Letteratura scientifica selezionata sul tema "Books at the movies"

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Articoli di riviste sul tema "Books at the movies"

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Ez-zahout, Abderrahmane, Hicham Gueddah, Abir Nasry, Rabie Madani e Fouzia Omary. "A hybrid big data movies recommendation model based k-nearest neighbors and matrix factorization". Indonesian Journal of Electrical Engineering and Computer Science 26, n. 1 (1 aprile 2022): 434. http://dx.doi.org/10.11591/ijeecs.v26.i1.pp434-441.

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On the subject of broadcasting the information, finding someone’s favorite book or movie in a sea of data containing books and movies has become a crucial issue. In an era when there are so many genres and types of movies and books, the customer may find it difficult to choose which to discover in the first place. Thus, personalized recommendation systems play an important role because of the value that is attributed to movies and books nowadays, and considering that there are so many to choose from that the user may not be able to have a specific target. In this context, our proposed work, design and implement a prototype of movie recommendation system while taking into consideration the real requirement for the search of movies and books. The research of movie recommendation system by using the k-nearest neighbors approach and collaborative filtering algorithm are adopted to extract the criteria for a good use case on recommender systems. At last, the results are as what was expected as they showed that the system has a good recommendation effect.
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Singh, Abhay Pratap, Mukul Sharma, Ashish Chauhan e Kamal Soni. "Build a Recommendation System for Movies or Books". International Journal for Research in Applied Science and Engineering Technology 11, n. 4 (30 aprile 2023): 1379–82. http://dx.doi.org/10.22214/ijraset.2023.50303.

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Abstract: These days everyone will change their life style to search the movies on the internet. They will provide the information of their preferences which the y like to watch. There are many recommended and popular system is applied to search their favorite things like books, articles music videos, movies etc. these paper we are proposed a movie recommendation system. It will be working on the various filter or collaborate filter method that will collect and gave the information to the user and it will also analyzes the user and gave them the best movies to there users at that time. We sorted the movies according to the user recommendation of the previous users preferences so for these purpose we use k-means algorithm. Movie recommendation system can also help the user to find the choices of there movies are based on there previous experiences and manners without wasting its useless time on the browser to search their best movies. It will give us various type of previous recommendation using customized the database. then the user can browse it easily and choice his best movie
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Sen, Anwesha, Bhaswar Banerjee, Sayan Barat e Sagnik Das. "Impact of Television and Movies on English teaching and learning". International Journal of English Learning & Teaching Skills 3, n. 1 (1 ottobre 2020): 1795–817. http://dx.doi.org/10.15864/ijelts.3111.

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Watching foreign 'movies' is a great way to learn a new language” is really exciting to hear. One can't just watch a 'movies'. One has to study a 'movies' .A majority of people often rewatch 'movies' more than they reread books. ... Sure there are e-books, but it's not like they have totally replaced real books being made, and it's better to watch the 'movies' rather than cutting down trees to publish a book to read.If someone is watching 'movies', 'TV' shows, or any other material in your target foreign language, it's generally better to watch it with subtitles than without them. Foreign-language subtitles are generally a slightly more effective study aid than native-language subtitles. Watching 'television' can certainly improve your ability to understand English (passive vocabulary), it will only help with your conversational skills if effort is made to practise the words learned and use them in conversation.
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Shishodia, Dinesh. "Movie Recommendation System". International Journal for Research in Applied Science and Engineering Technology 9, n. VI (30 giugno 2021): 4919–24. http://dx.doi.org/10.22214/ijraset.2021.35929.

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This paper represents the overview of Approaches and techniques used in Movie Recommendation system. Recommendation system is used by many companies like Netflix, Amazon, Flipkart etc. It makes the user experience better and decrease the user efforts. It plays a very vital role in our day-to-day life. It is used in recommending Movies, Articles, News, Books, Music, Videos, People (Online Dating) etc. It learns from the user past behavior and based on that behavior it recommends item to the user. Likewise, in Movie Recommendation system movie is recommended to the user on the basis of movies watched, liked, rated by the user. In year 2020, approximate 10,000 movie were launched according to IDMB data. It saves a lot of times and efforts of the user by suggesting movies according to user taste and user don’t have to select a movie from a large set of movies.
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Laube, Stefan, e Sergei Zotov. "Vial Movies". Nuncius 37, n. 1 (20 ottobre 2021): 1–41. http://dx.doi.org/10.1163/18253911-bja10001.

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Abstract In the 16th and 17th centuries vials played a prominent role in the visualization of nature’s driving forces as recreated in the laboratory. While in technical drawings the vial was often depicted as empty, there were also elaborate images—mainly pertaining to alchemical knowledge—in which vessels were filled, usually not with actual liquids, but with allegorical scenes. Vials functioned as visual devices, as virtual stages in illuminated manuscripts as well as in engravings in books—contrary to the reality in the laboratory where heat-resistant stoneware was normally used. This study focuses on a lavishly illustrated manuscript—Coronatio naturae—which circulated in numerous versions throughout Europe in the 17th century. The second part of this article presents the manuscript in detail, while the first part examines the serial “vial portraits” that appeared in books and manuscripts—the principal medium of alchemical communication at the time. It will be argued that the visualization of the individual stages of the alchemical process has an additional, inherent dimension of movement that can be described as cinematographic.
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Fogarty, Robert S. "Editorial: Thinking: Books or Movies?" Antioch Review 50, n. 3 (1992): 453. http://dx.doi.org/10.2307/4612535.

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K G, Sugesh, e Calaivanane R. "A comparative study of the haptic technique: French language learning through movies for higher secondary education". International Journal of Innovative Research and Scientific Studies 6, n. 2 (11 aprile 2023): 460–68. http://dx.doi.org/10.53894/ijirss.v6i2.1512.

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Progress in education is now beyond traditional and orthodox teaching approaches. Utilization of technology in teaching seems to be a pipe dream. Each day passes with modern interpretations and innovations. Teaching resources and technological advancement result in the desired outputs. When textbooks fail to lure learners’ attention, integrating learning with enjoyable sources appears to be an appropriate method to achieve the most. This strategy has its pros and cons. Teaching through movies might be difficult but when done well, it has multiple benefits. Unlike books, movies allow learners to acquire knowledge visually. The movie Gandhi, for instance, permits learners to experience a replica of Mahatma Gandhi’s biography. Visual samples provide a greater understanding of the period and era besides the culture of the historic figure. Furthermore, unlike books, movies are not restrained in any way. As a result, this study investigates the analytical perception of the pedagogical use of movies in French lectures as the practice is not as advantageous to French students as it appears. Following the implementation of a movie module in two French classrooms, a questionnaire was administered to 35 participants of first and second year higher secondary education to obtain feedback for analyzing the effectiveness of language acquisition. According to the data, French learners have extremely positive attitudes towards the movie-based method and consider it engaging and beneficial for enhancing linguistic and social skills.
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Chetana, V. Lakshmi, Raj Kumar Batchu, Prasad Devarasetty, Srilakshmi Voddelli e Varun Prasad Dalli. "Effective movie recommendation based on improved densenet model". Multiagent and Grid Systems 19, n. 2 (6 ottobre 2023): 133–47. http://dx.doi.org/10.3233/mgs-230012.

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In recent times, recommendation systems provide suggestions for users by means of songs, products, movies, books, etc. based on a database. Usually, the movie recommendation system predicts the movies liked by the user based on attributes present in the database. The movie recommendation system is one of the widespread, useful and efficient applications for individuals in watching movies with minimal decision time. Several attempts are made by the researchers in resolving these problems like purchasing books, watching movies, etc. through developing a recommendation system. The majority of recommendation systems fail in addressing data sparsity, cold start issues, and malicious attacks. To overcome the above-stated problems, a new movie recommendation system is developed in this manuscript. Initially, the input data is acquired from Movielens 1M, Movielens 100K, Yahoo Y-10-10, and Yahoo Y-20-20 databases. Next, the data are rescaled using a min-max normalization technique that helps in handling the outlier efficiently. At last, the denoised data are fed to the improved DenseNet model for a relevant movie recommendation, where the developed model includes a weighting factor and class-balanced loss function for better handling of overfitting risk. Then, the experimental result indicates that the improved DenseNet model almost reduced by 5 to 10% of error values, and improved by around 2% of f-measure, precision, and recall values related to the conventional models on the Movielens 1M, Movielens 100K, Yahoo Y-10-10, and Yahoo Y-20-20 databases.
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Perkowitz, Sidney. "Oppenheimer: icon of the nuclear age". Physics World 37, n. 1 (1 gennaio 2024): 24–28. http://dx.doi.org/10.1088/2058-7058/37/01/22.

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Oppenheimer was the blockbuster movie of 2023 featuring a stellar cast of Hollywood A-listers. But as Sidney Perkowitz reminds us, many other movies, books and stage performances have examined the moral and political implications of the Manhattan Project too.
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Murawski, Bartosz. "Herosi w odcinkach. Wczesne ekranizacje komiksów o superbohaterach". Kultura Popularna 3, n. 49 (31 marzo 2017): 24–35. http://dx.doi.org/10.5604/01.3001.0009.8042.

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Films based on comic books are now at the peak of their popularity. Every year we get at least a couple of movies about superheroes. These are high-budget productions, perfected to the smallest detail. But it was not always so. In my article I discuss the first attempts to filming comics – so-called “serials” filmed in the 1940’s. These films were shot quickly, cheaply and without paying special attention to faithfulness of the source material. However, these movies had also an impact on conventions presented in modern comic book movies.
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Tesi sul tema "Books at the movies"

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Hull, Thomas William Allan. "Selling Moral Panic: Social Scientific Criticism of Movies and Comic Books for Children, 1925-1955". Case Western Reserve University School of Graduate Studies / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=case1263949945.

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Lucas, Justin. "Beneath the cape and cowl: Batman and the revitalization of comic book films". Ohio University Honors Tutorial College / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1244074493.

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Costa, Thiago Sanches. "O salto transmidiático dos super-heróis: HQ - Filme - Game". Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18111.

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Made available in DSpace on 2016-04-29T14:23:15Z (GMT). No. of bitstreams: 1 Thiago Sanches Costa.pdf: 25589665 bytes, checksum: 94ade514b36f694c686d617a089bfd79 (MD5) Previous issue date: 2012-10-30
This research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry that only exists on transmedia plurality. The research done is theoretical, as it s a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed
A pesquisa investiga a relação entre os fenômenos digitais da transposição e transmídia no contexto da mútua influência entre a cultura dos HQs e games e suas repercussões nas estruturas narrativas digitais. Metodologicamente propõe a leitura e o aprofundamento das relações entre os conceitos buscando o seu entendimento de processo enquanto fenômeno da cultura digital, identificando- os em uma ação história anterior à narrativa transmídia: o salto transmidiático. Para tanto, utiliza-se do movimento e história dos super-heróis, personagens nascidos nas histórias em quadrinhos (HQs) no início do século XX, para demonstrar este caminho e passagem do conceito de transformação do salto transmidiático para o fenômeno da transposição e o objeto transmídia. Mostra ainda que o objeto modelar (HQs) possui características filosóficas, psicológicas, culturais e ontológicas que os tornaram protagonistas da moderna indústria do entretenimento, a qual não existe senão na pluralidade transmídia. A pesquisa realizada é teórica, pois se trata de um estudo com vistas a reconstruir conceitos, para a melhoria de fundamentos teóricos. O método utilizado é a pesquisa bibliográfica, utilizando os materiais existentes acerca do tema, sendo: Scott McCloud e Will Eisner as principais referências sobre a estrutura e linguagem das HQs; os estudos de Gerard Jones a fonte mais utilizada no tocante à História dos superheróis e de seus criadores; Joseph Campbell indicando o caminho mitológico e Richard Reynolds conectando essa visão aos superheróis, fundamental para compreender as narrativas que seguem de um suporte midiático a outro; com Janet Murray sendo o complemento perfeito para o entendimento do funcionamento dessas estruturas no ambiente do game digital. Forma-se assim a base para a discussão do salto transmidiático dos super-heróis: HQ-Filme-Game
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Brown, Tyler. "Books Balls and Walls – Mt. Vernon Library and Recreation Center". Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/33331.

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"A significant work of architecture is never the product of a single individual. It is always a collaboration with history and tradition, with the silent wisdom of the discipline of architecture. An architect who understands the essence of his craft accepts his role as a builder of a tradition, and he places his work in the context of this continuum with combined humility and pride." Juhani Pallasmaa.
Master of Architecture
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Whitehouse, Bradley G. "Access to books for the visually impaired : moving from charity to choice". Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/8482.

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This research aims to find ways of making access to copyrighted books for the visually impaired as much a matter of choice as possible by moving the provision of access away from models based on charity and of building the provision of access into the mainstream. The work of third sector organisations providing access and attempts by the visually impaired community itself to enhance access are described. Realities effecting support workers in universities who have to help visually impaired students investigated. Legal disputes relating to copyright and anti-discrimination law are discussed. Developments in the ebooks market are monitored with a particular reference to attempts to build accessibility into devices like the Kindle and Apple products. The research also looks at how best to secure access to online bookshops, web pages offering ebooks for download in public libraries and ebook libraries in academia. The current level of access being achieved in this area is assessed. Next ongoing attempts to improve access and differing views on the advisability of an approach based on enforcement of the Worldwide Web Consortium's accessibility guidelines or a more flexible approach emphasising user testing are discussed. Conclusions and recommendations: changes to copyright law and further development and clarification of anti-discrimination law as it applies to publishers are necessary. Libraries should adopt a more innovative approach and field some of the specialist provision currently undertaken by charitable organisations. Accessibility to relevant websites is probably best provided by a combination of ongoing relationship building and with web developers and a more flexible approach than rigid enforcement of accessibility guidelines. Further research is needed on exactly how libraries could undertake specialist transcription most efficiently and on how to bring multi-national companies like Adobe, Amazon and other manufacturers of ebooks reading devices unambiguously into the ambit of anti-discrimination.
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Gilliotte, Quentin. "L’expérience des biens culturels en régime numérique". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT039.

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Cette thèse s’intéresse à l’expérience des biens culturels en régime numérique. Trois enjeux sont adressés. Premièrement la dématérialisation des supports qui pose la question des modalités d’attachement aux choses. Les individus retrouvent l’aura perdue avec la numérisation des biens culturels en cherchant un “idéal d’authenticité” et en singularisant leur expérience de consommation. Les façons de gérer, d’ordonner et de classer les biens ont également changé, se déplaçant vers des modes idiosyncrasiques de classement. Le deuxième enjeu concerne la confrontation à l’abondance de l’offre disponible qui invite à comprendre les formes d’exploration et de sélection des biens culturels, en particulier les formes autonomes de découverte des biens en ligne. Les résultats montrent comment le numérique permet un retour du mode de la “prise” et du recours à la sérendipité. Les derniers chapitres traitent la question des transformations des modalités de consommation, avec en premier lieu les formes d’optimisation que permet le numérique en facilitant la gestion entre le stock et le flux. Enfin, la thèse s’intéresse à la façon dont les individus mobilisent les biens culturels pour se mettre dans certains états émotionnels et cognitifs, au travers notamment de trois régimes : l’évasion, l’accompagnement et la rentabilité. Le terrain repose sur deux matériaux. D’une part, 63 entretiens semi-directifs menés aux domiciles des enquêtés, et diversifiés à la fois par âge, genre, niveau de diplôme, lieu de résidence et PCS. D’autre part, une étude quantitative par questionnaire structurée par méthode des quotas. Les données recueillies ont fait l’objet d’une analyse multifactorielle (ACM) et d’une classification (CAH)
This thesis focuses on the experience of cultural goods in a digital environment. Three issues are addressed here. First, the dematerialisation of media, which raises the question of the modalities of attachment to commodities. By seeking an "ideal of authenticity" and making their consumer experience unique, individuals regain the aura that has been lost with the digitisation of cultural goods. The approach to managing, ordering and classifying cultural goods has also changed, moving towards idiosyncratic patterns of classification. The second issue concerns the confrontation with the abundance of the cultural offer, which invites us to reflect upon the forms of exploration and selection of cultural goods, in particular the autonomous forms of discovery of online contents. The results show how digital technology allows a return to the "catch" mode and the use of serendipity. The final chapters deal with the topic of changes in consumption patterns, with first and foremost the forms of optimisation that digital technology allows by facilitating management between stock and flow. Finally, this work focuses on how individuals mobilise cultural property to put themselves in certain emotional and cognitive states, in particular through three regimes: escape, support and profitability. The research is based on two types of empirical material. On the one hand, 63 semi-directive interviews conducted at the respondents' homes, and diversified by age, gender, educational background, place of residence and PCS. On the other hand, a quantitative study by questionnaire structured by quota method. The data collected were subjected to multifactorial analysis (MCA) and classification (AHC)
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Lundgren, Helena. "Omslag till böcker och DVD-filmer : en jämförande studie av visuell kommunikation i omslagen till Män som hatar kvinnor och Niceville". Thesis, Högskolan på Gotland, Institutionen för humaniora och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1555.

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This thesis is about covers of books and DVD movies. I have tried to find out if the visual communication of the covers differs between the book and movie with the same story. Do they appeal to different target groups? I have also been trying to find out what designers can do to increase the visibility of covers among others. Are there certain rules to follow for making a cover visible? To reach a conclusion I have been studying components in advertising pictures, since covers work as a kind of advertiser for the product. I have also been studying visual communication and how designers use advertising pictures to communicate with the observer. Semiotics, advertising and comparisons between the covers have been my method for analyze. I have come to the colclusion that covers of books and DVD movies do communicate in different ways and partly to different target groups. There are certain rules to follow if you want to increase the visibility of a picture among others. The results indicate that the book covers have an older target group than the DVD covers.
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Hatlestad, Kathryn. "Grant proposal for moving children to an intrinsic motivation to read". Menomonie, WI : University of Wisconsin--Stout, 2007. http://www.uwstout.edu/lib/thesis/2007/2007hatlestadk.pdf.

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Kaiser, Lesley. "Preserve, renew, invent [Light Bytes] an art exploration into disseminating aphorisms : this exegesis is submitted to Auckland University of Technology in partial fulfillment of the degree of Master of Arts (Art and Design) MAArtDes, 2008". Click here to access this resource online, 2008. http://hdl.handle.net/10292/410.

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The expanding potential for the dissemination and archiving of aphorisms is explored in this practice-based research thesis. An aphorism is a short statement that communicates an insight about the world (and can sometimes function as a guide to action). Eric McLuhan, interviewed in Signs of the Times: The History of Writing (Goëss Video, 1996), suggests that the future of the book is the aphoristic statement. Aphoristic knowledge has traditionally been transmitted through texts and through libraries, but this project brings into play various modes of recirculating aphoristic texts using contemporary distribution networks and digital media such as moving image, projection on to urban screens, artists’ books, archival digital photography and glazed ceramics. Texts ‘virally inhabit’ a number of sites and languages in a series of works situated in the interdisciplinary context of contemporary text art and artists’ books. The sayings rejoin the cultural river of ideas in local and international incarnations. Practice-based work (80%) and exegesis (20%)
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Karahalios, Karrie. "Salient movies". Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37554.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.
Includes bibliographical references (leaves 64-65).
by Karrie Karahalios.
M.Eng.
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Libri sul tema "Books at the movies"

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O'Neil, Dennis. Batman: The movies. New York, NY: DC Comics, 1997.

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Rosenbaum, Jonathan. Moving places: A life at the movies. Berkeley: University of California Press, 1995.

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Wertz, Julia. Drinking at the movies. New York: Three Rivers Press, 2010.

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Yau, John. Movies as a form of reincarnation. New York City: Granary Books, 2004.

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DeBartolo, Dick. Mad murders the movies. New York, N.Y: Warner Books, 1985.

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Drinking at the movies. New York: Three Rivers Press, 2010.

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Gagné, Antoinette. The magic of movies. [Lasalle, Québec]: Didier, 1987.

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Abraham, Philip. Television and Movies. New York: Children's Press, an imprint of Scholastic Library Publishing, 2004.

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Jakubowski, Maxim. The great movies--live!: A pop-up book. New York: Simon & Schuster, 1987.

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Tibbetts, John C. Novels into film: The encyclopedia of movies adapted from books. New York: Checkmark Books, 1999.

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Capitoli di libri sul tema "Books at the movies"

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Renga, Dana. "Modern Mob Movies". In The Italian Cinema Book, 238–45. London: British Film Institute, 2014. http://dx.doi.org/10.1007/978-1-349-92642-8_29.

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Genovesi, Sergio, Katharina Kaesling e Scott Robbins. "Introduction: Understanding and Regulating AI-Powered Recommender Systems". In The International Library of Ethics, Law and Technology, 1–9. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-34804-4_1.

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AbstractWhen a person recommends a restaurant, movie or book, he or she is usually thanked for this recommendation. The person receiving the information will then evaluate, based on his or her knowledge about the situation, whether to follow the recommendation. With the rise of AI-powered recommender systems, however, restaurants, movies, books, and other items relevant for many aspects of life are generally recommended by an algorithm rather than a person. This volume aims to shed light on the implications of this transnational development from both legal and ethical perspectives and to spark further interdisciplinary thinking about algorithmic recommender systems.
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Shubitz, Stacey. "Choosing Picture Books for Mentor Texts". In Craft Moves, 7–16. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781032680934-2.

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Shubitz, Stacey. "Reading Picture Books for Pleasure and Purpose". In Craft Moves, 17–23. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781032680934-3.

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Dixon, Wheeler Winston, e Richard Graham. "Origins". In A Brief History of Comic Book Movies, 1–14. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_1.

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Dixon, Wheeler Winston, e Richard Graham. "The DC Universe". In A Brief History of Comic Book Movies, 15–28. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_2.

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Dixon, Wheeler Winston, e Richard Graham. "The Marvel Universe". In A Brief History of Comic Book Movies, 29–45. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_3.

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Dixon, Wheeler Winston, e Richard Graham. "Animé". In A Brief History of Comic Book Movies, 47–61. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_4.

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Dixon, Wheeler Winston, e Richard Graham. "Indies and Outliers". In A Brief History of Comic Book Movies, 63–77. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47184-6_5.

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Chevez, Agustin. "El Camino Sisyphus Style". In The Pilgrim’s Guide to the Workplace, 89–93. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-4759-9_25.

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AbstractEn-route adventures and stunning landscapes along the real Camino have inspired books such as Paulo Coelho’s The Pilgrimage [53], Hollywood movies The Way [54], and even award winning documentaries Walking the Camino [55]. As far as I know, nothing so lofty has come out of the virtual version and I think I know why.
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Atti di convegni sul tema "Books at the movies"

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Zhu, Yukun, Ryan Kiros, Rich Zemel, Ruslan Salakhutdinov, Raquel Urtasun, Antonio Torralba e Sanja Fidler. "Aligning Books and Movies: Towards Story-Like Visual Explanations by Watching Movies and Reading Books". In 2015 IEEE International Conference on Computer Vision (ICCV). IEEE, 2015. http://dx.doi.org/10.1109/iccv.2015.11.

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Zha, Lulu. "A Data-Driven Mobile Community Application for Book Recommendation and Personalization using AI and Machine Learning". In 3rd International Conference on Artificial Intelligence and Machine Learning (CAIML 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121218.

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Knowing a movie or a book fits your flavor without finishing the whole film or the book? Although there are many ways to find a summary of a film or a book, having an app that generates needed information according to the genre will make things much more manageable. This paper develops a mobile app named Book and Movie Search that uses API or the online database to generalize data such as authors, plots, overview, and more with a few clicks. The results show that within seconds, a list of information will show according to movies and books, and a qualified way to find information using the Book And Movie Search app. For example, if one decided to buy a book named Flipped and did not have time to finish the whole book, he can enter the name on the app. It will generate a book summary that quickly gives him more information about it and help him decide whether he wishes to make the purchase.
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Penha, Gustavo, e Claudia Hauff. "What does BERT know about books, movies and music? Probing BERT for Conversational Recommendation". In RecSys '20: Fourteenth ACM Conference on Recommender Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383313.3412249.

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Wiersma, Gabrielle, e Yem Fong. "Patron‐Driven E‐book Solutions: Moving Beyond the Banana Books Incident". In Charleston Conference. Against the Grain Press, LLC., 2012. http://dx.doi.org/10.5703/1288284314973.

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Jan, Šejbl. "Hříšná exotika A. V. Nováka Literární obraz cesty do Asie v letech 1926–1927". In Orientalia antiqua nova XXI. Západočeská univerzita v Plzni, 2021. http://dx.doi.org/10.24132/zcu.2021.10392-120-144.

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Sinful Exotics of A. V. Novák Literary image of a journey to Asie in 1926–1927 Traveller and writer Archibald Václav Novák (1895–1979) rose to fame in the 1920s as the author of popular nov els and short stories inspired by a stay in Tahiti and the United States of America from 1919 to 1921. Sucesess of books and lectures allowed Novák to undertake another long journey. From October 1926 to April 1926 A. V. Novák visited Sri Lanka, India, Myanmar, Malaya, Singapore, Sumatra, Vietnam, Cambodia, China and Japan. After returning home, Novák organized public lectures and published new novels and short stores inspored by the places he visited and the people he met. He also wrote a four-volume travelogue based on his travel diary. On his journey, Novák took not only still photographs, but short movies as well. After the communists took power in Czechoslovakia in 1948, Novák was purged from public life. No longer heralded as either a traveller or a writer, he was virtually consigned to oblivion. It was not until after 2000 that a study of the phenomenon of Czecho slovak emigration to Tahiti kindled renewed interest in him. In 2010, some of Novák’s previously unknown pho tographs were discovered and donated to the Náprstek Museum’s photographic collection, which is a part of the National Museum in Prague. Movies, diaries and the most of negatives by A. V. Novák have not been preserved, but there is a large number of glass slides used as an accom paniment of lectures. Photographic collection and books by A. V. Novák offer a valuable source of information about the non-Europen countries in 1920s and the ways, how they were presented to public in Czechoslovakia.
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Brito Neto, Epitácio Pessoa de, Telmo de Menezes e Silva Filho, Thaís Gaudencio do Rêgo e Yuri Malheiros. "Evaluating Deep Learning-based Chess-Engine Endgame Strategies". In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.233983.

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Artificial Intelligence has been used to challenge human players in chess for decades. In 1997, IBM’s Deep Blue won against the best chess player of that time, and since then, the chess engines have continued to improve. However, it is not clear if these new high-performing chess engines are learning how to replicate the way human grandmasters play or if they are devising new strategies to win. Therefore, in this paper, we evaluated two chess engines that use deep learning approaches: StockFish NNUE and Lc0, to compare their moves in endgame situations to the moves in chess theory books. We collected 19 types of endgames and we ran the engines to replicate the books’ moves. After that, we computed the similarity, that is, the percentage of equal moves. The Lc0 engine has 40.20% similarity in our experiments and StockFish NNUE 22.50%. These results show that the engines replicate some moves from chess-theory books, but they differ in most parts from what is expected from human players.
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Aljarf, Reima. "DIFFERENTIAL EFFECTS OF THE IPAD ON FIRST AND SECOND LANGUAGE ACQUISITION BY SAUDI CHILDREN DURING THE COVID-19 PANDEMIC". In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-013.

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Since March 2020 until now, children have been studying online due to the Covid-19 pandemic. Since children are studying from home and having more free time than before, they are using their iPads for entertainment and learning purposes. This study is investigating the differential effects of the iPad on first and second language acquisition by Saudi children during the Covid-19 Pandemic. The subjects consisted of 78 parents and 118 children. The children sample was divided into 3 age groups: 1-6 (kindergarten), 7- 9 (grades 1-3), and 10-12 (grades 4-6). Interview-surveys with parents revealed that the iPad is more effective in helping children under the age of 6 in language learning than older children. Older children mainly use the iPad to play games and watch movies. More children under the age of 6 use the iPad to learn English than Arabic (46%) because they go to international kindergartens, lived abroad with their parents, and their parents are English instructors. Young children learn the alphabet, numbers, and new vocabulary such as names of animals, colors, fruits, seasons, continents from special apps, games, cartoons, movies, nursery rhymes, stories, and flash cards. The apps are interactive and use color, animation, audio, and video. Children can use and re-use the apps any time and as many times as they wish. Negative effects of the iPad include bad handwriting, and some children are not interested in print books. The presentation will report the results in detail and will give recommendations for better use of the iPad.
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Jeejoe, Akash, V. Harishiv, Pranay Venkatesh e S. K. B. Sangeetha. "Building a Recommender System Using Collaborative Filtering Algorithms and Analyzing its Performance". In International Research Conference on IOT, Cloud and Data Science. Switzerland: Trans Tech Publications Ltd, 2023. http://dx.doi.org/10.4028/p-1h18ig.

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Recommender Systems (RS) systems help users to select items and recommend useful items to target customers who are interested in them, such as movies, music, books, and jokes. Traditional recommendation algorithms are primarily concerned with improving performance accuracy; as a result, these algorithms prefer to promote only popular products. Variability is also an important inaccurate number of personalized recommendations that suggest unfamiliar or different things. Multi objective development strategies, which magnify these contradictory measures simultaneously, are used to measure accuracy and variability. Existing algorithms have an important feature because they are not flexible enough to control competing targets. We suggest creating a recommendation system based on shared filtering. Instead of finding out the preferences and preferences of users openly, we can find out by publicly analyzing historical and real-time data. This is done through a process called matrix factorization. Matrix factorization algorithms work by decomposing the interactive matrix of the user object into a product of two rectangular matrices with a minimum size. This type of recommendation has the added advantage of finding invisible and unmeasured relationships that are not possible with standard content-based filters.
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Carvalho, Breno, Marcelo Soares, Andre Neves, Gabriel Soares e Anthony Lins. "The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review". In Applied Human Factors and Ergonomics Conference. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100811.

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The term Virtual Reality (VR) was coined by the artist and computer scientist Jaron Lanier, by which he succeeded in expressing the search for the merger between what is real and what is virtual in the 80s. Based on movies such as Tron, by Steven Lisberger, the concept became known worldwide as a technology for digital games the aim of which was to prompt the user into greater interaction with, immersion in and engagement with the environment and the projected narrative. This study sets out a review the state of the art on the concept of VR used in the universe of digital games, whether in the context of research or entertainment, starting with a re-reading of scientific articles, books and online publications on the subject. In the context of digital games, in the past there was a major difficulty about using equipment such as a helmet with goggles, for ergonomic reasons. Currently, new devices are being enhanced to make their usability better for the user, and there are new applications such as using serious games in support of the fields of education and health and in the future, there will be nanotechnology projects applied to virtualizing reality and overcoming the limitations of the human body within the virtual world.
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Ravindra, Vikram, e Ananth Grama. "Characterizing Similarity of Visual Stimulus from Associated Neuronal Response". In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/85.

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The problem of characterizing brain functions such as memory, perception, and processing of stimuli has received significant attention in neuroscience literature. These experiments rely on carefully calibrated, albeit complex inputs, to record brain response to signals. A major problem in analyzing brain response to common stimuli such as audio-visual input from videos (e.g., movies) or story narration through audio books, is that observed neuronal responses are due to combinations of ``pure'' factors, many of which may be latent. In this paper, we present a novel methodological framework for deconvolving the brain's response to mixed stimuli into its constituent responses to underlying pure factors. This framework, based on archetypal analysis, is applied to the analysis of imaging data from an adult cohort watching the BBC show, Sherlock. By focusing on visual stimulus, we show strong correlation between our observed deconvolved response and third-party textual video annotations -- demonstrating the significant power of our analyses techniques. Building on these results, we show that our techniques can be used to predict neuronal responses in new subjects (how other individuals react to Sherlock), as well as to new visual content (how individuals react to other videos with known annotations). This paper reports on the first study that relates video features with neuronal responses in a rigorous algorithmic and statistical framework based on deconvolution of observed mixed imaging signals using archetypal analysis.
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Rapporti di organizzazioni sul tema "Books at the movies"

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Michalopoulos, Stelios, e Christopher Rauh. Movies. Cambridge, MA: National Bureau of Economic Research, marzo 2024. http://dx.doi.org/10.3386/w32220.

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Tserekh, S. G., e I. G. Ovchinnikov. Communication training based on movies. SIB-Expertise, marzo 2023. http://dx.doi.org/10.12731/er0690.28032023.

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В работе представлено применение способа расчета участка сопряжения железнодорожной насыпи земляного полотна с искусственными сооружениями с использованием математической модели взаимодействия подъездной насыпи на подходе к искусственным сооружением с целью определения наиболее эффективного способа укрепления насыпи земляного полотна. Для бесперебойной работы инфраструктуры железнодорожного сообщения, в первую очередь необходимо обеспечить надлежащее функционирование насыпи земляного полотна и искусственных сооружений (водопропускные трубы, мосты и путепроводы), что соответствует долгосрочной программе развития открытого акционерного общества «Российские железные дороги», утвержденной Правительством Российской Федерации от 19 марта 2019 г. N 466-Р. В зоне сопряжения неоднородных сооружений, а именно насыпи земляного полотна и искусственного сооружения возникают деформации (просадки) грунта, что приводит к изменению характера динамического воздействия нагрузки на искусственные сооружения (водопропускные трубы, мосты и путепроводы) и, как следствие, к просадкам и повреждениям насыпи. Для подтверждения математической модели, исследования эффективности укрепления земляного полотна подходной насыпи усиливающими сваями и определения осадки насыпи был разработан способ расчета, базирующаяся на основе программного комплекса Midas. Модель представляет собой укрепленный сваями грунтовый массив с расположенной в нем водопропускной трубой. Для моделирования применены реальные данные физико-механических характеристик грунтов насыпи земляного полотна и подстилающих слоев, приложена временная подвижная железнодорожная нагрузка С-14. Смоделированная нагрузка С-14 задана таким образом, чтобы была возможность определять любые перемещения (грунта, свай, водопропускной трубы и т.д.) в любой момент нагружения и расположения колесной пары от движущегося состава. В результате применения данного способа получены решения по эффективному применению укреплений насыпи земляного полотна при помощи свайного ряда в зависимости от климатических характеристик района (температурный режим местности), количества, расстановки и диаметра свай, типов грунта (связанный, несвязанный) и прочих условий.
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Braslavskaya, E. A. Communication training based on movies. SIB-Expertise, marzo 2023. http://dx.doi.org/10.12731/er0686.28032023.

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Электронный учебный курс “Коммуникативный тренинг на основе видеофильмов” разработан в LMS Moodle и предназначен для дистанционной поддержки самостоятельной работы студентов в высшем учебном заведении различных направлений подготовки. Целью курса является подготовка обучающегося, владеющего основами коммуникации на иностранном языке через активизацию лексико-грамматического материала из видеофильмов.
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Hau-Riege, S. Utilizing plasma physics to create biomolecular movies. Office of Scientific and Technical Information (OSTI), luglio 2015. http://dx.doi.org/10.2172/1236128.

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Anderson, G. Oscar. Producing Movies for the Age 50+ Audience: Infographic. AARP Research, marzo 2017. http://dx.doi.org/10.26419/res.00160.004.

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Anderson, G. Oscar. Is It Worth Making Movies for Older Adults?: Infographic. AARP Research, marzo 2017. http://dx.doi.org/10.26419/res.00160.002.

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DEPARTMENT OF THE ARMY WASHINGTON DC. Administration Trip Books. Fort Belvoir, VA: Defense Technical Information Center, agosto 1998. http://dx.doi.org/10.21236/ada402940.

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Quarterman, J. Recent Internet Books. RFC Editor, marzo 1993. http://dx.doi.org/10.17487/rfc1432.

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Hill Jr., Randall, Jay Douglas, Andrew Gordon, Fred Pighin e Martin van Velsen. Guided Conversations about Leadership: Mentoring with Movies and Interactive Characters. Fort Belvoir, VA: Defense Technical Information Center, gennaio 2003. http://dx.doi.org/10.21236/ada460365.

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Banerjee, Abhijit, Sharon Barnhardt e Esther Duflo. Movies, Margins and Marketing: Encouraging the Adoption of Iron-Fortified Salt. Cambridge, MA: National Bureau of Economic Research, ottobre 2015. http://dx.doi.org/10.3386/w21616.

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