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181
STUDY OF THE INFLUENCE OF FACTORS ON THE CONTENT OF RUSSIAN FEDERAL CHANNELS IN THE CONTEXT OF DIGITALIZATION
Published 2021-02-01“…Modern television content should move away from the simple model of mass culture, which is based on a standardized approach based on entertainment content. Content should take into account modern consumer values.…”
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182
AUDIENCE PERCEPTION OF THE USE OF TELEVISION JINGLES IN CREATING AWARENESS OF E-PAYMENT SYSTEM
Published 2023-09-01“… The sole purpose of the media is to share information on current affairs, news and entertainment. In this era of digitization, sharing, promoting and usage of Digital Payment System in the open marketplace is essential for the audience. …”
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183
Design and Implementation of a Compiled Declarative Language for Game AI Control
Published 2024-12-01“…Video games have become one of the most popular forms of entertainment around the world. Currently, agents (bots or non-player characters) are predominantly programmed using procedural and deterministic imperative techniques, which pose significant drawbacks in terms of cost and time efficiency. …”
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184
Unravelling EFL teachers’ mastery of TPACK to promote students’ participation
Published 2023-11-01“…Further, this can be an entertainment medium and a communication tool between a teacher and students. …”
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185
Revenge pornography on the internet
Published 2022-10-01“…This article uses discourse analysis to explore the motivations behind non-consensual pornography, reasons and motivations for its prevalence, which include revenge and punishment, entertainment/fun, the sexual objectification of women, “slut shaming”, and denigration of the victim’s character. …”
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186
Les jeux de la spectature : paratextes cinématographiques des années vingt et archéologie du virtuel
Published 2013-12-01“…As early as the 1920s, the Classical Hollywood fiction film was described through two discursive formations: the discourse of entertainment and dreams on the one hand, the discourse of realism on the other hand. …”
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187
Airbnb amenities: Quantifying their contribution to the guest experience
Published 2025-05-01“…The findings reveal that certain categories including office, entertainment, ambiance, safety and accessibility amenities are significantly associated with the guest experience, while other categories including kitchen, living room, bedroom, bathroom, and outdoor amenities have no significant association with the guest experience. …”
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188
MEDICINAL CHEMISTRY IN POPULAR CULTURE: AN ANALYSIS OF THE REPRESENTATION OF BIOACTIVE SUBSTANCES IN CARTOONS AND GAMES
Published 2025-01-01“…By highlighting the importance of public science communication and media literacy, this study contributes to promoting critical thinking and a broader appreciation of the intersection between science, popular culture, and entertainment.…”
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189
Dynamic superframe adaptation using group-based media access control for handling traffic heterogeneity in wireless body area networks
Published 2020-08-01“…The applications of wireless body area network are not limited to healthcare monitoring applications but vastly used in entertainment applications. The applications are emerging at a fast pace and attract the attention of researchers. …”
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190
Sequential film marketing in China: The study of social platforms and their impacts
Published 2025-06-01“…The broadcast and eWOM modes were proxied by the volume and valence attributes of Maoyan and Douban, the two popular and professional platforms for video entertainment.Volume and valence on Maoyan and Douban were found to influence gross revenue, but volume on Maoyan has the highest predictive power. …”
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191
Marvel, Star Wars and the Risk of Being a Hero: Social Responsibilities for Transmedia Storytellers in the Age of Collective Journey
Published 2021-01-01“…The appearance of these stories in popular commercial entertainment is a reflection of our increasingly digital lives and heightened connectivity, as well as a by-product of our increasing tendency to transmedially tell stories. …”
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192
Study of the use of special effects in cinema
Published 2024-08-01“…Special effects used to enhance the entertainment of an audio visual work can act as such tools. …”
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193
After visibility: Data as a factor of production in Douyin e-commerce
Published 2025-03-01“…Since 2020, Douyin, an app known for its interactive entertainment and vibrant youth cultures, has risen to dominance in the retail sector. …”
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194
A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface
Published 2016-01-01“…As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. …”
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195
The Committee on Public Information: A transmedia war propaganda campaign
Published 2012-07-01“…Findings from the study include that the CPI created a transmedia war propaganda campaign, which enabled propaganda to successfully draw entertainment value from popular culture and credibility from journalism in order to influence public opinion.…”
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196
O mercado audiovisual brasileiro, o circuito alternativo de exibição, as mostras e festivais de cinema na Bahia contemporânea
Published 2017-01-01“…This work presents some of the most recent transformations in the relations between culture and market in contemporary Brazil, in order to indicate some of the empirical indicators that have been able to reshape and resize the strategies of some of the main market agents involved in this process, whether state or private, generating all sorts of new business models and companies classified as cultural, inscribed in the widespread expansion of the entertainment and leisure markets. It should be noted that the reflections are included on what part of the specialized literature in the social sciences categorizes as creative economy, specially due to the management of the agents involved, of the new aesthetic and symbolic justifications that start to develop a panorama which, based on the general growth of the Brazilian economy in the period considered, indicates the robustness of what can be described as contemporary cultural capitalism. …”
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197
Advancing Computational Humor: LLaMa-3 Based Generation with DistilBert Evaluation Framework
Published 2025-01-01“…These results demonstrate the model's exceptional capability in generating humor, offering a more efficient and scalable solution for applications such as conversational agents and entertainment platforms. This research advances the field by showcasing the benefits of comprehensive dataset preparation and targeted fine-tuning, providing a foundation for future developments in humor-related artificial intelligence applications.…”
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198
Moral Aspects of Some Combat Sports
Published 2020-09-01“…Nowadays, sport is very popular as a way of spending free time, taking care of one’s health and physical condition, as well as being an entertainment worth watching; sport is also judged positively, when it comes to moral aspects. …”
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199
Animated mesh simplification based on motion features in visual sensor networks
Published 2019-01-01“…The three-dimensional animated model is widely used in scientific visualization, entertainment, and virtual applications, especially in visual sensor networks. …”
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200
Computer-generated rough sex: An empirical study about the interest in human and artificial sexually explicit media displaying rough and gentle sexual behaviors
Published 2024-12-01“…This, however, could be crucial because when individuals consume rough sexualized behavior, some tend to detach the humanity of the performers anyhow, raising the question about the significance of humanity within such sexualized entertainment media. To determine whether the explicitly stated interest in artificial and human sexualized stimuli depends on the displayed sexual behavior, a within-subject online experiment was conducted in the summer of 2022 with 274 heterosexual participants (152 men, 122 women). …”
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