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Exploring game-based psychological empowerment and its motivational and wellbeing effects 探索基于游戏的心理授权及其动机和健康影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-22 DOI: 10.1016/j.entcom.2025.100970
Jukka Vahlo , Suvi K. Holm , Johanna K. Kaakinen , Aki Koponen
This study empirically investigates how individuals experience psychological empowerment through gaming compared to their daily life interactions. Drawing on a survey of 2,594 participants from Finland and Denmark, we examine the prevalence, predictors, and implications of psychological empowerment in gaming. Our findings show that 29 percent of respondents from the nationally representative subsamples in both countries report experiencing greater psychological empowerment in gaming than in life in general. Further analysis using Partial Least Squares Structural Equation Modeling (PLS-SEM) reveals that gameplay preferences, positive affect, and playtime predict game-based psychological empowerment. Moreover, the meaningfulness component of game-based empowerment significantly influences gaming motivation — particularly immersion, achievement, relaxation, and challenge motives — as well as subjective vitality in daily life, suggesting potential transfer effects. Adapting Spreitzer’s (1995) model of psychological empowerment, this study contextualizes these findings within gaming experiences. The results contribute to a deeper understanding of psychological empowerment in games and offer insights for game design, emphasizing the value of creating meaningful and empowering play experiences.
本研究以实证的方式调查了个人如何通过游戏体验心理授权,并将其与日常生活互动进行比较。通过对来自芬兰和丹麦的2594名参与者的调查,我们分析了游戏中心理授权的普遍性、预测因素和含义。我们的研究结果显示,在两国具有代表性的子样本中,有29%的受访者表示,他们在游戏中获得的心理授权比在现实生活中更多。使用偏最小二乘结构方程模型(PLS-SEM)的进一步分析显示,玩法偏好、积极影响和游戏时间可以预测基于游戏的心理授权。此外,基于游戏的授权的意义性成分显著影响游戏动机——特别是沉浸、成就、放松和挑战动机——以及日常生活中的主观活力,表明潜在的转移效应。根据Spreitzer(1995)的心理授权模型,本研究将这些发现置于游戏体验的背景中。研究结果有助于我们更深入地理解游戏中的心理授权,并为游戏设计提供见解,强调创造有意义和授权的游戏体验的价值。
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引用次数: 0
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games 社交欺骗游戏中的情绪动态:基于狼人游戏中皮肤电活动对职业和非职业玩家的分析
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-22 DOI: 10.1016/j.entcom.2025.100986
Sho Mitarai , Chang Liu , Goshiro Yamamoto , Nagisa Munekata
The development of AI systems capable of emotionally resonant communication remains a significant challenge. This study examines how humans influence emotions in social deception games by comparing professional and non-professional players. We measured electrodermal activity during gameplay to capture physiological emotional responses and analyzed communication patterns during periods of high emotional arousal. Our results revealed distinct communication strategies: professional players maintained persuasion-based approaches under high arousal, while nonprofessional players shifted toward information-focused communication. Statistical analysis confirmed significant differences in expression patterns between expertise levels. Professional players exhibited more stable emotional states during gameplay, indicating better emotional regulation. These findings inform the design of AI systems that can adapt their communication strategies based on recipient characteristics, advancing the development of emotionally intelligent artificial agents.
开发能够产生情感共鸣的人工智能系统仍然是一个重大挑战。本研究通过比较专业和非专业玩家,考察了人类在社交欺骗游戏中是如何影响情绪的。我们在游戏过程中测量了皮肤电活动,以捕捉生理情绪反应,并分析了高情绪唤醒期间的交流模式。我们的研究结果揭示了不同的沟通策略:职业球员在高唤醒状态下保持以说服为基础的沟通方式,而非职业球员则转向以信息为中心的沟通方式。统计分析证实不同专业水平的表达模式存在显著差异。职业选手在游戏过程中表现出更稳定的情绪状态,表现出更好的情绪调节能力。这些发现为人工智能系统的设计提供了信息,这些系统可以根据接受者的特征调整其沟通策略,从而推动了情商人工智能代理的发展。
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引用次数: 0
An optimized deep learning approach for detection and classification of player actions in football game 一种用于足球比赛中球员动作检测和分类的优化深度学习方法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-21 DOI: 10.1016/j.entcom.2025.101003
K. Kausalya , Kanaga Suba Raja S , S. Sudha
Player position detection and movement prediction is a hot research topic in sports. In this research work, the detection of players and classification of actions are performed using deep learning algorithms You Only Look Once (YOLO-V5) and Mayfly optimized deep neural network. The major contribution of this work is YOLO-V5, MixNet Convolutional Neural Network (MixNetCNN), and the mayfly optimization algorithm is applied for new domains like player actions in football games to show these techniques’ innovative performance. Here, the YOLOv5 (version 6.1) is used to accurately detect and classify the actions in football games. MixNet CNN is utilized to resolve the overfitting issue while classifying the actions of the football players. The mayfly optimization algorithm is utilized for optimizing the Boltzmann machine weights and parameters of classifiers helps to resolve the local optima issues. Experimentations on our dataset provide better prediction performance for recall, precision, f1-score, and mean average precision (mAP) metrics. The precision obtained by the proposed model is the maximum for all classes when the confidence score is 0.911. Comparative analysis with the existing approaches validates the better performance of the proposed detection and classification model.
运动员位置检测与运动预测是体育领域的研究热点。在这项研究工作中,使用深度学习算法You Only Look Once (YOLO-V5)和Mayfly优化的深度神经网络来检测玩家和动作分类。这项工作的主要贡献是YOLO-V5, MixNet卷积神经网络(MixNetCNN),并将mayfly优化算法应用于足球游戏中的球员动作等新领域,以展示这些技术的创新性能。这里,YOLOv5(版本6.1)用于准确检测和分类足球游戏中的动作。在对足球运动员的动作进行分类时,使用MixNet CNN来解决过拟合问题。利用蜉蝣优化算法对波尔兹曼机权值进行优化,分类器参数有助于解决局部最优问题。在我们的数据集上进行的实验为召回率、精度、f1-score和平均平均精度(mAP)指标提供了更好的预测性能。当置信分数为0.911时,所提模型对所有类别的精度达到最大值。通过与现有方法的对比分析,验证了所提出的检测和分类模型具有较好的性能。
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引用次数: 0
Dynamic notification placement based on gaze concentration in HMD-VR HMD-VR中基于注视集中的动态通知放置
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-19 DOI: 10.1016/j.entcom.2025.100993
Kuma Kawakubo, Haruki Takahashi, Kohei Matsumura
Virtual Reality (VR) offers users immersive experiences, but it has been shown that users often need messages and notifications from the outside world even during VR activities. However, inappropriate notification placement can lead to unnecessary task interruptions and information overload when notifications obstruct important visual areas or are positioned outside users’ attention zones. To address this issue, this study proposes a system that dynamically arranges notifications at different gaze concentration levels to evaluate optimal placement strategies in VR. This system utilizes eye-tracking technology to generate a 360-degree heatmap, identifying where users focus their attention. Notifications are then placed at three different gaze concentration levels (20th, 55th, and 85th percentiles) to examine the effects of placement proximity to attention areas. An experiment was conducted to evaluate the impact of notification placement on user experience. Results indicate that in environments with limited gaze movement, positioning notifications in high-gaze areas enhances visibility and recognition. Additionally, varying notification positions across different gaze concentration areas did not significantly affect perceived intrusiveness, urgency, immersion reduction, or comprehension. These findings suggest that gaze-adaptive notification placement can improve visibility without negatively impacting user experience, contributing to more effective VR notification systems.
虚拟现实(VR)为用户提供身临其境的体验,但事实证明,即使在虚拟现实活动中,用户也经常需要来自外部世界的消息和通知。然而,当通知阻碍了重要的视觉区域或位于用户注意力区域之外时,不适当的通知位置可能导致不必要的任务中断和信息过载。为了解决这一问题,本研究提出了一个系统,该系统可以在不同的凝视集中水平下动态安排通知,以评估VR中的最佳放置策略。该系统利用眼球追踪技术生成360度热图,识别用户的注意力集中在哪里。然后将通知放置在三个不同的凝视集中水平(第20、55和85百分位),以检查放置靠近注意区域的影响。我们进行了一项实验来评估通知放置对用户体验的影响。结果表明,在凝视运动受限的环境中,高凝视区域的定位通知增强了可见度和识别能力。此外,在不同的凝视集中区域,不同的通知位置不会显著影响感知的侵入性、紧迫性、沉浸减少或理解。这些发现表明,视线自适应通知位置可以在不影响用户体验的情况下提高可见性,有助于更有效的VR通知系统。
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引用次数: 0
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information 数据新闻可以被嗤之以鼻吗?探索嗅觉接口用于数据新闻信息表示的可能性
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-17 DOI: 10.1016/j.entcom.2025.100996
Winston Wenchen GUO , Zhirui CHEN , Caro Menghan SHI , Guoyu SUN , Hailiang WANG
In recent years, data journalism has seen significant global growth, yet its presentation remains visual. With the advancement of sensory journalism and immersive technologies, olfaction has the potential to bring a unique experience and value to users as an interface for data journalism. In this study, we innovatively used olfactory interaction technology and developed a prototype olfactory device for data journalism. Then, a pilot study (N = 36) was conducted to evaluate the impact of the olfaction interface on users’ perception, experience, and memory. Preliminary results suggest that the olfactory interface is effective in several ways, including aiding storytelling, enhancing users’ long-term memory of news content (especially qualitative data), and increasing user engagement and immersion. We further shared our experiences, design insights, and lessons learned regarding the olfactory mapping method, the olfactory interface’s value in data journalism, the challenges faced, and the scope for future applications. While still in its nascent stages, olfactory interfaces show considerable promise for enriching the data journalism experience.
近年来,数据新闻在全球范围内取得了显著增长,但其呈现方式仍然是视觉化的。随着感官新闻和沉浸式技术的进步,嗅觉作为数据新闻的界面,有可能为用户带来独特的体验和价值。在这项研究中,我们创新地使用嗅觉交互技术,开发了一个用于数据新闻的原型嗅觉设备。然后,进行了一项试点研究(N = 36),以评估嗅觉界面对用户感知、体验和记忆的影响。初步结果表明,嗅觉界面在几个方面都是有效的,包括帮助讲故事,增强用户对新闻内容(尤其是定性数据)的长期记忆,以及增加用户的参与度和沉浸感。我们进一步分享了我们在嗅觉映射方法、嗅觉接口在数据新闻中的价值、面临的挑战以及未来应用范围方面的经验、设计见解和经验教训。虽然嗅觉界面还处于初级阶段,但它在丰富数据新闻体验方面显示出了相当大的前景。
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引用次数: 0
Dynamic and personalized video summarization towards sports entertainment 面向体育娱乐的动态个性化视频总结
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-16 DOI: 10.1016/j.entcom.2025.100999
Pulkit Narwal, Neelam Duhan, Komal Kumar Bhatia
Personalized video summarization involves creation of a compact yet representative version (video summary) of an input video based on individual user preferences. There exists some research gaps in existing works concerning multi-modal system, domain knowledge, effective mapping of video content and user preference. This paper covers the existing research gaps for personalized video summarization and better user entertainment experience. This paper presents a Multi-Modal Multi-module approach for dynamic and personalized video summarization of Cricket sport videos. The Multi-module architecture exploits multiple modalities of the video to select representative content according to user preferences. The proposed approach includes dynamic video segmentation strategy based on Cricket domain knowledge, and key segment selection strategy based on Umpire Detection-Umpire Pose Recognition and Score Board Optical Character Recognition. The proposed approach is quantitatively and qualitatively evaluated to observe the performance of the models and to analyse the quality of generated dynamic and personalized video summary. The performance evaluation (both quantitative and qualitative) reveals the exceptional results and promises to present this work as a standard towards video segmentation, dynamic and personalized video summarization and sports entertainment.
个性化视频摘要包括基于个人用户偏好创建一个简洁但具有代表性的输入视频版本(视频摘要)。现有研究在多模态系统、领域知识、视频内容有效映射和用户偏好等方面存在一定的研究空白。本文涵盖了个性化视频摘要和更好的用户娱乐体验的现有研究空白。提出了一种多模态多模块的板球运动视频动态个性化视频摘要方法。多模块架构利用视频的多种模式,根据用户偏好选择具有代表性的内容。该方法包括基于板球领域知识的动态视频分割策略,以及基于裁判检测-裁判姿势识别和记分牌光学字符识别的关键片段选择策略。对所提出的方法进行了定量和定性评估,以观察模型的性能,并分析生成的动态和个性化视频摘要的质量。性能评估(定量和定性)揭示了卓越的结果,并承诺将这项工作作为视频分割,动态和个性化视频摘要以及体育娱乐的标准。
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引用次数: 0
A game-theoretic analysis of traditional song selection rules in rhythm game tournaments 节奏游戏比赛中传统歌曲选择规则的博弈论分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-14 DOI: 10.1016/j.entcom.2025.100988
Hikaru Ikuta , Yudai Tsujino , Ryosuke Yamanishi
In competitive rhythm gaming, the selection of songs (or “charts”) to be played is a crucial factor that can significantly influence the outcome of the match. Building on this importance, rhythm game tournaments often incorporate strategic elements into the song selection process. Instead of predefined selections, match songs are determined through player interactions in a mini-game, enhancing the tournament’s entertainment value. This selection process must balance various factors, including fairness and entertainment value, making its rule design essential for improving the overall tournament experience. Reflecting these diverse requirements, a variety of selection methods are actively used in both fan-driven and official tournaments. In this paper, we mathematically analyze the fairness of these selection processes using game theory, for the purpose of providing insights into the design of rhythm game tournament rules. Focusing on three song selection methods confirmed to be used in real tournaments, we conduct a comparative analysis with an emphasis on fairness and entertainment value.
在竞争性节奏游戏中,选择播放的歌曲(或“图表”)是能够显著影响比赛结果的关键因素。基于这一重要性,节奏游戏比赛通常会将策略元素融入歌曲选择过程中。比赛歌曲不是预先选定的,而是通过玩家在迷你游戏中的互动来决定,从而提高了比赛的娱乐价值。这个选择过程必须平衡各种因素,包括公平性和娱乐价值,使其规则设计对改善整体比赛体验至关重要。为了反映这些不同的要求,在球迷驱动和官方比赛中都积极使用各种各样的选择方法。在本文中,我们使用博弈论从数学上分析了这些选择过程的公平性,目的是为节奏游戏锦标赛规则的设计提供见解。针对三种已被确认在实际比赛中使用的选歌方法,我们进行了比较分析,重点是公平性和娱乐价值。
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引用次数: 0
Rehabilite Game+: Pose estimation-based serious games for forearm and hand movement rehabilitation 康复游戏+:基于姿势估计的前臂和手部运动康复严肃游戏
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-14 DOI: 10.1016/j.entcom.2025.100992
José Everton Fontenele , Silmar Teixeira , Daniel Lima Sousa , Rayele Moreira , Maria Gislene Silva , Samaritana Nascimento , Leynilson Pereira , Ariel Soares Teles
Motor sequelae in the hand and forearm can result from various diseases or injuries. As a result, the patient has limitations or inability to perform movements. Serious games for motor rehabilitation can motivate patients in the exercise sessions needed to recover the compromised limb. This study aimed to extend a game platform, developing and evaluating serious games focused on the rehabilitation of hand and forearm movements, then creating the Rehabilite Game+. To develop it, a co-design methodology was used with 21 health professionals (16 physiotherapists and 5 psychologists). The result was a list of requirements, which were implemented in two games based on human hand pose estimation. After that, the Rehabilite Game+ was first evaluated with 21 physiotherapists in a usability and user experience study applying the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). Also, movement recognition techniques employed in the games had performance evaluated with 36 healthy participants. The average score of SUS was 92.5 on a 100-point scale and UEQ results varied between 1.46 and 1.98 for six factors within its benchmark, which varies on a scale from -3 to +3, so representing good/excellent results. Movement recognition techniques demonstrated high performance (F1-score of 0.98 and 0.99 for forearm pronation and supination, respectively, and 1.00 for finger flexion and extension). We conclude that the proposed games can be experimented in clinical trials with patients.
手部和前臂的运动后遗症可由各种疾病或损伤引起。因此,患者有限制或无法进行运动。运动康复的严肃游戏可以激励患者进行恢复受损肢体所需的锻炼。本研究旨在扩展一个游戏平台,开发和评估专注于手部和前臂运动康复的严肃游戏,然后创建康复游戏+。为了开发它,与21名卫生专业人员(16名物理治疗师和5名心理学家)使用了共同设计方法。结果是一个需求列表,在两个基于人手姿势估计的游戏中实现。之后,在可用性和用户体验研究中,21名物理治疗师首先使用系统可用性量表(SUS)和用户体验问卷(UEQ)对康复游戏+进行了评估。此外,36名健康参与者对游戏中使用的动作识别技术的表现进行了评估。在100分制中,SUS的平均得分为92.5分,在其基准的六个因素中,UEQ结果在1.46到1.98之间变化,在-3到+3之间变化,因此代表良好/优秀的结果。运动识别技术表现出较高的性能(前臂旋前和旋后分别为0.98和0.99,手指屈伸分别为1.00)。我们的结论是,所提出的游戏可以在患者的临床试验中进行实验。
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引用次数: 0
Fighting to the beat: Multi-instrumental adaptive background music approach 战斗的节奏:多乐器自适应背景音乐的方法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-10 DOI: 10.1016/j.entcom.2025.100985
Ibrahim Khan , Thai Van Nguyen , Ruck Thawonmas
This paper presents our approach to enhance the background music (BGM) in DareFightingICE, a fighting game research platform, by adding a rule-based adaptive BGM. The adaptive BGM consists of three different groups of instruments playing the BGM provided in the DareFightingICE platform. The BGM adapts by changing the volume of the groups of instruments. Each group is connected to a different element of the game. We then run experiments to evaluate the adaptive BGM by using a deep reinforcement learning AI that only uses audio as input (Blind DL AI). The results show that the performance of Blind DL AI improves while playing with the adaptive BGM as compared to playing with a baseline non-adaptive BGM. We also conduct two user studies, a perception study, and a playing study. The results from these studies show that not only human players can recognize the adaptation of the BGM, they also perform better with adaptive BGM as compared to non-adaptive BGM. Lastly, the adaptive BGM scores higher than the non-adaptive on audio aesthetics and enjoyment factors making it overall a better BGM.
本文提出了在格斗游戏研究平台DareFightingICE中,通过添加基于规则的自适应背景音乐来增强背景音乐(BGM)的方法。自适应BGM由三组不同的乐器组成,演奏DareFightingICE平台提供的BGM。BGM通过改变乐器组的音量来适应。每一组都与游戏的不同元素相关联。然后,我们通过使用仅使用音频作为输入的深度强化学习AI (Blind DL AI)运行实验来评估自适应BGM。结果表明,与使用基线非自适应BGM相比,使用自适应BGM的Blind DL AI的性能有所提高。我们还进行了两项用户研究,一项感知研究和一项游戏研究。这些研究结果表明,人类棋手不仅能够识别出BGM的适应性,而且与非适应性BGM相比,他们在适应性BGM中表现更好。最后,自适应BGM在音频美学和享受因素上的得分高于非自适应BGM,使其成为整体上更好的BGM。
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引用次数: 0
Decoding comics visual narratives: a semi-automatic review using information modelling technique 解码漫画视觉叙事:使用信息建模技术的半自动回顾
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-09 DOI: 10.1016/j.entcom.2025.100995
Rishu, Vinay Kukreja

Context

Comic analysis has become an increasingly prominent area because of the rise in digital comics. It focuses on automatically identifying and extracting comic panels, speech balloons, and text from comics, with various applications in the digital media sector.

Objective

The study investigated the research trends and semantic relationship between qualitative and quantitative literature on comic analysis.

Method

A semi-automatic literature review was conducted on 493 research studies (2005–2024), retrieved from major academic databases. Latent semantic analysis (LSA) method was selected over other information modeling techniques due to its ability to handle synonymy, polysemy, and sparse datasets.

Result

The study identifies leading researchers such as Jean-Christophe Burie, Christophe Rigaud, Yusuke Matsui, and Clement Guerin (28.63%), and the top publishers include Journal of Graphic Novels and Comics, Studies in Comics, and International Conference on Document Analysis and Recognition (25.60%). Speech balloon analysis (21.4%), panel detection (18.9%), visual narrative patterns (16.7%), automatic comic text extraction (12.3%), and semantic storytelling analysis (10.6%) are the most researched topics. A five-topic solution (coherence score: 0.847) was generated, and validated via Cohen’s Kappa (0.950) for inter-rater reliability, ensuring robust topic assignments. These insights benefit AI-driven recommendation systems, digital media platforms, and multimodal content analysis.
由于数字漫画的兴起,漫画分析已经成为一个日益突出的领域。它专注于自动识别和提取漫画面板、演讲气球和漫画文本,在数字媒体领域有各种应用。目的探讨漫画分析定性文献和定量文献的研究趋势和语义关系。方法对2005-2024年间从各大学术数据库中检索的493篇研究进行半自动文献综述。由于潜在语义分析(LSA)方法具有处理同义、多义和稀疏数据集的能力,因此在其他信息建模技术中被选择。结果本研究确定了Jean-Christophe Burie、Christophe Rigaud、Yusuke Matsui和Clement Guerin等主要研究人员(28.63%),以及Journal of Graphic novel and Comics、Studies in Comics和International Conference on Document Analysis and Recognition(25.60%)等顶级出版商。语音气球分析(21.4%)、面板检测(18.9%)、视觉叙事模式(16.7%)、自动漫画文本提取(12.3%)和语义故事分析(10.6%)是研究最多的主题。生成了一个五主题解决方案(一致性得分:0.847),并通过Cohen 's Kappa(0.950)验证了评分者之间的信度,确保了稳健的主题分配。这些见解有利于人工智能驱动的推荐系统、数字媒体平台和多模式内容分析。
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引用次数: 0
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