Search results for "Entertainment"

showing 10 items of 99 documents

GIORNALISMO E VETRINIZZAZIONE SOCIALE. LE DERIVE DELLA LOGICA SPETTACOLARE IN ITALIA

2014

The article focuses on the development of a television market model in Italian journalism in the last two decades, characterized by the success of the "entertainment" frame in both TV and print news. The use of a spectacular framing and commercialization of news has its roots in the American popular journalism of the 1800s, but is today connected to the more recent of a «Showcase» (or «display window») communication model. Each place is or can be a stage, and the traditional definition of news is revised: journalism does not present news objectively, but it offers dramatized reconstructions of parts of reality, focusing on the visual impact of the events and on the narrative strategy used t…

GIORNALISMOSettore SPS/08 - Sociologia Dei Processi Culturali E Comunicativimedia_common.quotation_subjectMedia studiesGeneral Social SciencesAdvertisingArtMythologySocial issuesCommercializationVETRINIZZAZIONEEntertainmentFraming (social sciences)INFOTAINMENTModels of communicationJournalismNarrativemedia_common
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Player performance, satisfaction, and video game enjoyment

2009

An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.

Game mechanicsMultimediaComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreEntertainmentGame designFirst personAttributionPsychologyVideo game designSocial psychologyVideo gamecomputerPerformance satisfaction
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‘When the animal cannot keep up a good appearance it had better go out of the room’: vivisection and theatricality in the nineteenth and early twenti…

2018

The nineteenth century represents the consolidation of the field of experimental physiology in medical training, first in continental Europe and then in Britain. As vivisection became more widespre...

HistoryVisual Arts and Performing ArtsVivisectionField (Bourdieu)05 social sciencesArt history06 humanities and the arts0506 political science060104 historyEntertainmentConsolidation (business)050602 political science & public administrationMedical training0601 history and archaeologyStudies in Theatre and Performance
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Recent Advances in the Capture and Display of Macroscopic and Microscopic 3-D Scenes by Integral Imaging

2017

The capture and display of images of 3-D scenes under incoherent and polychromatic illumination is currently a hot topic of research, due to its broad applications in bioimaging, industrial procedures, military and surveillance, and even in the entertainment industry. In this context, Integral Imaging (InI) is a very competitive technology due to its capacity for recording with a single exposure the spatial-angular information of light-rays emitted by the 3-D scene. From this information, it is possible to calculate and display a collection of horizontal and vertical perspectives with high depth of field. It is also possible to calculate the irradiance of the original scene at different dep…

Integral imagingSingle exposurebusiness.industryComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONEntertainment industryContext (language use)Òptica Aparells i instrumentsMicroscòpiaGeographyComputer graphics (images)Computer visionArtificial intelligenceDepth of fieldElectrical and Electronic EngineeringbusinessFocus (optics)Imatges ProcessamentComputingMethodologies_COMPUTERGRAPHICSProceedings of the IEEE
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Exploration of Location-Based Services Adoption

2011

The purpose of this chapter is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing a location-based service prototype simulation. It then conducts an experiment and analysis based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. A survey was developed to extract usage information from participants, followed by an analysis of the results using PLS. The analysis shows significant indicators that suggest …

Knowledge managementComputer Networks and CommunicationsComputer scienceStrategy and Managementmedia_common.quotation_subjectPopulationMobile computingPLSUnified theory of acceptance and use of technologyManagement Information SystemsEntertainmentWorld Wide WebEarly adopterSoftwarePerceptionLocation-Based ServicesMobile technologyMarketingSurveyeducationmedia_commonMarketingService (business)ta113education.field_of_studybusiness.industryBusiness and Management/dk/atira/pure/core/subjects/businessPrototypeComputer Science ApplicationsLocation-based serviceMobile telephonyUTAUTbusinessInternational journal of e-services and mobile applications
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Open Access Publishing as an Incorporator of Research and Innovation Cycle

2005

Even though basic research doesn’t often result in immediately usable products, it plays an essential role in technological innovations, as it has formed the basis for many groundbreaking advances in product development over the decades. For instance, Maxwell’s 19 century research into electricity and magnetic fields (Copeland, 2000) has resulted in a vast array of products that many of us take for granted in modern daily life. And Turing’s intuitive consideration of the way mathematicians think paved the way for the development of computers (Friedel, 2002) and eventually to many digital technologies. A multitude of similar examples that demonstrate the connection between ideas emerging fro…

Knowledge managementSocial PsychologyProduct designbusiness.industryComputer scienceCommunicationMultitudeUSablelaw.inventionHuman-Computer InteractionEntertainmentlawNew product developmentEngineering ethicsThe InternetARPANETbusinessTuringcomputercomputer.programming_languageHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Partenope in festa. Musiche e spettacoli per le nozze di Carlo di Borbone e Maria Amalia di Sassonia (Napoli, 1738)

2022

The celebrations held in Naples for the wedding of King Charles of Bourbon to Maria Amalia of Saxony (1738) offer an interesting example of political propaganda implemented by means of a wise use of feasts. The court, the ecclesiastical institutions and the city authorities compete to honor the important dynastic event and spread a climate of exultation and consensus. The numerous initiatives aim to strengthen the union between the Bourbons and the Wettins and their respective cultures through a dense network of symbols and allegories. In this complex and stratified context, musical events – hosted in the most diverse venues and arranged along a well-thought-out calendar – play a fundamenta…

Leonardo LeoentertainmentMaria Amalia of SaxonySettore L-ART/07 - Musicologia E Storia Della MusicamusicNapleCharles of BourbonpropagandaGiovanni Baldanza
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Entertainment 2.0? The Role of Intrinsic and Extrinsic Need Satisfaction for the Enjoyment of Facebook Use

2014

While intrinsic motivation has received broad attention in recent entertainment research, the effects of extrinsic motivation, such as social pressure to use media, on media enjoyment remain unknown. Based on an online-survey (N = 230), this study tested the effects of intrinsic need satisfaction and perceived social pressure on the enjoyment of Facebook use with structural equation modeling. The results reveal complex effects of extrinsic motivation: While social pressure negatively affected autonomy need satisfaction, it was positively related to competence and relatedness need satisfaction. This study is the first to develop and test a theoretical model of entertainment experience in the…

Linguistics and LanguageCommunicationmedia_common.quotation_subjectNeed satisfactionLanguage and LinguisticsStructural equation modelingEntertainmentIntrinsic motivationSocial mediaPsychologySocial psychologyCompetence (human resources)Self-determination theoryAutonomymedia_commonJournal of Communication
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The Guilty Couch Potato: The Role of Ego Depletion in Reducing Recovery Through Media Use

2014

This article addresses ego depletion as a mechanism influencing media-based stress recovery processes. Using structural equation modeling, relationships between ego depletion, procrastination, guilt, enjoyment, vitality, and recovery experience were tested using data from an online survey (N = 471). Results suggest that ego depletion may increase the risk of negatively appraising the use of interactive (video games) and noninteractive (television) entertaining media as a form of procrastination. The resulting guilt is negatively related to the recovery experience associated with using entertainment. Therefore, ego-depleted individuals may benefit less from the psychological recovery potenti…

Linguistics and LanguageEgo depletionendocrine system diseasesMechanism (biology)Communicationmedia_common.quotation_subjectProcrastinationVitalityLanguage and LinguisticsStructural equation modelingEntertainmentId ego and super-egoMedia usePsychologySocial psychologymedia_commonJournal of Communication
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Los clásicos como resistencia: la lectura literaria en el marco de una educación lectora transmedia

2021

espanolActualmente, existe una propagacion de titulos narrativos inspirados por estructuras argumentales, personajes, temas y arquetipos procedentes de diversos clasicos literarios, historias que trascienden las paginas de los libros y llegan a las grandes pantallas de cine, a las pequenas de los dispositivos moviles o a plataformas diversas de entretenimiento interactivo: diversos servicios de streaming e incluso videojuegos. La lectura literaria hoy en dia implica la expansion de la cultura escrita y los referentes literarios a traves de modos multiples y medios de expresion mediante formas de interpretacion que integran diferentes tipos de discursos (textuales, visuales, sonoros, interac…

Linguistics and LanguageInteractive entertainmentQualitative analysisMultiple mediamedia_common.quotation_subjectPlot (narrative)ArtVideo gameHumanitiesMusicLanguage and LinguisticsEducationmedia_commonTEJUELO. DIDÁCTICA DE LA LENGUA Y LA LITERATURA.EDUCACIÓN
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