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Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo 揭示消费者内心——情感诉求对电影营销的影响:来自微博营销内容的证据
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101026
Zhien Piao , Saerom Lee , Hyunmi Baek
This study aims to investigate the effectiveness of emotional appeals in driving user engagement with marketer-generated content (MGC), specifically analyzing variations across the pre- and post-release phases of a movie. The study analyzed 23,998 marketing messages from Sina Weibo related to 356 movies released in China. The findings show that emotional appeals in MGC significantly enhance user engagement, with a stronger impact before a movie’s release, especially when audiences lack prior knowledge about the movie. This study contributes to the marketing and film literature by empirically demonstrating the strategic importance of emotional appeals in MGC strategies, particularly during the pre-release period, in effectively capturing audience attention and fostering engagement.
本研究旨在探讨情感诉求在推动用户参与营销生成内容(MGC)方面的有效性,特别是分析电影发行前后阶段的变化。该研究分析了来自新浪微博的23998条营销信息,涉及356部在中国上映的电影。研究结果表明,MGC中的情感诉求显著提高了用户粘性,在电影上映前的影响更大,尤其是当观众对电影缺乏先验知识时。本研究通过实证证明情感诉求在MGC策略中的战略重要性,特别是在发行前阶段,在有效地吸引观众注意力和促进参与方面,对营销和电影文献做出了贡献。
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引用次数: 0
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction 儿童、青少年和青少年的智能手机成瘾:绘制新兴趋势和未来方向
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101025
Muhammad Ashraf Fauzi
This study explores the fundamental knowledge structure of smartphone addiction among young consumers. Smartphone use has been ubiquitous and a norm in today’s society. This phenomenon led to smartphone addiction among users, particularly youngsters, as it imparts negative consequences to their growth, development, and social life. Employing a novel state-of-the-art science mapping approach through bibliometric analysis, the current and future trends of smartphone addiction among young consumers were analyzed. 665 documents were retrieved from the Web of Science (WoS) database and were analyzed using bibliographic coupling and co-word analysis. Four emerging research streams produced: 1) Negative consequences of smartphone addiction among youngsters, 2) Parental phubbing and its impact on adolescent smartphone addiction, 3) Smartphone and social media addiction, and 4) Smartphone addiction scale. At the same time, future trends are related to the risk and impact of smartphone addiction among young consumers.
本研究探讨了年轻消费者智能手机成瘾的基本知识结构。智能手机的使用已经无处不在,成为当今社会的一种常态。这一现象导致用户,尤其是年轻人对智能手机上瘾,因为这给他们的成长、发展和社交生活带来了负面影响。通过文献计量学分析,采用一种新颖的最先进的科学制图方法,分析了年轻消费者智能手机成瘾的当前和未来趋势。从Web of Science (WoS)数据库中检索665篇文献,采用书目耦合和共词分析方法进行分析。产生了四个新兴研究流:1)青少年智能手机成瘾的负面影响;2)父母低头及其对青少年智能手机成瘾的影响;3)智能手机和社交媒体成瘾;4)智能手机成瘾规模。与此同时,未来的趋势与年轻消费者智能手机成瘾的风险和影响有关。
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引用次数: 0
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis MUSYNERGY:一个基于神经网络和图形分析的音乐协作发现框架
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101033
Alejandro Fernandez-Sanchez, Pedro J. Navarro, Fernando Terroso-Saenz
The music industry has been reshaped by the rise of artist collaborations, driven by digital technologies, streaming platforms, and the globalization of music. While existing research has examined the cultural and commercial impact of collaborations, few efforts have focused on recommendation systems to assist musicians in discovering potential creative partners. Moreover, most approaches rely on proprietary data, limiting scalability and reproducibility. This paper presents MUSYNERGY, a novel framework for music collaboration discovery based on neural networks and graph analysis. MUSYNERGY builds a Heterogeneous Knowledge Graph (HKG) using open data from MusicBrainz, representing relationships among artists, tracks, and musical attributes over five decades. By formulating collaboration discovery as a link prediction task, the system identifies new, plausible collaborations between artists with no prior joint work. This open, scalable framework addresses current limitations in data accessibility and supports innovation, transparency, and cultural exchange in the global music landscape through data-driven collaboration discovery.
在数字技术、流媒体平台和音乐全球化的推动下,艺术家合作的兴起重塑了音乐产业。虽然现有的研究已经考察了合作对文化和商业的影响,但很少有人关注帮助音乐家发现潜在创意合作伙伴的推荐系统。此外,大多数方法依赖于专有数据,限制了可伸缩性和再现性。本文提出了一种基于神经网络和图分析的音乐协作发现新框架MUSYNERGY。MUSYNERGY使用MusicBrainz的开放数据构建了一个异构知识图(HKG),代表了50年来艺术家、曲目和音乐属性之间的关系。通过将合作发现制定为链接预测任务,系统可以识别艺术家之间没有先前合作作品的新的、合理的合作。这个开放的、可扩展的框架解决了当前数据可访问性方面的限制,并通过数据驱动的协作发现,支持全球音乐领域的创新、透明度和文化交流。
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引用次数: 0
Imputation of missing pixel art character poses with differentiable palette quantization 基于可微调色板量化的缺失像素艺术特征位姿的插值
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101021
Flávio Coutinho , Lucas G.S. Chaves , Luiz Chaimowicz
Designing pixel art character sprites with numerous animation frames is a labor-intensive process that often involves repetitive work. To streamline this task, we propose a method that automates sprite generation, allowing artists to focus on the creative aspects. Our work addresses the challenge of synthesizing a character sprite in a target pose using reference images from other viewing angles. We formulate this as a missing data imputation problem and introduce a generative adversarial network that reconstructs the desired pose from those already available among the back, left, front, and right directions. Unlike baseline models, our proposed generator utilizes all available poses of a character to enhance the quality of the generated image. Additionally, it does not introduce small variations of the same colors and instead produces images that strictly follow a predefined color palette. Crucially, our model ensures adherence to the palette by incorporating a novel operation of differentiable quantization of pixel values, making it suitable for end-to-end training. Compared to baseline models proposed for generating a new pose from a single one, our approach produces images with better FID (34.09% lower) and L1 distance to the ground truth (22.66% lower). It also shows superior quality through visual inspection. Additionally, as the generator selects colors from a desired palette, similar to how human artists create pixel art, the generated images are more readily useful, eliminating the need for a post-processing step to restrict the color.
设计具有大量动画帧的像素艺术角色精灵是一个劳动密集型过程,通常涉及重复性工作。为了简化这项任务,我们提出了一种自动生成精灵的方法,允许美工专注于创意方面。我们的工作解决了使用其他视角的参考图像在目标姿势中合成角色精灵的挑战。我们将其表述为缺失数据输入问题,并引入生成式对抗网络,该网络从后、左、前、右方向中已有的数据重建所需姿态。与基线模型不同,我们提出的生成器利用角色的所有可用姿势来增强生成图像的质量。此外,它不会引入相同颜色的小变化,而是严格遵循预定义的调色板生成图像。至关重要的是,我们的模型通过结合像素值的可微分量化的新操作确保了对调色板的依从性,使其适合端到端训练。与从单个姿态生成新姿态的基线模型相比,我们的方法产生的图像具有更好的FID(降低34.09%)和L1到地面真值的距离(降低22.66%)。通过目测也能看出质量上乘。此外,由于生成器从所需的调色板中选择颜色,类似于人类艺术家创建像素艺术的方式,生成的图像更容易使用,消除了限制颜色的后处理步骤的需要。
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引用次数: 0
Emotion recognition using deep learning models in Chinese speech 基于深度学习模型的汉语语音情感识别
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101039
Ko-Chun Hung , Ammar Amjad , Yi-Ping Chao , Hsien-Tsung Chang
This paper presents a novel multi-model approach for emotion recognition in Chinese speech using deep learning. We propose separating neutral and non-neutral emotion detection to improve accuracy, while combining speech acoustic features with text sentiment analysis. Our experimental results show significant improvements over baseline methods, achieving 89.1% accuracy through our integrated approach. This represents a substantial gain from baseline 67.71% when training emotions directly, demonstrating the effectiveness of both our neutral/non-neutral separation strategy and text sentiment integration.
本文提出了一种基于深度学习的多模型中文语音情感识别方法。我们提出分离中性和非中性的情感检测来提高准确率,同时将语音声学特征与文本情感分析相结合。我们的实验结果表明,与基线方法相比,我们的综合方法的准确率达到了89.1%。当直接训练情感时,这代表了从基线67.71%的大幅增长,证明了我们的中立/非中立分离策略和文本情感整合的有效性。
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引用次数: 0
Optimization of personalized hand-drawn illustration generation strategy supported by reinforcement learning 基于强化学习的个性化手绘插画生成策略优化
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101053
Jifeng Zhong
Personalized hand-drawn illustrations are becoming more popular in digital media, helping to make content more engaging. Traditional generation methods often lack adaptability. To address this gap, this paper proposes PersonaSketch-RL as a reinforcement learning-based strategy for optimizing the generation of hand-drawn illustrations tailored to user preferences. The objective is to produce illustrations that maintain content relevance, stylistic fidelity, and visual quality. The hand-drawn illustration process is modeled as a sequence of continuous drawing actions, including stroke length, and pressure. Proximal Policy Optimization (PPO), a stable and efficient reinforcement learning algorithm, is employed to train an agent to generate these actions. A style encoder extracts representative features from user-provided reference sketches, while a semantic module aligns the generated content with textual prompts. The reward function is designed to balance multiple objectives: visual coherence, stylistic similarity, and alignment with semantic intent. Experimental evaluations demonstrate that PersonaSketch–RL achieves superior performance in personalized style reproduction and drawing quality when compared to baseline generative methods. Human assessments further validate improvements in satisfaction and perceived personal relevance. This approach confirms the potential of reinforcement learning for optimizing personalized hand-drawn illustration systems, enabling the generation of adaptive and high-quality visual content.
个性化手绘插图在数字媒体中越来越受欢迎,有助于使内容更具吸引力。传统的生成方法往往缺乏适应性。为了解决这一差距,本文提出了personassketch - rl作为一种基于强化学习的策略,用于优化根据用户偏好定制的手绘插图的生成。目标是产生插图,保持内容的相关性,风格的保真度,和视觉质量。手绘插图过程被建模为连续绘图动作的序列,包括笔画长度和压力。采用一种稳定高效的强化学习算法PPO (Proximal Policy Optimization)来训练智能体生成这些动作。样式编码器从用户提供的参考草图中提取代表性特征,而语义模块将生成的内容与文本提示对齐。奖励功能旨在平衡多个目标:视觉一致性、风格相似性和与语义意图的一致性。实验评估表明,与基线生成方法相比,personassketch - rl在个性化风格复制和绘图质量方面取得了更好的表现。人类评估进一步验证满意度和感知个人相关性的改善。这种方法证实了强化学习在优化个性化手绘插图系统方面的潜力,从而能够生成自适应的高质量视觉内容。
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引用次数: 0
Verbal harassment detection in online games using machine learning methods 利用机器学习方法检测网络游戏中的言语骚扰
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-25 DOI: 10.1016/j.entcom.2025.101009
Helmi Hibatullah , Tuğçe Ballı , E. Fatih Yetkin
Video games have been an inseparable aspect for many throughout their upbringing. The widespread adoption of the internet in the early 2000s has brought video games from the traditional offline media to the online environment. Consequently, people from different parts of the world can play together and communicate in-game with each other. Nowadays, most massively multiplayer online games (MMOs) incorporate voice communication features. Playing video games online with a certain degree of anonymity, along with the ability to verbally communicate with each other, has proven to be a dangerous combination that can breed toxic and abusive behaviors if left unmoderated. This paper proposes a new approach to integrating Whisper, a pre-trained automatic speech recognition (ASR) model, with the well-researched topic of text-based abusive behavior detection. Our proposed verbal harassment detection pipelines yielded an average F-score of 0.899 for all variants tested.
电子游戏已经成为许多人成长过程中不可分割的一部分。21世纪初,互联网的广泛普及将电子游戏从传统的线下媒体带入了网络环境。因此,来自世界各地的人们可以一起玩游戏,并在游戏中相互交流。如今,大多数大型多人在线游戏(MMOs)都包含语音通信功能。在一定程度上匿名在线玩电子游戏,再加上彼此之间的口头交流,已经被证明是一种危险的组合,如果不加以控制,可能会滋生有毒和虐待行为。本文提出了一种将预先训练的自动语音识别(ASR)模型Whisper与基于文本的辱骂行为检测相结合的新方法。我们提出的言语骚扰检测管道对所有测试变量的平均f得分为0.899。
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引用次数: 0
Brain-computer interface controlled robotic choreography based on motor imagery EEG 基于运动图像脑电图的脑机接口控制机器人舞蹈
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-23 DOI: 10.1016/j.entcom.2025.101016
Jing Li , Xinyi Min , Tian-jian Luo , Haoyang Peng , Huosheng Hu , Shen-rui Wu , Xin-jie Lu , Hua Peng
Brain-computer interface (BCI) provides the ability of the human brain to control external devices directly, and human-robot interaction (HRI) can develop a robot’s autonomous, cognitive, and social abilities. Based on BCI and HRI, this study proposes a brain-controlled robotic choreography approach based on motor imagery, and it belongs to the category of cooperative human-robot dance. Moreover, the whole system includes two parts: offline training and online calibrating. In offline training, a robot-guided experimental paradigm of motor imagery (MI) was first constructed, and electroencephalogram (EEG) samples of MI were collected for training a convolutional neural network (CNN) model. During online calibration, to achieve the robotic choreography, we used a biped humanoid robot named “Yanshee” as the carrier of robotic dance, and the corresponding dance motion library and mapping rules were designed. Based on the well-trained CNN model, a majority voting strategy was used to keep robust recognition, and the recognized MI command was used to drive robotic choreography based on such library and rules. Experimental results have shown an average accuracy of 74.71% for offline classification among seven subjects. Three online controlling strategies have been applied to seven subjects, and an average of 75.40% classification accuracy has been achieved. To measure the brain-controlled robotic choreography, four invited experts gave an overall average score of 7.67 on 21 robotic dance works using a 10-point scale. The constructed framework gives a novel view to integrate science and art, further developing a new entertainment application of social robots.
脑机接口(BCI)提供了人脑直接控制外部设备的能力,人机交互(HRI)可以发展机器人的自主、认知和社交能力。本研究基于BCI和HRI,提出了一种基于运动意象的脑控机器人编舞方法,属于人机合作舞蹈范畴。整个系统包括离线培训和在线校准两部分。在离线训练中,首先构建了机器人引导的运动图像(MI)实验范式,并收集了MI的脑电图(EEG)样本,用于训练卷积神经网络(CNN)模型。在在线标定过程中,为了实现机器人编舞,我们使用了名为“燕舍”的两足人形机器人作为机器人舞蹈的载体,并设计了相应的舞蹈动作库和映射规则。在训练良好的CNN模型的基础上,采用多数投票策略保持识别的鲁棒性,并使用识别到的MI命令驱动基于该库和规则的机器人编排。实验结果表明,对7个主题进行离线分类的平均准确率为74.71%。对7个主题应用了3种在线控制策略,平均达到了75.40%的分类准确率。为了衡量大脑控制的机器人舞蹈,四名受邀专家用10分制给21个机器人舞蹈作品给出了7.67分的总体平均分。构建的框架为科学与艺术的融合提供了一个新的视角,进一步发展了社交机器人的新的娱乐应用。
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引用次数: 0
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers Twitch vs YouTube:探索同步性如何与游戏视频观众的社交互动和积极情绪相关联
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-21 DOI: 10.1016/j.entcom.2025.101014
Seung Woo Chae , Mark Alberta , Sung Hyun Lee
This study explores how synchronicity is associated with users’ social interaction and positive emotion when watching gaming content on video-based social media platforms. YouTube and Twitch were selected as comparable venues wherein asynchronous and synchronous communication can be observed, respectively. To control the effect of video content, we found a gaming video on YouTube, the content of which had originally been streamed on Twitch. From the identical videos on the two platforms, the asynchronous comments on YouTube and the synchronous chat messages on Twitch were collected. We analyzed the two datasets using the text analysis program LIWC. The results showed that users are more likely to use social words in the asynchronous setting than in the synchronous setting. Meanwhile, positive emotion was more frequently observed in Twitch’s synchronous texts compared to YouTube’s asynchronous texts. These findings suggest the possibility that Twitch users are more like eSports spectators than chatters.
本研究探讨了同步性与用户在基于视频的社交媒体平台上观看游戏内容时的社交互动和积极情绪之间的关系。选择YouTube和Twitch作为可比较的场所,分别可以观察到异步和同步通信。为了控制视频内容的效果,我们在YouTube上找到了一个游戏视频,其内容最初是在Twitch上播放的。从两个平台上的相同视频中,我们收集了YouTube上的异步评论和Twitch上的同步聊天信息。我们使用文本分析程序LIWC分析了这两个数据集。结果表明,用户在异步情境下比同步情境下更倾向于使用社交词语。同时,与YouTube的异步文本相比,在Twitch的同步文本中更容易观察到积极情绪。这些发现表明,Twitch用户更像是电子竞技的观众,而不是聊天者。
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引用次数: 0
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder Paykan:虚拟现实游戏作为目标恐慌症的治疗工具
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-19 DOI: 10.1016/j.entcom.2025.101013
Hesam Sakian Mohamadi , Faraz Bakhshi , Yoones A. Sekhavat , Mallesham Dasari , Kazem Gobadi Ansaroudi , Mahdi Ahmadzadeh Haji Alilou
The detrimental effects of stress and anxiety on mental and physical health are well-documented. In the context of professional athletics, high levels of pressure and anxiety can lead to a decline in performance and a regression in well-honed skills, a phenomenon known as performance blocks. While traditional methods have been employed to mitigate these blocks, recent studies have demonstrated the efficacy of digital approaches, especially virtual reality and serious games, in addressing mental and physical disorders. The application of digital treatments to target panic, a specific type of performance block which is a prevalent issue among professional archers, remains understudied. Furthermore, the relationship between personality traits and treatment efficacy remains unclear. This study reports on the findings of a formal user study involving 30 archers over a four-week period. A comprehensive system was designed and developed, integrating a virtual reality game as the software component alongside the necessary hardware, serving as the medium for treatment. Additionally, a tailored questionnaire addressing target panic was formulated to facilitate data collection. The results reveal a statistically significant difference between the proposed method and traditional approaches, as well as a strong positive correlation between achievements in the digital environment and real-world performance. The findings suggest that digital treatment can be a viable tool for archers experiencing target panic disorder, and that certain personality traits, such as conscientiousness, are closely tied to treatment effectiveness.
压力和焦虑对身心健康的有害影响是有据可查的。在职业运动员的环境中,高水平的压力和焦虑会导致表现下降和熟练技能的倒退,这种现象被称为表现障碍。虽然传统方法被用来缓解这些障碍,但最近的研究已经证明了数字方法,特别是虚拟现实和严肃游戏,在解决精神和身体障碍方面的功效。应用数字疗法来治疗恐慌,这是一种特殊类型的表现障碍,是职业弓箭手中普遍存在的问题,目前仍未得到充分研究。此外,人格特质与治疗效果之间的关系尚不清楚。这项研究报告了一项涉及30名弓箭手为期四周的正式用户研究的结果。设计并开发了一个综合系统,将虚拟现实游戏作为软件组件与必要的硬件集成在一起,作为治疗的媒介。此外,为方便数据收集,还制定了针对目标恐慌的量身定制问卷。结果显示,所提出的方法与传统方法之间存在统计学上的显著差异,并且数字环境中的成就与现实世界中的表现之间存在强烈的正相关关系。研究结果表明,对于患有目标恐慌症的弓箭手来说,数字治疗可以成为一种可行的工具,而且某些人格特征,如责任心,与治疗效果密切相关。
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引用次数: 0
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