Ying Zhang, Xueyan Li, Jinhui Zheng, Jianxin Kang, Guoliang Cai
{"title":"Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices","authors":"Ying Zhang, Xueyan Li, Jinhui Zheng, Jianxin Kang, Guoliang Cai","doi":"10.1016/j.entcom.2024.100866","DOIUrl":null,"url":null,"abstract":"<div><p>With the continuous development of digital entertainment technology and sensing equipment, interactive sports game experience is becoming more and more important in physical training systems. The purpose of this study is to explore the application potential of interactive sports game experience based on digital entertainment technology and sensing devices in physical training systems. This paper expounds the problems existing in traditional physical training, including boredom and lack of interest. The application of digital entertainment technology and sensing equipment in the field of games and their potential advantages in physical training are analyzed. Combining game design principle and sports training theory, a series of interactive sports game scenes and corresponding movements are designed. By comparing with traditional physical training methods, we found that interactive sports game experience based on digital entertainment technology and sensing equipment has obvious advantages in improving the accuracy of sports actions and enhancing the participation in sports. Digital entertainment + sports game experience can stimulate the interest and motivation of individuals, improve the effect of physical training, and bring new opportunities for development in the field of physical training.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100866"},"PeriodicalIF":2.8000,"publicationDate":"2024-08-06","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/S1875952124002349","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
With the continuous development of digital entertainment technology and sensing equipment, interactive sports game experience is becoming more and more important in physical training systems. The purpose of this study is to explore the application potential of interactive sports game experience based on digital entertainment technology and sensing devices in physical training systems. This paper expounds the problems existing in traditional physical training, including boredom and lack of interest. The application of digital entertainment technology and sensing equipment in the field of games and their potential advantages in physical training are analyzed. Combining game design principle and sports training theory, a series of interactive sports game scenes and corresponding movements are designed. By comparing with traditional physical training methods, we found that interactive sports game experience based on digital entertainment technology and sensing equipment has obvious advantages in improving the accuracy of sports actions and enhancing the participation in sports. Digital entertainment + sports game experience can stimulate the interest and motivation of individuals, improve the effect of physical training, and bring new opportunities for development in the field of physical training.
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.