نتایج جستجو برای: entertainment

تعداد نتایج: 9459  

2017
Kyle Maclean Fredrik Odegaard

This thesis explores live entertainment analytics and revenue management allocation strategies for live entertainment. In Chapter two, we look at empirical factors that effect the success of Broadway shows. How well-known actors (stars) effect film revenues has been a recurring question of entertainment producers and academics. Because a film cannot be disentangled from a star involved, researc...

Journal: :Trans. Edutainment 2008
Myint Swe Khine Mohamad Shalleh Bin Suja'ee

Playing computer games is a routine activity of children today. They play different genres of games in different settings and on varying platforms. In recent years educators beginning to take interest in this phenomena and explore the characteristics of the computer games that allure children of all ages. Many have agreed that interactive computer games enhance concentration, promote critical t...

2016
Daniel Gilon Ariel Felner Roni Stern

Potential Search (PS) is an algorithm that is designed to solve bounded cost search problems. In this paper, we modify PS to work within the framework of bounded suboptimal search and introduce Dynamic Potential Search (DPS). DPS uses the idea of PS but modifies the bound to be the product of the minimal f -value in OPEN and the required suboptimal bound. We study DPS and its attributes. We the...

Journal: :IJICTE 2013
Stavroula Kalogeras

In the era of e-learning, student-centered approaches and constructivists learning environments are critical success factors. The inherent interactivity of the Internet and the emotional engagement of story can lead to transformative learning experiences in media rich environments. This paper focuses on Web-Based Transmedia Storytelling Edutainment as critical-creative pedagogy in higher e-educ...

2012
Michail N. Giannakos Konstantinos Chorianopoulos Maria Letizia Jaccheri Nikos Chrisochoides

Serious video games that enable students to engage into topics as mathematics through an enjoyment process are becoming increasingly popular. However, there is lack of empirical evidence on the relationship between students‟ enjoyment and their intention to use serious video games. This study is about a storytelling serious video game, which has the goal to improve the mathematical skills of pl...

Journal: :Computer Communications 2011
Jong Hyuk Park Sheikh Iqbal Ahamed Willy Susilo Michela Taufer

Submission Guideline: All manuscripts and any supplementary material should be submitted through Elsevier Editorial System (EES). The authors must select “Communication Security” when they reach the “Article Type” step in the submission process. The EES website is located at http://ees.elsevier.com/comcom/. CALL FOR PAPERS Special Issue of Computer Communications on Information and Future Commu...

2010
Giovanni Cagalaban Seoksoo Kim

Ubiquitous computing is not only applied to doing daily activities and integrated into everyday objects but for entertainment, and gaming as well. In this research, we explore the relevance of ubiquitous computing to entertainment systems using devices such as mobile devices. We introduce a service-oriented architecture for ubiquitous entertainment systems to establish collaborative relationshi...

2010
Ryohei Nakatsu

Various new forms of entertainment using information and media technologies have emerged and been accepted among people all over the world. Casual and serious games, as well as communication using mobile phones, blogs, and Twitter, are such kinds of new entertainment. It is important to discuss the basic characteristics of such entertainment and to understand the direction to which these new fo...

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