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Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners 挖掘词汇:威廉与魔兽世界》对青少年英语学习者词汇学习的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-08 DOI: 10.1016/j.entcom.2024.100801
Hiwa Weisi, Sedigheh Hajizadeh

The fundamental component of language learning is the lexicon. Among various ways employed to facilitate vocabulary development, playing video games can highly contribute to developing vocabulary incidentally. This study examines how playing digital games impacts EFL learners’ incidental vocabulary acquisition. It also investigates gender in digital equity using a digital game, i.e., Minecraft. A total of 73 male and female Iranian pupils between the ages of 9 and 14 were recruited to examine whether incidental vocabulary acquisition through gameplay was effective and to determine whether gender could affect the results. As such, the two-way ANCOVA was run through SPSS to analyze the data. The results indicated that the gamers performed far better than the memorization group. However, no interaction effect between gender and the dependent variable was observed. The implications of the findings can benefit educators and young learners to choose appropriate digital games as supplementary tools for L2 lexical acquisition. The findings contribute to the increasing research on digital games’ potential as an effective tool for promoting vocabulary development.

语言学习的基本组成部分是词汇。在促进词汇发展的各种方法中,玩电子游戏可以极大地促进词汇的附带发展。本研究探讨了玩数字游戏如何影响 EFL 学习者的附带词汇习得。本研究还利用一款数字游戏(即 Minecraft)调查了数字公平中的性别问题。本研究共招募了 73 名年龄在 9 至 14 岁之间的伊朗男女学生,以考察通过游戏附带习得词汇是否有效,并确定性别是否会影响结果。因此,我们通过 SPSS 进行了双向方差分析来分析数据。结果表明,游戏组的表现远远好于背诵组。不过,没有观察到性别与因变量之间的交互效应。研究结果的意义可以帮助教育工作者和青少年学习者选择合适的数字游戏作为学习第二语言词汇的辅助工具。这些研究结果有助于进一步研究数字游戏作为促进词汇发展的有效工具的潜力。
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引用次数: 0
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback 基于语音识别的娱乐互动机器人在英语人工智能教学评价和自动反馈中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-06 DOI: 10.1016/j.entcom.2024.100807
Yuanyuan Xue

With the development of intelligent voice and interactive robot technology, new technologies have built a virtual E-learning learning environment that can provide students with an immersive learning experience, making this new learning mode more entertaining. This article investigates the application of entertainment interactive robots based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback. The system has constructed an oral evaluation model based on deep reinforcement learning, which learns the optimal behavioral strategies through interaction with the environment. The model will train through oral conversations with learners to learn how to accurately evaluate oral proficiency and provide relevant feedback. After the construction of the system is completed, the accuracy and efficiency of the system are improved by adjusting the parameters of the model, increasing the diversity of training data, and improving the user interface and interaction mode based on user feedback, making it more friendly and easy to use. The experimental results show that the English oral evaluation and automatic feedback system designed in this paper based on deep reinforcement learning and speech recognition algorithms has high accuracy and efficiency. The system can accurately evaluate learners’ oral proficiency and provide personalized learning suggestions based on individual differences.

随着智能语音和交互机器人技术的发展,新技术构建了虚拟的E-learning学习环境,可以为学生提供身临其境的学习体验,使这种新的学习模式更具娱乐性。本文研究了基于语音识别的娱乐交互机器人在英语人工智能教学评价和自动反馈中的应用。该系统构建了基于深度强化学习的口语评价模型,通过与环境的交互学习最优行为策略。该模型将通过与学习者的口语对话进行训练,学习如何准确评价口语水平并提供相关反馈。系统构建完成后,通过调整模型参数、增加训练数据的多样性,以及根据用户反馈改进用户界面和交互方式,提高系统的准确性和效率,使其更加友好易用。实验结果表明,本文设计的基于深度强化学习和语音识别算法的英语口语评价与自动反馈系统具有较高的准确率和效率。该系统能够准确评价学习者的口语水平,并根据个体差异提供个性化的学习建议。
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引用次数: 0
BI in simulation analysis with gaming for decision making and development of knowledge management 利用游戏进行模拟分析的 BI,促进决策和知识管理的发展
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-06 DOI: 10.1016/j.entcom.2024.100811
Jie Liu , Shan Ding

Increasing technology advancements have led to a number of problems with modern corporate decision-making, which is a challenging occurrence in the absence of business intelligence and machine learning (ML). Because effective decision-making is impossible without ML, integration of ML with business intelligence (BI) is essential to both corporate decision-making and business intelligence as a whole. Only once they have learned anything again may machines assist in your educational process. This study suggests a fresh approach to knowledge building in company management decision-making through the use of gaming and machine learning models. Using a game model that involves decision-making, knowledge analysis based on business management is conducted. Subsequently, quantum reinforcement reward neural networks build knowledge. The accuracy, precision, recall, F_1 score, MSE, NSE of business management modelling with knowledge growth are all assessed by simulation. The student’s gender had no bearing on the income they were offered throughout the job placement process or their MBA specialisations in Marketing and Finance (Mkt & Fin) or Marketing and Human Resource (Mkt & HR), according to a statistical t-test with a significance threshold of 0.05 (p > 0.05).

技术的不断进步导致现代企业决策中出现了许多问题,在缺乏商业智能和机器学习(ML)的情况下,企业决策面临着巨大挑战。因为没有 ML 就不可能实现有效决策,所以 ML 与商业智能 (BI) 的整合对于企业决策和整个商业智能都至关重要。只有当他们再次学习到任何知识后,机器才有可能在您的教育过程中提供帮助。本研究提出了一种全新的方法,即通过使用游戏和机器学习模型来构建公司管理决策中的知识。利用涉及决策的游戏模型,进行基于企业管理的知识分析。随后,量子强化奖励神经网络构建知识。通过仿真评估了带有知识增长的企业管理建模的准确度、精确度、召回率、F_1 分数、MSE、NSE。根据显著性临界值为 0.05 的统计 t 检验(p > 0.05),学生的性别对他们在整个就业安置过程中获得的收入或他们的 MBA 专业市场营销与金融(Mkt & Fin)或市场营销与人力资源(Mkt & HR)没有影响。
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引用次数: 0
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices 基于娱乐机器人和 VR 设备的主题公园虚拟生态景观设计
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-06 DOI: 10.1016/j.entcom.2024.100812
Yang Liu , Wei Wang

Currently, the design of virtual ecological landscapes in theme parks has become an innovative form of entertainment. This study aims to explore how to construct virtual ecological landscapes in theme parks through entertainment robots and VR devices, in order to provide an interactive entertainment experience between tourists and nature. We have built an outdoor sensing system and collected environmental data through sensors. Implement motion control of entertainment robots through programming, enabling them to interact according to environmental changes. Then, through information control and feedback technology, interaction with tourists is achieved. Analyze the motion trajectory of robots to optimize their performance, use virtual reality technology for design and rendering, achieve interactive effects through VR development platforms, and optimize VR devices through controlled simulation technology to enhance the virtual experience of tourists. Finally, combining the principles of ecological landscape design with landscape design techniques, applying VR design technology to achieve the design of virtual ecological landscapes in theme parks, considering the layout and combination of natural elements, in order to create virtual landscapes that are similar to real ecology. Through the application of VR technology, tourists can experience the landscape changes under different seasons and weather conditions, increasing the fun and realism of interaction. The results indicate that the virtual ecological landscape design of the theme park has been achieved through the combination of entertainment robots and VR devices. Tourists can obtain an immersive entertainment experience through interaction with robots and the application of virtual reality technology. Through robot trajectory analysis and ecological landscape recognition technology, the landscape design effect is optimized.

目前,在主题公园中设计虚拟生态景观已成为一种创新的娱乐形式。本研究旨在探索如何通过娱乐机器人和 VR 设备在主题公园中构建虚拟生态景观,从而为游客提供与自然互动的娱乐体验。我们建立了一个户外传感系统,通过传感器收集环境数据。通过编程实现娱乐机器人的运动控制,使其能够根据环境变化进行互动。然后,通过信息控制和反馈技术,实现与游客的互动。分析机器人的运动轨迹,优化其性能,利用虚拟现实技术进行设计和渲染,通过 VR 开发平台实现互动效果,并通过可控仿真技术优化 VR 设备,增强游客的虚拟体验。最后,将生态景观设计原理与景观设计技术相结合,应用 VR 设计技术实现主题公园中虚拟生态景观的设计,考虑自然元素的布局与组合,打造与真实生态相似的虚拟景观。通过 VR 技术的应用,游客可以体验到不同季节、不同气候条件下的景观变化,增加了互动的趣味性和真实性。结果表明,通过娱乐机器人和 VR 设备的结合,主题公园的虚拟生态景观设计已经实现。游客可以通过与机器人的互动和虚拟现实技术的应用获得身临其境的娱乐体验。通过机器人轨迹分析和生态景观识别技术,优化了景观设计效果。
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引用次数: 0
Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations 用于自动检测和减轻老年人认知障碍的娱乐机器人
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-05 DOI: 10.1016/j.entcom.2024.100803
M. Kalpana Chowdary , Anandbabu Gopatoti , D. Ferlin Deva Shahila , Abhay Chaturvedi , Vamsidhar Talasila , A. Konda Babu

This study showed that using collaborative entertainment robots for human-robot interaction can be a promising way to help manage the health of ageing populations by automatically detecting and mitigating cognitive impairment. The system enhanced spoken interaction with users by using cutting-edge technologies such as state-of-the-art speech recognition, natural language processing, and machine learning. The system was tested on senior participants and gathered, analyzed, and displayed individual interaction models to provide automated user engagement, daily interaction monitoring, and automatic early detection of deteriorating mental health. The findings were presented using bar charts and confusion matrices, incorporating important metrics such as mental workload and speech/non-speech interaction graphic. These visualizations aided individuals in managing their behavior to achieve an optimal cognitive workload, a challenging measure to determine due to cognitive decline. In order to make significant progress in the subject, future advancements need to focus on addressing the unpredictability in human speech sequences, using non-speech modalities such as gestures or facial expressions as supplementary inputs to complement speech and behavior, and effectively managing concerns related to human rights and data protection. In addition to technological constraints, future research should prioritize the examination of the enduring impacts of cognitive therapies facilitated by entertainment robots.

这项研究表明,使用协同娱乐机器人进行人机交互,可以自动检测和减轻认知障碍,是帮助管理老龄人口健康的一种有前途的方法。该系统利用最先进的语音识别、自然语言处理和机器学习等尖端技术,增强了与用户的口语互动。该系统对老年参与者进行了测试,并收集、分析和显示了个人互动模型,以提供自动用户参与、日常互动监测和自动早期检测心理健康状况恶化的功能。研究结果通过条形图和混淆矩阵呈现,并纳入了心理工作量和语音/非语音交互图形等重要指标。这些可视化方法有助于个人管理自己的行为,以达到最佳的认知工作量,而由于认知能力下降,确定认知工作量是一项具有挑战性的措施。为了在这一课题上取得重大进展,未来的进步需要重点解决人类语音序列中的不可预测性,使用手势或面部表情等非语音模式作为补充输入,对语音和行为进行补充,并有效管理与人权和数据保护相关的问题。除技术限制外,未来的研究应优先考虑研究娱乐机器人促进认知疗法的持久影响。
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引用次数: 0
An AI-powered approach to the semiotic reconstruction of narratives 用人工智能重构叙事的符号学方法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-04 DOI: 10.1016/j.entcom.2024.100810
Edirlei Soares de Lima , Margot M.E. Neggers , Bruno Feijó , Marco A. Casanova , Antonio L. Furtado

This article presents a novel and highly interactive process to generate natural language narratives based on our ongoing work on semiotic relations, providing four criteria for composing new narratives from existing stories. The wide applicability of this semiotic reconstruction process is suggested by a reputed literary scholar’s deconstructive claim that new narratives can often be shown to be a tissue of previous narratives. Along, respectively, three semiotic axes – syntagmatic, paradigmatic, and meronymic – existing stories can yield new stories by the combination, imitation, or expansion of an iconic scene; lastly, a new story may emerge through reversal via an antithetic consideration, i.e., through the adoption of opposite values. Targeting casual users, we present a fully operational prototype with a simple and user-friendly interface that incorporates an AI agent, namely ChatGPT. The prototype, in a coauthor capacity, generates context-compatible sequences of events in storyboard format using backward-chaining abductive reasoning (employing Stable Diffusion to draw scene illustrations), conforming as much as possible to the user’s authorial instructions. The extensive repertoire of book and movie summaries available to the AI agent obviates the need to manually supply laborious and error-prone context specifications. A user study was conducted to evaluate user experience and satisfaction with the generated narratives. The preliminary findings suggest that our approach has the potential to enhance story quality while offering a positive user experience.

本文基于我们正在进行的符号关系研究,提出了一种新颖的、高度互动的自然语言叙事生成过程,并提供了从现有故事中合成新叙事的四个标准。一位著名的文学学者提出,新的叙事往往可以被证明是以前叙事的组织,这种解构主义的说法表明了这种符号学重构过程的广泛适用性。分别沿着三个符号轴--句法轴、范式轴和同义轴--现有的故事可以通过组合、模仿或扩展一个标志性场景而产生新的故事;最后,一个新的故事可以通过反义考虑(即通过采用相反的价值观)进行逆转而出现。针对普通用户,我们展示了一个完全可操作的原型,其界面简单、用户友好,包含一个人工智能代理,即 ChatGPT。该原型以合作作者的身份,利用后向链式归纳推理(采用稳定扩散法绘制场景插图),以故事板的格式生成与上下文相匹配的事件序列,并尽可能符合用户的创作指令。人工智能代理可使用大量的书籍和电影摘要,因此无需手动提供费力且容易出错的上下文说明。我们进行了一项用户研究,以评估用户体验和对生成的叙述的满意度。初步研究结果表明,我们的方法有可能在提高故事质量的同时提供良好的用户体验。
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引用次数: 0
Revolutionizing learning − A journey into educational games with immersive and AI technologies 彻底改变学习方式--利用身临其境和人工智能技术的教育游戏之旅
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-02 DOI: 10.1016/j.entcom.2024.100809
Anuj Rapaka , S.C. Dharmadhikari , Kishori Kasat , Chinnem Rama Mohan , Kuldeep Chouhan , Manu Gupta

Educational games rapidly integrate entertainment technology and learning, engaging individuals in dynamic educational experiences. These games incorporate multimedia content to encourage critical thinking, problem-solving and information retention. Educational games employ immersive technology such as virtual and augmented reality to transfer individuals to simulated worlds, hence improving learning. Furthermore, artificial intelligence (AI) technologies optimize educational experiences by adjusting information to individual learning styles, providing focused feedback as well as encouraging a more effective and entertaining learning technology. The integration of educational games with immersive and AI technology provides great potential for transforming how individuals acquire and apply information sharing. This research determined the creation of significant educational applications that are personalized and adaptive through the use of image, emotional recognition and speech, intelligent agents that replicate the effects of an individual opponent and control over the complexities of game levels along with information. The study evaluated the different tools that educators and learners could utilize to develop immersive and artificial intelligence-based instructional games without a requirement for programming knowledge. The study demonstrates that immersive technology and AI technology could represent beneficial resources for creating educational video games and entertainment technology. The research highlights the novel possibilities of stochastic swing golf optimization (SSGOA) immersive and AI technologies providing an innovative approach to developing effective as well as attractive learning environments.

教育游戏迅速将娱乐技术与学习结合起来,让个人参与到动态的教育体验中。这些游戏融合了多媒体内容,鼓励批判性思维、解决问题和保留信息。教育游戏采用虚拟现实和增强现实等沉浸式技术,将人们带入模拟世界,从而提高学习效果。此外,人工智能(AI)技术通过根据个人学习风格调整信息、提供有针对性的反馈以及鼓励更有效、更有趣的学习技术,优化了教育体验。将教育游戏与沉浸式技术和人工智能技术相结合,为改变个人获取和应用信息共享的方式提供了巨大的潜力。这项研究确定,通过使用图像、情感识别和语音、复制个人对手效果的智能代理以及对游戏关卡复杂性和信息的控制,可以创建个性化和自适应的重要教育应用程序。这项研究评估了教育工作者和学习者可以用来开发沉浸式和基于人工智能的教学游戏的不同工具,而无需编程知识。研究表明,身临其境技术和人工智能技术可以成为创建教育视频游戏和娱乐技术的有益资源。这项研究强调了随机挥杆高尔夫优化(SSGOA)沉浸式技术和人工智能技术的新可能性,为开发有效和有吸引力的学习环境提供了一种创新方法。
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引用次数: 0
A mixed-initiative design framework for procedural content generation using reinforcement learning 利用强化学习生成程序性内容的混合倡议设计框架
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.entcom.2024.100759
Paulo Vinícius Moreira Dutra, Saulo Moraes Villela, Raul Fonseca Neto

Currently, there are a significant and growing number of games and players. Creating digital games becomes a challenging task, as manual game development is costly and time-consuming. A technique known as procedural content generation (PCG) can potentially reduce both the time and production costs of games. It is feasible to automate the creation process by utilizing artificial intelligence techniques and PCG, assisting game designers in their tasks. PCG is not a novel concept, and there is a diverse range of algorithms aimed at automatically generating content in games. However, a significant number of these techniques do not incorporate artificial intelligence. This paper introduces the PCGRLPuzzle framework used to generate procedural scenarios through reinforcement learning agents trained with the policy proximal optimization algorithm. The process of building scenarios poses a challenging problem due to the existence of an exponential number of possibilities. The framework employs a mixed-initiative design, where humans and computers collaborate to create levels for 2D dungeon crawler games. We apply this framework to generate levels for three different games and analyze the results based on their expressive range, evaluating linearity and lenience. The conducted experiments demonstrate that utilizing reinforcement learning in conjunction with procedural content generation and mixed-initiative enables the generation of highly diverse levels.

目前,游戏和玩家数量庞大且不断增长。创建数字游戏成为一项具有挑战性的任务,因为手动开发游戏既费钱又费时。一种被称为程序内容生成(PCG)的技术有可能减少游戏的时间和制作成本。利用人工智能技术和 PCG,协助游戏设计者完成任务,实现创作过程自动化是可行的。PCG 并不是一个新颖的概念,目前已有多种旨在自动生成游戏内容的算法。然而,这些技术中有相当一部分没有结合人工智能。本文介绍了 PCGRLPuzzle 框架,该框架通过使用策略近端优化算法训练的强化学习代理生成程序化场景。由于存在指数级数量的可能性,构建场景的过程是一个具有挑战性的问题。该框架采用混合主动设计,由人类和计算机合作创建 2D 地牢爬行游戏的关卡。我们应用该框架为三款不同的游戏生成关卡,并根据关卡的表现力范围、线性度和宽松度进行分析。实验结果表明,将强化学习与程序化内容生成和混合主动性相结合,可以生成高度多样化的关卡。
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引用次数: 0
A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field 用于再现体育专业学生模拟训练游戏的单目视觉身体增强算法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.entcom.2024.100844
Guibo Liu, Mingze Wei
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引用次数: 0
Corrigendum to “Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model” [Entertain. Comput. 51 (2024) 100715] 基于深度学习模型的 ALS 协作过滤推荐算法的电影推荐》更正 [Entertain. Comput. 51 (2024) 100715]
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.entcom.2024.100835
Ni Li, Yinshui Xia
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引用次数: 0
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Entertainment Computing
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