{"title":"Decoding comics visual narratives: a semi-automatic review using information modelling technique","authors":"Rishu, Vinay Kukreja","doi":"10.1016/j.entcom.2025.100995","DOIUrl":"10.1016/j.entcom.2025.100995","url":null,"abstract":"<div><h3>Context</h3><div>Comic analysis has become an increasingly prominent area because of the rise in digital comics. It focuses on automatically identifying and extracting comic panels, speech balloons, and text from comics, with various applications in the digital media sector.</div></div><div><h3>Objective</h3><div>The study investigated the research trends and semantic relationship between qualitative and quantitative literature on comic analysis.</div></div><div><h3>Method</h3><div>A semi-automatic literature review was conducted on 493 research studies (2005–2024), retrieved from major academic databases. Latent semantic analysis (LSA) method was selected over other information modeling techniques due to its ability to handle synonymy, polysemy, and sparse datasets.</div></div><div><h3>Result</h3><div>The study identifies leading researchers such as Jean-Christophe Burie, Christophe Rigaud, Yusuke Matsui, and Clement Guerin (28.63%), and the top publishers include Journal of Graphic Novels and Comics, Studies in Comics, and International Conference on Document Analysis and Recognition (25.60%). Speech balloon analysis (21.4%), panel detection (18.9%), visual narrative patterns (16.7%), automatic comic text extraction (12.3%), and semantic storytelling analysis (10.6%) are the most researched topics. A five-topic solution (coherence score: 0.847) was generated, and validated via Cohen’s Kappa (0.950) for inter-rater reliability, ensuring robust topic assignments. These insights benefit AI-driven recommendation systems, digital media platforms, and multimodal content analysis.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100995"},"PeriodicalIF":2.8,"publicationDate":"2025-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144606032","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}
{"title":"A playful experience sampling method to report emotions using smartwatches and emojis","authors":"Shota Watanabe , Gaku Kutsuzawa , Yoshiyuki Kobayashi , Kohei Matsumura","doi":"10.1016/j.entcom.2025.100984","DOIUrl":"10.1016/j.entcom.2025.100984","url":null,"abstract":"<div><div>Understanding daily emotional fluctuations has many benefits, and the Experience Sampling Method can be used to assess daily emotions. However, this method requires frequent reporting throughout the day, making continuous reporting difficult, and a simpler reporting method is required. Therefore, this study proposed a simple Experience Sampling Method using emojis and smartwatches in a playful way. To examine the usefulness of the proposed method, we conducted a 14-day survey on daily emotional fluctuations using the proposed method and the conventional text-based Experience Sampling Method and compared their reporting rates. The results showed that the proposed method had a significantly higher reporting rate than the conventional method. The new ESM method developed in this study can easily capture emotional fluctuations and is expected to be used for the evaluation and analysis of emotional states and user experiences in daily life.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100984"},"PeriodicalIF":2.8,"publicationDate":"2025-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144579649","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}
Pablo Gutiérrez-Sánchez, Pedro P. Gómez-Martín, Pedro A. González-Calero, Marco A. Gómez-Martín
{"title":"Evaluating usability for an AR-enabled escape room authoring ecosystem","authors":"Pablo Gutiérrez-Sánchez, Pedro P. Gómez-Martín, Pedro A. González-Calero, Marco A. Gómez-Martín","doi":"10.1016/j.entcom.2025.100982","DOIUrl":"10.1016/j.entcom.2025.100982","url":null,"abstract":"<div><div>The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces <span>EnigMachine Editor</span>, a web-based authoring tool for crafting augmented reality-enabled adventures inspired by treasure hunts and escape rooms. Designed for curators and hobbyists, it simplifies the generation of custom experiences without prior technical expertise, streamlining development compared to using traditional game engines directly.</div><div>The main objective of this work is to comprehensively evaluate the usability of <span>EnigMachine Editor</span> for non-technical users, alongside its ability to generate engaging game experiences. A game experience study was first conducted in which participants interacted with games from the platform and subsequently completed the Game Experience Questionnaire (GEQ). Next, two usability studies were conducted in which participants first completed a tutorial with Single Ease Questions (SEQ) after each exercise, and then a series of both short- and long-term tasks on the tool concluded with the System Usability Scale (SUS) questionnaire. The results obtained demonstrate that <span>EnigMachine Editor</span>is able to generate satisfactory experiences for museum visitors and highlight desirable usability properties, especially in the short-term test group.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100982"},"PeriodicalIF":2.8,"publicationDate":"2025-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144588065","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}
{"title":"Deep analysis on the color language in film and television animation works via semantic segmentation technique","authors":"Lu Huang , Wendan Yang","doi":"10.1016/j.entcom.2025.100990","DOIUrl":"10.1016/j.entcom.2025.100990","url":null,"abstract":"<div><div>In film and television animation works, colour is an ideographic symbol distinct from other elements. Color language and image language are separate concepts, with image language unable to fully capture the ideographic nature of color. Even when images appear visually similar, differences in brightness can create significant contrasts or opposing meanings. Thus, color language plays an ideographic role between color and concept. This paper uses semantic segmentation techniques to integrate the three modalities of color content and text, establishing a consistent representation relationship. We propose a color-depth (RGB-D) image semantic segmentation method based on two-stream weighted Gabor convolutional network fusion. To capture Orientation- and scale-invariant features, we design a weighted Gabor orientation filter within a deep convolutional network (DCN) to adapt to changes in Orientation and scale. A wide residual-weighted Gabor convolutional network extracts features from the dual-stream images of colour and depth. To quantitatively assess our method’s representational ability regarding the ideographic functions of color language, we conduct extensive experiments on public datasets. The results demonstrate that the proposed algorithm outperforms existing RGB-D image semantic segmentation methods. Specifically, the technique achieves superior accuracy across several performance metrics, with a notable improvement of 2.5%–6.6% compared to baseline models. Our approach enhances segmentation precision for objects of varying scales and directions. It exhibits robustness in complex lighting environments, thus confirming its potential in real-world applications of color language in animation.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100990"},"PeriodicalIF":2.8,"publicationDate":"2025-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144570043","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}
{"title":"Optimization and scheduling of leisure sports events based on fuzzy decision support system","authors":"WeiYa Sun , MengJin Yao","doi":"10.1016/j.entcom.2025.100991","DOIUrl":"10.1016/j.entcom.2025.100991","url":null,"abstract":"<div><div>Nowadays, leisure sports events are obtaining a significant role in the community at large, and they are acknowledged as an important choice in terms of lifestyle. The goal of these leisure sports events is to promote an active and healthy lifestyle while also fostering a sense of connection among participants of all abilities. Effective scheduling of leisure sports events based on fuzzy logic is important to handle uncertainties in the preference of participants over time and aims to enhance the efficiency and adaptability of the decision-making process. Hence, a technique named Fuzzy-assisted Leisure Sports Scheduling and Optimization (FLSS-O) is introduced to address the complexities in identifying the influencing factors of events for efficient decision making. Initially, the research focuses on collecting survey responses from participants in leisure sports events to assess their satisfaction and align event schedules with their preferences. The dynamic event scheduling incorporates linguistic preferences, and a Fuzzy Analytic Hierarchy Process(F-AHP) is applied to determine weights through a pairwise comparison matrix. The outcomes are used to calculate a fuzzy weighted sum for each selected criterion, which involves a decision-making process. The study emphasizes the importance of leisure sports to participants by prioritizing iteratively collected feedback and utilizing genetic algorithms to optimize the scheduling process continually. In this decision process, the imprecise alternatives in scheduling the events towards the specific performance based on criteria are fine-tuned by maximizing the participant preferences. The results demonstrate the effectiveness of our approach in aiding leisure sports event organizers to make informed decisions that balance time slots, adaptability, preferences, and participant-centric scheduling among varying age groups.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100991"},"PeriodicalIF":2.8,"publicationDate":"2025-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144535522","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}
Winston Wenchen Guo , Wenjuan Chen , Yining Zhang , Caro Menghan Shi , Hailiang Wang
{"title":"Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations","authors":"Winston Wenchen Guo , Wenjuan Chen , Yining Zhang , Caro Menghan Shi , Hailiang Wang","doi":"10.1016/j.entcom.2025.100989","DOIUrl":"10.1016/j.entcom.2025.100989","url":null,"abstract":"<div><div>As urbanization accelerates, modern cities face many challenges. One key dimension is the lack of identity awareness and emotional interaction between the public and the city. This paper reports an interdisciplinary project, Portrait of the City, an interactive installation located in various public spaces in Beijing, which aims to utilize Human-computer interaction (HCI) technologies (localized media data-driven, motion capture, AIGC, etc.) in conjunction with public spaces to bridge the emotional and humanities of the public’s connection to the city. We further evaluated its accessibility and practical effectiveness through exhibitions and mixed research methodology. The findings suggest that public interactive installations can activate collective memories, evoke diverse personal experiences, encourage ongoing dialogue about the city, and promote a closer link between civic and place identities. Our interdisciplinary case study may provide insights into HCI and public design as well as practical ideas for fostering more vibrant and culturally distinctive cities in the future.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100989"},"PeriodicalIF":2.8,"publicationDate":"2025-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144572550","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}
Lauro V.R. Cavadas, Esteban W.G. Clua, Troy C. Kohwalter, Sidney A. Melo
{"title":"Enhancing imitation learning training for non-player characters based on provenance data","authors":"Lauro V.R. Cavadas, Esteban W.G. Clua, Troy C. Kohwalter, Sidney A. Melo","doi":"10.1016/j.entcom.2025.100987","DOIUrl":"10.1016/j.entcom.2025.100987","url":null,"abstract":"<div><div>Non-Player Characters (NPCs) play a crucial role in the immersive experience of a game world. When designed effectively, NPCs have unique personalities and react realistically to player actions. Meeting players’ expectations for NPCs to resemble real individuals has become a major focus for game developers striving to enhance immersion.</div><div>In this work, we propose the use of data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. The main goal of this work is to improve the training efficiency of the agent, while preserving the high level of believability achieved in previous work. To this end, provenance is employed not only as a form of logging, but also as a means to guide and optimize the learning process — a contribution not previously explored in the literature.</div><div>To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for the Unity Engine. We compared our trained agent with an agent from previous work that used provenance solely for logging. Using win rate as a proxy for training efficiency, agents trained with our new model outperformed those trained with the previous approach, when evaluated after the same number of training steps.</div><div>Additionally, we created scenarios in which players participated in matches against both the new and previous agents, rating their believability. The results were promising in terms of both perceived believability and the efficiency of the training process.</div><div>In this work we propose to use data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. We use provenance not only as a form of log, but also to improve training efficiency, something that has not been presented in the literature until now. To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for Unity Engine. We compared our trained agent with an agent trained in previous work, which use provenance as a form of logging. Through matches between the two agents, those that were trained with our new model demonstrated greater efficiency. Additionally, we created scenarios of players participating in games against our current agent and our previous solutions, rating the believability of each. The results were quite promising, both in terms of believability and training efficiency.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100987"},"PeriodicalIF":2.8,"publicationDate":"2025-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144572551","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}
{"title":"Collaborative VR environment for supporting food culture learning","authors":"Boning Li, Lehao Zhou, Junichi Hoshino","doi":"10.1016/j.entcom.2025.100979","DOIUrl":"10.1016/j.entcom.2025.100979","url":null,"abstract":"<div><div>In recent years, cultural learning has required the design of experiential and reflective environments that go beyond mere knowledge acquisition to support the understanding and internalization of cultural values. This study constructed a collaborative VR learning environment focused on food culture, enabling learners to actively interpret and engage in the meaning-making of cultural values in a virtual space. The system consists of scenarios based on three themes: ingredients, tableware, and cuisine. It offers experiences that engage learners with cultural elements through exploration, observation, and cooking. Through voice and non-verbal gestures via avatars, learners shared their insights and emotions, deepening their learning. A comparative experiment showed that participants in the collaborative learning condition significantly outperformed those in the individual learning condition in terms of recognition of cultural values, knowledge acquisition, learning motivation, and cultural awareness. Observations also revealed the natural formation of joint attention through gestures such as pointing and shared gaze, which facilitated reflective meaning-making. Based on these findings, four design recommendations were derived: (1) supporting meaning-making through experience and dialogue, (2) supporting collaboration through non-verbal interaction, (3) designing immersive experiences that enhance intrinsic motivation, and (4) creating scenarios and tasks that encourage reflection.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100979"},"PeriodicalIF":2.8,"publicationDate":"2025-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144518522","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}
Feizhou Quan , Tianya Xu , Luning Zang , Yanlai Li , Dianfeng Zhang
{"title":"Research on improving the competitiveness of live music venues based on hybrid probabilistic information and cumulative prospect theory","authors":"Feizhou Quan , Tianya Xu , Luning Zang , Yanlai Li , Dianfeng Zhang","doi":"10.1016/j.entcom.2025.100983","DOIUrl":"10.1016/j.entcom.2025.100983","url":null,"abstract":"<div><div>Enhancing the competitiveness of live music venues (LMVs) carries significant implications for the sustainable development of the music industry. This study proposes a quantitative evaluation method that integrates mixed probabilistic information with cumulative prospect theory (CPT), aiming to accurately assess the competitiveness of live music venues. Online customer reviews (OCR) were adopted, core requirement attributes were identified using the Latent Dirichlet Allocation (LDA) model, and sentiment scores were derived through employing the Bidirectional Encoder Representations from Transformers-Bidirectional Long Short-Term Memory (BERT-BiLSTM) model. Subsequently, a satisfaction model based on the Probabilistic Linguistic Term Set (PLTS) framework was constructed to quantitatively assess customer satisfaction levels. Building on this, the competitiveness index(CI) of LMVs was determined using a hybrid probabilistic information approach. CPT was then applied to evaluate the competitiveness rankings of different types of live music venues. Finally, the sensitivity and comparative analyses confirm the high accuracy, robustness, and generalizability of the proposed methodology. The results of this study deepen enterprises’ understanding of customer consumption behavior patterns and clarify the core indicators influencing competitiveness. This provides valuable insights for strategic adjustments aimed at enhancing competitiveness and offers a solid foundation for the sustainable development of the live music industry.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100983"},"PeriodicalIF":2.8,"publicationDate":"2025-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144490270","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}
{"title":"Is gaming stress or Relaxation? An HRV-Based Investigation of physiological responses in young adults","authors":"André Alesi , Kristina Klier , Benedict Herhaus , Klara Brixius , Ingo Froböse , Katja Petrowski , Matthias Wagner","doi":"10.1016/j.entcom.2025.100981","DOIUrl":"10.1016/j.entcom.2025.100981","url":null,"abstract":"<div><div>This study investigates the impact of video gaming activities versus watching a nature film on heart rate (HR) and vagally-mediated heart rate variability (vmHRV) in healthy young men. Employing a randomized within-subject design, 31 male participants (average age: 23 years; BMI: 25.68; gaming experience: 8.69 years; daily gaming time: 1.96 h) were assigned to either start with playing video games for 120 min on two consecutive days, followed by watching a nature film for the same duration in the following week, or the reverse order. HR and vmHRV were measured via ECG before and after each activity. Results showed that Video gaming activities had no significant effect on HR and vmHRV. It is indicated that video gaming does not appear to have notable physiological impacts on the autonomic nervous system. Conversely, watching a nature film significantly reduced HR and increased vmHRV compared to playing video games. These findings suggest that watching nature films exerts a calming effect and enhances parasympathetic activity, potentially offering health benefits through stress reduction and relaxation. This study contributes important insights into the physiological effects of digital media and underscores the need for further research in this area.</div></div><div><h3>Objective</h3><div>Playing video games is associated with increased autonomic sympathetic nervous system activity, which may lead to a reduction in vagally-mediated HRV (vmHRV) and Heart Rate (HR). Hence the aim of this study was to investigate the effect of the vmHRV and HR in healthy young adults between playing a computer game and watching a nature film.</div></div><div><h3>Methods</h3><div>The study was designed as a randomized within subject design with <em>N =</em> 31 male players (age: <em>M =</em> 23,00 ± 3,53 years, BMI: <em>M =</em> 25,68 ± 3,34, time of experience: <em>M =</em> 8,69 ± 4,74 years, and daily gaming time: <em>M =</em> 1,96 ± 1,32 h). Group A started in week 1 with two consecutive days of 120 min gaming and in week 2 with two consecutive days of 120 min watching a film. Group B started in the opposite order. HR and HRV were measured with ECG before and after the intervention.</div></div><div><h3>Results</h3><div>The results demonstrated that playing videogames had no effect on HR (<em>t</em>(55) = 1.80, <em>p</em> = 0.08) and vmHRV measured by HF-HRV (<em>t</em>(55) = -1.57, <em>p</em> = 0.12) and RMSSD (<em>t</em>(55) = -1.48, <em>p</em> = 0.15). In contrast, watching a nature film led to a lower HR (<em>t</em>(561.6) = -7.29, <em>p</em> = 0<.001) and an increase vmHRV measured by HF-HRV (<em>t</em>(561.4) = 4.02, <em>p</em> = 0<.001) and RMSSD (<em>t</em>(561.4) = 4.97, <em>p</em> = 0<.001) compared to playing videogame.</div></div><div><h3>Conclusions</h3><div>These findings indicate that, among this group of male participants, playing video games did not seem to affect the autonomic nervous system in a manner that notably modified heart","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100981"},"PeriodicalIF":2.8,"publicationDate":"2025-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144365095","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}