期刊: ENTERTAINMENT COMPUTING, 2021; 36 ()
The film comments data contains a huge amount of mining research value, and text mining analysis of the animated film's comments can objectively refle......
期刊: ENTERTAINMENT COMPUTING, 2020; 33 ()
A persistent challenge in video game studies has been articulating the various components of game experience inferred from traditional methods such as......
期刊: ENTERTAINMENT COMPUTING, 2020; 33 ()
In the multi-modal natural human-computer interaction (HCI), real-time finger position detection with high accuracy becomes an important basis for int......
期刊: ENTERTAINMENT COMPUTING, 2020; 34 ()
Gaming is a growing hobby in the young generation around the world and games are played from different platforms such as personal computer (PC)/mobile......
期刊: ENTERTAINMENT COMPUTING, 2020; 35 ()
Social clouds are nowadays very popular among users around the world, and users post videos and images on their wall to share with family and friends.......
期刊: ENTERTAINMENT COMPUTING, 2019; 30 ()
Technology of human motion capture has been widely used in digital entertainment field. Editing the existing large amount of human motion capture data......
期刊: ENTERTAINMENT COMPUTING, 2019; 31 ()
An increasing number of virtual reality applications now use full-body avatars to represent the user in virtual environments. To fully control these v......
期刊: ENTERTAINMENT COMPUTING, 2018; 27 ()
Once a railway accident occurs, the recovery process usually requires precise and safe operation of rescue equipment such as railway cranes. However, ......