Search results for "Entertainment"

showing 10 items of 99 documents

Testing Measurement Invariance of Hedonic and Eudaimonic Entertainment Experiences Across Media Formats

2016

ABSTRACTThe aim of this study is to investigate the measurement invariance of media users’ entertainment experiences as conceptualized by two-process models of entertainment (i.e., enjoyment and appreciation) across different media formats. With this purpose, the present research relates to the recent rise of entertainment research, embracing more and more media types and formats with which entertainment experiences may occur. At the same time, it addresses a methodological issue that has rarely been addressed in communication research. Focusing on one of the most often used measurement instruments in entertainment research, on three different media formats (political talk shows, comedies, …

MultimediaCommunication05 social sciences050401 social sciences methods050801 communication & media studiesAdvertisingcomputer.software_genreEudaimoniaEntertainment0508 media and communications0504 sociologyMeasurement invariancePsychologyPractical implicationscomputerCommunication Methods and Measures
researchProduct

Workload Characterization in Multiplayer Online Games

2006

In recent years, distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been characterized, the special features of multiplayer online games make these applications to require a particular workload characterization. This paper presents the workload characterization of multiplayer online games. This characterization is based on real traces, and it shows that the movement patterns of avatars used to develop optimization techniques for DVE systems can be extrapolated to First Person Shooti…

MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGEntertainment industryWorkloadcomputer.software_genrePopularitycomputerAvatar
researchProduct

Providing Full Awareness to Distributed Virtual Environments Based on Peer-to-Peer Architectures

2006

In recent years, large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Since architectures based on networked servers seems to be not scalable enough to support massively multiplayer applications, peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for this kind of systems. However, the main challenge of P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. We have denoted this problem as the awareness problem. Although some proposal…

MultimediaComputer scienceScale (chemistry)ServerScalabilityEntertainment industryPeer-to-peerUnicastcomputer.software_genrecomputerPopularity
researchProduct

Cultural institutions as agents of urban and community regeneration in the (post-)pandemic city. The case of the «Laboratorio Zen Insieme» in Palermo

2022

Although all cities in the world have been affected by the COVID-19 pandemic, its impacts on the territories, yet to be understood, are unevenly distributed, revealing extremely varied imbalances depending on the places. However, it is clear that the virus and its variants have aggravated pre-existing socio-spatial inequalities, creating new ones and bringing attention back to those implications between space, planning, public health and citizenship that are at the origins of contemporary urbanism. In a reference framework in which the crisis is globalized but unequal and in the absence of a welfare system capable of responding to the urgencies of the most marginalized social contexts and g…

Olsen 2018Settore ICAR/21 - UrbanisticaSettore M-GGR/01 - GeografiaSacco and Blessi 2009). In the current (post-) pandemic context and through the lens of a southern European perspective the purpose of this article is to critically reflect about the role of culture as possible vehicle of urban and community regeneration. In particular we will focus on the activities of the no profit organization «Laboratorio Zen Insieme» in ZEN2 one of the last large popular and peripheral neighborhoods built in Palermo at the end of 80s in order to explore and understand how cultural practices work as agent of urban and social transformation capable of addressing emerging issues especially in the pandemic scenario we are experiencing. Thecasestudy has been conducted through analysis of documents participative observations (Honer and Hitzler 2015) and qualitative in-depth interviews with key actors involved in the conception organization and management of the activities carried out by Laboratorio Zen Insieme with representatives of local institutions and non-formal conversations with participants of the workshops heldin the neighborhood. The experience we narrate finds that cultural practices have re-conceptualized their design and functions as strategies of urban and community regeneration and at the same time have contributed to answer to emergent issues in developing proximity and local based strategies facing up to problems inherent civil rights educationalpoverty socio-spatial justice and have changed the image and identity of urban places they inhabit.In this sense the research provides a framework for development of strategies and legitimization for cultural practices and a point of discussionabouttheirrolein urban development.Although all cities in the world have been affected by the COVID-19 pandemic its impacts on the territories yet to be understood are unevenly distributed revealing extremely varied imbalances depending on the places. However it is clear that the virus and its variants have aggravated pre-existing socio-spatial inequalities creating new ones and bringing attention back to those implications between space planning public health and citizenship that are at the origins of contemporary urbanism. In a reference framework in which the crisis is globalized but unequal and in the absence of a welfare system capable of responding to the urgencies of the most marginalized social contexts and groups a response to the new social and individual needs has been offered by cultural institutions that play a role of territorial agency often independently or in the absence of political institutions. Far from the idea of entertainment and divertissement it is in fact increasingly clear how the practices of cultural innovation experimenting with various forms of action and participation can in some cases play a fundamental role in the processes of social cohesion and community building representing an antidote to the worsening of the phenomena of marginalization and socio-spatial inequalities within cities and territories (Colantonio and Dixon 2011
researchProduct

Nuevas fórmulas publicitarias: los advergames como herramienta de las comunicaciones de marketing

2012

Los advergames son videojuegos orientados a la comunicación publicitaria. Su naturaleza de mensaje híbrido, al combinar contenido publicitario y contenido de entretenimiento, aporta interesantes posibilidades al desarrollo de comunicaciones de marketing en un entorno mediático en el que la publicidad tradicional ha ido perdiendo eficacia. El presente artículo delimita el concepto de advergame, analizando las diferentes tipologías existentes y sus efectos sobre diversos objetivos de marketing y de comunicación. Asimismo, se apuntan algunas recomendaciones a la hora de desarrollar comunicaciones de marketing mediante advergames, así como las cuestiones éticas y morales que deben considerarse

Organizational Behavior and Human Resource ManagementvideojuegosStrategy and Managementmedia_common.quotation_subjectEconomics Econometrics and Finance (miscellaneous)Marketing communicationBUSINESS ADMINISTRATION AND BUSINESS ECONOMICSEntertainmentBusiness and International ManagementACCOUNTINGmedia_commonmedios alternativosMarketingECONOMICSORGANIZATIONAL BEHAVIOR AND HUMAN RESOURCE MANAGEMENTadvergamesBUSINESS AND INTERNATIONAL MANAGEMENTAdvertisingArtM37New mediapublicidad medios alternativos videojuegos advergamesjel:M37Industrial relationsBusiness Management and Accounting (miscellaneous)publicidadCartographyINDUSTRIAL RELATIONS AND LABORFinanceMARKETINGSTRATEGY AND MANAGEMENT
researchProduct

An Emphatic Humanoid Robot with Emotional Latent Semantic Behavior

2008

In this paper we propose an Entertainment Humanoid Robot model based on Latent Semantic Analysis, that tries to exhibit an emotional behavior in the interaction with human. Latent Semantic Analysis (LSA), based on vector space allows the coding of the words semantics by specific statistical computations applied to a large corpus of text. We illustrate how the creation and the use of this emotional conceptual space can provide a framework upon which to build “Latent Semantic Behavior” because it simulates the emotionalassociative capabilities of human beings. This approach integrates traditional knowledge representation with intuitive capabilities provided by geometric and sub-symbolic infor…

Personal robotSocial robotEntertainment robotComputer sciencebusiness.industryLatent semantic analysisMobile robotRobot learningMobile robot navigationHuman–computer interactionRobotics Latent semantic analysisComputer visionArtificial intelligencebusinessHumanoid robot
researchProduct

2020

Background Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident tech…

Pervasive game05 social sciencesRehabilitationBehavior changeBiomedical Engineering050801 communication & media studiesPhysical Therapy Sports Therapy and RehabilitationContext (language use)Computer Science ApplicationsEntertainment03 medical and health sciencesPsychiatry and Mental health0302 clinical medicine0508 media and communicationsEmotional expression030212 general & internal medicineThematic analysisPsychologyCritical Incident TechniqueCognitive psychologyQualitative researchJMIR Serious Games
researchProduct

Teacher competencies in game-based pedagogy

2018

This study examines what kind of competencies teachers need in using game-based pedagogy (GBP). In our conceptual framework, GBP entails four approaches: using educational games or entertainment games, learning by making games, and using gamification in learning. Our data, consisting of teachers’ documentation, thematic interviews and questionnaires, were analysed using qualitative content analysis. Four main competence areas were identified: pedagogical, technological, collaborative and creative. The results are applicable for developing teacher education and in-service training, as teacher competencies in game-based learning will be more integral to teachers’ professional knowledge and sk…

Professional knowledgekoulutusteknologiaperuskoulutuscompetence050801 communication & media studiesEducationalakouluEntertainmentcase studypelittapaustutkimusperusopetus0508 media and communicationsDocumentationPedagogygame-based pedagogyComputingMilieux_COMPUTERSANDEDUCATIONta516kansakouluCompetence (human resources)gamesteacher competenceta113teacherspedagogy05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationprimary school (folk school)opettajatTeacher educationpedagogiikkaConceptual frameworkbasic educationkompetenssiGame basedQualitative content analysisPsychology0503 education
researchProduct

Análisis de materiales didácticos digitales para guiar y/o apoyar el proceso de enseñanza - aprendizaje de las matemáticas

2018

Las tecnologías digitales han supuesto una revolución en todos los ámbitos de la vida: tecnológico, empresarial, comunicativo, cultural, e incluso en el conocimiento y el entretenimiento. En el panorama educativo tiene también su reflejo y las metodologías y recursos se han redibujado, en cuanto a los diferentes soportes, canales, lenguajes, narrativas,? Estos cambios, sustantivos y profundos, afectan simultáneamente al profesorado, alumnado y familias, pero otros agentes como las administraciones educativas y el sector editorial también se ve involucrado. En esta investigación analizamos una muestra de portales institucionales y plataformas comerciales que ofertan recursos didácticos digit…

Reflection (computer programming)Educational community:CIENCIAS TECNOLÓGICAS [UNESCO]060106 history of social sciencesbusiness.industrymedia_common.quotation_subject05 social sciences050301 educationSample (statistics)06 humanities and the artsUNESCO::CIENCIAS TECNOLÓGICASEntertainmentInteractivityPublishingPedagogy0601 history and archaeologyNarrativebusiness0503 educationDiversity (politics)media_common
researchProduct

The Effects of the Use of Serious Game in Eco-Driving Training

2016

International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…

Serious gamesSynthèse d'image et réalité virtuelle [Informatique]Computer Networks and CommunicationsComputer scienceDriving simulation020209 energy02 engineering and technologycomputer.software_genre7. Clean energylcsh:QA75.5-76.95eco drivingEntertainment[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial IntelligenceHuman–computer interactionOrder (exchange)0202 electrical engineering electronic engineering information engineering[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]MultimediaComputingMilieux_PERSONALCOMPUTING[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Term (time)Interface homme-machine [Informatique]Work (electrical)Hardware and ArchitectureVirtual machineICTinteractive guidance metaphors.Fuel efficiencylcsh:Electronic computers. Computer scienceEco-drivingvirtual environmentGuidance systemEngineering design processcomputerInteractive guidance metaphorsSoftwareInformation SystemsFrontiers in ICT
researchProduct