基于机器学习算法的虚拟娱乐机器人为大学生提供心理健康服务的研究

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

摘要

现代社会,大学生面临的心理压力和心理健康问题日益增多。在此背景下,虚拟娱乐机器人成为一种很有前景的心理健康服务形式,它可以利用机器学习算法,通过分析大量的心理数据和用户信息,提供个性化的心理支持和指导。研究使用样本计算和筛选方法来确定样本数量并进行特征选择,以提高算法性能。然后分析检测效果,评估算法的有效性。通过设计虚拟娱乐机器人的架构,采用抗干扰策略,确保机器人能够准确识别心理健康信息,实现了文本识别技术,并对其效果进行了评估,进一步开展了多源信息识别,提高了识别准确率。最后,构建了大学生心理健康测评系统,并提出了相应的心理健康服务策略,以满足大学生的需求。研究结果表明,基于机器学习算法的虚拟娱乐机器人可以有效提供心理健康服务,为大学生的心理健康问题提供支持和指导。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students

In modern society, college students are facing increasing psychological pressure and mental health problems. In this context, virtual entertainment robots have become a promising form of mental health services, which can utilize machine learning algorithms to provide personalized psychological support and guidance by analyzing a large amount of psychological data and user information. Study the use of sample calculation and screening methods to determine the number of samples and perform feature selection to improve algorithm performance. Then analyze the detection effect and evaluate the effectiveness of the algorithm. By designing the architecture of a virtual entertainment robot and adopting anti-interference strategies to ensure that the robot can accurately recognize mental health information, text recognition technology was implemented, its effectiveness was evaluated, and further multi-source information recognition was carried out to improve recognition accuracy. Finally, a psychological health evaluation system for college students was constructed, and corresponding psychological health service strategies were proposed to meet the needs of college students. The results of this study indicate that virtual entertainment robots based on machine learning algorithms can effectively provide mental health services, providing support and guidance for the mental health problems of college students.

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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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