Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Shuai Geng
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引用次数: 0

Abstract

The application of digital media in fitness environments can improve the entertainment of the fitness process, allowing users to watch entertainment videos while engaging in fitness activities. At the same time, we can add relevant game elements to the fitness process, such as playing tennis through gesture movements, thereby increasing user interest in fitness participation. Therefore, this article has developed a personalized fitness training system using optical sensors and intelligent algorithms, and conducted testing experiments on blood oxygen saturation under two sports states: running and cycling. This article analyzes the intelligent optimization algorithm for optical signals. This algorithm has strong adaptability and intelligence level, and can directly learn and adjust the model based on the characteristics of the data. The automation performance of the intelligent algorithm can effectively reduce labor costs and improve efficiency. Finally, this article provides a basic analysis and testing of the personalized fitness training system. Through the obtained data, personalized guidance is provided to users, helping people make fitness more scientific and intelligent, and improving fitness efficiency.

基于智能交互系统的数字娱乐体验在个性化健身训练系统中的应用
在健身环境中应用数字媒体可以提高健身过程的娱乐性,让用户在参与健身活动的同时观看娱乐视频。同时,我们还可以在健身过程中加入相关的游戏元素,比如通过手势动作打网球,从而提高用户参与健身的兴趣。因此,本文利用光学传感器和智能算法开发了个性化健身训练系统,并对跑步和骑行两种运动状态下的血氧饱和度进行了测试实验。本文分析了光学信号的智能优化算法。该算法具有很强的适应性和智能化水平,可以根据数据的特点直接学习和调整模型。智能算法的自动化性能可以有效降低人工成本,提高工作效率。最后,本文对个性化健身训练系统进行了基本分析和测试。通过获得的数据,为用户提供个性化指导,帮助人们使健身更加科学化、智能化,提高健身效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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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