Entertainment Computing最新文献

筛选
英文 中文
Children’s sensory interaction music enlightenment system based on sensory interaction and game elements 基于感官互动和游戏元素的儿童感官互动音乐启蒙系统
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100873
Lian Sun
{"title":"Children’s sensory interaction music enlightenment system based on sensory interaction and game elements","authors":"Lian Sun","doi":"10.1016/j.entcom.2024.100873","DOIUrl":"10.1016/j.entcom.2024.100873","url":null,"abstract":"<div><div>Recently, a widely developed technology in the field of tactile interactive human–computer interaction has been widely applied in various fields. However, there is currently a lack of application of somatosensory interaction technology in children’s music enlightenment products. To broaden the research scope of the field of sensory interaction products, this study first analyzes music enlightenment games based on game elements to obtain the needs of children in music education; Secondly, this study utilizes fuzzy judgment matrices and purpose chains to conduct research based on user psychology, in order to capture the product’s focus during the design process. Finally, the research designs Gesture recognition algorithm and children’s somatosensory interaction music enlightenment system on the basis of somatosensory interaction. The research results indicate that the age range of users is between 28 and 45 years old, and 88 % of respondents have no or limited experience in early music education for children. When the Gesture recognition algorithm iterates to about 4000 times, it can reach the convergence state, and the loss value fluctuates around 0.1. In addition, the running time of Gesture recognition algorithm in simple background and complex background is 0.089 s and 0.083 s respectively. And the average accuracy of this algorithm is 98.81 %, with an average recall rate of 93.38 %. Finally, the vast majority of participants expressed their willingness to continue using the children’s sensory interaction music enlightenment system in view of sensory interaction and game elements, with a higher proportion of medium to low difficulty participants willing to continue. In summary, the children’s somatosensory interactive music enlightenment system proposed in the study has better performance and is widely used by users.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100873"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191075","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
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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100844
Guibo Liu, Mingze Wei
{"title":"A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field","authors":"Guibo Liu,&nbsp;Mingze Wei","doi":"10.1016/j.entcom.2024.100844","DOIUrl":"10.1016/j.entcom.2024.100844","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100844"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141841568","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
Building imagination in 3D: The design by children with architecture and 3D printing
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100904
Bahar Sultan Qurraie, Ömer Özeren, Maman Sani Guero Na-Allah
{"title":"Building imagination in 3D: The design by children with architecture and 3D printing","authors":"Bahar Sultan Qurraie,&nbsp;Ömer Özeren,&nbsp;Maman Sani Guero Na-Allah","doi":"10.1016/j.entcom.2024.100904","DOIUrl":"10.1016/j.entcom.2024.100904","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100904"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172271","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
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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100911
Xi Fang , Aihua Han , Yifang Luo , WonHo Choi , Fan Zhang
{"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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100915
Ruicheng Sha , Weijia Shi
{"title":"The enduring appeal of Mahjong: Navigating the challenges of AI integration","authors":"Ruicheng Sha ,&nbsp;Weijia Shi","doi":"10.1016/j.entcom.2024.100915","DOIUrl":"10.1016/j.entcom.2024.100915","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100915"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172295","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 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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100887
Naying Gao , Mohd Nor Akmal Khalid , Hiroyuki Iida
{"title":"The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process","authors":"Naying Gao ,&nbsp;Mohd Nor Akmal Khalid ,&nbsp;Hiroyuki Iida","doi":"10.1016/j.entcom.2024.100887","DOIUrl":"10.1016/j.entcom.2024.100887","url":null,"abstract":"<div><div>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: <span><math><mi>m</mi></math></span> (inherent game risk), <span><math><mi>k</mi></math></span> (player skill level), and <span><math><mi>N</mi></math></span> (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 <span><math><mi>k</mi></math></span>) derive greater enjoyment due to their ability to navigate uncertainties efficiently, reaching an equilibrium where the measure of game refinement (<span><math><mrow><mi>G</mi><mi>R</mi></mrow></math></span>) equals the measure of unpredictability (<span><math><mrow><mi>A</mi><mi>D</mi></mrow></math></span>). The study examines how players transition from <span><math><mrow><mi>k</mi><mo>=</mo><mn>3</mn></mrow></math></span> (average skill) to <span><math><mrow><mi>k</mi><mo>=</mo><mn>2</mn></mrow></math></span> (high skill), leading to a heightened gaming perception akin to perfect players. The research uncovers relationships between player skill (<span><math><mi>k</mi></math></span>), game risk (<span><math><mi>m</mi></math></span>), and reward frequency (<span><math><mi>N</mi></math></span>). Furthermore, we extend previous research by observing the ratio of GR and AD values (denoted as <span><math><mi>ϕ</mi></math></span>) to explore the balance between entertainment and surprise in different game types, providing valuable perspectives for practitioners and academicians.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100887"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142247839","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 revised model for initial and continued involvement in fantasy football
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100917
Luke Wilkins , Jamie Churchyard , Zoella Zaborski , Ross Dowsett , Gary Britton
{"title":"The revised model for initial and continued involvement in fantasy football","authors":"Luke Wilkins ,&nbsp;Jamie Churchyard ,&nbsp;Zoella Zaborski ,&nbsp;Ross Dowsett ,&nbsp;Gary Britton","doi":"10.1016/j.entcom.2024.100917","DOIUrl":"10.1016/j.entcom.2024.100917","url":null,"abstract":"<div><div>Fantasy football (FF) is an online game that plays an increasingly central role in fan engagement with the sport. Wilkins et al.’s <span><span>[45]</span></span> 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., &gt;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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100917"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100888
Micaela Y. Martin , Carlos Marín-Lora , Miguel Chover
{"title":"A comparative analysis of game experience in treadmill running applications","authors":"Micaela Y. Martin ,&nbsp;Carlos Marín-Lora ,&nbsp;Miguel Chover","doi":"10.1016/j.entcom.2024.100888","DOIUrl":"10.1016/j.entcom.2024.100888","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100888"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142247838","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100885
William M. Volckmann II
{"title":"Revenue effects of Denuvo digital rights management on PC video games","authors":"William M. Volckmann II","doi":"10.1016/j.entcom.2024.100885","DOIUrl":"10.1016/j.entcom.2024.100885","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100885"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142247844","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
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
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100846
Cheng Chen
{"title":"Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system","authors":"Cheng Chen","doi":"10.1016/j.entcom.2024.100846","DOIUrl":"10.1016/j.entcom.2024.100846","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100846"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141881617","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信