Showing 301 - 320 results of 474 for search '"entertainment"', query time: 0.06s Refine Results
  1. 301

    Сreative industry 4.0: trends and transformations in the era of digitalization by Iryna Shkodina, Natalya Kondratenko, Anastasia Shchukina

    Published 2023-12-01
    “…The trend of merging entertainment with e-commerce is expected to intensify. …”
    Get full text
    Article
  2. 302

    Scale Development on the Effect of Social Media Influencers on Purchase Intention by Murat Selim Selvi, Şermin Önem

    Published 2024-06-01
    “…SMIs are present on most digital media platforms such as Facebook, Instagram, Twitter and YouTube, and build their sphere of influence by sharing their experiences on a wide range of specific topics such as fitness, fashion, beauty, DIY, vacation, entertainment, etc. with their followers. While making these posts, SMI creates a desire in social media users who are interested in those topics to follow influencers with high influence. …”
    Get full text
    Article
  3. 303

    THE DEMAND FOR VIDEO CONTENT AMONG STUDENT YOUTH IN MODERN SOCIETY by Ekaterina V. Baranova, Yulia R. Guro-Frolova, Elena G. Sokolova

    Published 2024-12-01
    “…Statistical analysis of the data obtained showed that the main goals of watching video content are both entertainment and vocational education, contributing to the formation of future specialists. …”
    Get full text
    Article
  4. 304

    Cyberbullying: Violence in the digital world by Mijatović Marina D.

    Published 2024-01-01
    “…The progress of information and communication technologies, accompanied by the growing accessibility of the Internet, has resulted in the emergence of new forms of education, communication and entertainment. However, at the same time, the door opens to new opportunities for violent behavior. …”
    Get full text
    Article
  5. 305

    Multimodal Assessment of Changes in Physiological Indicators when Presenting a Video Fragment on Screen (2D) versus a VR (3D) Environment by Elena Kriklenko, Anastasia Kovaleva, Aleksei Klimenko, Usman Dukuev, Sergey Pertsov

    Published 2022-01-01
    “…The increasing role of virtual environments in society, especially in the context of the pandemic and evolving metaverse technologies, requires a closer study of the physiological state of humans using virtual reality (VR) for entertainment, work, or learning. Despite the fact that many physiological reactions to the content presented in various modalities under VR conditions have already been described, often these studies do not reflect the full range of changes in the physiological reactions that occur to a person during their immersion in the virtual world. …”
    Get full text
    Article
  6. 306

    Visual Deepfake Detection: Review of Techniques, Tools, Limitations, and Future Prospects by Naveed Ur Rehman Ahmed, Afzal Badshah, Hanan Adeel, Ayesha Tajammul, Ali Daud, Tariq Alsahfi

    Published 2025-01-01
    “…Though technology has primarily been utilized for beneficial purposes, such as education and entertainment, it is also used for malicious or unethical tasks to spread disinformation or ruin someone’s dignity, even if it encompasses harassing and blackmailing victims. …”
    Get full text
    Article
  7. 307

    STRATEGI PENGEMBANGAN PARIWISATA DI SEPANJANG SUNGAI KAPUAS KOTA PONTIANAK by RISKA APRILIA AYUNINGTYAS, SRI HIDAYATI DJOEFFAN

    Published 2021-10-01
    “…Analysis of supply and demand analysis is a matrix of strategic data to internal factors (IFAS) and external factors (EFAS) program as well as some recommendations for the development of Tourism for the City of Pontianak, the government participate in activities as their main duty to participate in the promotion of destinations, development of basic infrastructure in tourist objects are not managed by the private sector as a simple dock, toilets, mosque and construction of the entertainment / arts performances place. …”
    Get full text
    Article
  8. 308

    Does Use of Different Platforms Influence the Relationship between Cocreation Value-in-Use and Participants’ Cocreation Behaviors? An Application in Third-Party Managed Virtual Com... by Natalia Rubio, Nieves Villaseñor, Maria Jesús Yague

    Published 2019-01-01
    “…Participant value-in-use is a multidimensional construct consisting of five dimensions: informational value, entertainment value, social integrative value, personal integrative value, and community interactivity. …”
    Get full text
    Article
  9. 309

    Ethical concerns in contemporary virtual reality and frameworks for pursuing responsible use by Urooj S. Raja, Reem Al-Baghli

    Published 2025-01-01
    “…It is important to address these issues as VR impacts various industries, including communications, education and entertainment. Existing ethical frameworks in particular may be the closest tool we have when it comes to understanding how to curb some of the ethical challenges that the technology presents. …”
    Get full text
    Article
  10. 310

    THE PROFESSIONAL THINKING FUTURE DIRECTED BY THEATRICAL PERFORMANCES AND HOLIDAYS: RESULTS OF EXPERIMENTAL WORK by Elena G. Protsenko

    Published 2015-10-01
    “…Testing of the proposed system was carried out on the basis of the Samara State Institute of Culture, the sample were third-year students majoring 70209.65 Directing theatrical performances and holidays, specialty "Directing concert and entertainment programs and traditional festivities". …”
    Get full text
    Article
  11. 311

    The impact of social media marketing efforts on buying intentions within the brewing sector by Lima Ana, Cruz Marco, Pacheco Jorge

    Published 2024-12-01
    “…Social Media Marketing Activities (SMMA) encompass several dimensions that enhance brand engagement on social media platforms: Entertainment focuses on engaging users through fun; Interaction emphasises the two-way communication between the brand and its consumers; Trends involves leveraging current cultural and market trends; Personalisation deals with tailoring messages; Advertising refers to the direct promotion of products; e-WOM Intensity measures the frequency and spread of information; e-WOM Emotional Value evaluates the emotional impact of this information; and e-WOM Content evaluates the quality of information shared. …”
    Get full text
    Article
  12. 312

    Travel Behavior Changes after COVID-19 Outbreak in Taiwan by Rong-Chang Jou, Chen-Siang Yeh, Ke-Hong Chen

    Published 2022-01-01
    “…First, people might significantly reduce travel activities related to social entertainment during the pandemic outbreak. Second, the total travel activities by private vehicles are significantly reduced, while there is no significant decrease in the use of transit. …”
    Get full text
    Article
  13. 313

    Social Media Marketing and Consumer Brand Engagement: Elevating Luxury Perfume Brand Equity by Yossie Rossanty, Endang Sulistya Rini, Beby Karina Fawzeea Sembiring, Amlys Syahputra Silalahi

    Published 2024-10-01
    “…Furthermore, the research confirms the impact of various SMM dimensions—including entertainment, interaction, personalization, trendiness, and word of mouth—on CBBE components such as brand loyalty, perceived quality, and brand awareness/ associations. …”
    Get full text
    Article
  14. 314

    Mobile-Commerce Usage Challenges among University Students in Uganda: A Case of Kabale University. by Phelix, Businge Mbabazi, Micheal, Tamale, Patricia, Kyomugisha

    Published 2020
    “…., mobile ticketing and mobile auctioning, and mobile entertainment services e.g., mobile music, mobile gaming, mobile movies, etc. …”
    Get full text
    Article
  15. 315

    Toward the Development of Large-Scale Word Embedding for Low-Resourced Language by Shahzad Nazir, Muhammad Asif, Shahbaz Ahmad Sahi, Shahbaz Ahmad, Yazeed Yasin Ghadi, Muhammad Haris Aziz

    Published 2022-01-01
    “…To perform this task, we used a dataset covering different categories of News such as Business, Sports, Health, Politics, Entertainment, Science, world, and others. This dataset was tokenized while creating 288 million tokens. …”
    Get full text
    Article
  16. 316

    Assessment of economic risks in Ukrainian enterprises: Management aspect by Оksana Nuzhna, Natalia Tluchkevych, Tetyana Pisarenko

    Published 2023-03-01
    “…It has been established that the highest level of risk in terms of enterprise size is observed for the following types of activities: arts, sports, entertainment and recreation (for all enterprises), supply of electricity, gas, steam and air conditioning, and mining and quarrying (for medium-sized enterprises), education (for small businesses). …”
    Get full text
    Article
  17. 317

    Inspector Maigret and the Teleromanzo: A Case Study of Early Italian Television by Elena Dagrada

    Published 2025-01-01
    “…They adapted mainly 19th-century classics to entertain and teach Italian to a largely illiterate population. …”
    Get full text
    Article
  18. 318

    Necriphysiphilia as a psychopathology of the anthropocene epoch and, a dissoanalytic political psychology perspective on the transformation of individual trauma to social trauma by Erdinc Ozturk

    Published 2024-04-01
    “…From a dissoanalytic school perspective, necriphysiphilists are individuals lacking social missions, obsessed with luxury brands, possessing low intellectual levels, and indulging in vacation and entertainment, who have established "dissociative identifications" with their own abusers, while being hostile to nature. …”
    Get full text
    Article
  19. 319

    Artificial Taste: Advances and Innovative Applications in Healthcare by Letao Wang, Yuzhang Li, Yao Zhang, Bin Zheng

    Published 2025-01-01
    “…Sixteen papers discussed applications in healthcare (dietary and weight management), entertainment (food and beverage sampling), and education. …”
    Get full text
    Article
  20. 320

    ادمان شبکة الانترنت وأضرارها الصحیة والنفسیة والاجتماعیة على طلاب المدارس الثانویة بمدینة شبین الکوم بمحافظة المنوفیة... by د. میرفت مفید عبد الستار

    Published 2020-01-01
    “…The most important results and recommendationsreached by the researcher through the field study in public secondary schools inShebin El-Kom city, Monofiya governorate, Egypt.The Results of the studyThe researcher reached many results as follows:-1. 1-The main causes of addiction to the students of secondary education forthe Internet Monofiya, the following respectively: entertainment and play,lack of control parents to me, a sense of vacuum time, ease of dealingwith others through the Internet, sense of comfort while using the Internet,to escape from the responsibility to study and study, not My interest onthe part of the family and the community around me, to escape from myproblems surrounding the family, rather than going out2. 2- The largest percentage of students addicted to the Internet in the agegroup of 16 years reached 102 respondents, representing 56.7% of thetotal male and female population in the study sample.3. .3- The most important negative aspects of the internet came between hisstudents and secondary education students in Monofiya, respectively:lack of supervision, porn sites, addiction to sit for long periods, violation ofrights, falling into unknown relationships, exposure to fraud and fraud.4. 4- came the most important health damage caused by Internet addictionamong education students secondary Monofiya: pain the eyes of the mostdifficult and the most first health damage caused by the use of the Internetamong students at a percentage of 60.5%, followed by insomnia andsleep deprivation, a percentage of 50.4%, followed by fatigue and fatigueby 49.7 %, mother bone by 45.7%, and diseases of the brain and nerves30.2%, heart disease by 22.7%, and finally skin diseases by 21.5% of thetotal sample.…”
    Get full text
    Article