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241
Undergraduate students’ perceptions toward writing Instagram captions in English
Published 2024-05-01“…Aside from using Instagram just for entertainment, people have started to use Instagram as a learning medium for many courses, including writing skills. …”
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242
Global initiatives and challenges in integrating artificial intelligence literacy in elementary education: Mapping policies and empirical literature
Published 2024-12-01“…Abstract Artificial intelligence (AI) has permeated most facets of life in the 21st century and has rapidly transformed various aspects of modern society. From entertainment to education, these advanced technologies have achieved a high level of competency in skills that once necessitated human involvement. …”
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243
Recognition of Reconstructed Frontal Face Images Using FFT-PCA/SVD Algorithm
Published 2020-01-01“…Modern face recognition modules/algorithms have been successful in many application areas (access control, entertainment/leisure, security system based on biometric data, and user-friendly human-machine interfaces). …”
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244
Virtual Culinary Influence: Investigating the Impact of Food Vlogs on Viewer Attitudes and Restaurant Visit Intentions
Published 2025-01-01“…The results indicated that informativeness, entertainment, and vividness influence viewers’ engagement with food review vlogs, while attractiveness and homophily are major predictors of parasocial relationships. …”
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245
Marketing, advertising, and branding in Fortnite: how do brands and companies connect today to audiences through the metaverse?
Published 2025-12-01“…Beyond being a simple digital entertainment, Fortnite has become a key space for socialization and experimentation for young and emerging audiences. …”
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246
Building Purchase Intention By Understanding Interaction, Intimacy, Attitude and Intention to Play Shopee Games
Published 2024-11-01“…Although discounts continue to be a primary draw, the burgeoning popularity of online shopping platforms can be attributed to the incorporation of entertainment features and gamification elements. Objective: This study discusses the unexplored relationship between gamification and e-commerce, with a focus on interaction, intimacy, attitudes, and gaming intentions in the context of games on e-commerce platforms. …”
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247
‘Woman Suffrage Precipice’: The Gender Politics of Laughter in Elizabeth Robins’s The Convert (1907)
Published 2022-10-01“…Indeed, since the New Woman was commonly a target for caricature, the suffragette a laughing stock, and feminist demonstrations were considered as enjoyable as “good Sunday afternoon street entertainment”, The Convert turned this tendency to its advantage and used humour as a sweetener for the serious pill it contains, in accordance with the received idea that women are born entertainers. …”
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248
Consumption, relative deprivation and mental health: evidence from hedonic consumption
Published 2025-02-01“…Hedonic consumption is measured through expenditure on items such as jewelry, antiques, and entertainment, while consumption inequality is assessed using the Kakwani index. …”
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249
Users’ experiences of park accessibility and attractiveness based on online review analytics
Published 2025-02-01“…., aesthetic experiences, leisure and entertainment opportunities) and regulatory features (e.g., cleanliness, quietness). …”
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250
Diversity of Production Techniques and Microbiology of African Cereal-Based Traditional Fermented Beverages
Published 2024-01-01“…Traditional fermented beverages are culturally and socially accepted products for consumption, drinking, entertainment, customary practices, and for religious purposes. …”
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251
Spatiotemporal characteristics of ICT use among chinese older adults
Published 2025-01-01“…The study also highlights how smartphone use, while enriching older adults' daily lives with increased connectivity and entertainment options, contributes to time fragmentation and new forms of dependency. …”
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252
Explaining the components of urban space for the elderly with the approach of environmental psychology (Case study: District 8 of Shiraz)
Published 2023-03-01“…Then, by confirming the hypotheses in this field that attention to social components along with components of spatial structure can be appropriate to improve the urban environment, suggestions in this area from attention to access and public transportation to creating an environment Elderly entertainment was provided.…”
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253
Mediator and Regulatory Effects of Word of Mouth on The Effect of Electronic Servicescape on Brand Equity
Published 2025-01-01“…It has been determined that e-WOM has a moderator role inc the effect of e-servicescape (entertainment value, usability, relevance of information, customization, and interaction) on brand equity. …”
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254
A qualitative study to explain the determinants of naswār consumption from the point of view of its consumers
Published 2024-12-01“…RESULTS: Three main categories were extracted: (1) Individual factors and beliefs related to naswār consumption (Non-addictive, similar and replacement with smoking, Not causing confusion, Being relaxing and enjoyable, increasing the effect of using other substances, reducing fatigue, causing body aches due to lack of use, having long effect, not causing physical problems, not causing weakness, having fast effect, increasing energy to work), (2) Environmental factors (being available, Having the low price, being consumed anywhere, being easy to store and carry, Not understanding others), and (3) Social factors (as a hobby, lack of entertainment, relatives and friends of the consumer, lack of ban on the consumption of naswār, lack of family opposition). …”
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255
Big data analytics and AI as success factors for online video streaming platforms
Published 2025-02-01“…As the trend in the current generation with the use of mobile devices is rapidly increasing, online video streaming has risen to the top in the entertainment industry. These platforms have experienced radical expansion due to the incorporation of Big Data Analytics and Artificial Intelligence which are critical in improving the user interface, improving its functioning, and customization of recommended content. …”
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256
THE APPLICATION OF DIGITAL MARKETING COMMUNICATION IN FACING THE PHENOMENON OF TIKTOK SHOPPERTAINMENT AS A MARKETING COMMUNICATION STRATEGY FOR UMKM
Published 2024-11-01“…This phenomenon shows a change in consumer behavior that switches to entertainment content and online shopping on TikTok, as well as an algorithm game carried out by TikTok. …”
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257
The Transition from Song to Poetry in Latvian Literature in the Second Half of the 19th Century
Published 2023-08-01“…Without denying the importance of Latvian folk songs in the creation of national culture, the main focus of this article is on the secular ziņģes that were adopted from the German literary tradition, which up until the second half of the 19th century were a favourite tool for entertainment (singing) and spreading information orally. …”
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258
Topical issues of an applied vaping research
Published 2022-09-01“…Currently, users of electronic cigarettes and similar devices are divided into two segments: traditional smokers who switched to electronic cigarettes or combining them and new smokers who chose electronic cigarettes because of fashion, communication, entertainment, etc. It turns out that vaping is a social phenomenon that follows not only from one the desire to find an alternative to smoking. …”
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259
An urban expressway forwarding scheme for cognitive Internet of vehicles
Published 2020-03-01“…The Internet of vehicles is an essential component for building smart cities that can improve traffic safety and provide multimedia entertainment services. The cognitive radio–enabled Internet of vehicles was proposed to resolve the conflict between the increasing demand of Internet of vehicles applications and the limited spectrum resources. …”
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260
Data Augmentation For Sorani Kurdish News Headline Classification Using Back-Translation And Deep Learning Model
Published 2023-06-01“…With the classification model, they can easily and quickly search for news articles that interest them based on their preferred categories, such as politics, sports, or entertainment. …”
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