نتایج جستجو برای: audience
تعداد نتایج: 18019 فیلتر نتایج به سال:
We investigate feedback behaviors in conversations in poster sessions, specifically whether it is possible to predict who in the audience will ask questions, and also what kind of questions. We focus on verbal backchannels and non-verbal noddings by the audience as well as joint eye-gaze events by the presenter and the audience. We first show how these patterns are correlated with turntaking by...
Accurately measuring the audience response during a performance is a difficult task. This is particularly the case for connected performances. In this paper, we staged a connected performance in which a remote audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and subjective (interviews) responses from the live and remote audience members were ...
The audience effect refers to the phenomenon that one׳s performance on a task is affected by the presence of others. Here we investigated how the audience effect modulates the neurocognitive signatures underlying people׳s evaluation of their own task performance/outcome. Participants in our study played a gambling game in two social contexts: an "audience" condition and an "alone" condition. Th...
Accurately measuring the audience response during a performance is a difficult task. This is particularly the case for connected performances. In this paper, we staged a connected performance in which a remote audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and subjective (interviews) responses from the live and remote audience members were ...
This paper studies how audiences should be expressed in a Cyber− theater, in which remotely located persons can direct plays as directors, perform as performers and/or see the performances as audiences through a networked virtual environment. It is noted that the audience effect has been widely acknowledged in the real−world theater: that is, the audience reaction has a significant effect on th...
Audiences have most likely always been subject to distraction and drift during all varieties of presentation. While these activities were often confined to solitary activities since inter-person distractions were limited by their visibility to the speaker (ever been caught passing notes in class?), in the current networked-enabled presentation room, multi-person off-task "distractions" are now ...
At SIGGRAPH in 1991, Loren and Rachel Carpenter unveiled an interactive entertainment system that allowed members of a large audience to control an onscreen game using red and green reflective paddles. In the spirit of this approach, we present a new set of techniques that enable members of an audience to participate, either cooperatively or competitively, in shared entertainment experiences. O...
Understanding the social media audience is becoming increasingly important for social media analysis. This paper presents an approach that detects various audience attributes, including author location, demographics, behavior and interests. It works both for a variety of social media sources and for multiple languages. The approach has been implemented within IBM Watson Analytics for Social Med...
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