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Notion meta-learner: A technique for few-shot learning in music genre recognition 概念元学习者:一种用于音乐体裁识别的小片段学习技术
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-05 DOI: 10.1016/j.entcom.2025.100961
Jinhong Shi , Francisco Hernando-Gallego , Diego Martín , Mohammad Khishe
{"title":"Notion meta-learner: A technique for few-shot learning in music genre recognition","authors":"Jinhong Shi ,&nbsp;Francisco Hernando-Gallego ,&nbsp;Diego Martín ,&nbsp;Mohammad Khishe","doi":"10.1016/j.entcom.2025.100961","DOIUrl":"10.1016/j.entcom.2025.100961","url":null,"abstract":"<div><div>This paper presents the notion of <em>meta</em>-learner (NML), an innovative <em>meta</em>-learning methodology designed to enhance the performance of few-shot learning (FSL) regarding the recognition of music genres. Current FSL techniques frequently encounter difficulties due to the absence of organized representations and low capacity for generalization, which impede their efficacy in practical scenarios. The NML <em>meta</em>-learner overcomes these obstacles by acquiring the ability to learn across notion dimensions that humans can understand, thus improving its capacity for generalization and interpretability. Instead of gaining knowledge in a combined and disorganized metric space, the notion <em>meta</em>-learner acquires knowledge by mapping high-level notions into partially organized metric spaces. This technique allows for the efficient integration of several notion learners. We assessed the performance of NMLFSL by utilizing the GTZAN dataset and comparing employing seven different benchmarks. The experimental outcomes show that the NML performs superior to current FSL approaches in tasks that include recognizing music genres with only one or five examples, thereby demonstrating its potential to improve the current state of the art in this field. In addition, ablation experiments assess the influence of essential variables, offering valuable information about the effectiveness of the suggested method. NMLFSL is a notable advancement in using <em>meta</em>-learning to enhance the reliability and precision of music genre recognition (MGR) systems.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100961"},"PeriodicalIF":2.8,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143928929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing auction experiences: Game dynamics and customer experience design 提升拍卖体验:游戏动态与客户体验设计
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-05 DOI: 10.1016/j.entcom.2025.100959
Li Siqi , Mohd Nor Akmal Khalid , Hiroyuki Iida
{"title":"Enhancing auction experiences: Game dynamics and customer experience design","authors":"Li Siqi ,&nbsp;Mohd Nor Akmal Khalid ,&nbsp;Hiroyuki Iida","doi":"10.1016/j.entcom.2025.100959","DOIUrl":"10.1016/j.entcom.2025.100959","url":null,"abstract":"<div><div>This study explores the relationship between game dynamics and customer experience (CX) design in auction environments, with a particular focus on non-economic game utility and its impact on bidder behavior. Using data from 36 auction events and more than 700 artworks at Christie’s and Sotheby’s (2021–2023), we apply Game Refinement Theory and the Motion in Mind framework to quantify auction dynamics and examine how psychological and social motivations shape participant engagement in English auctions. While financial stakes increase bidders’ focus on maximizing economic returns, our analysis indicates a significant negative correlation between price deviation and auction velocity across all price segments. This suggests that game engagement continues to influence bidder behavior throughout the auction process. Notably, core auction items (highly sought-after pieces) generate strong gravitational effects, drawing bidders’ attention and leading to the neglect of neighboring auction items. Additionally, we employ game design principles and applied psychology theories, such as the Serial Position Effect and the Peak-End Rule, to analyze how auction sequence design impacts the overall customer experience. By strategically structuring auction sequences — such as positioning high-engagement opening items and crafting peak bidding moments — auction houses can optimize bidder participation, engagement, and overall satisfaction.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100959"},"PeriodicalIF":2.8,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143924495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Cyberpunk 2077 perspective on the prediction and understanding of future technology 从赛博朋克2077的角度对未来技术的预测和理解
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-25 DOI: 10.1016/j.entcom.2025.100952
Miguel Bordallo López, Constantino Álvarez Casado
{"title":"A Cyberpunk 2077 perspective on the prediction and understanding of future technology","authors":"Miguel Bordallo López,&nbsp;Constantino Álvarez Casado","doi":"10.1016/j.entcom.2025.100952","DOIUrl":"10.1016/j.entcom.2025.100952","url":null,"abstract":"<div><div>Science fiction and video games have long served as valuable tools for envisioning and inspiring future technological advancements. This position paper investigates the potential of Cyberpunk 2077, a popular science fiction video game, to shed light on the future of technology, particularly in the areas of artificial intelligence, edge computing, augmented humans, and biotechnology. By analyzing the game’s portrayal of these technologies and their implications, we aim to understand the possibilities and challenges that lie ahead. We discuss key themes such as neural links and brain–computer interfaces, multimodal recording systems, virtual and simulated reality, digital representation of the physical world, augmented and AI-based home appliances, smart clothing, and autonomous vehicles. The paper highlights the importance of designing technologies that can coexist with existing preferences and systems, considering the uneven adoption of new technologies. Through this exploration, we emphasize the potential of science fiction and video games like Cyberpunk 2077 as tools for guiding future technological advancements and shaping public perception of emerging innovations.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100952"},"PeriodicalIF":2.8,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143892257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Towards an immersive experience in tactical sports: A systematic review and future directions for airsoft and paintball 迈向战术运动的沉浸式体验:气弹和彩弹的系统回顾和未来方向
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-17 DOI: 10.1016/j.entcom.2025.100957
Juan J. Sánchez-Gil
{"title":"Towards an immersive experience in tactical sports: A systematic review and future directions for airsoft and paintball","authors":"Juan J. Sánchez-Gil","doi":"10.1016/j.entcom.2025.100957","DOIUrl":"10.1016/j.entcom.2025.100957","url":null,"abstract":"<div><div>Airsoft and paintball are tactical sports that combine physical activity, strategy, and teamwork, fostering a growing recreational and competitive culture. However, technological integration in these sports remains underexplored. This study systematically reviews technological advancements over the past 25 years, focusing on safety, interactivity, and automation to enhance gameplay and reduce risks. Key technologies identified include IoT-enabled smart vests, GPS tracking systems, autonomous turrets, and player monitoring. Additionally, an international survey of field owners highlights strong interest in interactive maps, automated scoring, and real-time mission updates, while also revealing barriers such as high costs, lack of technical knowledge, and infrastructure limitations. The analysis underscores the potential of technology to improve game dynamics, operational efficiency, and industry sustainability while addressing challenges like technical feasibility and accessibility. Furthermore, it explores the impact on business models and player engagement. The study provides actionable recommendations for creating immersive, safe, and inclusive environments, laying the foundation for future research on AI-driven automation, augmented reality applications, and adaptive gaming experiences in both recreational and competitive settings.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100957"},"PeriodicalIF":2.8,"publicationDate":"2025-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143869386","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A user-centered design approach for crafting personalized guided meditation 一个以用户为中心的设计方法,用于制作个性化的引导冥想
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-15 DOI: 10.1016/j.entcom.2025.100949
Romain Collaud , Yoann Douillet , Emily Groves , Andreas Sonderegger , Cédric Duchêne , Nicolas Henchoz
{"title":"A user-centered design approach for crafting personalized guided meditation","authors":"Romain Collaud ,&nbsp;Yoann Douillet ,&nbsp;Emily Groves ,&nbsp;Andreas Sonderegger ,&nbsp;Cédric Duchêne ,&nbsp;Nicolas Henchoz","doi":"10.1016/j.entcom.2025.100949","DOIUrl":"10.1016/j.entcom.2025.100949","url":null,"abstract":"<div><div>Interest in technology supporting meditation continues to grow commercially and academically. Commonly, these approaches look at how audio-visual feedback based on physiological indicators can help induce a state of meditation. Haptic feedback is now seen as a promising alternative to audio-visual stimuli for meditation. However, as yet, little work has investigated how to personalize haptic feedback or how to combine it with other feedback modalities, notably audio-visual stimuli. In collaboration with a cognitive neuroscience laboratory, we investigated interactions between users and a haptic meditation device through three design research studies. Preparatory evaluations with 20 participants showed a preference for digital over analog interfaces for parameterization of the haptic meditation device. Based on these preliminary results, we developed a digital interface based on three scenarios of use. Extensive evaluations with 29 participants revealed high usability and aesthetic scores while highlighting different perceived user experience qualities. The final study with 21 participants found that the hedonic and pragmatic preferences depend on both the experience of a user and their age. The work gives new insights into designing multimodal interfaces for meditation which allow for parameterization of haptic feedback parameters, as well as a variety of options for the parameterization approach.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100949"},"PeriodicalIF":2.8,"publicationDate":"2025-04-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143869385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions 理解网络色情成瘾:对行为影响、筛选工具和治疗干预的系统回顾
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-11 DOI: 10.1016/j.entcom.2025.100956
Wahyu Sutrisno , Muhardi Saputra
{"title":"Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions","authors":"Wahyu Sutrisno ,&nbsp;Muhardi Saputra","doi":"10.1016/j.entcom.2025.100956","DOIUrl":"10.1016/j.entcom.2025.100956","url":null,"abstract":"<div><div>The rapid development of internet accessibility has intensified concerns regarding online pornography addiction, which significantly impacts individuals’ cognitive, psychological, and social well-being. This systematic literature review aims to comprehensively analyze the types of problematic behaviors associated with online pornography addiction, its most prevalent negative impacts, the screening tools used to identify addiction and effective therapeutic strategies for addressing it. The study retrieved relevant literature from the Scopus database following the PRISMA guidelines. A total of 857 studies were identified, with 55 studies meeting the inclusion and exclusion criteria. The review spans a decade of research from 2013 to 2023, incorporating multidisciplinary perspectives across psychology, neuroscience, health, and sociology.</div><div>The findings reveal that problematic behaviors include impulse-control disorders, social withdrawal, anxiety, and risky sexual behaviors. At the same time, the negative impacts range from declines in executive brain function and cognitive performance to depression, sexual dysfunction, and relationship disharmony. Widely used screening tools include the Problematic Pornography Use Scale (PPUS) and the Internet Sex Screening Test (ISST), which facilitate early detection and profiling. Effective therapeutic interventions, such as Cognitive Behavioral Therapy (CBT), Acceptance Commitment Therapy (ACT), and emerging neuro-interventional approaches like Transcranial Magnetic Stimulation (TMS), show promise in reducing addiction severity.</div><div>By synthesizing these findings, this review not only highlights the multidimensional nature of online pornography addiction but also identifies critical research gaps, particularly regarding its impact on vulnerable populations and long-term therapeutic outcomes. The study provides a robust foundation for future interdisciplinary research and evidence-based interventions to address the challenges posed by online pornography addiction in the digital age.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100956"},"PeriodicalIF":2.8,"publicationDate":"2025-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143829788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge 是否有更好的方法来评估综艺节目的价值?整合数据和知识的双重驱动法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-04 DOI: 10.1016/j.entcom.2025.100951
Yuan Ni , Xiaona Li , Yudong Gao , Jian Zhang , Pengfei Han
{"title":"Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge","authors":"Yuan Ni ,&nbsp;Xiaona Li ,&nbsp;Yudong Gao ,&nbsp;Jian Zhang ,&nbsp;Pengfei Han","doi":"10.1016/j.entcom.2025.100951","DOIUrl":"10.1016/j.entcom.2025.100951","url":null,"abstract":"<div><div>Variety shows have achieved significant success in cross-border copyright trading, attracting considerable attention from international investors. There is a need for a method that can effectively integrate data and knowledge to evaluate the diverse values of variety shows, thereby assisting international investors in selecting the most suitable variety shows for investment. In light of this, this study analyzes the formation mechanism of the comprehensive value of variety shows based on media ecosystem theory, and subsequently constructs a three-dimensional value assessment index system covering the “media level, economic level, and social level”. Simultaneously, the study addresses the practical need for data-based assessment, employing a dual-driven approach that integrates data and knowledge. The result is the construction of the LDC-GV model, facilitating a comprehensive evaluation of the value of variety shows. In this study, we systematically gathered data on pop-up comments and derivative evaluations for 20 cross-platform variety shows, totaling 301,994 items. These data were utilized for empirical evaluation, and we conducted a methodological analysis in comparison with the knowledge-driven and data-driven approaches. The empirical results demonstrate that the dual-driven method, combining knowledge and data, can comprehensively and objectively assess the overall value of variety shows more effectively than the other two approaches. This method not only mitigates ambiguity and randomness in the assessment process but also yields a more reliable and accurate ranking of variety shows. The study delves into diverse perspectives and methodologies for evaluating the value of variety shows, with the overarching aim of providing decision support for the international copyright trade of such shows.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100951"},"PeriodicalIF":2.8,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143815082","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
From pixels to choices: Understanding the influence of video games on decision-making skills 从像素到选择:理解电子游戏对决策技能的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-03 DOI: 10.1016/j.entcom.2025.100953
A. Martínez-Maldonado
{"title":"From pixels to choices: Understanding the influence of video games on decision-making skills","authors":"A. Martínez-Maldonado","doi":"10.1016/j.entcom.2025.100953","DOIUrl":"10.1016/j.entcom.2025.100953","url":null,"abstract":"<div><div>In recent years, the influence of the use of video games on cognition has been studied. However, there is no agreement on the way in which they affect processes such as decision making. Therefore, the aim of this paper is to study the impact of habitual video game use on decision making from a somatic marker perspective. For this study, a total of 46 healthy participants were recruited and grouped according to their frequency of video game use: Frequent Gamers Group (FG; n = 20) and Non-Gamers Group (NG; n = 26). The decision-making from the somatic marker perspective was assessed with the Iowa Gambling Task paradigm. Total task performance (TTP), decisions under conditions of ambiguity (DCA) and decisions under risk conditions (DRC) were analyzed using Student’s <em>t</em>-test for independent samples. After analyzing the results, it was observed that the FG group performed significantly better in the TTP and DCA variables compared to the NG group. The results could be reflecting how the habitual use of video games could be influencing the ability to make decisions. Hence, this seems to be produced by the anticipated establishment of the somatic marker under ambiguity conditions, which favors more advantageous decisions in general.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100953"},"PeriodicalIF":2.8,"publicationDate":"2025-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143776741","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving 便利与隐私之间的取舍:与智能汽车共享个人数据,换取驾驶便利
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-01 DOI: 10.1016/j.entcom.2025.100950
Irina Ervits, Julia Maintz
{"title":"The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving","authors":"Irina Ervits,&nbsp;Julia Maintz","doi":"10.1016/j.entcom.2025.100950","DOIUrl":"10.1016/j.entcom.2025.100950","url":null,"abstract":"<div><div>This research focuses on the trade-off between data privacy and the convenience of using modern, built-in automobile infotainment systems as a precursor to intelligent vehicles. Our research approach involves a survey with experimental elements. Various dimensions of consumers’ ‘convenience of use’ and ‘openness to sharing data’ were identified via focus groups and incorporated into the survey of a sample of young consumers. The conceptual model was tested using structural equation modelling in SmartPLS 4. The main finding is the positive relationship between ‘convenience of use’ and ‘openness to sharing data’ implying the wiliness of young consumers to forgo privacy concerns in exchange of higher levels of perceived convenience. The warning given to the experimental group about the potential risk to data privacy did not solicit the expected response, as both the experimental and the control groups were equally willing to exchange their personal data for the convenience of using modern infotainment systems. The main contribution of this empirical study is in pursuing a nomological framework to conceptualize and develop an original scale for the ‘convenience of use’ and ‘openness to sharing data’ constructs. To our knowledge, this is the first study to focus on the convenience/data privacy trade-off applied to modern infotainment systems. Modern infotainment systems are the heralds of intelligent vehicles and more automated modes of transportation. Today consumers frequently exchange their data for convenience, so the legal and ethical boundaries of data-sharing in the context of infotainment systems must be discussed.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100950"},"PeriodicalIF":2.8,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143785789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision 革命性的多媒体游戏即服务(GaaS)语言教育:用于计算机视觉的增强型多接入边缘计算和混合现实技术
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-01 DOI: 10.1016/j.entcom.2025.100954
G.A Senthil , R. Prabha
{"title":"A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision","authors":"G.A Senthil ,&nbsp;R. Prabha","doi":"10.1016/j.entcom.2025.100954","DOIUrl":"10.1016/j.entcom.2025.100954","url":null,"abstract":"<div><div>The influence of games in today’s world is vast and multifaceted, impacting various aspects of society and individual lives. This proposal presents an innovative language acquisition technique based on a Game-as-a-Service (GaaS) platform. The concept builds on the capabilities of Mixed Reality (MR) and Multi-Access Edge Computing (MEC) to create an interactive and personalized learning environment. Imagine immersing yourself in virtual worlds, conversing with AI-driven characters, and receiving rapid responses via computer vision analysis. This GaaS paradigm has the potential to turn language learning into an engaging and extremely efficient undertaking by enabling tailored learning experiences, increasing accessibility, and creating a collaborative learning environment. Consider a situation in which learners immerse themselves in virtual environments, converse with AI-powered characters, and receive rapid feedback via computer vision analysis. This novel GaaS paradigm has the potential to alter language learning, making it not only engaging but also extremely efficient. The emphasis is on personalizing learning experiences to individual tastes, increasing accessibility, and creating a collaborative learning environment that goes beyond standard language teaching approaches. The combination of MR and MEC technologies creates a dynamic platform that exceeds traditional language learning methods. By combining the immersive nature of virtual worlds with AI-driven interactions and real-time feedback systems, learners may have a more holistic and engaging language acquisition experience. This novel GaaS model envisions a future in which language learning is more than simply a work, but a joyful and social experience tailored to each learner’s specific requirements.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100954"},"PeriodicalIF":2.8,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143776742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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