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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。
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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
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
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Entertainment Computing
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