This study designs an entertainment interactive robot system for gaming psychotherapy intervention and evaluates its effectiveness in preventing depression in students. In terms of the architecture and hardware of the entertainment interactive robot system, the robot adopts high-performance processors and sensors to achieve the ability to quickly respond and accurately perceive user actions. In terms of software, a mathematical model was established based on the structure and kinematic principles of the robot to describe its motion. Preprocess user gesture data by analyzing the features and patterns of user gestures, extracting key action information, and using machine learning algorithms or deep learning models to classify and recognize gestures to determine user intent and action types. Evaluate action recognition and effectiveness, and verify the accuracy and reliability of the gesture interaction module through comparison and testing with actual user gestures. The study designed an entertainment interactive robot assisted game that provides a fun and interactive experience to attract students’ attention and stimulate positive emotions. Through game design and behavioral pattern evaluation, the research team evaluated the preventive effect of entertainment interactive robot assisted games on depression and proposed optimization strategies.
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