Academic literature on the topic 'Books at the movies'
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Journal articles on the topic "Books at the movies"
Ez-zahout, Abderrahmane, Hicham Gueddah, Abir Nasry, Rabie Madani, and Fouzia Omary. "A hybrid big data movies recommendation model based k-nearest neighbors and matrix factorization." Indonesian Journal of Electrical Engineering and Computer Science 26, no. 1 (April 1, 2022): 434. http://dx.doi.org/10.11591/ijeecs.v26.i1.pp434-441.
Full textSingh, Abhay Pratap, Mukul Sharma, Ashish Chauhan, and Kamal Soni. "Build a Recommendation System for Movies or Books." International Journal for Research in Applied Science and Engineering Technology 11, no. 4 (April 30, 2023): 1379–82. http://dx.doi.org/10.22214/ijraset.2023.50303.
Full textSen, Anwesha, Bhaswar Banerjee, Sayan Barat, and Sagnik Das. "Impact of Television and Movies on English teaching and learning." International Journal of English Learning & Teaching Skills 3, no. 1 (October 1, 2020): 1795–817. http://dx.doi.org/10.15864/ijelts.3111.
Full textShishodia, Dinesh. "Movie Recommendation System." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 30, 2021): 4919–24. http://dx.doi.org/10.22214/ijraset.2021.35929.
Full textLaube, Stefan, and Sergei Zotov. "Vial Movies." Nuncius 37, no. 1 (October 20, 2021): 1–41. http://dx.doi.org/10.1163/18253911-bja10001.
Full textFogarty, Robert S. "Editorial: Thinking: Books or Movies?" Antioch Review 50, no. 3 (1992): 453. http://dx.doi.org/10.2307/4612535.
Full textK G, Sugesh, and Calaivanane R. "A comparative study of the haptic technique: French language learning through movies for higher secondary education." International Journal of Innovative Research and Scientific Studies 6, no. 2 (April 11, 2023): 460–68. http://dx.doi.org/10.53894/ijirss.v6i2.1512.
Full textChetana, V. Lakshmi, Raj Kumar Batchu, Prasad Devarasetty, Srilakshmi Voddelli, and Varun Prasad Dalli. "Effective movie recommendation based on improved densenet model." Multiagent and Grid Systems 19, no. 2 (October 6, 2023): 133–47. http://dx.doi.org/10.3233/mgs-230012.
Full textPerkowitz, Sidney. "Oppenheimer: icon of the nuclear age." Physics World 37, no. 1 (January 1, 2024): 24–28. http://dx.doi.org/10.1088/2058-7058/37/01/22.
Full textMurawski, Bartosz. "Herosi w odcinkach. Wczesne ekranizacje komiksów o superbohaterach." Kultura Popularna 3, no. 49 (March 31, 2017): 24–35. http://dx.doi.org/10.5604/01.3001.0009.8042.
Full textDissertations / Theses on the topic "Books at the movies"
Hull, Thomas William Allan. "Selling Moral Panic: Social Scientific Criticism of Movies and Comic Books for Children, 1925-1955." Case Western Reserve University School of Graduate Studies / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=case1263949945.
Full textLucas, Justin. "Beneath the cape and cowl: Batman and the revitalization of comic book films." Ohio University Honors Tutorial College / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1244074493.
Full textCosta, Thiago Sanches. "O salto transmidiático dos super-heróis: HQ - Filme - Game." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18111.
Full textThis research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry that only exists on transmedia plurality. The research done is theoretical, as it s a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed
A pesquisa investiga a relação entre os fenômenos digitais da transposição e transmídia no contexto da mútua influência entre a cultura dos HQs e games e suas repercussões nas estruturas narrativas digitais. Metodologicamente propõe a leitura e o aprofundamento das relações entre os conceitos buscando o seu entendimento de processo enquanto fenômeno da cultura digital, identificando- os em uma ação história anterior à narrativa transmídia: o salto transmidiático. Para tanto, utiliza-se do movimento e história dos super-heróis, personagens nascidos nas histórias em quadrinhos (HQs) no início do século XX, para demonstrar este caminho e passagem do conceito de transformação do salto transmidiático para o fenômeno da transposição e o objeto transmídia. Mostra ainda que o objeto modelar (HQs) possui características filosóficas, psicológicas, culturais e ontológicas que os tornaram protagonistas da moderna indústria do entretenimento, a qual não existe senão na pluralidade transmídia. A pesquisa realizada é teórica, pois se trata de um estudo com vistas a reconstruir conceitos, para a melhoria de fundamentos teóricos. O método utilizado é a pesquisa bibliográfica, utilizando os materiais existentes acerca do tema, sendo: Scott McCloud e Will Eisner as principais referências sobre a estrutura e linguagem das HQs; os estudos de Gerard Jones a fonte mais utilizada no tocante à História dos superheróis e de seus criadores; Joseph Campbell indicando o caminho mitológico e Richard Reynolds conectando essa visão aos superheróis, fundamental para compreender as narrativas que seguem de um suporte midiático a outro; com Janet Murray sendo o complemento perfeito para o entendimento do funcionamento dessas estruturas no ambiente do game digital. Forma-se assim a base para a discussão do salto transmidiático dos super-heróis: HQ-Filme-Game
Brown, Tyler. "Books Balls and Walls – Mt. Vernon Library and Recreation Center." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/33331.
Full textMaster of Architecture
Whitehouse, Bradley G. "Access to books for the visually impaired : moving from charity to choice." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/8482.
Full textGilliotte, Quentin. "L’expérience des biens culturels en régime numérique." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT039.
Full textThis thesis focuses on the experience of cultural goods in a digital environment. Three issues are addressed here. First, the dematerialisation of media, which raises the question of the modalities of attachment to commodities. By seeking an "ideal of authenticity" and making their consumer experience unique, individuals regain the aura that has been lost with the digitisation of cultural goods. The approach to managing, ordering and classifying cultural goods has also changed, moving towards idiosyncratic patterns of classification. The second issue concerns the confrontation with the abundance of the cultural offer, which invites us to reflect upon the forms of exploration and selection of cultural goods, in particular the autonomous forms of discovery of online contents. The results show how digital technology allows a return to the "catch" mode and the use of serendipity. The final chapters deal with the topic of changes in consumption patterns, with first and foremost the forms of optimisation that digital technology allows by facilitating management between stock and flow. Finally, this work focuses on how individuals mobilise cultural property to put themselves in certain emotional and cognitive states, in particular through three regimes: escape, support and profitability. The research is based on two types of empirical material. On the one hand, 63 semi-directive interviews conducted at the respondents' homes, and diversified by age, gender, educational background, place of residence and PCS. On the other hand, a quantitative study by questionnaire structured by quota method. The data collected were subjected to multifactorial analysis (MCA) and classification (AHC)
Lundgren, Helena. "Omslag till böcker och DVD-filmer : en jämförande studie av visuell kommunikation i omslagen till Män som hatar kvinnor och Niceville." Thesis, Högskolan på Gotland, Institutionen för humaniora och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1555.
Full textHatlestad, Kathryn. "Grant proposal for moving children to an intrinsic motivation to read." Menomonie, WI : University of Wisconsin--Stout, 2007. http://www.uwstout.edu/lib/thesis/2007/2007hatlestadk.pdf.
Full textKaiser, Lesley. "Preserve, renew, invent [Light Bytes] an art exploration into disseminating aphorisms : this exegesis is submitted to Auckland University of Technology in partial fulfillment of the degree of Master of Arts (Art and Design) MAArtDes, 2008." Click here to access this resource online, 2008. http://hdl.handle.net/10292/410.
Full textKarahalios, Karrie. "Salient movies." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37554.
Full textIncludes bibliographical references (leaves 64-65).
by Karrie Karahalios.
M.Eng.
Books on the topic "Books at the movies"
O'Neil, Dennis. Batman: The movies. New York, NY: DC Comics, 1997.
Find full textRosenbaum, Jonathan. Moving places: A life at the movies. Berkeley: University of California Press, 1995.
Find full textWertz, Julia. Drinking at the movies. New York: Three Rivers Press, 2010.
Find full textYau, John. Movies as a form of reincarnation. New York City: Granary Books, 2004.
Find full textDeBartolo, Dick. Mad murders the movies. New York, N.Y: Warner Books, 1985.
Find full textDrinking at the movies. New York: Three Rivers Press, 2010.
Find full textGagné, Antoinette. The magic of movies. [Lasalle, Québec]: Didier, 1987.
Find full textAbraham, Philip. Television and Movies. New York: Children's Press, an imprint of Scholastic Library Publishing, 2004.
Find full textJakubowski, Maxim. The great movies--live!: A pop-up book. New York: Simon & Schuster, 1987.
Find full textTibbetts, John C. Novels into film: The encyclopedia of movies adapted from books. New York: Checkmark Books, 1999.
Find full textBook chapters on the topic "Books at the movies"
Renga, Dana. "Modern Mob Movies." In The Italian Cinema Book, 238–45. London: British Film Institute, 2014. http://dx.doi.org/10.1007/978-1-349-92642-8_29.
Full textGenovesi, Sergio, Katharina Kaesling, and Scott Robbins. "Introduction: Understanding and Regulating AI-Powered Recommender Systems." In The International Library of Ethics, Law and Technology, 1–9. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-34804-4_1.
Full textShubitz, Stacey. "Choosing Picture Books for Mentor Texts." In Craft Moves, 7–16. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781032680934-2.
Full textShubitz, Stacey. "Reading Picture Books for Pleasure and Purpose." In Craft Moves, 17–23. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781032680934-3.
Full textDixon, Wheeler Winston, and Richard Graham. "Origins." In A Brief History of Comic Book Movies, 1–14. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_1.
Full textDixon, Wheeler Winston, and Richard Graham. "The DC Universe." In A Brief History of Comic Book Movies, 15–28. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_2.
Full textDixon, Wheeler Winston, and Richard Graham. "The Marvel Universe." In A Brief History of Comic Book Movies, 29–45. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_3.
Full textDixon, Wheeler Winston, and Richard Graham. "Animé." In A Brief History of Comic Book Movies, 47–61. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_4.
Full textDixon, Wheeler Winston, and Richard Graham. "Indies and Outliers." In A Brief History of Comic Book Movies, 63–77. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_5.
Full textChevez, Agustin. "El Camino Sisyphus Style." In The Pilgrim’s Guide to the Workplace, 89–93. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-4759-9_25.
Full textConference papers on the topic "Books at the movies"
Zhu, Yukun, Ryan Kiros, Rich Zemel, Ruslan Salakhutdinov, Raquel Urtasun, Antonio Torralba, and Sanja Fidler. "Aligning Books and Movies: Towards Story-Like Visual Explanations by Watching Movies and Reading Books." In 2015 IEEE International Conference on Computer Vision (ICCV). IEEE, 2015. http://dx.doi.org/10.1109/iccv.2015.11.
Full textZha, Lulu. "A Data-Driven Mobile Community Application for Book Recommendation and Personalization using AI and Machine Learning." In 3rd International Conference on Artificial Intelligence and Machine Learning (CAIML 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121218.
Full textPenha, Gustavo, and Claudia Hauff. "What does BERT know about books, movies and music? Probing BERT for Conversational Recommendation." In RecSys '20: Fourteenth ACM Conference on Recommender Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383313.3412249.
Full textWiersma, Gabrielle, and Yem Fong. "Patron‐Driven E‐book Solutions: Moving Beyond the Banana Books Incident." In Charleston Conference. Against the Grain Press, LLC., 2012. http://dx.doi.org/10.5703/1288284314973.
Full textJan, Šejbl. "Hříšná exotika A. V. Nováka Literární obraz cesty do Asie v letech 1926–1927." In Orientalia antiqua nova XXI. Západočeská univerzita v Plzni, 2021. http://dx.doi.org/10.24132/zcu.2021.10392-120-144.
Full textBrito Neto, Epitácio Pessoa de, Telmo de Menezes e Silva Filho, Thaís Gaudencio do Rêgo, and Yuri Malheiros. "Evaluating Deep Learning-based Chess-Engine Endgame Strategies." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.233983.
Full textAljarf, Reima. "DIFFERENTIAL EFFECTS OF THE IPAD ON FIRST AND SECOND LANGUAGE ACQUISITION BY SAUDI CHILDREN DURING THE COVID-19 PANDEMIC." In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-013.
Full textJeejoe, Akash, V. Harishiv, Pranay Venkatesh, and S. K. B. Sangeetha. "Building a Recommender System Using Collaborative Filtering Algorithms and Analyzing its Performance." In International Research Conference on IOT, Cloud and Data Science. Switzerland: Trans Tech Publications Ltd, 2023. http://dx.doi.org/10.4028/p-1h18ig.
Full textCarvalho, Breno, Marcelo Soares, Andre Neves, Gabriel Soares, and Anthony Lins. "The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review." In Applied Human Factors and Ergonomics Conference. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100811.
Full textRavindra, Vikram, and Ananth Grama. "Characterizing Similarity of Visual Stimulus from Associated Neuronal Response." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/85.
Full textReports on the topic "Books at the movies"
Michalopoulos, Stelios, and Christopher Rauh. Movies. Cambridge, MA: National Bureau of Economic Research, March 2024. http://dx.doi.org/10.3386/w32220.
Full textTserekh, S. G., and I. G. Ovchinnikov. Communication training based on movies. SIB-Expertise, March 2023. http://dx.doi.org/10.12731/er0690.28032023.
Full textBraslavskaya, E. A. Communication training based on movies. SIB-Expertise, March 2023. http://dx.doi.org/10.12731/er0686.28032023.
Full textHau-Riege, S. Utilizing plasma physics to create biomolecular movies. Office of Scientific and Technical Information (OSTI), July 2015. http://dx.doi.org/10.2172/1236128.
Full textAnderson, G. Oscar. Producing Movies for the Age 50+ Audience: Infographic. AARP Research, March 2017. http://dx.doi.org/10.26419/res.00160.004.
Full textAnderson, G. Oscar. Is It Worth Making Movies for Older Adults?: Infographic. AARP Research, March 2017. http://dx.doi.org/10.26419/res.00160.002.
Full textDEPARTMENT OF THE ARMY WASHINGTON DC. Administration Trip Books. Fort Belvoir, VA: Defense Technical Information Center, August 1998. http://dx.doi.org/10.21236/ada402940.
Full textQuarterman, J. Recent Internet Books. RFC Editor, March 1993. http://dx.doi.org/10.17487/rfc1432.
Full textHill Jr., Randall, Jay Douglas, Andrew Gordon, Fred Pighin, and Martin van Velsen. Guided Conversations about Leadership: Mentoring with Movies and Interactive Characters. Fort Belvoir, VA: Defense Technical Information Center, January 2003. http://dx.doi.org/10.21236/ada460365.
Full textBanerjee, Abhijit, Sharon Barnhardt, and Esther Duflo. Movies, Margins and Marketing: Encouraging the Adoption of Iron-Fortified Salt. Cambridge, MA: National Bureau of Economic Research, October 2015. http://dx.doi.org/10.3386/w21616.
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