Literatura académica sobre el tema "Media memorability"

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Artículos de revistas sobre el tema "Media memorability"

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Jo, Sang-Yeong y Jin-Woo Jeong. "Prediction of Visual Memorability with EEG Signals: A Comparative Study". Sensors 20, n.º 9 (9 de mayo de 2020): 2694. http://dx.doi.org/10.3390/s20092694.

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Visual memorability is a method to measure how easily media contents can be memorized. Predicting the visual memorability of media contents has recently become more important because it can affect the design principles of multimedia visualization, advertisement, etc. Previous studies on the prediction of the visual memorability of images generally exploited visual features (e.g., color intensity and contrast) or semantic information (e.g., class labels) that can be extracted from images. Some other works tried to exploit electroencephalography (EEG) signals of human subjects to predict the memorability of text (e.g., word pairs). Compared to previous works, we focus on predicting the visual memorability of images based on human biological feedback (i.e., EEG signals). For this, we design a visual memory task where each subject is asked to answer whether they correctly remember a particular image 30 min after glancing at a set of images sampled from the LaMemdataset. During the visual memory task, EEG signals are recorded from subjects as human biological feedback. The collected EEG signals are then used to train various classification models for prediction of image memorability. Finally, we evaluate and compare the performance of classification models, including deep convolutional neural networks and classical methods, such as support vector machines, decision trees, and k-nearest neighbors. The experimental results validate that the EEG-based prediction of memorability is still challenging, but a promising approach with various opportunities and potentials.
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Li, Jing, Xin Guo, Fumei Yue, Fanfu Xue y Jiande Sun. "Adaptive Multi-Modal Ensemble Network for Video Memorability Prediction". Applied Sciences 12, n.º 17 (27 de agosto de 2022): 8599. http://dx.doi.org/10.3390/app12178599.

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Video memorability prediction aims to quantify the credibility of being remembered according to the video content, which provides significant value in advertising design, social media recommendation, and other applications. However, the main attributes that affect the memorability prediction have not been determined so that making the design of the prediction model more challenging. Therefore, in this study, we analyze and experimentally verify how to select the most impact factors to predict video memorability. Furthermore, we design a new framework, Adaptive Multi-modal Ensemble Network, based on the chosen vital impact factors to predict video memorability efficiently. Specifically, we first conduct three main impact factors that affect video memorability, i.e., temporal 3D information, spatial information and semantics derived from video, image and caption, respectively. Then, the Adaptive Multi-modal Ensemble Network integrates the three individual base learners (i.e., ResNet3D, Deep Random Forest and Multi-Layer Perception) into a weighted ensemble framework to score the video memorability. In addition, we also design an adaptive learning strategy to update the weights based on the importance of memorability, which is predicted by the base learners rather than assigning weights manually. Finally, the experiments on the public VideoMem dataset demonstrate that the proposed method provides competitive results and high efficiency for video memorability prediction.
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Druzhba, Olga y Roksana Khan. "The perception of various media formats of educational content by the youth audience". E3S Web of Conferences 363 (2022): 03026. http://dx.doi.org/10.1051/e3sconf/202236303026.

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The development of information and communication technologies, along with the influence of restrictions caused by the global coronavirus pandemic, leads to a revision of current education technologies, in which the format of presentation of educational material plays an important role. The format of the presentation of educational content directly affects the involvement of students in the process of obtaining information, which, in turn, contributes to better memorability and assimilation of the material. The article attempts to assess the perception of the youth audience representatives of various formats of content presentation used in the learning process: visual, auditory, text. It is also made an attempt to determine the most and least popular formats among the audience. The research is based on a questionnaire of respondents with experimental elements. During the survey of 250 respondents, it was revealed that the video format is a priority in terms of ease of perception, memorability, and ease of presentation of the material.
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Kleinlein, Ricardo, Cristina Luna-Jiménez, David Arias-Cuadrado, Javier Ferreiros y Fernando Fernández-Martínez. "Topic-Oriented Text Features Can Match Visual Deep Models of Video Memorability". Applied Sciences 11, n.º 16 (12 de agosto de 2021): 7406. http://dx.doi.org/10.3390/app11167406.

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Not every visual media production is equally retained in memory. Recent studies have shown that the elements of an image, as well as their mutual semantic dependencies, provide a strong clue as to whether a video clip will be recalled on a second viewing or not. We believe that short textual descriptions encapsulate most of these relationships among the elements of a video, and thus they represent a rich yet concise source of information to tackle the problem of media memorability prediction. In this paper, we deepen the study of short captions as a means to convey in natural language the visual semantics of a video. We propose to use vector embeddings from a pretrained SBERT topic detection model with no adaptation as input features to a linear regression model, showing that, from such a representation, simpler algorithms can outperform deep visual models. Our results suggest that text descriptions expressed in natural language might be effective in embodying the visual semantics required to model video memorability.
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Pricilia, Cindy, Sudirman y Marlina. "Analisis Usability pada Aplikasi Just Meme berdasarkan Model Nielsen". KHARISMA Tech 19, n.º 1 (7 de noviembre de 2023): 13–25. http://dx.doi.org/10.55645/kharismatech.v19i1.406.

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Just Meme merupakan sebuah platform digital berbasis mobile dimana pengguna dapat membuat atau mengedit meme yang dapat dibagikan ke sosial media mana saja, seperti Instagram, Whatsapp, dan media sharing lainnya yang sudah tersedia pada aplikasi. Penelitian ini bertujuan untuk menganalisis tingkat usability pada aplikasi Just Meme. Untuk mengetahui tingkat usability Just Meme maka diperlukan analisis dengan menggunakan model Nielsen yang terdiri dari 5 parameter yaitu Learnability, Memorability, Efficiency, Error, dan Satisfaction. Pengumpulan data dilakukan dengan menggunakan kuesioner Google Form dengan total responden 37 orang dan diuji secara statistik menggunakan IBM SPSS26. Kuesioner yang digunakan dalam penelitian ini berbasis pada model Nielsen untuk mengukur kegunaan (usability) dengan kelima variabel utama. Hasil analisis menunjukkan bahwa variabel efficiency dan satisfaction berpengaruh secara positif dan signifikan terhadap usability. Sedangkan variabel learnability, memorability, dan error berpengaruh secara positif dan tidak signifikan terhadap usability. Selain itu, dari kelima variabel tersebut memiliki kontribusi sebesar 8,2% terhadap usability Just Meme.
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Izzat Luthfi, Muhammad, Umi Hayati y Irfan Ali. "ANALISIS SYSTEM USABILITY APLIKASI ARtomotif BERBASIS ANDROID". JATI (Jurnal Mahasiswa Teknik Informatika) 7, n.º 1 (15 de marzo de 2023): 484–90. http://dx.doi.org/10.36040/jati.v7i1.6344.

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Perkembangan teknologi menghasilkan banyak manfaat bagi para penggunanya, termasuk aplikasi ARtomotif. Aplikasi ARtomotif menjadi salah satu media pembelajaran baru yang bertujuan untuk memudahkan peserta didik dalam mengenal alat-alat otomotif. Penelitian ini bertujuan untuk menganalisis usability aplikasi ARtomotif melalui metode System Usability Scale (SUS). Penelitian dilakukan dengan menyebarkan kuesioner sebagai instrumen penelitian. Kuesioner terdiri dari 5 (lima) indikator yaitu Learnability, Memorability, Effeciency, Error, danUser’s Satisfaction, dimana masing-masing indikator memiliki 5 pernyataan. Dari 5 (lima) indikator tersebut menghasilkan pernyataan bahwa aplikasi ARtomotif telah memenuhi semua indikator usability. pada indikator Learnability dan Memorability memperoleh skor 51,7 sendangkan indikator Effeciency, Error, dan User’s Satisfaction memperoleh skor 84,7. Dengan begitu dapat disimpulkan bahwa aplikasi ARtomotif memiliki tingkat kemudahan yang tinggi bagi para penggunanya.
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Supriyatna, Alam. "PENERAPAN USABILITY TESTING UNTUK PENGUKURAN TINGKAT KEBERGUNAAN WEB MEDIA OF KNOWLEDGE". Teknois : Jurnal Ilmiah Teknologi Informasi dan Sains 8, n.º 1 (8 de agosto de 2019): 1–16. http://dx.doi.org/10.36350/jbs.v8i1.17.

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PT. Bank Mega Tbk sejak tahun 2000 sudah memiliki Contact Center, yang di dukung dengan teknologi yang canggih. Salah satu teknologi yang ada pada Contact Center PT Bank Mega Tbk adalah aplikasi berbasis web yang disebut Media of Knowledge, yang merupakan salah satu sumber informasi yang menunjang pekerjaan staff Contact Center di PT. Bank Mega Tbk. Penelitian ini bertujuan untuk mengetahui tingkat kebergunaan dari aplikasi berbasis web tersebut. Evaluasi terhadap aplikasi Media of Knowledge menggunakan metode Usability Testing yang terdiri dari variabel Learnability, Efficiency, Memorability, Errors, dan Satisfaction. Dengan menggunakan metode Usability peneliti dapat mengetahui tingkat kebergunaan dari aplikasi Media of Knowledge di PT Bank Mega Tbk. Hasil dari pengukuran berdasarkan jumlah respon karyawan, yang menunjukan variabel memorability memiliki respon yang paling baik yaitu dengan nilai 3,97 yang masuk dalam kategori baik. Kemudian di peringkat kedua variabel satisfaction dengan nilai 3,87 yang masuk dalam kategori baik. Selanjutnya di peringkat ketiga variabel learnability dengan nilai 3,82 yang masuk dalam kategori baik. Pada peringkat keempat variabel error dengan nilai 3,27 yang masuk dalam kategori cukup baik. Variabel efficiency peringkat kelima atau yang terakhir dengan nilai 2,77 yang masuk dalam kategori cukup baik. Berdasarkan nilai dari evaluasi penelitian ini dapat di ketahui variabel efficiency menjadi hal yang perlu di tingkatkan kembali dalam aplikasi Media of Knowledge. Secara keseluruhan aplikasi Media of Knowledge ini memiliki tingkat kebergunaan yang baik.
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Sarvia, Elty, Andrijanto ., Winda Halim y Muhammad Rafi. "Kajian Ulang Penggunaan Media Digital Dalam Aktivitas Belajar Mengajar di Program Studi Teknik Industri". Journal of Integrated System 3, n.º 2 (28 de diciembre de 2020): 136–47. http://dx.doi.org/10.28932/jis.v3i2.2982.

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Penelitian ini bertujuan untuk melakukan evaluasi usability pada media digital yang digunakan sejak tahun 2014 sebagai sarana pendukung pembelajaraan di Program Studi Teknik Industri. Adapun media yang digunakan adalah blog dan course learning system (CLS). Blog digunakan sebagai media yang dinilai dapat menjembatani antara dosen dengan mahasiswa terkait informasi seputar perkuliahan. CLS digunakan sebagai media dosen untuk menyimpan materi perkuliahan, seperti teori dan modul praktikum, serta untuk mengadakan kuis online. Evaluasi usability akan mengukur media yang digunakan berdasakan kriteria learnability, efficiency, memorability, errors dan satisfaction. Hal ini dilakukan untuk menentukan pengembangan lebih lanjut media digital sebagai sarana komunikasi yang diwajibkan oleh pemerintah. Penelitian dilakukan dengan menyebarkan kuesioner selama tahun 2019 dengan metode sampling purposive kepada dosen yang telah menggunakan sarana media khususnya blog dan CLS untuk mendukung proses pengajaran yang dilakukan. Dari hasil kuesioner diperoleh bahwa 2 kriteria dari lima kriteria Nielsen di atas rata-rata keseluruhan (2,97) yaitu Efficiency (3,07) dan Satisfaction (3,00) yang mengindikasikan bahwa media digital blog sudah efisien dalam operasinya dan pengguna (dosen) cukup puas dalam menggunakan. Sedangkan untuk sistem e-learning CLS terdapat 3 kriteria di atas rata-rata keseluruhan (2,72) yaitu Learnability (2,74), Memorability (2,77) dan Satisfaction (2,8) yang mengindikasikan bahwa mudah dipelajari, mudah diingat dan pengguna (dosen) cukup puas dalam menggunakan. Semua dosen sudah puas terhadap semua variabel untuk keenam konten, akan tetapi pada sistem CLS, dosen berpendapat bahwa variabel ‘Upload Latihan Soal’ belum memenuhi prinsip Efficiency dan beberapa variabel ‘UploadLatihan Soal’ dan ‘Info Tugas Kuliah’ belum memenuhi prinsip usability. Kata kunci (keywords): media digital, e-learning, Nielsen usability model
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Candra, Ayung. "ANALISIS USER EXPERIENCE UNTUK VIRTUAL GALLERY 3D MENGGABUNGKAN PANORAMA FOTO SEBAGAI MEDIA INFORMASI CANDI HINDU BUDHA". Jurnal Ilmiah Teknologi Infomasi Terapan 8, n.º 1 (15 de diciembre de 2021): 85–91. http://dx.doi.org/10.33197/jitter.vol8.iss1.2021.725.

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Teknologi realitas maya dan dunia virtual menjadi salah satu perkembangan teknologi yang terus dikembangkan sebagai media untuk menyampakan informasi maupun konten dalam bentuk digital. Kebutuhan akan media yang inovatif di era revolusi Industri 4.0 menjadi keharusan dan tantangan baru terutama melihat potensi budaya dan sejarahnya yang harus tetap dilestarikan seiring dengan perkembangan zaman dan teknologi. Salah satu topik yang menjadi tantangan dalam inovasi media saat ini adalah model media informasi yang sebelumnya di desain konvensional dalam menampilkan informasi terutama bidang sejarah, baik itu keilmuan murni maupun sejarah untuk media pembelajaran. Informasi sejarah candi Hindu Budha pada dasarnya merupakan sejarah yang sangat menarik dan wajib diketahui oleh semua orang, baik bagi anak anak, remaja maupun masyarakat umum. Penelitian ini berfokus pada perancangan user experience (UX) untuk virtual galeri 3D menggabungkan panorama foto sebagai media informasi Candi Hindu budha di Jawa Barat berdasarkan pada kemudahan, efisiensi, dan kegunaan untuk pengguna. Metode dalam penelitian ini adalah Desain and Development (DnD). Penelitian dilakukan dengan menggunakan kuesioner sebagai instrumen penelitian. Kuesioner penelitian yang disebar terdiri atas 15 pertanyaan yang dikelompokkan menjadi lima variabel usability. Berdasarkan pengolahan data diperoleh hasil bahwa dari 5 variabel usability yang digunakan pada kuesioner, hanya 1 variabel yang signifikan digunakan untuk menganalisis usability aplikasi yaitu memorability. Dari 5 variabel tersebut aplikasi virtual gallery 3D memenuhi 4 variabel lainnya sehingga dapat disimpulkan bahwa aplikasi android belum memenuhi kriteria-kriteria Usability, Learnability 85,6 %, System Performance 76,9 %, Eficiency 79,9 %, Memorability 74,2 %, Satisfaction 85,04 %.
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Prakoso, Bakhtiyar Hadi, Gandu Eko Julianto Suyoso, Veronika Vestine, Dina Fitriyah, Surya Dewi Puspita y Angga Rahagiyanto. "Evaluasi Aplikasi Simen Sebagai Media Pembelajaran Menarche pada Kader PKK di Desa Kemuning Lor Jember". PEKAT: Jurnal Pengabdian Kepada Masyarakat 2, n.º 1 (2 de febrero de 2023): 1–9. http://dx.doi.org/10.37148/pekat.v2i1.17.

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Menarche is the first menstruation that occurs in young women. Knowledge about menarche will be an important provision for young women in facing menarche and the next menstrual period. Dissemination of valid information regarding menarche can be facilitated using information technology in the 4.0 revolution era, one of which is the Simen application. Simen applications, like other applications/software, need to be evaluated. Evaluation will show the advantages and disadvantages of an application, which will become the basis for further development of an application. The evaluation method used is usability analysis with 5 variables (learnability, memorability, efficiency, error and satisfaction). The instrument used was a questionnaire addressed to 20 Simen application users. The results of the questionnaire showed that the variable memorability (average score of the questionnaire was 4.15), the variable efficiency (the average value of the questionnaire was 4.07), and the error variable (the average value of the questionnaire was 4.10) was good. Meanwhile, the learnability variable (the average value of the questionnaire is 3.24) and the satisfaction variable (the average value of the questionnaire is 3.56) is sufficient. Based on these results, the Simen application still requires further improvements regarding the user interface and content.in the abstract.
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Libros sobre el tema "Media memorability"

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Clark, Rhonda L. y Nicole Wedemeyer Miller. Fostering Family History Services. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798400653230.

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Here is everything you need to promote your library as a center for genealogical study by leveraging your collection to help patrons conduct research on ancestors, document family stories, and archive family heirlooms. Websites, social media, and the Internet have made research on family history accessible. Your library can tap into the popularity of the do-it-yourself genealogy movement by promoting your role as both a preserver of local community history as well as a source for helping your patrons archive what's important to their family. This professional guide will teach you how to integrate family history programming into your educational outreach tools and services to the community. The book is divided into three sections: the first introduces methods for creating a program to help your clients trace their roots; the second provides library science instruction in reference and planning for local collections; and the third part focuses on the use of specific types of resources in local collections. Additional information features methods for preserving photographs, letters, diaries, documents, memorabilia, and ephemera. The text also includes bibliographies, appendices, checklists, and links to online aids to further assist with valuating and organizing important family mementos.
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Capítulos de libros sobre el tema "Media memorability"

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Daxböck, Jennifer, Maria Laura Dulbecco, Sintija Kursite, Tommy Kristoffer Nilsen, Andrada Diana Rus, Joanne Yu y Roman Egger. "The Implicit and Explicit Motivations of Tourist Behaviour in Sharing Travel Photographs on Instagram: A Path and Cluster Analysis". En Information and Communication Technologies in Tourism 2021, 244–55. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65785-7_22.

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AbstractInstagram has been an emerging platform for tourists to share their experiences and connect with other users in the multiphasic travel stages. Despite the huge number of photographs shared on Instagram on a daily basis, it remains ambiguous regarding the underlying motives of tourists’ posting behaviour. Thus, this study aims to conceptualise a framework based on the internal and external triggers of sharing travel photographs through a mix methods design involving diary studies and questionnaires. By conducting a path analysis, this study presents and validates a theoretical model including various motivational factors; namely enjoyment, self-esteem, recognition, interests, social norms, goals, social ties, social status and prestige, self-efficiency, outcome expectations and memorabilia. Meanwhile, this research clusters young techsavvy tourists into four distinct segments based on their behaviour of using Instagram while traveling. By bridging motivational theories, social psychology, and social media in the context of tourism, this research extends literature related to user-generated content and Instagram. Practically, this research allows marketers to optimise the effectiveness of marketing strategies based on the characteristics of tourists and their behaviour on social media platforms.
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Wilson-Brown, Saskia. "Smell Is All Around Us". En Advances in Media, Entertainment, and the Arts, 109–22. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2433-6.ch006.

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While much of today's immersive media claims to be “multi-sensory,” in actuality most such works have only audio and visual sensory cues. Scent, a powerful human modality that helps us to understand and derive meaning from the world, is often overlooked. However, scent in the service of art has a long and rich history, especially looking back to its ancient uses in establishing power, mystery, or memorability within religious or political domains. Early attempts at incorporating scent into artistic performances were not well received, perhaps due to inadequate technology of the time. Today a renaissance of olfactory art points to broader acceptance and appreciation of scent in artistic productions. Many artists are taking on the mantle of scent today, and the authors look forward to its increasing application in many forms of immersive media.
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Erbil, Duygu. "Deniz Gezmiş Takes to the Streets: From Photograph to Silhouette". En The Visual Memory of Protest. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463723275_ch03.

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This chapter analyses the role of media materialities and the means of cultural production in the circulation of the visual representations of Deniz Gezmiş. In analysing the afterlife of the most iconic photograph of Gezmiş, it pays specific attention to alternative media and activist cultures of production that are circumscribed by limited material resources and technical skills. It seeks to understand why the composition was so attractive to activists and the methods by which amateurs remediate and reproduce protest ephemera. It argues that the memorability of Deniz Gezmiş’ iconic portrait is facilitated by its availability for legible and recognizable low fidelity reproduction.
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Koçyiğit, Murat. "Digital Advertising Narration and Online Reputation Management". En Research Anthology on Social Media Advertising and Building Consumer Relationships, 1737–44. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-6287-4.ch093.

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Consumer behavior is a human behavior. Therefore, every factor influencing the consumer also affects buying behavior and preference. Thus, the messages in the digital advertising narrative can affect the attitudes and behaviors of the consumers by moving the emotions. The digital advertising narrative is increasing the interaction between the customer and the brand. In this direction, digital advertising messages make consumers the brand's fan or follower. The digital advertising narrative increases the attention of the consumer. The brand is increasing interest. Also, digital advertising increases the familiarity to the brand and contributes to the online reputation. By means of online platforms, consumers have become a brand's reputation support. Digital advertising narrative increases the memorability of brand messages. It convinces and informs the consumer. In addition, it must be compatible with the value judgments of that consumer. In this respect, the brand can provide significant contributions to online reputation management.
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Cronin, Mike. "5. Business". En Sport: A Very Short Introduction, 81–97. Oxford University Press, 2014. http://dx.doi.org/10.1093/actrade/9780199688340.003.0006.

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‘Business’ describes the commercialization of sport that began in the late 19th century and, with the advent of television, became even greater in the second half of the 20th century. Sport is regularly cited as the third biggest business in the world. The sports business speaks to two separate markets: the players who consume goods and services such as equipment, specialist diets, sports medicine, and affiliation fees; and the spectators of elite sports who avail themselves of stadium tickets, media packages, sporting memorabilia, and various forms of social media as a means of identifying with their sport or team. The role of sponsorship and the media in sport is also explained.
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Smith, David Livingstone. "Lynching". En On Inhumanity, 29–33. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190923006.003.0005.

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This chapter presents the horrifying reality of lynching, as removed from the sanitized depictions often seen in media. Racist lynchings were not merely extrajudicial executions. They typically included torture and bodily mutilation, with the remains of the victim being picked through and saved as souvenirs and memorabilia. In addition, lynchings were often treated as festive, public gatherings. The chapter asks how such actions could be made psychologically possible, especially on such a large scale as during the Jim Crow era. Part of the answer lies in dehumanizing beliefs that many Whites held about Black people—especially Black men. Moreover, representations of Black people as subhuman animals were not confined to the popular press. They also bore the stamp of academic authority.
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Gorchakova, Valentina. "Event Portfolios and Cultural Exhibitions in Canberra and Melbourne". En Event Portfolio Management. Goodfellow Publishers, 2019. http://dx.doi.org/10.23912/978-1-911396-91-8-4204.

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The sustainable development of an event portfolio requires a synergy between the different types of events included in it. The pool of events that are commonly used by city event planners and destination marketers usually revolve around major sport events, cultural festivals and celebrations, and world trade expositions. Some cities, however, also attract and stage international touring exhibitions that bring together a collection of rare art works, significant cultural objects, or memorabilia to tour a limited number of destinations. In this chapter, major events such as international touring exhibitions will be explored as key components of portfolios of events in Canberra and Melbourne. The chapter discusses the different ways event and tourism planners in Canberra and Melbourne have been approaching major touring exhibitions, and the specific roles these events can play in delivering a balanced and successful portfolio. It will be demonstrated that the decision making around events and event portfolio composition needs to be considered within a wider context, in the light of the city’s geography and demographics, as well as political, social and cultural factors. An exploratory qualitative research was conducted in Canberra and Melbourne, Australia. The primary data was collected from 12 semi-structured interviews with managers and executives in tourism and major events planning in both cities, as well as managers and curators of the cultural institutions that had hosted major touring exhibitions. The secondary data included a range of documents pertinent to the cities’ tourism and major events policy and strategy, existing research about touring exhibitions, and websites and articles in the mass media. In the chapter, examples of past major exhibitions are given.
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Actas de conferencias sobre el tema "Media memorability"

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Constantin, Mihai Gabriel, Mihai Dogariu, Andrei Cosmin Jitaru y Bogdan Ionescu. "Assessing the difficulty of predicting media memorability". En CBMI 2023: 20th International Conference on Content-based Multimedia Indexing. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3617233.3617270.

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