نتایج جستجو برای: aesthetic and entertainment
تعداد نتایج: 16829913 فیلتر نتایج به سال:
Recently, ‘play of learning’ becomes important and is emphasized as a useful learning tool. Therefore, interest in edutainment contents is growing. Storytelling is considered first as a method that improves the transmission of information and learner's interest when planning edutainment contents. In this study, we designed edutainment contents in the form of an adventure game that applies the s...
The Sangam literature has divided human life into Agam and Puram. Agam's is described by songs their heroic Puram songs. people of the age organized lives with land first. In nature five kinds lands, lived on basis themes such as village, deity, occupation, entertainment, etc. books have told us about love, illicit marriage, virtuous a rich repository ideas. These made life, desires, feelings p...
The present study investigates the role of aesthetic dimensions of the place and the tendency of costumers to the sport in physical fitness and aerobics clubs in Mashhad. The research method was descriptive-correlational and the statistical population consisted of customers of Mashhad fitness and aerobics clubs. Considering correlational studies, 250 persons were selected (randomly) as the samp...
This paper presents a search-based approach to generating game content that satisfies both gameplay requirements and user-expressed aesthetic criteria. Using evolutionary constraint satisfaction, we search for spaceships (for a space combat game) represented as compositional patternproducing networks. While the gameplay requirements are satisfied by ad-hoc defined constraints, the aesthetic eva...
Physical attributes have always been a qualitative indicator for evaluating an architectural work. These character influenced by function, technology and changing the process of creation and perception of beauty in modern times; and influenced by content, culture, history, meaning and symbolic linguistic structures in the postmodern era. In accordance with the evolution of aesthetic theories si...
This chapter is dedicated to explore the relationship between entertainment, culture, and media art. Firstly, the positioning of entertainment will be described including the historical point of view and also focusing on recent digital entertainment technologies. It will be clarified that entertainment is closely related to the mental sustainability of human and therefore has a close relationsh...
Serious games (SGs) have been used in the education of students and professionals for decades, but still have not reached their full potential, despite the large consensus they have gained recently. The entertainment game industry is a rapidly developing phenomenon, with a high market potential, enabled and enhanced by technological innovation. The question examined in this paper is: Did seriou...
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