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Participatory design of augmented reality games for word learning in autistic children: the parental perspective 自闭症儿童文字学习增强现实游戏的参与式设计:家长的视角
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.entcom.2024.100756
Ibrahim El Shemy , Letizia Jaccheri , Michail Giannakos , Mila Vulchanova

The use of participatory design (PD) to inform the design of games and learning technology seems to be appropriate for marginalized groups of people, including children with autism. However, specific traits of the autism phenotype can create a barrier in facilitating participation of autistic children during PD activities, especially when their verbal abilities are limited. Involving parents in PD projects can help address challenges related to the communication abilities of the children. We have facilitated the design augmented reality (AR) games by including four autistic children and 9 parents. We analyzed qualitative data using an inductive approach using affinity diagrams and thematic analysis. We present insights from the parents on the use of AR technology and how it can be incorporated at home to enhance word learning activities. We report on (1) a set of five games based on learning by repetition, learning by classification and learning by association; (2) novel insights and knowledge about learning strategies and (3) tools to support autistic children in learning new words. We conclude our study by discussing the relevance of involving parents of autistic children in PD activities, offering design implications.

使用参与式设计(PD)来指导游戏和学习技术的设计似乎适合边缘化群体,包括自闭症儿童。然而,自闭症表型的特殊性会对自闭症儿童参与参与式设计活动造成障碍,尤其是当他们的语言能力有限时。让家长参与实践项目有助于解决与儿童沟通能力有关的难题。我们让 4 名自闭症儿童和 9 名家长参与了增强现实(AR)游戏的设计。我们利用亲和图和主题分析法对定性数据进行了归纳分析。我们介绍了家长们对 AR 技术使用的见解,以及如何在家中使用 AR 技术来加强单词学习活动。我们报告了(1)基于重复学习、分类学习和联想学习的五种游戏;(2)关于学习策略的新见解和知识;以及(3)支持自闭症儿童学习新单词的工具。最后,我们讨论了让自闭症儿童的家长参与学习促进活动的意义,并提出了设计方面的建议。
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引用次数: 0
Entertainment gesture robot based on wireless sensor network for singing learning perception and interactive experience simulation 基于无线传感器网络的娱乐手势机器人,用于歌唱学习感知和互动体验模拟
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.entcom.2024.100808
Meiji Huo, Tongjia Sun

This article proposes a gesture robot music interaction system based on wireless sensor networks, aiming to achieve a user experience of music perception interaction with robots through gestures. The system adopts sensing technology, obtains user gesture information through sensors, converts it into instructions, and controls the actions of gesture robots. The study elucidated the framework of a music interaction system and designed an overall music interaction system framework. Users interact with the system through gestures, and the system obtains user gesture information through sensors and converts it into corresponding robot action instructions. In this way, users can control the robot’s actions through gestures and achieve music perception interaction with the robot. The optical flow algorithm can infer the motion trajectory and velocity changes of gestures by analyzing the displacement information of pixels between consecutive frames, capture the dynamic characteristics of user gestures, and achieve more precise control and response to robot actions, enhancing the music interaction experience between users and robots. Based on the experimental results, we found that the system can accurately recognize the user’s gesture input and quickly convert it into corresponding music interaction instructions. The response time of the system is also within an acceptable range, which can meet the real-time feedback needs of users. These experimental results demonstrate the effectiveness and feasibility of the system.

本文提出了一种基于无线传感器网络的手势机器人音乐交互系统,旨在实现用户通过手势与机器人进行音乐感知交互的体验。该系统采用传感技术,通过传感器获取用户手势信息,并将其转化为指令,控制手势机器人的动作。研究阐明了音乐交互系统的框架,设计了音乐交互系统的整体框架。用户通过手势与系统互动,系统通过传感器获取用户手势信息,并将其转换为相应的机器人动作指令。这样,用户就可以通过手势控制机器人的动作,实现与机器人的音乐感知交互。光流算法可以通过分析连续帧间像素的位移信息,推断手势的运动轨迹和速度变化,捕捉用户手势的动态特征,实现对机器人动作更精确的控制和响应,提升用户与机器人的音乐交互体验。根据实验结果,我们发现该系统能够准确识别用户的手势输入,并快速将其转换为相应的音乐交互指令。系统的响应时间也在可接受的范围内,能够满足用户的实时反馈需求。这些实验结果证明了该系统的有效性和可行性。
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引用次数: 0
Research on the design of online gamified tourism education activities based on Moodle platform 基于 Moodle 平台的在线游戏化旅游教育活动设计研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.entcom.2024.100823
Teng Gao
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引用次数: 0
Modernizing sports an intelligent strategy for entertainment through internet of things in sports 体育现代化--通过体育物联网实现娱乐化的智能战略
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-29 DOI: 10.1016/j.entcom.2024.100804
Rajesh Kedarnath Navandar , Syed Hamid Hasan , Netaji Jadhav , Kamred Udham Singh , R. Monisha , N Venkatram

A significant transformation towards a more engaging and entertaining viewer experience is provided by the incorporation of Internet of Things (IoT) innovation into the ever-changing world of current sports. With an emphasis on real-time tracking and assessment of athletic achievement, this study presents an extensive IoT-based strategy designed for the modern sports industry. Athlete tales, halftime displays and the general spectacle of big athletic events contribute to the entertainment value of the game. To provide a thorough assessment of athlete achievement in a timely manner, this research proposes a unique decision-making approach built on Adaptive Coral Reefs Optimized Xgboost (ACRO-XB). In particular, sport-specific characteristics are obtained through the use of electronic devices and an energy-effective procedure. To provide monitoring experts and competitors with efficient decision-making solutions, the ACRO-XB framework was developed. To validate the ACRO-XB approach, the simulation was run on a difficult dataset of 22,500 instances which is cricketers. Many modern analytical methods were used to undertake a comparison study. The simulation outcomes demonstrated that the ACRO-XB approach performed superior in conditions of recall, accuracy, f1-score and specificity by leveraging IoT data effectively for precise and timely athlete performance assessments, surpassing traditional methods in sports analytics. Furthermore, the suggested ACRO-XB approach was found to result in increased cell efficiency and stability.

将物联网(IoT)创新融入瞬息万变的当今体育世界,将为观众带来更具吸引力和娱乐性的体验。本研究以实时跟踪和评估运动成绩为重点,为现代体育产业提出了广泛的物联网战略。运动员故事、中场休息展示和大型体育赛事的整体观赏性为比赛的娱乐价值做出了贡献。为了及时全面地评估运动员的成绩,本研究提出了一种基于自适应珊瑚礁优化 Xgboost(ACRO-XB)的独特决策方法。特别是,通过使用电子设备和高能效程序来获取特定运动的特征。为了向监测专家和选手提供高效的决策解决方案,开发了 ACRO-XB 框架。为了验证 ACRO-XB 方法,在一个包含 22,500 个板球运动员实例的困难数据集上进行了模拟运行。在进行比较研究时,使用了许多现代分析方法。模拟结果表明,ACRO-XB 方法通过有效利用物联网数据对运动员的表现进行精确、及时的评估,在召回率、准确率、f1 分数和特异性方面都表现出色,超越了体育分析领域的传统方法。此外,研究还发现所建议的 ACRO-XB 方法提高了细胞效率和稳定性。
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引用次数: 0
Virtual robots based on digital images and machine learning in green landscape design 基于数字图像和机器学习的虚拟机器人在绿色景观设计中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-28 DOI: 10.1016/j.entcom.2024.100805
Sumei Ren , Gang Wang

Virtual robots, as an intelligent technology, can provide efficient and accurate green landscape design solutions. This study explores the application of virtual robots in green landscape design based on digital images and machine learning techniques. The research and design of a green landscape environment mapping model enables virtual robots to accurately describe green areas. By using advanced sensor technology, virtual robots can perceive key nodes in the environment and construct an accurate map of green areas. Panoramic image synthesis technology utilizes image sensors carried by virtual robots to obtain multiple images in the environment, and concatenates them to generate panoramic images. Through panoramic images, virtual robots can obtain a broader field of view, and improve the accuracy and authenticity of green landscape design. By applying image dehazing algorithms, the impact of fog is effectively reduced, and the clarity and authenticity of the image are improved, enabling designers to better observe and evaluate the greening effect. By perceiving the environment, establishing green area maps, using panoramic images, and applying machine learning processing techniques, virtual robots can accurately perceive the situation of green areas and provide high-quality data and visualization effects for green design.

虚拟机器人作为一种智能技术,可以提供高效、准确的绿化景观设计方案。本研究基于数字图像和机器学习技术,探讨了虚拟机器人在绿化景观设计中的应用。通过研究和设计绿化景观环境映射模型,虚拟机器人可以准确地描述绿化区域。通过使用先进的传感器技术,虚拟机器人可以感知环境中的关键节点,并构建精确的绿地地图。全景图像合成技术利用虚拟机器人携带的图像传感器获取环境中的多幅图像,并将其串联生成全景图像。通过全景图像,虚拟机器人可以获得更广阔的视野,提高绿地景观设计的准确性和真实性。通过应用图像去污算法,有效降低了雾的影响,提高了图像的清晰度和真实性,使设计人员能够更好地观察和评估绿化效果。通过感知环境、建立绿地地图、使用全景图像、应用机器学习处理技术,虚拟机器人可以准确感知绿地情况,为绿化设计提供高质量的数据和可视化效果。
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引用次数: 0
How does live streaming impact media content consumption? The effect of game live streaming on game players 直播如何影响媒体内容消费?游戏直播对游戏玩家的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-28 DOI: 10.1016/j.entcom.2024.100802
Soyeon Lee , Saerom Lee , Hyunmi Baek

This study investigates the impact of game live streaming on gameplay from the perspectives of electronic word of mouth (eWOM) and observational learning. To address the impact of game live streaming, we collected data from two different online game-related platforms: the daily number of game players from Steam and the daily number of the game live streaming viewers from Twitch of 10,690 games. Fixed-effects panel regression and pooled OLS analyses were performed on the collected data. The results showed that game live streaming has a positive effect on the number of game players. In addition, the effect of live streaming on the number of story-based game players was weaker than that on the number of non-story-based game players.

本研究从电子口碑(eWOM)和观察学习的角度研究了游戏直播对游戏玩法的影响。为了探讨游戏直播的影响,我们从两个不同的网络游戏相关平台收集了数据:Steam 平台的每日游戏玩家人数和 Twitch 平台的每日游戏直播观众人数,共计 10,690 款游戏。对收集到的数据进行了固定效应面板回归和集合 OLS 分析。结果显示,游戏直播对游戏玩家数量有正向影响。此外,直播对剧情类游戏玩家数量的影响弱于对非剧情类游戏玩家数量的影响。
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引用次数: 0
Interactive experience of singing learning and perception using gesture robots based on artificial intelligence games 利用基于人工智能游戏的手势机器人进行歌唱学习和感知的互动体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-28 DOI: 10.1016/j.entcom.2024.100806
Wen Qi

The traditional way of learning singing has certain limitations, while gesture robots, as a new auxiliary tool, can provide richer interaction methods. Therefore, this study aims to design a gesture robot system that can recognize and learn singing gestures. A gesture model was designed to accurately recognize different gesture actions. Then, an interactive logic based on artificial intelligence games was proposed, allowing users to learn singing gestures by interacting with gesture robots. In terms of static gesture recognition, gesture segmentation and hand posture estimation were carried out. In terms of dynamic gesture recognition, feature extraction, recognition strategies, and loss functions were carried out, and their recognition performance was analyzed. In the interactive experience experiment, users learn singing gestures by interacting with gesture robots. Interactive perception learning systems can adjust learning strategies in real-time based on user gestures. The experiment and result analysis have demonstrated that gesture robots based on artificial intelligence games have great potential in singing learning and perception. The study also proposed an optimization strategy for singing gesture perception to further improve the interactive experience.

传统的歌唱学习方式有一定的局限性,而手势机器人作为一种新的辅助工具,可以提供更丰富的交互方式。因此,本研究旨在设计一种能够识别和学习唱歌手势的手势机器人系统。我们设计了一个手势模型来准确识别不同的手势动作。然后,提出了一种基于人工智能游戏的交互逻辑,让用户可以通过与手势机器人互动来学习唱歌手势。在静态手势识别方面,进行了手势分割和手部姿势估计。在动态手势识别方面,进行了特征提取、识别策略和损失函数,并分析了其识别性能。在互动体验实验中,用户通过与手势机器人互动学习唱歌手势。交互式感知学习系统可以根据用户的手势实时调整学习策略。实验和结果分析表明,基于人工智能游戏的手势机器人在歌唱学习和感知方面具有巨大潜力。研究还提出了歌唱手势感知的优化策略,以进一步改善交互体验。
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引用次数: 0
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors 释放游戏潜能:将 "枫之谷"(MapleStory)作为提高老年人认知能力的严肃游戏的 TF-IDF 分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-28 DOI: 10.1016/j.entcom.2024.100800
Elisa Choi, Bongho Lee

This research explores the potential of adapting ‘MapleStory’, developed by South Korea’s Wizet, into a serious game for the elderly, considering the demographics’ growing numbers and technological advancements in healthcare. The study highlights an increased demand for digital content tailored to seniors, particularly following the rise in smartphone usage among this group since 2016 [17]. Although serious games are recognized for enhancing health and cognitive abilities, there is a notable gap in research on converting existing games for elderly users. Employing Natural Language Processing (NLP) techniques, specifically TF-IDF, the research analyzes community text data to extract keywords that suggest cognitive benefits, in alignment with the ‘Guidelines for Serious Games Design’[16]. The methodology involves collecting and filtering text data to pinpoint keywords related to essential cognitive functions like memory and reaction speed. The findings indicate that ‘MapleStory’ holds substantial potential as a cognitive enhancement tool for seniors, with 52% of the results affirming its effectiveness in improving cognition. This supports its utility in enhancing memory and reflexes, suggesting a viable direction for game development focused on promoting healthy aging and meeting the unique needs of the elderly demographic.

本研究探讨了将韩国 Wizet 公司开发的 "枫之谷"(MapleStory)改编为面向老年人的严肃游戏的潜力,因为考虑到老年人口数量的不断增长和医疗保健领域的技术进步。该研究强调了对针对老年人量身定制的数字内容需求的增长,尤其是自 2016 年以来该群体中智能手机使用率的上升[17]。虽然严肃游戏被认为可以增强健康和认知能力,但在为老年用户转换现有游戏方面的研究却存在明显的空白。本研究采用自然语言处理(NLP)技术,特别是 TF-IDF,分析社区文本数据,以根据 "严肃游戏设计指南"[16]提取对认知有益的关键词。研究方法包括收集和过滤文本数据,找出与记忆力和反应速度等基本认知功能相关的关键词。研究结果表明,"MapleStory "作为一种提高老年人认知能力的工具具有很大的潜力,52%的研究结果肯定了它在提高认知能力方面的有效性。这支持了它在增强记忆力和反应能力方面的效用,为以促进健康老龄化和满足老年人群独特需求为重点的游戏开发提出了一个可行的方向。
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引用次数: 0
A novel framework for entertainment robots in personalized elderly care using adaptive emotional resonance technologies 利用自适应情感共鸣技术的个性化老年护理娱乐机器人新框架
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-27 DOI: 10.1016/j.entcom.2024.100796
Kapil Aggarwal , S.L. Jany Shabu , Muhammad Humza Farooq Siddiqui , M. Shanmathi , M. Malathi , Ch S.V.V.S.N. Murthy

The aging population suffers from some difficult aspects, such as loneliness, dementia, and lack of meaning, which diminish their enjoyment of life. This work presents a novel model using robotics and artificial intelligence to create entertainment robots that can adapt their interaction based on the elderly’s emotion. The model is implemented through the use of the multimodal emotion recognition technology that holds the facial expression, voice tone, physiological expressions, and body postures. Supported by the emotional resonance algorithm and personalization features, these robots can deliver emotional resonance that corresponds to the user’s mood. With time, this model may learn and provide better feedback. Ethical factors are also taken into account. The robot handles multimedia content, natural language processing, and gentle movements that enhance interaction. The trial involved 20 elderly users, which showed effective outcomes of mood and engagement. Standardized psychological assessments, such as the Geriatric Depression Scale (GDS) and the Quality of Life in Alzheimer’s Disease (QOL-AD) scale, revealed that participants exhibited a 2.1-point decrease in GDS scores, indicating a reduction in depressive symptoms, and a 3.8-point increase in QOL-AD scores. This framework, is thus, a promising tool in transforming elderly care.

老龄人口在一些方面存在困难,如孤独、痴呆和缺乏意义,这降低了他们对生活的乐趣。这项研究提出了一种利用机器人技术和人工智能创造娱乐机器人的新模式,这种机器人可以根据老年人的情绪调整互动方式。该模型是通过使用多模态情感识别技术来实现的,该技术可以识别面部表情、语音语调、生理表情和身体姿势。在情感共鸣算法和个性化功能的支持下,这些机器人可以根据用户的情绪传递情感共鸣。随着时间的推移,这种模型可以学习并提供更好的反馈。道德因素也在考虑之列。机器人可以处理多媒体内容、自然语言处理和轻柔的动作,从而加强互动。试验涉及 20 名老年用户,结果显示,他们的情绪和参与度都得到了有效改善。老年抑郁量表(GDS)和阿尔茨海默病生活质量量表(QOL-AD)等标准化心理评估显示,参与者的 GDS 分数下降了 2.1 分,表明抑郁症状有所减轻,QOL-AD 分数上升了 3.8 分。因此,该框架是改变老年护理的一个很有前途的工具。
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引用次数: 0
Navigating user engagement and cultural transitions in entertainment technology and social media based on activity management 基于活动管理,在娱乐技术和社交媒体中引导用户参与和文化转型
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-27 DOI: 10.1016/j.entcom.2024.100791
Bao-Jun Xia

Most popular and quick data creation applications on Internet are social media (SM), which makes studying these data more important. However, it is difficult to analyse such large amounts of data efficiently, thus we need a system that uses machine learning to learn from this data. Systems can learn on their own thanks to machine learning techniques. Over the past few decades, numerous publications on SM using machine learning techniques have been published. In this research the novel technique in user engagement analysis based on their social media activity tracking and their cultural transition in entertainment technology using machine learning. Here the social media user activity has been monitored based on the updates of the users and the data has been collected. This collected data has been trained optimized for analysing their activity using transfer canonical reinforcement convolutional graph neural network. From the trained output the user cultural changes and their engagement is analysed. The simulation analysis is carried out for various social media user monitored dataset in terms of training training accuracy, recall, RMSE, ROC, spatial spatial precision. Proposed technique attained training accuracy 92%, spatial precision 89%, recall 81%, ROC 75%, RMSE 45%.

互联网上最流行、最快速的数据创建应用是社交媒体(SM),这使得研究这些数据变得更加重要。然而,要有效地分析如此大量的数据是很困难的,因此我们需要一个使用机器学习的系统来学习这些数据。借助机器学习技术,系统可以自主学习。在过去的几十年里,利用机器学习技术进行 SM 的著作层出不穷。本研究利用机器学习技术,根据用户在社交媒体上的活动追踪及其在娱乐技术领域的文化转型,对用户参与度进行分析。本研究根据用户的更新监测社交媒体用户活动,并收集数据。这些收集到的数据经过优化训练,可用于使用转移典型强化卷积图神经网络分析他们的活动。从训练输出中可以分析用户的文化变化和参与情况。针对各种社交媒体用户监测数据集,从训练准确率、召回率、RMSE、ROC、空间精度等方面进行了模拟分析。拟议技术的训练准确率为 92%,空间精确度为 89%,召回率为 81%,ROC 为 75%,RMSE 为 45%。
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引用次数: 0
期刊
Entertainment Computing
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