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 Q2 COMPUTER SCIENCE, CYBERNETICS
G.A Senthil , R. Prabha
{"title":"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","authors":"G.A Senthil ,&nbsp;R. Prabha","doi":"10.1016/j.entcom.2025.100954","DOIUrl":null,"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":2.8000,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"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\":null,\"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\":2.8000,\"publicationDate\":\"2025-04-01\",\"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/S1875952125000345\",\"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}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000345","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

摘要

游戏对当今世界的影响是巨大而多方面的,影响着社会和个人生活的各个方面。本文提出了一种基于游戏即服务(GaaS)平台的创新性语言习得技术。这个概念建立在混合现实(MR)和多访问边缘计算(MEC)的能力之上,以创造一个互动和个性化的学习环境。想象一下,沉浸在虚拟世界中,与人工智能驱动的角色交谈,并通过计算机视觉分析获得快速反应。这种GaaS范例有可能通过定制学习体验、增加可访问性和创建协作学习环境,将语言学习转变为一种引人入胜且极其高效的事业。考虑这样一种情况:学习者沉浸在虚拟环境中,与人工智能角色交谈,并通过计算机视觉分析获得快速反馈。这种新颖的GaaS范式有可能改变语言学习,使其不仅引人入胜,而且非常高效。重点是个性化的学习体验,以满足个人的口味,增加可访问性,并创造一个超越标准语言教学方法的合作学习环境。MR和MEC技术的结合创造了一个超越传统语言学习方法的动态平台。通过将虚拟世界的沉浸性与人工智能驱动的互动和实时反馈系统相结合,学习者可能会获得更全面、更吸引人的语言习得体验。这种新颖的GaaS模式设想了一种未来,在这种未来中,语言学习不仅仅是一项工作,而是一种根据每个学习者的特定需求量身定制的快乐和社交体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信