Literatura académica sobre el tema "Progress entertainment"

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Artículos de revistas sobre el tema "Progress entertainment"

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Lee, Seryon. "Progress of Entertainment: Chapbooks in Early Children’s Literature". Journal of Eighteenth-Century English Literature 17, n.º 2 (30 de noviembre de 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 y Tieqiao Liu. "Research progress and debates on gaming disorder". General Psychiatry 32, n.º 3 (julio de 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 (enero de 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 y 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, n.º 11 (29 de junio de 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 y Sameer Sonkusale. "Recent progress in electrospun nanomaterials for wearables". APL Bioengineering 6, n.º 2 (1 de junio de 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 y Haoran Wang. "Research progress of flexible wearable stress sensor". Wearable Technology 2, n.º 2 (16 de junio de 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, n.º 1 (13 de octubre de 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 y Surya Baskara. "Penerapan Arsitektur Morphosis pada Game Center Di Kota Kendari". Jurnal PROYEKSI: Arsitektur dan Perencanaan 1, n.º 1 (19 de septiembre de 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 (agosto de 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 y 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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Tesis sobre el tema "Progress entertainment"

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Yetkin, Sultan. "Urban Culture And Space Relations: Sakarya Caddesi As An Entertainment Space In Ankara". Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12605344/index.pdf.

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The purpose of this thesis is to research the relation between spatial structures and social relations including the cultural ones. This study specifically researches the relation between the construction and the representation of urban space and urban culture in Sakarya Caddesi as an instance of society-space interaction. This research focuses on Sakarya Caddesi where various urban cultural practices such as entertainment, has intensified. It deals with the constitution and representation of this entertainment space and researches how a particular place is constructed materially and imaginarily, how different social actors perceive, interpret and constitute a particular place in different ways. Accordingly, the contestation over the representation and use of place is discussed in this study. In order to comprehend a local place and culture, the issues should be thought in a wider context. Therefore, Sakarya Caddesi which is a part of urban space and the urban practices which occur in this area, are evaluated in global context. This study, discusses the influences of global changes on urban space, urban cultural practices and lifestyles. Discussing Sakarya Caddesi and its culture through discourses, this thesis relates spatial categories with some concepts of cultural politics such as identity.
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Magee, Sara C. "That's Television Entertainment: The History, Development, and Impact of the First Five Seasons of "Entertainment Tonight," 1981-86". Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1217427973.

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McClure, Kendra M. "Hidden in plain sight : an examination of entertainment-education /". View online, 2010. http://repository.eiu.edu/theses/docs/32211131575802.pdf.

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Nazarchuk, Аnna Pavlyvna y Анна Павлівна Назарчук. "Cultural, educational and entertainment television programs in the ukrainian media space". Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/50061.

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1. Minko E. Editor’s note / Ye Minko // Telecriticism. - 2008. - No 7–8. - P. 1. 2. “Encyclopedia Britanica” - [Electronic resource] / The art of television., - Access mode: https://www.britannica.com/technology/broadcasting/The-art-of- television 3. Ligachova N. Crisis of self-identification / N. Ligachova // Telecriticism. - 2008. - No 5. - P. 12–16. 4. “UA: First” - [Electronic resource] / “Eneїda”. - Access mode: https:// tv.suspilne.media/programs/eneida 5. “1 + 1” - [Electronic resource] / “Voice of the country”., - Access mode: https://1plus1.video/golos-strany
Many people turn to television to relax. The easiest way is to sit in front of the TV and immerse yourself in a two-dimensional world. Television, unlike other media, is the easiest to perceive. Reading newspapers and magazines or listening to the radio requires more concentration. When watching TV programs, a person makes less mental effort, which negatively affects the development of society. Therefore, it is extremely necessary to saturate the media space with cultural, educational and artistic programs. The aim of this research is to analyze and investigate the existence of cultural, educational and entertainment programs in the Ukrainian media space.
Багато людей звертаються до телебачення, щоб відпочити. Найпростіший спосіб - сісти перед телевізором і зануритись у двовимірний світ. Телебачення, на відміну від інших ЗМІ, сприймається найлегше. Читання газет і журналів або прослуховування радіо вимагає більшої концентрації уваги. Під час перегляду телевізійних програм людина докладає менше розумових зусиль, що негативно позначається на розвитку суспільства. Тому надзвичайно необхідно наситити медіапростір культурними, освітніми та мистецькими програмами. Метою цього дослідження є аналіз та дослідження існування культурних, освітніх та розважальних програм в українському медіапросторі.
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Oehle, Birgit. "An audience with the Queen : subversion, submission and survival in three late Elizabethan progress entertainments". Thesis, University of Warwick, 1999. http://wrap.warwick.ac.uk/4519/.

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Three late Elizabethan progress entertainments are being discussed: Cowdray (August 1591), Elvetham (September 1591), and Harefield (July 1602). The Elvetham entertainment has received some critical attention and is comparatively well known due to the extraordinary preparations undertaken for the royal visit, and the fact that a woodcut of an artificial crescent-shaped lake, especially dug for the occasion, has survived. The other two entertainments have been somewhat neglected, and Harefield survives only in fragmentary form. To my knowledge, its text has never been printed in toto, and the thesis will include a transcript of the original manuscript housed in Warwickshire County Record Office. The traditional view that progress entertainments were pastoral tales whose main purpose was to consolidate and confirm existing class structures is challenged. Entertainments are rather complex fictions that serve not merely to establish and preserve the `beautiful relation' between Queen and her subjects, highborn as well as lowly. These occasions were also very much sites for the exercise of power, by monarch and hosts alike. When examining these festivities in their historical and political contexts and illuminating their hosts' backgrounds, significant new interpretations, or at least possible alternative readings, may be found. Most importantly, the entertainments have to be viewed holistically, as events rather than as the texts that have come down to us. The hosts of the first two entertainments were powerful peers who were politically suspect from the regime's point of view. Both these lords, on the other hand, had little reason to love the regime because they had been harassed. Despite this state of affairs, traditional interpretations still maintain that both entertainments were submissive in tenor; that their hosts regarded the royal visit as an honour, and tried to (re)gain the Queen's favour through the spectacles that they were putting on. I would claim that these pageants are far more complex affairs and have to be read on different levels of signification. Far from being submissive, these fetes can be interpreted as challenging the existing order, if not indeed actively trying to subvert it. Having said that, there are country welcomes that seem to conform to the more traditional view of progress entertainments. The third pageant at Harefield was offered by a top-ranking Elizabethan official whose relationship with the Queen was presumably more amicable. Her visit to him was probably intended as a sign of favour, and his motivation in hosting the entertainment may well have been the consolidation of his own position within her close circle of councillors. He would have aimed at maintaining the existing order rather than challenge it; at establishing a `beautiful relation' between all classes. These conclusions can only be drawn, however, once the event as a whole has been studied as well as the surviving fragments of text.
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Chen, Yi-Chun. "The role of media literacy and pro-health entertainment programs in changing adolescents' perceptions of alcohol and alcohol advertising". Online access for everyone, 2008. http://www.dissertations.wsu.edu/Dissertations/Summer2008/y_chen_072208.pdf.

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Snyder, Marcus E. ""Playing to the cameras" the presence of an entertainment perspective in political panel programming and the implications of making politics palatable and appealing /". Morgantown, W. Va. : [West Virginia University Libraries], 2001. http://etd.wvu.edu/templates/showETD.cfm?recnum=2097.

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Thesis (M.S.)--West Virginia University, 2001.
Title from document title page. Document formatted into pages; contains vi, 357 p. Includes abstract. Includes bibliographical references (p. 134-137).
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German, Tom. "Contributions of negative affect and empathy to the enjoyment of television drama a eudaimonic approach /". Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1218542710.

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Vilches, Mendoza Emma Paola. "Tratamiento de la información sobre hechos policiales, homicidio e intento de feminicidio, en programas de entretenimiento de la televisión peruana de señal abierta. Análisis de los casos Camilita en el programa Válgame emitido en marzo de 2020 por Latina, Angie Jibaja en Magaly Tv La Firme en ATV en marzo de 2020 y Thomas Restobar en La Banda del Chino en América TV en agosto de 2020". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653931.

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Este trabajo de investigación muestra cómo afectan los distintos criterios aplicados en los programas de carácter híbrido, que son una mezcla de los programas periodísticos y de entretenimiento, en la televisión peruana de señal abierta para incluir dentro de sus temas aquellos de carácter policial. Los elementos estudiados para el análisis son la estructura de estos, el rol de los conductores y panelistas, los recursos periodísticos, el lenguaje utilizado y los recursos televisivos. Los casos a estudiar fueron “Camilita” en el programa Válgame emitido en Latina en marzo de 2020, “Angie Jibaja” en Magaly Tv La Firme en ATV en marzo de 2020 y “Thomas Restobar” en La Banda del Chino en América TV en agosto de 2020. A través de la observación y la aplicación de los conceptos se logró concluir que aquellos elementos, en algunos casos, sí afectan al desarrollo de los programas al tocar temas de carácter policial.
This research work shows how the different criteria applied in hybrid programs, which are a mixture of journalistic and entertainment programs, affect Peruvian open signal television to include those of a police nature within its topics. The elements studied for the analysis are their structure, the role of the hosts and panelists, the journalistic resources, the language used and the television resources. The cases to be studied were “Camilita” on the Válgame program broadcast in Latin America in March 2020, “Angie Jibaja” on Magaly Tv La Firme on ATV in March 2020 and “Thomas Restobar” on La Banda del Chino on América TV in August 2020. Through the observation and application of the concepts, it was possible to conclude that those elements, in some cases, do affect the development of programs by touching on police issues.
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Kelly, Erin Katherine. ""My dere chylde take hede how Trystram doo you tell": Hunting in English Literature, 1486-1603". The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366055200.

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Libros sobre el tema "Progress entertainment"

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Emily, Heckman, ed. Ask me again tomorrow: A life in progress. New York: HarperCollins, 2003.

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Emily, Heckman, ed. Ask me again tomorrow: A life in progress. New York: HarperCollins, 2003.

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Franta, Connor. A Work In Progress: A Memoir. New York: Atria/Keywords Press, 2015.

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E! Entertainment. Brooklyn, New York: Wonder, 2014.

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Hackman, Sue. Entertainmenton TV. London: Hodder & Stoughton, 1990.

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The format age: Television's entertainment revolution. Malden, MA: Polity Press, 2016.

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The Archers miscellany. London: BBC, 2009.

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Senior trivia: Fun trivia questions from the golden age of entertainment. New York: iUniverse, 2008.

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Postgate, Oliver. Seeing things: An autobiography. London: Pan, 2001.

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Consuming reality: The commercialization of factual entertainment. New York: Palgrave Macmillan, 2012.

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Capítulos de libros sobre el tema "Progress entertainment"

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Aldrich, Brooke C., Kim Feddema, Anna Fourage, K. A. I. Nekaris y Sam Shanee. "Primate Portrayals: Narratives and Perceptions of Primates in Entertainment". En Developments in Primatology: Progress and Prospects, 307–26. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-11736-7_17.

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Buro, Michael. "The Evolution of Strong Othello Programs". En Entertainment Computing, 81–88. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_10.

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Smuts, R. Malcolm. "Progresses and Court Entertainments". En A New Companion to Renaissance Drama, 309–21. Chichester, UK: John Wiley & Sons, Ltd, 2017. http://dx.doi.org/10.1002/9781118824016.ch23.

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Koide, Masato y Jingde Cheng. "A Toolkit for Developing Programs of Card Games Played on the Internet". En Entertainment Computing, 57–64. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_7.

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Anderson, Susan L. "Sound and Precedent in Elizabethan Progress Entertainments". En Echo and Meaning on Early Modern English Stages, 23–47. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67970-9_2.

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Dunn-Hensley, Susan. "Sacred Queenship: Elizabethan Progress Entertainments and the Memory of Pilgrimage". En Women and Pilgrimage, 28–37. GB: CABI, 2022. http://dx.doi.org/10.1079/9781789249392.0003.

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Nitsch, Cordula. "Content Analysis in the Research Field of Fictional Entertainment". En Standardisierte Inhaltsanalyse in der Kommunikationswissenschaft – Standardized Content Analysis in Communication Research, 265–75. Wiesbaden: Springer Fachmedien Wiesbaden, 2022. http://dx.doi.org/10.1007/978-3-658-36179-2_23.

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AbstractFictional entertainment accounts for a large share of the overall media content and is very popular with the audience. It is highly diverse in form and content, and differs, for example, regarding media type, genre, and target group. Fictional entertainment comprises novels (e.g., thriller, romance), comic books, TV series (e.g., crime series, daily soaps, medical shows, political drama), children’s programs, feature films, cartoons, box office hits, audio plays, etc. Research on fictional entertainment typically concentrates on audiovisual productions, i.e. TV series and movies.
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Parkinson, Joy, Sharyn Rundle-Thiele y Margaret Allman-Farinelli. "Commercial Weight Loss Programs Changing Eating Behaviors for Good". En Marketing at the Confluence between Entertainment and Analytics, 45–56. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47331-4_11.

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Chaabane, Aida Mimouni y Virginie Pez Perard. "Does Status Always Matter? The Effect of Brand Concept on the Effectiveness of Hierarchical and Linear Structures of Loyalty Programs". En Marketing at the Confluence between Entertainment and Analytics, 499–511. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47331-4_95.

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Tarasi, Dimitra, Tryfon Daras y Theocharis Tsoutsos. "Is Cycling an Attractive Transport Solution in a Mediterranean City?" En Sustainable Mobility for Island Destinations, 101–18. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73715-3_6.

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AbstractBy exploiting the opinion of the society in a Mediterranean city, this paper identifies the mechanisms behind utility cycling and determines the aspects of using the bike in cities for daily commuting. This study focused on the assessment of biking as an alternative mode of transport within a typical Mediterranean city in Crete. Limited road safety is the principal reason that hinders 60% of respondents from cycling, and 41% from riding more frequently. The survey results are congruent with this statement, provided a significant difference in the ratios of actual recreational cyclists (39%) and those who like to ride for entertainment, but they hesitate (71%). In order to quantify this, the attitude of the bikers was grouped in two fact factors influencing: the clothing and the technological one. Based on the opinion of the local society, high priority policies are recommended, such as proper infrastructure, sensitization campaigns, and education programs.
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Actas de conferencias sobre el tema "Progress entertainment"

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Ding, Jian y Mingxia Shen. "Research Progress on Flame-Retardant of Silicone Rubber". En 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5661170.

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Wang, Yungang y Hua Wang. "Risk Integrated Assessment of the Project Progress and Cost Based on Entropy and the Random Network". En 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660192.

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Wu, Xiaoyuan y Mingxing Xu. "The Effect of Local Government Science & Technology Expenditure on Regional Technological Progress: Empirical Evidence from Fujian Province, China". En 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660509.

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Wang, Haixia y Youpo Su. "Influence of the Safety Technical Standards of Large and Important Constructions on the Industrial Scientific and Technological Progress and Innovation System". En 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660444.

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5

Che, Yinan, Yuanbo Sun, Zhang Heng, Chenxi Wang y Zhang Boyang. "Interactive Design for Intelligent Vehicles in the Context of Smart City". En 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002002.

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The progress of science and technology and the continuous development of society let us march towards an intelligent society, and the vehicle interaction mode will change accordingly. This paper aims to analyze the development of the interaction mode of the vehicle and the influencing factors of the user's travel experience, to predict the interaction mode of intelligent vehicles in the context of smart cities, and to provide some help for the relevant forward-looking design. The final conclusion is that the interaction research of smart vehicles should continue to focus on both in-vehicle interaction and out-of-vehicle interaction. The positioning of vehicles has changed: from travel tools to intelligent space development, interaction mode from two-dimensional plane to three-dimensional space development, there is a traditional single task of a single interaction mode to multi-scene co-existence, multi-modal interaction development. Users' social, entertainment and personalization needs in the vehicle will influence the overall travel experience of the user.
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6

Greuel, Christian. "Soundscapes entertainment". En ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. New York, New York, USA: ACM Press, 1996. http://dx.doi.org/10.1145/253607.253699.

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7

Kerlow, Isaac Victor. "Interactive entertainment". En ACM SIGGRAPH 95 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '95. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/216037.225457.

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Kim, Ji-Hee y Young-Chan Kim. "CHANGE IN THE MEDIASCAPE OF ENTERTAINMENT PROGRAMS IN KOREA". En Global Conference on Journalism and Mass Communication. The International Institute of Knowledge Management - TIIKM, 2018. http://dx.doi.org/10.17501/globalmedia.2018.1102.

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9

Oktavianti, Roswita y Budi Utami. "The Cancellation of Prime-Time News Programs on Entertainment Television". En Tarumanagara International Conference on the Applications of Social Sciences and Humanities (TICASH 2019). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200515.072.

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Garza-Martínez, José. "Virtual Reality Program for Enhancing Learning in a High School Human Biology Course". En The 3rd International Conference on Future of Education 2020. The International Institute of Knowledge Management, 2020. http://dx.doi.org/10.17501/26307413.2020.3107.

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The creation of virtual environments and their implementation have been a matter of greatest importance in the last decades, becoming a breaking point for progress in different fields like communication, entertainment, and education. Additionally, the learning and teaching of human biology have been more relevant through the increase of biology-related research and medical advances. However, learning human biology, especially anatomy, is perceived as difficult by students. The objective of this study is to improve the learning of human biology by implementing a Virtual Reality Program (VRP) in a high school human biology course, measuring academic performance in a final knowledge evaluation. The VRP used immersive Virtual Reality (VR) devices (Oculus-Go® and Oculus-Rift®) and consisted of three stages: exploration, virtual reality lab, and knowledge reinforcement. In the exploration, the students had a guided approach of the topics with a professor’s explanation; afterward, they had guided and independent collaborative experience in the Virtual Reality lab; and finally, their knowledge was reinforced in communication with the professor. A post-test only with a control group design was employed with 120 students. There were two experimental groups (63 students) and two control groups (57 students). After completing the stages of the VRP, all the groups had a final knowledge evaluation where the experimental groups obtained a mean of 77.24, while the control groups had 69.11. There was a significant statistical difference between the groups with a P<0.05 using a two-sample t-test. This proves that implementing a long-time and collaborative immersive VR approach in high school human biology courses is effective for enhancing learning and improving academic performance. Keywords: educational innovation, virtual reality, active learning, academic performance
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Informes sobre el tema "Progress entertainment"

1

Paslavskyi, Ihor. Ukrainian television: problem-content analysis. Ivan Franko National University of Lviv, febrero de 2022. http://dx.doi.org/10.30970/vjo.2022.51.11397.

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The article highlights and analyzes the factors influencing the activities of television editorial teams in the period of new political, economic and security circumstances. It is noted that all-Ukrainian influential television channels, which have the highest popularity and high ratings, are oligarchic media with a high level of political involvement. Ukrainian television is widely practicing to narrow the thematic range of programs, reports and programs resulting in unjustified dominance in the television space of entertainment and humorous genres, «ravel journalism», excessive overweight of foreign programs and of obsolete quality film production. In the news programs, some TV companies, including 1 + 1, widely emphasize negative issues that are not typical of Ukrainian society, which often has a petty, urban and secondary status. Instead, a wide range of real, socially important, topical issues and problems remain out of the professional attention of journalists, analysts and experts. Guided only by the criterion of rating programs, programs, stories, topics and problems, TVs lose the most active segment among the audience – critical thinking, knowledgeable, erudite recipient, who, choosing an information resource, increasingly prefers the internet journalism.
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2

Seidametova, Zarema S., Zinnur S. Abduramanov y Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], julio de 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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3

Oleksiuk, Vasyl P. y Olesia R. Oleksiuk. Exploring the potential of augmented reality for teaching school computer science. [б. в.], noviembre de 2020. http://dx.doi.org/10.31812/123456789/4404.

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The article analyzes the phenomenon of augmented reality (AR) in education. AR is a new technology that complements the real world with the help of computer data. Such content is tied to specific locations or activities. Over the last few years, AR applications have become available on mobile devices. AR becomes available in the media (news, entertainment, sports). It is starting to enter other areas of life (such as e-commerce, travel, marketing). But education has the biggest impact on AR. Based on the analysis of scientific publications, the authors explored the possibilities of using augmented reality in education. They identified means of augmented reality for teaching computer science at school. Such programs and services allow students to observe the operation of computer systems when changing their parameters. Students can also modify computer hardware for augmented reality objects and visualize algorithms and data processes. The article describes the content of author training for practicing teachers. At this event, some applications for training in AR technology were considered. The possibilities of working with augmented reality objects in computer science training are singled out. It is shown that the use of augmented reality provides an opportunity to increase the realism of research; provides emotional and cognitive experience. This all contributes to engaging students in systematic learning; creates new opportunities for collaborative learning, develops new representations of real objects.
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4

Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, febrero de 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
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