首页 > 最新文献

Entertainment Computing最新文献

英文 中文
Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition 基于深度学习算法和手势识别的互动艺术过程中的娱乐机器人仿真
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-14 DOI: 10.1016/j.entcom.2024.100827
Hanlu Lyu

Entertainment robots, as a new type of entertainment device, have broad application prospects. Entertainment robots provide entertainment and entertainment experiences through interaction with users. This article designs a programming model to interpret and execute user gesture commands, and convert them into drawing actions that robots can process. By interacting with entertainment robots, users can guide robots to draw through gestures, making artistic creations more intuitive and interesting. We used deep learning algorithms for training and used existing art works as references to enable robots to learn and imitate the painting styles of different artists. Finally, by optimizing the algorithm, the optimal path for the entertainment robot to draw trajectories was determined, which improved the effectiveness and quality of the painting. Through the training of deep learning algorithms, entertainment robots can capture the characteristics and details of an artist’s painting style, and simulate it during the painting process. This provides users with a personalized artistic creation experience, allowing them to interact with entertainment robots, participate in artistic creation, and experience a creative process similar to that of real artists.

娱乐机器人作为一种新型娱乐设备,具有广阔的应用前景。娱乐机器人通过与用户互动,提供娱乐和娱乐体验。本文设计了一种编程模型,用于解释和执行用户的手势命令,并将其转换为机器人可以处理的绘画动作。通过与娱乐机器人互动,用户可以通过手势引导机器人进行绘画,使艺术创作更加直观有趣。我们使用深度学习算法进行训练,并以现有的艺术作品为参考,让机器人学习和模仿不同艺术家的绘画风格。最后,通过优化算法,确定了娱乐机器人绘画轨迹的最优路径,提高了绘画效果和质量。通过深度学习算法的训练,娱乐机器人可以捕捉艺术家绘画风格的特点和细节,并在绘画过程中进行模拟。这为用户提供了个性化的艺术创作体验,让他们能够与娱乐机器人互动,参与艺术创作,体验与真正艺术家相似的创作过程。
{"title":"Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition","authors":"Hanlu Lyu","doi":"10.1016/j.entcom.2024.100827","DOIUrl":"10.1016/j.entcom.2024.100827","url":null,"abstract":"<div><p>Entertainment robots, as a new type of entertainment device, have broad application prospects. Entertainment robots provide entertainment and entertainment experiences through interaction with users. This article designs a programming model to interpret and execute user gesture commands, and convert them into drawing actions that robots can process. By interacting with entertainment robots, users can guide robots to draw through gestures, making artistic creations more intuitive and interesting. We used deep learning algorithms for training and used existing art works as references to enable robots to learn and imitate the painting styles of different artists. Finally, by optimizing the algorithm, the optimal path for the entertainment robot to draw trajectories was determined, which improved the effectiveness and quality of the painting. Through the training of deep learning algorithms, entertainment robots can capture the characteristics and details of an artist’s painting style, and simulate it during the painting process. This provides users with a personalized artistic creation experience, allowing them to interact with entertainment robots, participate in artistic creation, and experience a creative process similar to that of real artists.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100827"},"PeriodicalIF":2.8,"publicationDate":"2024-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141639294","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
Adaptive mixed reality robotic games for personalized consumer robot entertainment 面向个性化消费机器人娱乐的自适应混合现实机器人游戏
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-14 DOI: 10.1016/j.entcom.2024.100825
Ajmeera Kiran , J. Refonaa , Muhammad Nabeel , N. Navaprakash , Vuyyuru Lakshma Reddy , R.V.S. Lalitha

The Adaptive Mixed Reality Robot Games (AMRRG) framework represents an innovative approach to integrating consumer robots into public spaces for personalized and engaging entertainment. AMRRG uses a combination of mixed reality headsets, robot movement, and interactive objects. These responsive entertainment environments need a new way to tell their story. Admixing game mechanics algorithm utilizes the world’s most advanced depth perception, computer vision, and simultaneous mapping and localization (SLAM) to enable effective distinguishing between player spaces, mixed reality areas, and robot paths for safe interaction. Reinforcement learning enables real-time adaptation of game difficulty and gameplay mechanics as players react to it. At 35 % higher than traditional video-game installations in a 5 m × 5 m environment accommodating up to 20 people, adaptive algorithms recorded efficiency values of 92 % and responsiveness of 98 %. The AMRRG framework brings home consumer robot platforms to deliver a happy gaming experience. Future research will explore the potential of AMRRG beyond simple adaptation, extending its use to therapy and education.

自适应混合现实机器人游戏(AMRRG)框架是将消费机器人整合到公共空间的一种创新方法,可提供个性化和吸引人的娱乐。AMRRG 结合使用了混合现实耳机、机器人运动和互动物体。这些响应式娱乐环境需要一种新的方式来讲述它们的故事。Admixing 游戏机制算法利用世界上最先进的深度感知、计算机视觉以及同步映射和定位(SLAM)技术,有效区分玩家空间、混合现实区域和机器人路径,实现安全互动。强化学习可根据玩家的反应实时调整游戏难度和游戏机制。在可容纳 20 人的 5 m × 5 m 环境中,自适应算法的效率值达到 92%,响应速度达到 98%,比传统视频游戏装置高出 35%。AMRRG 框架为家庭消费机器人平台带来了快乐的游戏体验。未来的研究将探索 AMRRG 在简单适应之外的潜力,并将其应用扩展到治疗和教育领域。
{"title":"Adaptive mixed reality robotic games for personalized consumer robot entertainment","authors":"Ajmeera Kiran ,&nbsp;J. Refonaa ,&nbsp;Muhammad Nabeel ,&nbsp;N. Navaprakash ,&nbsp;Vuyyuru Lakshma Reddy ,&nbsp;R.V.S. Lalitha","doi":"10.1016/j.entcom.2024.100825","DOIUrl":"10.1016/j.entcom.2024.100825","url":null,"abstract":"<div><p>The Adaptive Mixed Reality Robot Games (AMRRG) framework represents an innovative approach to integrating consumer robots into public spaces for personalized and engaging entertainment. AMRRG uses a combination of mixed reality headsets, robot movement, and interactive objects. These responsive entertainment environments need a new way to tell their story. Admixing game mechanics algorithm utilizes the world’s most advanced depth perception, computer vision, and simultaneous mapping and localization (SLAM) to enable effective distinguishing between player spaces, mixed reality areas, and robot paths for safe interaction. Reinforcement learning enables real-time adaptation of game difficulty and gameplay mechanics as players react to it. At 35 % higher than traditional video-game installations in a 5 m × 5 m environment accommodating up to 20 people, adaptive algorithms recorded efficiency values of 92 % and responsiveness of 98 %. The AMRRG framework brings home consumer robot platforms to deliver a happy gaming experience. Future research will explore the potential of AMRRG beyond simple adaptation, extending its use to therapy and education.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100825"},"PeriodicalIF":2.8,"publicationDate":"2024-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141639291","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
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design 基于卷积神经网络的人工智能娱乐机器人在公园植物景观设计中的用户娱乐体验分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-11 DOI: 10.1016/j.entcom.2024.100817
Jingjing Zhao , Juan Yin , Yaqi Shi , Liang Qiao , Guihua Ma

Currently, the application of artificial intelligence entertainment robots in park plant landscape design has attracted increasing attention. This study aims to design an artificial intelligence entertainment robot that can provide a high-quality user experience. Through virtual reality and robotics technology, designers can be provided with visual and entertaining design solutions, and more interactive experiences can be provided for design clients. Convolutional neural networks can effectively extract features from images, and utilizing spectral feature extraction technology to further improve the accuracy of image recognition. Subsequently, this study designed a robot control system and calibrated the hand eye system. The robot control system can coordinate the various functions of the robot and ensure its smooth operation in the park plant landscape design. The calibration of the hand eye system is to ensure that the robot can accurately perceive the environment and locate its own position. Through real-time control strategies, robots can respond and adjust in a timely manner based on current environmental changes and user needs. By comparing with the actual position on the ground, the accuracy of robot positioning is obtained, and the system is further optimized and improved.

目前,人工智能娱乐机器人在公园植物景观设计中的应用日益受到关注。本研究旨在设计一种能够提供高质量用户体验的人工智能娱乐机器人。通过虚拟现实和机器人技术,可以为设计师提供可视化、娱乐化的设计方案,为设计客户提供更多的互动体验。卷积神经网络可以有效地从图像中提取特征,利用光谱特征提取技术可以进一步提高图像识别的准确性。随后,本研究设计了一个机器人控制系统,并校准了手眼系统。机器人控制系统可以协调机器人的各种功能,确保其在公园植物景观设计中顺利运行。校准手眼系统是为了确保机器人能够准确感知环境并定位自身位置。通过实时控制策略,机器人可以根据当前环境变化和用户需求及时做出响应和调整。通过与地面实际位置的对比,获得机器人定位的准确性,并进一步优化和改进系统。
{"title":"User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design","authors":"Jingjing Zhao ,&nbsp;Juan Yin ,&nbsp;Yaqi Shi ,&nbsp;Liang Qiao ,&nbsp;Guihua Ma","doi":"10.1016/j.entcom.2024.100817","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100817","url":null,"abstract":"<div><p>Currently, the application of artificial intelligence entertainment robots in park plant landscape design has attracted increasing attention. This study aims to design an artificial intelligence entertainment robot that can provide a high-quality user experience. Through virtual reality and robotics technology, designers can be provided with visual and entertaining design solutions, and more interactive experiences can be provided for design clients. Convolutional neural networks can effectively extract features from images, and utilizing spectral feature extraction technology to further improve the accuracy of image recognition. Subsequently, this study designed a robot control system and calibrated the hand eye system. The robot control system can coordinate the various functions of the robot and ensure its smooth operation in the park plant landscape design. The calibration of the hand eye system is to ensure that the robot can accurately perceive the environment and locate its own position. Through real-time control strategies, robots can respond and adjust in a timely manner based on current environmental changes and user needs. By comparing with the actual position on the ground, the accuracy of robot positioning is obtained, and the system is further optimized and improved.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100817"},"PeriodicalIF":2.8,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141607644","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
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching 基于人工智能算法的人脸识别考勤技术在政治课网络教学中的应用分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-11 DOI: 10.1016/j.entcom.2024.100821
Lu Chen

The lag in course construction has led to some teaching content and methods not being well adapted to the characteristics of online teaching. Collected student face data and advanced facial recognition algorithms to automatically recognize student avatars, ensuring the accuracy of each student’s identity. During the course, facial recognition attendance technology will automatically recognize students’ attendance status and record it, thereby obtaining attendance data at any time during the teaching process. The attendance records of students are generated in real-time and easily imported into the academic affairs system for management and statistics. By applying facial recognition attendance technology, teachers can understand students’ attendance in real-time and take timely measures to improve their learning enthusiasm. Students also use this technology to more conveniently sign in, reducing potential omissions and errors in the attendance process.

课程建设的滞后导致一些教学内容和方法不能很好地适应网络教学的特点。采集学生人脸数据,采用先进的人脸识别算法自动识别学生头像,确保每个学生身份的准确性。在课程进行过程中,人脸识别考勤技术会自动识别学生的考勤状态并进行记录,从而在教学过程中随时获取考勤数据。学生的考勤记录实时生成,便于导入教务系统进行管理和统计。通过应用人脸识别考勤技术,教师可以实时了解学生的考勤情况,及时采取措施提高学生的学习积极性。学生也可以利用这项技术更方便地签到,减少考勤过程中可能出现的遗漏和错误。
{"title":"Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching","authors":"Lu Chen","doi":"10.1016/j.entcom.2024.100821","DOIUrl":"10.1016/j.entcom.2024.100821","url":null,"abstract":"<div><p>The lag in course construction has led to some teaching content and methods not being well adapted to the characteristics of online teaching. Collected student face data and advanced facial recognition algorithms to automatically recognize student avatars, ensuring the accuracy of each student’s identity. During the course, facial recognition attendance technology will automatically recognize students’ attendance status and record it, thereby obtaining attendance data at any time during the teaching process. The attendance records of students are generated in real-time and easily imported into the academic affairs system for management and statistics. By applying facial recognition attendance technology, teachers can understand students’ attendance in real-time and take timely measures to improve their learning enthusiasm. Students also use this technology to more conveniently sign in, reducing potential omissions and errors in the attendance process.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100821"},"PeriodicalIF":2.8,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141629899","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
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students 基于机器学习算法的虚拟娱乐机器人为大学生提供心理健康服务的研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-10 DOI: 10.1016/j.entcom.2024.100819
Xiao Ma

In modern society, college students are facing increasing psychological pressure and mental health problems. In this context, virtual entertainment robots have become a promising form of mental health services, which can utilize machine learning algorithms to provide personalized psychological support and guidance by analyzing a large amount of psychological data and user information. Study the use of sample calculation and screening methods to determine the number of samples and perform feature selection to improve algorithm performance. Then analyze the detection effect and evaluate the effectiveness of the algorithm. By designing the architecture of a virtual entertainment robot and adopting anti-interference strategies to ensure that the robot can accurately recognize mental health information, text recognition technology was implemented, its effectiveness was evaluated, and further multi-source information recognition was carried out to improve recognition accuracy. Finally, a psychological health evaluation system for college students was constructed, and corresponding psychological health service strategies were proposed to meet the needs of college students. The results of this study indicate that virtual entertainment robots based on machine learning algorithms can effectively provide mental health services, providing support and guidance for the mental health problems of college students.

现代社会,大学生面临的心理压力和心理健康问题日益增多。在此背景下,虚拟娱乐机器人成为一种很有前景的心理健康服务形式,它可以利用机器学习算法,通过分析大量的心理数据和用户信息,提供个性化的心理支持和指导。研究使用样本计算和筛选方法来确定样本数量并进行特征选择,以提高算法性能。然后分析检测效果,评估算法的有效性。通过设计虚拟娱乐机器人的架构,采用抗干扰策略,确保机器人能够准确识别心理健康信息,实现了文本识别技术,并对其效果进行了评估,进一步开展了多源信息识别,提高了识别准确率。最后,构建了大学生心理健康测评系统,并提出了相应的心理健康服务策略,以满足大学生的需求。研究结果表明,基于机器学习算法的虚拟娱乐机器人可以有效提供心理健康服务,为大学生的心理健康问题提供支持和指导。
{"title":"Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students","authors":"Xiao Ma","doi":"10.1016/j.entcom.2024.100819","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100819","url":null,"abstract":"<div><p>In modern society, college students are facing increasing psychological pressure and mental health problems. In this context, virtual entertainment robots have become a promising form of mental health services, which can utilize machine learning algorithms to provide personalized psychological support and guidance by analyzing a large amount of psychological data and user information. Study the use of sample calculation and screening methods to determine the number of samples and perform feature selection to improve algorithm performance. Then analyze the detection effect and evaluate the effectiveness of the algorithm. By designing the architecture of a virtual entertainment robot and adopting anti-interference strategies to ensure that the robot can accurately recognize mental health information, text recognition technology was implemented, its effectiveness was evaluated, and further multi-source information recognition was carried out to improve recognition accuracy. Finally, a psychological health evaluation system for college students was constructed, and corresponding psychological health service strategies were proposed to meet the needs of college students. The results of this study indicate that virtual entertainment robots based on machine learning algorithms can effectively provide mental health services, providing support and guidance for the mental health problems of college students.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100819"},"PeriodicalIF":2.8,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141606616","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
Temporality of online reactions to fictional characters’ death 网上对虚构人物死亡反应的时间性
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-10 DOI: 10.1016/j.entcom.2024.100813
Elisabeth Beaunoyer , Matthieu J. Guitton

In the digital era, online reactions to broadcast media are an important feature of audience engagement. Although central, the question of the temporality of audience online reactions has been understudied. We investigate this question by exploring the temporal patterns of online reactions to fictional characters’ deaths. More than 3,500 forum reactions to Game of Thrones characters’ deaths were collected over 5 years. Temporal patterns of reactions to expected deaths displayed more long-term patterns, while reactions to unexpected deaths displayed more spontaneous patterns. These results further our understanding of death reactions’ temporality in cyberspace, in a multimedia and transmedia storytelling context.

在数字时代,对广播媒体的在线反应是受众参与的一个重要特征。受众在线反应的时间性问题虽然是核心问题,但一直未得到充分研究。我们通过探索网络对虚构人物死亡反应的时间模式来研究这个问题。我们在 5 年内收集了 3,500 多条论坛上对《权力的游戏》人物死亡的反应。对预期死亡的反应的时间模式显示出更多的长期模式,而对意外死亡的反应则显示出更多的自发模式。这些结果进一步加深了我们对多媒体和跨媒体故事背景下网络空间中死亡反应的时间性的理解。
{"title":"Temporality of online reactions to fictional characters’ death","authors":"Elisabeth Beaunoyer ,&nbsp;Matthieu J. Guitton","doi":"10.1016/j.entcom.2024.100813","DOIUrl":"10.1016/j.entcom.2024.100813","url":null,"abstract":"<div><p>In the digital era, online reactions to broadcast media are an important feature of audience engagement. Although central, the question of the temporality of audience online reactions has been understudied. We investigate this question by exploring the temporal patterns of online reactions to fictional characters’ deaths. More than 3,500 forum reactions to <em>Game of Thrones</em> characters’ deaths were collected over 5 years. Temporal patterns of reactions to expected deaths displayed more long-term patterns, while reactions to unexpected deaths displayed more spontaneous patterns. These results further our understanding of death reactions’ temporality in cyberspace, in a multimedia and transmedia storytelling context.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100813"},"PeriodicalIF":2.8,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1875952124001812/pdfft?md5=68307d7b5b13426e01f4ac4ba8da14e4&pid=1-s2.0-S1875952124001812-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141622313","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}
引用次数: 0
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students 基于娱乐互动机器人的游戏心理治疗干预,预防大学生抑郁症
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-10 DOI: 10.1016/j.entcom.2024.100818
Li Shulian , Du Ruikang , Jiang Haibin , Zhang Wenxia , Xu Huali , Li Nan , Lu Yankun

This study designs an entertainment interactive robot system for gaming psychotherapy intervention and evaluates its effectiveness in preventing depression in students. In terms of the architecture and hardware of the entertainment interactive robot system, the robot adopts high-performance processors and sensors to achieve the ability to quickly respond and accurately perceive user actions. In terms of software, a mathematical model was established based on the structure and kinematic principles of the robot to describe its motion. Preprocess user gesture data by analyzing the features and patterns of user gestures, extracting key action information, and using machine learning algorithms or deep learning models to classify and recognize gestures to determine user intent and action types. Evaluate action recognition and effectiveness, and verify the accuracy and reliability of the gesture interaction module through comparison and testing with actual user gestures. The study designed an entertainment interactive robot assisted game that provides a fun and interactive experience to attract students’ attention and stimulate positive emotions. Through game design and behavioral pattern evaluation, the research team evaluated the preventive effect of entertainment interactive robot assisted games on depression and proposed optimization strategies.

本研究设计了一种用于游戏心理治疗干预的娱乐互动机器人系统,并评估了其在预防学生抑郁症方面的效果。在娱乐互动机器人系统的架构和硬件方面,机器人采用了高性能处理器和传感器,以实现快速响应和准确感知用户动作的能力。在软件方面,根据机器人的结构和运动学原理建立了数学模型来描述机器人的运动。对用户手势数据进行预处理,分析用户手势的特征和模式,提取关键动作信息,利用机器学习算法或深度学习模型对手势进行分类和识别,以确定用户意图和动作类型。评估动作识别能力和效果,通过与用户实际手势的对比和测试,验证手势交互模块的准确性和可靠性。本研究设计了一款娱乐互动机器人辅助游戏,提供有趣的互动体验,吸引学生的注意力,激发积极情绪。通过游戏设计和行为模式评价,研究团队评估了娱乐互动机器人辅助游戏对抑郁症的预防效果,并提出了优化策略。
{"title":"Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students","authors":"Li Shulian ,&nbsp;Du Ruikang ,&nbsp;Jiang Haibin ,&nbsp;Zhang Wenxia ,&nbsp;Xu Huali ,&nbsp;Li Nan ,&nbsp;Lu Yankun","doi":"10.1016/j.entcom.2024.100818","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100818","url":null,"abstract":"<div><p>This study designs an entertainment interactive robot system for gaming psychotherapy intervention and evaluates its effectiveness in preventing depression in students. In terms of the architecture and hardware of the entertainment interactive robot system, the robot adopts high-performance processors and sensors to achieve the ability to quickly respond and accurately perceive user actions. In terms of software, a mathematical model was established based on the structure and kinematic principles of the robot to describe its motion. Preprocess user gesture data by analyzing the features and patterns of user gestures, extracting key action information, and using machine learning algorithms or deep learning models to classify and recognize gestures to determine user intent and action types. Evaluate action recognition and effectiveness, and verify the accuracy and reliability of the gesture interaction module through comparison and testing with actual user gestures. The study designed an entertainment interactive robot assisted game that provides a fun and interactive experience to attract students’ attention and stimulate positive emotions. Through game design and behavioral pattern evaluation, the research team evaluated the preventive effect of entertainment interactive robot assisted games on depression and proposed optimization strategies.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100818"},"PeriodicalIF":2.8,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141606615","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
Research on visualization of environmental landscape design based on digital entertainment platform and immersive VR experience 基于数字娱乐平台和沉浸式 VR 体验的环境景观设计可视化研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-10 DOI: 10.1016/j.entcom.2024.100820
Zhuo Chen , Hui Zhang

With the rapid development of digital entertainment platforms and immersive virtual reality (VR) technology, the visualization of environmental landscape design has attracted widespread attention. This study aims to explore the visualization methods and effects of environmental landscape design based on digital entertainment platforms and immersive VR experiences. By capturing three-dimensional point information in the environment, high-precision environmental data can be obtained. Next, convert the point cloud data into a digital model with terrain features, and use voxel scene construction technology to further transform the terrain model into a voxelated digital model. In the design process of landscape design systems based on digital entertainment platforms and immersive VR experiences, various interaction methods have been implemented, such as gesture recognition, head tracking, and touch control, so that users can freely browse and operate virtual landscapes. By introducing landscape design principles and rules, users can modify and customize the landscape in a virtual environment. The research results indicate that the visualization method of environmental landscape design based on digital entertainment platforms and immersive VR experience can effectively display the characteristics and details of the environmental landscape, improve user perception and participation.

随着数字娱乐平台和沉浸式虚拟现实(VR)技术的快速发展,环境景观设计的可视化受到了广泛关注。本研究旨在探索基于数字娱乐平台和沉浸式 VR 体验的环境景观设计可视化方法和效果。通过捕捉环境中的三维点信息,可以获得高精度的环境数据。接下来,将点云数据转换为具有地形特征的数字模型,并利用体素场景构建技术进一步将地形模型转化为体素化数字模型。在基于数字娱乐平台和沉浸式 VR 体验的景观设计系统设计过程中,实现了多种交互方式,如手势识别、头部跟踪、触摸控制等,使用户可以自由浏览和操作虚拟景观。通过引入景观设计原则和规则,用户可以修改和定制虚拟环境中的景观。研究结果表明,基于数字娱乐平台和沉浸式 VR 体验的环境景观设计可视化方法能有效展示环境景观的特征和细节,提高用户的感知度和参与度。
{"title":"Research on visualization of environmental landscape design based on digital entertainment platform and immersive VR experience","authors":"Zhuo Chen ,&nbsp;Hui Zhang","doi":"10.1016/j.entcom.2024.100820","DOIUrl":"10.1016/j.entcom.2024.100820","url":null,"abstract":"<div><p>With the rapid development of digital entertainment platforms and immersive virtual reality (VR) technology, the visualization of environmental landscape design has attracted widespread attention. This study aims to explore the visualization methods and effects of environmental landscape design based on digital entertainment platforms and immersive VR experiences. By capturing three-dimensional point information in the environment, high-precision environmental data can be obtained. Next, convert the point cloud data into a digital model with terrain features, and use voxel scene construction technology to further transform the terrain model into a voxelated digital model. In the design process of landscape design systems based on digital entertainment platforms and immersive VR experiences, various interaction methods have been implemented, such as gesture recognition, head tracking, and touch control, so that users can freely browse and operate virtual landscapes. By introducing landscape design principles and rules, users can modify and customize the landscape in a virtual environment. The research results indicate that the visualization method of environmental landscape design based on digital entertainment platforms and immersive VR experience can effectively display the characteristics and details of the environmental landscape, improve user perception and participation.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100820"},"PeriodicalIF":2.8,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141622314","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
Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience 基于数据挖掘和游戏化教学体验的智能娱乐语音机器人在个性化英语学习中的推广研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-09 DOI: 10.1016/j.entcom.2024.100816
Yanmei Geng

With the development of educational technology and the arrival of the intelligent era, intelligent entertainment voice robots have gradually become a research hotspot in the field of education. This study aims to explore the application of intelligent entertainment voice robots based on data mining in the promotion of personalized English learning, and combine with gamified virtual teaching to improve learners’ learning interest and learning effect. The study uses data mining technology to analyze learners’ learning data, interest preferences and learning performance, and provides learners with targeted learning resources and gamified virtual teaching environment based on personalized recommendation. The study creates a virtual teaching environment presented in the form of games, which contains various interesting tasks, challenges and reward mechanisms. Learners can participate in the virtual teaching environment at the same time, experience the fun and stimulation of games, so as to stimulate the interest and motivation of learning. Learners can engage in interactive speech learning through conversations with intelligent entertainment speech robots. The robot can provide real-time answers to learners’ questions, provide personalized learning suggestions, and provide encouragement and feedback. By interacting with robots, learners can get more flexible and personalized learning support, improving learning effectiveness and satisfaction. Through experiments and data analysis, it is found that intelligent entertainment voice robot based on data mining and gamification teaching experience can effectively improve learners’ learning interest and learning effect. Learners show higher engagement and motivation in personalized recommended learning resources and gamified virtual teaching environments.

随着教育技术的发展和智能时代的到来,智能娱乐语音机器人逐渐成为教育领域的研究热点。本研究旨在探索基于数据挖掘的智能娱乐语音机器人在促进个性化英语学习中的应用,并结合游戏化虚拟教学提高学习者的学习兴趣和学习效果。本研究利用数据挖掘技术分析学习者的学习数据、兴趣偏好和学习成绩,为学习者提供有针对性的学习资源和基于个性化推荐的游戏化虚拟教学环境。本研究创建了一个以游戏形式呈现的虚拟教学环境,其中包含各种有趣的任务、挑战和奖励机制。学习者可以在参与虚拟教学环境的同时,体验游戏带来的乐趣和刺激,从而激发学习兴趣和动力。学习者可以通过与智能娱乐语音机器人对话,参与互动式语音学习。机器人可以实时回答学习者的问题,提供个性化的学习建议,并给予鼓励和反馈。通过与机器人互动,学习者可以获得更灵活、更个性化的学习支持,提高学习效果和满意度。通过实验和数据分析发现,基于数据挖掘和游戏化教学体验的智能娱乐语音机器人能有效提高学习者的学习兴趣和学习效果。学习者在个性化推荐的学习资源和游戏化虚拟教学环境中表现出更高的参与度和积极性。
{"title":"Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience","authors":"Yanmei Geng","doi":"10.1016/j.entcom.2024.100816","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100816","url":null,"abstract":"<div><p>With the development of educational technology and the arrival of the intelligent era, intelligent entertainment voice robots have gradually become a research hotspot in the field of education. This study aims to explore the application of intelligent entertainment voice robots based on data mining in the promotion of personalized English learning, and combine with gamified virtual teaching to improve learners’ learning interest and learning effect. The study uses data mining technology to analyze learners’ learning data, interest preferences and learning performance, and provides learners with targeted learning resources and gamified virtual teaching environment based on personalized recommendation. The study creates a virtual teaching environment presented in the form of games, which contains various interesting tasks, challenges and reward mechanisms. Learners can participate in the virtual teaching environment at the same time, experience the fun and stimulation of games, so as to stimulate the interest and motivation of learning. Learners can engage in interactive speech learning through conversations with intelligent entertainment speech robots. The robot can provide real-time answers to learners’ questions, provide personalized learning suggestions, and provide encouragement and feedback. By interacting with robots, learners can get more flexible and personalized learning support, improving learning effectiveness and satisfaction. Through experiments and data analysis, it is found that intelligent entertainment voice robot based on data mining and gamification teaching experience can effectively improve learners’ learning interest and learning effect. Learners show higher engagement and motivation in personalized recommended learning resources and gamified virtual teaching environments.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100816"},"PeriodicalIF":2.8,"publicationDate":"2024-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141606617","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
Social robot assisted music course based on speech sensing and deep learning algorithms 基于语音传感和深度学习算法的社交机器人辅助音乐课程
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-09 DOI: 10.1016/j.entcom.2024.100814
Xiao Dan

In the field of social robot teaching, research has focused on how to use technological means to provide better learning support and personalized interactive experiences. Social robots can interact with students and provide personalized learning support, thereby improving their learning effectiveness and engagement. The speech sensing model of social robots can perceive students’ emotions and feedback in real-time through technologies such as speech recognition and sentiment analysis, thereby providing intelligent responses and guidance. The deep learning recommendation model for music course resources extracts music features through deep learning techniques, and combines session interest extraction techniques to personalized recommend music resources suitable for students’ interests and abilities. By analyzing students’ interests and learning goals, robots can provide music learning resources that meet their needs based on recommendation algorithms, further stimulating their learning interest and enthusiasm. The experimental results show that the use of social robots in the learning environment significantly improves the learning effectiveness and participation of students. Through personalized interaction and intelligent response guidance, students are more likely to understand and master music knowledge, while experiencing joyful and positive learning emotions. The study validated the effectiveness of social robot assisted music courses based on speech sensing and deep learning algorithms, demonstrating its advantages in improving student learning effectiveness and engagement.

在社交机器人教学领域,研究重点是如何利用技术手段提供更好的学习支持和个性化互动体验。社交机器人可以与学生互动,提供个性化的学习支持,从而提高学生的学习效率和参与度。社交机器人的语音感应模型可以通过语音识别和情感分析等技术实时感知学生的情绪和反馈,从而提供智能响应和指导。音乐课程资源深度学习推荐模型通过深度学习技术提取音乐特征,并结合课程兴趣提取技术,个性化推荐适合学生兴趣和能力的音乐资源。通过分析学生的兴趣和学习目标,机器人可以根据推荐算法提供符合学生需求的音乐学习资源,进一步激发学生的学习兴趣和热情。实验结果表明,在学习环境中使用社交机器人能显著提高学生的学习效率和参与度。通过个性化互动和智能应答引导,学生更容易理解和掌握音乐知识,同时体验到快乐和积极的学习情绪。研究验证了基于语音传感和深度学习算法的社交机器人辅助音乐课程的有效性,证明了其在提高学生学习效率和参与度方面的优势。
{"title":"Social robot assisted music course based on speech sensing and deep learning algorithms","authors":"Xiao Dan","doi":"10.1016/j.entcom.2024.100814","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100814","url":null,"abstract":"<div><p>In the field of social robot teaching, research has focused on how to use technological means to provide better learning support and personalized interactive experiences. Social robots can interact with students and provide personalized learning support, thereby improving their learning effectiveness and engagement. The speech sensing model of social robots can perceive students’ emotions and feedback in real-time through technologies such as speech recognition and sentiment analysis, thereby providing intelligent responses and guidance. The deep learning recommendation model for music course resources extracts music features through deep learning techniques, and combines session interest extraction techniques to personalized recommend music resources suitable for students’ interests and abilities. By analyzing students’ interests and learning goals, robots can provide music learning resources that meet their needs based on recommendation algorithms, further stimulating their learning interest and enthusiasm. The experimental results show that the use of social robots in the learning environment significantly improves the learning effectiveness and participation of students. Through personalized interaction and intelligent response guidance, students are more likely to understand and master music knowledge, while experiencing joyful and positive learning emotions. The study validated the effectiveness of social robot assisted music courses based on speech sensing and deep learning algorithms, demonstrating its advantages in improving student learning effectiveness and engagement.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100814"},"PeriodicalIF":2.8,"publicationDate":"2024-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141606618","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
期刊
Entertainment Computing
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1