Page 224 - The-5th-MCAIT2021-eProceeding
P. 224

Entertainment Analysis of Animation Based on GR Theory


                                    a
                                                                                   c
                                                                   b
                      Wang Xinyue *, Mohd Nor Akmal Khalid  , Hiroyuki Iida
                 a School of Information Science, Japan Advanced Institue of Science and Technology, 923-1211 Ishikawa, Japan
             b Research Center for Entertainment Science, Japan Advanced Institue of Science and Technology, 923-1211 Ishikawa, Japan
                                           * Email: s1910403@jaist.ac.jp

        Abstract

        Game refinement (GR) theory has been applied to many different games and the entertainment impact in games has been
        quantified.  The  purpose  of  entertainment  is  to  make  people  feel  happy  and  satisfied,  but  not  superficially  flatter  the
        audience's emotional needs. Animation, as a form of artistic expression that combines many artistic disciplines such as
        painting, film, digital media, photography, music, and literature, was initially treated as an art form to entertain children,
        but nowadays it is also entertaining adults. And excellent animation is not only artistic, but also entertaining. In this paper,
        the entertainment impact in animation through game refinement theory and reinforcement schedules was conducted on 14
        popular animations. It was found that different plot “placement” through the episodic development of the animations played
        a huge role in their entertainment, supported entirely based on viewer’s data on the Bilibili website. And a good animation,
        aesthetics and art are equally attractive.

        Keywords: animation, game refinement theory, reinforcement schedule, entertainment;


        1. Introduction


           Different people have different needs to watch the animation, and even more, influential directors will think
        about the balance of entertainment and artistry of a work. Focusing too much on a specific expression will likely
        cause it to become obscure and difficult to understand. Entertainment needs to be designed. Excellent animation
        should be from the shape design, action design, line design, plot design, and many other aspects to entertain the
        creative design (Jia, 2009). It makes people want to watch more and more. Video game designers used variable-
        ratio (VR) reinforcement schedules to keep players wanting to play the game. In the variable-ratio reinforcement
        schedule, the number of responses needed for a reward varies. This conditioning is the most potent partial
        reinforcement schedule (Skinner, 1981).
           Bilibili is a Chinese video-sharing website based in Shanghai, themed around animation, comics, and games
        (ACG). It gathers many people who like animation. By December 31, 2020, the average monthly active users
        reached 202 million, with 54 million daily active users. 190 anime were online in 2017, 183 in 2018, and 81 in
        2019 as of May 6. Bilibili has a scrolling commenting system nicknamed “bullet curtain” (Chinese: danmu;
        Japanese: danmaku). Unlike ordinary video sharing sites that only display in a dedicated comment section under
        the player, with this feature, viewers can post their comments while watching an anime, which will be instantly
        displayed with sliding over subtitles when all viewers are watching the anime; thus, increasing the interactivity
        among viewers. In addition to “bullet curtain,” you can also donate coins and comments to your favorite anime
        at Bilibili. Therefore, the data of their “bullet curtain,” comments, and coins of each episode on the Bilibili
        website (retrieved from https://www.bilibili.com/), are collected to measure the relative popularity of an anime
        in recent years while analyzing the impact of entertainment in animation.











        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [209]
        Artificial Intelligence in the 4th Industrial Revolution
   219   220   221   222   223   224   225   226   227   228   229