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Статті в журналах з теми "Spectator crowd"

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Arysheva, Anastasiya S. "Mass scenes as a way of manipulating the consciousness of the viewer." Journal of Flm Arts and Film Studies 11, no. 1 (March 15, 2019): 64–72. http://dx.doi.org/10.17816/vgik11164-72.

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The essay explores the significance of mass scenes in the history of cinema. It analyzes the directorial style of Sergei Eisenstein and his concept that the human mass becomes observable only with the invention of cinema. The image of the mass is created by the editing. Long shots transform the real human mass into an infinitely growing mass, while close-ups destroy its image. Film editing involves the audience in the creation of the mass: each foreshortening offers a new vision of the people united in the mass. Mass scenes of the film allow the spectator to become infected with the ideas of the mass and to experience the increase in emotions inherent in a crowd. The film appeals to the spectator whose properties are predetermined. The spectator agrees to the viewing conditions dictated by the film and dissolves in the spectacle. The full involvement of the spectator in what he sees on the film screen is the main feature of cinema. Therefore, the manipulation of the spectators consciousness during the film screening is inevitable. Due to the psychological characteristics of their perception, mass scenes are one of the most powerful ways to control the spectator's emotional and intellectual reactions.
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Brissette-Gendron, Raphaëlle, Pierre-Majorique Léger, François Courtemanche, Shang Lin Chen, Marouane Ouhnana, and Sylvain Sénécal. "The Response to Impactful Interactivity on Spectators’ Engagement in a Digital Game." Multimodal Technologies and Interaction 4, no. 4 (December 4, 2020): 89. http://dx.doi.org/10.3390/mti4040089.

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As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spectators had an impact on the game, higher levels of emotional arousal were recorded, which generated an increase in engagement. These results provide a suggestion of design that could be used by game designers who wish to engage their spectatorship, a segment of their target market that is becoming impossible to ignore.
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Zeitz, Kathryn, Pari Delir Haghighi, Frada Burstein, and Jeffrey Williams. "Understanding the drivers on medical workloads: an analysis of spectators at the Australian Football League." Australian Health Review 37, no. 3 (2013): 402. http://dx.doi.org/10.1071/ah13032.

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Objective. The present study was designed to further understand the psychosocial drivers of crowds impacting on the demand for healthcare. This involved analysing different spectator crowds for medical usage at mass gatherings; more specifically, did different football team spectators (of the Australian Football League) generate different medical usage rates. Methods. In total, 317 games were analysed from 10 venues over 2 years. Data were analysed by the ANOVA and Pearson correlation tests. Results. Spectators who supported different football teams generated statistically significant differences in patient presentation rates (PPR) (F15, 618 = 1.998, P = 0.014). The present study confirmed previous findings that there is a positive correlation between the crowd size and PPR at mass gatherings but found a negative correlation between density and PPR (r = –0.206, n = 317, P < 0.0005). Conclusions. The present study has attempted to scientifically explore psychosocial elements of crowd behaviour as a driver of demand for emergency medical care. In measuring demand for emergency medical services there is a need to develop a more sophisticated understanding of a variety of drivers in addition to traditional metrics such as temperature, crowd size and other physical elements. In this study we saw that spectators who supported different football teams generated statistically significant differences in PPR. What is known about this topic? Understanding the drivers of emergency medical care is most important in the mass gathering setting. There has been minimal analysis of psychological ‘crowd’ variables. What does this paper add? This study explores the psychosocial impact of supporting a different team on the PPR of spectators at Australian Football League matches. The value of collecting and analysing these types of data sets is to support more balanced planning, better decision support and knowledge management, and more effective emergency medical demand management. What are the implications for practitioners? This information further expands the body of evidence being created to understand the drivers of emergency medical demand and usage. In addition, it supports the planning and management of emergency medical and health-related requirements by increasing our understanding of the effect of elements of ‘crowd’ that impact on medical usage and emergency healthcare.
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Liu, Ying, Zheng Zheng Tang, and Hong Peng Xu. "The Effect of Specific Vomitory Width in Stadiums on Evacuation Efficiency Based on Virtual Crowd Simulation." Applied Mechanics and Materials 584-586 (July 2014): 243–46. http://dx.doi.org/10.4028/www.scientific.net/amm.584-586.243.

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Stadium vomitory width plays a very important role in the evacuation process of large number of spectators. The current estimation method of vomitory minimum width in China building codes often brings architects misunderstanding in the egress design and evacuation performance of stadiums. Therefore, this paper investigates the composition of spectator crowds in different events hosted in stadiums, their movement capability and way-finding behaviors, build a typical unit of terraced stand based on the parameters given by building codes, use agent-based model STEPS to simulate and analyze the effect of vomitory width on stadium evacuation efficiency. The simulated results show that the vomitory width affects stadium evacuation efficiency very differently. Architects should organize the circulation system reasonably and provide guidance for spectator crowds while designing the stadiums, not blindly increase the vomitory.
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Wunderlich, Fabian, Matthias Weigelt, Robert Rein, and Daniel Memmert. "How does spectator presence affect football? Home advantage remains in European top-class football matches played without spectators during the COVID-19 pandemic." PLOS ONE 16, no. 3 (March 31, 2021): e0248590. http://dx.doi.org/10.1371/journal.pone.0248590.

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The present paper investigates factors contributing to the home advantage, by using the exceptional opportunity to study professional football matches played in the absence of spectators due to the COVID-19 pandemic in 2020. More than 40,000 matches before and during the pandemic, including more than 1,000 professional matches without spectators across the main European football leagues, have been analyzed. Results support the notion of a crowd-induced referee bias as the increased sanctioning of away teams disappears in the absence of spectators with regard to fouls (p < .001), yellow cards (p < .001), and red cards (p < .05). Moreover, the match dominance of home teams decreases significantly as indicated by shots (p < .001) and shots on target (p < .01). In terms of the home advantage itself, surprisingly, only a non-significant decrease is found. While the present paper supports prior research with regard to a crowd-induced referee bias, spectators thus do not seem to be the main driving factor of the home advantage. Results from amateur football, being naturally played in absence of a crowd, provide further evidence that the home advantage is predominantly caused by factors not directly or indirectly attributable to a noteworthy number of spectators.
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Cummins, R. Glenn, and Zijian Gong. "Mediated Intra-Audience Effects in the Appreciation of Broadcast Sports." Communication & Sport 5, no. 1 (July 24, 2016): 27–48. http://dx.doi.org/10.1177/2167479515593418.

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Despite its ubiquitous presence in mediated sports, the influence of in-stadium crowd response on media audiences has escaped inquiry. Considerable evidence from both within and beyond the context of sports suggests that a co-spectator’s behavior can generate “intra-audience effects” that enhance perceptions of and response to game events. To test this in the context of broadcast sports, an experiment was conducted whereby participants provided moment-to-moment evaluations of radio broadcasts of soccer where mediated spectator response was systematically altered. Results demonstrate mediated intra-audience effects that yielded both inflated perceptions of the exiting nature of play and increased sense of spatial immersion in the mediated environment. The effect was most pronounced when game events were not intrinsically exciting.
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Frosdick, Steve. "Pompey v Saints: A Case Study in Crowd Segregation." International Journal of Police Science & Management 7, no. 3 (September 2005): 149–59. http://dx.doi.org/10.1350/ijps.2005.7.3.149.

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In the United Kingdom, spectator violence at sports events, particularly at football (soccer) matches, is an ancient yet current policing problem. ‘Football hooliganism’ has received considerable academic scrutiny, however the main focus has been on who the hooligans are and why they behave as they do. Other salient issues, for example the policing of spectator violence, have received rather less research attention. One aspect of such policing involves the physical segregation of rival sets of supporters. This paper is an empirical case study of the crowd segregation arrangements adopted for the 2003–2004 Derby1 matches between Southampton and Portsmouth football clubs. This case study outlines the concept of segregation and describes the two stadiums. It then gives a participant observer account of the segregation arrangements and incidents at the matches. Finally, the paper suggests six more general conclusions based upon the case study. Segregation remains necessary and is best achieved by management rather than physical measures. The proximity of the visiting fans coach (bus) arrival point is important, and it is easier to manage the staggered arrival of small groups of fans. What happens outside the ground has a direct effect on what happens inside and experienced stewards are more effective at ‘policing’ fans than the public police service.
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Fuoco, Ester. "Dream by the Royal Shakespeare Company: a dystopian experience of live performance, between avatars and virtual reality." Altre Modernità, no. 28 (November 30, 2022): 351–62. http://dx.doi.org/10.54103/2035-7680/19184.

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If, by definition, the performing event could not do without the co-presence in space and time of spectators and actors (Brook 21), history has shown us how profound reflections on the possibility of shifting the fundamental axes of theater have nevertheless come about. The increasingly substantial presence of video within performances, even if filmed in real-time, is one example that has called into question the fundamental concept of hic et nunc. The creation of performances for a single spectator has altered the anthropological binomial community/ritual in addition to the "non-human" entity of the performer, from metal theater to cyborg performance (Schrum). The Royal Shakespeare Company's new production (2021) Dream will be analyzed to discuss the particular artistic experimentation that has become widespread in the Covid era. This production, which is a technological performance watched by more than 20,000 people worldwide in just three days, brings performance and gaming technology together to explore new ways for the audience, a remote spectator, to experience live theater (Aebischer 21). As live play performances and readings continually crowd virtual platforms, theater is undergoing a radical shift from stage to screen and cyberspace. However, will these new formats survive in the post-pandemic times?
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Setti, Francesco, Davide Conigliaro, Paolo Rota, Chiara Bassetti, Nicola Conci, Nicu Sebe, and Marco Cristani. "The S-Hock dataset: A new benchmark for spectator crowd analysis." Computer Vision and Image Understanding 159 (June 2017): 47–58. http://dx.doi.org/10.1016/j.cviu.2017.01.003.

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Valmont, Elizabeth, Matthew Wilkinson, and Ashwin Thomas. "Stadia acoustic atmosphere and spectator experience: Quantifying crowd noise with architectural form." Journal of the Acoustical Society of America 140, no. 4 (October 2016): 3291–92. http://dx.doi.org/10.1121/1.4970463.

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Дисертації з теми "Spectator crowd"

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Jan, Yasir. "Novel architectures for spectator crowd image analysis." Thesis, Jan, Yasir (2020) Novel architectures for spectator crowd image analysis. PhD thesis, Murdoch University, 2020. https://researchrepository.murdoch.edu.au/id/eprint/59147/.

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Crowd image analysis can involve various tasks, such as head detection, head pose estimation, and body detection. These tasks face a range of issues including low resolution, varying crowd density, overlapping bodies, and image corruptions. Additionally, the techniques performing these tasks have computational overhead as well. Existing head detection techniques perform poorly for very low-resolution images. They also cannot perform head detection and head pose estimation simultaneously for multiple heads. To address these issues, we propose a novel neural network architecture (WNet), which performs joint tasks on low-resolution multiple heads. Experiments on the spectator crowd dataset (S-HOCK) show that fewer images can be used for the simultaneous tasks. Existing body detection techniques rely on the visibility of body parts. But in dense spectator crowd images, the bodies are occluded, and not visible clearly. We propose “pixel matching based body detection” (PMBD) technique, to reduce the effect of occlusion in body parts. It can locate the body region by color matching and proximity. Experiments are performed on the S-HOCK dataset to accurately detect occluded bodies in a crowd image. When low-resolution images, such as spectator head images, get distorted with corrup-tions e.g. blurriness, pixelation, and fog, they are poorly classified by the neural networks. Existing robustness techniques aim towards a specific type of corruption and improve the accuracy. We propose a novel technique, called “Edge to edge scanline smoothing” (ESS), for image enhancement to mitigate the effect of a wide range of corruption. Training of neural networks is a computationally extensive task. The proposed structure of neurons called the “Multiple Output Neurons” (MON), in contrast to conventional single output neurons, can be used in the training process to reduce computation in the neural networks. We demonstrate a reduction in computation for various tasks, such as spectator crowd head pose classification.
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McAllister, Kevin Michael. "Analysis of sport crowd behavior adapting Smelser's theory of collective behavior." Thesis, Boston University, 2002. https://hdl.handle.net/2144/32796.

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Thesis (Ed.D.)--Boston University
PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis or dissertation. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.
The purpose of this study was to validate a new protocol for examining spectator behavior at high school sporting events. The methodology was based on the construct of Smelser's (1962) six determinants of collective behavior - conduciveness, strain, growth of beliefs, precipitating factors, mobilization , and social controls - and operationalised incorporating both qualitative (interviews and observations) and quantitative methods that included a behavioral assessment, an identification scale, and pre- and post-game emotional scales. Fourteen games (3 hockey, 6 soccer, 5 football) were observed over three stages of methodological development. Data were collected by teams of researchers at the games, and then were organized by themes relating to the six determinants. The themes were then examined against social and psychological theories attributed to spectator research, and examined for new construct relationships of the determinants. The research yielded a valid methodology for further spectator research, and suggestions for understanding spectator behavior are offered.
2031-01-01
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CONIGLIARO, Davide. "Spectator crowd: a social signal processing perspective." Doctoral thesis, 2016. http://hdl.handle.net/11562/940037.

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Questa tesi propone un nuovo tipo di analisi in Computer Vision basato sulla folla di spettatori, ovvero una folla formata da persone riunite per guardare qualcosa di specifico che attira il loro interesse. Alcuni scenari tipici in cui è presente la folla di spettatori sono gli stadi, i teatri, le aule, ecc., questi scenari condividono alcuni aspetti con la folla tradizionale; per esempio, il fatto che osservo molte persone contemporaneamente e quindi l'analisi sul singolo individuo è complicata; tuttavia, nel nostro caso, la dinamica delle persone è vincolata dalla struttura architettonica; in particolare, le persone tendono a rimanere in una posizione fissa per la maggior parte del tempo, limitando la loro attività ad applaudire, alzare le mani, supportare i giocatori o discutere con i vicini. Per affrontare questa problematica, abbiamo deciso di seguire un approccio di Social Signal Processing basato su tecniche di Computer Vision e teorie sociologiche. In particolare, mostriamo risultati concreti su come sia possibile distinguere il comportamento delle persone attraverso un'analisi automatica delle loro attività sociali. Il lavoro proposto comprende un nuovo dataset, "Spectators Hockey" (S-Hock), dove vengono analizzate 4 partite di hockey su ghiaccio registrate in occasione di un torneo internazionale. Sui video ottenuti è stata effettuata una massiccia annotazione, con particolare attenzione verso gli spettatori a diversi livelli di dettaglio: ad alto livello, le persone sono state etichettate in base alla squadra che tifavano e in base al loro rapporto di conoscenza con la persona seduta a fianco; a basso livello invece sono state annotate informazioni relative alla posa (della testa e del corpo), ma anche azioni specifiche come battere le mani, sventolare bandiere ecc. L'annotazione si è focalizzata anche sul campo di gioco al fine di mettere in relazione il comportamento della folla con quello che avviene in campo. Questo lavoro ha portato a più di 100 milioni di annotazioni, utili per applicazioni standard di basso livello come il conteggio di oggetti, il rilevamento di persone e la stima della posa delle teste, ma anche per le applicazioni di alto livello, come la categorizzazione degli spettatori e il riconoscimento degli eventi. Per tutte queste applicazioni forniamo protocolli e baseline dei risultati al fine di favorire ulteriori ricerche. All'interno di questo quadro generale, l'obiettivo della tesi è duplice: da un lato, dimostrare come un forte background sociologico sia necessario per affrontare il problema generale dell'analisi delle folle; dall'altro, sottolineare la necessità di approfondire un problema specifico, come quello della folla di spettatori, attraverso la progettazione di metodi in grado di adattarsi alle peculiarità di uno scenario innovativo per la Computer Vision. Noi confidiamo sul fatto che S-Hock e i nostri studi possano innescare lo sviluppo di approcci innovativi ed efficaci per l'analisi del comportamento delle persone in ambienti affollati.
What this thesis proposes is a new type of crowd analysis in computer vision, focused on the spectator crowd, that is, people "interested in watching something specific that they came to see". Typical scenarios of spectator crowds are stadiums, amphitheaters, classrooms, etc., and they share some aspects with classical crowd monitoring; for instance, since many people are simultaneously observed, per-person analysis is hard; however, in the considered cases, the dynamics of humans is more constrained, due to the architectural environment in which they are situated; specifically, people are expected to stay in a fixed location most of the time, limiting their activities to applaud, watch, support/heckle the players or discuss with the neighbors. We start facing this challenge by following a social signal processing approach, which grounds computer vision techniques in social theories. More specifically, leveraging on social theories describing expressive bodily conduct, we will show interesting results on how it is possible to distinguish people behaviors by automatically detecting their social activities. In particular, we propose a novel dataset, the Spectators Hockey (S-Hock), which deals with 4 hockey matches recorded during an international tournament. A massive annotation has been carried out on the dataset, focusing on the spectators at different levels of detail: at a higher level, people have been labeled depending on the team they were supporting and on the acquaintance they have with spectators who sit close to them; going to the lower levels, standard pose information has been considered (regarding the head, the body), but also fine grained actions such as hands on hips, clapping hands, etc. The labeling has also been focused on the game field, allowing to relate what was going on in the match with the crowd behavior. This brought to more than 100 millions of annotations, useful for standard lowlevel applications as object counting, people detection and head pose estimation, but also for high-level tasks, as spectator categorization and event recognition. For all of these we provide protocols and baseline results, encouraging further research. In this general picture, this thesis has been devoted to demonstrate that a strong sociological background is necessary to deal with crowd analysis in general, but also to underline the need to explore a novel specific issue, namely spectator crowd, by developing approaches able to adapt to the peculiarities of this scenario, which is new in computer vision. We are confident that S-Hock and our studies may trigger the design of novel and effective approaches for the analysis of human behavior in crowded settings and environments.
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Trask, John-Peter V. "Working the crowd the powers and pleasures of wrestling fandom /." 2006. http://www.oregonpdf.org.

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Thesis (M.A.)--University of Wisconsin--Milwaukee, 2006.
Includes bibliographical references (leaves 138-143). Also available online (PDF file) by a subscription to the set or by purchasing the individual file.
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Книги з теми "Spectator crowd"

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Ireland. Committee on Public Safety and Crowd Control. Committee on public safety and crowd control: Report. Dublin: Stationery Office, 1990.

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Peterson, Lorna. Crowd control: A checklist of materials. Monticello, Ill: Vance Bibliographies, 1989.

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3

Beene, Charles. Police crowd control: Risk-reduction strategies for law enforcement. Boulder, Colo: Paladin Press, 1992.

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Canada, Canada Emergency Preparedness. Emergency preparedness guidelines for mass, crowd-intensive events. Ottawa: Emergency Preparedness, 1995.

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5

Gozdór, Grzegorz. Bezpieczeństwo imprez masowych: Komentarz. Warszawa: Wydawn. C.H. Beck, 2008.

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6

Oliver, Popplewell, ed. Final report - Committee of Inquiry into Crowd Safety and Control at Sports Grounds. London: The Committee, 1986.

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Office, New York State Emergency Management. Crowd control planning in New York State: A report to the governor and the Legislature. [Albany?, N.Y: The Office, 1990.

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Committee on Homeland Security, majority staff report examining: Public health, safety, and security for mass gatherings. Washington, D.C.]: U.S. House of Representatives, Committee on Homeland Security, 2008.

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John, Williams, and Dunning Eric, eds. Football on trial: Spectator violence and development in the football world. London: Routledge, 1990.

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10

Bennett, Colin J. Security games: Surveillance and control at mega-events. New York: Routledge, 2011.

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Частини книг з теми "Spectator crowd"

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Conigliaro, Davide, Francesco Setti, Chiara Bassetti, Roberta Ferrario, and Marco Cristani. "ATTENTO: ATTENTion Observed for Automated Spectator Crowd Analysis." In Human Behavior Understanding, 102–11. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-02714-2_9.

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Jan, Yasir, Ferdous Sohel, Mohd Fairuz Shiratuddin, and Kok Wai Wong. "Body Detection in Spectator Crowd Images Using Partial Heads." In Image and Video Technology, 65–77. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34879-3_6.

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Au, S. Y. Z., J. Gilroy, and R. A. Haslam. "Assessing Crowd Dynamics and Spectator Safety in Seated Area at a Football Stadium." In Pedestrian and Evacuation Dynamics, 663–74. Boston, MA: Springer US, 2011. http://dx.doi.org/10.1007/978-1-4419-9725-8_59.

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Jan, Yasir, Ferdous Sohel, Mohd Fairuz Shiratuddin, and Kok Wai Wong. "WNet: Joint Multiple Head Detection and Head Pose Estimation from a Spectator Crowd Image." In Computer Vision – ACCV 2018 Workshops, 484–93. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21074-8_38.

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Lewis, Robert W. "Sportsmen or savages? Stadium sport and its spectators, 1900–60." In The Stadium Century. Manchester University Press, 2016. http://dx.doi.org/10.7228/manchester/9781526106247.003.0004.

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The third chapter focuses on the stadium’s relationship to the efforts of French sporting elites to create a well-disciplined, deferential and masculine public at spectator sporting events in the period between 1918 and the mid-1950s. During this era, rugby, soccer and cycling became the pre-eminent spectator sports in France, promoted and analysed by a burgeoning media complex. Far from rejoicing at the burgeoning popularity of spectator sport, French sporting journalists and officials sought to ‘improve’ and reshape the crowd, both physically through the stadium and discursively in the narratives about ‘sporting education’ that surrounded it. However, these physical and rhetorical efforts to redefine the sporting public as respectable and masculine were continually undermined by the commercial logic of sport itself and the actual practices of male and female spectators present both inside and outside the stade. Faced with a public that resisted physical and rhetorical discipline and that created its own spectator experience, the journalists and sporting impresarios who promoted French sport slowly and somewhat begrudgingly came to recognize the crowd as a less overtly problematic public of male and female consumers which needed to be recruited and accommodated.
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Conigliaro, Davide, Roberta Ferrario, Céline Hudelot, and Daniele Porello. "Integrating Computer Vision Algorithms and Ontologies for Spectator Crowd Behavior Analysis." In Group and Crowd Behavior for Computer Vision, 297–319. Elsevier, 2017. http://dx.doi.org/10.1016/b978-0-12-809276-7.00016-3.

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Lewis, Robert W. "‘A civic tool of modern times’: politics, mass society and the stadium." In The Stadium Century. Manchester University Press, 2016. http://dx.doi.org/10.7228/manchester/9781526106247.003.0003.

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This chapter explores how the stadium became central to a mode of political spectacle in France, from the mid-1920s up through the end of the Second World War, at a moment when it was also critical to politics elsewhere in Europe. A range of political luminaries and groups, from the anti-fascist Popular Front coalition to the Vichy regime, promoted stadium-based spectacles as a visible manifestation of political vitality, mass support and masculine citizenship. The stadium gave politicians a vast spectator space that proved ideal for staging political rallies, political plays or religious ceremonies that both aspired to transform spectators into active participants and that entailed efforts to discipline the public. But while the crowd may have been disciplined and mobilized inside the stadium, it also eluded those constraints and often disappointed those politicians seeking to create a unified public. In the years after the Second World War, the French stadium gradually disappeared as a pre-eminent staging-ground for mass politics, as the stadium crowd itself became progressively depoliticized.
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Hedberg Olenina, Ana. "The Pulse of Film." In Psychomotor Aesthetics, 237–314. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190051259.003.0006.

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Chapter 5 considers psychophysiological efforts to assess the emotional responses of filmgoers by photographing their facial reactions and registering changes in their vital signs. These studies were done in the USSR for the purpose of raising the effectiveness of film propaganda among proletarian, rural, and juvenile audiences, and in the United States, for identifying crowd-pleasing narrative formulae. The chapter juxtaposes spectator tests conducted by the inventor of the polygraph lie detector, William Moulton Marston, for Universal Studios in Hollywood with analogous initiatives launched by various agencies under the jurisdiction of the Narkompros (a Soviet ministry for education and propaganda). I further trace the roots of these empirical methods to late 19th-century trends in physiological psychology, when chronophotography served alongside the kymograph for obtaining indexical records of corporeal processes that were thought to reflect the workings of the psyche. Offering a critical reading of this legacy, the chapter shows how these spectator studies replicated the universalist fallacies of biologically oriented psychology, in addition to strengthening a patronizing attitude toward the subjects of research: women, children, and illiterate peasants.
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Young, Darius. "“The Saving of Black America’s Body and White America’s Soul”." In An Unseen Light. University Press of Kentucky, 2018. http://dx.doi.org/10.5810/kentucky/9780813175515.003.0003.

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In 1917 Ell Persons was lynched in Memphis, Tennessee. Persons, a black woodchopper in his thirties, was burned alive in front of a crowd of at least 15,000 spectators at the Wolf River Bridge after being accused of raping and murdering a sixteen-year-old white schoolgirl by the name of Antoinette Rappel. This essay provides a detailed narrative of the lynching, which garnered international attention, but it also discusses the reactions and activism of black Memphians in the wake of this horrific event. Robert Church Jr. took a leadership role and drove the establishment of the city’s NAACP chapter. This essay shows how the lynching of Ell Persons shaped and was shaped by the political, social, and racial atmosphere of Memphis during the Jim Crow era.
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"Myth: Hughes’s ‘crow’ and Heaney’s ‘bog poems’." In Studies in the spectator role, 179–97. Routledge, 2017. http://dx.doi.org/10.4324/9781315087580-12.

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Тези доповідей конференцій з теми "Spectator crowd"

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Mahmood, Arif, and Nasir Rajpoot. "Action Recognition in Spectator Crowds." In Qatar Foundation Annual Research Conference Proceedings. Hamad bin Khalifa University Press (HBKU Press), 2016. http://dx.doi.org/10.5339/qfarc.2016.ictpp3076.

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Mahmood, Arif, Muhammad Shaban, Haroon Idrees, Nasir M. Rajpoot, and Mubarak Shah. "Pose Detection for Partially Occluded Persons in Spectator Crowds." In Qatar Foundation Annual Research Conference Proceedings. Hamad bin Khalifa University Press (HBKU Press), 2016. http://dx.doi.org/10.5339/qfarc.2016.sshapp3413.

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Thurston, Leanne. "How Staged Head-On Collisions Changed Public Perception of Railroads." In 2019 Joint Rail Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/jrc2019-1329.

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With any new mode of transportation comes new fears for both the public and those involved in the industry. The advent of the transcontinental railroad was no different. When the transcontinental railroad was complete and trains became more commonplace for travel, the biggest fear became the worst case scenario: a head on collision between two trains. The idea of the head on collision remained the biggest fear of the public because it happened and was based on reality, but was rarely witnessed, which made the idea even more lofty. But with the standardization of time in the 1880’s, there were fewer crashes and collisions of railroads, but people were still afraid. Railroad companies began to brainstorm the best way to change public perception, and began to stage head on collisions open to public viewing for a small fee. Naturally, the idea took off, and head on collisions between trains became the next source of entertainment. For $2, spectators could watch two locomotives crash into each other at speeds of 58 miles an hour in Crush Texas, or even cheaper in Ohio. But this was more than just entertainment. William Crush, the most famous locomotive smasher had actually worked on the railroad known as the Katy. When asked by the executives of the railroad to boost sales, head on collision was his solution. Despite multiple injuries suffered in the crowd from shrapnel and an exploded boiler, this showcase worked, and ridership of the Katy increased dramatically. Crush’s display was not the first, or last time this took place around the country, but it was the most deadly, which makes it the most memorable and begs the question “what role do these staged collisions play in railroad history?” Ridership in the decades leading up to these staged collisions was steadily declining, and safety measures were not taken into consideration. But with these staged collisions that turned around. People, not just the public were able to see and study the different collisions and put minds at ease. But it also tells about the United States population at the time. These staged collisions could not have happened in any other era because of the industrial revolution which allowed railroad companies to begin to replace old locomotives and iron tracks with steel.
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