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Innovative activities of activision blizzard: A patent network analysis 动视暴雪的创新活动:专利网络分析
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101037
Artur F. Tomeczek
Microsoft’s acquisition of Activision Blizzard valued at $68.7 billion ($95 per share) has drastically altered the landscape of the video game industry. At the time of the takeover, the intellectual properties of Activision Blizzard included World of Warcraft, Diablo, Hearthstone, StarCraft, Overwatch, Battle.net, Candy Crush Saga, and Call of Duty. This article aims to explore the patenting activity of Activision Blizzard between 2008 (the original merger) and 2023 (the Microsoft acquisition). Four IPC code co-occurrence networks (co-classification maps) are constructed and analyzed based on the patent data downloaded from the WIPO Patentscope database. International Patent Classification (IPC) codes are a language agnostic system for the classification of patents. When multiple IPC codes co-occur in a patent, it shows that the technologies are connected. These relationships can be used for patent mapping. The analysis identifies the prolific and bridging technologies of Activision Blizzard and explores its synergistic role as a subsidiary of Microsoft Corporation.
微软(Microsoft)以687亿美元(每股95美元)收购动视暴雪(Activision Blizzard),彻底改变了视频游戏行业的格局。在被收购时,动视暴雪的知识产权包括《魔兽世界》、《暗黑破坏神》、《炉石传说》、《星际争霸》、《守望先锋》、《战网》、《糖果粉碎传奇》和《使命召唤》。本文旨在探讨动视暴雪在2008年(原合并)至2023年(被微软收购)期间的专利活动。基于从WIPO Patentscope数据库下载的专利数据,构建并分析了4个IPC代码共现网络(共分类图)。国际专利分类代码是一种与语言无关的专利分类系统。当多个IPC代码同时出现在一项专利中时,就表明这些技术是相互关联的。这些关系可用于专利映射。分析确定了动视暴雪的多产和桥接技术,并探讨了其作为微软公司子公司的协同作用。
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引用次数: 0
Measuring perceived difficulty in video games: Development of the subjective game difficulty scale 测量电子游戏中的感知难度:主观游戏难度量表的开发
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101035
Zhixing Guo , Xiangshi Ren , Xinxin Ma
Game difficulty is a significant focus within game design research. However, how to effectively measure players’ perceived difficulty (subjective game difficulty, SGD) remains unresolved. Currently, SGD is primarily assessed by the player’s difficulty rating, self-reporting, and physiological measurements. However, these measuring methods are limited in their ability to capture the complex structure of SGD for complete and precise evaluation. Therefore, this study develops a new scale to measure SGD. We first identified and classified the structure of SGD in six dimensions. On this basis, the Subjective Game Difficulty Scale (SGDS) was developed and validated through a standard three-stage scale development method. Sixty related items were generated, and thirty-three items were selected in the first two stages. In the third stage, an international survey with 326 American (USA), Chinese, and Japanese participants was conducted to test the scale. The results indicated that our final 25-item SGDS is reliable and valid. We discussed the usability of the SGDS, compared it with other measurement methods, and we provided design implications and the guidance regarding how to apply the SGDS. This work presents a promising instrument for game designers and researchers to support game difficulty evaluation and design.
游戏难度是游戏设计研究中的一个重要焦点。然而,如何有效衡量玩家的感知难度(主观游戏难度,SGD)仍未得到解决。目前,SGD主要通过玩家的难度等级、自我报告和生理测量来评估。然而,这些测量方法在捕获SGD复杂结构以进行完整和精确评估的能力方面受到限制。因此,本研究开发了一种新的测量SGD的量表。我们首先在六个维度上识别并分类了SGD的结构。在此基础上,通过标准的三阶段量表开发方法,开发并验证了主观游戏难度量表(SGDS)。共生成60个相关项目,前两个阶段共选定33个项目。在第三阶段,对326名美国(美国)、中国和日本参与者进行了一项国际调查,以测试量表。结果表明,最终的25项SGDS是可靠有效的。我们讨论了SGDS的可用性,将其与其他测量方法进行了比较,并提供了关于如何应用SGDS的设计含义和指导。这项工作为游戏设计师和研究人员提供了一个支持游戏难度评估和设计的有前途的工具。
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引用次数: 0
“You Want to Play a Game?” Detecting Two Personality Traits with Short-Duration Mobile Games “你想玩游戏吗?”用短时间手机游戏检测两种人格特征
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101020
Patrícia Alves , João Trindade , Gonçalo Monteiro , Pedro Campos , Pedro Saraiva , Goreti Marreiros , Paulo Novais
Accurately determining someone’s personality is complex and often requires lengthy questionnaires, which are subject to social desirability bias, or a great amount of users’ interactions with the system. Also, most existing research focuses on broader personality dimensions rather than more granular personality traits, which better characterize a person.
In this work, we propose to implicitly acquire the users’ granular personality traits using mobile short-duration serious games, in < 5 min and in a single play interaction, namely cautiousness and achievement-striving as concept proof, to replace personality questionnaires.
Two platform mobile games were developed, one for each trait, Which Way and Time Travel, respectively. Then, an experiment with real participants (n = 100) was conducted. Time Travel proved to be capable of detecting achievers (get all coins, diamonds, and better scores), while Which Way couldn’t effectively measure cautiousness, although following hard paths could be related to less cautious persons. As expected, significant correlations with other personality traits were also found (15 out of 30), such as anger, modesty, excitement seeking, and adventurousness. Contrary to other types of (serious) games, the results show short-duration mobile minigames are a viable way of unobtrusively determining the users’ granular personality, being the path to replacing personality questionnaires.
准确地确定某人的性格是复杂的,通常需要冗长的问卷调查,这些问卷调查受到社会期望偏差的影响,或者用户与系统的大量互动。此外,大多数现有的研究都侧重于更广泛的人格维度,而不是更细致的人格特征,后者能更好地描述一个人。在这项工作中,我们建议使用手机短时间严肃游戏,在5分钟内,在一次游戏互动中隐式获取用户的粒度人格特征,即谨慎和成就追求作为概念证明,以取代人格问卷。我们开发了两款平台手机游戏,分别针对《Which Way》和《Time Travel》这两个特点。然后,进行真实参与者(n = 100)的实验。《时间旅行》被证明能够检测到成就者(获得所有硬币,钻石和更好的分数),而《Which Way》不能有效地衡量谨慎性,尽管遵循艰难的道路可能与不那么谨慎的人有关。正如预期的那样,与其他性格特征也有显著的相关性(30个中的15个),比如愤怒、谦虚、寻求刺激和冒险。与其他类型的(严肃的)游戏相反,研究结果表明,短时间的手机迷你游戏是一种不引人注意地确定用户粒度性格的可行方法,是替代性格问卷的途径。
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引用次数: 0
The expression method of Chinese creative elements in animation films based on artificial intelligence technology 基于人工智能技术的中国创意元素在动画电影中的表现方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101015
Fengtian Shao
This study explores the application of artificial intelligence to enhance the representation and evaluation of Chinese cultural elements in animated films, emphasizing both cultural significance and market potential while redefining intellectual property (IP) value in the industry. A major challenge addressed is the accurate assessment of cultural content, as traditional Back Propagation Neural Networks (BPNNs) often suffer from slow convergence and local minima issues. To overcome these limitations, the research proposes an improved GA-BP model, combining BPNN’s localized optimization with the global search capabilities of Genetic Algorithms (GA). The paper reviews cultural development theories and examines the status of Chinese and international animation IPs. Experimental results show that the GA-BP model achieves higher accuracy and stability than standard BPNNs, closely matching expert evaluations. This validates its effectiveness in supporting intelligent cultural evaluation and creative design in animation. By applying AI techniques to cultural evaluation, the research applies artificial intelligence methods to evaluate and support the structured integration of cultural elements into animated film design, laying a methodological groundwork for innovation in Chinese animated films. It supports cultural sustainability and strengthens national cultural identity through digital storytelling, contributing to both academic inquiry and industry practice.
本研究探讨了人工智能在动画电影中的应用,以增强中国文化元素的表现和评价,强调文化意义和市场潜力,同时重新定义行业中的知识产权(IP)价值。由于传统的反向传播神经网络(bpnn)往往存在收敛缓慢和局部最小问题,因此要解决的主要挑战是对文化内容的准确评估。为了克服这些局限性,本研究提出了一种改进的GA- bp模型,将bp神经网络的局部优化能力与遗传算法的全局搜索能力相结合。本文回顾了文化发展理论,考察了国内外动漫ip的现状。实验结果表明,GA-BP模型比标准bp神经网络具有更高的精度和稳定性,与专家的评价非常接近。这验证了它在支持动画智能文化评价和创意设计方面的有效性。本研究通过将人工智能技术应用于文化评价,运用人工智能方法对动画电影设计中文化元素的结构化整合进行评价和支持,为中国动画电影的创新奠定方法论基础。它支持文化的可持续性,并通过数字叙事加强民族文化认同,有助于学术探究和行业实践。
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引用次数: 0
Forecasting film audience ratings: A natural language processing approach to script and production data 预测电影收视率:对剧本和制作数据的自然语言处理方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101043
Karl Cini , John Abela
The film industry is an important entertainment avenue for audiences of all ages. Demand for good quality scripts remains a core element of this industry, rendering the screenplay a pivotal tool at the green lighting stage.
While previous work addressed isolated elements influencing the performance of a movie, this research aims to bring together known influential factors and some novel approaches by applying Natural Language Processing (NLP) and Machine Learning (ML) techniques to analyse movie scripts, with the aim of extracting valuable insights and patterns that are able to predict the audience rating as collated by the Internet Movie Database (IMDb).
This research helps producers determine which movies are most viable for financing. By providing a sound method to sift through and rank the various script projects presented to them, they can focus on scripts that are likely to perform better.
Methods adopted in this research include the use of lexicons for the extraction of linguistic features, the analysis of emotional arcs in movies, embedding strategies for the script and statistical features generated from sentiment analysis. These features are concatenated to cast and crew specific factors to train various regression models by using a forward rolling window training strategy.
电影行业是各年龄段观众的重要娱乐渠道。对高质量剧本的需求仍然是这个行业的核心要素,使剧本成为绿色照明阶段的关键工具。虽然之前的工作是解决影响电影表现的孤立因素,但本研究旨在通过应用自然语言处理(NLP)和机器学习(ML)技术来分析电影剧本,将已知的影响因素和一些新颖的方法结合起来,目的是提取有价值的见解和模式,从而能够预测由互联网电影数据库(IMDb)整理的观众评级。这项研究可以帮助制片人确定哪些电影最适合投资。通过提供一种合理的方法来筛选和排列呈现给他们的各种脚本项目,他们可以专注于可能执行得更好的脚本。本研究采用的方法包括使用词汇提取语言特征、分析电影中的情感弧线、脚本的嵌入策略以及情感分析生成的统计特征。这些特征被连接到演员和工作人员特定的因素,以训练各种回归模型,使用前向滚动窗口训练策略。
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引用次数: 0
What is a game review: A case study approach to defining player reviews 什么是游戏评论:定义玩家评论的案例研究方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101046
Xinge Tong , Ian Willcock , Yi Sun
Online game reviews are a category of customer feedback for video games that contain valuable information for either a game’s development team or its potential players. Currently, Steam is the most popular video game distribution platform, encouraging players to provide feedback by leaving reviews on the store page. However, little research has been conducted to determine the structures and characteristics of these user reviews on Steam. This paper aims to identify the types of information contained within these reviews, as well as how this information is structured. It takes the game No Man’s Sky as a case study and employs both qualitative textual analysis and the latent Dirichlet allocation topic model method. The contribution of this study is to propose a baseline model of a game review by identifying their generalisable characteristics to support better natural language analysis of Steam game reviews. Our results show that game reviews on Steam are characterised by their capacity to include mixed information. The review data analysis should account for this diversity of meaning to accurately summarise players’ views.
在线游戏评论是用户对电子游戏的反馈,其中包含对游戏开发团队或潜在玩家有价值的信息。目前,Steam是最受欢迎的电子游戏发行平台,它鼓励玩家通过在商店页面上留下评论来提供反馈。然而,关于Steam上这些用户评论的结构和特征的研究却很少。本文旨在确定这些评论中包含的信息类型,以及这些信息的结构。本文以游戏《无人深空》为例,采用定性文本分析和潜在狄利克雷分配主题模型方法。这项研究的贡献在于,通过确定游戏评论的一般特征,提出了游戏评论的基线模型,以支持对Steam游戏评论进行更好的自然语言分析。我们的研究结果显示,Steam上的游戏评论具有包含混合信息的能力。评论数据分析应该考虑到这种意义的多样性,以准确地总结玩家的观点。
{"title":"What is a game review: A case study approach to defining player reviews","authors":"Xinge Tong ,&nbsp;Ian Willcock ,&nbsp;Yi Sun","doi":"10.1016/j.entcom.2025.101046","DOIUrl":"10.1016/j.entcom.2025.101046","url":null,"abstract":"<div><div>Online game reviews are a category of customer feedback for video games that contain valuable information for either a game’s development team or its potential players. Currently, Steam is the most popular video game distribution platform, encouraging players to provide feedback by leaving reviews on the store page. However, little research has been conducted to determine the structures and characteristics of these user reviews on Steam. This paper aims to identify the types of information contained within these reviews, as well as how this information is structured. It takes the game <em>No Man’s Sky</em> as a case study and employs both qualitative textual analysis and the latent Dirichlet allocation topic model method. The contribution of this study is to propose a baseline model of a game review by identifying their generalisable characteristics to support better natural language analysis of Steam game reviews. Our results show that game reviews on Steam are characterised by their capacity to include mixed information. The review data analysis should account for this diversity of meaning to accurately summarise players’ views.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101046"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145415066","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
Monetization mechanisms in gacha games: The behavioral triad of pricing strategies, pity systems, and belief of luck gacha游戏的盈利机制:定价策略、同情系统和运气信念的行为三元组合
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101044
Chang Ma, Jingbo Shao, Pengyu Li
As a dominant monetization mechanism in mobile gaming, gacha systems have raised significant concerns regarding their behavioral impacts due to the probabilistic nature of virtual item acquisition. While previous studies have drawn parallels between gacha engagement and gambling-related disorders, this research adopts a behavioral economics lens to investigate the determinants of user participation in this prevalent virtual economy model. Through a randomized controlled trial (N = 457), we systematically examine how pricing strategies (single-pull gacha cost) and pity systems (guaranteed prize mechanisms) interact to shape players’ intention to pay. Empirical evidence reveals that both pricing strategies of single gacha and pity systems significantly impact the spending intentions through cognitive reappraisal of perceived risk. Notably, individual differences in belief of luck patterns emerged as critical moderators. This study quantifies the economic interplay between system architecture and superstitious cognition, and provides evidence-based recommendations for gacha mechanisms design and regulatory interventions targeting compulsive spending patterns in digital environments.
作为手机游戏中的主要盈利机制,由于虚拟道具获取的概率性,gacha系统引起了人们对其行为影响的极大关注。虽然之前的研究将gacha粘性与赌博相关障碍进行了比较,但本研究采用了行为经济学的视角来调查这种流行的虚拟经济模式中用户参与度的决定因素。通过随机对照试验(N = 457),我们系统地研究了定价策略(单拉动gacha成本)和同情系统(保证奖励机制)如何相互作用,从而塑造玩家的付费意愿。经验证据表明,单个gacha和同情系统的定价策略都通过对感知风险的认知重新评估显著影响消费意愿。值得注意的是,个体对运气模式的信念差异成为关键的调节因素。本研究量化了系统架构与迷信认知之间的经济相互作用,并为gacha机制设计和针对数字环境中强迫性消费模式的监管干预提供了基于证据的建议。
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引用次数: 0
Lock the look: Recommending trendy looks for fashion products using natural language processing 锁定外观:使用自然语言处理为时尚产品推荐时尚外观
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101049
Manjarini Mallik , Tushti Thakur , Chandreyee Chowdhury
The recreation of looks established by favorite movie characters or fashion icons is a popular trend in this decade. It is difficult to find out the dresses and accessories required to develop that look as current product recommendations are mostly based on history of users’ choices. There exists computer vision-based solutions that check image-wise similarities between the desired looks and available fashion products from e-commerce stores. However, this is a resource hungry complex process as plenty of product images would be analyzed. In this work an NLP-based lightweight look recommendation system is proposed. In the proposed approach, multiple text descriptions of trendy looks are collected from different websites to build the training dataset. A subset of two benchmark datasets (Myntra Products Dataset and Ajio Products Dataset) have been used for recommendation. Using the bag of words technique, text datasets are embedded, and a set of looks is recommended for each product. The system is validated using Cosine similarity and Cohen’s kappa metrics. Products in the test dataset have been mapped to their 1st and 2nd highest recommended looks with positive scores. We observed a minimum score of 0.6 and 0.2 for Cosine similarity and Cohen’s kappa respectively, representing appreciable performance.
在这十年里,模仿最喜欢的电影角色或时尚偶像的造型是一种流行趋势。由于目前的产品推荐大多是基于用户的选择历史,因此很难找到开发这种外观所需的服装和配饰。目前存在基于计算机视觉的解决方案,可以检查期望的外观与电子商务商店中可用的时尚产品之间的图像相似性。然而,这是一个需要大量资源的复杂过程,因为需要分析大量的产品图像。本文提出了一种基于nlp的轻量级外观推荐系统。在提出的方法中,从不同的网站收集时尚外观的多个文本描述来构建训练数据集。两个基准数据集(Myntra产品数据集和Ajio产品数据集)的子集已被用于推荐。使用词包技术,嵌入文本数据集,并为每个产品推荐一组外观。该系统使用余弦相似度和科恩的kappa指标进行验证。测试数据集中的产品被映射到第一和第二高的推荐外观,并获得正分数。我们观察到余弦相似度和科恩kappa的最低得分分别为0.6和0.2,代表了可观的性能。
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引用次数: 0
Hateful tweet detection using a BiLSTM-BiGRU: An ensemble perspective 使用BiLSTM-BiGRU的仇恨推文检测:一个整体的视角
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101019
Imandi Tejaswini , Venkata Gayathri Ganivada , Appala Srinuvasu Muttipati
Social media hate speech is an emerging issue, and there is a need to create automatic systems to identify and mitigate its effects. The rapid expansion of social media platforms, especially Twitter, has facilitated the dissemination of hate speech, presenting a major challenge for online communities. Such speech can have severe social and psychological consequences, including inciting violence, promoting extremism, and affecting mental health. Thus, it is essential to manage hateful content on Twitter. This paper presents an ensemble deep learning model that combines BiLSTM and BiGRU to enhance prediction accuracy and robustness. The model achieved 98.56% accuracy rate and demonstrated better generalization than existing methods, proving its effectiveness in identifying hate speech with fewer false positives. This paper offers a powerful tool for detecting and preventing harmful online behavior, contributing to a safer and more inclusive digital space.
社交媒体上的仇恨言论是一个新出现的问题,有必要创建自动系统来识别和减轻其影响。社交媒体平台的迅速扩张,尤其是推特,促进了仇恨言论的传播,给在线社区带来了重大挑战。此类言论可能产生严重的社会和心理后果,包括煽动暴力、宣扬极端主义和影响心理健康。因此,管理Twitter上的仇恨内容至关重要。本文提出了一种结合BiLSTM和BiGRU的集成深度学习模型,以提高预测精度和鲁棒性。该模型的准确率达到了98.56%,并且比现有方法具有更好的泛化性,证明了其在识别仇恨言论方面的有效性,并且假阳性较少。本文提供了一种检测和预防有害在线行为的强大工具,有助于建立一个更安全、更包容的数字空间。
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引用次数: 0
Can LLMs predict the success of Turkish TV series from their first episodes? 法学硕士能否从土耳其电视剧的第一集就预测其成功?
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101052
Firat Ismailoglu
Turkey is the third largest exporter of TV series worldwide. However, half of these series are cancelled early leading to economic and social consequences. In this study, we explore whether the success of these series can be predicted from the scripts of their first episodes using LLMs. We built a dataset of first-episode scripts from recently aired Turkish series and trained LLM-based models on it. The main challenge we faced is that these scripts are very long, making them unsuitable for standard BERT models. This led to one of the key contributions of our study, as there is currently no research that specifically focuses on handling long Turkish texts. We pretrained a BigBird model from scratch for Turkish and fine-tuned it for our task. We also developed a Hierarchical Attention Network (HAN) model capable of processing long Turkish texts. While predicting the exact number of episodes is difficult, both HAN and BigBird achieve strong performance in binary classification setup, distinguishing successful series from unsuccessful ones. Additionally, we investigate whether audience preferences in Turkey have changed over time by testing our models on some iconic older Turkish series to see if they would still be classified as successful by today’s standards.
土耳其是世界第三大电视剧出口国。然而,这些节目中有一半被提前取消,导致经济和社会后果。在这项研究中,我们探讨了这些电视剧的成功是否可以用llm来预测它们第一集的剧本。我们建立了最近播出的土耳其电视剧的第一集脚本数据集,并在其上训练了基于法学硕士的模型。我们面临的主要挑战是这些脚本非常长,使得它们不适合标准BERT模型。这导致了我们研究的关键贡献之一,因为目前没有研究专门关注处理长土耳其文本。我们从零开始为土耳其语预训练了一个BigBird模型,并对其进行了微调。我们还开发了一个能够处理长土耳其文本的分层注意网络(HAN)模型。虽然预测剧集的确切数量很困难,但HAN和BigBird在二元分类设置中都取得了很强的性能,可以区分成功的剧集和不成功的剧集。此外,我们通过在一些标志性的土耳其老系列上测试我们的模型来调查土耳其观众的偏好是否随着时间的推移而改变,看看它们是否仍然按照今天的标准被归类为成功。
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引用次数: 0
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Entertainment Computing
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