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Evaluating usability for an AR-enabled escape room authoring ecosystem 评估支持ar的密室创作生态系统的可用性
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-03 DOI: 10.1016/j.entcom.2025.100982
Pablo Gutiérrez-Sánchez, Pedro P. Gómez-Martín, Pedro A. González-Calero, Marco A. Gómez-Martín
The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces EnigMachine Editor, a web-based authoring tool for crafting augmented reality-enabled adventures inspired by treasure hunts and escape rooms. Designed for curators and hobbyists, it simplifies the generation of custom experiences without prior technical expertise, streamlining development compared to using traditional game engines directly.
The main objective of this work is to comprehensively evaluate the usability of EnigMachine Editor for non-technical users, alongside its ability to generate engaging game experiences. A game experience study was first conducted in which participants interacted with games from the platform and subsequently completed the Game Experience Questionnaire (GEQ). Next, two usability studies were conducted in which participants first completed a tutorial with Single Ease Questions (SEQ) after each exercise, and then a series of both short- and long-term tasks on the tool concluded with the System Usability Scale (SUS) questionnaire. The results obtained demonstrate that EnigMachine Editoris able to generate satisfactory experiences for museum visitors and highlight desirable usability properties, especially in the short-term test group.
移动设备的日益普及,使得文化遗址的互动体验激增,丰富了游客的沉浸感。然而,为不同的环境和类型的创作者调整互动资源仍然是一个挑战。本文介绍了EnigMachine Editor,这是一个基于网络的创作工具,用于制作受寻宝和密室逃生启发的增强现实冒险。它专为策展人和游戏爱好者设计,无需事先掌握技术知识就可以简化定制体验的生成,与直接使用传统游戏引擎相比,它简化了开发过程。这项工作的主要目标是全面评估谜机编辑器对非技术用户的可用性,以及它产生引人入胜的游戏体验的能力。首先进行了一项游戏体验研究,参与者与平台上的游戏进行互动,随后完成游戏体验问卷(GEQ)。接下来,进行了两项可用性研究,参与者首先在每次练习后完成一份带有单一简单问题(SEQ)的教程,然后在工具上完成一系列短期和长期任务,最后完成系统可用性量表(SUS)问卷。所获得的结果表明,EnigMachine Editoris能够为博物馆游客产生满意的体验,并突出了理想的可用性属性,特别是在短期测试组中。
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引用次数: 0
Deep analysis on the color language in film and television animation works via semantic segmentation technique 利用语义分割技术对影视动画作品中的色彩语言进行深入分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-30 DOI: 10.1016/j.entcom.2025.100990
Lu Huang , Wendan Yang
In film and television animation works, colour is an ideographic symbol distinct from other elements. Color language and image language are separate concepts, with image language unable to fully capture the ideographic nature of color. Even when images appear visually similar, differences in brightness can create significant contrasts or opposing meanings. Thus, color language plays an ideographic role between color and concept. This paper uses semantic segmentation techniques to integrate the three modalities of color content and text, establishing a consistent representation relationship. We propose a color-depth (RGB-D) image semantic segmentation method based on two-stream weighted Gabor convolutional network fusion. To capture Orientation- and scale-invariant features, we design a weighted Gabor orientation filter within a deep convolutional network (DCN) to adapt to changes in Orientation and scale. A wide residual-weighted Gabor convolutional network extracts features from the dual-stream images of colour and depth. To quantitatively assess our method’s representational ability regarding the ideographic functions of color language, we conduct extensive experiments on public datasets. The results demonstrate that the proposed algorithm outperforms existing RGB-D image semantic segmentation methods. Specifically, the technique achieves superior accuracy across several performance metrics, with a notable improvement of 2.5%–6.6% compared to baseline models. Our approach enhances segmentation precision for objects of varying scales and directions. It exhibits robustness in complex lighting environments, thus confirming its potential in real-world applications of color language in animation.
在影视动画作品中,色彩是一种区别于其他元素的表意符号。色彩语言和形象语言是两个独立的概念,形象语言无法充分捕捉色彩的表意性。即使图像在视觉上看起来相似,亮度的差异也会产生明显的对比或相反的含义。因此,色彩语言在色彩与概念之间起着表意的作用。本文利用语义分割技术将颜色内容和文本的三种形态进行整合,建立一致的表示关系。提出了一种基于两流加权Gabor卷积网络融合的颜色深度(RGB-D)图像语义分割方法。为了捕获方向和尺度不变的特征,我们在深度卷积网络(DCN)中设计了加权Gabor方向滤波器,以适应方向和尺度的变化。宽残差加权Gabor卷积网络从颜色和深度的双流图像中提取特征。为了定量评估我们的方法在颜色语言表意功能方面的表征能力,我们在公共数据集上进行了大量的实验。结果表明,该算法优于现有的RGB-D图像语义分割方法。具体来说,该技术在几个性能指标上实现了卓越的准确性,与基线模型相比,显著提高了2.5%-6.6%。该方法提高了对不同尺度和方向目标的分割精度。它在复杂的照明环境中表现出鲁棒性,从而证实了它在动画中色彩语言的实际应用中的潜力。
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引用次数: 0
Optimization and scheduling of leisure sports events based on fuzzy decision support system 基于模糊决策支持系统的休闲体育赛事优化与调度
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-29 DOI: 10.1016/j.entcom.2025.100991
WeiYa Sun , MengJin Yao
Nowadays, leisure sports events are obtaining a significant role in the community at large, and they are acknowledged as an important choice in terms of lifestyle. The goal of these leisure sports events is to promote an active and healthy lifestyle while also fostering a sense of connection among participants of all abilities. Effective scheduling of leisure sports events based on fuzzy logic is important to handle uncertainties in the preference of participants over time and aims to enhance the efficiency and adaptability of the decision-making process. Hence, a technique named Fuzzy-assisted Leisure Sports Scheduling and Optimization (FLSS-O) is introduced to address the complexities in identifying the influencing factors of events for efficient decision making. Initially, the research focuses on collecting survey responses from participants in leisure sports events to assess their satisfaction and align event schedules with their preferences. The dynamic event scheduling incorporates linguistic preferences, and a Fuzzy Analytic Hierarchy Process(F-AHP) is applied to determine weights through a pairwise comparison matrix. The outcomes are used to calculate a fuzzy weighted sum for each selected criterion, which involves a decision-making process. The study emphasizes the importance of leisure sports to participants by prioritizing iteratively collected feedback and utilizing genetic algorithms to optimize the scheduling process continually. In this decision process, the imprecise alternatives in scheduling the events towards the specific performance based on criteria are fine-tuned by maximizing the participant preferences. The results demonstrate the effectiveness of our approach in aiding leisure sports event organizers to make informed decisions that balance time slots, adaptability, preferences, and participant-centric scheduling among varying age groups.
如今,休闲体育活动在整个社会中发挥着重要作用,它们被认为是生活方式的重要选择。这些休闲体育赛事的目标是促进积极和健康的生活方式,同时也培养各种能力的参与者之间的联系感。基于模糊逻辑的休闲体育赛事有效调度对于处理参与者偏好随时间变化的不确定性具有重要意义,旨在提高决策过程的效率和适应性。因此,本文引入一种模糊辅助休闲运动调度优化(FLSS-O)技术来解决识别事件影响因素的复杂性,从而实现有效的决策。最初,该研究侧重于收集休闲体育赛事参与者的调查反馈,以评估他们的满意度,并根据他们的喜好调整赛事安排。动态事件调度包含语言偏好,并采用模糊层次分析法(F-AHP)通过两两比较矩阵确定权重。结果用于计算每个选定标准的模糊加权和,这涉及一个决策过程。本研究强调休闲运动对参与者的重要性,通过迭代收集的反馈进行优先级排序,并利用遗传算法不断优化调度过程。在此决策过程中,通过最大化参与者偏好来微调基于标准的事件调度中的不精确备选方案。结果表明,我们的方法在帮助休闲体育活动组织者做出明智的决策,平衡时间段、适应性、偏好和以参与者为中心的不同年龄组的安排方面是有效的。
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引用次数: 0
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations 城市的画像:通过互动艺术装置连接地方身份和情感参与的案例研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-29 DOI: 10.1016/j.entcom.2025.100989
Winston Wenchen Guo , Wenjuan Chen , Yining Zhang , Caro Menghan Shi , Hailiang Wang
As urbanization accelerates, modern cities face many challenges. One key dimension is the lack of identity awareness and emotional interaction between the public and the city. This paper reports an interdisciplinary project, Portrait of the City, an interactive installation located in various public spaces in Beijing, which aims to utilize Human-computer interaction (HCI) technologies (localized media data-driven, motion capture, AIGC, etc.) in conjunction with public spaces to bridge the emotional and humanities of the public’s connection to the city. We further evaluated its accessibility and practical effectiveness through exhibitions and mixed research methodology. The findings suggest that public interactive installations can activate collective memories, evoke diverse personal experiences, encourage ongoing dialogue about the city, and promote a closer link between civic and place identities. Our interdisciplinary case study may provide insights into HCI and public design as well as practical ideas for fostering more vibrant and culturally distinctive cities in the future.
随着城市化进程的加快,现代城市面临着诸多挑战。一个关键的方面是缺乏身份意识和公众与城市之间的情感互动。本文报道了一个跨学科的项目,城市肖像,一个位于北京各种公共空间的互动装置,旨在利用人机交互(HCI)技术(本地化媒体数据驱动,动作捕捉,AIGC等)与公共空间相结合,以弥合公众与城市的情感和人文联系。我们通过展览和混合研究方法进一步评估其可及性和实际有效性。研究结果表明,公共互动装置可以激活集体记忆,唤起不同的个人经历,鼓励关于城市的持续对话,并促进公民和地方身份之间更紧密的联系。我们跨学科的案例研究可以为HCI和公共设计提供见解,并为未来培育更具活力和文化特色的城市提供实用的想法。
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引用次数: 0
Enhancing imitation learning training for non-player characters based on provenance data 基于来源数据加强非玩家角色的模仿学习训练
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-29 DOI: 10.1016/j.entcom.2025.100987
Lauro V.R. Cavadas, Esteban W.G. Clua, Troy C. Kohwalter, Sidney A. Melo
Non-Player Characters (NPCs) play a crucial role in the immersive experience of a game world. When designed effectively, NPCs have unique personalities and react realistically to player actions. Meeting players’ expectations for NPCs to resemble real individuals has become a major focus for game developers striving to enhance immersion.
In this work, we propose the use of data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. The main goal of this work is to improve the training efficiency of the agent, while preserving the high level of believability achieved in previous work. To this end, provenance is employed not only as a form of logging, but also as a means to guide and optimize the learning process — a contribution not previously explored in the literature.
To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for the Unity Engine. We compared our trained agent with an agent from previous work that used provenance solely for logging. Using win rate as a proxy for training efficiency, agents trained with our new model outperformed those trained with the previous approach, when evaluated after the same number of training steps.
Additionally, we created scenarios in which players participated in matches against both the new and previous agents, rating their believability. The results were promising in terms of both perceived believability and the efficiency of the training process.
In this work we propose to use data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. We use provenance not only as a form of log, but also to improve training efficiency, something that has not been presented in the literature until now. To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for Unity Engine. We compared our trained agent with an agent trained in previous work, which use provenance as a form of logging. Through matches between the two agents, those that were trained with our new model demonstrated greater efficiency. Additionally, we created scenarios of players participating in games against our current agent and our previous solutions, rating the believability of each. The results were quite promising, both in terms of believability and training efficiency.
非玩家角色(npc)在游戏世界的沉浸式体验中扮演着至关重要的角色。如果设计得当,npc就会拥有独特的个性,并对玩家的行动做出真实的反应。满足玩家对npc与真人相似的期望已经成为游戏开发者努力增强沉浸感的主要关注点。在这项工作中,我们建议使用通过来源收集的数据来创建一个模型,用于训练NPC使用模仿学习类似于人类玩家的行为。本工作的主要目标是提高智能体的训练效率,同时保持之前工作中获得的高可信度。为此,来源不仅被用作记录的一种形式,而且还被用作指导和优化学习过程的一种手段——这是以前文献中未探讨的贡献。为了验证我们的模型,我们使用了Unity ML-Agents工具包中的《DodgeBall》游戏。我们将经过训练的代理与以前工作中仅使用出处进行日志记录的代理进行了比较。使用胜率作为训练效率的代理,当在相同数量的训练步骤后进行评估时,使用我们的新模型训练的智能体优于使用以前方法训练的智能体。此外,我们还创造了一些场景,让玩家参与到与新代理和旧代理的比赛中,并评估他们的可信度。从可感知的可信度和训练过程的效率两方面来看,结果都很有希望。在这项工作中,我们建议使用通过来源收集的数据来创建一个模型,用于训练NPC使用模仿学习类似于人类玩家的行为。我们不仅将出处作为日志的一种形式,而且还可以提高培训效率,这在目前的文献中还没有出现过。为了验证我们的模型,我们使用了Unity ML-Agents Toolkit中的《DodgeBall》游戏。我们将我们训练过的代理与以前工作中训练过的代理进行了比较,后者使用来源作为日志记录的一种形式。通过两个代理之间的匹配,用我们的新模型训练的代理显示出更高的效率。此外,我们创建了玩家参与游戏的场景,与我们当前的代理和我们之前的解决方案进行比较,并对每个解决方案的可信度进行评级。结果是相当有希望的,无论是在可信度和训练效率方面。
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引用次数: 0
Collaborative VR environment for supporting food culture learning 支持饮食文化学习的协同VR环境
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-24 DOI: 10.1016/j.entcom.2025.100979
Boning Li, Lehao Zhou, Junichi Hoshino
In recent years, cultural learning has required the design of experiential and reflective environments that go beyond mere knowledge acquisition to support the understanding and internalization of cultural values. This study constructed a collaborative VR learning environment focused on food culture, enabling learners to actively interpret and engage in the meaning-making of cultural values in a virtual space. The system consists of scenarios based on three themes: ingredients, tableware, and cuisine. It offers experiences that engage learners with cultural elements through exploration, observation, and cooking. Through voice and non-verbal gestures via avatars, learners shared their insights and emotions, deepening their learning. A comparative experiment showed that participants in the collaborative learning condition significantly outperformed those in the individual learning condition in terms of recognition of cultural values, knowledge acquisition, learning motivation, and cultural awareness. Observations also revealed the natural formation of joint attention through gestures such as pointing and shared gaze, which facilitated reflective meaning-making. Based on these findings, four design recommendations were derived: (1) supporting meaning-making through experience and dialogue, (2) supporting collaboration through non-verbal interaction, (3) designing immersive experiences that enhance intrinsic motivation, and (4) creating scenarios and tasks that encourage reflection.
近年来,文化学习要求设计体验和反思环境,而不仅仅是知识获取,以支持文化价值观的理解和内化。本研究构建了以饮食文化为核心的协同VR学习环境,使学习者能够在虚拟空间中主动解读和参与文化价值观的意义建构。该系统由基于三个主题的场景组成:食材、餐具和烹饪。它通过探索、观察和烹饪,为学习者提供与文化元素互动的体验。通过虚拟化身的语音和非语言手势,学习者分享他们的见解和情感,加深他们的学习。对比实验表明,协作学习条件下的被试在文化价值认知、知识获取、学习动机和文化意识方面显著优于个体学习条件下的被试。观察还揭示了共同注意的自然形成,通过手势,如指向和共同凝视,这促进了反思性意义的形成。基于这些发现,我们得出了四项设计建议:(1)通过体验和对话支持意义创造;(2)通过非语言互动支持协作;(3)设计增强内在动机的沉浸式体验;(4)创建鼓励反思的场景和任务。
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引用次数: 0
Research on improving the competitiveness of live music venues based on hybrid probabilistic information and cumulative prospect theory 基于混合概率信息和累积前景理论的现场音乐场馆竞争力提升研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-23 DOI: 10.1016/j.entcom.2025.100983
Feizhou Quan , Tianya Xu , Luning Zang , Yanlai Li , Dianfeng Zhang
Enhancing the competitiveness of live music venues (LMVs) carries significant implications for the sustainable development of the music industry. This study proposes a quantitative evaluation method that integrates mixed probabilistic information with cumulative prospect theory (CPT), aiming to accurately assess the competitiveness of live music venues. Online customer reviews (OCR) were adopted, core requirement attributes were identified using the Latent Dirichlet Allocation (LDA) model, and sentiment scores were derived through employing the Bidirectional Encoder Representations from Transformers-Bidirectional Long Short-Term Memory (BERT-BiLSTM) model. Subsequently, a satisfaction model based on the Probabilistic Linguistic Term Set (PLTS) framework was constructed to quantitatively assess customer satisfaction levels. Building on this, the competitiveness index(CI) of LMVs was determined using a hybrid probabilistic information approach. CPT was then applied to evaluate the competitiveness rankings of different types of live music venues. Finally, the sensitivity and comparative analyses confirm the high accuracy, robustness, and generalizability of the proposed methodology. The results of this study deepen enterprises’ understanding of customer consumption behavior patterns and clarify the core indicators influencing competitiveness. This provides valuable insights for strategic adjustments aimed at enhancing competitiveness and offers a solid foundation for the sustainable development of the live music industry.
提升现场音乐场地的竞争力,对音乐产业的可持续发展意义重大。本研究提出了一种将混合概率信息与累积前景理论(CPT)相结合的定量评价方法,旨在准确评估现场音乐场地的竞争力。采用在线客户评论(OCR),使用潜在狄利克雷分配(LDA)模型识别核心需求属性,并使用转换-双向长短期记忆(BERT-BiLSTM)模型的双向编码器表示获得情感分数。在此基础上,构建了基于概率语言术语集(PLTS)框架的满意度模型,对客户满意度水平进行了定量评估。在此基础上,采用混合概率信息法确定了低成本汽车的竞争力指数。然后应用CPT来评估不同类型的现场音乐场所的竞争力排名。最后,灵敏度分析和对比分析证实了该方法的准确性、稳健性和通用性。本研究结果加深了企业对顾客消费行为模式的认识,厘清了影响竞争力的核心指标。这为我们的策略调整提供了宝贵的见解,以提高竞争力,并为现场音乐行业的可持续发展奠定了坚实的基础。
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引用次数: 0
Is gaming stress or Relaxation? An HRV-Based Investigation of physiological responses in young adults 游戏是压力还是放松?基于心率变异的青壮年生理反应研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-20 DOI: 10.1016/j.entcom.2025.100981
André Alesi , Kristina Klier , Benedict Herhaus , Klara Brixius , Ingo Froböse , Katja Petrowski , Matthias Wagner
This study investigates the impact of video gaming activities versus watching a nature film on heart rate (HR) and vagally-mediated heart rate variability (vmHRV) in healthy young men. Employing a randomized within-subject design, 31 male participants (average age: 23 years; BMI: 25.68; gaming experience: 8.69 years; daily gaming time: 1.96 h) were assigned to either start with playing video games for 120 min on two consecutive days, followed by watching a nature film for the same duration in the following week, or the reverse order. HR and vmHRV were measured via ECG before and after each activity. Results showed that Video gaming activities had no significant effect on HR and vmHRV. It is indicated that video gaming does not appear to have notable physiological impacts on the autonomic nervous system. Conversely, watching a nature film significantly reduced HR and increased vmHRV compared to playing video games. These findings suggest that watching nature films exerts a calming effect and enhances parasympathetic activity, potentially offering health benefits through stress reduction and relaxation. This study contributes important insights into the physiological effects of digital media and underscores the need for further research in this area.

Objective

Playing video games is associated with increased autonomic sympathetic nervous system activity, which may lead to a reduction in vagally-mediated HRV (vmHRV) and Heart Rate (HR). Hence the aim of this study was to investigate the effect of the vmHRV and HR in healthy young adults between playing a computer game and watching a nature film.

Methods

The study was designed as a randomized within subject design with N = 31 male players (age: M = 23,00 ± 3,53 years, BMI: M = 25,68 ± 3,34, time of experience: M = 8,69 ± 4,74 years, and daily gaming time: M = 1,96 ± 1,32 h). Group A started in week 1 with two consecutive days of 120 min gaming and in week 2 with two consecutive days of 120 min watching a film. Group B started in the opposite order. HR and HRV were measured with ECG before and after the intervention.

Results

The results demonstrated that playing videogames had no effect on HR (t(55) = 1.80, p = 0.08) and vmHRV measured by HF-HRV (t(55) = -1.57, p = 0.12) and RMSSD (t(55) = -1.48, p = 0.15). In contrast, watching a nature film led to a lower HR (t(561.6) = -7.29, p = 0<.001) and an increase vmHRV measured by HF-HRV (t(561.4) = 4.02, p = 0<.001) and RMSSD (t(561.4) = 4.97, p = 0<.001) compared to playing videogame.

Conclusions

These findings indicate that, among this group of male participants, playing video games did not seem to affect the autonomic nervous system in a manner that notably modified heart
本研究调查了视频游戏活动与观看自然电影对健康年轻男性心率(HR)和迷走神经介导的心率变异性(vmHRV)的影响。采用随机受试者内设计,31名男性受试者(平均年龄:23岁;体重指数:25.68;游戏经验:8.69年;每天的游戏时间(1.96小时)被分配到连续两天玩120分钟的视频游戏,然后在接下来的一周看同样时间的自然电影,或者相反的顺序。在每次活动前后通过ECG测量HR和vmHRV。结果显示,电子游戏活动对HR和vmHRV无显著影响。这表明电子游戏似乎对自主神经系统没有显著的生理影响。相反,与玩电子游戏相比,观看自然电影可以显著降低HR,增加vmHRV。这些发现表明,观看自然电影有镇静作用,增强副交感神经活动,可能通过减轻压力和放松对健康有益。这项研究为数字媒体的生理效应提供了重要的见解,并强调了在这一领域进一步研究的必要性。玩电子游戏与自主交感神经系统活动增加有关,这可能导致迷走神经介导的HRV (vmHRV)和心率(HR)的降低。因此,本研究的目的是调查在玩电脑游戏和看自然电影之间,健康年轻人的vmHRV和HR的影响。方法本研究采用随机受试者设计,共有31名男性游戏玩家(年龄:M = 23,00±3,53岁,BMI: M = 25,68±3,34,经验时间:M = 8,69±4,74岁,每日游戏时间:M = 1,96±1,32小时)。A组在第一周开始连续两天玩120分钟的游戏,在第二周连续两天看120分钟的电影。B组以相反的顺序开始。干预前后分别用心电图测量HR、HRV。结果玩电子游戏对HR (t(55) = 1.80, p = 0.08)和vmHRV (t(55) = -1.57, p = 0.12)和RMSSD (t(55) = -1.48, p = 0.15)没有影响。相比之下,观看自然电影会导致较低的HR (t(561.6) = -7.29, p = 0<.001)和更高的vmHRV (t(561.4) = 4.02, p = 0<.001)和RMSSD (t(561.4) = 4.97, p = 0<.001)。这些发现表明,在这组男性参与者中,玩电子游戏似乎并没有以明显改变心率或迷走神经张力的方式影响自主神经系统。相反,观看自然纪录片会唤起一种平静感,增加副交感神经活动,这可能会促进整体健康。
{"title":"Is gaming stress or Relaxation? An HRV-Based Investigation of physiological responses in young adults","authors":"André Alesi ,&nbsp;Kristina Klier ,&nbsp;Benedict Herhaus ,&nbsp;Klara Brixius ,&nbsp;Ingo Froböse ,&nbsp;Katja Petrowski ,&nbsp;Matthias Wagner","doi":"10.1016/j.entcom.2025.100981","DOIUrl":"10.1016/j.entcom.2025.100981","url":null,"abstract":"<div><div>This study investigates the impact of video gaming activities versus watching a nature film on heart rate (HR) and vagally-mediated heart rate variability (vmHRV) in healthy young men. Employing a randomized within-subject design, 31 male participants (average age: 23 years; BMI: 25.68; gaming experience: 8.69 years; daily gaming time: 1.96 h) were assigned to either start with playing video games for 120 min on two consecutive days, followed by watching a nature film for the same duration in the following week, or the reverse order. HR and vmHRV were measured via ECG before and after each activity. Results showed that Video gaming activities had no significant effect on HR and vmHRV. It is indicated that video gaming does not appear to have notable physiological impacts on the autonomic nervous system. Conversely, watching a nature film significantly reduced HR and increased vmHRV compared to playing video games. These findings suggest that watching nature films exerts a calming effect and enhances parasympathetic activity, potentially offering health benefits through stress reduction and relaxation. This study contributes important insights into the physiological effects of digital media and underscores the need for further research in this area.</div></div><div><h3>Objective</h3><div>Playing video games is associated with increased autonomic sympathetic nervous system activity, which may lead to a reduction in vagally-mediated HRV (vmHRV) and Heart Rate (HR). Hence the aim of this study was to investigate the effect of the vmHRV and HR in healthy young adults between playing a computer game and watching a nature film.</div></div><div><h3>Methods</h3><div>The study was designed as a randomized within subject design with <em>N =</em> 31 male players (age: <em>M =</em> 23,00 ± 3,53 years, BMI: <em>M =</em> 25,68 ± 3,34, time of experience: <em>M =</em> 8,69 ± 4,74 years, and daily gaming time: <em>M =</em> 1,96 ± 1,32 h). Group A started in week 1 with two consecutive days of 120 min gaming and in week 2 with two consecutive days of 120 min watching a film. Group B started in the opposite order. HR and HRV were measured with ECG before and after the intervention.</div></div><div><h3>Results</h3><div>The results demonstrated that playing videogames had no effect on HR (<em>t</em>(55) = 1.80, <em>p</em> = 0.08) and vmHRV measured by HF-HRV (<em>t</em>(55) = -1.57, <em>p</em> = 0.12) and RMSSD (<em>t</em>(55) = -1.48, <em>p</em> = 0.15). In contrast, watching a nature film led to a lower HR (<em>t</em>(561.6) = -7.29, <em>p</em> = 0&lt;.001) and an increase vmHRV measured by HF-HRV (<em>t</em>(561.4) = 4.02, <em>p</em> = 0&lt;.001) and RMSSD (<em>t</em>(561.4) = 4.97, <em>p</em> = 0&lt;.001) compared to playing videogame.</div></div><div><h3>Conclusions</h3><div>These findings indicate that, among this group of male participants, playing video games did not seem to affect the autonomic nervous system in a manner that notably modified heart","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100981"},"PeriodicalIF":2.8,"publicationDate":"2025-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144365095","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
Deep multimodal fusion for video game age rating classification 视频游戏年龄分级的深度多模态融合
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-18 DOI: 10.1016/j.entcom.2025.100980
Caner BALIM
Video games appeal to a wide range of ages, from children to adults. As a result, reliable age rating systems like the Entertainment Software Rating Board (ESRB) and Pan European Game Information (PEGI) are essential for guarding younger gamers from improper content. These organizations rate games based on content submitted by video game developers. This paper proposes a multimodal deep learning framework that predicts age ratings by analyzing both video game cover images and textual descriptions. A dataset of 39,212 games was constructed using publicly available information, including ESRB and PEGI labels. Both individual models based on visual or textual features and fusion models that combine these modalities using simple concatenation and Deep Canonical Correlation Analysis (DCCA) were employed to perform the classification task. Experimental results indicate that the simple concatenation model achieves the highest accuracy compared to the individual modalities and the DCCA-based approach, reaching 0.678 for ESRB prediction and 0.584 for PEGI prediction. The findings highlight that using only visual information has limitations, and that textual descriptions play an important role in determining the appropriate age rating for a game. This study shows that future research can benefit from using additional content like gameplay videos and audio.
电子游戏吸引了从儿童到成人的各个年龄段的人。因此,像娱乐软件分级委员会(ESRB)和泛欧游戏信息(PEGI)这样可靠的年龄分级系统对于保护年轻玩家免受不当内容的影响至关重要。这些组织根据电子游戏开发者提交的内容对游戏进行评级。本文提出了一个多模态深度学习框架,通过分析视频游戏封面图像和文本描述来预测年龄等级。使用包括ESRB和PEGI标签在内的公开信息构建了39,212个游戏的数据集。使用基于视觉或文本特征的单个模型和使用简单连接和深度典型相关分析(DCCA)将这些模式结合起来的融合模型来执行分类任务。实验结果表明,与单个模式和基于dca的方法相比,简单串联模型的ESRB预测精度达到0.678,PEGI预测精度达到0.584。研究结果强调,仅使用视觉信息是有局限性的,文本描述在确定游戏的合适年龄分级方面发挥着重要作用。这项研究表明,未来的研究可以从使用游戏视频和音频等附加内容中获益。
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引用次数: 0
Unveiling gender bias in LLM-generated hero and heroine narratives 揭示法学硕士生成的男女主人公叙事中的性别偏见
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-06-16 DOI: 10.1016/j.entcom.2025.100972
Irene C.E. van Blerck , Edirlei Soares de Lima , Margot M.E. Neggers , Toon Calders
This article investigates gender bias in narratives generated by Large Language Models (LLMs) through a two-phase study. Building on our existing work in narrative generation, we employ a structured methodology to analyze the influence of protagonist gender on both the generation and classification of fictional stories. In Phase 1, factual narratives were generated using six LLMs, guided by predefined narrative structures (Hero’s Journey and Heroine’s Journey). Gender bias was quantified through specialized metrics and statistical analyses, revealing significant disparities in protagonist gender distribution and associations with narrative archetypes. In Phase 2, counterfactual narratives were constructed by altering the protagonists’ genders while preserving all other narrative elements. These narratives were then classified by the same LLMs to assess how gender influences their interpretation of narrative structures. Results indicate that LLMs exhibit difficulty in disentangling the protagonist’s gender from the narrative structure, often using gender as a heuristic to classify stories. Male protagonists in emotionally driven narratives were frequently misclassified as following the Heroine’s Journey, while female protagonists in logic-driven conflicts were misclassified as adhering to the Hero’s Journey. These findings provide empirical evidence of embedded gender biases in LLM-generated narratives, highlighting the need for bias mitigation strategies in AI-driven storytelling to promote diversity and inclusivity in computational narrative generation.
本文通过两个阶段的研究,探讨了大型语言模型(LLMs)生成的叙事中的性别偏见。在我们已有的叙事生成研究的基础上,我们采用结构化的方法来分析主人公性别对虚构故事生成和分类的影响。在第一阶段,使用六个llm生成事实叙事,并以预定义的叙事结构(英雄之旅和女主角之旅)为指导。性别偏见通过专门的指标和统计分析进行量化,揭示了主角性别分布的显著差异及其与叙事原型的关联。在第二阶段,通过改变主角的性别而保留所有其他叙事元素来构建反事实叙事。这些叙事然后由相同的法学硕士分类,以评估性别如何影响他们对叙事结构的解释。研究结果表明,法学硕士很难将主人公的性别从叙事结构中分离出来,他们经常使用性别作为对故事进行分类的启发式。情感驱动叙事中的男主角经常被错误地归类为跟随女主角的旅程,而逻辑驱动冲突中的女主角则被错误地归类为遵循英雄的旅程。这些发现提供了法学硕士生成的叙事中嵌入性别偏见的经验证据,强调了在人工智能驱动的叙事中需要采取减轻偏见的策略,以促进计算叙事生成中的多样性和包容性。
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Entertainment Computing
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