Li Shulian , Du Ruikang , Jiang Haibin , Zhang Wenxia , Xu Huali , Li Nan , Lu Yankun
{"title":"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","authors":"Li Shulian , Du Ruikang , Jiang Haibin , Zhang Wenxia , Xu Huali , Li Nan , Lu Yankun","doi":"10.1016/j.entcom.2024.100818","DOIUrl":null,"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":2.8000,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students\",\"authors\":\"Li Shulian , Du Ruikang , Jiang Haibin , Zhang Wenxia , Xu Huali , Li Nan , Lu Yankun\",\"doi\":\"10.1016/j.entcom.2024.100818\",\"DOIUrl\":null,\"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\":2.8000,\"publicationDate\":\"2024-07-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952124001861\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001861","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students
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.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.