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Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue 基于传感器的互动数字娱乐和游戏化训练,缓解篮球运动员的疲劳
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-21 DOI: 10.1016/j.entcom.2024.100838
Yiming Hou , Zheng Li , Hongbo Li

In recent years, due to the increasing number of basketball games and training activities, basketball players often face the problem of fatigue and injury. This study aims to develop an interactive digital entertainment and gamification training method to provide basketball players with more efficient training methods and enhance their training fun. Sensors can be installed in various key parts of the athlete’s body, through the use of high-precision sensor equipment, real-time acquisition of athlete action data, the use of machine learning and data mining technology, real-time analysis and modeling of sensor data to extract key information and movement patterns. Using gamified training theory to design interactive digital entertainment system, develop a series of training scenarios and gamified tasks for different technical elements, combine sensor data and motion analysis results, and provide athletes with personalized training plans and feedback mechanisms to help them improve their technical level. Through an interactive digital entertainment system, basketball players can train and compete in a virtual environment. They can complete various training tasks by interacting with the system, which will give real-time evaluation and guidance based on the athlete’s performance to help them correct mistakes, improve technique and improve training results.

近年来,由于篮球比赛和训练活动日益增多,篮球运动员经常面临疲劳和受伤的问题。本研究旨在开发一种互动式数字娱乐游戏化训练方法,为篮球运动员提供更高效的训练方法,增强他们的训练乐趣。传感器可以安装在运动员身体的各个关键部位,通过使用高精度传感器设备,实时采集运动员动作数据,利用机器学习和数据挖掘技术,对传感器数据进行实时分析和建模,提取关键信息和动作模式。利用游戏化训练理论设计互动数字娱乐系统,针对不同技术要素开发一系列训练场景和游戏化任务,结合传感器数据和动作分析结果,为运动员提供个性化训练计划和反馈机制,帮助运动员提高技术水平。通过互动数字娱乐系统,篮球运动员可以在虚拟环境中进行训练和比赛。他们可以通过与系统互动完成各种训练任务,系统会根据运动员的表现给出实时评估和指导,帮助他们纠正错误、改进技术、提高训练效果。
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引用次数: 0
Application of entertainment and fitness robots based on game interaction in sports training data analysis 基于游戏互动的娱乐健身机器人在运动训练数据分析中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-20 DOI: 10.1016/j.entcom.2024.100837
Jian Liu

This study aims to explore the application of sports data analysis of recreational fitness robots in sports training. By introducing interactive elements of games, recreational fitness robots can provide more interesting and challenging fitness experience, thus attracting more people to participate in sports training. Research and design and develop a game interactive entertainment fitness robot, with action recognition and user interaction functions, can perceive the user’s actions and make corresponding responses. When the user interacts with the robot, the sensor continuously collects and records data, establishes a data acquisition and storage system, analyzes and processes the collected interactive data, identifies the user’s movement pattern, assesses the user’s physical fitness level, and identifies potential improvement points. According to the user’s physical condition and training objectives, the appropriate exercise plan and game interaction mode are designed to provide better training results and entertainment experience. It is found that the game-based interactive entertainment fitness robot can effectively improve the user’s exercise motivation and participation in sports training. Through the analysis of sports data, we can develop personalized training plans according to the specific needs and goals of users, so as to achieve better training results.

本研究旨在探索娱乐健身机器人的运动数据分析在体育训练中的应用。通过引入游戏互动元素,娱乐健身机器人可以提供更有趣、更具挑战性的健身体验,从而吸引更多的人参与体育训练。研究设计开发的游戏互动娱乐健身机器人,具有动作识别和用户交互功能,能感知用户的动作并做出相应的反应。当用户与机器人互动时,传感器会不断采集和记录数据,建立数据采集和存储系统,对采集到的互动数据进行分析和处理,识别用户的运动模式,评估用户的体能水平,找出潜在的提升点。根据用户的身体状况和训练目标,设计合适的锻炼计划和游戏互动模式,以提供更好的训练效果和娱乐体验。研究发现,基于游戏的互动娱乐健身机器人能有效提高用户的运动积极性和体育训练参与度。通过对运动数据的分析,可以根据用户的具体需求和目标制定个性化的训练计划,从而达到更好的训练效果。
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引用次数: 0
Immersive artificial intelligence technology based on entertainment game experience in simulation of psychological health testing for university students 基于娱乐游戏体验的沉浸式人工智能技术在大学生心理健康测试模拟中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-20 DOI: 10.1016/j.entcom.2024.100839
Lu Chen

At present, the mental health problems of college students are becoming more and more prominent, but the existing mental health detection methods have certain limitations. Therefore, the combination of entertainment and game experience with artificial intelligence technology in this paper can provide a more comprehensive and accurate mental health detection scheme. The research designed an immersive entertainment game experience platform, in which artificial intelligence technology was used to detect mental health. The platform is based on emotion recognition algorithms and artificial intelligence interaction technology to assess the level of mental health of users by analyzing their behavior and emotional expression in the game. The results show that immersive artificial intelligence technology based on entertainment and game experience can effectively simulate the mental health state of college students. Compared with traditional mental health assessment methods, this technique has obvious advantages in terms of accuracy and comprehensiveness. Users also showed a high degree of acceptance and participation for this entertaining mental health detection method. This technology can provide students with a more relaxed and interesting mental health assessment experience, and can also provide accurate and comprehensive assessment results, and provide scientific and effective guidance for mental health management and intervention of college students.

当前,大学生心理健康问题日益突出,但现有的心理健康检测方法存在一定的局限性。因此,本文将娱乐游戏体验与人工智能技术相结合,可以提供更全面、更准确的心理健康检测方案。研究设计了一个沉浸式娱乐游戏体验平台,在该平台中使用了人工智能技术来检测心理健康。该平台基于情绪识别算法和人工智能交互技术,通过分析用户在游戏中的行为和情绪表达来评估用户的心理健康水平。结果表明,基于娱乐和游戏体验的沉浸式人工智能技术能有效模拟大学生的心理健康状态。与传统的心理健康测评方法相比,该技术在准确性和全面性方面具有明显优势。用户对这种娱乐性心理健康检测方法的接受度和参与度也很高。该技术既能为学生提供更加轻松有趣的心理健康测评体验,又能提供准确全面的测评结果,为大学生心理健康管理和干预提供科学有效的指导。
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引用次数: 0
The relationship between technology trust and behavioral intention to use Metaverse in baby monitoring systems’ design: Stimulus-Organism-Response (SOR) theory 在婴儿监护系统设计中使用 Metaverse 的技术信任与行为意向之间的关系:刺激-组织-反应(SOR)理论
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-19 DOI: 10.1016/j.entcom.2024.100833
Rabab Ali Abumalloh , Osama Halabi , Mehrbakhsh Nilashi

The success of baby monitoring systems is heavily dependent on their design. Well-designed systems can enhance user experience, improve accuracy, and increase trust in the technology. As a collective virtual shared space, the Metaverse technology has the potential to benefit both designers and companies involved in designing baby monitoring systems. The usefulness of the Metaverse is widely investigated in different domains. However, the adoption of the Metaverse in the design of baby monitoring systems has rarely been explored in the previous research. In addition, the integration of the Metaverse in intelligent baby monitoring systems’ design poses significant privacy challenges that need to be addressed. This study, therefore, explores the factors that impact the adoption of the Metaverse in the design of baby monitoring systems. A model is developed and tested using the Stimulus-Organism-Response (SOR) theory. The findings of the study reveal that real-time monitoring, perceived security, ease of use, and personalization positively influence the technology trust in baby monitoring systems’ design. Besides, perceived privacy positively influences the technology trust and Metaverse adoption in baby monitoring systems. On the other hand, safety concerns do not impact the technology trust or the Metaverse adoption in baby monitoring systems’ design.

婴儿监护系统的成功在很大程度上取决于其设计。精心设计的系统可以增强用户体验、提高准确性并增加对技术的信任。作为一个集体虚拟共享空间,Metaverse 技术有可能使参与设计婴儿监护系统的设计师和公司受益。Metaverse 的实用性已在不同领域得到广泛研究。然而,以往的研究很少探讨在婴儿监护系统设计中采用 Metaverse 技术的问题。此外,在智能婴儿监护系统的设计中整合 Metaverse 会带来隐私方面的重大挑战,需要加以解决。因此,本研究探讨了在婴儿监护系统设计中采用 Metaverse 的影响因素。利用刺激-组织-反应(SOR)理论建立并测试了一个模型。研究结果表明,实时监控、安全感、易用性和个性化对婴儿监控系统设计中的技术信任度有积极影响。此外,隐私感知也对婴儿监护系统的技术信任和 Metaverse 应用产生积极影响。另一方面,安全问题不会影响婴儿监护系统设计中的技术信任度或 Metaverse 采用率。
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引用次数: 0
Construction of teaching game evaluation model based on ISSA-BPNN 基于ISSA-BPNN的教学游戏评价模型的构建
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-19 DOI: 10.1016/j.entcom.2024.100831
Bibo Feng , Lingli Zhang , Jing Yin , Rong Wang

Teaching games are an effective teaching organization activity. In response to the evaluation and prediction problem of teaching games, a teaching game evaluation model based on improved sparrow search algorithm and back propagation neural network was studied and constructed. Firstly, a situational teaching game was designed and an evaluation index system was constructed. Then, a teaching game evaluation prediction model based on the improved method was established. Finally, the expert consultation method is adopted to collect opinions from experts in the field of education and construct an evaluation index system for teaching games. And based on the evaluation index system of teaching games, evaluate students’ mathematical thinking ability before and after experiencing teaching games to verify the application effect of teaching games. The scenario based teaching game designed in this study has a certain effect on improving students’ mathematical thinking ability. Students’ mathematical thinking has significantly improved (P<0.05), and the teaching effect is the same for students of different genders (P>0.1). The improved sparrow search algorithm has a faster convergence rate than other algorithms, and tends to be stable when iteration is about 100 when solving the single peak benchmark function. When solving the multimodal benchmark test function, it tends to stabilize when iteration is around 20. The teaching game evaluation prediction price model based on the improved method shows a trend of first increasing and then decreasing with hidden units increasing. When the hidden unit is 16, the area index under model curve is the highest, around 0.962, and its prediction accuracy is relatively high. In summary, the model constructed in this study is applicating good in teaching game evaluation prediction, and can promote education industry developing.

教学游戏是一种有效的教学组织活动。针对教学游戏的评价与预测问题,研究并构建了基于改进的麻雀搜索算法和反向传播神经网络的教学游戏评价模型。首先,设计了情境教学游戏,构建了评价指标体系。然后,建立了基于改进方法的教学游戏评价预测模型。最后,采用专家咨询法收集教育领域专家的意见,构建了教学游戏评价指标体系。并根据教学游戏评价指标体系,对学生体验教学游戏前后的数学思维能力进行评价,验证教学游戏的应用效果。本研究设计的情景教学游戏对提高学生的数学思维能力有一定的效果。学生的数学思维能力有明显提高(P<0.05),不同性别学生的教学效果相同(P>0.1)。与其他算法相比,改进后的麻雀搜索算法收敛速度更快,在求解单峰基准函数时,迭代次数在 100 次左右时趋于稳定。在求解多模态基准测试函数时,当迭代次数为 20 次左右时趋于稳定。基于改进方法的教学游戏评价预测价格模型随着隐藏单元的增加呈现出先增大后减小的趋势。当隐藏单元为 16 个时,模型曲线下面积指数最高,约为 0.962,预测精度相对较高。综上所述,本研究构建的模型在教学游戏评价预测中具有较好的应用价值,可以促进教育行业的发展。
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引用次数: 0
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching 基于软计算的数字媒体娱乐技术在远程钢琴教学沉浸式体验中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-17 DOI: 10.1016/j.entcom.2024.100822
Jun Wang

Digital media entertainment technology can enhance the interactive experience of the teaching process, allowing students to engage in immersive learning in a virtual reality environment. Traditional piano teaching places too much emphasis on the classroom, and new teaching methods should be optimized accordingly. Therefore, this article further optimizes and analyzes speech algorithms and applies them to soft computing technology. It also conducts multi-dimensional testing of the upgraded speech enhancement model, aiming to design a more suitable remote piano teaching platform for students, and attempts to directly apply the enhanced speech algorithms and soft computing technology in actual teaching. Relatively speaking, the effectiveness of traditional piano classroom teaching is not significant, and the teaching results of remote piano teaching have greatly improved compared to traditional classrooms. On this basis, students can also master most of the teaching content, which is conducive to enhancing their learning interest and thereby improving their academic performance. This platform can also provide piano learners with more efficient, convenient, and practical services.

数字媒体娱乐技术可以增强教学过程中的互动体验,让学生在虚拟现实环境中进行身临其境的学习。传统的钢琴教学过于强调课堂,新的教学方法也应相应优化。因此,本文进一步优化和分析了语音算法,并将其应用到软计算技术中。同时对升级后的语音增强模型进行多维度测试,旨在设计出更适合学生的远程钢琴教学平台,并尝试将增强后的语音算法和软计算技术直接应用于实际教学中。相对而言,传统钢琴课堂教学的效果并不显著,而远程钢琴教学的教学效果相比传统课堂有了很大的提升。在此基础上,学生还能掌握大部分教学内容,有利于提高学生的学习兴趣,进而提高学习成绩。该平台还能为钢琴学习者提供更加高效、便捷、实用的服务。
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引用次数: 0
Intelligent entertainment robots based on path navigation planning in tourism intelligent services and user entertainment experience analysis 基于路径导航规划的智能娱乐机器人在旅游智能服务中的应用及用户娱乐体验分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-15 DOI: 10.1016/j.entcom.2024.100829
Ai Rong , Song Jianwei , Xie Xiaowei

With the development of tourism industry, users have higher and higher demand for travel experience, while traditional tourism services can no longer meet the needs of users. Therefore, as an innovative tourism service mode, intelligent entertainment robots have broad application prospects. This paper proposes a design scheme of intelligent entertainment robot based on path navigation planning. By combining navigation technology and entertainment functions, intelligent entertainment robot can provide customized travel and entertainment services for users according to their needs and interests. By collecting the geographic information of the tourist scene and the user’s preference data, the path planning algorithm and machine learning technology are used to determine the robot’s cruise path and entertainment recommendation. At the same time, it also uses computer vision technology and emotion recognition technology to perceive and analyze the user’s emotional state, so as to provide a more personalized entertainment experience. The experimental results show that under the guidance and recommendation of intelligent entertainment robots, users’ travel experience has been significantly improved, and users’ satisfaction with tourism services and pleasure of entertainment experience have been improved.

随着旅游业的发展,用户对旅游体验的要求越来越高,而传统的旅游服务已不能满足用户的需求。因此,智能娱乐机器人作为一种创新的旅游服务模式,具有广阔的应用前景。本文提出了一种基于路径导航规划的智能娱乐机器人设计方案。通过将导航技术与娱乐功能相结合,智能娱乐机器人可以根据用户的需求和兴趣为其提供定制化的旅游娱乐服务。通过收集旅游场景的地理信息和用户的偏好数据,利用路径规划算法和机器学习技术确定机器人的巡游路径和娱乐推荐。同时,它还利用计算机视觉技术和情感识别技术感知和分析用户的情感状态,从而提供更加个性化的娱乐体验。实验结果表明,在智能娱乐机器人的引导和推荐下,用户的旅游体验得到了显著改善,用户对旅游服务的满意度和娱乐体验的愉悦度也得到了提高。
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引用次数: 0
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture 基于人工智能的虚拟游戏体验,用于体育训练和人体运动轨迹捕捉模拟
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-15 DOI: 10.1016/j.entcom.2024.100828
Zhengli Li , Liantao Wang , Xueqing Wu

With the rapid development of artificial intelligence technology, the field of sports training has also actively explored the use of artificial intelligence technology to improve training effects and experience, and virtual game experience has been widely concerned as a new training method. In order to achieve the goal of virtual game experience in sports training, this study adopts a series of methods to build a realistic virtual game platform and realize real-time interaction between athletes and virtual environment. When building a virtual game platform, the use of computer graphics technology and model modeling technology to reproduce the details of different sports scenes provides an interactive interface that enables athletes to interact with the virtual environment in a real way, such as through joysticks, motion-sensing devices or virtual reality headsets. To be able to accurately capture the athlete’s movement trajectory, the study used deep learning techniques. By embedding cameras or other sensor devices in the platform, the movement data of athletes can be obtained in real time. Then, with the help of deep learning algorithms, these data are analyzed quickly and accurately, so as to understand the athlete’s movement posture, speed, Angle and other information. The captured movement data of athletes are processed and optimized based on artificial intelligence algorithm to realize real-time interaction between athletes and virtual environment. When athletes participate in training, they receive immediate feedback and personalized training guidance, which helps to enhance the training results and experience.

随着人工智能技术的飞速发展,体育训练领域也积极探索利用人工智能技术提高训练效果和体验,虚拟游戏体验作为一种新的训练方法受到广泛关注。为了实现体育训练中虚拟游戏体验的目标,本研究采用一系列方法构建逼真的虚拟游戏平台,实现运动员与虚拟环境的实时交互。在构建虚拟游戏平台时,利用计算机图形技术和模型建模技术再现不同运动场景的细节,提供交互界面,使运动员能够通过操纵杆、体感设备或虚拟现实头盔等方式与虚拟环境进行真实的交互。为了能够准确捕捉运动员的运动轨迹,这项研究采用了深度学习技术。通过在平台中嵌入摄像头或其他传感设备,可以实时获取运动员的运动数据。然后,在深度学习算法的帮助下,对这些数据进行快速、准确的分析,从而了解运动员的运动姿势、速度、角度等信息。基于人工智能算法,对捕捉到的运动员运动数据进行处理和优化,实现运动员与虚拟环境的实时交互。当运动员参与训练时,他们会收到即时反馈和个性化的训练指导,有助于提升训练效果和体验。
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引用次数: 0
Optimization of image recognition and gamification training process for entertainment robots in basketball training games based on tracking technology 基于跟踪技术优化篮球训练游戏中娱乐机器人的图像识别和游戏化训练流程
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-15 DOI: 10.1016/j.entcom.2024.100830
Dewei Chen

With the rapid development of artificial intelligence technology, the application of interactive entertainment robots in the field of sports training has attracted wide attention. The aim of this study is to optimize the process of basketball training competition by using tracking technology through image recognition and gamification training. In this study, tracking technology is adopted to realize image recognition in basketball training competition scenes. By installing cameras or sensors and other devices, robots can capture and recognize the position, posture and movement of trainers, and can transmit these data to the robot system in real time. Through the design of interesting training games, stimulate the interest and enthusiasm of the trainers, so that they can carry out effective basketball training in entertainment. The robot system can give different rewards and feedback based on the trainer’s performance, increasing the trainer’s fun and engagement, stimulating their competitive desire and promoting the improvement of skills. The trainer can enjoy the entertainment and challenge while interacting with the robot, and maintain the enthusiasm and motivation while improving the technical level. This interactive training method can improve the monotony and boredom of traditional training, and provide the trainer with a more interesting and stimulating learning environment. The experimental results show that interactive entertainment robot combined with gamification training can effectively optimize the process of basketball training competition.

随着人工智能技术的飞速发展,互动娱乐机器人在体育训练领域的应用引起了广泛关注。本研究旨在通过图像识别和游戏化训练,利用跟踪技术优化篮球训练比赛过程。本研究采用跟踪技术实现篮球训练比赛场景中的图像识别。通过安装摄像头或传感器等设备,机器人可以捕捉和识别训练者的位置、姿势和动作,并将这些数据实时传输给机器人系统。通过设计有趣的训练游戏,激发训练者的兴趣和热情,让他们在娱乐中进行有效的篮球训练。机器人系统可以根据训练者的表现给予不同的奖励和反馈,增加训练者的趣味性和参与度,激发他们的竞争欲望,促进技能的提高。训练者可以在与机器人互动的过程中享受娱乐和挑战,在提高技术水平的同时保持热情和动力。这种互动式训练方法可以改善传统训练的单调和枯燥,为训练者提供更加有趣和刺激的学习环境。实验结果表明,互动娱乐机器人与游戏化训练相结合,能有效优化篮球训练比赛过程。
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引用次数: 0
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration 加强芭蕾舞姿势教学:评估集成动作捕捉功能的科学计算模型
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-14 DOI: 10.1016/j.entcom.2024.100824
Ya Huang

To improve the effect of ballet teaching, this study used the scientific computing model integrated with motion capture to analyze and evaluate the teaching of ballet dance postures, so as to improve the intelligence of modern ballet teaching. Moreover, this study employed the coordinate transformation and D-H method to model and analyze the forward and inverse kinematics of the ballet posture teaching model, and used the Monte Carlo method to verify the correctness of the exoskeleton motion space analysis. In addition, this study established a dynamic model, and used the Lagrangian equation method for a dynamic solution to obtain the relationship between the position, velocity and torque of each component. The data analysis indicated that the ballet posture teaching system, which is based on the scientific computing model and integrated with motion capture, can play an important role in ballet teaching.

为提高芭蕾舞教学效果,本研究采用与动作捕捉相结合的科学计算模型,对芭蕾舞舞姿教学进行分析和评估,以提高现代芭蕾舞教学的智能化水平。此外,本研究采用坐标变换和 D-H 方法对芭蕾舞姿教学模型的正向和反向运动学进行建模和分析,并利用蒙特卡罗方法验证了外骨骼运动空间分析的正确性。此外,本研究还建立了动态模型,并采用拉格朗日方程法进行动态求解,得到了各部件的位置、速度和扭矩之间的关系。数据分析表明,基于科学计算模型并与运动捕捉相结合的芭蕾舞姿教学系统可在芭蕾舞教学中发挥重要作用。
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引用次数: 0
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Entertainment Computing
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