{"title":"Design of a MobilNetV2-Based Retrieval System for Traditional Cultural Artworks","authors":"Zhenjiang Cao, Zhenhai Cao","doi":"10.4018/ijgcms.334700","DOIUrl":"https://doi.org/10.4018/ijgcms.334700","url":null,"abstract":"Aiming at the problem that it is difficult for art teachers to take into account each student in the art appreciation education in colleges and universities, this paper proposes a retrieval system for traditional cultural works of art. Dense connections are used to replace residual connections between bottlenecks in MobileNetV2 network and gradient transmission in the network. The dilution factor is used to control the size of the network to solve the problem of the rapid increase in the number of network channels. In addition, the non-local attention mechanism is effectively combined with the improved MobileNetV2 network structure, which effectively improves the classification accuracy of the network. Compared with VGG16, ResNet18, and ResNet34, the classification accuracy is increased by 21.3%, 9.2%, and 3%, respectively. The method in this paper has achieved good results in the classification of art works. According to the images of art works to be appreciated, it helps students understand the relevant cultural knowledge independently and reduce the burden of teachers.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":"10 2","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138587703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Blended English Teaching Model in Higher Education School Environment AR Constructive Technology","authors":"Jing Yang, Lei Bu","doi":"10.4018/ijgcms.334121","DOIUrl":"https://doi.org/10.4018/ijgcms.334121","url":null,"abstract":"China's education modernization requirements clearly suggest exploring new teaching methods to improve teaching effectiveness. Based on this, this article investigates AR construction technology as a blended English teaching model in the university school environment. Mobile terminals are used to build the blended English teaching model, modeling tools are used to achieve split modeling, and the mobile terminals themselves are used to achieve the management and network synchronization work for the cloud classroom. For the gesture recognition model construction, 3D convolutional neural networks are used to separate and optimize the parameters. Finally, experiments are designed to simulate and analyze the AR construct of the blended English teaching model to determine accuracy. The simulation results show that the model can realize the simultaneous display of teacher explanation, and the improved algorithm of gesture recognition is improved in recognition rate, which can improve the effectiveness of blended English teaching.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":"28 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139216731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Eigenvalues-Based Entropy and Spectrum of the Directed Cycles","authors":"Yan Sun, Jiu Chang Pei, Jian Fu Chen, Zhu Cun","doi":"10.4018/ijgcms.333480","DOIUrl":"https://doi.org/10.4018/ijgcms.333480","url":null,"abstract":"The directed cycles form a foundational structure within a network model. By analyzing the in-degree characteristic polynomial of three kinds of matrices of the directed cycles, the authors obtain the eigenvalues of the adjacency matrix , the Laplacian matrix , and the signless Laplacian matrix . This study investigates the eigenvalues spectrum of these three types of matrices for directed cycles and introduces an eigenvalue-based entropy calculated from the real part of the eigenvalues. The computer simulation reveals interesting characteristics on the spectrum of the signless Laplacian. The concept of eigenvalue-based entropy holds promise for enhancing our understanding of graph neural networks and more applications of social networks.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":" 32","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135192930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nourhan A. Amer, S. Shohieb, Waleed M. Eladrosy, H. Elbakry, Samir M. Abd Elrazek
{"title":"Sokoon","authors":"Nourhan A. Amer, S. Shohieb, Waleed M. Eladrosy, H. Elbakry, Samir M. Abd Elrazek","doi":"10.4018/ijgcms.324098","DOIUrl":"https://doi.org/10.4018/ijgcms.324098","url":null,"abstract":"The World Health Organization (WHO) estimates that depression, anxiety, and stress disorders (DASDs) are prevalent worldwide, resulting in the loss of 13 million years of life and trillions of dollars of economic loss annually. Mobile-based health (M-health) interventions can employ mental health interventions such as cognitive behavioral therapy (CBT) for adolescents worldwide. Arab youth who struggle with DASDs do not tend to engage in mental therapies, but gamification and modularization have the potential to boost their appeal. The authors have selected effective CBT interventions for DASDs, adapted them to digital interactive formats, and integrated gamification concepts. An Arabic mobile application, Sokoon, which means relaxation and relief, may encourage Arab users to practice the required CBT skills for mild-to-moderate DASDs. A pilot study was conducted to evaluate the effectiveness of Sokoon App in a small group of adults who had signs of aDASDs. Sokoon was practicable, well-received by users, and had a positive impact on participants' feelings of anxiety and sadness.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":"1 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2023-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49399870","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Engagement and Players' Intended Behaviors in a Cybersecurity Serious Game","authors":"Rana Salameh, C. S. Loh","doi":"10.4018/ijgcms.313185","DOIUrl":"https://doi.org/10.4018/ijgcms.313185","url":null,"abstract":"Serious games have been shown to be effective in engaging end-users for various types of training. However, the research in cybersecurity awareness training with serious games is scarce. The authors are interested in (1) the engagement factors that could predict users' intended behavior after learning and (2) whether or not playing a game repeatedly can affect engagement. They assessed players' coping and threat appraisal and measured their multidimensional (i.e., cognitive, affective, behavioral) engagement in cybersecurity awareness. The participants (N=122) in this experiment were randomly assigned to either three or five rounds of gameplay of a commercial cybersecurity awareness serious game. The findings revealed that users' engagement levels were significantly better sustained through five sessions of gameplay with cognitive (but not affective or behavioral) engagement. Serious game developers should include more activities in the cognitive dimension, rather than the affective or behavioral dimensions to assure high engagement and influence the intended cybersecurity awareness behaviors.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":" ","pages":""},"PeriodicalIF":1.9,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48896322","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cultural Differences in Digital Game Experiences","authors":"Kwangja Lee, Y. Sah","doi":"10.4018/ijgcms.313186","DOIUrl":"https://doi.org/10.4018/ijgcms.313186","url":null,"abstract":"The literature proposes that East Asians have a holistic view focusing on both salient objects and their backgrounds, whereas Westerners maintain an analytic view paying attention to focal objects and their attributes. Moreover, East Asians stress interdependency of self, while Westerners emphasize independency of self. The current study examined how cultural differences in world views and self-construals influence players' digital game experience, including visual attention, avatar identification, sense of agency, and spatial presence. Supporting the hypotheses, results showed that South Korean participants, compared to European participants, did pay greater attention to background objects, feel greater spatial presence, and lower agency over their avatar. Participants also differed in the association between spatial presence and enjoyment: spatial presence positively predicted enjoyment for South Korean participants, but not for European participants. Theoretical and practical implications of the study are discussed.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":"1 1","pages":""},"PeriodicalIF":1.9,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41509872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Collective Metrics to Assess Team Dynamics and Performance in eSports","authors":"Justin W. Bonny","doi":"10.4018/ijgcms.315604","DOIUrl":"https://doi.org/10.4018/ijgcms.315604","url":null,"abstract":"A challenge posed by virtual teams is monitoring team interactions remotely. Research with field-based soccer teams provides evidence that measures of collective behavior can be used to assess the dynamics of sports teams. Collective behaviors calculated using the spatial characteristics of teammates as they moved across the field have been found to vary by the state of the soccer match, including ball possession and proximity to a goal. The present study examined whether similar effects were observed with collective metrics calculated from players of a car-soccer eSport video game. A set of matches were retrieved and used to calculate collective behavior metrics based on the placement of teammates within a virtual arena. A subset of metrics varied by team location and ball possession, aligning with and extending previous field-based soccer research, and correlated with team performance. This suggests that collective behaviors can be used to assess aspects of team dynamics within virtual environments.","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":" ","pages":""},"PeriodicalIF":1.9,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46001791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Brendesha M Tynes, Chad A Rose, Sophia Hiss, Adriana J Umaña-Taylor, Kimberly Mitchell, David Williams
{"title":"Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents.","authors":"Brendesha M Tynes, Chad A Rose, Sophia Hiss, Adriana J Umaña-Taylor, Kimberly Mitchell, David Williams","doi":"10.4018/ijgcms.2014070101","DOIUrl":"10.4018/ijgcms.2014070101","url":null,"abstract":"<p><p>Given the recent rise in online hate activity and the increased amount of time adolescents spend with media, more research is needed on their experiences with racial discrimination in virtual environments. This cross-sectional study examines the association between amount of time spent online, traditional and online racial discrimination and adolescent adjustment, including depressive symptoms, anxiety and externalizing behaviors. The study also explores the role that social identities, including race and gender, play in these associations. Online surveys were administered to 627 sixth through twelfth graders in K-8, middle and high schools. Multiple regression results revealed that discrimination online was associated with all three outcome variables. Additionally, a significant interaction between online discrimination by time online was found for externalizing behaviors indicating that increased time online and higher levels of online discrimination are associated with more problem behavior. This study highlights the need for clinicians, educational professionals and researchers to attend to race-related experiences online as well as in traditional environments.</p>","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":"6 3","pages":"1-16"},"PeriodicalIF":1.9,"publicationDate":"2016-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4851344/pdf/nihms717658.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"34508967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How Interventions Might Improve Cognition in Healthy Older Adults.","authors":"Elizabeth M Zelinski","doi":"10.4018/jgcms.2013070105","DOIUrl":"10.4018/jgcms.2013070105","url":null,"abstract":"<p><p>Many of the cognitive declines in healthy aging are moderated by experience, suggesting that interventions may be beneficial. Goals for aging outcomes include improving performance on untrained tasks, remediating observed cognitive declines, and ensuring preservation of functional ability. This selective review evaluates current progress towards these goals. Most research focuses on untrained tasks. Interventions associated with this outcome include games and exercises practicing specific cognitive skills, as well as aerobic exercise, and modestly benefit a relatively narrow range of cognitive tasks. Few studies have directly tested improvements in tasks on which individuals have been shown to experience longitudinal decline, so this goal has not been realized, though remediation can be examined rather easily. Little work has been done to develop psychometrically strong functional outcomes that could be used to test preservation of independence in everyday activities. Virtual reality approaches to functional assessment show promise for achieving the third goal.</p>","PeriodicalId":44126,"journal":{"name":"International Journal of Gaming and Computer-Mediated Simulations","volume":"5 3","pages":"72-82"},"PeriodicalIF":1.9,"publicationDate":"2013-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7737913/pdf/nihms-1652457.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"38719446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}