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Entertain. Comput.
2009
2015
2019
2025
2009
2025
Keyphrases
Publications
volume 52, 2025
Kim Szolin
,
Daria J. Kuss
,
Filip M. Nuyens
,
Mark D. Griffiths
The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviours in videogames.
Entertain. Comput.
52 (2025)
Ni Ke
,
Gao Yaqin
Simulation of entertainment interactive robots based on intelligent algorithms in personalized fitness training systems.
Entertain. Comput.
52 (2025)
Bin Wang
,
Pingping Li
Personalized recommendation based on improved speech recognition algorithm in music e-learning course simulation.
Entertain. Comput.
52 (2025)
He Jia
Data mining based on computer game search algorithm in Japanese E-learning and multi context translation.
Entertain. Comput.
52 (2025)
Dewei Chen
Optimization of image recognition and gamification training process for entertainment robots in basketball training games based on tracking technology.
Entertain. Comput.
52 (2025)
Ya Huang
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration.
Entertain. Comput.
52 (2025)
Nathalie Barz
,
Manuela Benick
,
Laura Dörrenbächer-Ulrich
,
Franziska Perels
The evaluation of an educational game to promote pre-service teachers' self-regulated learning.
Entertain. Comput.
52 (2025)
Elisa Choi
,
Bongho Lee
Unlocking the potential of play: A TF-IDF analysis of 'MapleStory' as a serious game for cognitive enhancement in seniors.
Entertain. Comput.
52 (2025)
Chunjiao Ren
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm.
Entertain. Comput.
52 (2025)
Xiaoshan Zhou
Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence.
Entertain. Comput.
52 (2025)
Yue Huang
,
Xinxia Ke
,
Yulin Jiang
Theme park greening VR design based on entertainment robots and genetic algorithm optimization: Digital entertainment design experience.
Entertain. Comput.
52 (2025)
Zhuo Chen
,
Hui Zhang
Research on visualization of environmental landscape design based on digital entertainment platform and immersive VR experience.
Entertain. Comput.
52 (2025)
Jinyi Zhang
,
Tianchen Chen
Artificial intelligence based social robots in the process of student mental health diagnosis.
Entertain. Comput.
52 (2025)
Bao-Jun Xia
Navigating user engagement and cultural transitions in entertainment technology and social media based on activity management.
Entertain. Comput.
52 (2025)
Yanmei Geng
Entertainment robots based on digital new media application in real-time error correction mode for Chinese English translation.
Entertain. Comput.
52 (2025)
Zou Donglin
Interactive experience of cross-cultural Japanese communication e-learning intelligent system based on computer information security.
Entertain. Comput.
52 (2025)
Xiao Ma
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students.
Entertain. Comput.
52 (2025)
Affan Yasin
,
Rubia Fatima
,
Lijie Wen
,
Jiangbin Zheng
,
Mahmood Niazi
What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results.
Entertain. Comput.
52 (2025)
Mao Ping Ting
,
Cho Dong Min
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games.
Entertain. Comput.
52 (2025)
Jie Liu
,
Shan Ding
BI in simulation analysis with gaming for decision making and development of knowledge management.
Entertain. Comput.
52 (2025)
Ibrahim El Shemy
,
Letizia Jaccheri
,
Michail Giannakos
,
Mila Vulchanova
Participatory design of augmented reality games for word learning in autistic children: the parental perspective.
Entertain. Comput.
52 (2025)
Li Shulian
,
Du Ruikang
,
Jiang Haibin
,
Zhang Wenxia
,
Xu Huali
,
Li Nan
,
Lu Yankun
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students.
Entertain. Comput.
52 (2025)
Troy Costa Kohwalter
,
Leonardo Gresta Paulino Murta
,
Esteban Walter Gonzalez Clua
Prov-DIFF: Play traces analysis through provenance differences.
Entertain. Comput.
52 (2025)
Zhao Zhenhua
,
Guo Feng
Application of social entertainment robots based on machine learning algorithms and the Internet of Things in collaborative art performances.
Entertain. Comput.
52 (2025)
Yassine Aoudni
,
M. Balasubramani
,
K. Natarajan
,
R. S. Sabeenian
,
Vuda Sreenivasa Rao
,
P. N. S. Sesha Lakshmi
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots.
Entertain. Comput.
52 (2025)
Lu Chen
Immersive artificial intelligence technology based on entertainment game experience in simulation of psychological health testing for university students.
Entertain. Comput.
52 (2025)
Hung Jen Kuo
,
Michael Yeomans
,
Derek Ruiz
,
Chien-Chun Lin
Purpose matters: Video gaming impacts on addiction symptoms and academic performance of students with disabilities.
Entertain. Comput.
52 (2025)
Farzana Quayyum
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement.
Entertain. Comput.
52 (2025)
Soyeon Lee
,
Saerom Lee
,
Hyunmi Baek
How does live streaming impact media content consumption? The effect of game live streaming on game players.
Entertain. Comput.
52 (2025)
Ma Sumi
Simulation of artificial intelligence robots in dance action recognition and interaction process based on machine vision.
Entertain. Comput.
52 (2025)
Leonardo Thurler
,
Sidney Araujo Melo
,
Leonardo Murta
,
Troy C. Kohwalter
,
Esteban Clua
Using provenance and replay for qualitative analysis of gameplay sessions.
Entertain. Comput.
52 (2025)
Yutao He
,
Shengfen Liu
Intelligent video recommendation and interactive e-learning mode for English teaching courses based on machine learning.
Entertain. Comput.
52 (2025)
Yiming Hou
,
Zheng Li
,
Hongbo Li
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue.
Entertain. Comput.
52 (2025)
Xinyi Wang
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network.
Entertain. Comput.
52 (2025)
Bibo Feng
,
Lingli Zhang
,
Jing Yin
,
Rong Wang
Construction of teaching game evaluation model based on ISSA-BPNN.
Entertain. Comput.
52 (2025)
Zhifeng Xiong
Virtual entertainment robot based on artificial intelligence image capture system for sports and fitness posture recognition.
Entertain. Comput.
52 (2025)
Xiao Dan
Social robot assisted music course based on speech sensing and deep learning algorithms.
Entertain. Comput.
52 (2025)
Xiayan Liao
,
Peng Cao
Digital media entertainment technology based on artificial intelligence robot in art teaching simulation.
Entertain. Comput.
52 (2025)
Lu Chen
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching.
Entertain. Comput.
52 (2025)
Li Pei
Influence of social robots and digital media based on edge computing on dance performance entertainment environment.
Entertain. Comput.
52 (2025)
Elisabeth Beaunoyer
,
Matthieu J. Guitton
Temporality of online reactions to fictional characters' death.
Entertain. Comput.
52 (2025)
Hanlu Lyu
Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition.
Entertain. Comput.
52 (2025)
Zhenyu Shen
Gamified learning experience based on digital media and the application of virtual teaching robots in dance teaching.
Entertain. Comput.
52 (2025)
Shutao Tong
,
Weiguo Liao
Entertainment robot based on IoT and VR interaction for motion training posture monitoring.
Entertain. Comput.
52 (2025)
M. Karthiga
,
S. P. Abirami
,
B. Arunkumar
,
M. Vanitha Sheba
Entertainment analysis in gaming model for business management with decision making and Machine learning model.
Entertain. Comput.
52 (2025)
Hiwa Weisi
,
Sedigheh Hajizadeh
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners.
Entertain. Comput.
52 (2025)
Hui Guo
Piano harmony automatic adaptation system based on deep reinforcement learning.
Entertain. Comput.
52 (2025)
José-Luis Casado-Rubio
,
Israel Villarrasa-Sapiña
,
Xavier García-Massó
,
Gonzalo Monfort-Torres
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players.
Entertain. Comput.
52 (2025)
Soyeon Jin
,
Saerom Lee
,
Hakyeon Lee
How do fandom types differ? A taxonomy of K-pop fandom with network embedding.
Entertain. Comput.
52 (2025)
Ying Zhong
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality.
Entertain. Comput.
52 (2025)