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A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field 用于再现体育专业学生模拟训练游戏的单目视觉身体增强算法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100844
Guibo Liu, Mingze Wei
At present, the simulation training game for sports students has become an important auxiliary tool in the field of sports training. However, how to provide a more authentic and immersive experience has always been a hot and difficult research topic. In view of this, this paper proposes a method of visual sense enhancement based on monocular vision. In order to improve the accuracy of motion information extraction, Scale-invariant feature transform and sliding window filtering algorithm were used to optimize the results of motion information extraction. The experimental results show that the displacement acceleration and angular velocity on each axis vary significantly from frame to frame, for example, the Y-axis angular velocity varies from 0.178 to 0.924. The monocular vision enhancement algorithm can effectively reflect the dynamic characteristics of objects in the process of motion, help to simulate and reproduce the real motion of things on the field more accurately, and help to improve the skill level of athletes in the training process.
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引用次数: 0
Building imagination in 3D: The design by children with architecture and 3D printing
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100904
Bahar Sultan Qurraie, Ömer Özeren, Maman Sani Guero Na-Allah
This study investigates the potential of 3D printing to foster creativity, spatial thinking, and architectural understanding in young children. Through interactive workshops, children designed their dream homes and transformed their drawings into tangible 3D models using SketchUp software and 3D printing technology. The results demonstrate the effectiveness of this approach in igniting a passion for architecture and developing essential skills such as spatial reasoning, creativity, problem-solving, and confidence. Additionally, the 3D printing experience provided a tangible link between imagination and the built environment, inspiring future generations of designers. This study paves the way for integrating 3D printing into educational settings to revolutionize architectural education. Furthermore, the study revealed the positive impact of 3D printing on fostering collaboration and communication among children as they worked together to design and create their models.
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引用次数: 0
Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100911
Xi Fang , Aihua Han , Yifang Luo , WonHo Choi , Fan Zhang
Online movie reviews play a crucial role in shaping the digital entertainment landscape by influencing consumer decision-making. However, little research has investigated how the readability of these reviews impacts film performance. This paper examines the relationship between the readability of reviews on online platforms and movie market outcomes, including box office revenue, audience ratings, and popularity. We collected a dataset of 116,771 Chinese-language reviews from the Douban platform for 224 movies released in China between January 2019 and September 2022. Using natural language processing techniques, we calculated various readability metrics for each movie’s reviews. We then analyzed how these readability scores correlated with the movies’ economic and ratings performance. The results show that movies with more readable reviews tend to have higher box office returns, better audience reviews, and larger viewership. However, this effect is weakened when movies receive coverage from more authoritative official media sources or when the movies are not entertaining enough. We also find that the number of “useful” upvotes on reviews partially mediates the relationship between readability and movie outcomes. This study contributes novel insights into how the linguistic features of user-generated content can impact the success of digital entertainment products. The findings can help platforms design more effective review systems and assist studios in marketing movies online. Future work could extend this approach to other domains like book reviews or video game feedback.
{"title":"Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms","authors":"Xi Fang ,&nbsp;Aihua Han ,&nbsp;Yifang Luo ,&nbsp;WonHo Choi ,&nbsp;Fan Zhang","doi":"10.1016/j.entcom.2024.100911","DOIUrl":"10.1016/j.entcom.2024.100911","url":null,"abstract":"<div><div>Online movie reviews play a crucial role in shaping the digital entertainment landscape by influencing consumer decision-making. However, little research has investigated how the readability of these reviews impacts film performance. This paper examines the relationship between the readability of reviews on online platforms and movie market outcomes, including box office revenue, audience ratings, and popularity. We collected a dataset of 116,771 Chinese-language reviews from the Douban platform for 224 movies released in China between January 2019 and September 2022. Using natural language processing techniques, we calculated various readability metrics for each movie’s reviews. We then analyzed how these readability scores correlated with the movies’ economic and ratings performance. The results show that movies with more readable reviews tend to have higher box office returns, better audience reviews, and larger viewership. However, this effect is weakened when movies receive coverage from more authoritative official media sources or when the movies are not entertaining enough. We also find that the number of “useful” upvotes on reviews partially mediates the relationship between readability and movie outcomes. This study contributes novel insights into how the linguistic features of user-generated content can impact the success of digital entertainment products. The findings can help platforms design more effective review systems and assist studios in marketing movies online. Future work could extend this approach to other domains like book reviews or video game feedback.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100911"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172294","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
The enduring appeal of Mahjong: Navigating the challenges of AI integration
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100915
Ruicheng Sha , Weijia Shi
Game is an important part of entertainment. This study applies Game Refinement Theory (GRT) to the zero-sum game of Mahjong, aiming to uncover its enduring appeal in terms of player engagement and to explore whether Mahjong can continue to attract players in the AI era. By applying Game Refinement Theory (GRT), we analyze real gameplay data from the online platform Tenhou and AI self-play data by akochan, following the Riichi Competition Rules (RCR). We calculate Game Refinement (GR) values to evaluate the balance between skill and chance in Mahjong. Our findings reveal that the GR value for human players averages around 0.088, indicating high engagement, while AI players exhibit GR values within the balanced range of 0.076, all within the range of game attractiveness. Key factors such as the number of riichi, furo, and player skill levels significantly influence game balance and excitement. Importantly, even as high-level players adopt AI strategies, Mahjong remains competitive and entertaining, suggesting that AI does not diminish its inherent appeal. These insights offer practical implications for game designers and AI developers aiming to enhance player experience and maintain game balance in the AI era.
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引用次数: 0
The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process 表现程度对玩家的影响:探索玩家在游戏过程动态中的乐趣和参与度
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100887
Naying Gao , Mohd Nor Akmal Khalid , Hiroyuki Iida
This study explores the intricate dynamics between player performance, reward frequency, and unpredictability in gaming experiences within the context of game refinement theory. It introduces three key concepts: m (inherent game risk), k (player skill level), and N (reward frequency concerning reinforcement learning), and investigates how their interplay influences player engagement and enjoyment. The research aims to contribute theoretical advancements in game design, user experience, and behavioral psychology by employing the motion-in-mind model. The findings reveal that highly skilled players (lower k) derive greater enjoyment due to their ability to navigate uncertainties efficiently, reaching an equilibrium where the measure of game refinement (GR) equals the measure of unpredictability (AD). The study examines how players transition from k=3 (average skill) to k=2 (high skill), leading to a heightened gaming perception akin to perfect players. The research uncovers relationships between player skill (k), game risk (m), and reward frequency (N). Furthermore, we extend previous research by observing the ratio of GR and AD values (denoted as ϕ) to explore the balance between entertainment and surprise in different game types, providing valuable perspectives for practitioners and academicians.
本研究以游戏完善理论为背景,探讨了游戏体验中玩家表现、奖励频率和不可预测性之间错综复杂的动态关系。它引入了三个关键概念:(固有游戏风险)、(玩家技能水平)和(有关强化学习的奖励频率),并研究了它们之间的相互作用如何影响玩家的参与度和乐趣。研究旨在通过采用 "心动 "模型,为游戏设计、用户体验和行为心理学的理论进步做出贡献。研究结果表明,高技能玩家(较低)由于能够有效地驾驭不确定性而获得更大的乐趣,达到游戏精细度()等于不可预测性()的平衡。本研究探讨了玩家如何从(平均技能)过渡到(高技能),从而获得类似于完美玩家的更高游戏感知。研究揭示了玩家技能()、游戏风险()和奖励频率()之间的关系。此外,我们还通过观察 GR 值和 AD 值的比例(表示为)来扩展之前的研究,从而探索不同游戏类型中娱乐性和惊奇性之间的平衡,为从业人员和学者提供有价值的视角。
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引用次数: 0
The revised model for initial and continued involvement in fantasy football
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100917
Luke Wilkins , Jamie Churchyard , Zoella Zaborski , Ross Dowsett , Gary Britton
Fantasy football (FF) is an online game that plays an increasingly central role in fan engagement with the sport. Wilkins et al.’s [45] Model for Initial and Continued Involvement in Fantasy Football (MICIFF) proposed several possible motivations for FF participation. The present study examined the validity of this model whilst also exploring potential age-related differences in perspectives. Integrative content analysis of qualitative responses from 698 FF players revealed support (i.e., >8% coverage) for 12 of the 15 factors in the model, with ‘mimics real football’ (45.7 % coverage) and ‘maintaining friendships’ (44.8 %) most frequently cited. No evidence was found for two factors, whilst amendments were made to another factor. Two new factors emerged from the analysis. Chi-square tests identified significant differences between younger and older adults in five factors. These changes are reflected in a revised MICIFF. The findings enhance our understanding of why individuals participate in FF and have implications for both players and stakeholders in the game.
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引用次数: 0
A comparative analysis of game experience in treadmill running applications 跑步机跑步应用中游戏体验的比较分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100888
Micaela Y. Martin , Carlos Marín-Lora , Miguel Chover
Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.
尽管跑步机跑步应用程序越来越受欢迎,但就用户体验而言,外部游戏与传统跑步模拟器之间的比较分析却很少见。本研究旨在通过研究三种不同跑步机跑步应用程序的用户体验来填补这一空白:Zwift(跑步模拟器)、Ring Fit Adventure(任天堂 Switch 游戏)和 Fitoon(移动专用跑步机游戏)。每个应用程序分别使用独特的交互机制--计步器、带Ring-Con的腿部控制器和智能手表,通过游戏体验问卷的游戏内版本进行评估。结果表明,与传统的跑步机跑步活动相比,体外游戏(尤其是 Fitoon)能显著提高能力、沉浸感和游戏流程。然而,与预期相反的是,使用智能手表进行互动并没有明显降低消极情绪的水平。这一发现凸显了跑步机跑步应用中交互机制及其对用户情绪影响之间关系的复杂性。通过对用户体验进行全面分析,本研究深入探讨了不同交互系统和平台的潜在优势和局限性,为开发更具情感吸引力和回报性的跑步机跑步应用程序提供了宝贵信息。
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引用次数: 0
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system 基于深度学习和互动体验的娱乐社交媒体在英语电子教学系统中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100846
Cheng Chen
With the rapid development of the Internet, e-learning is becoming more and more popular as a convenient and flexible way of learning. This study aims to explore the application of entertainment social media based on deep learning and interactive experience in English e-learning teaching system to improve students’ learning effect and motivation. The interface design of e-learning system incorporates gamification elements, and deep learning algorithms are used to analyze students’ learning habits and progress. The system can provide personalized learning paths and recommended content for each student to ensure that learning resources match students’ needs and abilities. A variety of interactive learning activities are built into the system to encourage students to actively participate in and practice their English speaking and listening skills. With integrated social media capabilities, students can create profiles on the learning platform, join interest groups, communicate with peers and study collaboratively. Through the data analysis of experiments and questionnaires, we found that entertainment social media based on deep learning and interactive experience can effectively improve students’ learning interest and motivation in the English e-learning teaching system. Students showed higher engagement and motivation when using the system and achieved better learning outcomes.
随着互联网的快速发展,网络学习作为一种便捷、灵活的学习方式越来越受到人们的青睐。本研究旨在探索基于深度学习和互动体验的娱乐社交媒体在英语网络教学系统中的应用,以提高学生的学习效果和学习动力。电子学习系统的界面设计融入了游戏化元素,并利用深度学习算法分析学生的学习习惯和进度。系统可为每个学生提供个性化的学习路径和推荐内容,确保学习资源与学生的需求和能力相匹配。系统内置多种互动学习活动,鼓励学生积极参与,锻炼英语听说能力。通过集成的社交媒体功能,学生可以在学习平台上创建个人档案、加入兴趣小组、与同伴交流和协作学习。通过实验和问卷调查的数据分析,我们发现基于深度学习和互动体验的娱乐社交媒体能有效提高英语网络教学系统中学生的学习兴趣和积极性。学生在使用该系统时表现出更高的参与度和积极性,并取得了更好的学习效果。
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引用次数: 0
Revenue effects of Denuvo digital rights management on PC video games Denuvo 数字版权管理对 PC 视频游戏收入的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100885
William M. Volckmann II
In the personal computer video game market, a digital rights management (DRM) technology called Denuvo has been used since 2014 to restrict software usage to legitimate buyers, thereby preventing piracy. Sometimes Denuvo DRM is bypassed or “cracked”, after which the video game can be pirated. I exploit the randomness with which Denuvo is cracked to estimate the effect Denuvo has on protecting revenue from piracy displacement. When Denuvo is cracked very early on, piracy leads to an estimated 20 percent fall in total revenue on average relative to an uncracked counterfactual, but that effect is weaker the longer it takes for Denuvo to be cracked. When Denuvo survives for at least 12 weeks, piracy leads to nearly zero total revenue loss on average. The results suggest that Denuvo does protect legitimate sales to an estimated mean of 15 percent of total revenue and median of 20 percent, but there is little justification to employ Denuvo long-term (i.e. for more than three months), especially given that Denuvo can have negative technical side effects and is generally disliked by users.
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引用次数: 0
A concise review of intelligent game agent
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100894
Hui Li, Xinyi Pang, Bixia Sun, Kexin Liu
Intelligent game agents are crafted using AI technologies to mimic player behavior and make decisions autonomously. Over the past decades, the scope of intelligent agents has broadened from chess to encompass content generation, player modeling, and result prediction, reflecting the field’s evolving and multifaceted nature. In this paper, we conduct a systematic review of recent literature on intelligent methods and applications of game agents, along with general game agent frameworks. Our findings suggest that creating general intelligent agents remains a significant challenge, yet it is worthwhile to explore methods that better integrate the strengths of different techniques to build more robust and adaptable intelligent game agents.
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引用次数: 0
期刊
Entertainment Computing
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