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A systematic review for 2019–2025 on deep learning models in the film production industry 2019-2025年电影制作行业深度学习模型系统回顾
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101076
Behnam Yousefimehr , Mehdi Ghatee , Shervin Ghaffari , Arash Arasteh , Parsa Ahmadi , Amirhossein Ghane , Sina Esnaasharieh
The integration of artificial intelligence (AI) into film production is fundamentally reshaping cinematic creation. This survey presents a systematic review of deep learning applications in the film industry from 2019 to 2025, analyzing their impact across four core pillars: Scriptwriting, Video Generation, Video Editing, and Music Generation. To overcome the limitations of subjective qualitative reviews, we introduce the Intelligent Multi-Dimensional Paper Scoring Framework (IMPSF), a novel methodology for the quantitative and reproducible evaluation of scholarly literature. The IMPSF employs a multi-agent system to assess papers across four key dimensions: Technical Innovation, Empirical Rigor, Cinematic Applicability, and Methodological Soundness. A critical innovation is our empirically grounded weighting scheme for these dimensions, optimized on a targeted subset of the S2ORC corpus to reflect performance in cinematic AI workflows. Applied to a curated corpus of 129 publications, the IMPSF identifies and ranks the most significant contributions. Our analysis reveals that AI serves primarily as a powerful augmentative tool, with substantial advancements in each domain driven by technologies like diffusion models, large language models (LLMs), and generative adversarial networks (GANs). This review not only synthesizes the current state of the art but also provides a structured taxonomy, a research roadmap, and a foundational framework for future innovation at the intersection of computational creativity and cinematic artistry.
人工智能(AI)与电影制作的融合正在从根本上重塑电影创作。本调查系统回顾了2019年至2025年深度学习在电影行业的应用,分析了它们在四个核心支柱上的影响:编剧、视频生成、视频编辑和音乐生成。为了克服主观定性评价的局限性,我们引入了智能多维论文评分框架(IMPSF),这是一种对学术文献进行定量和可重复评估的新方法。IMPSF采用多主体系统从四个关键维度评估论文:技术创新、经验严谨性、电影适用性和方法合理性。一个关键的创新是我们基于经验的这些维度的加权方案,在S2ORC语料库的目标子集上进行优化,以反映电影AI工作流程中的性能。应用于129个出版物的策划语料库,IMPSF确定并排名最重要的贡献。我们的分析表明,人工智能主要作为一种强大的辅助工具,在扩散模型、大型语言模型(LLMs)和生成对抗网络(gan)等技术的推动下,人工智能在每个领域都取得了实质性进展。这篇综述不仅综合了当前的艺术状态,而且还提供了一个结构化的分类,一个研究路线图,以及一个基础框架,用于未来在计算创造力和电影艺术的交叉点上的创新。
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引用次数: 0
Social signals and visibility on digital platforms: interpretable evidence from steam on what drives player activity 数字平台上的社交信号和可见性:steam关于驱动玩家活动的可解释证据
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2026.101080
Haoran Sun, Mingxi Bie, Zhaoyu Li, Zhaotong Lian
We study how public social signals and platform visibility cues—review volume and sentiment, pricing/discounts, and release recency—are associated with concurrent player activity on a large digital game distribution platform (Steam). Using a fully reproducible pipeline, we quantify standardized associations via logistic-regression odds ratios with confidence intervals and complement them with model-agnostic permutation importance and partial dependence profiles. Evaluation uses 5 × 10 repeated stratified cross-validation with out-of-fold predictions, reporting PR-AUC and calibration alongside ROC-AUC to reflect class imbalance and probability reliability. We also derive precision–recall operating thresholds that clarify targeting trade-offs. Across both endpoints, review volume is the strongest correlate; the early post-release window exhibits the largest marginal lift; and pricing shows a non-linear pattern with diminishing returns. Taken together, these results link social proof and visibility-related signals to measurable engagement patterns and yield actionable, testable hypotheses for discovery and promotion timing that can be validated through platform or publisher experimentation. All data/code, the AppID list, and the exact environment file are provided in the supplementary package to enable full reproduction.
我们研究了公共社交信号和平台可见性线索——评论量和情绪、定价/折扣和发布时间——与大型数字游戏发行平台(Steam)上的并发玩家活动之间的关系。使用完全可重复的管道,我们通过具有置信区间的逻辑回归比值比量化标准化关联,并通过与模型无关的排列重要性和部分依赖概况进行补充。评估使用5 × 10次重复分层交叉验证和叠外预测,报告PR-AUC和校准以及ROC-AUC,以反映类别不平衡和概率可靠性。我们还推导了精确召回操作阈值,以澄清目标权衡。在两个端点上,评论量是最强的相关性;释放后早期窗口的边际升力最大;定价呈现出收益递减的非线性模式。综上所述,这些结果将社交证明和可见性相关信号与可测量的用户粘性模式联系起来,并产生可操作的、可测试的发现和推广时机假设,这些假设可以通过平台或发行商实验来验证。所有数据/代码、AppID列表和确切的环境文件都在补充包中提供,以支持完全复制。
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引用次数: 0
The mouse’s effect on performance in “balanced” competitive first-person shooters: case evidence from Halo: The Master Chief Collection 鼠标对“平衡”竞争性第一人称射击游戏表现的影响:来自《光晕:士官长合集》的案例证据
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2026.101083
Daniel C. Sivertsen
Studies show that mouse and keyboard (MnK) input controls are superior for aiming tasks in first-person shooter (FPS) games compared to gamepad controls. What remains unclear is whether MnK users demonstrate a performance premium in competitive multiplayer games that use performance balancing mechanics like aim-assistance. This case study approaches this gap with player-level gameplay data from Halo: The Master Chief Collection, a multi-input FPS with aim-assistance mechanics for gamepad users. To account for observed differences between input device groups, propensity scores are estimated to match players across a vector of gameplay characteristics. Performance is assessed with three standard FPS metrics: the kills-to-deaths ratio (K/D), the kills-plus-assists-to-deaths ratio (KDA), and the count of total first-place rankings. The 95% confidence intervals for the MnK users’ expected premium in performance ranges from 0.06 to 0.16 (p-value < 0.01) for K/D, 0.06 to 0.21 (<0.01) for KDA, and 10.99 to 59.73 (<0.05) for first-place rankings. These results provide case evidence that MnK users experience performance advantages despite mechanics like aim-assistance and emphasize the need to refine balance in multi-input or cross-platform FPS game design.
研究表明,在第一人称射击游戏(FPS)中,鼠标和键盘(MnK)输入控制比手柄控制更适合瞄准任务。目前尚不清楚的是,MnK用户是否会在使用瞄准辅助等性能平衡机制的竞争性多人游戏中表现出性能溢价。本案例研究通过《光晕:士官长合集》(面向手柄用户的多输入FPS,带有瞄准辅助机制)的玩家层面游戏玩法数据来解决这一差距。为了解释不同输入设备组之间的差异,倾向得分被估计为在游戏玩法特征向量上匹配玩家。性能评估有三个标准的FPS指标:击杀/死亡比(K/D),击杀+助攻/死亡比(KDA),以及总第一名排名。MnK用户在性能上的预期溢价的95%置信区间为K/D的0.06至0.16 (p值<;0.01), KDA的0.06至0.21 (<0.01),第一名排名的10.99至59.73 (<0.05)。这些结果提供了《MnK》用户在瞄准辅助等机制下仍能获得性能优势的案例证据,并强调了在多输入或跨平台FPS游戏设计中优化平衡的必要性。
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引用次数: 0
Exploring the differentiated formation mechanism across diverse populations for the use of e-health 探索不同人群使用电子医疗的差异化形成机制
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2026.101079
Jiayao Zhu, Sufen Wang

Objective

This study aims to provide a differentiated formation mechanism of e-health usage across diverse populations.

Method

Based on the formation and influence mechanism of the digital divide, the UTAUT (Unified Theory of Acceptance and Use of Technology) model is expanded from exogenous, endogenous, moderating and mediating mechanism. It introduces five moderating variables, namely gender, age, experience, education level, and health status. A total of 477 online questionnaires are collected.

Results

The model explains 86.2 % of the variance in behavioral intention, with performance expectancy, social influence, habit, and digital divide identified as key predictors. Habit, digital divide, and behavioral intention account for 80.6 % of the variance in usage behavior. Furthermore, health interest and perceived security are key external factors influencing the formation of the digital divide within internet healthcare. Moderating effects of age, gender, experience, health status, and education level are also evident in both the formation of the digital divide and the system usage behaviors.

Conclusions

This research has developed a comprehensive model of Internet medical system use with strong predictability, and provides theoretical guidance for improving patients’ acceptance and use of the Internet medical system (especially according to the characteristics of different populations).
目的探讨不同人群电子医疗使用的差异形成机制。方法基于数字鸿沟的形成和影响机制,从外生机制、内生机制、调节机制和中介机制等方面对UTAUT (Unified Theory of Acceptance and Use of Technology)模型进行扩展。它引入了五个调节变量,即性别、年龄、经验、教育水平和健康状况。共收集了477份在线问卷。结果该模型解释了86.2%的行为意向差异,其中表现预期、社会影响、习惯和数字鸿沟被确定为关键预测因素。习惯、数字鸿沟和行为意向占使用行为差异的80.6%。此外,健康利益和感知安全是影响互联网医疗中数字鸿沟形成的关键外部因素。年龄、性别、经验、健康状况和受教育程度对数字鸿沟的形成和系统使用行为的调节作用也很明显。本研究建立了互联网医疗系统使用的综合模型,具有较强的可预见性,为提高患者对互联网医疗系统的接受和使用(特别是根据不同人群的特点)提供了理论指导。
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引用次数: 0
A computational approach to screenplay structure via multi-agent systems 基于多智能体系统的剧本结构计算方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101077
Mei-Hua Hsu , Yi-Fan Wang , Max Yue-Feng Wang , Wei-Zhi Su
Evaluating screenplay structure is challenging because manual reviews are subjective and costly, while automated methods often focus on surface features rather than the deeper architecture of storytelling. This study introduces a multi-agent analytical framework grounded explicitly in screenplay structure theory, operationalizing Syd Field’s three-act structure and Blake Snyder’s fifteen-beat model. By converting structural principles into computable rules and assigning specialized analytical roles to agents, the framework identifies acts, detects beats, assesses structural coherence, and resolves interpretive conflicts.
Tested on multiple screenplays, the framework outperformed a single-LLM baseline, achieving higher beat detection accuracy (87.2 % vs. 72.4 %), stronger semantic alignment, and greater interpretability. Agent disagreements highlighted structurally ambiguous segments, such as Midpoints and thematic beats, providing valuable diagnostic insights.
Theoretically, the study advances computational narratology by transforming narrative theory into explainable, rule-based collaboration. Practically, it offers a transparent, AI-assisted diagnostic tool for screenwriters and producers, complementing current industry systems. While limited by corpus size and non-traditional scripts, the framework establishes a foundation for integrating multimodal cues, adaptive learning, and professional validation in future research.
评估剧本结构是具有挑战性的,因为人工审查是主观的,而且成本很高,而自动化方法通常关注的是表面特征,而不是故事情节的深层架构。本研究引入了一个明确基于剧本结构理论的多主体分析框架,将西德·菲尔德的三幕结构和布莱克·斯奈德的十五拍模型付诸实践。通过将结构原则转换为可计算的规则,并为代理分配专门的分析角色,该框架识别行为,检测节拍,评估结构一致性,并解决解释冲突。在多个剧本测试中,该框架优于单一llm基线,实现了更高的节拍检测准确率(87.2% vs. 72.4%),更强的语义一致性和更强的可解释性。Agent分歧突出了结构上模糊的部分,如中点和主题节拍,提供了有价值的诊断见解。从理论上讲,该研究通过将叙事理论转化为可解释的、基于规则的协作来推进计算叙事学。实际上,它为编剧和制片人提供了一个透明的、人工智能辅助的诊断工具,补充了现有的行业体系。尽管受语料库大小和非传统脚本的限制,该框架为未来研究中整合多模态线索、自适应学习和专业验证奠定了基础。
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引用次数: 0
Application of fuzzy decision support system in flipped classroom teaching mode of physical training theoretical 模糊决策支持系统在体育理论翻转课堂教学模式中的应用
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101071
Guiling Yan
Flipped classroom approaches in physical education training (PET) enhance student engagement by integrating theoretical and practical instruction through diverse teaching modes. To effectively evaluate and optimize these hybrid methods, this study introduces a fuzzy-based decision support system that assesses engagement levels across instructional modules. The system analyzes participation patterns before and after instructional blending, incorporating attendance and activity records to identify the most effective strategies. Through fuzzy inference and defuzzification, the model refines less effective methods and reinforces successful ones. Ultimately, this approach enables instructors to make data-driven adjustments that enhance overall learning effectiveness and sustain higher student participation in future PET sessions.
翻转课堂在体育训练中的应用,通过多样化的教学模式,将理论教学与实践教学相结合,提高学生的参与度。为了有效地评估和优化这些混合方法,本研究引入了一个基于模糊的决策支持系统来评估教学模块的参与水平。该系统分析教学混合前后的参与模式,结合出勤和活动记录来确定最有效的策略。通过模糊推理和去模糊化,对效果较差的方法进行改进,对效果较好的方法进行强化。最终,这种方法使教师能够进行数据驱动的调整,从而提高整体学习效率,并在未来的PET课程中保持更高的学生参与度。
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引用次数: 0
Current serious game genres for stroke neurorehabilitation: A scoping review of randomized controlled trials 当前中风神经康复的严肃游戏类型:随机对照试验的范围审查
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101068
Juan J. Sánchez-Gil , Aurora Sáez , Laura Muñoz-Millán , David Cáceres-Gómez , Eduardo Cañete-Carmona
Stroke rehabilitation increasingly leverages serious games to enhance patient motivation and recovery, yet the diversity of genres applied in neurorehabilitation remains poorly systematized. This scoping review, aligned with PRISMA-ScR guidelines, analyzed 87 randomized controlled trials (2019–2025) published in Q1–Q2 journals to map the genres and subgenres of serious games used in post-stroke therapy. Both commercial systems (71%) and custom-made prototypes (29%) were examined, finding that action, puzzle, and simulation were the most prevalent Tier 1 (main) genres. Arcade-style mechanics and instruction-focused contexts were the most common, while cognitive and socio-affective domains were underrepresented. Popular entertainment genres such as Match-3, Tower Defense, and Turn-Based Tactical were absent, underscoring design gaps and opportunities for innovation. A multilayer labeling map was developed to classify narrative and mechanical dimensions, offering a structured lens to align game choice with therapeutic objectives. This review highlights the importance of genre diversity, personalization, and clearer reporting of game mechanics to advance gamified rehabilitation. Future research should explore neglected genres, incorporate multidomain outcomes, and establish standardized descriptors to more effectively connect gameplay features with clinical outcomes.
卒中康复越来越多地利用严肃游戏来增强患者的动力和恢复,但在神经康复中应用的类型多样性仍然缺乏系统化。这项范围审查与PRISMA-ScR指南一致,分析了第一季度至第二季度期刊上发表的87项随机对照试验(2019-2025),以绘制中风后治疗中使用的严肃游戏的类型和亚类型。我们研究了商业系统(71%)和定制原型(29%),发现行动、谜题和模拟是最普遍的第1层(主要)类型。街机风格的机制和以指导为中心的情境是最常见的,而认知和社会情感领域的代表性不足。流行的娱乐类型,如三消、塔防和回合制战术都没有出现,这凸显了设计差距和创新机会。我们开发了一个多层标签地图,将叙事和机制维度进行分类,提供一个结构化的视角,将游戏选择与治疗目标结合起来。这篇综述强调了类型多样性、个性化和更清晰的游戏机制报告对促进游戏化康复的重要性。未来的研究应该探索被忽视的类型,结合多领域的结果,并建立标准化的描述符,以更有效地将游戏功能与临床结果联系起来。
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引用次数: 0
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction 利用虚拟现实技术加强啦啦队教学的探讨
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101074
Zhang Nan , Wang Zidi , Zhu Chaoyang
Virtual reality (VR) technology employs specialized software and coding to create interactive 3D environments, accessed through VR glasses and handled with computer-aided devices. In China, industries such as education are actively integrating VR to enhance learning experiences. In cheerleading education, traditional methods like face-to-face instruction, video tutorials, and posters often lack sufficient interactivity and practical engagement. To address this, VR technology offers an immersive alternative that can simulate real-life practice scenarios. A central challenge in this integration is incorporating motion capture (MoCap) systems, which can record and analyze body movements in real time. These systems help visualize posture and movement dynamics within VR settings. This study explores the use of VR and MoCap in cheerleading to enhance teaching effectiveness. By building a human motion model database and applying feature similarity plane matching, instructors can identify and correct student movements with greater accuracy. Feature vectors (FVs) are used to guide posture adjustments, making training more precise and responsive. Results demonstrate that the combined use of VR and MoCap significantly improves the learning experience, making it more engaging, interactive, and technically accurate. This approach holds promise for transforming traditional cheerleading instruction into a more dynamic and effective teaching method.
虚拟现实(VR)技术采用专门的软件和编码来创建交互式3D环境,通过VR眼镜访问并使用计算机辅助设备处理。在中国,教育等行业正在积极整合VR来增强学习体验。在啦啦队教育中,面对面教学、视频教程和海报等传统方法往往缺乏足够的互动性和实际参与。为了解决这个问题,VR技术提供了一种身临其境的替代方案,可以模拟现实生活中的练习场景。这种整合的一个核心挑战是整合运动捕捉(MoCap)系统,它可以实时记录和分析身体运动。这些系统有助于在VR设置中可视化姿势和运动动态。本研究探讨了在啦啦队教学中运用VR和动作捕捉技术来提高教学效果。通过建立人体运动模型数据库,应用特征相似平面匹配,教师可以更准确地识别和纠正学生的动作。特征向量(FVs)用于指导姿势调整,使训练更加精确和响应。结果表明,VR和动作捕捉的结合使用显着改善了学习体验,使其更具吸引力,互动性和技术准确性。这种方法有望将传统的啦啦队教学转变为一种更有活力、更有效的教学方法。
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引用次数: 0
Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood 游戏:比较mowell严肃游戏和电脑接龙游戏在初成年期的减压效果
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101075
S. Velert-Jiménez PhD , H.A. Sánchez-Sánchez MsC (PhD Researcher) , S. Valero-Moreno PhD (Associate Professor) , I. Blasko-Ochoa MsC (Psychologist) , J.A. Gil-Gómez PhD (Professor) , I. Montoya-Castilla PhD (Full Professor)
Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.
由于各种生活角色的不稳定,成年初期的特点往往是高压力水平。本研究比较了专为压力管理而设计的严肃游戏区域与保守的商业现货(COTS)方法之间的结果,评估了客观(心脏一致性)和主观(感知压力)测量。研究结果表明,严肃游戏组的参与者在心脏一致性方面有了显著的改善,43.3%的参与者表现出可靠的增长,而游戏组的这一比例为24%。此外,36.7%的严肃游戏组参与者表示,他们感受到的压力有所减少,而COTS组只有8%。适度分析显示,情绪失调程度较高的个体从严肃游戏中获益更明显。参与者的反馈强调了与严肃游戏相关的各种心理益处,而COTS游戏主要被视为分散注意力和训练执行功能的工具。这些结果强调了严肃游戏在增强压力管理策略方面的潜力,特别是对于那些与情绪失调作斗争的人。严肃游戏和COTS游戏都可以在压力管理中发挥互补作用。
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引用次数: 0
Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model 基于在线评论和Kano模型的旅游相关表演艺术的游客需求要素
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2026.101081
Zan Bowen , Yue Runpu , Tang Yuemin , Zan Shengfeng
With the rapid development of immersive tourism-related performance arts, identifying tourists’ needs has become crucial for product optimization and service refinement. Taking “Unique Henan · Land of Drama” as a case, this study uses Latent Dirichlet Allocation topic analysis and the Kano model to construct a demand analysis framework for tourism-related performance products based on online reviews. Using text mining and fine-grained sentiment analysis, we extract 11 core experience elements. We also establish a Kano classification structure comprising scenic area, theater, main creator and cultural connotation(attractive attributes), ticket (must-be attribute), location and performance comparison (indifferent attributes), drama, management service, tourist and experience quality (one-dimensional attributes). Our findings reveal a hierarchy of tourist demands in tourism-related performance arts and their differentiated mechanisms. On that basis, we propose a product optimization path.
随着沉浸式旅游相关表演艺术的快速发展,识别游客的需求成为产品优化和服务细化的关键。本研究以“独具特色的河南·戏剧之乡”为例,运用Latent Dirichlet Allocation主题分析和Kano模型,构建基于在线评论的旅游类演出产品需求分析框架。通过文本挖掘和细粒度情感分析,我们提取了11个核心体验元素。我们还建立了由景区、剧场、主创及文化内涵(吸引力属性)、门票(必选属性)、场地及演出对比(淡然属性)、戏剧、管理服务、游客及体验品质(一维属性)组成的卡诺分类结构。研究结果揭示了旅游相关表演艺术的游客需求层次结构及其差异化机制。在此基础上,提出了产品优化路径。
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引用次数: 0
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Entertainment Computing
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