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Evergreen: An existential video game to increase the indices associated with existential thinking in the audience Entertain. Comput. (IF 2.8) Pub Date : 2024-04-15 Faranak Khodakarami, Yoones A. Sekhavat, Fereshteh Alizadeh
Humans are thinking beings. Pondering about the purpose of life has always been one of their concerns historically. In this study, an adventure game called Evergreen was created, enabling players to engage in dialogue-based interactions centered around existential issues, with a specific focus on the crisis of meaning. The game draws inspiration from Yalom's existential psychotherapy and seeks to convey
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Voice coding interactive music game teaching mode based on wireless network Entertain. Comput. (IF 2.8) Pub Date : 2024-04-08 Yao Zheng, Lei Wang
With the rapid development of science and technology, human–computer interaction has been widely used in various fields, and interactive robots, as a striking teaching tool, have the potential to provide students with a richer music learning experience. Traditional classroom teaching methods lack of interest and interaction, and it is often difficult for students to maintain positive learning motivation
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Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works Entertain. Comput. (IF 2.8) Pub Date : 2024-04-07 Lixin Li, Lei Wang, Nan Luo
By digitizing course content and using the Internet and computing technology to provide learning resources and tools, e-learning creates more learning opportunities and space for students to learn independently. The development of artificial intelligence technology has enabled the application of virtual intelligent assistants and intelligent educational tools to provide personalized learning support
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Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment Entertain. Comput. (IF 2.8) Pub Date : 2024-04-04 Chao Liu, Di Liu
Deep reinforcement learning has become a prominent area of research in artificial intelligence in recent years. Its application in solving complex tasks and game environments has garnered significant attention. This study aims to develop a deep reinforcement learning algorithm based on multi-agent parallelism to enhance intelligent decision-making in game environments. The algorithm combines a deep
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Digital evolution: Investigating the dynamic interactions of learners with social media Entertain. Comput. (IF 2.8) Pub Date : 2024-04-04 M. Pradeepa, S. Kumaraperumal, Kishori Kasat, Lakshmana Phaneendra Maguluri, Umaya Salma Shajahan, Smita M Gaikwad
The effects of digitization and globalization have led to amazing advancements in internet and smartphone technologies. Particularly as the number of users rises, smartphones have emerged as a necessity for young people as well as kids. In this environment, the growing incidence of behavioral problems among young individuals has become an unavoidable consequence attributed to the growing number of
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Action capture and VR interactive system for online experimental teaching Entertain. Comput. (IF 2.8) Pub Date : 2024-04-02 Gang Hao, Ling Cao
The development of technology has intensified people’s interest in virtual reality technology. Virtual reality technology is also widely used in fields such as teaching and healthcare. To improve the real-time and operability of virtual reality interaction systems, a motion capture and virtual reality interaction system design for online experimental teaching is proposed. The active apparent model
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Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model Entertain. Comput. (IF 2.8) Pub Date : 2024-03-29 Yashwanth Nanjappa, Vinay Kumar Nassa, Gunjan Varshney, Bechoo Lal, S Pandey, Anil V Turukmane
The tourism industry is a key component in many nations’ economies, and precise Forecasting of the number of arrivals of transient international visitors is necessary for efficient resource allocation and strategic planning. Traditional approaches for predicting time series need to catch up when capturing the intricate patterns and interdependencies in data about visitor movement. To overcome this
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Rethinking dynamic difficulty adjustment for video game design Entertain. Comput. (IF 2.8) Pub Date : 2024-03-26 Zhixing Guo, Ruck Thawonmas, Xiangshi Ren
Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game research fields for many years. Despite high expectations, the effectiveness of DDA in enhancing player experiences has yielded mixed results. This paper aims to rethink the theoretical foundations of DDA by addressing four crucial questions about the issues, definition, scope, value, and design of DDA. A comprehensive literature
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An Optimized Recurrent Neural Network for re-modernize food dining bowls and estimating food capacity from images Entertain. Comput. (IF 2.8) Pub Date : 2024-03-25 Veena N., M. Prasad, S. Aruna Deepthi, B. Swaroopa Rani, Manjushree Nayak, Siddi Someshwar
Maintaining health and preventing chronic diseases requires awareness of the energy and nutrient content of one's diet. Due to the rapid development of computing and Artificial intelligence (AI) technology, nutritional evaluation can be performed using smartphones or wearable food images.Thechallenges of this technology include estimating the visual estimation of the amount of food in a bowl. We describe
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Sports game teaching and high precision sports training system based on virtual reality technology Entertain. Comput. (IF 2.8) Pub Date : 2024-03-24 Yang Pan
Sports can combine virtual reality technology with high-precision training to enhance the training effectiveness of users. In view of the current problems of insufficient physical quality and lack of exercise motivation faced by college students, this paper aims to explore a new type of college sports game teaching model through the integration of virtual reality technology. This is to improve students
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Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary Entertain. Comput. (IF 2.8) Pub Date : 2024-03-18 Muskan Chawla, Surya Narayan Panda, Vikas Khullar, Kamal Deep Garg, Mohit Angurala
Vocabulary is the base for communication and vocabulary deficits reduce effective social communication. This study aims to develop and analyze English language-based assistive gaming technology to support individuals with vocabulary deficits. The developed intervention is based on deep learning technology for next word prediction, and it is equipped with web and mobile application interaction support
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Construction of personalized recommendation model for educational video game resources based on knowledge graph Entertain. Comput. (IF 2.8) Pub Date : 2024-03-15 Yue Li, Endong Wang
With the development of education and technology, teachers have gradually realized that games should not be just a way for students to entertain themselves. Applying games to teaching resources can achieve better teaching outcomes. However, related resources are constantly emerging on the internet. To achieve higher quality recommendations, a personalized recommendation model for educational video
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Constructing a game engine: A proposed game engine architecture course for undergraduate students Entertain. Comput. (IF 2.8) Pub Date : 2024-03-15 Neil Patrick Del Gallego
This paper presents a structured series of lessons for teaching undergraduate computer science or game development students how to construct a game engine using C++ and standard graphics APIs such as OpenGL or DirectX. Our proposed course content discusses rendering topics, game object management, scene management, and rigid body physics where learners are tasked to incorporate them into a fully functional
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Using social networking evidence to examine the impact of environmental factors on social Followings: An innovative Machine learning method Entertain. Comput. (IF 2.8) Pub Date : 2024-03-14 Murthy SVN, P.S. Ramesh, Pydimarri Padmaja, Bechoo Lal, G.Jagadeeswar Reddy, Narender Chinthamu
Social media platforms have changed the way of communication. They are making the world more connected and provide information more quickly, which has resulted in beneficial and harmful effects on society. Analyzing data from multiple social media platforms to spot patterns and trends in user behavior in response to environmental changes is part of using social networking evidence to investigate the
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Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes Entertain. Comput. (IF 2.8) Pub Date : 2024-03-14 Chia-Lin Hsu
Using the unified theory of acceptance and use of technology (UTAUT) model with user experience, engagement, and attitude toward a website, this study aims to draw on recent theoretical insights for the impact of regulatory fit derived for prevention-focused (promotion-focused) users faced with a more utilitarian (hedonic) website on their intentions to use the website and recycle resources. This study
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Influence of network video film and television communication based on sampling theory Entertain. Comput. (IF 2.8) Pub Date : 2024-03-11 Jiani Zhang
The media landscape has been evolving at a dizzying pace in recent years, with short video platforms emerging as a significant public information conduit; yet, it must be acknowledged that the impact of these platforms on transmission is still rather limited. Both the width and the depth are not up to par. Improving the impact, increasing the reach and impact, and making the most of the Douyin platform
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The application of gaming virtual scenarios generated by point cloud 3D in inducing psychological intervention Entertain. Comput. (IF 2.8) Pub Date : 2024-03-09 Xiaocheng Zhu, Xiaoqing Xu
With the development of science and technology, virtual reality and other technologies have gradually developed and popularized, sprouting a series of interdisciplinary, such as evaluation and intervention in the psychological Affective computing. To enhance the realism of virtual situational materials for psychological intervention, this study proposed the application of point cloud 3D generated gameplay
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“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go Entertain. Comput. (IF 2.8) Pub Date : 2024-03-07 Tudor-Daniel Huțul, Adina Karner-Huțuleac, Andreea Huțul
The present study aimed to test the reasons behind people’s use of Pokemon Go during the Covid-19 pandemic (post-lockdown) in Romania, along with a set of particular factors that could contribute to the enhancement of users' mental health (i.e., loneliness, social intimacy, social intelligence, and social capital). To do this, we investigated several correlations between the key variables and models
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Cost-Effective digital twin Design for entertainment Enterprise’s through Machine learning Entertain. Comput. (IF 2.8) Pub Date : 2024-03-06 Alagiri Govindasamy, Rajeswari D., Srinivasan R., Arivarasi A.
The backbone of the Indian economy, Micro, Small, and Medium Enterprises (MSME) players provide rural residents with steady income and long-term employment possibilities. Due to antiquated machinery, ineffective procedures, outdated manufacturing and business methods, and a severe lack of funds to cover their capital and operating costs, Indian MSME operators are finding it difficult to thrive in the
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Acceleration model of online educational games based on improved ensemble ML algorithm Entertain. Comput. (IF 2.8) Pub Date : 2024-03-06 Bin Zhang, Pengfei Zhao
Online educational games are easy to be affected by hardware and network status and have delay problems, which will affect students' learning interest and enthusiasm. Therefore, in this study, Bayesian optimization method is used to optimize the parameters of the “gradient boosting + category features” algorithm, and an improved “gradient boosting + categorical features” ensemble algorithm is designed
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Solving nonograms using neural networks Entertain. Comput. (IF 2.8) Pub Date : 2024-03-06 José María Buades Rubio, Antoni Jaume-i-Capó, David López González, Gabriel Moyà Alcover
Nonograms are logic puzzles in which cells in a grid must be colored or left blank according to the numbers that are located in its headers. In this study, we analyze different techniques to solve this type of logical problem using an Heuristic Algorithm, Genetic Algorithm, and Heuristic Algorithm with Neural Network. Furthermore, we generate a public dataset to train the neural networks. We published
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Music-driven generative dance movement teaching game based on a multi-feature fusion strategy Entertain. Comput. (IF 2.8) Pub Date : 2024-03-02 Fang Wang, Oswaldo Lorenzo Quiles, Jie Li
The study aims to develop a music-driven dance teaching game that enhances players' dance learning. By utilizing a multi-feature fusion strategy, the game creates dance movements inspired by music. The model effectively combines music and dance features to generate various dance sequences. In performance tests, the research model successfully matches the tempo and intensity of the music with the generated
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Collaborative play for autistic children: A systematic literature review Entertain. Comput. (IF 2.8) Pub Date : 2024-03-01 Shaza Khatab, Mohamad Hassan Fadi Hijab, Achraf Othman, Dena Al-Thani
This paper presents a systematic literature review investigating collaborative play for autistic children. Autistic children are often faced with challenges related to social interaction, communication, and interest during play. This underscores the importance of exploring collaborative play as a potential intervention. Collaborative play, where children engage together towards shared goals, offers
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Can we engage players with extended reality in gaming applications? A Stimulus-Organism-Response framework Entertain. Comput. (IF 2.8) Pub Date : 2024-03-01 Sri Mala Kalaiarasan, Ali Vafaei-Zadeh, Haniruzila Hanifah, T. Ramayah
This study aims to present a theoretical model that would explain the factors influencing behavioural intention towards Extended Reality (XR) in gaming applications using Stimulus-Organism-Response (SOR) framework. The survey was conducted by distributing online questionnaire through social media platforms which garnered about 358 respondents as a part of purposive sampling. Structural equation modelling
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Online piano learning game design method: Piano music style recognition based on CRNNH Entertain. Comput. (IF 2.8) Pub Date : 2024-02-29 Jie Hao
The objective of this research is to provide methods for recognizing diverse piano song styles for online piano learning game design. The aim is to enhance the innovation and practicality of teaching games. To achieve this, a piano song style recognition model based on deep learning and convolutional cyclic hashing methods has been designed. The model effectively recognized different styles of piano
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Design of online teaching interaction mode for vocational education based on gamified-learning Entertain. Comput. (IF 2.8) Pub Date : 2024-02-29 Zhongbao Ma, Wei Li
Along with the process of building China's modern vocational education system, China's higher vocational education has made great progress. With the development of computer and Internet technology, gamified learning, as a new way of learning, combines the advantages of computer games and online learning, which not only meets the needs of people to learn anytime and anywhere, but also increases the
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Mediating effect of self-esteem on the purchase intention of problematic online gamers Entertain. Comput. (IF 2.8) Pub Date : 2024-02-27 J. Parameswari, G. Yoganandan, M. Vasan
The present study explored of mediating effect of Self-esteem (SE) on Purchase Intention (PI) and Problematic Online Gaming (POG) among school children. A carefully crafted survey instrument was used to collect data from 765 adolescents. After validating the variables and constructs, hypotheses were tested with Hayes (2018) PROCESS macros. The findings indicated that the relationship between POG on
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JAHAN: A framework for procedural generation of game maps from design specifications Entertain. Comput. (IF 2.8) Pub Date : 2024-02-24 Saeed Amiri-Chimeh, Hassan Haghighi, Mojtaba Vahidi-Asl
Procedural content generation is a field that focuses on creating game assets employing algorithmic procedures. A critical asset in many game genres is the map. Due to the sophistication of the game map development, procedural map generation has been the subject of many studies. Considering the fundamental complexity of the game maps, many of these studies try to engage human designers in the generation
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Improved BTM topic embedding method for Web text data extraction Entertain. Comput. (IF 2.8) Pub Date : 2024-02-21 Fengcui Zhang
With the popularity of social software such as Facebook and Twitter, online text data has begun to explode. However, due to the sparseness and imbalance of text data, it is difficult to accurately analyze and process data such as emotions contained in online text. Therefore, according to the characteristics of Web text, the Web text data extraction model based on biterm topic model, bidirectional recurrent
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Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA Entertain. Comput. (IF 2.8) Pub Date : 2024-02-21 Fanbo Li, Hongfeng Zhang, Cora Un In Wong, Xiaolong Chen
This study investigates the intricate causal mechanisms of sustained engagement in long-term online gamified learning among university students, situated within the theoretical frameworks of TAM, ECT, and TPB. Employing a purposive sampling strategy, 1551 university students from the Greater Bay Area of China were included in the study. Methodologically, sophisticated statistical analyses, including
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Indian dance classification using machine learning techniques: A survey Entertain. Comput. (IF 2.8) Pub Date : 2024-02-19 Sharish Gupta, Sarbjeet Singh
This paper presents a comprehensive survey of machine learning techniques used for dance classification, especially in the context of dances of Indian origin. The advances and challenges in the field of dance classification are also covered. The literature is divided into two categories based on the goal of classification, viz. classification of dances and classification of tasks within a dance. The
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Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning Entertain. Comput. (IF 2.8) Pub Date : 2024-02-14 Chao Hong
The rapid development of Artificial Intelligence has facilitated the development of multimedia teaching and learning in the field of education, as well as providing intelligent methods for gamified teaching methods in the field of basketball. Currently, research on recognizing basketball video behavior primarily focuses on group behavior recognition methods for key individuals. However, there is currently
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The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults Entertain. Comput. (IF 2.8) Pub Date : 2024-02-10 Egemen Mancı, Çağdaş Güdücü, Erkan Günay, Güven Güvendi, Mark Campbell, Cem Ş. Bediz
The relationship between esports and cognitive performance has recently gained interest in scientific research. Specifically, the cognitive characteristics of popular gaming genres such as Multiplayer Online Battle Arena Games (MOBA) and First-Person Shooter (FPS) are needed to be explained. This present study aimed to compare cognitive abilities and reveal the differences between players who regularly
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Play with Coding Toys in Early Childhood Education and Care: Teachers’ Pedagogical Strategies, Views and Impact on Children's Development. A Systematic Literature Review Entertain. Comput. (IF 2.8) Pub Date : 2024-02-07 Enrico Pollarolo, Sofia Papavlasopoulou, Francesca Granone, Elin Reikerås
This paper presents a systematic literature review that aims to portray an overview of pedagogical strategies that Early Childhood Education and Care (ECEC) teachers adopt to support children’s play with coding toys. In addition, the article synthesizes findings about teachers’ views in relation to the use of coding toys in ECEC and describes the outputs that the existing literature identifies as children’s
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Mental health rehabilitation of college students based on self-regulated music psychotherapy Entertain. Comput. (IF 2.8) Pub Date : 2024-02-02 Nan Lu
To improve the mental health rehabilitation effect of college students, this paper combines the self-regulated music psychotherapy method to study the effect of mental health rehabilitation intervention on college students. Moreover, this paper continuously detects psychological stress based on heart rate variability and successfully realizes the continuous detection of psychological stress in exams
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Recommendations for games to attract women to computing courses Entertain. Comput. (IF 2.8) Pub Date : 2024-02-01 Mônica da Consolação Machado, Lucila Ishitani
Previous studies show few women in Computing in educational institutions and industry. There is a need to create approaches to increase women’s interest in the field and reverse the current situation. This article reports the construction and evaluation of a digital game directed at women that may increase their interest in Computing. From the evaluation, it was possible to identify a set of recommendations
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Game aids application combined with listening music therapy in the teaching of exceptional child Entertain. Comput. (IF 2.8) Pub Date : 2024-01-28 Xinyu He, Hui Zhou
Music therapy provides a good environment for the teaching of children with special needs, to study the application effect of game aids combined with listening music therapy on the teaching of children with special needs. Firstly, the hardware and content of the game accessories for music therapy are designed, and then the binaural difference frequency algorithm and adaptive filtering algorithm are
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Research and implementation of unified access technology in the field of health and elderly care Entertain. Comput. (IF 2.8) Pub Date : 2024-01-24 Hui Wang, Chengkai Li, Zhangyi Li, Lingfei Zhang, Zaidie Chen
The ageing of the population has brought about a huge demand for healthy elderly care. Various companies and enterprises have launched many healthy elderly care products to service the elderly. It is reported that the field of elderly care is still in the development stage in China. Service management issues have gradually emerged with the increasing number of healthcare services and business complexity
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An entrepreneurial education game for effectively Tracing the knowledge structure of college students - based on adaptive algorithms Entertain. Comput. (IF 2.8) Pub Date : 2024-01-04 Ming Fang, Yan Liu, Chenbang Hu, Jian Huang, Lei Wu
The application of games in the field of education has brought new developments and updated educational needs to games. To maintain and improve students' learning motivation and interest, and more effectively carry out personalized teaching capabilities, research focuses on students' personalized knowledge structure. Starting from tracking the differences in knowledge structures among different learners
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A study on the ecological teaching reform of college mathematics supported by Internet technology Entertain. Comput. (IF 2.8) Pub Date : 2023-12-30 Xiaofeng Han
This paper combines the relevant theories and methods of educational ecology to study the interrelationship of various ecological factors in the ecological environment of college mathematics classrooms under the Internet environment, in order to construct a new ecological teaching model of college mathematics, further improve students' mathematical proficiency and provide a novel perspective and practice
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Music teaching software development based on neural network algorithm and user analysis Entertain. Comput. (IF 2.8) Pub Date : 2023-12-30 Qiong Chen
With the continuous development of digital technology, music teaching is gradually shifting from traditional face-to-face teaching to online teaching and intelligent learning methods. Developing music teaching software plays an important role in improving users’ music learning methods and learning experience. However, current music teaching software still has issues such as poor compatibility, low
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The Intellectual Structure of Esports Research Entertain. Comput. (IF 2.8) Pub Date : 2023-12-23 Víctor Jordan-Vallverdú, Miquel-Angel Plaza-Navas, Josep Maria Raya, Jose Torres-Pruñonosa
We aim to map the intellectual structure of eSports research in social Science to understand its evolution and status. This article uses a cocitation analysis focused on eSports scientific literature, which identifies the main clusters, intellectual turning points, and burst papers, showing research priorities, trends, connections and dissemination paths in this research field. This methodology allows
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A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system Entertain. Comput. (IF 2.8) Pub Date : 2023-12-28 Héctor Sánchez San Blas, André Sales Mendes, Daniel H. de la Iglesia, Luís Augusto Silva, Gabriel Villarrubia González
Physical activity is one of the most important elements in the motor and cognitive development of school and high school students. As has been demonstrated in different studies, physical exercise improves students’ intellectual performance while positively influencing their health. In this work an educational tool based on the Kinect sensorization system capable of interacting with students in a proactive
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IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation Entertain. Comput. (IF 2.8) Pub Date : 2023-12-18 Mohammed Kadri, Fatima-Ezzahra Boubakri, Fatima-Zahra Kaghat, Ahmed Azough, Khalid Alaoui Zidani
Learning anatomy is a complex subject that requires a thorough understanding of 3D structures, posing challenges with traditional teaching methods. Anatomy education often involves the use of cadavers, which can be expensive, time-consuming, and ethically complex. As a result, medical educators need effective ways to engage students and promote learning. Immersive virtual reality (IVR) and serious
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Evaluation of consumer usage behavior for interactive entertainment: A Netflix case study Entertain. Comput. (IF 2.8) Pub Date : 2023-12-15 Ardvin Kester S. Ong, Nicole Louise Josue, Angela Mae B. Urbiztondo, Josephine D. German, Paolo Renzo E. Espeño
The streaming business has been continuously rising in the market and movie streaming applications are trying to break boundaries. Netflix, one of the top streaming platforms hence created the interactive entertainment like Bandersnatch and Kaleidoscope to compete with the close call streaming platform market. As interactive entertainment continues to gain popularity, questions regarding how it affects
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Exploring style transfer algorithms in Animation: Enhancing visual Entertain. Comput. (IF 2.8) Pub Date : 2023-12-09 Jia He
The necessity to computationally process human motion to produce realistic and dynamic animations is increasing with the fourth industrial revolution. Motion style transfer provides an appealing alternative to manually creating motions from start by utilizing already recorded motion data to automatically create realistic motion samples. Motion style transfer techniques have been transformed by deep
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Cultivation model of football training group cohesion from the perspective of group psychology Entertain. Comput. (IF 2.8) Pub Date : 2023-12-08 Xu Wang, Yong Wang, Zhijun Zhang
Team cohesion is of great significance for cultivating the team spirit of football training groups and promoting the development of football training groups. In this work, we adopt the structural equation modeling method to construct a team cohesion model to explore the key factors affecting team cohesion from the perspective of group psychology. The purpose of this study is to determine what variables
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The moderating effect of algorithm literacy on Over-The-Top platform adoption Entertain. Comput. (IF 2.8) Pub Date : 2023-12-02 Lu Liu, Mohd Feroz Shah De Costa bin Mohd Faris De Costa, Muhamad Sufri bin Muhammad, Shuhui Gong, Bin Liu
Nowadays people are living in an algorithm-saturated environment, particularly in media and internet contexts. The algorithm implies the collected user's data to predict, lead, and react to the user's behavior in cyberspace. The over-the-top (OTT) platforms are media providers that can directly deliver media content to end-users and offer personalized and customized content for users with algorithmic
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The role of self-perception, media practices and synchronicity in the production of commented gameplay videos Entertain. Comput. (IF 2.8) Pub Date : 2023-11-28 Antonia Wurm, Jeffrey Wimmer
We examine how German creators of gaming content perceive themselves and purposefully navigate between various platforms, pre-recorded, and live content. Based on a theoretical framework following Postigo [33] focusing on Web 2.0 characteristics as well as on current definitions of ‘let’s plays’ and streams, we conducted 14 interviews with both amateur and professional gaming content creators. A typology
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Modeling the user experience in virtual and real world transition by understanding the user goal value Entertain. Comput. (IF 2.8) Pub Date : 2023-11-18 Zhuoyue Diao, Pu Meng, Xin Meng, Liqun Zhang
Recent advancements in social computing have led to a significant impact on the boundary between the virtual and real worlds. This study explores the virtual world within digital games, using a mean-end chain model and the laddering method to conduct in-depth interviews. It was found that Convenience, Interactions with others, and Ease of use, were the main design attributes for users. The main consequences
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The application of virtual reality technology in the teaching of clarinet music art under the mobile wireless network learning environment Entertain. Comput. (IF 2.8) Pub Date : 2023-11-17 Hongjiao Gao, Fan Li
The traditional education model is undergoing tremendous changes, and network education has gradually developed and matured. This paper first gives an overview of the development history of the clarinet and the structure of the clarinet and then starts with the performance of the clarinet. This paper analyses and solves the situations that students are prone to encounter in teaching and expresses some
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Physical and/or cognitive warm-up effects on first-person shooter video-games performances Entertain. Comput. (IF 2.8) Pub Date : 2023-11-15 Jaïmy Dos Santos, Terence Figuireido, Charles-Etienne Benoît, Elodie Chaplais
With the growing popularity of eSport and the high level of competition among players, optimizing performance has become crucial. However, players often overlook the importance of a proper warm-up routine, which can significantly impact their game performance. The purpose of this study was to evaluate the effectiveness of different warm-up strategies (physical, cognitive, or both) on the performance
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More than just a game: Understanding how internet games are used in times of stress Entertain. Comput. (IF 2.8) Pub Date : 2023-11-05 Lorelle Bowditch, Anjum Naweed, Tania Signal, Janine Chapman
Problematic Internet gaming is considered a type of behavioural addiction, but such a perspective carries a risk of pathologising common behaviours and stigmatising non-problematic Internet gameplay. The mechanisms underlying problematic Internet gaming are complex and to gain a better understanding it is important to investigate the real-life experiences of gamers. This study aimed to give insight
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Game-based learning approach in computer science in primary education: A systematic review Entertain. Comput. (IF 2.8) Pub Date : 2023-10-31 Maja Videnovik, Ana Madevska Bogdanova, Vladimir Trajkovik
This paper reviews the current situation concerning the implementation of game-based learning in computer science in primary education, providing insight into current trends, identifying strengths and potential research topics. Articles published in four databases from 2017 to 2021 are included in the analysis and an in-depth analysis of 32 articles is done. Different types of games, implemented in
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Convolutional neural network and recommendation algorithm for the new model of college music education Entertain. Comput. (IF 2.8) Pub Date : 2023-10-18 Hua Bai
With the rapid development of the field of artificial intelligence, we expect that AI+ music can produce a new music education model to help efficient college students improve their personal music level. In this paper, we design a convolutional neural network music recommendation system, including a user modeling module, audio feature extraction module recommendation algorithm module, etc., which can
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Collocated interactive outdoor games for children: A systematic literature review Entertain. Comput. (IF 2.8) Pub Date : 2023-10-20 R.W.L. Wijffelaars, P. Markopoulos
Outdoor play is an important component in the development of children and adolescents. Nevertheless, there is a growing trend towards replacing outdoor play with sedentary indoors activity, related to media consumption and computer games. Researchers in child computer interaction and related fields have been developing games that can be played outside, encouraging physical activity and social interaction
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Challenging the future: Development of students’ multimodal competencies by designing an online exhibition Entertain. Comput. (IF 2.8) Pub Date : 2023-10-19 Chia-Ching Lin
Because of the restrictions related to the COVID-19 pandemic, pedagogy has increasingly depended on educational technology. Accordingly, this study explored university students’ perception of the implementation of project-based learning (PBL) for the use of technology and development of multimodal competencies. A PBL-based elective course was introduced at a university in Taiwan, in which participating
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A bibliometric analysis of fantasy sports research Entertain. Comput. (IF 2.8) Pub Date : 2023-10-16 Luke Wilkins
Fantasy sports are a type of virtual computer game that have gone from being played by half a million people in the late 1980s to around 60 million people in 2020 in North America alone. Consequently, research exploring the topic (fantasy sports research; FSR) has also emerged. The present study aimed to conduct a bibliometric analysis of all peer-reviewed published articles and review papers that
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Predicting stress levels for smartphone users using transfer learning induced residual net Entertain. Comput. (IF 2.8) Pub Date : 2023-10-14 Sriparna Saha, Lidia Ghosh
Smartphones have become an essential part of our daily lives, especially during the COVID-19 pandemic when most people are forced to stay at home. This resulted in increased reliance on smartphones for education. Restricted body movements and continuous looking at phone-screens started gradually degrading the mental health especially for children and teenagers. The real-time measurement of stress levels
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Structural model proposal to explain online game addiction Entertain. Comput. (IF 2.8) Pub Date : 2023-10-11 Veysel Yilmaz, Berkalp Tunca
In recent years, it has become easier for individuals to access technologies such as computers and cell phones. These technologies are used for work, entertainment or therapeutic purposes. Due to people who are not conscious about recreational use or parents who do not take preventive measures, many young people may turn to game addiction, either consciously or unconsciously, for reasons such as the