies aimed at mitigating this threat.

Objective:

The primary objective of this research is to create a game-based solution that educates participants about URLs and evaluates their understanding through multiple-choice questions.

Methodology:

To attain the aforementioned objectives, a multifaceted approach has been adopted in this study. Firstly, an extensive literature review was conducted to gain insights into the problem and prior research on the subject. This review was instrumental in comprehending the game development framework, developmental tools, and various design models for game design. A digital adaptation of the game has been created utilizing the CONSTRUCT 3 platform. Secondly, an empirical evaluation was executed, involving participants engaging with the game and their learning assessed through survey. A survey method was employed to further gauge participants’ knowledge and to solicit feedback on the game’s design.

Results and Conclusion:

The survey results indicate a lack of significant outcomes or dependencies on the dependent variable. fun to play, ease to play, and game-based learning did not significantly predict avoidance behavior while the intention to play and phishing knowledge were the significant positive predictors of avoidance behavior, with intention to play showing the biggest contribution in the models 2 and 3. Correspondingly, the negligible difference between the R2 value and R2 in models 2 and 3 also confirmed the small variance of model 2 (explained in the paper). Consequently, the research asserts that the assessment of the gaming method has not yielded success and underscores the necessity for enhancements and further evaluation.

背景:近年来,全球社会工程学(网络钓鱼)攻击激增。目标:本研究的主要目标是创建一个基于游戏的解决方案,对参与者进行有关 URL 的教育,并通过多项选择题评估他们对 URL 的理解。首先,我们进行了广泛的文献综述,以深入了解问题和先前的相关研究。这一回顾有助于理解游戏开发框架、开发工具和各种游戏设计模式。利用 CONSTRUCT 3 平台制作了游戏的数字改编版。其次,进行了实证评估,让参与者参与游戏,并通过调查评估他们的学习情况。调查结果和结论:调查结果表明,因变量缺乏显著的结果或依赖关系。游戏乐趣、游戏难易度和基于游戏的学习对回避行为没有显著的预测作用,而游戏意愿和网络钓鱼知识对回避行为有显著的正向预测作用,其中游戏意愿在模型 2 和模型 3 中的作用最大。相应地,模型 2 和模型 3 的 R2 值和△R2 之间的差异几乎可以忽略不计,这也证实了模型 2 的方差较小(论文中已有解释)。因此,本研究认为博弈法的评估并不成功,强调有必要进行改进和进一步评估。
{"title":"What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results","authors":"Affan Yasin ,&nbsp;Rubia Fatima ,&nbsp;Lijie Wen ,&nbsp;Zheng JiangBin ,&nbsp;Mahmood Niazi","doi":"10.1016/j.entcom.2024.100815","DOIUrl":"10.1016/j.entcom.2024.100815","url":null,"abstract":"<div><h3>Context:</h3><p>In recent years, there has been a significant surge in global Social Engineering (phishing) attacks. This upsurge has prompted governmental bodies, organizations, and educational institutions to formulate strategies aimed at mitigating this threat.</p></div><div><h3>Objective:</h3><p>The primary objective of this research is to create a game-based solution that educates participants about URLs and evaluates their understanding through multiple-choice questions.</p></div><div><h3>Methodology:</h3><p>To attain the aforementioned objectives, a multifaceted approach has been adopted in this study. Firstly, an extensive literature review was conducted to gain insights into the problem and prior research on the subject. This review was instrumental in comprehending the <u><em>game development framework</em></u>, developmental tools, and various design models for game design. A digital adaptation of the game has been created utilizing the CONSTRUCT 3 platform. Secondly, an empirical evaluation was executed, involving participants engaging with the game and their learning assessed through survey. A survey method was employed to further gauge participants’ knowledge and to solicit feedback on the game’s design.</p></div><div><h3>Results and Conclusion:</h3><p>The survey results indicate a lack of significant outcomes or dependencies on the dependent variable. <em>fun to play</em>, <em>ease to play</em>, and <em>game-based learning</em> did not significantly predict <em>avoidance behavior</em> while the <em>intention to play</em> and <em>phishing knowledge</em> were the significant positive predictors of <em>avoidance behavior</em>, with <em>intention to play</em> showing the biggest contribution in the models 2 and 3. Correspondingly, the negligible difference between the R2 value and <span><math><mo>△</mo></math></span> R2 in models 2 and 3 also confirmed the small variance of model 2 (explained in the paper). Consequently, the research asserts that the assessment of the gaming method has not yielded success and underscores the necessity for enhancements and further evaluation.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100815"},"PeriodicalIF":2.8,"publicationDate":"2024-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141852336","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
SyDRA: An approach to understand game engine architecture SyDRA:了解游戏引擎架构的方法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1016/j.entcom.2024.100832
Gabriel C. Ullmann , Yann-Gaël Guéhéneuc , Fabio Petrillo , Nicolas Anquetil , Cristiano Politowski

Game engines are tools to facilitate video game development. They provide graphics, sound, and physics simulation features, which would have to be otherwise implemented by developers. Even though essential for modern commercial video game development, game engines are complex and developers often struggle to understand their architecture, leading to maintainability and evolution issues that negatively affect video game productions. In this paper, we present the Subsystem-Dependency Recovery Approach (SyDRA), which helps game engine developers understand game engine architecture and therefore make informed game engine development choices. By applying this approach to 10 open-source game engines, we obtain architectural models that can be used to compare game engine architectures and identify and solve issues of excessive coupling and folder nesting. Through a controlled experiment, we show that the inspection of the architectural models derived from SyDRA enables developers to complete tasks related to architectural understanding and impact analysis in less time and with higher correctness than without these models.

游戏引擎是促进视频游戏开发的工具。它们提供图形、声音和物理模拟功能,而这些功能必须由开发人员自行实现。尽管游戏引擎对现代商业视频游戏开发至关重要,但它非常复杂,开发人员往往难以理解其架构,从而导致可维护性和演进问题,对视频游戏制作产生负面影响。在本文中,我们介绍了子系统依赖性恢复方法(SyDRA),它可以帮助游戏引擎开发人员了解游戏引擎架构,从而做出明智的游戏引擎开发选择。通过将该方法应用于 10 个开源游戏引擎,我们获得了可用于比较游戏引擎架构、识别并解决过度耦合和文件夹嵌套问题的架构模型。通过一个对照实验,我们表明,通过检查 SyDRA 得出的架构模型,开发人员能够以更少的时间完成与架构理解和影响分析相关的任务,而且正确率要高于没有这些模型的情况。
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引用次数: 0
Theme park greening VR design based on entertainment robots and genetic algorithm optimization: Digital entertainment design experience 基于娱乐机器人和遗传算法优化的主题公园绿化 VR 设计:数字娱乐设计体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1016/j.entcom.2024.100840
Yue Huang , Xinxia Ke , Yulin Jiang

Theme parks should provide attractive green design and digital interactive experiences to attract tourists and improve their satisfaction. Therefore, this study aims to achieve a digital interactive experience in theme park greening design through the use of entertainment robots and genetic algorithm optimization. The study analyzed the characteristics of experiential theme parks and introduced landscape 3D modeling techniques for creating interactive 3D models of green spaces in theme parks. By using technologies such as sensors and cameras, entertainment robots can perceive the presence and behavior of tourists. Entertainment robots can interact with tourists in real-time, customize them according to their interests and needs, and provide unique and enjoyable experiences for tourists. By collecting and analyzing feedback and behavioral data from tourists, the advantages and improvement points of digital interactive experiences can be identified. Through comparative experimental analysis with traditional experience methods, it was found that digital interactive experience can significantly improve tourist participation and satisfaction. Through user data analysis of interactive experience, this design can effectively improve the greening design of theme parks, enhance tourist participation and entertainment experience.

主题公园应提供有吸引力的绿化设计和数字互动体验,以吸引游客并提高他们的满意度。因此,本研究旨在通过使用娱乐机器人和遗传算法优化,在主题公园绿化设计中实现数字化互动体验。研究分析了体验式主题公园的特点,并介绍了景观三维建模技术,用于创建主题公园绿地的交互式三维模型。通过使用传感器和摄像头等技术,娱乐机器人可以感知游客的存在和行为。娱乐机器人可以与游客进行实时互动,根据游客的兴趣和需求进行定制,为游客提供独特而愉快的体验。通过收集和分析游客的反馈和行为数据,可以找出数字互动体验的优势和改进点。通过与传统体验方式的对比实验分析,发现数字互动体验能显著提高游客的参与度和满意度。通过对互动体验的用户数据分析,该设计能有效改进主题公园的绿化设计,提高游客的参与度和娱乐体验。
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引用次数: 0
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system 基于智能交互系统的数字娱乐体验在个性化健身训练系统中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1016/j.entcom.2024.100841
Shuai Geng

The application of digital media in fitness environments can improve the entertainment of the fitness process, allowing users to watch entertainment videos while engaging in fitness activities. At the same time, we can add relevant game elements to the fitness process, such as playing tennis through gesture movements, thereby increasing user interest in fitness participation. Therefore, this article has developed a personalized fitness training system using optical sensors and intelligent algorithms, and conducted testing experiments on blood oxygen saturation under two sports states: running and cycling. This article analyzes the intelligent optimization algorithm for optical signals. This algorithm has strong adaptability and intelligence level, and can directly learn and adjust the model based on the characteristics of the data. The automation performance of the intelligent algorithm can effectively reduce labor costs and improve efficiency. Finally, this article provides a basic analysis and testing of the personalized fitness training system. Through the obtained data, personalized guidance is provided to users, helping people make fitness more scientific and intelligent, and improving fitness efficiency.

在健身环境中应用数字媒体可以提高健身过程的娱乐性,让用户在参与健身活动的同时观看娱乐视频。同时,我们还可以在健身过程中加入相关的游戏元素,比如通过手势动作打网球,从而提高用户参与健身的兴趣。因此,本文利用光学传感器和智能算法开发了个性化健身训练系统,并对跑步和骑行两种运动状态下的血氧饱和度进行了测试实验。本文分析了光学信号的智能优化算法。该算法具有很强的适应性和智能化水平,可以根据数据的特点直接学习和调整模型。智能算法的自动化性能可以有效降低人工成本,提高工作效率。最后,本文对个性化健身训练系统进行了基本分析和测试。通过获得的数据,为用户提供个性化指导,帮助人们使健身更加科学化、智能化,提高健身效率。
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引用次数: 0
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Entertainment Computing
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