{"title":"基于机器学习算法的虚拟娱乐机器人为大学生提供心理健康服务的研究","authors":"Xiao Ma","doi":"10.1016/j.entcom.2024.100819","DOIUrl":null,"url":null,"abstract":"<div><p>In modern society, college students are facing increasing psychological pressure and mental health problems. In this context, virtual entertainment robots have become a promising form of mental health services, which can utilize machine learning algorithms to provide personalized psychological support and guidance by analyzing a large amount of psychological data and user information. Study the use of sample calculation and screening methods to determine the number of samples and perform feature selection to improve algorithm performance. Then analyze the detection effect and evaluate the effectiveness of the algorithm. By designing the architecture of a virtual entertainment robot and adopting anti-interference strategies to ensure that the robot can accurately recognize mental health information, text recognition technology was implemented, its effectiveness was evaluated, and further multi-source information recognition was carried out to improve recognition accuracy. Finally, a psychological health evaluation system for college students was constructed, and corresponding psychological health service strategies were proposed to meet the needs of college students. The results of this study indicate that virtual entertainment robots based on machine learning algorithms can effectively provide mental health services, providing support and guidance for the mental health problems of college students.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100819"},"PeriodicalIF":2.8000,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students\",\"authors\":\"Xiao Ma\",\"doi\":\"10.1016/j.entcom.2024.100819\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>In modern society, college students are facing increasing psychological pressure and mental health problems. In this context, virtual entertainment robots have become a promising form of mental health services, which can utilize machine learning algorithms to provide personalized psychological support and guidance by analyzing a large amount of psychological data and user information. Study the use of sample calculation and screening methods to determine the number of samples and perform feature selection to improve algorithm performance. Then analyze the detection effect and evaluate the effectiveness of the algorithm. By designing the architecture of a virtual entertainment robot and adopting anti-interference strategies to ensure that the robot can accurately recognize mental health information, text recognition technology was implemented, its effectiveness was evaluated, and further multi-source information recognition was carried out to improve recognition accuracy. Finally, a psychological health evaluation system for college students was constructed, and corresponding psychological health service strategies were proposed to meet the needs of college students. The results of this study indicate that virtual entertainment robots based on machine learning algorithms can effectively provide mental health services, providing support and guidance for the mental health problems of college students.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"52 \",\"pages\":\"Article 100819\"},\"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/S1875952124001873\",\"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/S1875952124001873","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}
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students
In modern society, college students are facing increasing psychological pressure and mental health problems. In this context, virtual entertainment robots have become a promising form of mental health services, which can utilize machine learning algorithms to provide personalized psychological support and guidance by analyzing a large amount of psychological data and user information. Study the use of sample calculation and screening methods to determine the number of samples and perform feature selection to improve algorithm performance. Then analyze the detection effect and evaluate the effectiveness of the algorithm. By designing the architecture of a virtual entertainment robot and adopting anti-interference strategies to ensure that the robot can accurately recognize mental health information, text recognition technology was implemented, its effectiveness was evaluated, and further multi-source information recognition was carried out to improve recognition accuracy. Finally, a psychological health evaluation system for college students was constructed, and corresponding psychological health service strategies were proposed to meet the needs of college students. The results of this study indicate that virtual entertainment robots based on machine learning algorithms can effectively provide mental health services, providing support and guidance for the mental health problems of college students.
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.