Search results for "TERT"

showing 10 items of 1210 documents

Towards a Deep Reinforcement Learning Approach for Tower Line Wars

2017

There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an anticipation that Deep Reinforcement Learning will play a major role when the first AI masters the complicated game plays needed to beat a professional Real-Time Strategy game player. For this to be possible, there needs to be a game environment that targets and fosters AI research, and specifically Deep Reinforcement Learning. Some game environments already exist, however, these are either overly simplistic such as Atari 2600 or complex such as Starcraft II fro…

EntertainmentCognitive sciencebusiness.industryComputer scienceDeep learningComputingMilieux_PERSONALCOMPUTINGQ-learningReinforcement learningArtificial intelligencebusinessGame player
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The Use of Cluster Analysis to Segment Clients of a Sport Center in Spain

2005

Abstract This research examines the motivation profiles of 218 consumers at a sport center in Valencia, Spain. We employed the Motivation in Sport Scale (MISS–Sport Center) with the following eight motives (factors): Positive Affect, Social Contact, Physical Exercise, Coping Strategy, Challenge, Body Image, Competition, and Entertainment. There were significant differences in consumers’ motives across gender, age, and marital status. We identified five motivation profiles using the eight motives of MISS–Sport Center: Non-Competitive Leisure-Oriented Exercisers, Practical Social Entertainers, Affective Users, Enthusiastic Sportspersons, and Passive Participants. There were differences in dem…

EntertainmentCompetition (economics)Social contactStrategy and ManagementTourism Leisure and Hospitality ManagementScale (social sciences)Marital statusCenter (algebra and category theory)PsychologyDisease clusterSocial psychologyEuropean Sport Management Quarterly
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Implementing a Face Recognition System for Media Companies

2018

During the past few years face recognition technologies have greatly benefited from the huge progress in machine learning and now have achieved precision rates that are even comparable with humans. This allows us to apply face recognition technologies more effectively for a number of practical problems in various businesses like media monitoring, security, advertising, entertainment that we previously were not able to do due to low precision rates of existing face recognition technologies. In this paper we discuss how to build a face recognition system for media companies and share our experience gained from implementing one for Latvian national news agency LETA. Our contribution is: which …

EntertainmentComputer scienceMedia monitoringAgency (sociology)languageLatvianFacial recognition systemData scienceImplementationlanguage.human_language
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Entertainment virtual reality system for simulation of spaceflights over the surface of the planet Mars

2006

In recent years Virtual Reality technologies have enabled astronomers to recreate and explore three dimensional structures of the Universe for scientific purposes. Mars, due to its scientific interest,has been the focal point of numerous research projects using these technologies, however, none of these virtual reality tools have been developed specifically for entertainment purposes.The focus of this paper is to present MarsVR, as an entertainment research project that educates people on the topography and orography of the planet Mars from the perspective of popular science. Some projects have been designed MarsVR for entertainment purposes and include the latest advances in 3D real time a…

EntertainmentFocus (computing)MultimediaComputer scienceVirtual machineMars Exploration ProgramVirtual realityPlanet Marscomputer.software_genrePopular sciencecomputerMixed realityProceedings of the ACM symposium on Virtual reality software and technology
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Jewish Identities in German Popular Entertainment, 1890–1933. By Marline Otte. Cambridge: Cambridge University Press, 2006. Pp. xiv + 317. ₤51/$96 Hb.

2008

EntertainmentGermanHistoryLiterature and Literary TheoryVisual Arts and Performing ArtsJudaismlanguageReligious studiesTheologylanguage.human_languageTheatre Research International
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The Globalization of Fear

2017

In this chapter, we combine the advances of other disciplines to expand our understanding of terrorism and the fields of emotions. In this respect, as L. Howie puts it, the media industry engendered a culture of witnessing which not only is conducive to terrorism, but enlarged fear to other continents. The globalization of fear operates in a new field which is based on what Baudrillard named ‘the spectacle of disaster’. Though this vicious circle between the spectatorship of disaster and terrorism not to be broken, the problem is far from being solved. Terrorism and 9/11 as founding event ignited a new stage of capitalism which Korstanje called ‘Thana-Capitalism’. Unlike modern sociologist …

EntertainmentGlobalizationPolitical scienceField (Bourdieu)TerrorismSpectacleMedia studiesEconomic systemCapitalismEvent (philosophy)Virtuous circle and vicious circle
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El libro y la lectura en Valencia (1300-1410). Notas para su estudio

2020

Through this article, we try to underline some aspects related to the research undertaken on the book and its different uses. We have centred our attention on the social meanings of possessing a book for private individuals: the book as an instrument of work and/ or study, the book for entertainment, etc. Every single one attests to an attitude of the individual as regards the Written Culture and, above all, the role of the latter in the consolidation of a social status. Cet article tend à faire ressortir certains aspects en rapport avec la recherche sur le livre et ses différentes utilisations, en particulier les diverses significations de la possession d'un livre par les particuliers: le …

EntertainmentHistoryConsolidation (business)UnderlineMedieval historylcsh:D111-203lcsh:Medieval historyD111-203SociologyHumanitiesSocial status
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From the Risk Society to Thana Capitalism

2021

The current paper focused on the spectatularization of disasters as the main commodity thana capitalism exchanges. The discussion around the crimes against mankind perpetrated by Nazis in the clandestine concentration camps opened the doors towards new insights respecting the roots of thana capitalism. Nazis violated human rights secreting their crimes in a moment of the world where millions certainly died. Today´s philosophers are shocked to see how Auschwitz-Birkenau, which was the sanctuary of the horrors of the Second World War, sets the pace to a new allegory, intended to entertain thousands of tourists, many of them unfamiliar with these events. As a highly-demanded tourist destinatio…

EntertainmentHuman rightsmedia_common.quotation_subjectPolitical scienceTerrorismMedia studiesNazi concentration campsRisk societyGenocideCapitalismPostmodernismmedia_commonInternational Journal of Risk and Contingency Management
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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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