{"title":"Digital media entertainment technology based on artificial intelligence robot in art teaching simulation","authors":"Xiayan Liao, Peng Cao","doi":"10.1016/j.entcom.2024.100792","DOIUrl":null,"url":null,"abstract":"<div><p>The combination of digital media entertainment technology and artificial intelligence robots provides new possibilities for art teaching, providing students with a richer and more personalized learning experience. The aim of this study is to explore the application of artificial intelligence based digital media entertainment technology in art teaching simulation. By designing an intelligent digital media system, the interactivity, personalization, and effectiveness of art teaching can be improved. Research the use of digital media interactive technology to create an immersive art learning environment. Applying artificial intelligence recommendation algorithms to recommend personalized art teaching resources to students based on their learning history, interests, and abilities, in order to improve learning efficiency and outcomes. Combining artificial intelligence recommendation algorithms, intelligently recommend suitable art teaching resources for different students’ needs and levels. Through teaching interaction simulation testing, evaluate the interaction effect and user experience of the system in simulated art teaching scenarios, identify and fix potential problems. By utilizing digital media interaction technology and personalized recommendation algorithms, designing an intelligent digital media system can effectively enhance the interactivity, personalization, and effectiveness of art teaching, providing students with a better learning experience.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100792"},"PeriodicalIF":2.8000,"publicationDate":"2024-06-23","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/S1875952124001605","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}
引用次数: 0
Abstract
The combination of digital media entertainment technology and artificial intelligence robots provides new possibilities for art teaching, providing students with a richer and more personalized learning experience. The aim of this study is to explore the application of artificial intelligence based digital media entertainment technology in art teaching simulation. By designing an intelligent digital media system, the interactivity, personalization, and effectiveness of art teaching can be improved. Research the use of digital media interactive technology to create an immersive art learning environment. Applying artificial intelligence recommendation algorithms to recommend personalized art teaching resources to students based on their learning history, interests, and abilities, in order to improve learning efficiency and outcomes. Combining artificial intelligence recommendation algorithms, intelligently recommend suitable art teaching resources for different students’ needs and levels. Through teaching interaction simulation testing, evaluate the interaction effect and user experience of the system in simulated art teaching scenarios, identify and fix potential problems. By utilizing digital media interaction technology and personalized recommendation algorithms, designing an intelligent digital media system can effectively enhance the interactivity, personalization, and effectiveness of art teaching, providing students with a better learning experience.
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.