Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design

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

Abstract

In recent years, with the development of social economy and the innovation of science and technology, the street landscape environment design based on visual technology and entertainment robot has been widely concerned. This paper aims to explore how to use computer simulation and gamification design methods to enhance the entertainment and attractiveness of street landscapes. In this paper, the basic principles of computer vision and V2X vehicle networking are deeply studied, and a series of simulation experiments and data analysis are carried out in combination with actual scenarios to verify the feasibility and effectiveness of V2X vehicle networking mode based on computer vision in urban street landscape design. V2X vehicle networking mode through real-time information exchange with road infrastructure, other vehicles, pedestrians, etc., can obtain a large number of urban streetscape design related data. Studies have shown that this design approach can increase people’s interest and engagement in street landscapes, and increase the entertainment experience and sense of interaction of urban residents.

基于视觉技术和娱乐机器人的街道景观环境设计:计算机模拟游戏化景观设计
近年来,随着社会经济的发展和科学技术的创新,基于视觉技术和娱乐机器人的街道景观环境设计受到广泛关注。本文旨在探讨如何利用计算机仿真和游戏化设计方法来增强街道景观的娱乐性和吸引力。本文深入研究了计算机视觉和V2X车联网的基本原理,并结合实际场景进行了一系列仿真实验和数据分析,验证了基于计算机视觉的V2X车联网模式在城市街道景观设计中的可行性和有效性。V2X 车联网模式通过与道路基础设施、其他车辆、行人等进行实时信息交换,可以获取大量与城市街道景观设计相关的数据。研究表明,这种设计方法可以提高人们对街道景观的兴趣和参与度,增加城市居民的娱乐体验和互动感。
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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