نتایج جستجو برای: entertainment

تعداد نتایج: 9459  

2008
Matthias Rauterberg Mark A. Neerincx Karl Tuyls Jack van Loon

During ultra long space missions (i.e. to Mars), the isolated space environment affects a number of physiological, psychosocial and mental processes critically involved in human performance, and it is vital to missions’ success to understand the psychological limits. Past experiences in space have shown that the mental health of a crew can have a great effect on the success or failure of a miss...

2008
Matthias Rauterberg

Recent developments in computer science introduce and discuss new concepts for computation beyond universal Turing machines. Quantum computing relates to new insights in quantum physics as interference and entanglement based on nonlocality. Several ideas about a new kind of field are presented and discussed. Human unconscious can be interpreted as tapping in these fields for resonating and spre...

Journal: :Int. J. Computer Games Technology 2008
Kevin Kok Wai Wong Lance Chun Che Fung Arnold Depickere

Computer games and interactive entertainment have gained much attention recently in the domain of digital media. They are now being applied or used in many areas such as entertainment, education, training, and art. Today, the computer games and interactive entertainment market is highly competitive. In this special issue, all the submissions are invited papers which are extended from original c...

2011
Leandro Loss Servane Crave

This paper introduces the concepts related to Distributed Business Processes (DBPs) associated to collaborative networks when applied to tourism and entertainment sector. These concepts are framed by the coordination activities and services orchestration to be used by tourism and entertainment providers. It brings to light the investigation about the needs associated to the tourism and entertai...

2011
Mary Beth Oliver Arthur A. Raney

The purpose of this research is to broaden the conceptualization of entertainment selection to identify not only pleasure-seeking (hedonic concerns) as a motivator, but to also recognize that individuals may choose media as a means of ‘‘truth-seeking’’ (eudaimonic concerns). This article conceptualized and developed measures to illustrate that entertainment can be used as a means of experiencin...

Journal: :CoRR 2010
Spits Warnars H. L. H

In this Information system age many organizations consider information system as their weapon to compete or gain competitive advantage or give the best services for non profit organizations. Game Information System as combining Information System and game is breakthrough to achieve organizations’ performance. The Game Information System will run the Information System with game and how game can...

Journal: :New solutions : a journal of environmental and occupational health policy : NS 2016
Lee-Nah Hsu Richard Howard Anna Maria Torriente Chuong Por

Cambodia has developed booming textile, garment, tourism, and entertainment service industries since the mid-1990s. The 2007 global financial crisis pushed many garment workers, who lost their jobs, into the entertainment sector. Entertainment workers are typically engaged informally by their employers and are subjected to long working hours, sexual harassment, and violence. Many who sell bever...

2013
Mai Hassan Ramez M. Daoud Hassanein H. Amer

In this paper, a new reliable hierarchical model is suggested for a two-wagon train Networked Control System. Each wagon has a Controller that carries the control load and an Entertainment server that handles the entertainment. A supervisory controller runs on top of the two controllers and the two entertainment servers. Contrary to a similar model in the literature, the Supervisory node replac...

Journal: :Applied Artificial Intelligence 2007
Georgios N. Yannakakis John Hallam

& Mainly motivated by the current lack of a qualitative and quantitative entertainment formulation of computer games and the procedures to generate it, this article covers the following issues: It presents the features—extracted primarily from the opponent behavior—that make a predator=prey game appealing; provides the qualitative and quantitative means for measuring player entertainment in rea...

2006
PAUL M. HIRSCH

Social scientists have long theorized about &dquo;mass society&dquo; and &dquo;mass culture&dquo; and, generally, are appalled by the frightening images brought to mind by these concepts. A wide-ranging debate over their validity, a concern about the &dquo;functions&dquo; of the mass media in modern society, and their &dquo;effects&dquo; on the general public have been major subjects of mass co...

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