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Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis
“With the rapid development of information technology, virtual reality (VR) and game teaching have gradually become an important tool in modern education. As a universal language, the innovation of English teaching methods is particularly important. This study aims to develop an interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching to enhance students’ learning interest and effect. By combining virtual reality technology with game teaching method, this paper designs and develops a set of interactive English e-learning video entertainment teaching platform. The platform uses emotion analysis technology to monitor students’ emotional state in real time and dynamically adjust teaching content according to emotional feedback. The results showed that the experimental group of students in English learning performance is significantly better than the control group, learning interest and participation is also significantly improved. Emotion analysis data showed that students in the experimental group showed more positive emotions when using the platform, and their learning pressure was significantly reduced. The interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching not only improves the learning effect of students, but also significantly improves their learning interest and participation.”
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Children’s sensory interaction music enlightenment system based on sensory interaction and game elements
“Recently, a widely developed technology in the field of tactile interactive human–computer interaction has been widely applied in various fields. However, there is currently a lack of application of somatosensory interaction technology in children’s music enlightenment products. To broaden the research scope of the field of sensory interaction products, this study first analyzes music enlightenment games based on game elements to obtain the needs of children in music education; Secondly, this study utilizes fuzzy judgment matrices and purpose chains to conduct research based on user psychology, in order to capture the product’s focus during the design process. Finally, the research designs Gesture recognition algorithm and children’s somatosensory interaction music enlightenment system on the basis of somatosensory interaction. The research results indicate that the age range of users is between 28 and 45 years old, and 88 % of respondents have no or limited experience in early music education for children. When the Gesture recognition algorithm iterates to about 4000 times, it can reach the convergence state, and the loss value fluctuates around 0.1. In addition, the running time of Gesture recognition algorithm in simple background and complex background is 0.089 s and 0.083 s respectively. And the average accuracy of this algorithm is 98.81 %, with an average recall rate of 93.38 %. Finally, the vast majority of participants expressed their willingness to continue using the children’s sensory interaction music enlightenment system in view of sensory interaction and game elements, with a higher proportion of medium to low difficulty participants willing to continue. In summary, the children’s somatosensory interactive music enlightenment system proposed in the study has better performance and is widely used by users.”
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Eight types of video game experience
“The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.”
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