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1

Lee, Seryon. "Progress of Entertainment: Chapbooks in Early Children’s Literature." Journal of Eighteenth-Century English Literature 17, no. 2 (November 30, 2020): 1–49. http://dx.doi.org/10.46345/ecel.2020.17.2.001.

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Wang, Qianjin, Honghong Ren, Jiang Long, Yueheng Liu, and Tieqiao Liu. "Research progress and debates on gaming disorder." General Psychiatry 32, no. 3 (July 2019): e100071. http://dx.doi.org/10.1136/gpsych-2019-100071.

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Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
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Healy, Maureen. "Exhibiting a War in progress: Entertainment and Propaganda in Vienna, 1914–1918." Austrian History Yearbook 31 (January 2000): 57–85. http://dx.doi.org/10.1017/s0067237800014363.

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On the morning of July 1, 1916, prominent members of Viennese high society gathered in a large imperial park not far from the center of Vienna. This park, the Prater, had been the site of many fairs, exhibits, and festivals in the nineteenth and early twentieth centuries. It accommodated the World's Fair in 1873 and since then had housed circuses, variety shows, children's exhibits, and the Luna Park amusement complex. The Prater was a favorite destination of Viennese of all classes in search of recreation and entertainment. On this particular morning, those in attendance were more notable than usual; they included Archduke Franz Salvator, War Minister Alexander Krobatin, Education Minister Max von Hussarek, the Austrian defense minister, ambassadors of several allied countries, and local and regional government officials. They were on hand to celebrate the grand opening of what sponsors promised would be an exhibition unlike any Vienna had ever seen. At eleven o'clock, the prestigious entourage entered the first hall of the grandest entertainment spectacle of the wartime home front: the Vienna War Exhibition.
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Rodríguez Pérez, María Pilar, and Miren Berasategi. "Infotainment in the campaign for the 2015 Spanish general election: An analysis of El Hormiguero from a gender perspective." Cuestiones de género: de la igualdad y la diferencia, no. 11 (June 29, 2016): 313. http://dx.doi.org/10.18002/cg.v0i11.3608.

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<p>Within the new landscape of political communications characterized by infotainment in prime time television programs, this article analyzes the presence of four political representatives in <em>El Hormiguero</em> to explore if their appearances reinforce gender stereotypes. The analysis of the television programs reveals a substantial progress in the elimination of gender stereotypes which the media traditionally convey and reproduce in political campaigns. The analysis reveals a practical elimination of gendered bias in the interviews; the sexist tone remains, however, in other spaces of the television program linked to humor and entertainment practices.</p>
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Das, Riddha, Wenxin Zeng, Cihan Asci, Ruben Del-Rio-Ruiz, and Sameer Sonkusale. "Recent progress in electrospun nanomaterials for wearables." APL Bioengineering 6, no. 2 (June 1, 2022): 021505. http://dx.doi.org/10.1063/5.0088136.

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Wearables have garnered significant attention in recent years not only as consumer electronics for entertainment, communications, and commerce but also for real-time continuous health monitoring. This has been spurred by advances in flexible sensors, transistors, energy storage, and harvesting devices to replace the traditional, bulky, and rigid electronic devices. However, engineering smart wearables that can seamlessly integrate with the human body is a daunting task. Some of the key material attributes that are challenging to meet are skin conformability, breathability, and biocompatibility while providing tunability of its mechanical, electrical, and chemical properties. Electrospinning has emerged as a versatile platform that can potentially address these challenges by fabricating nanofibers with tunable properties from a polymer base. In this article, we review advances in wearable electronic devices and systems that are developed using electrospinning. We cover various applications in multiple fields including healthcare, biomedicine, and energy. We review the ability to tune the electrical, physiochemical, and mechanical properties of the nanofibers underlying these applications and illustrate strategies that enable integration of these nanofibers with human skin.
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Xie, Liping, Dalong Xiang, Renqiao Wang, and Haoran Wang. "Research progress of flexible wearable stress sensor." Wearable Technology 2, no. 2 (June 16, 2022): 109. http://dx.doi.org/10.54517/wt.v2i2.1619.

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<p>Flexible wearable pressure sensors are widely used in health diagnosis, sports monitoring, rehabilitation medicine, entertainment, and other fields due to some factors such as the stretch ability, bendability, light weight, portability, and excellent electrical properties. In recent years, significant progress has been made in flexible pressure sensors, and a variety of flexible pressure sensors that able to measure health status have been applied to the pulse wave, movement, respiration, and electrocardiogram (ECG) detection. However, there are still many problems to be solved in the development of flexible pressure sensors. This article summarizes the development of flexible pressure sensors in recent years, from the working principle to the structural design of the flexible pressure sensors; designs to build a high-performance flexible pressure sensors; discusses the problems existing in current flexible pressure sensors and envisions the development trend of flexible pressure sensors in the future. Flexible pressure sensors with excellent flexibility, good biocompatibility, rapid response, high sensitivity, and multifunctional integration have shown a broad application prospects.</p>
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Craig, David. "A Pedagogue's Progress, the Cunningham Turn, and the Birth of Creator Studies." Media International Australia 182, no. 1 (October 13, 2021): 59–66. http://dx.doi.org/10.1177/1329878x211043898.

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As partners in an ongoing global research initiative over the past 6 years, Queensland University of Technology Distinguished Professor Stuart Cunningham and University of Southern California Clinical Professor David Craig mapped the rise of two competing communication and media industries, Social Media Entertainment and Wanghong. Alongside other vanguard scholars, Cunningham and Craig identified and framed the emergence of Creator Studies, an interdisciplinary field of studies focused on the dynamics of new forms of cultural production across social media platforms from diverse fields, methods, and epistemologies. These developments are described within a picaresque auto-ethnographic account of Cunningham's influence on the author's progression from Hollywood producer to scholar and pedagogue.
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Mukhlis, Mukhlis, Ilham Ilham, and Surya Baskara. "Penerapan Arsitektur Morphosis pada Game Center Di Kota Kendari." Jurnal PROYEKSI: Arsitektur dan Perencanaan 1, no. 1 (September 19, 2021): 31–40. http://dx.doi.org/10.51454/proyeksi.v1i1.174.

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One of the advances in entertainment facilities and facilitation in the city of Kendari is progress in the internet (virtual world) and in the field of games. This can be seen with the emergence of various entertainment facilities that are engaged in internet cafes (internet cafes) and games. Game Center in Kendari with the Morphosis Architecture Approach is the process of making a container or place that is centered to provide entertainment about the development of games in Kendari City with the process of forming an innovative, iconic building and friendly to the urban environment. The basic concept of Game Center planning and design in Kendari City through interior and exterior structuring with an emphasis on innovative studies iconic buildings and friendly to the urban environment as a goal of the Game Center with the concept of Morphosis Architecture. Game Center Planning in Kendari with the Morphosis Architecture approach must be used in accordance with the functions outlined in the design reference so that it can have a positive impact both for the building manager, the government, the drafting of further references and the wider community.
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Feng, Lina. "Literature Review of the Application of Audio Testing Software to Chinese Musicology." Applied Mechanics and Materials 347-350 (August 2013): 1074–78. http://dx.doi.org/10.4028/www.scientific.net/amm.347-350.1074.

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In this paper, the extensive application of audio testing software to Chinese musicology was reviewed. New audio testing software developed by Chinese musicologists include DEAM and GMAS , which along with imported audio testing software such as Solo Explore 1.0, Speech Analyzer3.0.1 have been widely applied by Chinese musicologists to ethnomusicology, archeology of music, folk music as well as musical entertainment. With the support of audio testing software, Chinese musicology has made much progress.
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Ma, Yanyang, and Yulei Liu. "Study on Senile Driver Situational Awareness Model." MATEC Web of Conferences 228 (2018): 02002. http://dx.doi.org/10.1051/matecconf/201822802002.

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Along with the progress of the medical and living standards, the proportion of older people is rising, and at the same time in a wave of reform of Internet technology, on-board information technology changes with each passing day, in a variety of elderly drivers perceive situations, from the equipment situation, environmental situation, vehicle-mounted scenario system situation, combined with the on-board task main driving, information and communication, interaction and so on in interactive entertainment situation perception model.
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Ueshima, Hiromu, and Masaki Ohashi. "Music Game With Strike Sounds Changing In Quality In The Progress Of Music And Entertainment Music System." Journal of the Acoustical Society of America 130, no. 4 (2011): 2315. http://dx.doi.org/10.1121/1.3650360.

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Richards, Paul. "Technical Progress, Market Evolution and the Regulation of the Electronic Communications Sector in the EU." Competition and Regulation in Network Industries 8, no. 2 (June 2007): 165–214. http://dx.doi.org/10.1177/178359170700800203.

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The Paper explains the origin of market-based regulation in the EU and the issues arising from defining economic markets under innovation and network convergence. This market-based approach will remain appropriate for downstream applications such as business connectivity where fixed and wireless platforms are largely complementary but will come under increasing strain for mass market services where rival platforms exist for the delivery of entertainment services. Regulatory approaches such as those based on pre-defined ‘bottlenecks’ have the suggestion of comparative simplicity but in practice do not enable a clear application of proportionate regulation absent an associated market review. In the future more attention will need to be given to the characterisation of downstream markets and a clearer distinction between the requirements of mass market consumers and businesses.
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Zhang, Lili. "On the Localization Transformation of Communication Studies." Probe - Media and Communication Studies 2, no. 4 (December 3, 2020): 79. http://dx.doi.org/10.18686/mcs.v2i4.1362.

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Communication is a kind of culture and knowledge, and a driving force for social progress. Today, communication has become an important part of people’s life by supporting people’s entertainment, cultural life and information exchange. Therefore, we must not forget our original intention, continue to move forward, shoulder the mission, and be willing to continuously develop the localization system of communication science, further strengthen the expansion and research of communication science under Chinese traditional culture, and establish a theoretical system of communication science with Chinese characteristics at an early date.
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Gao, Tianyu. "How Social Media "Reverse Domesticate" and "Make the Best Use of Everything" from Students' Academic Achievement." E3S Web of Conferences 253 (2021): 03084. http://dx.doi.org/10.1051/e3sconf/202125303084.

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With the progress of science and technology, the development of social media websites is unprecedented. While changing people's communication way, it also brings certain influence to social life. At present, social media has become an essential part of students' daily life, and its academic impact on students depends on who uses it and how. In accordance with certain criteria, this paper searches the core database of Web of Science and obtains 17 and 11 independent samples respectively to study the correlation between the use of social media (entertainment or learning) and academic performance. The results show that: (1) the use of social media for learning is beneficial to improve students' academic performance, while the use for entertainment has a negative impact on academic performance; (2) the influence of social media use on students' academic achievement shows significant gender difference between the two groups. However, it did not change with students' country and survey time; (3) educational level only has a significant moderating effect on the correlation between social media (learning) and academic performance. Compared with middle school students, college students' academic.
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Khan, Fazal R. "Youth Viewers of Pakistan Television (PTV) and the Enculturation Model of the Islamization Process." American Journal of Islam and Society 9, no. 1 (April 1, 1992): 19–39. http://dx.doi.org/10.35632/ajis.v9i1.2590.

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IntroductionAlthough it was introduced only a little Over two decades ago, PakistanTelevision (PTV) seems to have made tremendous progress in terms of thestandards set by developing countries. PTV now covers 86.4 percent of thetotal population. In a national sample, over 50 percent of all men aged twentyoneand above were found to watch TV daily or often, while the rest watchedless frequently or never. Females, despite the lack of concrete data, are likelyto be even higher consumers of TV fare due to their homebound social status.Similarly, it appears that both males and females under twenty-one yearsof age watch even more television.This precipitate pervasiveness of TV in a developing society like Pakistangives the entertainment TV or entertainment video element of the indigenousculture industry vast potentialities in any serious strategy designed to furthersocial development and to socialize audience members into family, community,and sociopolitical norms within the system at the microindividual, interpersonalsubsystem, and macrosocietal levels. Unfortunately, there have been very fewtheoretically based empirical studies done on any aspect of PTV transmissions ...
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Freeman, Becky, Christina Watts, and Putu Ayu Swandewi Astuti. "Global tobacco advertising, promotion and sponsorship regulation: what’s old, what’s new and where to next?" Tobacco Control 31, no. 2 (March 2022): 216–21. http://dx.doi.org/10.1136/tobaccocontrol-2021-056551.

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Tobacco advertising, promotion and sponsorship (TAPS) bans are a cornerstone of comprehensive tobacco control laws. Global progress in implementing TAPS bans has been enabled by the adoption of the WHO Framework Convention on Tobacco Control. Innovative TAPS policies are in place internationally and include: point-of-sale display bans, plain packaging of products, industry spending on TAPS disclosure reporting, bans on retailer incentive programmes, and regulation of TAPS in entertainment and online media. However, there is an over-reliance on entertainment and digital content producers and platforms to self-regulate TAPS. Ensuring TAPS laws are regularly examined to limit loopholes and remove exemptions is crucial to continued success. The definition of what constitutes TAPS can allow the tobacco industry to deploy corporate communication and political campaigns that skirt TAPS bans. TAPS laws must also maintain pace with the changing media landscape, which includes monitoring and reporting TAPS that cross international borders, primarily through digital media platforms. Limiting tobacco retail supply will also serve to prevent the continued undermining of TAPS bans. Leveraging global corporation to ensure enforcement of TAPS bans across borders is urgently needed.
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Lukowicz, Krzystof, and Artur Strzelecki. "User Satisfaction on Social Media Profile of E-sports Organization." Marketing and Management of Innovations, no. 4 (2020): 61–75. http://dx.doi.org/10.21272/mmi.2020.4-05.

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E-sport is one of the most rapidly growing branches of modern entertainment. Many factors influence this rapid progress such as easy access to the broadcast of matches, free e-sport games, or enjoying the favorite match are just a few of them. Moreover, the regularly growing number of tournaments organized (both online and hosted in the largest sports halls in the world) makes more and more older people interested in this phenomenon. Apart from the pure entertainment aspect, electronic sports offer great business opportunities. Proper use of social media allows generating high financial results for investors. The paper is dedicated to the user’s satisfaction from using social media profiles of e-sport organizations, teams, and players. The research covers the basic information about e-sport, social media, and e-marketing forms on social media for e-sport organizations. This work aims to assess the factors influencing the feeling of satisfaction with the use of the social media profile. The purpose of this study is to investigate the influence of Perceived Profile Usefulness, Perceived Entertainment, Identification with Organization and Players, and satisfaction on users’ Intention to Follow and Recommend social media profile of e-sport organization. The study tested and used the model in the context of social media profiles. The partial least square method of structural equation modeling is employed to test the proposed research model. The study utilizes an online survey to obtain data from 209 Polish e-sport enthusiasts (both players and spectators). The data set was analyzed using SmartPLS 3 software. The obtained results showed that the best predictor of users’ Satisfaction is Integration with Organization and Players, followed by Perceived Entertainment. Satisfaction predicts users’ Intention to Follow and Recommend the social media profile of the e-sport organization. The findings improve understanding regarding the marketing actions in e-sport’s social media profiles, and this work is therefore of particular interest to e-sport organizations, e-sport teams, and e-sport players. Keywords: E-sport, social media profile, satisfaction, computer games, social media marketing.
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Wixom, Barbara, and Hugh Watson. "The BI-Based Organization." International Journal of Business Intelligence Research 1, no. 1 (January 2010): 13–28. http://dx.doi.org/10.4018/jbir.2010071702.

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Business intelligence (BI) is an umbrella term that is commonly used to describe the technologies, applications, and processes for gathering, storing, accessing, and analyzing data to help users make better decisions. For BI-based firms, BI is a prerequisite for competing in the marketplace. Though there are several possible BI targets, it is important to understand how they differ in terms of strategic vision, level of sponsorship, required resources, impact on people and processes, and benefits. Some companies like Harrah’s Entertainment, Continental Airlines, Norfolk Southern, and Blue Cross and Blue Shield of North Carolina are exemplars of BI best practices. Despite the progress made with BI, there are still many opportunities for academic research.
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Suvorova, Nataliia, and Larisa Vladimirovna Tabak. "On the issue of security of the services of the resort entertainment industry." Национальная безопасность / nota bene, no. 4 (April 2022): 1–14. http://dx.doi.org/10.7256/2454-0668.2022.4.38495.

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For effective work and a high level of efficiency, a person must not only have the appropriate professional knowledge, skills and abilities, but also observe the work and rest regime, otherwise not only labor efficiency indicators deteriorate, but also prerequisites for temporary or even irreversible deterioration of health are created. The topic of rehabilitation of people has been relevant throughout the history of mankind, in modern conditions, the importance of this problem increases many times due to the acceleration of scientific and technological progress and the complication of the labor process in terms of the growth of psycho-emotional tension of a person. However, in the modern conditions of the transformation of Russian society, the possibility of obtaining a resort recreation service that is safe from the point of view of technical quality becomes problematic. The purpose of the study is to identify the main characteristics of attractions as components of recreation at the resort and identify the main ways to improve its safety. The subject of the study is the safety of attractions. Induction and deduction, analysis and synthesis, methods of observation, comparison and classification are used as research methods. The practical significance of the research results – the definition of the main directions for improving the system of regulation of attractions – lies in the formation of a safe recreation environment in domestic resorts and the entertainment sector as a whole, which will form a high-quality service and minimize to an acceptable level dangerous and harmful factors in this segment of the entertainment sector, the importance of which for a person is associated with implementation of the hormesis effect. The main promising areas of regulation of the safety of amusement services should be identified: further development of both the federal legal framework and the regional one, which will allow taking into account the specifics of resort regions, the interests of service consumers and business representatives.
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Livingstone, Daniel, and Paul Hollins. "Virtual Worlds, Standards and Interoperability." International Journal of IT Standards and Standardization Research 8, no. 2 (July 2010): 45–59. http://dx.doi.org/10.4018/jitsr.2010070104.

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It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, the integration and interoperability with both online and offline resources and technologies is important. In this paper, the authors review progress toward increased integration and interoperability from the first virtual world games to today’s virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly interoperable, as well as more significant challenges along the way.
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Bao, Min, and Stephen A. Engel. "Augmented Reality as a Tool for Studying Visual Plasticity: 2009 to 2018." Current Directions in Psychological Science 28, no. 6 (August 14, 2019): 574–80. http://dx.doi.org/10.1177/0963721419862290.

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Augmented reality (AR) has developed rapidly since its conception less than 30 years ago and is now a hot topic for both consumers and scientists. Although much attention has been paid to its application in industry, medicine, education, and entertainment, the use of AR in psychological research has been less noted. In this article, we survey recent progress in basic research that uses AR to explore the plasticity of the adult visual system. We focus on a particular application of AR called altered reality, which has been used to shed new light on mechanisms of long-term contrast adaptation and ocular-dominance plasticity. The results suggest that AR could also be a useful tool for the treatment of visual disorders.
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Jing, Zhao. "Design of Flute Music Remote Teaching System Based on Multi-Pass Scheduling Optimization." Computational Intelligence and Neuroscience 2022 (September 29, 2022): 1–12. http://dx.doi.org/10.1155/2022/1126785.

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With the gradual development of the Internet industry, every aspect of people’s life has been affected by the Internet, playing increasingly irreplaceable functions in people’s entertainment, office, and other aspects. Judging from the current development situation, the old Internet digital teaching system has many problems, such as low artificial intelligence, weak information processing ability, and lack of effective learning ability. This paper designs the flute music remote teaching system, which can realize remote music teaching and provide help in providing real-time music teaching. The music learning system includes the user’s access records, the user’s operation and the completion of the test data, the discussion and communication of online participation, the user’s interests, specialties and operation methods, learning progress and scoring, and so on. In addition, it explores and explains all the key steps required by the current distance education model and invents a sample of the distance education model. On this basis, Internet algorithm programs will be used for all key processing functions of the system. The use of Internet algorithm programs is interactive and automated, which greatly enhances the role of the education system. This article first discusses the unique teaching and automated teaching mode of the system, which lays the cornerstone for further reforms in this field in the future.
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Xiaoxian, Shan, and Wan Meicheng. "Spatial Color Analysis of Kindergarten Interior Design Based on Children's Psychological Activities in Digital Environment." E3S Web of Conferences 236 (2021): 05011. http://dx.doi.org/10.1051/e3sconf/202123605011.

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In the digital environment, the kindergarten interior design should also be adjusted, and more attention should be paid to the spatial color matching. The progress of science and technology makes the comfort of children's living environment also increase. Designers should be aware of the importance of spatial color to children's physical and mental growth when designing the kindergarten interior. Therefore, this paper first analyzes the present situation of kindergarten interior color design in China under the digital environment from the perspective of children's color psychology, then puts forward the basic ideas of kindergarten interior color design according to space color psychology, and finally discusses the design methods of kindergarten interior color according to children's psychological activities, hoping to provide good living, entertainment and learning space for children's healthy development.
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Phillips, Fred. "Interconnections: A Systems History of Science, Technology, Leisure, and Fear." Journal of Open Innovation: Technology, Market, and Complexity 7, no. 1 (January 5, 2021): 14. http://dx.doi.org/10.3390/joitmc7010014.

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It is well known that technological change causes social change, and vice versa. Using system and historical perspectives, this article examines that truth at a finer level of specificity, namely, that social perceptions of interconnectedness influence the progress of science and technology, and that conversely, as 21st-century technology makes us in fact more connected, society’s anxieties shift. From the science/technology side, we look at interdisciplinary research, system and complexity theory, quantum tech, and the Internet, exploring how these interact and cause changes in social attitudes—fears, conspiracy theories, political polarization, and even entertainment trends—some of which are surprising, and some dangerous. The article’s systems view helps make sense of current environmental, political, and psychological crises. It combines original ideas with those of several prominent thinkers, to suggest constructive actions.
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Somni, Rohan, and Tarush Jain. "Evolution of Graphics-Development & Innovations." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 10, no. 9 (September 15, 2013): 2002–9. http://dx.doi.org/10.24297/ijct.v10i9.1377.

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Graphics are now an integral part in many scientific, and entertainment fields. Radical discoveries and developments are still being made. Combinations of techniques and technology from different scientific fields are the primary reasons for these advancements. In this paper we highlight some of the key developments, and technological innovations that have taken place to enable graphical technology to progress to where it is today, covering both software for consoles as well as handheld devices and tablets. We attempt to be succinct, but technically so, in describing a few key aspects of applications and technologies which are now ubiquitous, or which will be in the near future. We describe both staples like DirectX and hardware tessellation as well as relatively new concepts like the Grid and Retina displays for smartphones.
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Qadar R, Tb M., Sifta Firdiyah, and Siti Mucliyana. "Dampak Penggunaan Smartphone Dalam Perkembangan Kognitif Siswa Kelas V SDI Darul Huda." CICES 6, no. 2 (August 24, 2020): 203–13. http://dx.doi.org/10.33050/cices.v6i2.1154.

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Cognitive Intelligence development is related to intellectual potential of the individual, the ability of think and problems solve. The cognitive aspect is also influenced by the development of the brain's central nerve cells. The use of smartphones in daily life can be felt by facilitating communication for its users and also as a means of entertainment, as well as a form ofintroduction to Science and technology for early generations as a means of technological literacy, the negative impacts caused such as, making addiction to children under age teenager, the level of desire to learn decreases when in school or at home and children will be lazy to move and ect. So there needs to be an introduction in the form of local content or additional subjects in schools, which direct the use of smartphones for students to progress in a positive direction.
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Allen, Michael. "Gandhi’s Metaphysics as Encountering the 'Unreasonable'." Journal of Indian Philosophy and Religion 26 (2021): 31–54. http://dx.doi.org/10.5840/jipr2021262.

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In this article, I reconsider Gandhi's relationship to liberal democracy. I argue that a properly Gandhian approach to this relationship should emphasize the role of the satyagrahi facilitating conflict resolutions and progress in truth. Above all, this approach calls upon courageous, exemplary individuals to pass over and join the viewpoints of 'unreasonables' marginalized by the liberal state. However, I also argue that contemporary Gandhians should explore cultural adaptations of the satyagrahi-role appropriate to highly materialistic, multicultural liberal-democracies. In these societies, the traditional figure of the ascetic or saint may lack popular cultural resonance. Moreover, moral learning and spiritual insight often derives from popular culture and entertainment as much as religious traditions, or devotional practices. Contemporary Gandhi’s scholars should thus consider the prospects for 'alternative satyagrahis' embracing some materialist values and cultural motifs, as appropriate sources spiritual growth and soul-force.
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Cardona-Rivera, Rogelio. "Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (October 1, 2020): 167–74. http://dx.doi.org/10.1609/aiide.v16i1.7426.

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This paper presents the foundations of a computational science of game design—a model of abstraction: the outcome of a situated design process that conceptualizes something in terms of something else for a specific purpose. The outcome of abstraction is modeled via an abstraction scheme, a step toward modeling the process of game design abstraction from a human-centered perspective. A scheme’s purpose is couched relative to a scheme’s properties, also defined herein; collectively, the properties represent the space of tradeoffs designers must navigate for engineering virtual worlds. This model’s analytical traction is evidenced by applying it to the design of pathfinding, a core behavior in artificial intelligence for games. More broadly, it is a foundation for shared progress because it affords directly comparing particular abstractions of concepts and phenomena across the gamut of research on intelligent systems in entertainment.
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Kloiber, Simon, Volker Settgast, Christoph Schinko, Martin Weinzerl, Johannes Fritz, Tobias Schreck, and Reinhold Preiner. "Immersive analysis of user motion in VR applications." Visual Computer 36, no. 10-12 (August 12, 2020): 1937–49. http://dx.doi.org/10.1007/s00371-020-01942-1.

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Abstract With the rise of virtual reality experiences for applications in entertainment, industry, science and medicine, the evaluation of human motion in immersive environments is becoming more important. By analysing the motion of virtual reality users, design choices and training progress in the virtual environment can be understood and improved. Since the motion is captured in a virtual environment, performing the analysis in the same environment provides a valuable context and guidance for the analysis. We have created a visual analysis system that is designed for immersive visualisation and exploration of human motion data. By combining suitable data mining algorithms with immersive visualisation techniques, we facilitate the reasoning and understanding of the underlying motion. We apply and evaluate this novel approach on a relevant VR application domain to identify and interpret motion patterns in a meaningful way.
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Arpita Singh and Ripudaman Singh. "Women Entrepreneurs in India: Evolution, Current Challenges and Future Prospects." Journal of Pharmaceutical Negative Results 13, no. 4 (October 9, 2022): 729–35. http://dx.doi.org/10.47750/pnr.2022.13.04.098.

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Women constitute essential part of our society in general but due to various discriminatory treatments they positioned behind men in the society, not because they lack capability but because of the patriarchal norms which have persisted in our culture across different time period. Society has created an image of women being dependent, sophisticated, work confine to managing house, which stands opposite to reality. Every living and nonliving thing on this planet maintains equilibrium for their survival. Women has played key role in defining and maintaining the equilibrium as well as progress of society as a whole. Despite the fact, issues like gender equality, non-discriminatory measures have always brought forward. Women are presenting themselves everywhere, like, Work front, education, entertainment industry, etc. there has been progressive growth in the status of women, but still, women have to battle for equal rights and treatment.
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Mumtaz, Lama, Mujahid Ali, Ambreen Fatima, and Faiza Shaikh. "Information Communication Technology (ICT) among University Students in Pakistan." Pakistan Journal of Humanities and Social Sciences 11, no. 1 (February 22, 2023): 132–43. http://dx.doi.org/10.52131/pjhss.2023.1101.0335.

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In the sphere of education, the influence of technology is growing tremendously. However, due to rapid technical progress, its implementation has been fraught with various difficulties, particularly in developing countries. This study investigates current trends and challenges in the use of information and communication technology (ICT) among university students in Karachi, Pakistan. The study is based on a quantitative approach. A random sample of 130 university students is collected through a paper-pencil survey questionnaire. For data analysis, descriptive statistics are applied. According to the results, the majority of students use smartphones for educational purposes and spend more time on the internet for entertainment and other purposes than for academic purposes. They acknowledge the significant role of technology in their learning and have an intermediate level of computer skills. Most of the students are dissatisfied with the available ICT-based technology in universities.
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Mouele Sedel, Okassa, and Yulia Haraborska. "FACTORS INFLUENCING THE EMERGENCE AND DEVELOPMENT OF SHOPPING AND ENTERTAINMENT CENTERS IN THE REPUBLIC OF CONGO." Current problems of architecture and urban planning, no. 62 (January 31, 2022): 314–21. http://dx.doi.org/10.32347/2077-3455.2022.62.314-321.

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The driving force behind society's economic development is people and their purposeful activity. Any purposeful human activity is preceded by a need. To carry out these activities and to fulfill constantly changing needs, appropriate resources - natural, human, industrial, financial, commercial, etc. - are required. However, these resources have limited amounts and are unevenly distributed with respect to individual regions. These issues are resolved in the sphere of commodity circulation by distributing goods in accordance with consumer demand. Contemporary urban planning in Congo is characterized by a process of rapid urban growth and the merging of several settlements into large agglomerations. At the same time, the population of cities is increasing significantly and their territories are expanding. Therefore, the development of a network of shopping malls in recent years is very relevant to the development of the economy, as well as to the architecture of Congo. The article identified the main factors that influence the creation of shopping and entertainment centers. These are the factors that influence the dynamics of human society. Combined with urban planning conditions and requirements, they become an important link in the complex formation of public service facilities. The emergence of shopping centers is associated with the need to develop trade relations and increase the level of the country's economy. Acceleration of scientific and technological progress affects the economic growth and welfare of the population, growth of production of consumer goods and imports in Congo, qualitative improvement of services, as well as the design features and commodity balance of shopping centers. The high demands on the organization of shopping and entertainment services also call for the creation of new, advanced types of buildings.
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Betancur Hernández, Jason. "Intervención del río Medellín: la Sociedad de Mejoras Públicas y la Administración Municipal de Medellín, 1940-1956." HiSTOReLo. Revista de Historia Regional y Local 4, no. 8 (July 1, 2012): 239–74. http://dx.doi.org/10.15446/historelo.v4n8.31715.

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El propósito de este artículo es estudiar las intervenciones realizadas por parte de la Sociedad de Mejoras Públicas de Medellín y la Administración Municipal de Medellín en el rio Medellín, las gestiones para diseñar las obras de canalización y vías de comunicación, y las dificultades que afrontaron para ejecutarlas. El autor analiza el papel de estas instituciones en el manejo de los recursos naturales y el territorio, y cómo éste tuvo un efecto en el cambio paisajístico logrado en función del desarrollo y progreso, pero en detrimento y alteración de los recursos naturales. Interpreta cómo el río se convirtió en fuente para el desarrollo urbanístico y un componente de servicio público accesible para muchos (cloaca de la ciudad), en contraste con la idea de entretención y “decoración del paisaje” que del río se tenía a mediados del siglo XX.Palabras clave: agua, río Medellín, intervención, contaminación, obras civiles, progreso. Intervention of the Medellín River, 1940 – 1956: the Sociedad de Mejoras Públicas and Municipal Administration of MedellinAbstractThe purpose of this article is to study the interventions made by the company of public improvements in Medellin and the Municipal Administration of Medellin in the Medellín river, the efforts to design the canalization works and roads, and the difficulties to execute them. The author analyzes the role of these institutions in the management of natural resources and territory, and how this had an effect on the landscape change achieved on the premise of development and progress, but without taking care of the detriment and disturbance of natural resources. The author also interprets how the river became the source for urban development and for the component of an accessible public service (sewer of the city), in contrast with the idea of entertainment and "decoration of the landscape" that people had of the River in the mid-20th century. Keywords: water, Medellin river, intervention, contamination, civil works, progress.
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Chew, Esyin, and Xin Ni Chua. "Robotic Chinese language tutor: personalising progress assessment and feedback or taking over your job?" On the Horizon 28, no. 3 (July 6, 2020): 113–24. http://dx.doi.org/10.1108/oth-04-2020-0015.

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Purpose The shortage of Chinese language teachers have been identified as a pressing issue globally. This paper aims to respond to the needs by investigating and designing the learning innovation with autonomous programmable robot, NAO. Design/methodology/approach By thoughtfully embedding NAO robot into teaching basic Chinese language, this research demonstrates an inquiry qualitative case study of artificial intelligence design principles and learning engagement with rule-based reasoning and progress test design. Findings This state-of-the arts robot use its emotion recognition and body language automated (LED eye with various colours) to demonstrate the Chinese words, to increase learners’ understanding and enhance their memory of the words learned. The responses conclude that the novel learning experience is more fun and interesting, thus the engagement from the axis of novelty, interactivity, motivation and interest is enhanced. Research limitations/implications It is recognised that the number of research participants was small, but the qualitative finding demonstrate key issues and recommendation that may inspire future empirical research. Practical implications Today, robotics is a rapidly growing field and has received significant attention in education. Humanoid robots are now increasingly used in fields such as education, hospitality, entertainment and health care. Educational robots are anticipated to serve as teaching assistants. Originality/value The learning engagement paradigm has shifted from manual engagement to personal response systems or mixed-reality on mobile platforms, and now with the humanoid robot, the recommendation of four principles and future work and for designing humanoid robot as a language tutor are discussed. The educational robot model can be changed to a newer robot such as CANBOT U05E.
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Mu’amalah, Mu’amalah. "TELEVISION: MEDIA FOR ISLAMIC EDUCATION IN MILLENNIUM ERA." Didaktika Religia 6, no. 1 (June 21, 2018): 125–38. http://dx.doi.org/10.30762/didaktika.v6i1.1099.

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Abstract The advances in technology and communication have affected almost all aspects of human life, including Islamic education. Television has become one of the products of this technological progress, bringing its advantages such as its audio-visual nature. The ability to reach the public has brought benefits in the education sector, especially Islamic education. In other words, the media have been able to provide Islamic education to the people of Indonesia. Television programs presented are able to manifest as textbooks with Islamic content, while the actors and figures presented were forms of teachers on television. Islamic studies on television can be seen in different events, ranging from tele-da'wah programs, music (nasyid, shalawat, and qasidah), operas and films, and other entertainment programs. Keywords: Television, Education Media, Islamic Studies ملخص انتباها إلى التقدم في التكنولوجيا والاتصالات التي أثرت تقريبا على جميع جوانب الحياة البشرية ، بما في ذلك مجال التعليم الإسلامي، قد أصبح التليفزيون أحد منتجات هذا التقدم التكنولوجي ، حيث جلب ميزاته ، مثل طبيعته السمعية والبصرية والقدرة على الوصول إلى عامة الناس ، وفوائده في مجال التعليم خاصة فى التعليم الإسلامي . أو بعبارة أخرى ، تمكن التليفزيون وسيلة من وسائل الإعلام من تقديم التربية الإسلامية لشعب إندونيسيا. وتمكنت البرامج التلفزيونية التي كانت موجودة من إظهارها ككتب مدرسية تحتوي على متغيرات المحتوى الإسلامي فيها ، في حين كانت الجهات الفاعلة والأشكال المقدمة عبارة عن أشكال من المدرسين في التلفزيون. يمكن رؤية الدراسات الإسلامية على شاشات التلفزيون في مناسبات مختلفة ، تتراوح بين برامج الدعوة ، والموسيقى ، والمسلسلات والأفلام والبرامج الترفيهية الأخرى. مفتاح الكلمات: التلفزيون ، وسائل التعليم ، الدراسات الإسلامية Abstrak Memperhatikan kemajuan teknologi dan komunikasi yang telah mempengaruhi hampir seluruh aspek kehidupan manusia, termasuk juga bidang pendidikan agama Islam. Televisi telah hadir menjadi salah satu produk dari kemajuan teknologi tersebut, dengan membawa serta kelebihan-kelebihannya seperti sifatnya yang audio-visual serta mampu menjangkau khalayak umum telah membawa manfaat dalam sektor pendidikan khususnya pendidikan Islam, atau dengan kata lain relevisi telah mampu menjadi media dalam memberikan pendidikan keislaman kepada masyarakat Indonesia. Acara-acara televisi yang hadir mampu menjelma sebagai buku pelajaran dengan varian konten keislaman didalamnya, sedangkan para aktor maupun figur yang dihadirkan merupakan bentuk guru yang ada di televisi. Studi-studi keislaman dalam televisi tersebut bisa kita lihat pada kemasana acara yang berbeda, mulai dari program tele-dakwah (pengajian), musik (nasyid, shalawat, qasidah), sinetron dan film, serta acara-acara lainnya yang bersifat entertainment. Kata Kunci: Televisi, Media Pendidikan, Studi Islam
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Ilyas, Atik Fikri, and Dini Indah Wulandari. "VISUALISASI NABI SAW DALAM FILM PERPEKTIF HUKUM ISLAM." YUDISIA : Jurnal Pemikiran Hukum dan Hukum Islam 8, no. 1 (April 8, 2018): 92. http://dx.doi.org/10.21043/yudisia.v8i1.3233.

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<p><em>This paper describes the law of visualization of the Prophet Muhammad in the film. Progress of the era demands the contextualization of Islamic teachings, including educational entertainment. Some parties the presence of films that take the theme of Islam becomes a necessity. Including the theme of the film about the history of the Prophets, up to the Prophet Muhammad SAW. Because it appears the pros and cons of visualization of the Prophet SAW in the film. This paper highlights the problematic. It is hoped that this paper will become a common thread for the visualization of the Prophet (s) in the film can be seen comprehensively from the view of Islamic law. For the next can be a consideration to take an attitude over the visualization of the Prophet in the film.<strong></strong></em></p>
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Wakunuma, Kutoma. "Power as an ethical concern in the Global South’s digital transformation." TATuP Zeitschrift für Technikfolgenabschätzung in Theorie und Praxis 28, no. 2 (July 8, 2019): 29–34. http://dx.doi.org/10.14512/tatup.28.2.s29.

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The digitalization of the Global South, particularly with respect to African countries, is moving at a fast pace. This can be seen in the use of information and communications technology (ICT) in different domains such as healthcare, education, industry, entertainment, as well as in the provision of e-government services, to name just a few. Such digital progress is seen as positive and often presented as such in international development discussions, for example at the World Summit on the Information Society Forum 2019 on ICTs for achieving the United Nations’ Sustainable Development Goals. Despite the positives, there are also negative aspects of digitalization, which have to be addressed in the form of ethical concerns. This paper discusses these concerns by specifically exploring the aspect of power in light of the digital transformation of the Global South. The discussion advanced in this paper is informed by a review of literature.
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Băltescu, Codruța Adina. "Millennials’choices in applying digital techniques for tourism purposes." Proceedings of the International Conference on Business Excellence 15, no. 1 (December 1, 2021): 257–67. http://dx.doi.org/10.2478/picbe-2021-0025.

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Abstract Digitisation is a constant of contemporary life. The generation most accustomed to using online resources and electronic devices is that of Millennials.Considered a rebel generation, Millennials have strong believes and values, are deeply connected to their peers and to the world, and also, important users of electronic devices and online sources for entertainment purposes. Although considered a labor industry, tourism is increasingly adapting to the new trends of the activity’s digitisationThe paper presents two types of researches. The first one aims to emphasize Millennials’ habits in the tourism consumption. In this respect, the results of a qualitative research were presented. The second objective highlights which are the most famous museums in Romania and evaluates the 11 selected museums based on specific criteria on their digitisation progress. At the same time, the 11 museums were assessed based on the number of reviews and the average scores recorded on Google and TripAdvisor platforms. The results obtained show a little interest of the millennial consumers in applying digital techniques for visiting tourist attractions, mainly museums. They majority considers virtual visits as temporary habits, and only as a consequence of crisis situations. On the other hand, the process of Romanian museums’ digitisation is in progress, managerial transformations being valuable. The main contribution of the paper consists in the x-ray performed on the digitisation process of the Romanian museums.
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Chen, Hui, Han Wang, Peilun Yu, and Xiaoyang Yang. "Wearable Strain Sensors and Their Applications." SHS Web of Conferences 157 (2023): 03029. http://dx.doi.org/10.1051/shsconf/202315703029.

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Wearable and stretchable strain sensors have received much attention because of their easy interaction with the human body. They are widely used in many fields, such as healthcare monitoring and human motion detection. Recent advances in the design and implementation of wearable and stretchable strain sensors and their application prospects are summarized herein. The research on sensitive strain sensors will be introduced herein first, which mainly involves the application of nanomaterials in the strain sensor. The remarkable properties of nanomaterials enable the carbon nanotube sensor to be embedded in socks, gloves, bandages, and other items that can be attached to the human body to accurately monitor various movements of the human body, including training, breathing, typing, and speaking. And then, we will focus on the application prospects of wearable strain sensors. With the development of the Times and the progress of science and technology, wearable strain sensors are gradually applied to various fields, especially in intelligent medical treatment, sports and fitness, and entertainment. Although the research on wearable strain sensor has produced considerable progress so far, it is still in the prototype stage, and wearable strain sensor still faces significant challenges in manufacturing a multi-functional integrated strain sensor. The research of this paper will be of great value to the study and application of wearable strain sensors.
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Fekete, Albert, Imola Gecséné Tar, Máté Sárospataki, and Péter Győri. "Educational role of public parks : Windows to past, to future and to exotic worlds." 4D Tájépítészeti és Kertművészeti Folyóirat, no. 55-56 (2020): 38–53. http://dx.doi.org/10.36249/55.56.3.

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The design of public parks in Europe evolved at the end of 18th century. The first public parks were created primarily for leisure, entertainment and social representation. Reflecting architectural and artistic trends of specific time periods and eras, and design concepts of various ideologies, through their images, compositional aspects and symbols public parks also fulfill an important educational role in everyday life. Following the progress of the theoretical background of European public parks, the article introduces the research analysis of the educational role of the parks. The conclusions drawn from the historical review and from the analysis of public parks and gardens provide a good basis for the renovation methodology of historic parks and for the design of contemporary urban parks and open spaces, with an emphasis on their current and future educational role. Placing the survey and assessment of the public parks into an international context makes it possible to overview the most important educational benefits of public parks to the society.
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van den Toorn, Martin. "New functions and roles for public parks in Europe : The future relation between public space and public health." 4D Tájépítészeti és Kertművészeti Folyóirat, no. 55-56 (2020): 2–27. http://dx.doi.org/10.36249/55.56.1.

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The design of public parks in Europe evolved at the end of 18th century. The first public parks were created primarily for leisure, entertainment and social representation. Reflecting architectural and artistic trends of specific time periods and eras, and design concepts of various ideologies, through their images, compositional aspects and symbols public parks also fulfill an important educational role in everyday life. Following the progress of the theoretical background of European public parks, the article introduces the research analysis of the educational role of the parks. The conclusions drawn from the historical review and from the analysis of public parks and gardens provide a good basis for the renovation methodology of historic parks and for the design of contemporary urban parks and open spaces, with an emphasis on their current and future educational role. Placing the survey and assessment of the public parks into an international context makes it possible to overview the most important educational benefits of public parks to the society.
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J., Divya Udayan, Raija Halonen, and Aswani Kumar Cherukuri. "Augmented Reality Assistance for Aging People." International Journal of Information Systems and Social Change 13, no. 1 (January 1, 2022): 1–17. http://dx.doi.org/10.4018/ijissc.303604.

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The development of Augmented Reality is becoming robust and matured by the combination of real-time performance with virtual information. With the proliferating geriatric population, the benefits of AR systems can be suitably harnessed for supporting the elderly in home activities, mobility and entertainment, among others. Hence, the development of AR to assist aging population is now feasible, but an overview of the existing research is not yet attempted. The objective of this systematic literature review is to provide the detail technical progress on the current situation of AR application and reviews the different domains using AR for supporting the ageing population. Search was conducted on five databases including Scopus, IEEE Xplore, Science Direct, ACM Digital Library and Springer Link.350 papers were initially searched and after detail study 71 were selected for the review. To conclude, the review proposed six components to be noted when developing new AR applications for the elderly.
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Neuwirth, Rostam J. "The ‘Culture and Trade Debate’ Continues: The UNESCO Convention in Light of the WTO Reports in China – Publications and Audiovisual Products: Between Amnesia or Déjá Vu?" Journal of World Trade 44, Issue 6 (December 1, 2010): 1333–56. http://dx.doi.org/10.54648/trad2010051.

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This article looks at the present state of the ‘culture and trade debate’ by tracing the developments that have taken place since the adoption and entry into force of the UNESCO Convention on the Protection and Promotion of the Diversity of Cultural Expressions on 18 March 2007. It examines whether actual progress has been made in the regulatory field addressing the issues of trade liberalization, on the one hand, and cultural diversity, on the other. Against a strong sentiment of a déjá vu, the evaluation is based on scholarly writings on the expected legal impact of the Convention as well as novel regulatory problems in the field of the cultural industries. It also briefly looks at the work of the bodies established under the UNESCO Convention and, last but not least, reviews it in light of the recent Appellate Body Report in China – Measures Affecting Trading Rights and Distribution Services for Certain Publications and Audiovisual Entertainment Products.
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STABOULIS, Miltiadis, and Irene LAZARIDOU. "THE IMPACT OF COVID-19 ON ECONOMY, EMPLOYMENT AND NEW SKILLS." JOURNAL OF EUROPEAN ECONOMY 19, Vol 19, No 3 (2020) (September 2020): 409–22. http://dx.doi.org/10.35774/jee2020.03.409.

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This paper discusses the economic features of the current Covid-19 outbreak and its relation to labour markets and new skills in demand. At the same time, it focuses on how it started to expand worldwide, while reporting the ways of transmission and their effects on daily social and professional life. It is argued that focusing on skills and human capital could offer a strong foundation for building sustainable economies, as the recent months have been a suitable period to progress and advance digital skills, thus reducing digital illiteracy, while at the same time developing certain major sectors such as online education, ecommerce, telemedicine, entertainment, digital collaboration tools, virtual reality applications, etc. The author mainly focuses on the analysis of the recent global trends in many affected sectors, examines possible unemployment issues with an emphasis on the kind of new skills and soft skills in demand that are necessary for an easier transition to the new Covid-19 way of life.
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Ryter, Erwin. "Identity theft as a result of breach of personal data protection in the light of the GDPR, criminal laws and other legal regulations in the era of increasing cybercrime." Probacja 4 (June 5, 2020): 11–20. http://dx.doi.org/10.5604/01.3001.0014.1391.

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This paper is aimed to draw attention to the widespread problem of identity theft in virtual space as a result of increasing technological progress and the increasingly significant involvement of society in cyberspace, which has become an area not only of culture and entertainment, but also work space, as well as the space for ordinary daily activities where flow, disclosure and deliberate or unintentional transfer of personal data take place – unfortunately, often without any precautions. The multitude and diversity of both guidelines and other legal regulations suggest that the field of personal data protection and cyberspace security is highly evolving and deserves special attention in a time of intensive implementation of IT solutions; this field requires the highest possible degree of adaptation. Importantly, drawing attention to the path of identity theft, most often initiated by a simple human error or negligence, leads to the conclusion that raising awareness in this area is crucial and that as much attention as possible should be devoted to this issue.
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Puteri Maharani, Alya, Chan Christine, Kevin Brassalie, and Eko Suhartanto. "Rantai Nilai dan Model Bisnis Media Televisi di TVRI." Indonesian Business Review 4, no. 2 (December 29, 2021): 178–202. http://dx.doi.org/10.21632/ibr.4.2.178-202.

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With the development of the creative industry in Indonesia, the world of television and radio in Indonesia must of course also have to develop for mutual progress. With so many media to enjoy entertainment and information, television and radio are still the choice of some Indonesian people. Nevertheless, television and radio are slowly being abandoned by the community because of other mediums that are present in this industry. In the television industry itself is being rivaled by a streaming platform that presents watching whenever and wherever, it becomes one of the challenges of the television industry to develop. The radio industry has also begun to compete with streaming platforms capable of delivering any song anywhere for its users. TVRI, as a company in Indonesia which is engaged in the television industry and is the firsttelevision station in Indonesia has its own way to survive and develop in one of the sub-sectors in this creative industry.
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Chao, Pao-Yuan, Wei-Chih Hsu, and Wei-You Chen. "Design of Automatic Correction System for UAV’s Smoke Trajectory Angle Based on KNN Algorithm." Electronics 11, no. 21 (November 3, 2022): 3587. http://dx.doi.org/10.3390/electronics11213587.

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Unmanned aerial vehicles (UAVs) have evolved with the progress of science and technology in recent years. They combine high-tech, such as information and communications technology, mechanical power, remote control, and electric power storage. In the past, drones could be flown only via remote control, and the mounted cameras captured images from the air. Now, UAVs integrate new technologies such as 5G, AI, and IoT in Taiwan. They have a great application value in a high-altitude data acquisition, entertainment performances (such as night light shows and UAV shows with smoke), agriculture, and 3D modeling. UAVs are susceptible to the natural wind when spraying smoke into the air, which leads to a smoke track offset. This study developed an autocorrect system for UAV smoke tracing. An AI model was used to calculate smoke tube angle corrections so that smoke tube angles could be immediately corrected when smoke is sprayed. This led to smoke tracks being consistent with flight tracks.
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Hughes, Kit. "Disposable." Critical Studies in Television: The International Journal of Television Studies 12, no. 2 (June 2017): 102–20. http://dx.doi.org/10.1177/1749602017698476.

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When television was introduced to the American public at the New York World’s Fair, its prerecorded content was dominated by sponsored film. These programs, designed to achieve goals ranging from securing participation in public health campaigns to cultivating viewer goodwill, were produced by diverse civic, governmental, educational, and industrial institutions. For many fairgoers being introduced to television, the marvel of the new medium would have been interlaced not with Hollywood and entertainment programming, but with the tropes of industrial and civic progress, corporate goodwill, and national expansion so often found in the period’s sponsored films. This article traces these intersections beyond the Fair, when sponsored films found their way to television in high numbers thanks to their ability to mediate between the needs and interests of several key groups within early American broadcasting (stations, networks, industrial film producers, and the government). Operating as “filler” for stations hoping to nourish and grow their local schedules, sponsored film provided a critical resource that supported the development of broadcasting infrastructure (and, of course, flow) while reinforcing the medium’s commercial status through the provision of an additional, alternative avenue of corporate speech on the small screen. Returning to a wide set of texts that continue to persist—despite assumptions regarding early American television programming’s irrevocability—this article works with and against disposability, positioning ephemerality as a problem of attention.
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Lei, Di, and Sae-Hoon Kim. "Application of Wireless Virtual Reality Perception and Simulation Technology in Film and Television Animation." Journal of Sensors 2021 (November 18, 2021): 1–12. http://dx.doi.org/10.1155/2021/5041832.

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Wireless virtual reality integrated multidisciplinary technology, combined with related industries and fields, has changed the way of human-computer interaction and opened up a new field of user experience. In recent years, with the rapid improvement of computer technology and hardware conditions, interactive technology has developed rapidly. The existing wireless virtual reality interactive system is too single and cannot be used in multiple environments. The original system requires a large number of sensor equipment, the cost is high, and the traditional perception technology is too restrictive and cannot realize human-computer interaction more naturally. This paper proposes a dual intention perception algorithm based on the fusion of touch (obtained by experimental simulation equipment), hearing, and vision. The algorithm can perceive the user’s operation intention through the user’s natural behavior and can identify the user’s two intentions at the same time. This paper proposes a navigational interactive mode, which provides users with multimodal intelligent navigation through intelligent perception of user intent and experimental progress. We determine the impact model of the interactive system effect evaluation and analyze its effect evaluation strategy in depth and then further quantify the indicators under the four effect dimensions of information perception, artistic reflection, social entertainment, and aesthetic experience. A combination of qualitative and quantitative methods was used to carry out relevant research on effect evaluation, usability test, and questionnaire interview. The experimental results show that this interactive system has better entertainment effects than other forms of film and television animation, but still needs to pay attention to and strengthen the construction and embodiment of film and television animation content, as well as the optimization and perfection of the fault-tolerant mechanism in the design process.
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Ganda Saputra, Kurniawan, and Asmoro Nurhadi Panindias. "PERANCANGAN GAME DESAIN "RETURN OF THE AJI SAKA" SEBAGAI UPAYA PELESTARIAN AKSARA JAWA." CITRAWIRA : Journal of Advertising and Visual Communication 1, no. 2 (January 23, 2021): 64–86. http://dx.doi.org/10.33153/citrawira.v1i2.3520.

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This design aims to make games not only for entertainment but also as a means of education, especially for the younger generation. Therefore, this design focuses on game design by incorporating historical elements such as Javanese script. Javanese script lessons have been taught to us since we were in elementary school, but unfortunately it is almost forgotten. In this modern era, information technology is not only used in the educational aspect, but also as entertainment in cyberspace. Many people like games which have several positive benefits and impacts, such as memory skills, practicing problem-solving skills, relieving stress, and increasing happiness. As in the process of designing the game "Return of the Aji Saka" is an approach tool for learning about culture, especially Javanese script. The inclusion of Javanese script into the design of this game can cause players to absorb cultural elements in it. In designing this game an initiative was taken to make all the characters in it like in the folklore "Legend of Javanese Script" so that it can make this game easier to understand as an educational game. This design method uses a sequential approach, in which a progress is seen as water flowing through the phases of planning, gathering the necessary requirements, identifying, conceptualizing, and designing. The results of this design can be in the form of promotional media such as artbooks, exhibition booths, online advertising as top line media (Above the line) and posters, X-banners, stickers, T-shirts, mugs, pins, key chains as lower line media (Below the line). The game design is expected to increase the younger generation's sense of concern for cultural preservation, especially Javanese script. In addition, it is hoped that it can become an alternative for teenagers to learn Javanese Script culture in the digital era like today.
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