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 Entertainment Computing 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
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引用次数: 0

摘要

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。
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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.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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