Literatura científica selecionada sobre o tema "Books at the movies"
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Artigos de revistas sobre o assunto "Books at the movies"
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.º 1 (1 de abril de 2022): 434. http://dx.doi.org/10.11591/ijeecs.v26.i1.pp434-441.
Texto completo da fonteSingh, 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.º 4 (30 de abril de 2023): 1379–82. http://dx.doi.org/10.22214/ijraset.2023.50303.
Texto completo da fonteSen, 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.º 1 (1 de outubro de 2020): 1795–817. http://dx.doi.org/10.15864/ijelts.3111.
Texto completo da fonteShishodia, Dinesh. "Movie Recommendation System". International Journal for Research in Applied Science and Engineering Technology 9, n.º VI (30 de junho de 2021): 4919–24. http://dx.doi.org/10.22214/ijraset.2021.35929.
Texto completo da fonteLaube, Stefan, e Sergei Zotov. "Vial Movies". Nuncius 37, n.º 1 (20 de outubro de 2021): 1–41. http://dx.doi.org/10.1163/18253911-bja10001.
Texto completo da fonteFogarty, Robert S. "Editorial: Thinking: Books or Movies?" Antioch Review 50, n.º 3 (1992): 453. http://dx.doi.org/10.2307/4612535.
Texto completo da fonteK 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.º 2 (11 de abril de 2023): 460–68. http://dx.doi.org/10.53894/ijirss.v6i2.1512.
Texto completo da fonteChetana, 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.º 2 (6 de outubro de 2023): 133–47. http://dx.doi.org/10.3233/mgs-230012.
Texto completo da fontePerkowitz, Sidney. "Oppenheimer: icon of the nuclear age". Physics World 37, n.º 1 (1 de janeiro de 2024): 24–28. http://dx.doi.org/10.1088/2058-7058/37/01/22.
Texto completo da fonteMurawski, Bartosz. "Herosi w odcinkach. Wczesne ekranizacje komiksów o superbohaterach". Kultura Popularna 3, n.º 49 (31 de março de 2017): 24–35. http://dx.doi.org/10.5604/01.3001.0009.8042.
Texto completo da fonteTeses / dissertações sobre o assunto "Books at the movies"
Hull, Thomas William Allan. "Selling Moral Panic: Social Scientific Criticism of Movies and Comic Books for Children, 1925-1955". Case Western Reserve University School of Graduate Studies / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=case1263949945.
Texto completo da fonteLucas, 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.
Texto completo da fonteCosta, 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.
Texto completo da fonteThis research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry that only exists on transmedia plurality. The research done is theoretical, as it s a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed
A pesquisa investiga a relação entre os fenômenos digitais da transposição e transmídia no contexto da mútua influência entre a cultura dos HQs e games e suas repercussões nas estruturas narrativas digitais. Metodologicamente propõe a leitura e o aprofundamento das relações entre os conceitos buscando o seu entendimento de processo enquanto fenômeno da cultura digital, identificando- os em uma ação história anterior à narrativa transmídia: o salto transmidiático. Para tanto, utiliza-se do movimento e história dos super-heróis, personagens nascidos nas histórias em quadrinhos (HQs) no início do século XX, para demonstrar este caminho e passagem do conceito de transformação do salto transmidiático para o fenômeno da transposição e o objeto transmídia. Mostra ainda que o objeto modelar (HQs) possui características filosóficas, psicológicas, culturais e ontológicas que os tornaram protagonistas da moderna indústria do entretenimento, a qual não existe senão na pluralidade transmídia. A pesquisa realizada é teórica, pois se trata de um estudo com vistas a reconstruir conceitos, para a melhoria de fundamentos teóricos. O método utilizado é a pesquisa bibliográfica, utilizando os materiais existentes acerca do tema, sendo: Scott McCloud e Will Eisner as principais referências sobre a estrutura e linguagem das HQs; os estudos de Gerard Jones a fonte mais utilizada no tocante à História dos superheróis e de seus criadores; Joseph Campbell indicando o caminho mitológico e Richard Reynolds conectando essa visão aos superheróis, fundamental para compreender as narrativas que seguem de um suporte midiático a outro; com Janet Murray sendo o complemento perfeito para o entendimento do funcionamento dessas estruturas no ambiente do game digital. Forma-se assim a base para a discussão do salto transmidiático dos super-heróis: HQ-Filme-Game
Brown, Tyler. "Books Balls and Walls – Mt. Vernon Library and Recreation Center". Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/33331.
Texto completo da fonteMaster of Architecture
Whitehouse, Bradley G. "Access to books for the visually impaired : moving from charity to choice". Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/8482.
Texto completo da fonteGilliotte, Quentin. "L’expérience des biens culturels en régime numérique". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT039.
Texto completo da fonteThis thesis focuses on the experience of cultural goods in a digital environment. Three issues are addressed here. First, the dematerialisation of media, which raises the question of the modalities of attachment to commodities. By seeking an "ideal of authenticity" and making their consumer experience unique, individuals regain the aura that has been lost with the digitisation of cultural goods. The approach to managing, ordering and classifying cultural goods has also changed, moving towards idiosyncratic patterns of classification. The second issue concerns the confrontation with the abundance of the cultural offer, which invites us to reflect upon the forms of exploration and selection of cultural goods, in particular the autonomous forms of discovery of online contents. The results show how digital technology allows a return to the "catch" mode and the use of serendipity. The final chapters deal with the topic of changes in consumption patterns, with first and foremost the forms of optimisation that digital technology allows by facilitating management between stock and flow. Finally, this work focuses on how individuals mobilise cultural property to put themselves in certain emotional and cognitive states, in particular through three regimes: escape, support and profitability. The research is based on two types of empirical material. On the one hand, 63 semi-directive interviews conducted at the respondents' homes, and diversified by age, gender, educational background, place of residence and PCS. On the other hand, a quantitative study by questionnaire structured by quota method. The data collected were subjected to multifactorial analysis (MCA) and classification (AHC)
Lundgren, Helena. "Omslag till böcker och DVD-filmer : en jämförande studie av visuell kommunikation i omslagen till Män som hatar kvinnor och Niceville". Thesis, Högskolan på Gotland, Institutionen för humaniora och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1555.
Texto completo da fonteHatlestad, 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.
Texto completo da fonteKaiser, 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.
Texto completo da fonteKarahalios, Karrie. "Salient movies". Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37554.
Texto completo da fonteIncludes bibliographical references (leaves 64-65).
by Karrie Karahalios.
M.Eng.
Livros sobre o assunto "Books at the movies"
Jerry, Ordway, e Kane Bob, eds. Batman: The movies. New York, NY: DC Comics, 1997.
Encontre o texto completo da fonteRosenbaum, Jonathan. Moving places: A life at the movies. Berkeley: University of California Press, 1995.
Encontre o texto completo da fonteWertz, Julia. Drinking at the movies. New York: Three Rivers Press, 2010.
Encontre o texto completo da fonte1949-, Rand Archie, Granary Books (Firm) e Press Collection (Library of Congress), eds. Movies as a form of reincarnation. New York City: Granary Books, 2004.
Encontre o texto completo da fonteDeBartolo, Dick. Mad murders the movies. New York, N.Y: Warner Books, 1985.
Encontre o texto completo da fonteGagné, Antoinette. The magic of movies. [Lasalle, Québec]: Didier, 1987.
Encontre o texto completo da fonteAbraham, Philip. Television and Movies. New York: Children's Press, an imprint of Scholastic Library Publishing, 2004.
Encontre o texto completo da fonteMichael, Welsh James, e Tibbetts John C, eds. Novels into film: The encyclopedia of movies adapted from books. New York: Checkmark Books, 1999.
Encontre o texto completo da fonteJakubowski, Maxim. The great movies--live!: A pop-up book. New York: Simon & Schuster, 1987.
Encontre o texto completo da fonteHolder, Nancy. Sophomore slumps: Disasterous second movies, albums, singles, books, and other stuff. Secaucus, N.J: Carol Pub. Group, 1995.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Books at the movies"
Renga, Dana. "Modern Mob Movies". In The Italian Cinema Book, 238–45. London: British Film Institute, 2014. http://dx.doi.org/10.1007/978-1-349-92642-8_29.
Texto completo da fonteGenovesi, 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.
Texto completo da fonteShubitz, Stacey. "Choosing Picture Books for Mentor Texts". In Craft Moves, 7–16. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781032680934-2.
Texto completo da fonteShubitz, 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.
Texto completo da fonteDixon, 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.
Texto completo da fonteDixon, 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.
Texto completo da fonteDixon, 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.
Texto completo da fonteDixon, 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.
Texto completo da fonteDixon, 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.
Texto completo da fonteChevez, 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.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Books at the movies"
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.
Texto completo da fonteZha, 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.
Texto completo da fontePenha, 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.
Texto completo da fonteWiersma, 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.
Texto completo da fonteJan, 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.
Texto completo da fonteBrito 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.
Texto completo da fonteAljarf, 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.
Texto completo da fonteJeejoe, 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.
Texto completo da fonteCarvalho, 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.
Texto completo da fonteRavindra, 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.
Texto completo da fonteRelatórios de organizações sobre o assunto "Books at the movies"
Michalopoulos, Stelios, e Christopher Rauh. Movies. Cambridge, MA: National Bureau of Economic Research, março de 2024. http://dx.doi.org/10.3386/w32220.
Texto completo da fonteTserekh, S. G., e I. G. Ovchinnikov. Communication training based on movies. SIB-Expertise, março de 2023. http://dx.doi.org/10.12731/er0690.28032023.
Texto completo da fonteBraslavskaya, E. A. Communication training based on movies. SIB-Expertise, março de 2023. http://dx.doi.org/10.12731/er0686.28032023.
Texto completo da fonteHau-Riege, S. Utilizing plasma physics to create biomolecular movies. Office of Scientific and Technical Information (OSTI), julho de 2015. http://dx.doi.org/10.2172/1236128.
Texto completo da fonteAnderson, G. Oscar. Producing Movies for the Age 50+ Audience: Infographic. AARP Research, março de 2017. http://dx.doi.org/10.26419/res.00160.004.
Texto completo da fonteAnderson, G. Oscar. Is It Worth Making Movies for Older Adults?: Infographic. AARP Research, março de 2017. http://dx.doi.org/10.26419/res.00160.002.
Texto completo da fonteDEPARTMENT OF THE ARMY WASHINGTON DC. Administration Trip Books. Fort Belvoir, VA: Defense Technical Information Center, agosto de 1998. http://dx.doi.org/10.21236/ada402940.
Texto completo da fonteQuarterman, J. Recent Internet Books. RFC Editor, março de 1993. http://dx.doi.org/10.17487/rfc1432.
Texto completo da fonteHill 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, janeiro de 2003. http://dx.doi.org/10.21236/ada460365.
Texto completo da fonteBanerjee, Abhijit, Sharon Barnhardt e Esther Duflo. Movies, Margins and Marketing: Encouraging the Adoption of Iron-Fortified Salt. Cambridge, MA: National Bureau of Economic Research, outubro de 2015. http://dx.doi.org/10.3386/w21616.
Texto completo da fonte