Showing 341 - 360 results of 474 for search '"entertainment"', query time: 0.07s Refine Results
  1. 341

    NeRF View Synthesis: Subjective Quality Assessment and Objective Metrics Evaluation by Pedro Martin, Antonio Rodrigues, Joao Ascenso, Maria Paula Queluz

    Published 2025-01-01
    “…This capability has significant advantages for applications such as virtual/augmented reality, 3D modelling, and content creation for the film and entertainment industry. However, the evaluation of NeRF methods poses several challenges, including a lack of comprehensive datasets, reliable assessment methodologies, and objective quality metrics. …”
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    Article
  2. 342

    DIGITAL AND NON-DIGITAL GAMES IN YOUNG LEARNER EFL CLASSROOMS AT WARTIME IN UKRAINE by Ilona Huszti, Enikő Nagy-Kolozsvári, Márta Fábián

    Published 2024-10-01
    “…Conversely, digital games were preferred for home-based play primarily due to their inherent entertainment value, essentially bringing them pleasure and enjoyment. …”
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    Article
  3. 343

    Perancangan User Experience Aplikasi Reservasi Online Pada Grahadi Bali Menggunakan Metode Design Thinking by I Putu Ardhika Pranaliwa, Retno Indah Rokhmawati, Satrio Hadi Wijoyo

    Published 2024-02-01
    “… Grahadi Bali merupakan salah satu perusahaan yang bergerak pada bidang entertainment terutama karaoke di Bali. Grahadi Bali mengalami kepadatan pelanggan yang tidak menentu akibat meningkatnya jumlah wisatawan yang pergi ke Bali. …”
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    Article
  4. 344

    Evolution of CFD as an engineering science. A personal perspective with emphasis on the finite volume method by Runchal, Akshai Kumar

    Published 2024-06-01
    “…These include both traditional disciplines such as aerospace, automotive, mechanical and thermal sciences, and newer disciplines and emerging fields of human and social relevance such as biomedical, sports, entertainment, food processing, fire safety, HVAC and energy efficiency. …”
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  5. 345

    Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality by Roy Francis Navea, Vincent Mao Talde, Francisco Luis Armintia, Sarrah Mae Dela Cruz, Gabriel Medina, Alvin Decena

    Published 2025-01-01
    “…Gamification in VR has the potential to transform traditional methods in healthcare, education, training, and entertainment by providing an engaging, interactive experience that captures users' attention and fosters positive outcomes.…”
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  6. 346

    On the Energy Efficiency of Indoor Air Conditioning by S. N. Osipov, A. V. Zakharenko, E. M. Shirokova

    Published 2019-08-01
    “…The increase of average outdoor temperatures and their fluctuations over the past 20 years (as evidenced by the records of summer temperatures in our country) has significantly increased the need for air conditioning premises where people are present for a long time, especially when they are crowded (shops, entertainment halls, classrooms, etc.). The air conditioning process is quite energy-intensive, but the growth of well-being in many republics of the former USSR, as well as the increasing complexity of the physiological adaptation of the human body to rising outdoor temperatures make it possible (and at the same time necessary) to implement these systems on a large scale. …”
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  7. 347

    Prediksi Rating Film IMDb Menggunakan Decision Tree by Rifqy Rosdiyah Ilmi, Fachrul Kurniawan, Sri Harini

    Published 2023-08-01
    “…Abstract The film industry is not just an industry or entertainment but also a global business center. The popularity or success of box office movies has always been a concern around the world. …”
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  8. 348

    Fuzzy Logic Recommender Model for Housing by Emanuel G. Munoz, Jaime Meza, Sebastian Ventura

    Published 2025-01-01
    “…The proposed method employs objective distances from the properties to points of interest, such as educational centers, medical centers, pharmacies, shops, entertainment, 911 security cameras and public transport stations. …”
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    Article
  9. 349

    Identification of depressive symptoms in adolescents using machine learning combining childhood and adolescence features by Xinzhu Liu, Rui Cang, Zihe Zhang, Ping Li, Hui Wu, Wei Liu, Shu Li

    Published 2025-01-01
    “…The optimal feature subset included two childhood features (relationship quality with peers and parental absence) and four adolescence features (social trust, academic pressure, importance of the internet for entertainment, and positive parenting behaviour). These features were found to be more effective than demographic characteristics in distinguishing depressive symptoms in adolescents. …”
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  10. 350

    Deníky Marie Jany hraběnky Harbuval von Chamaré (1722-1792) by Pavla Janáčková

    Published 2009-06-01
    “…Her everyday notes also inform us about her everyday activities, such as care about household and representation, accountig, travelling, typical aristocratic seasonal entertainmet (going out to theatres, balls, hunting, etc.) and everyday entertainment (visiting other noble persons, playing billiard, card games, chess, etc.). …”
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  11. 351

    Patterns of eating behaviors, physical activity, and lifestyle modifications among Bangladeshi adolescents during the COVID-19 pandemic. by Most Zannatul Ferdous, Md Saiful Islam, Lakshmi Rani Kundu, Ummay Soumayia Islam, Rajon Banik, Shahina Pardhan

    Published 2024-01-01
    “…Though, during the COVID-19 pandemic, physical exercise slightly increased (>3 times/ week: 8.2% vs. 13.5%; p<0.001) compared to pre-COVID-19 period, the screen time for entertainment increased drastically (>5 hours/ week: 12.2% vs. 27.3%; p<0.001). …”
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  12. 352

    Evaluating Prospective Energy Services Demand for Residential Solar Photovoltaic (RSPV) Generated Electricity in Lagos State, Nigeria by Olalekan Jesuleye, Andrew Oriola, Adeyemi Adepoju

    Published 2023-12-01
    “…The results show that the energy intensity for refrigeration services is 1.06 kWh/hh/day, entertainment services is 0.84 kWh/hh/day, computing services is 0.97 kWh/hh/day, space cooling services is 7.59 kWh/hh/day, ventilation services is 9.05 kWh/hh/day, lighting services is kWh/hh/day, cooking services 2.77 kWh/hh/day, process heating services is 6.43 kWh/hh/day and water pumping is 1.89 kWh/hh/day. …”
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  13. 353

    Energy-Efficient Harvested-Aware Clustering and Cooperative Routing Protocol for WBAN (E-HARP) by Zahid Ullah, Imran Ahmed, Fakhri Alam Khan, Muhammad Asif, Muhammad Nawaz, Tamleek Ali, Muhammad Khalid, Fahim Niaz

    Published 2019-01-01
    “…WBANs are the important research area and are used in different applications, such as medical field, sports, entertainment, and social welfare. BSNs or simply called sensor nodes (SNs) are the main backbone of WBANs. …”
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  14. 354

    Empire Seen from Within. Cinema Objects, Spaces and Edifices in the Limelight in Colonial India and Ceylon (1899-1950) by Vilasnee Tampoe-Hautin

    Published 2021-06-01
    “…While research on material culture has focused abundantly on objects of everyday life as a way of observing societies and understanding our past, only in recent times has it concerned itself with the study of those related to cinema, one of the ‘more readily consumable forms of entertainment’ (MacKenzie 2), which came out of the late 19th century workshops of the geniuses of the day, Edison, Urban or Lumière. …”
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  15. 355

    AKADEMI DESAIN ANIMASI DENGAN PENDEKATAN ARSITEKTUR NUSANTARA by St Aisyah Rahman, Kurnia Afdillah, Taufik Arfan

    Published 2017-12-01
    “…Kata kunci : Akademi Animasi; Arsitektur Nusantara; Perancangan   Abstract_At this time, The use of animation today has covered the whole sector, start from entertainment such as film, from education as a media of learning in schools, until to the business world as a media of promotion and sales. …”
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  16. 356

    Optimized Identification of Sentence-Level Multiclass Events on Urdu-Language-Text Using Machine Learning Techniques by Somia Ali, Uzma Jamil, Muhammad Younas, Bushra Zafar, Muhammad Kashif Hanif

    Published 2025-01-01
    “…We used sentence-level classification to categorize sentences including terrorist attacks, national news, sports, entertainment, politics, safety, earthquakes, fraud and corruption, sexual assault, weather, accidents, forces, inflation, murder and death, education, and international news. …”
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  17. 357

    Effects of active video games on mental health among college students: a systematic review by Yue Zhao, Kim Geok Soh, Hazizi bin Abu Saad, Wenchao Rong, Cong Liu, Xinzhi Wang

    Published 2024-12-01
    “…Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. …”
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  18. 358

    Reinforcement learning based route optimization model to enhance energy efficiency in internet of vehicles by Quadeer Hussain, Ahmad Shukri Mohd Noor, Muhammad Mukhtar Qureshi, Jianqiang Li, Atta-ur Rahman, Aghiad Bakry, Tariq Mahmood, Amjad Rehman

    Published 2025-01-01
    “…Abstract The Internet of Vehicles (IoV) transforms the automobile industry through connected vehicles with communication infrastructure that improves traffic control, safety and information, and entertainment services. However, some issues remain, like data protection, privacy, compatibility with other protocols and systems, and the availability of stable and continuous connections. …”
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  19. 359

    Supporting older adults with mobility disabilities through voice-activated digital assistants and smart home technologies by Jaewon Kang, Emma Lachs, Kathryn Huang, Laura A. Rice, Wendy A. Rogers

    Published 2025-01-01
    “…They had a significant reduction in loneliness after 5 weeks (p = .003), attributed to increased social connections and entertainment and viewing the voice-activated digital assistants as companions. …”
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  20. 360

    Impacts of Tax Laws on the Performance of Small and Medium Enterprises: A Case Study of Kabale Municipality Kabale District. by Abaasa, Ruth

    Published 2024
    “…The majority of respondents, 41 (27.7%), were managers of entertainment venues, bars, and retail and wholesale businesses. …”
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    Thesis