Articles in this Volume

Research Article Open Access
The Creation and Dissemination Dilemmas and Breakthrough Paths of Campus Vlogs by Ordinary College Students under Algorithmic Logic
Recently, people pay much attention to campus Vlogs made by college students. But most studies focus on commercial monetization and they ignore normal creators. In fact, they do not look at the problems these students have.In this work, we look at problems in creating and spreading campus Vlogs by ordinary college student's campus vlog, and we identify the types, development features, as well as dual effects. It is worth noting that these students face some practical problems, for example, creators has limited ability, a lack ofresourcesupport, and the content is similar. Therefore, we propose methods from three aspects: fitting algorithm rules, improving content quality, andwe combinecontent with external traffic attention, so that we can improve spreading efficiency for college creators. These methods can improve the dissemination efficiency and influence of college students' campus vlogs, and give practical guidance for young creators who want to keep their practice in the competitive digital environment.
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The Correlation Between Visual Complexity, Information Presentation and Game User Experience
With the growing market in the field of games and the accelerating polarization in game design towards little and a great deal, the theme of game UI design has become dual-sided and experienced two extremes, both of which are problematic, but in different ways: one causes harm to the player experience through over-visualization, and another through over-simplification. This paper identifies the joint impact of visual complexity and information presentation on three levels of game user experience based on a systematic literature review of a game UX body of research, game user interface design, and visual cognition research bodies, and augmented with case studies of Arknights and Deep Palace Melody. The results show that interfaces that are too complex lead to cognitive overload and thus hinder functional and hedonic experience whereas simplified interfaces lead to poor emotional investment and meaningful experience by not providing them with adequate visual expression. Both the information presentation and the visual style consistency make up a unified design system that regulates the experiential coherence. It is summed up that a successful game UI design is in a dynamic equilibrium between the visual richness and information visibility - and that this equilibrium depends on the type of game and the audience, and there is no single standard that can be universally applied. Game UI design can thus be identified as an essential layer within the development of full experiences of players.
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The Effects of Working Memory Capacity on the Use of Formulaic Language in L2 Speech Production
Working memory (WM) has been widely acknowledged as a significant cognitive mechanism responsible for multiple tasks including information storage and processing. L2 oral production, as a complex cognitive activity, has been found to be restricted by working memory capacity (WMC). However, the specific aspects of L2 oral speech affected by WMC remain controversial due to methodological variations, which suggests the need of a mediating factor to reveal the underlying cognitive dynamic. In order to fill this gap, the current study focuses on a potential mediating variable, the use of formulaic language, which requires the involvement of WM and also proves to be an effective tool to mitigate cognitive load during L2 oral production. By comparing the low and high WM groups' performances in L2 impromptu speech in terms of the use of formulaic sequences, the study has found that the high WM group showed an overall higher frequency of the use of formulaic language, with a significant advantage in the frequency and diversity of polywords over the low WM group. Moreover, the errors in the speeches could be classified into interlingual, intralingual, redundancy, and blending ones. By delving into the causes of each type of errors, the retrospective interviews revealed that a larger WMC supported more efficient multitasking, greater attentional and inhibitory control, and more complex online processing, which contributed to high-level L2 oral production. The results offer implications for improving L2 learners' oral competence and serve as a lens into the interaction between WM and L2 oral performance.
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Visualization as Dialogic Medium: Generative AI, Positional Repositioning, and the Apparatus of Architectural Representation
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This paper is a theoretical and literature-based critical analysis examining how generative AI repositions architectural visualization within the design process. It argues that the positional repositioning of visualization, its migration from the terminal stage into the operative middle of the design process, amplifies rather than neutralizes the constitutive agency of the medium: by embedding a high-fidelity apparatus at the site of open-ended conceptual exploration, generative AI subjects the most creatively consequential phase of design to an aesthetic logic the designer did not author and cannot inspect. Drawing on Lawson and Schön’s reflection-in-action framework, the paper analyzes the prompt-generation-evaluation cycle as a new form of design conversation. Through Flusser’s apparatus theory and Irrgang’s extensions, it reveals a structural epistemic asymmetry: the architect controls input and output, but the model’s internal aesthetic logic, encoded in a latent space conditioned by historically biased training data, remains opaque. Del Campo’s analysis of the architectural latent space identifies this corpus as a site of inherited canonical bias. A design experiment testing a culturally specific vernacular façade vocabulary against generative model outputs demonstrates this asymmetry in practice. The paper concludes that AI visualization is simultaneously expansive and constraining, functioning as a medium with its own constitutive agency rather than a neutral accelerant.
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A Critical Analysis of the Agent Invisibility in Sino-U.S. News Discourses
This critical analysis of discourse based on a corpus carefully studies language forms and discourse uses of hidden doers in news reports about a diplomatic event between China and the US. This study focuses on two main grammar structures: passive voice and using nouns to express actions. It analyzes how news discourses purposely hide or play down people who should take responsibility in describing diplomatic events. The research uses a self-made similar parallel corpus, which includes 18 typical news reports from China Daily and 18 from The New York Times respectively. Real research results show that structures that remove doers are widely used in news texts from both news agencies. However, The New York Times uses these language ways to hide doers much more frequently. This study not only proves the practical uses and analysis value of corpus linguistics methods in finding hidden rules of discourse in news language. It also shows the importance of checking small grammar choices when we learn how international news media build stories about sensitive diplomatic arguments and international conflicts. So it provides a view from language to help people understand media prejudice and hidden ideas in international news reporting.
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Hybridizing the West: The Active Reconfiguration of Western Imagery in Japanese Video Games
In this article it examines real game examples of how Japanese game makers learn from the West. It also looks on the way they modify and remake these western things on their own. From the research we know, Japanese games are not copying western culture in a simplistic way. They reconstruct the west elements with oriental thoughts and the main part is traditional Japan. This method allows Japanese games to create their own worldviews and gain recognition in overseas culture. Bhabha's hybridity theory and the balance between global and local culture are theoretical tools that can also help people clearly understand this. And it helps us understand the culture in games more easily. Different cultures mixing together makes for lotsa good stuff in Japanese games. They get great commercial value and big international influence. At the same time,they also bring this traditional Japanese spirit and aesthetic idea to people all over the world. And this kind of cultural mix would make the different cultures get along better in our present day digital society. Furthermore, exporting culture by means of game also can bring about great economic gains for Japan. The experience of Japan can serve as a useful example for the cultural industries of other non-Western countries.
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Chinese Digital Cultural Products Exports to the Foreign Market in the Digital Era
China's digital cultural products have gained significant achievements in the foreign market over recent years, and their successes are reflected not only by business data but also by consumers' reputation. Intercultural communication in the digital age, however, seems to have deviated from traditions. The reason why China has achieved such accomplishments naturally becomes an issue that deserves intense debate. Based on traditional Laswell's 5W communication model, this article will combine traditional communication and intercultural communication theories to analyze the reason why China can reach such achievements and what traditional communication theories, also communcaition mechanism, have been reconstructed by the digital age. This article concludes that the term "cultural discount" has been turned from a barrier blocking intercultural communication to a controllable, exploratory, and participable "variable" through strategic encoding facilitated by digital media technology. Additionally, Laswell's 5W model somewhat bears certain changes, resulting in a brand-new methodology for the conversion between "high-context culture" and "low-context culture".
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From Categorical Imperative to Algorithms — A Dialogue Between Kantian Ethics and Artificial Intelligence Ethics
As the rapid development of AI (Artificial Intelligence), a series of profound ethical issues are illustrated to individuals. The most significant issues are the spread of algorithmic discrimination, and the encroachment of human dignity caused by instrumental rationality. In order to solve these issues, it is urgent for ethics to provide principled guidance. In this paper, I will display that Kantian Ethics, especially its core concept of categorical imperative, can provide irreplaceable formal foundation and critical lens for AI ethics. Through systematically explaining the key concepts of Kantian ethics, which are autonomy, self-legislation, and the principle that humanity is an end in itself. The current AI cannot be considered as a Kantian moral agent, because of its internal heteronomous nature and lack of free will. Based on this argument, this paper further discusses the programs of reconceptualized responsibility in the age of algorithms. Specifically, on the one hand, although AI is not a moral agent, its distributed feature may correspond to a distributed model of responsibility attribution. On the other hand, the formal features of algorithms provide a possibility for transforming the procedural cores of categorical imperative, such as the test of universalizability, into principles of ethical algorithm design. In conclusion, the dialogue between Kantian Ethics and AI is mutually enriching. Kantian ethics not only offers an essential ethical standard for evaluating and regulating AI systems, but also illustrates enduring vitality while facing contemporary technological challenges.
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The Aetiology of Oppositional Defiant Disorder: The Gene and Environment Interaction
Oppositional Defiant Disorder (ODD), commonly appears during childhood and shows specific behavioral features. It is marked by frequent irritability, obvious defiant attitudes and a tendency toward vindictive actions in children. The development of ODD is closely related to the interaction between genetic and environmental factors. Recent studies have found that gene polymorphisms are linked to unusual functions of neurotransmitters in the brain. These genes include the MAOA gene, the DRD4 gene and the 5-HTT gene which regulate emotional and behavioral responses. Environmental factors also play an important role in increasing the overall risk of developing ODD in young people. These factors include experiences of childhood maltreatment and growing up in a low socioeconomic status environment. Future studies should focus on epigenetic changes and complex interactions among multiple genes and environments. This article reviews three key parts related to the etiology of Oppositional Defiant Disorder. It covers major genetic factors, common environmental risk factors and the gene-environment interaction mechanism. The paper analyzes how each factor works and interacts to contribute to the development of ODD in children. It also provides a comprehensive framework for understanding the complex nature of this behavioral disorder.
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Reconstruction of Traditional Chinese Medicine Discourse in Cross-Cultural Translation: A Case Study of English Translation of Cultural Loaded-Terms in Jushuo Xinglin: Microfilm of TCM History
Focusing on the English translation of Jushuo Xinglin: Microfilm of TCM History, this study investigates the translation strategies for culture-loaded terms—the core elements of the TCM discourse system—and their impact on the reconstruction of TCM discourse in cross-cultural contexts. Through illustrative case analysis, it applies Functional Equivalence Theory to assess terminology standardization, the Cultural Translation Perspective to analyze cultural imagery preservation, and Skopos Theory to guide strategy selection, systematically evaluating the translation's communicative efficacy. The findings indicate that while the translation achieves notable success in terminology standardization and cultural imagery preservation, it also reveals issues such as metaphorical loss and insufficient annotation. Based on these findings, the study proposes a three-tier "Terminology-Imagery-Discourse" optimization strategy, which entails enhancing the alignment between international terminology standards and cultural contexts, supplementing semantic network annotations for metaphors, and reconstructing the cross-cultural narrative logic of TCM discourse, thereby providing theoretical insights and practical references for constructing the discourse system in the international dissemination of TCM culture.
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