Search results for "Entertainment"

showing 10 items of 99 documents

A magically nice guy: Parasocial relationships with Harry Potter across different cultures

2011

This study explored parasocial relationships (PSRs) with Harry Potter that readers from different cultures have developed. An overall sample of 2551 Potter fans from Germany (individualistic culture) and Mexico (collectivistic culture) completed an online questionnaire assessing their parasocial relationship with the character. Fans from the collectivistic culture rated Potter’s sociability higher than fans from the individualistic culture. For fans from both cultures, social attraction turned out as most important determinant of PSRs with Potter, while homophily ranked lowest. Overall, PSRs and fandom turned out to be quite similar across cultures, with some differences in character perce…

EntertainmentIndividualismIndividualistic cultureSociology and Political ScienceCommunicationCollectivismNice guySociologyFandomSocial scienceCross-cultural studiesSocial psychologyHomophilyInternational Communication Gazette
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Media Entertainment and Well-Being-Linking Hedonic and Eudaimonic Entertainment Experience to Media-Induced Recovery and Vitality

2014

This paper explores the impact of hedonic and eudaimonic entertainment experience on well-being. We propose that the satisfaction of recovery needs can provide an important link that connects recent 2-factor models of entertainment with well-being after media consumption. Using path modeling, relationships between hedonic/eudaimonic entertainment experiences, media-induced recovery experience, and vitality as a recovery outcome were explored in an experiment (N = 120). Results suggest that different recovery needs are satisfied by hedonic versus eudaimonic entertainment: Although hedonic entertainment experiences were associated with the recovery dimensions of relaxation and psychological d…

EntertainmentLinguistics and LanguageCommunicationMedia usePsychological detachmentWell-beingAdvertisingVitalityPsychologySocial psychologyEudaimoniaLanguage and LinguisticsMedia consumptionJournal of Communication
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Why Study the Spread of Culture-led Development Strategies?

2012

Culture, entertainment and amenities as urban and regional development policies have received much attention over the last decade. In the wake of recent work on the creative class, culture-led development policies have been applied in cities and regions across the Western world. This article uses quantitative data to examine whether these policies have gained the support of Scandinavian local and regional politicians and, if so, why and how. Drawing on policy diffusion and policy transfer theory, the article examines from where politicians are influenced. Can the sources of influence be characterized as (1) horizontal, (2) top-down or (3) bottom-up? The main finding is that the top-down per…

EntertainmentPolicy studiesEconomic growthPolicy transferWork (electrical)Political Science and International RelationsGeography Planning and DevelopmentEconomicsWestern worldEconomic geographyCreative classRegional policyCultural policyRegional & Federal Studies
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Entreteniment i entreteniments en la cort d?Alfons el Magnànim (1424-1430).

2019

Resum: El propòsit d’aquest article és analitzar les formes d’entreteniment en la cort reial aragonesa a principis del segle XV, concretament, en el període entre 1424 i 1430 en què el rei Alfons el Magnànim (1416-1458) s’estableix a València. Amb d’aquest estudi volem establir quines són les activitats lúdiques del rei i dels nobles (justes, cacera, entreteniments musicals i qualsevol altre tipus de jocs i espectacles) i determinar quina era la missió d’aquestos jocs i passatemps en l’organització de la cort, la diplomàcia i les relacions del rei amb els aristòcrates o, encara, en la propaganda reial.Paraules clau Alfons el Magnànim, cort, jocs, noblesa, entreteniment.Abstract: The main pu…

EntertainmentUNESCO::CIENCIAS DE LAS ARTES Y LAS LETRASHistoryLiterature and Literary TheoryNobilitymedia_common.quotation_subject:CIENCIAS DE LAS ARTES Y LAS LETRAS [UNESCO]ArtHumanitiesLanguage and LinguisticsDiplomacymedia_common
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An Application of Ant Colony Optimization to Decision Making on Affective Virtual Entities

2007

Learning is a never ending activity for humans; it takes place everywhere and even when we do not realize. However, current learning environments make students deal with lectures, mostly associated with low control of the situation and implicit motivation. In contrast, previous researches have shown that sports, games or hobbies are activities that make people reach optimal experiences where self-motivation, control of the situation, high level of concentration and enjoyment are present. Some current efforts to design next generation of learning environments make use of ubiquitous systems to encourage students to perform learning activities everywhere and at anytime. However, those approach…

EntertainmentUbiquitous systemsUbiquitous computingMultimediaComputer scienceAnt colony optimization algorithmsControl (management)Augmented realityUbiquitous learning environmentComputer aided instructioncomputer.software_genrecomputerNinth International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC 2007)
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Barriers to Sport Participation Faced by Ethiopian and Eritrean Migrant Women in Switzerland

2021

Global migration (both forced and voluntary) has intensified the interaction between existing and emerging cultures. Sport has gained recognition as an effective tool for enhancing migrants’ overall wellbeing, active participation, and social integration. However, a growing number of studies have shown that migrant women have the lowest rate of sport participation, especially in organized clubs. These findings have brought the accessibility and inclusion of existing sport structure and culture in host countries into question. Using the six-factor model of constraints by Tsai and Coleman (1999), this study explored the barriers that hinder Ethiopian and Eritrea migrant women (EEMW) from part…

Ethiopian and Eritrean migrant womennaisetkotoutuminen (maahanmuuttajat)barriersetiopialaisetSveitsisocial integration790 Sports games & entertainmentliikuntamigrationesteetmaahanmuuttajat790 Sports games & entertainmentsport participationliikuntaharrastusertirealaisetSwitzerlandosallistuminen
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Scientific ethos and the cinematic zombie outbreak : science in fictional narratives

2015

Public anxiety about emerging biothreats is evident in the recent glut of popular entertainment where the demise, or near demise, of humankind is imagined to be the result of a new infectious pathogen against which science has no existing vaccine or cure. This article examines the figure of the scientist in such fictional narratives and what these characterizations indicate about public attitudes toward science in our contemporary world. It focuses in particular on the image of the scientist as clumsy naïve, immoral experimenter, heroic savior, and self-reflexive ethical agent.

EthosEntertainmentMultidisciplinaryHistory and Philosophy of ScienceAestheticsZombieNarrativeDemiseSociologyEpistemology
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Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries

2019

Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional and professional requirements among which usability plays a key role. The aim of the research is to steer the direction towards a game-design framework for evidence-based clinical procedure libraries (eCPL). For context analysis and game-element presentation, a "serious application" example is shown to illustrate the improvement through game-design elements. A context analysis was required to select suitable game-design elements to target system usability and solve s…

Evidence-based practiceEmergency managementComputer sciencebusiness.industryComputingMilieux_PERSONALCOMPUTINGUsability02 engineering and technologyEntertainment03 medical and health sciencesContext analysis0302 clinical medicineInteractivityGame designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringSystems design020201 artificial intelligence & image processing030212 general & internal medicinebusiness2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)
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EHeBby: An evocative humorist chat-bot

2008

A conversational agent, capable to have a "sense of humor" is presented. The agent can both generate humorous sentences and recognize humoristic expressions introduced by the user during the dialogue. EHeBby is an entertainment oriented conversational agent implemented using the ALICE framework embedded into an Yahoo! Messenger client. It is characterized by two areas: a rational, rule-based area and an evocative area. The first one is based on well founded techniques of computational humor and a standard AIML KB. The second one is based on a conceptual space, automatically induced by a corpus of funny documents, where KB items and user sentences are mapped. This area emulates an associativ…

Facial expressionComputer Networks and CommunicationsComputer sciencebusiness.industryComputational humorTK5101-6720AIMLcomputer.software_genreconversational agent computational humor conceptual spaceComputer Science ApplicationsEntertainmentHuman–computer interactionTelecommunicationArtificial intelligenceDialog systemAlice (programming language)businesscomputerAssociative propertyNatural language processingcomputer.programming_languageAvatar
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Optimization of Cultural Heritage Virtual Environments for Gaming Applications

2020

Serious games are games with a purpose beyond entertainment and are widely acknowledged as fruitful tools for learning and developing skills across multiple domains, including educational enhancement. In the last few years, the world of serious games has widely increased. The use of these types of games can aid in classrooms to not only help the students learn concepts but also to improve their motivation to do so. However, designing games necessitates very specialized personnel and the process can often be costly and slow. The adaptions of the design to the implantation phase are also difficult and the process needs more focus. The challenge of this study was to create a game within the co…

Focus (computing)MultimediaComputer scienceProcess (engineering)ComputingMilieux_PERSONALCOMPUTINGVirtual realitycomputer.software_genreAdventureCultural heritageEntertainmentVirtual machineSettore ICAR/17 - DisegnoSerious Game Cultural Heritage Virtual EnvironmentUser interfacecomputer
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