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IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction 利用虚拟现实技术加强啦啦队教学的探讨
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101074
Zhang Nan , Wang Zidi , Zhu Chaoyang
Virtual reality (VR) technology employs specialized software and coding to create interactive 3D environments, accessed through VR glasses and handled with computer-aided devices. In China, industries such as education are actively integrating VR to enhance learning experiences. In cheerleading education, traditional methods like face-to-face instruction, video tutorials, and posters often lack sufficient interactivity and practical engagement. To address this, VR technology offers an immersive alternative that can simulate real-life practice scenarios. A central challenge in this integration is incorporating motion capture (MoCap) systems, which can record and analyze body movements in real time. These systems help visualize posture and movement dynamics within VR settings. This study explores the use of VR and MoCap in cheerleading to enhance teaching effectiveness. By building a human motion model database and applying feature similarity plane matching, instructors can identify and correct student movements with greater accuracy. Feature vectors (FVs) are used to guide posture adjustments, making training more precise and responsive. Results demonstrate that the combined use of VR and MoCap significantly improves the learning experience, making it more engaging, interactive, and technically accurate. This approach holds promise for transforming traditional cheerleading instruction into a more dynamic and effective teaching method.
虚拟现实(VR)技术采用专门的软件和编码来创建交互式3D环境,通过VR眼镜访问并使用计算机辅助设备处理。在中国,教育等行业正在积极整合VR来增强学习体验。在啦啦队教育中,面对面教学、视频教程和海报等传统方法往往缺乏足够的互动性和实际参与。为了解决这个问题,VR技术提供了一种身临其境的替代方案,可以模拟现实生活中的练习场景。这种整合的一个核心挑战是整合运动捕捉(MoCap)系统,它可以实时记录和分析身体运动。这些系统有助于在VR设置中可视化姿势和运动动态。本研究探讨了在啦啦队教学中运用VR和动作捕捉技术来提高教学效果。通过建立人体运动模型数据库,应用特征相似平面匹配,教师可以更准确地识别和纠正学生的动作。特征向量(FVs)用于指导姿势调整,使训练更加精确和响应。结果表明,VR和动作捕捉的结合使用显着改善了学习体验,使其更具吸引力,互动性和技术准确性。这种方法有望将传统的啦啦队教学转变为一种更有活力、更有效的教学方法。
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引用次数: 0
Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood 游戏:比较mowell严肃游戏和电脑接龙游戏在初成年期的减压效果
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101075
S. Velert-Jiménez PhD , H.A. Sánchez-Sánchez MsC (PhD Researcher) , S. Valero-Moreno PhD (Associate Professor) , I. Blasko-Ochoa MsC (Psychologist) , J.A. Gil-Gómez PhD (Professor) , I. Montoya-Castilla PhD (Full Professor)
Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.
由于各种生活角色的不稳定,成年初期的特点往往是高压力水平。本研究比较了专为压力管理而设计的严肃游戏区域与保守的商业现货(COTS)方法之间的结果,评估了客观(心脏一致性)和主观(感知压力)测量。研究结果表明,严肃游戏组的参与者在心脏一致性方面有了显著的改善,43.3%的参与者表现出可靠的增长,而游戏组的这一比例为24%。此外,36.7%的严肃游戏组参与者表示,他们感受到的压力有所减少,而COTS组只有8%。适度分析显示,情绪失调程度较高的个体从严肃游戏中获益更明显。参与者的反馈强调了与严肃游戏相关的各种心理益处,而COTS游戏主要被视为分散注意力和训练执行功能的工具。这些结果强调了严肃游戏在增强压力管理策略方面的潜力,特别是对于那些与情绪失调作斗争的人。严肃游戏和COTS游戏都可以在压力管理中发挥互补作用。
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01
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引用次数: 0
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Entertainment Computing
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