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The weak correlation between viewers, GR, and V value was due to several factors. Firstly, the inconsistency
        between appealing plot points of the animation can be observed where it was sometimes set at the beginning of
        the story to attract the viewer's attention (as evident from Figure 2). Meanwhile, some appealing plot was set at
        the end, where it was slowly built. However, such a strategy makes the whole animation the least entertaining.
        Such a situation can be countered by adding appealing plots in the middle and late stages to enhance the viewer's
        experience, as shown by Kimetsu No Yaiba and The Legend of Luo Xiaohei. This condition also aligned with
        the GR measure, where both were considered relatively close to the sophistication zone.


                             Normalized Episode Data of 14 Animations

                    1.2 1                                                Scissor Seven1
                   Combined Data Value   0.8                             Yi Ren Zhi Xia
                                                                         Scissor Seven2
                                                                         Heaven Official's Blessing
                                                                         White Cat Legend
                                                                         Land of the Lustrous
                    0.6
                                                                         Cells at Work!1
                                                                         Violet Evergarden
                    0.4
                                                                         Yi Ren Zhi Xia2
                                                                         Rakshasa Street
                    0.2
                                                                         Re:Zero − Starting Life in Another World
                                                                         Kimetsu No Yaiba
                     0                                                   The Disastrous Life of Saiki K.2
                                                                         The Legend of Luo Xiaohei
                       1   3  5  7   9  11 13 15 17 19 21 23 25 27

         Fig. 2. The area plot of the normalized combined data of “bullet curtain,” comments, and coins for all 14 animation’s episodes.
        4. Conclusion

           Rewards and entertainment that goes hand-in-hand in the animation industry are fundamentally crucial for
        creative  design.  Making  the  uncertainty  of  rewards  being  expressed  through  media  consumptions  would
        generally be a winning idea. This study presents a preliminary study on how such reward aspect could impact
        the viewers' entertainment in animation retention.
           It was found that each animation had different sophistication catered to different viewer's needs. Different
        animations had different plot placement throughout the episode's distribution which showed some correlations
        with the viewer's entertainment and animation production's sophistication. Hence, depending on the animation's
        length,  appropriately  placed  "attractive"  episodes  would  make  the  whole  animation  episodes  entertaining.
        Nevertheless, further analysis of animation works provides the aesthetic and artistic attractions worth venturing
        in future research.

        References
        Iida, H., Khalid, M. N. A. (2020). Using games to study law of motions in mind. IEEE Access, 8, 138701-
        138709.
        Iida, H., Takahara, K., Nagashima, J., Kajihara, Y., & Hashimoto, T. (2004, September). An application of
        game-refinement theory to Mah Jong. In International Conference on Entertainment Computing (pp. 333-
        338). Springer, Berlin, Heidelberg.
        Skinner, B. F. (1981). Selection by consequences. Science, 213(4507), 501-504.
        Xiaohan, K., Khalid, M. N. A., & Iida, H. (2020). Player Satisfaction Model and its Implication to Cultural
        Change. IEEE Access, 8, 184375-184382.
        Zhu Jia. (2009). Qian tan ka tong dong hua de yu le she ji. art education, 11.






        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [212]
        Artificial Intelligence in the 4th Industrial Revolution
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