WorldWideScience

Sample records for entertainment

  1. Entertainment Pages.

    Science.gov (United States)

    Druce, Mike

    1981-01-01

    Notes that the planning of an effective entertainment page in a school newspaper must begin by establishing its purpose. Examines all the elements that contribute to the makeup of a good entertainment page. (RL)

  2. Media Entertainment and emotions

    DEFF Research Database (Denmark)

    Tan, Ed S.

    2017-01-01

    The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre.......The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre....

  3. Entertaining the whole world

    OpenAIRE

    Cheok, Adrian David; Nijholt, Anton; Romão, Teresa

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries can greatly benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among developin...

  4. Sensors for Entertainment.

    Science.gov (United States)

    Lamberti, Fabrizio; Sanna, Andrea; Rokne, Jon

    2016-07-15

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on "Sensors for Entertainment", developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  5. Sensors for Entertainment

    OpenAIRE

    Fabrizio Lamberti; Andrea Sanna; Jon Rokne

    2016-01-01

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on ?Sensors for Entertainment?, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  6. Entertaining the whole world

    NARCIS (Netherlands)

    Cheok, Adrian David; Romão, Teresa; Nijholt, Anton; Yu, Gino; Cheok, Adrian David; Nijholt, Anton; Romão, Teresa

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries

  7. Advances in Computer Entertainment.

    NARCIS (Netherlands)

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  8. Advances in Computer Entertainment.

    OpenAIRE

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 will bring together leading researchers and practitioners from academia and industry to prese...

  9. Future Of Visual Entertainment

    Science.gov (United States)

    Dryer, Ivan

    1983-10-01

    The development of new visual entertainment forms has and will continue to have a powerful impact on the direction of our society. Foremost among these new forms will be the Holo's--moving Holographic images of anything imaginable, projected in mid air (a room, a dome) and so lifelike they are virtually indistinguishable from "reality". The Holo's and space development will ultimately transform entertainment and in the process, humanity, too. Meanwhile, the seeds of these changes are now being planted in entertainment trends and innovations whose implications are just beginning to emerge.

  10. Sensors for Entertainment

    Directory of Open Access Journals (Sweden)

    Fabrizio Lamberti

    2016-07-01

    Full Text Available Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on “Sensors for Entertainment”, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  11. Entertainment computing : inaugural editorial

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.

    2009-01-01

    Entertainment computing is on its way getting an established research arena in industry and academia as well. To bring all the different contributing research communities together shared resources (e.g. email distribution list, conference series, and journals), organizational structures (e.g.

  12. Entertainment, culture, and media art

    NARCIS (Netherlands)

    Nakatsu, R.; Tosa, N.; Rauterberg, G.W.M.; Xuan, W.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2016-01-01

    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

  13. Trading as Entertainment?

    OpenAIRE

    Daniel Dorn; Paul Sengmueller

    2009-01-01

    Among 1,000 German brokerage clients for whom both survey responses and actual trading records are available, investors who report enjoying investing or gambling turn over their portfolio at twice the rate of their peers. Including entertainment attributes as additional explanatory variables in cross-sectional regressions of portfolio turnover on objective investor attributes more than doubles the fraction of the total variation of portfolio turnover that can be explained. The results are rob...

  14. Digital Entertainment: Zukunftstrends der Computer-Entertainment-Industrie

    OpenAIRE

    Janson, A.

    2002-01-01

    Die Computer Entertainment Industrie existiert seit den frühen siebziger Jahren und ist seitdem einem stetigen Wachstums- und Veränderungsprozess unterzogen. Mittlerweile weist die Branche nach aktuellen Schätzungen weltweit einen jährlichen Umsatz von 18 bis 25 Milliarden US Dollar auf und ist in Hinblick auf Entwicklungskosten, Nutzerzahlen und Renditen durchaus mit der internationalen Filmindustrie vergleichbar. Die Entwicklung von Hardwaretechnologien (Grafikkarten, innovative Eingabegerä...

  15. Crime As Entertainment or Entertainment as A Crime?

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2011-10-01

    Full Text Available Article presents one part of pop culture is crime portrayed as entertainment in television shows. Television has the means of information and entertainment, resulting in the shift of crime shows, initially crime was portrayed in the news but due to the high popularity, it becomes part of the entertainment as well. In terms of information, the most famous of crime drama show is Crime Scene Investigation (CSI, and this show gave effect known as the CSI effect, which is people have more appreciation to scientific evidences and DNA testing in trials. On the other hand, with so many shows involving crime resulting in cultivation impact, which is accumulation and the formation of perception of reality. People who are more exposed to this crime show will form the same perception as the one depicted by television and resulted to changes in their behavior. Several proposals to reduce this negative effects are audience learning, the use of rating system and electronic key in television set.  

  16. 78 FR 46502 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2013-08-01

    ... is a reimbursement of travel expenses for food and beverages that Y pays in performing services as an... entertainment, amusement, recreation, or travel. * * * * * (f) * * * (2) * * * (iv) Reimbursed entertainment, food, or beverage expenses--(A) Introduction. In the case of any expenditure for entertainment...

  17. Preface (to: Advances in Computer Entertainment)

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  18. Preface (to: Advances in Computer Entertainment)

    OpenAIRE

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 will bring together leading researchers and practitioners from academia and industry to prese...

  19. Entertainment, Dance and Northern Mohawk Showmanship.

    Science.gov (United States)

    Blanchard, David

    1983-01-01

    Examines the nature and history of the Kahnawake Mohawk settlement's participation in the entertainment industry, including some of the Iroquoian roots of ritual parody that contributed to Mohawk performance. Notes some of the effects of entertainment on the settlement's traditional culture. (SB)

  20. Biosignal controlled recommendation in entertainment systems

    NARCIS (Netherlands)

    Liu, H.

    2010-01-01

    With the explosive growth of the entertainment contents and the ubiquitous access of them via fixed or mobile computing devices, recommendation systems become essential tools to help the user to find the right entertainment at the right time and location. I envision that by integrating the bio

  1. New initiative links scientists and entertainers

    Science.gov (United States)

    Gwynne, Peter

    2009-01-01

    The US National Academy of Sciences has teamed up with Hollywood to improve the quality of science portrayed in films, TV shows and video games. The new Science and Entertainment Exchange (SEE) aims to create better links between entertainment-industry professionals and scientists to improve the credibility of programming related to science.

  2. Enjoyment and entertainment in east and west

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Rauterberg, G.W.M.

    2004-01-01

    From a users perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are influencing enjoyment and the design of entertainment technology is described in this paper. In particular the underlying

  3. Handbook of digital games and entertainment technologies

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.; Ciancarini, P.

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this

  4. Beyond Pleasure: Exploring the Eudaimonic Entertainment Experience

    Science.gov (United States)

    Wirth, Werner; Hofer, Matthias; Schramm, Holger

    2012-01-01

    We examine the notion of eudaimonic entertainment during exposure to a sad but meaningful movie, using a new measure consisting of 5 dimensions derived from research on positive psychology. We, thereby, transfer the conception of eudaimonic well-being to the conception of entertainment. Results of a confirmatory factor analysis show that the 5…

  5. A general theory of comic entertainment

    DEFF Research Database (Denmark)

    Grodal, Torben Kragh

    2014-01-01

    The article claims that comic entertainment consists of five elements 1. priming of the comic events to come 2. some comic entertainment inputs that creates arousal 3. Entertainment-internal signals of the playful nature of the comic input 4. Appraisal processes in audience members that evaluate...... the input as 'not real but playful', 5. this leads to a change in hedonic tone, and arousal is combined with the release of endorphins (a morphine-based neurotransmitter) that makes the arousal pleasant. The theory of comic entertainment accords with the PECMA flow theory proposed in Grodal: Embodied...... Visions, because the evaluation: playful, not real, influences the muscular directness towards the world that drops. Comic entertainment is further linked to human bonding....

  6. Children's Television: More than Mere Entertainment

    Science.gov (United States)

    Leifer, Aimee Dorr; And Others

    1974-01-01

    The authors propose that television, while entertaining children, also socializes them. To support this conclusion they review the literature regarding effects of television content on aggressive and prosocial behavior and social attitudes. (Editor)

  7. Electricity for the entertainment electrician & technician

    CERN Document Server

    Cadena, Richard

    2012-01-01

    Basic Electricity for the Entertainment Electrician will reinforce the fundamentals of electricity, power distribution, safety, and show you the latest technology on things like:* IGBTs* sine-wave dimming* all of the latest software applications (list to come)In the ever-changing entertainment technology field, this book will give you enough information to prepare you for a future in the industry or reinforce the practical experience you have already gained. If you understand the principles in this book, you will

  8. Entertainment computing, social transformation and the quantum field

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Nijholt, A.; Reidsma, D.; Hondorp, H.

    2009-01-01

    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be

  9. Handbook of digital games and entertainment technologies

    CERN Document Server

    Rauterberg, Matthias; Ciancarini, Paolo

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other ...

  10. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  11. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  12. 77 FR 45520 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2012-08-01

    ... as compensation and wages, the employee may be able to deduct the expense as an employee business...(e)(3) has the same meaning as in section 62(2)(A) (dealing with employee business expenses, later... Reimbursed Entertainment Expenses AGENCY: Internal Revenue Service (IRS), Treasury. ACTION: Notice of...

  13. Elevation in response to entertainment portrayals of moral virtue

    OpenAIRE

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation" may provide a framework for understanding many examples of sad or dramatic entertainment. The results of this study suggest that many types of meaningful cinematic entertainment feature portrayals...

  14. Entertainment computing, social transformation and the quantum field

    OpenAIRE

    Rauterberg, G.W.M.; Nijholt, A.; Reidsma, D.; Hondorp, H.

    2009-01-01

    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option in this direction is a shared `conscious' field. Several ideas about a new kind of field based on qu...

  15. 11 CFR 7.20 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-01-01

    ... 11 Federal Elections 1 2010-01-01 2010-01-01 false Gifts, entertainment, and favors. 7.20 Section... of Special Commission Employees § 7.20 Gifts, entertainment, and favors. Except as provided at 11 CFR... a gift, gratuity, loan, entertainment, or favor for himself or herself, or for another person...

  16. [The scientific entertainer in primary health care].

    Science.gov (United States)

    Ortega-Calvo, Manuel; Santos, José Manuel; Lapetra, José

    2012-09-01

    The scientific method is capable of being applied in primary care. In this article we defend the role of the "scientific entertainer "as strategic and necessary in achieving this goal. The task has to include playful and light-hearted content. We explore some words in English that may help us to understand the concept of "scientific entertainer" from a semantic point of view (showman, master of ceremonies, entrepreneur, go-between) also in Spanish language (counsellor, mediator, methodologist) and finally in Latin and Greek (tripalium, negotium, chronos, kairos). We define the clinical, manager or research health-worker who is skilled in primary care as a "primarylogist". Copyright © 2011 Elsevier España, S.L. All rights reserved.

  17. Underestimating advertising: innovation and unpriced entertainment

    OpenAIRE

    Leonard I. Nakamura

    2005-01-01

    Leonard Nakamura states that despite consumers’ lack of respect for advertising, it nonetheless plays a significant role in the economy. For one thing, it helps consumers find out about new products, and new products have been rising in economic importance. It also plays a role in subsidizing broadcast entertainment and news programs. Ultimately, Nakamura shows that although advertising contributes to consumer welfare, its contribution is missing from our measures of output.

  18. An Education in Entertainment – Possible Trends in Southeast Asia

    Directory of Open Access Journals (Sweden)

    Benny Lim

    2014-03-01

    Full Text Available The term Entertainment Industry has been used interchangeably with the term Creative Industries and also has been suggested to be part of the creative industries. The creative industries seeks to provide commercially viable artistic and creative products, known as intellectual property, and in the process of such provision, contributes to the nation’s creative economy. From an education perspective in Southeast Asia, two observations can be made. Firstly, the focus of education in relation to the entertainment industry has always been technical. Secondly, the introduction of the concepts of the creative industries in Southeast Asia has spurred new trends in the education of the entertainment industry. Outside of Southeast Asia, there have been a growing number of academic programs in the field of Entertainment. From within Southeast Asia, Malaysia has taken the lead to introduce two new trends in the entertainment education – entertainment management and entertainment arts.

  19. Laser entertainment and light shows in education

    Science.gov (United States)

    Sabaratnam, Andrew T.; Symons, Charles

    2002-05-01

    Laser shows and beam effects have been a source of entertainment since its first public performance May 9, 1969, at Mills College in Oakland, California. Since 1997, the Photonics Center, NgeeAnn Polytechnic, Singapore, has been using laser shows as a teaching tool. Students are able to exhibit their creative skills and learn at the same time how lasers are used in the entertainment industry. Students will acquire a number of skills including handling three- phase power supply, operation of cooling system, and laser alignment. Students also acquire an appreciation of the arts, learning about shapes and contours as they develop graphics for the shows. After holography, laser show animation provides a combination of the arts and technology. This paper aims to briefly describe how a krypton-argon laser, galvanometer scanners, a polychromatic acousto-optic modulator and related electronics are put together to develop a laser projector. The paper also describes how students are trained to make their own laser animation and beam effects with music, and at the same time have an appreciation of the operation of a Class IV laser and the handling of optical components.

  20. Visiting Entertainment Venues and Sexual Health in China

    OpenAIRE

    Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong

    2008-01-01

    Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected se...

  1. Special issue on advances in computer entertainment: editorial

    OpenAIRE

    Romão, T.; Romão, Teresa; Nijholt, Antinus; Cheok, J.D.; Cheok, Adrian David

    2015-01-01

    This special issue of the International Journal of Arts and Technology comprises a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. The main goal of ACE is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and application...

  2. Digital Facial Augmentation for Interactive Entertainment

    Directory of Open Access Journals (Sweden)

    Naoto Hieda

    2015-08-01

    Full Text Available Digital projection technology allows for effective and entertaining spatial augmented reality applications. Leveraging the capabilities of reasonably accurate object tracking using commodity cameras and/or depth sensors to determine the 3D position and pose of objects in real time, it is possible to project dynamic graphical content on arbitrary surfaces, such as a person’s face. Coupling these capabilities with a simple drawing application, participants can have the experience of "painting" on someone’s face, or even on their own, by observing the projection in a mirror. Similarly, integrating 2D rigid-body, fluid and gravity simulation, one may interact with virtual objects projected on their own face or body.

  3. The mathematics of various entertaining subjects

    CERN Document Server

    Rosenhouse, Jason

    Volume 1 : The history of mathematics is filled with major breakthroughs resulting from solutions to recreational problems. Problems of interest to gamblers led to the modern theory of probability, for example, and surreal numbers were inspired by the game of Go. Yet even with such groundbreaking findings and a wealth of popular-level books exploring puzzles and brainteasers, research in recreational mathematics has often been neglected. The Mathematics of Various Entertaining Subjects brings together authors from a variety of specialties to present fascinating problems and solutions in recreational mathematics. Contributors to the book show how sophisticated mathematics can help construct mazes that look like famous people, how the analysis of crossword puzzles has much in common with understanding epidemics, and how the theory of electrical circuits is useful in understanding the classic Towers of Hanoi puzzle. The card game SET is related to the theory of error-correcting codes, and simple tic-tac-toe tak...

  4. Organizing a Campus Seminar on Careers in Entertainment.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    Developed by Walt Disney Productions as part of a project granted by the Career Education Program of the Office of Education, this handbook is designed to help college and university fine arts departments in planning and carrying out an on-campus seminar on careers in entertainment. Sections include Why Hold a Seminar on Careers in Entertainment?,…

  5. 77 FR 45480 - Deductions for Entertainment Use of Business Aircraft

    Science.gov (United States)

    2012-08-01

    ... Deductions for Entertainment Use of Business Aircraft AGENCY: Internal Revenue Service (IRS), Treasury... business aircraft for entertainment. These final regulations affect taxpayers that deduct expenses for... section 274 of the Internal Revenue Code (Code) of deductions for the use of business aircraft for...

  6. Elevation in response to entertainment portrayals of moral virtue

    NARCIS (Netherlands)

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation"

  7. 48 CFR 31.205-14 - Entertainment costs.

    Science.gov (United States)

    2010-10-01

    ... 48 Federal Acquisition Regulations System 1 2010-10-01 2010-10-01 false Entertainment costs. 31... CONTRACTING REQUIREMENTS CONTRACT COST PRINCIPLES AND PROCEDURES Contracts With Commercial Organizations 31.205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...

  8. Positive effects of entertainment technology on human behaviour

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Jacquart, R.

    2004-01-01

    From a users' perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are influencing enjoyment and the design of entertainment technology is described in this paper. In particular the underlying

  9. Use of Sexuality-Focused Entertainment Media in Sex Education

    Science.gov (United States)

    Neustifter, Ruth; Blumer, Markie L. C.; O'Reilly, Jessica; Ramirez, Francisco

    2015-01-01

    The literature on the impact of entertainment media on sex education is typically pathology-focused, unclear regarding the effects of such usage, and void of dialogue between those who actually work in the areas of sexuality education and entertainment. To address this gap, this paper is the product of joint authorship between media figures from…

  10. Visiting entertainment venues and sexual health in China.

    Science.gov (United States)

    Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong

    2009-10-01

    Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected sex) and biomedical (STD test results) measures were used. About 18% of the sample (26.8% of men and 9% of women) reported visiting entertainment venues in the past 30 days. Those who visited entertainment venues were more likely to be male, younger, single, with higher education, and to have more discretionary income. For both men and women, visiting entertainment venues was a significant predictor for unprotected sex and STD infection. Gender differences were observed in predicting unprotected sex and STD infections. Entertainment venues could be potential sites for place-based intervention programs and outreach for the general population.

  11. Promoting Occupational Safety and Health for Cambodian Entertainment Sector Workers.

    Science.gov (United States)

    Hsu, Lee-Nah; Howard, Richard; Torriente, Anna Maria; Por, Chuong

    2016-08-01

    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 beverages are forced into excessive alcohol consumption as part of their work. Many are also expected by their employers and clients to provide sexual services. To address unsafe and unhealthy working conditions for these workers, an innovative occupational safety and health regulation was adopted in 2014. This first-of-its-kind occupational safety and health regulation was developed jointly by the Cambodian Ministry of Labour and Vocational Training and employers' and workers' organizations in the entertainment sector. The implementation of this regulation can also be a viable contribution of occupational safety and health to HIV interventions for these workers. © The Author(s) 2016.

  12. Ice Sheet System Model as Educational Entertainment

    Science.gov (United States)

    Perez, G.

    2013-12-01

    Understanding the importance of polar ice sheets and their role in the evolution of Sea Level Rise (SLR), as well as Climate Change, is of paramount importance for policy makers as well as the public and schools at large. For example, polar ice sheets and glaciers currently account for 1/3 of the SLR signal, a ratio that will increase in the near to long-term future, which has tremendous societal ramifications. Consequently, it is important to increase awareness about our changing planet. In our increasingly digital society, mobile and web applications are burgeoning venues for such outreach. The Ice Sheet System Model (ISSM) is a software that was developed at the Jet Propulsion Laboratory/CalTech/NASA, in collaboration with University of California Irvine (UCI), with the goal of better understanding the evolution of polar ice sheets. It is a state-of-the-art framework, which relies on higher-end cluster-computing to address some of the aforementioned challenges. In addition, it is a flexible framework that can be deployed on any hardware; in particular, on mobile platforms such as Android or iOS smart phones. Here, we look at how the ISSM development team managed to port their model to these platforms, what the implications are for improving how scientists disseminate their results, and how a broader audience may familiarize themselves with running complex climate models in simplified scenarios which are highly educational and entertaining in content. We also look at the future plans toward a web portal fully integrated with mobile technologies to deliver the best content to the public, and to provide educational plans/lessons that can be used in grades K-12 as well as collegiate under-graduate and graduate programs.

  13. The literary myth of the double in entertainment media content

    OpenAIRE

    Robson Souza dos Santos

    2011-01-01

    This article discusses how the myth of the literary double stands in entertainment media, becoming a recurrent figure of cinema productions, and, later on, of soap operas, the main entertainment vehicle in latin-american countries. Frequently, the image of the double or stunt-man, in literature and soap opera productions, has been directly associated with the creature’s desire of becoming creator, and that myth is the main focus of discussion in this article.

  14. Entertainment in View of Politicians in Ancient Greece and Rome

    Directory of Open Access Journals (Sweden)

    Valdas Pruskus

    2012-01-01

    Full Text Available The article discloses the cultural and social conditions of the entertainment phenomenon in Ancient Greece and Rome and the attitude of the authorities to it. The appearance of entertainment is closely related to the worship of cult of Gods. It is shown that the Romans being more materialistic and pragmatic paid less attention to spiritual entertainment than Greeks who fostered dramatic performances. Greek rulers and noblemen saw relaxational and educational function of the entertainment and also considered it as reducing tension and promoting solidarity. However, they did not intrude into its practical organization and had only a monitoring position, whereas the Romans were more interested in daily life and its bodily pleasures. Accordingly in recreational activities – games there dominated the spirit of competition, especially the gladiators games, which were bloody and cruel, but heated passions of spectators whose majority was comprised of plebs. There is shown that the authorities considered the entertainment as an effective tool to reach political aims, especially for gaining the support of commons in various elections, so they financed gladiators’ performances generously.This tradition is still topical in the flow of years. These days it has become the constituent part of the political marketing.

  15. Entertainment nature of modern television: prospects and trends

    Directory of Open Access Journals (Sweden)

    Андрій Олександрович Недо

    2016-04-01

    Full Text Available This article describes trends of the development of entertainment television in Ukraine as westernization, McDonaldization, tabloidization, development of post-show. Westernization is viewed as the process of borrowing commercial formats of entertainment shows from the US and Western Europe. McDonaldization is considered as a process of simplifying program formats. Tabloidization is shown as a process of manipulating the viewer’s attention through lively and provocative announcements of programs. Development of post-show is covered as a process of creating programs that supplement reality shows

  16. Meaning in life as a source of entertainment

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus; Reidsma, Dennis; Katayose, Haruhiro; Nijholt, Antinus

    2013-01-01

    In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand

  17. Guest editorial preface : Special Issue on Advances in Computer Entertainment

    NARCIS (Netherlands)

    Nijholt, Anton; Romão, Teresa; Cheok, Adrian D.

    2013-01-01

    This special issue of the International Journal of Creative Interfaces and Computer Graphics contains a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of

  18. Developing Educational and Entertaining Virtual Humans using Elckerlyc

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Paul, Ronald C.; van de Laar, B.L.A.; Nijholt, Antinus; Yang, Hyun Seung; Malaka, Rainer; Hoshino, Junichi; Han, Jung Hyun

    2010-01-01

    Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing

  19. 18 CFR 706.202 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-04-01

    ... to: (1) Obvious family or personal relationships, such as those between the employee and his parents... EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts, entertainment, and favors. (a) Except as provided in paragraphs (b) and (c) of this section, an employee shall...

  20. The Mass Media of Entertainment and Human Survival.

    Science.gov (United States)

    Gorney, Roderic; Steele, Gary

    Urgently needed for human survival is a means of influencing large numbers of people to put into rapid action measures which could neutralize such menances as pollution, overpopulation, and violence. Though the cumulative effect of the mass media is not fully established, media entertainment may be the most influential institution in our society.…

  1. Why do fans attend world Wrestling Entertainment? | Kruger | South ...

    African Journals Online (AJOL)

    This research examined the travel motives of South African World Wrestling Entertainment (WWE) fans at a live Smackdown event in July 2011, which was part of the WWE's world tour. Based on these motives, different market segments at the events were identified and profiled. This was the first time that the motives of ...

  2. Adolescent Weight Preoccupation: Influencing Factors and Entertainment Media Exposure

    Science.gov (United States)

    Jacob, John; Yoo, Jeong-Ju

    2010-01-01

    This study examined how boys' and girls' weight preoccupation varied by grade level, parent-child relationships, self-classified weight, entertainment media exposure levels, and gender. Seventh-grade girls (n = 190) and boys (n = 132) and 10th-grade girls (n = 99) and boys (n = 67) participated. Girls were more likely to report weight…

  3. Using identification in entertainment-education drama serials to ...

    African Journals Online (AJOL)

    The study used two entertainment-education drama serials which were designed using Albert Bandura's theoretical framework to communicate positive messages of women's rights to real life audiences in select communities. The study sought to find out if there was any significant relationship i.e. identification between TV ...

  4. Football on television: technological evolution and entertainment language

    Directory of Open Access Journals (Sweden)

    Igor José Siquieri Savenhago

    2011-04-01

    Full Text Available The first broadcast of a World Cup footballon television, to Brazil was in 1970, via Embratel. Before that, the people followed the games of the Brazilian team on the radio. Gradually, the owners of television networks realized that football could generate good financial results, with the exposing of advertisements during the broadcasts, similar to what was already done on the radio. Thus, the television, focused on the growth of audience and number of advertisers, covered football with a language of entertainment. The narration of the matches, in which the figure of the narrator is more like that of an entertainer, and improvement of the transmission technologies that improve the image quality every day, take away from football the characteristic of being just a sport to occupy the place of an entertainment. In this context, the sport becomes an article of purchase and sale. The purpose of this study is to demonstrate how this entertainment language was made up on Brazilian television, based on the broadcast sports, especially football, and like the television, which represented a technological leapin the country over the radio, assumed of the sport, country’s most popular as a commodity, interfering with the dynamics of Brazilian society. Finally, an attempt to understand how the researches that allow a technological development change behaviors and vice versa, that is, how the demands of society lead to a race to develop new technologies.

  5. The Language of Entertainment News Is a Serious Business

    Science.gov (United States)

    Marjanovic, Tatjana

    2013-01-01

    An essentially qualitative structural and semantic analysis is performed on the text of an "American Idol" coverage posted on yahoo.com January 24, 2013, constituting a micro-corpus of 2,739 words. Since such stories feature entertainment laced with a shot of drama and scandal, most of us share similar expectations as to what packaging…

  6. The history of TC 14 on entertainment computing

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.; Brunnstein, K.; Zemanek, H.

    2011-01-01

    Entertainment computing is on its way getting an established research arena in industry and academia as well. To bring all the different contributing research communities together shared resources (e.g. email distribution list, conference series, and journals), organizational structures (e.g.

  7. Ambient culture: a possible future for entertainment computing

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Lygmayr, A.; Golebiowski, P.

    2007-01-01

    We provide an overview over cultural differences between East and West, as starting point for the development of entertainment technology towards cultural transformation. We argue for the importance of future entertainmant technology to contribute to cultural transformation processes in the large.

  8. Editorial : Special Issue on Advances in Computer Entertainment

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Anton; Cheok, Adrian David

    2015-01-01

    This special issue of the International Journal of Arts and Technology comprises a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for the dissemination of cutting-edge research

  9. Viewership and Listenership of Health – Related Entertainment ...

    African Journals Online (AJOL)

    Also, about 93.5% of respondents participated in health-related EE programmes beyond mere listening and watching. Education ranked as the highest benefit derived by respondents from listening to/watching EE programmes, followed by information and entertainment respectively. The study concluded that viewership and ...

  10. Advances in Computer Entertainment. 10th International Conference, ACE 2013

    NARCIS (Netherlands)

    Reidsma, Dennis; Katayose, H.; Nijholt, Antinus; Unknown, [Unknown

    2013-01-01

    These are the proceedings of the 10th International Conference on Advances in Computer Entertainment (ACE 2013), hosted by the Human Media Interaction research group of the Centre for Telematics and Information Technology at the University of Twente, The Netherlands. The ACE series of conferences,

  11. Teachers Should Not Only Inform but Also Entertain

    Science.gov (United States)

    Kubli, Fritz

    2007-01-01

    Teaching is, in many respects, an art. Teachers must strike the right balance between sometimes opposite demands. On the one hand, they should lead students to scientific insights; and on the other hand, their teaching should be attractive. Teachers should not only inform, but also entertain. Experiments and stories can help them to combine these…

  12. ENTERTAINMENT SERVICES IN RURAL AREAS – PART OF TOURISM ACTIVITIES

    Directory of Open Access Journals (Sweden)

    Dionisie Marian TURCU

    2014-04-01

    Full Text Available The work aims to highlight the niche forms of tourism (active tourism and ecotourism, showing similarities and differences between them. However it argues the need to introduce the occupation of rural tourism entertainer, showing the main tasks incumbent upon it to organize leisure tourists. The research was conducted by studying the latest articles in the field and by consulting specific websites.

  13. Home automation becomes home entertainment. Emotion replaces function; Hausautomation sucht Naehe zum Home-Entertainment. Emotion verdraengt Funktion

    Energy Technology Data Exchange (ETDEWEB)

    Schmid, W.

    2006-09-15

    Home automation commonly applies to control of lighting, shading, heating, safety etc., i.e. a purely functional concept. Recently, many systems have come to integrate home entertainment as well: Bang and Olufsen and Revox meets heating, light, and ventilation. (orig.)

  14. 78 FR 32690 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Science.gov (United States)

    2013-05-31

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment... importation of certain gaming and entertainment consoles, related software, and components thereof by reason... violation of [[Page 32691

  15. Forecasting the experience of future entertainment technology: “Interactive Storytelling” and media enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Roth, F.S.

    2012-01-01

    Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the

  16. 26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.

    Science.gov (United States)

    2010-04-01

    ... 26 Internal Revenue 3 2010-04-01 2010-04-01 false Disallowance of certain entertainment, gift and... certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter 1 of the Code...

  17. 77 FR 50204 - Star Entertainment Group, Inc., Order of Suspension of Trading

    Science.gov (United States)

    2012-08-20

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] Star Entertainment Group, Inc., Order of... lack of current and accurate information concerning the securities of Star Entertainment Group, Inc. (``Star Entertainment'') because of questions regarding the accuracy of the company's financial statements...

  18. Androids: application of EAP as artificial muscles to entertainment industry

    Science.gov (United States)

    Hanson, D.; Pioggia, G.; Bar-Cohen, Yoseph; de Rossi, D.

    2001-01-01

    The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.

  19. Hollywood on tobacco: how the entertainment industry understands tobacco portrayal

    Science.gov (United States)

    Shields, D.; Carol, J.; Balbach, E.; McGee, S.

    1999-01-01

    OBJECTIVE—To determine how people in the California-based entertainment industry think about the portrayal of tobacco use in movies and on television. Specifically, to explore who decides when to include tobacco in a project; how that decision is made; what issues are considered; what messages are intended; whether and how the issue of secondhand smoke is considered; and what advocacy methods might be useful in influencing future decisions about tobacco portrayal.
DESIGN—Qualitative in-depth interviews of entertainment industry personnel,with a semi-structured interview protocol to guide the interview.
SUBJECTS—54 subjects drawn from a convenience sample of writers, actors, directors, producers, studio executives, and others involved in the film industry.
RESULTS—Hollywood is heterogeneous with varying perspectives on rates of tobacco use portrayal; intentionality of the decision to use and the necessity to portray tobacco use; and its degree of acceptance of responsibility for influencing societal smoking. Tobacco depiction may originate with the writer, actor, or director and is included most frequently to elucidate character or portray reality. On-camera smoking is influenced by actors' off-camera tobacco use.
CONCLUSIONS—The research presented can help advocates better understand the norms and values of those working within the entertainment industry and thereby assist them in creating more effective change strategies.


Keywords: films; movies; television; tobacco use PMID:10629243

  20. Framework for emotional mobile computation for creating entertainment experience

    Science.gov (United States)

    Lugmayr, Artur R.

    2007-02-01

    Ambient media are media, which are manifesting in the natural environment of the consumer. The perceivable borders between the media and the context, where the media is used are getting more and more blurred. The consumer is moving through a digital space of services throughout his daily life. As we are developing towards an experience society, the central point in the development of services is the creation of a consumer experience. This paper reviews possibilities and potentials of the creation of entertainment experiences with mobile phone platforms. It reviews sensor network capable of acquiring consumer behavior data, interactivity strategies, psychological models for emotional computation on mobile phones, and lays the foundations of a nomadic experience society. The paper rounds up with a presentation of several different possible service scenarios in the field of entertainment and leisure computation on mobiles. The goal of this paper is to present a framework and evaluation of possibilities of applying sensor technology on mobile platforms to create an increasing consumer entertainment experience.

  1. "Entertainment-education:" an idea whose time has come.

    Science.gov (United States)

    Piotrow, P T

    1994-03-01

    The "enter-educate" technique, which presents educational messages in the guise of entertainment, is being used effectively all over the world. Soap operas depict the struggles of a single mother or of a father who has infected his family with AIDS, songs remind listeners that contraception gives them choices, and animated videos breathe new life into sex education. The Johns Hopkins University has supported approximately 36 television series and specials, 9 radio dramas, 3 songs, and 9 music videos. Other organizations are expanding their work in this field. Surveys before and after exposure to enter-educate productions and clinic records can be used to measure changes in attitudes and behavior attributable to the productions. Evaluations of projects have shown that the audience pays attention and then moves from understanding to agreement to action (such as talking to their spouse or family, going to a clinic, using family planning, or practicing safer sex). The theoretical basis for the enter-educate approach can be traced to Aristotle who discussed the capacity for drama to convey moral teaching. More recently, Albert Bandura developed a theory of social learning which states that people learn by observing and adapting the behavior of others to their own lives. Miguel Sabido, a Mexican producer, applied Bandura's theory to develop the first enter-educate soap operas. The enter-educate approach is pervasive (through rapidly spreading mass media), popular (people seek entertainment), personal (depicting the private lives of the characters), passionate (invoking intense emotions), persuasive (through audience identification with characters), practical (since the talent and delivery infrastructure already exists), and profitable (entertainment pays its way, can generate profits and promote careers, and is cost-effective).

  2. Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application

    Science.gov (United States)

    Malatesta, L.; Raouzaiou, A.; Pearce, L.; Karpouzis, K.

    The current work presents the affective interface adaptations in the Musickiosk application. Adaptive interaction poses several open questions since there is no unique way of mapping affective factors of user behaviour to the output of the system. Musickiosk uses a non-contact interface and implicit interaction through emotional affect rather than explicit interaction where a gesture, sound or other input directly maps to an output behaviour - as in traditional entertainment applications. PAD model is used for characterizing the different affective states and emotions.

  3. The Lessons Oscar Taught Us: Data Science and Media & Entertainment.

    Science.gov (United States)

    Gold, Michael; McClarren, Ryan; Gaughan, Conor

    2013-06-01

    Farsite Group, a data science firm based in Columbus, Ohio, launched a highly visible campaign in early 2013 to use predictive analytics to forecast the winners of the 85th Annual Academy Awards. The initiative was fun and exciting for the millions of Oscar viewers, but it also illustrated how data science could be further deployed in the media and entertainment industries. This article explores the current and potential use cases for big data and predictive analytics in those industries. It further discusses how the Farsite Forecast was built, as well as how the model was iterated, how the projections performed, and what lessons were learned in the process.

  4. Potential marketing plan for Sony Computer Entertainment, Inc. to China

    OpenAIRE

    Li, Weishen

    2013-01-01

    The purpose of this thesis was to create a marketing plan for Sony Computer Enter-tainment, Inc. (SCE) for its market entry in mainland China. SCE is a major Japanese video game company which develops and manufactures video game consoles and game software on a global scale. SCE belongs to Sony Cooperation. Sony operates almost its every single business in China except the video game business due to the internal factors of China. Along with the great increase of Chinese people’s purchas-ing po...

  5. Boobs, Boxing, and Bombs: Problematizing the Entertainment of Spike TV

    OpenAIRE

    Walton, Gerald; Potvin, L.

    2009-01-01

    Spike is the only television network in North America “for men.” Its motto, “Get more action,” is suggestive of pursuits of various forms of violence. We conceptualize Spike not as trivial entertainment, but rather as a form of pop culture that erodes the gains of feminists who have challenged the prevalence of normalized hegemonic masculinity (HM). Our paper highlights themes of Spike content, and connects those themes to the literature on HM. Moreover, we validate the identities and lives ...

  6. Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John; Lund, Henrik Hautop

    2008-01-01

    children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games...... that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64...

  7. Listening, watching, and reading: the structure and correlates of entertainment preferences.

    Science.gov (United States)

    Rentfrow, Peter J; Goldberg, Lewis R; Zilca, Ran

    2011-04-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of more than 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. © 2011 The Authors. Journal of Personality © 2011, Wiley Periodicals, Inc.

  8. Cyber entertainment system using an immersive networked virtual environment

    Science.gov (United States)

    Ihara, Masayuki; Honda, Shinkuro; Kobayashi, Minoru; Ishibashi, Satoshi

    2002-05-01

    Authors are examining a cyber entertainment system that applies IPT (Immersive Projection Technology) displays to the entertainment field. This system enables users who are in remote locations to communicate with each other so that they feel as if they are together. Moreover, the system enables those users to experience a high degree of presence, this is due to provision of stereoscopic vision as well as a haptic interface and stereo sound. This paper introduces this system from the viewpoint of space sharing across the network and elucidates its operation using the theme of golf. The system is developed by integrating avatar control, an I/O device, communication links, virtual interaction, mixed reality, and physical simulations. Pairs of these environments are connected across the network. This allows the two players to experience competition. An avatar of each player is displayed by the other player's IPT display in the remote location and is driven by only two magnetic sensors. That is, in the proposed system, users don't need to wear any data suit with a lot of sensors and they are able to play golf without any encumbrance.

  9. Automobile, construction and entertainment business sector influences on sedentary lifestyles.

    Science.gov (United States)

    Parra, Diana C; de Sá, Thiago H; Monteiro, Carlos A; Freudenberg, Nicholas

    2018-04-01

    Sedentary lifestyles contribute to premature death and health inequalities. Researchers have studied personal and community-level determinants of inactivity but few have analyzed corporate influences. To reframe the public health debate on inactivity and open new doors for public sector intervention, we conducted a scoping review of evidence from several disciplines to describe how the business and political practices of the automobile, construction, and entertainment sectors have encouraged sedentary lifestyles. In the last 50 years, these industries have found it profitable to produce motor vehicles, housing, and entertainment, which intentionally or unintentionally discourage physical activity. Ceding primary authority for policy decisions in these sectors to the market-based economy has enabled the growth of powerful lobbies that encourage and maintain sedentary lifestyles. To counteract these influences, public health and civil society need to confront more upstream economic and social determinants of sedentary lifestyles. Building on evidence from efforts to change harmful tobacco, alcohol and food industry practices, we propose the creation of research and policy agendas that contribute to public health practice that can modify corporate practices that contribute to physical, social and political environments that discourage physical activity.

  10. Live Entertainment in a Fairytale Art-Peripheral Tourist Setting

    Directory of Open Access Journals (Sweden)

    Laila EL-Mahgary

    2016-05-01

    Full Text Available This article introduces a multidisciplinary study in which the different fields of musicology, social sciences and children’s ‘fairytale’ literature blend together. The interest in this topic came from a lack of attention in past studies on the art-peripheral performers’ and audiences’ experiences with the more popular form of entertainment in art-peripheral tourist settings. Another fundamental purpose for this research is to explore the important role of the art-peripheral ‘fairytale’ settings in transforming the different groups of hosts’ and guests’ everyday rational characters and performances, as they transgress from their cultural norms, and move through the liminal spaces of the sea. Consequently, new identities in Hurghada’s hotels’ fairytale scenes are being formed, and which are the outcome of localized and western, cultural, political, economic, and social constructions. The empirical method in this study puts emphasis on the texts of classical fairytale stories, which are used as an architextual model developed in the course of earlier research undertaken by the author. It is also well worth mentioning, that Hurghada’s art-peripheral hotel settings generate cultural tourism from the simple consumption of entertainment and popular music.

  11. Using Entertainment Media to Inform Student Affairs Teaching and Practice Related to Sex and Gender

    Science.gov (United States)

    Davis, Tracy L.

    2004-01-01

    This chapter presents several strategies for teaching about sex and gender using entertainment media and explores critical issues related to content development, the delivery process, and evaluation methods.

  12. Volcanic Infrasound - A technical topic communicated in an entertaining way

    Science.gov (United States)

    Kerlow, Isaac

    2017-04-01

    Volcanic Infrasound is a 9-minute film about using infrasound waves to detect and measure volcanic eruptions as they unfold. The film was made by an interdisciplinary team of filmmakers and scientists for a general audience. The movie explains the basic facts of using infrasound to detect volcanic activity, and it also shows volcano researchers as they install infrasound sensors in a natural reserve in the middle of the city. This is the first in a series of films that seek to address natural hazards of relevance to Singapore, a country shielded from violent hazards. This presentation reviews the science communication techniques and assumptions used to develop and produce this entertaining scientific documentary short. Trailer: https://vimeo.com/192206460

  13. Entertaining Whilst Defacing Websites: Psychological Games for Hackers

    Directory of Open Access Journals (Sweden)

    Ashish K Das

    2017-08-01

    Full Text Available Aim/Purpose: This study aims to investigate various characteristics from both victims as defaced websites and defacers that linked to a risk of being defaced through a set of descriptive analysis. Background: The current figures from a spectrum of sources, both academic and non-academic reports, proved a progressive increase of website defacement attacks to numerous organisations. Methodology: This study obtains a set of data from Zone-H site, which is accessible to the public, including 99,437 defaced websites. The descriptive analysis is applied in order to understand the motives of defacers and the probability of website re-defacements through the statistical investigation. Findings: The motives for defacing websites are driven mainly due to entertaining reasons. This in turn has an implication on the type of techniques defacers attack websites.

  14. Jules Stein, MD: Ophthalmologist, Entertainment Magnate, and Advocate for Vision.

    Science.gov (United States)

    Straatsma, Bradley R; Weeks, David F

    2016-04-01

    To report the lifetime activities and accomplishments of Jules Stein, MD. Retrospective review. Assessment of published and unpublished biographical material. Jules Stein combined his love of music and medicine with organizational skills to achieve successive careers as a musician, an ophthalmologist, an entertainment magnate, and an advocate for vision. To preserve vision, he founded Research to Prevent Blindness, founded the Jules Stein Eye Institute at the University of California, Los Angeles, and led a multiyear campaign to establish the National Eye Institute. With successive careers and extraordinary achievements, Jules Stein created an enduring legacy of benefits to ophthalmology, vision research, and the prevention of blindness. Copyright © 2016 American Academy of Ophthalmology. Published by Elsevier Inc. All rights reserved.

  15. European Trade – Where is Going? Retail Entertainment

    Directory of Open Access Journals (Sweden)

    Viorica JELEV

    2017-12-01

    Full Text Available As competition grows, brand manager imagination needs to work, and sales growth solutions need to focus on customer focus attention. It is a difficult task if all brands offer discounts in the malls they are in, and the announcement of differentiation is put to the attention of specialists who offer solutions for fun of any kind for the clients. The article aims to present the evolution of world trade in recent years and the various ways of diversion invented by retailers to keep customers in store chains longer for them to buy more. I will also present the off-line consumer profile, as found in the specialty studies and the adaptation of the entertainment methods according to these shoper typologies. The conclusion of this article will focus on what the link between entertaiment and retail is, the new concept of RETAILTAIMENT that leads to increased sales and profits of economic agents.

  16. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    Science.gov (United States)

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  17. 77 FR 40082 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof...

    Science.gov (United States)

    2012-07-06

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-745] Certain Gaming and Entertainment... gaming and entertainment consoles, related software, and components thereof by reason of infringement of... finally concluded that an industry exists within the United States that practices the '896, '094, '571...

  18. 45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.

    Science.gov (United States)

    2010-10-01

    ... acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor, entertainment, loan or similar favor of monetary value which stems from a family relationship such as that between the employee and his or her parents, spouse or children, if it is clear that the relationship is...

  19. War Isn’t Hell, It’s Entertainment

    DEFF Research Database (Denmark)

    Schubart, Rikke

    The interdisciplinary anthology War Isn’t Hell, It’s Entertainment analyses the relationship between war and the military on the one hand, and, on the other hand, entertainment, fiction, visual media, and cultural products. It examines war and film stars; war and films; war memorials; war...

  20. Approaching Science by Watching TV: What Do Entertainment Programs Contribute to Viewers' Competence in Genetic Engineering?

    Science.gov (United States)

    Weinmann, Carina; Löb, Charlotte; Mattheiß, Tamara; Vorderer, Peter

    2013-01-01

    This study examined the potential of entertainment-education (E-E) for promoting engagement with a science issue. It was assumed that certain entertaining features of a media experience increase viewers' perceived knowledge about an issue. Drawing on different theoretical models of E-E and on persuasive effects of narrative media messages, three…

  1. The Influence of Popular Culture and Entertainment Media on Adult Education

    Science.gov (United States)

    Thompson, Patricia M.

    2007-01-01

    The idea that popular culture and entertainment media influence us in both conscious and unconscious ways is not new. The use of alternative spaces, such as internet sites, for creating entertainment will continue to influence society and challenge educators. The importance of the internet was reflected in Time magazine's choosing YOU (meaning the…

  2. AIRSF: a new entertainment adaptive framework for stress free air tTravels

    NARCIS (Netherlands)

    Liu, H.; Hu, J.; Rauterberg, G.W.M.; Inakage, M.; Cheok, A.D.

    2008-01-01

    In this paper, we present a new entertainment adaptive framework AIRSF for stress free air travels. Based on the passenger’s current and target comfort states, user entertainment preference, and context of use, the system uses a Markov decision process to recommend context-aware and personalized

  3. 78 FR 45010 - In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental...

    Science.gov (United States)

    2013-07-25

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental Technologies, Inc., GTC Telecom Corp., ICF Corporation, and... Entertainment Group, Inc. because it has not filed any periodic reports since the period ended September 30...

  4. Explaining the Effects of Narrative in an Entertainment Television Program: Overcoming Resistance to Persuasion

    Science.gov (United States)

    Moyer-Guse, Emily; Nabi, Robin L.

    2010-01-01

    Research has examined the ability of entertainment-education (E-E) programs to influence behavior across a variety of health and social issues. However, less is known about the underlying mechanisms that account for these effects. In keeping with the extended elaboration likelihood model (E-ELM) and the entertainment overcoming resistance model…

  5. Integrating gesture recognition in airplane seats for in-flight entertainment

    NARCIS (Netherlands)

    van de Westelaken, H.F.M.; Hu, J.; Liu, H.; Rauterberg, G.W.M.; Pan, Z.; Zhang, X.; El Rhalibi, A.; Woo, W.; Li, Y.

    2008-01-01

    In order to reduce both the psychological and physical stress in air travel, sensors are integrated in airplane seats to detect the gestures as input for in-flight entertainment systems. The content provided by the entertainment systems helps to reduce the psychological stress, and the gesture

  6. Embedding gesture recognition into airplane seats for in-flight entertainment

    NARCIS (Netherlands)

    van de Westelaken, H.F.M.; Hu, J.; Liu, H.; Rauterberg, G.W.M.

    2011-01-01

    In order to reduce both psychological and physical stress in air travel, sensors are integrated into airplane seats to detect gestures as input for in-flight entertainment systems. The content provided by the entertainment systems helps to reduce psychological stress, and gesture recognition is used

  7. Copycat Suicide Induced by Entertainment Celebrity Suicides in South Korea

    Science.gov (United States)

    Jang, Soo Ah; Sung, Ji Min; Park, Jin Young

    2016-01-01

    Objective Throughout the past several years, there have been a number of entertainment celebrity suicides in South Korea. The aim of this study was to investigate the clustering of suicides following celebrities' suicides in South Korea from 2005 to 2008, particularly according to certain characteristics. Methods Seven celebrity suicides were examined and defined using the Korean Integrated Newspaper Database System (KINDS) and from these, we considered four affected periods occurring 28 days after each celebrity's suicide. A Poisson time-series autoregression model was used to estimate the relative risk of the total suicide number for each affected period from 2005 to 2008. Logistic regression analysis was performed to investigate whether there were specific increases in the numbers of suicides in subgroups matching each celebrity. Results There were significant increases in the risk of suicide during the affected periods. Remarkable increases were found in the subgroups matching each celebrity, especially in the group in which all factors (sex, age, and method) were similar. Conclusion This study provides confirmation that a significant copycat effect was induced by these celebrities' suicides, especially among people who identified more with the celebrities. This implies that countermeasures for upright media coverage of celebrity suicides should be discussed and practiced properly in South Korea. PMID:26766949

  8. Digital storytelling a creator's guide to interactive entertainment

    CERN Document Server

    Miller, Carolyn Handler

    2014-01-01

    Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They're immersive, letting the user interact with the story and letting the user enter the story and shape it themselves.This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: educat...

  9. Entertaining Democracy in the Era of Neo-Liberalism

    Directory of Open Access Journals (Sweden)

    James Curran

    2016-08-01

    Full Text Available James Curran’s article “Entertaining democracy in the Era of Neo-liberalism” is an essay written from the 13th SBPJor Conference Meeting in Campo Grande in 2015; a conference in which he was the opening speaker. The article was approved for publication in the BJR at the end of 2015, but we have decided to publish it in a special edition of Journalism and Democracy as it deals precisely with this issue. Curran begins the article by questioning the current state of democracy as it pertains to the decline of the nation state and the emergence of transnational institutions of deliberation which he calls “multilevel governance” but “is not matched by the development of a multilevel sense of citizenship”. As almost a prelude to the Brexit, Curran draws attention to the fact that the English do not consider themselves European despite being a part of the European Union. He tied this nationalist ideal not only to the British, but to other country populations in general. In a world dominated by transnational corporations and the presence and constancy of national media “supporting a national identity” he predicted that “Attempts at new institutional building are out of step with media development”. His analysis highlights several problems that are weakening modern democracy like “the increasing centralization of power by political leaders” and the “increasingly unrepresentative nature of the political class  rendering them in some countries almost a ‘separate caste’”. Reading Curran’s text allows us to reflect on the situation in Brazil. At first, it is pessimistic and places meanings that we have lobbied for outside of our borders: “Governments are less able to govern; political power is becoming more centralized; and the unelected influence of big business is becoming greater”. The media also has a hand in contributing towards a “growing sense of disconnection from politics”, making reference to politics as

  10. Fenomena ‘Entertainment Architecture’ di Indonesia dan Perkembangan dalam Arsitektur

    Directory of Open Access Journals (Sweden)

    Nur Endah Nuffida

    2017-02-01

    Full Text Available Fenomena ‘entertainment architecture’ berkembang pada paruh akhir abad 20 di dunia yang ditandai dengan kehadiran karya-karya arsitektur yang dibangun dengan tujuan utama sebagai hiburan yang atraktif bagi penggunanya. Kajian ini merupakan upaya untuk menganalisis munculnya fenomena ‘entertainment architecture’ sebagai sebuah tipe dalam karya arsitektur, khususnya di Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan paradigma naturalistik Tujuan penelitian ini adalah untuk mengetahui dan menemukan pengertian ‘entertainment architecture’, berbagai karakteristik tertentu dalam bentuk rupa dan wujud arsitekturalnya dan bagaimana karakteristik tersebut dapat dibaca sebagai sebuah tipe dalam perkembangan arsitektur. Hasil kajian memberikan kesimpulan bahwa fenomena ‘entertainment architecture’ di Indonesia dapat dibaca sebagai perkembangan gagasan baru dalam paras berpikir dan membuat arsitektur melalui bahasa bangunan yang tertampilkan melalui sosok, tampang dan wujudnya yang berbeda dengan bahasa bangunan yang telah ada sebelumnya.

  11. Exposures to atmospheric effects in the entertainment industry.

    Science.gov (United States)

    Teschke, Kay; Chow, Yat; van Netten, Chris; Varughese, Sunil; Kennedy, Susan M; Brauer, Michael

    2005-05-01

    Theatrical fogs are commonly used in the entertainment industry to create special atmospheric effects during filming and live productions. We examined exposures to mineral oil-and glycol-based theatrical fogs to determine what fluids and effects were commonly used, to measure the size distributions of the aerosols, and to identify factors associated with personal exposure levels. In nonperformance jobs in a range of production types (television, film, live theater, and concerts),we measured airborne concentrations of inhalable aerosol,aldehydes, and polycyclic aromatic hydrocarbons, and collected observations about the sites and tasks performed. Both mineral oil and glycols were observed in use on about one-half the production days in the study. The most common effect produced was a generalized haze over the entire set. Mean personal inhalable aerosol concentrations were 0.70 mg/m3(range 0.02 to 4.1). The mean proportion of total aerosol mass less than 3.5 microns in aerodynamic diameter was 61%. Exposures were higher when mineral oils, rather than glycols, were used to generate fogs. Higher exposures were also associated with movie and television productions, with using more than one fog machine, with increased time spent in visible fog, and for those employed as "grips." Decreased exposures were associated with increasing room temperature, with increasing distance from fog machines, and for those employed as "sound technicians." Exposures to theatrical fogs are just beginning to be measured. It is important to consider these exposures in light of any health effects observed, since existing occupational exposure limits were developed in other industries where the aerosol composition differs from that of theatrical fogs.

  12. Testing measurement equivalence of eudaimonic and hedonic entertainment motivations in a cross-cultural comparison

    OpenAIRE

    Odağ, Özen; Hofer, Matthias; Schneider, Frank M; Knop, Katharina

    2016-01-01

    Within Hofstede’s framework of individualistic and collectivistic cultures, this contribution examines measurement equivalence of hedonic and eudaimonic entertainment motivations in two different cultures, namely Germany representing a more individualistic culture (N = 180) and Turkey representing a more collectivistic culture (N = 97). By means of a multi-group confirmatory factor analysis, we could secure configural invariance for both hedonic and eudaimonic entertainment motivations across...

  13. The use of mobile technology for online shopping and entertainment among older adults in Finland

    OpenAIRE

    Kuoppamäki, Sanna-Mari; Taipale, Sakari; Wilska, Terhi-Anna

    2017-01-01

    Older adults are becoming an important market segment for all internet-based services, but few studies to date have considered older adults as online shoppers and users of entertainment media. Utilising the concept of life course, this article investigates the use of mobile technologies for online shopping and entertainment among consumers aged 55 to 74. The data were collected with a web-based survey completed by a panel of respondents representing Finnish television viewers (N = 322). The r...

  14. STRATEGI PEMASARAN PUBLIC RELATIONS MD ENTERTAINMENT PADA PEMASARAN FILM HABIBIE & AINUN

    OpenAIRE

    Trisna Adi Permana; Lilis Puspitasari

    2015-01-01

    Tujuan penelitian ini adalah untuk mengetahui perencanaan, implementasi serta evaluasi dari strategi Marketing Public Relations yang ditetapkan PR MD Entertainment pada film Habibie & Ainun pada tahun 2012-2013. Metode yang dilakukan adalah metode deskriptif yang bertujuan melukiskan secara sistematis fakta atau karakteristik populasi tertentu atau bidang tertentu secara faktual dan cermat. Hasil penelitian menunjukan PR MD Entertainment telah melakukan tahapan-tahapan atau Teknik...

  15. Strategi Pemasaran Public Relations Md Entertainment Pada Pemasaran Film Habibie & Ainun

    OpenAIRE

    Permana, Trisna Adi; Puspitasari, Lilis

    2015-01-01

    Tujuan penelitian ini adalah untuk mengetahui perencanaan, implementasi serta evaluasi dari strategiMarketing Public Relations yang ditetapkan PR MD Entertainment pada film Habibie & Ainun pada tahun2012-2013. Metode yang dilakukan adalah metode deskriptif yang bertujuan melukiskan secara sistematisfakta atau karakteristik populasi tertentu atau bidang tertentu secara faktual dan cermat. Hasil penelitianmenunjukan PR MD Entertainment telah melakukan tahapan-tahapan atau Teknik PR pada film Ha...

  16. Listening, Watching, and Reading: The Structure and Correlates of Entertainment Preferences

    OpenAIRE

    Rentfrow, Peter J.; Goldberg, Lewis R.; Zilca, Ran

    2011-01-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of over 3,000 individuals revealed a remarkably clear factor structure. Using multiple sam...

  17. Real-Time Analysis of Beats in Music for Entertainment Robots

    OpenAIRE

    Yue-Der Lin; Ting-Tsao Wu; Yu-Ren Chen; Yen-Ting Lin; Wen-Hsiu Chen; Shih-Fan Wang; Jinghom Chakhap

    2012-01-01

    The dancing actions for entertainment robots are usually designed in advance and saved in a database according to the beats and rhythm of the given music. This research is devoted to developing a real-time algorithm that can detect the primary information of the music needed for the actions of entertainment robots. The computation of the proposed algorithm is very efficient and can satisfy the requirement of real-time processing by a digital signal controller. The digitized music signal is fi...

  18. Entertainment-Retail Centers in Hong Kong and Los Angeles: Trends and Lessons

    OpenAIRE

    Clara Irazabal; Surajit Chakravarty

    2007-01-01

    This paper seeks to answer the question of why Entertainment Retail Centers (ERCs) develop as they do and what we can expect from these centers of consumption in the near future. Beginning with a "network" view of cities, where cities are nodes in an integrated economic system, the paper examines the evolution of and recent trends in the design of Entertainment Retail Centers (ERCs) in Los Angeles and Hong Kong. The analysis is organized along four related themes - land use, transportation, u...

  19. Energy Survival: entertainment as a resource for local energy actions

    Energy Technology Data Exchange (ETDEWEB)

    Elburg, Henk van; Moosdijk, Catelijne van de [SenterNovem (Netherlands)

    2007-07-01

    In 2005, SenterNovem, the Dutch Broadcasting Corporation, a publishing company and a consortium of local authorities launched 'Energy Survival'; a renewing energy marketing strategy for children to create a demand for local energy actions. New elements are powerful branding and the use of cross media techniques through national TV, internet, local events and primary education. Through entertainment, Energy Survival influences children's attitude towards energy consumption and its convincing relation with the environment. It aims at qualifying children to become 'energy ambassadors' in their own local environment: family, school and neighbourhood. Energy Survival has become a well tested energy game-concept for children in whom public and private partners cooperate under one brand name and with a clear division of roles and interests. However, the backbone of the concept is the local approach: local actions in municipalities and in primary schools, supported by television and internet where children learn to deal with the upcoming energy challenges of the planet they will inherit. By providing an internet-based teaching method, especially primary schools will be an effective multiplier to reach children. Broadcasting the energy game on national TV on the one hand, and local events and preliminaries on the other hand, ensure opportunities for widespread 'duplication' of the concept, adapted to local policy priorities regarding sustainable energy because each municipality is permitted to choose its own themes. Despite the fact that the project is still young and that the partners consider it as a 'long term-investment', the first independent monitoring results indicate that Energy Survival so far is quite successful. Ratings of the first TV-series show a national market share of 20 % in the age group 6-12 years and significantly more interaction between children and their parents on energy related issues. The website

  20. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Directory of Open Access Journals (Sweden)

    Xiang Qian Lao

    Full Text Available BACKGROUND: Noise-induced hearing loss (NIHL is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. METHODS: This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD; and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. RESULTS: The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7% of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%. Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. CONCLUSION: Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing

  1. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Science.gov (United States)

    Lao, Xiang Qian; Yu, Ignatius Tak Sun; Au, Dennis Kin Kwok; Chiu, Yuk Lan; Wong, Claudie Chiu Yi; Wong, Tze Wai

    2013-01-01

    Noise-induced hearing loss (NIHL) is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD); and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7%) of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%). Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing conservation programs should be introduced to the service industry

  2. Pro-socially shareable entertainment television programmes: a programming alternative in developing countries?

    Science.gov (United States)

    Singhal, A; Svenkerud, P J

    1994-12-01

    Over the period 1975-82, the Mexican television network created and aired seven entertainment soap operas promoting educational-development themes like adult literacy, smaller family size norms, and an higher social status for women. These emissions earned high ratings in Mexico and in other Latin American countries where they were subsequently broadcast. Evidence suggests that many of the social objectives of the soaps were met. In light of such success, the authors investigated the potential of pro-socially shareable entertainment television programs in developing countries. These programs use entertaining media formats to carry pro-social messages to a wide, yet culturally-proximate audience group. Entertainment television genres such as melodramatic soap operas offer certain advantages for carrying pro-socially shareable messages to audiences. The possibility of using other television genres and media channels, however, also needs to be seriously considered. Pro-socially shareable entertainment programs do have their limitations and problems, with a certain degree of message dilution invariably accompanying the quest for shareability. Targeting specific problems in specific audience groups is difficult and the identity of a relatively small homogeneous group can be threatened in a larger culturally proximate group. The value-laden nature of pro-social content can also be problematic.

  3. Pengaruh Entertainment, Irritating dan Informativeness Iklan di Website di Kalangan Mahasiswa

    Directory of Open Access Journals (Sweden)

    Edy Supriyadi

    2010-09-01

    Full Text Available There are several advantages and disadvantages and advertising via the Internet. The appeal of advertising may also arise from given information element, the element of comfort but also sometimes lead to disturbing or irritation elements. The limited number of Internet users in Indonesia and the different backgrounds of individual Internet users in Indonesia certainly provide a different assessment of the advertisements contained on the Internet. There are 3 factors which was the starting point to explain how consumers interpret the value of advertising, namely: informativeness, entertainment and irritation. This research aims to discover whether there is a relationship between entertainment, informativeness, and irritation toward advertising values and whether there is a relationship between entertainment and advertising values toward attitude towards web advertising using statistics tools of path analysis and multiple regression. The research shows that there is a significant relationship between independent variables such as informativeness, entertainment and irritation simultaneously toward the advertising value but there are no significant relationship between entertainment and informativeness toward the advertising value individually.  In the other model there is a significant relationship between informativeness, irritation and advertising values with the attitude towards web advertising.

  4. Entertainment and music magazine reading and binge drinking among a group of juvenile offenders.

    Science.gov (United States)

    Thomsen, Steven R; Rekve, Dag

    2006-01-01

    This study examines the relative contribution of exposure to entertainment and music magazines on binge drinking among a group of teenagers under the supervision of a juvenile court system in a medium-sized western United States community. Despite having a large proportion of adolescent readers, entertainment and music magazines typically include a substantial number of advertisements for alcoholic beverages in each issue. Data were collected via a self-report questionnaire administered to 342 juvenile offenders (ages 12-18 years). Three-quarters of our respondents reported they have used alcohol and about 37% indicated they were binge drinkers. As anticipated, binge drinkers were more frequent readers of entertainment and music magazines than non-binge drinkers. Binge drinkers also estimated that larger portions of their classmates used alcohol and would be more accepting of regular drinking than non-binge drinkers. Results of a multivariate logistic regression analysis to predict whether our subjects typically consumed five or more drinks during a drinking episode indicated that perceived ease of access, age, gender, the number of best friends who drink, parental drinking (inversely), and entertainment and music magazine reading frequency were significant predictors of binge drinking. We conclude that the predictive influence entertainment and music magazine reading frequency may actually reflect a selectivity bias among a segment of the youth sub-culture already inclined toward alcohol use and abuse. We recommend that entertainment and music magazine reading should be considered only within the constellation of other risk factors when assessing risk for potential alcohol abuse.

  5. A/B Testing in Improving Conversion on a Website : Case: Sanoma Entertainment Oy

    OpenAIRE

    Arento, Thomas

    2010-01-01

    The purpose of this thesis is to study marketing possibilities of improved conversion rates on websites. The study was made for Sanoma Entertainment Oy’s Gaming & Online unit. The main objective was to explore A/B testing as a tool to improve conversion rates by increasing click-through rates. The secondary objective was to test Google Website Optimizer as an A/B testing tool in comparison to current methods of A/B testing in Sanoma Entertainment Oy. The results of this study will be used as ...

  6. Assessment of personal exposures to optical radiation in large entertainment venues

    International Nuclear Information System (INIS)

    Bonner, R.; O'Hagan, J. B.; Khazova, M.

    2012-01-01

    Workplace exposure to optical radiation from artificial sources is regulated in Europe under the Artificial Optical Radiation Directive 2006/25/EC implemented in the UK as The Control of Artificial Optical Radiation at Work Regulations 2010. The entertainment environment often presents an extremely complex situation for the assessment of occupational exposures. Multiple illumination sources, continuously changing illumination conditions and people moving during performances add further complexity to the assessment. This document proposes a methodology for assessing the risks arising from exposure to optical radiation and presents detailed case studies of practical assessment for two large entertainment venues. (authors)

  7. 'Amusements are provided': asylum entertainment and recreation in Australia and New Zealand c.1860-c.1945.

    Science.gov (United States)

    MacKinnon, Dolly

    2009-01-01

    This chapter examines the official 'entertainment', in all its forms, provided to inmates in Australian and New Zealand asylums--later mental hospitals--between c.1860 and c.1945. Visitors came into asylum grounds and patients were permitted periods of leave, all for the purposes of entertainment and recreation. Surviving recreation buildings, their grounds and institutional archives, bear silent witness to the noisy and lively recreational activities of past patients, staff and visitors. This chapter reconstructs these practices in twenty public and three private asylums from this period by examining a diverse range of sources, including archives, histories of asylums and newspaper articles.

  8. 75 FR 6709 - United States, et al. v. Ticketmaster Entertainment Inc. and Live Nation Inc.; Proposed Final...

    Science.gov (United States)

    2010-02-10

    ... Live Music Entertainment Industry 15. The components of the live music entertainment industry pertinent... American Music business principally involves the promotion of live music events at Live Nation owned and/or... generate substantial income from live music events. Major concert venues that generate substantial income...

  9. A Framework for a Context-Aware Elderly Entertainment Support System

    Directory of Open Access Journals (Sweden)

    M. Anwar Hossain

    2014-06-01

    Full Text Available Elderly people constitute a major portion of world’s population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living.

  10. A Televised Entertainment-Education Drama to Promote Positive Discussion about Organ Donation

    Science.gov (United States)

    Khalil, Georges E.; Rintamaki, Lance S.

    2014-01-01

    This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called "Three Rivers" and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants…

  11. Class and Gender in Prime-Time Television Entertainment: Observations from a Socialist Feminist Perspective.

    Science.gov (United States)

    Steeves, H. Leslie; Smith, Marilyn Crafton

    1987-01-01

    Assesses representations of women in television entertainment programs from a socialist feminist perspective. Elaborates on socialist feminist theory, presents concepts for an analysis of both class and gender oppression, and argues that most socialist feminist cultural studies do not address these categories adequately. Uses these concepts to…

  12. 78 FR 70579 - Deluxe Laboratories, Inc., a Division of Deluxe Entertainment Services Group, Inc. Hollywood...

    Science.gov (United States)

    2013-11-26

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-82,442] Deluxe Laboratories, Inc., a Division of Deluxe Entertainment Services Group, Inc. Hollywood, California; Notice of Revised Determination on Reconsideration On July 23, 2013, the Department of Labor (Department) issued a Notice of Affirmative Determination Regarding...

  13. 75 FR 80843 - In the Matter of Certain Gaming and Entertainment Consoles, Related Software, and Components...

    Science.gov (United States)

    2010-12-23

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-752] In the Matter of Certain Gaming and... the sale within the United States after importation of certain gaming and entertainment consoles...,094 (``the `094 patent''). The complaint further alleges that an industry in the United States exists...

  14. Gender, Work, and HIV Risk: Determinants of Risky Sexual Behavior among Female Entertainment Workers in China

    Science.gov (United States)

    Yang, Xiushi; Xia, Guomei

    2006-01-01

    We proposed to integrate cognitive and social factors in the study of unprotected commercial sex. Data from 159 female entertainment workers from 15 establishments in Shanghai who reported commercial sex in the month prior to interview were used to test the approach. Two-sample t tests and multivariate logistic regression were conducted to examine…

  15. Work in Progress: Gender and Politics in Late Elizabethan Progress Entertainments

    Science.gov (United States)

    Kolkovich, Elizabeth Zeman

    2009-01-01

    This dissertation analyzes the understudied dramatic genre of Elizabethan progress entertainments, the political ideologies it conveys, and especially the female alliances it enacts. Aristocrats staged these outdoor, episodic pageants on their country estates during Elizabeth I's summer "progress" visits, 1575-1602. While previous scholars…

  16. I was totally there! : understanding engagement in entertainment-ducation narratives

    NARCIS (Netherlands)

    Leeuwen, van L.

    2015-01-01

    Summary

    I was totally there!: Understanding engagement in entertainment-education narratives

    By Lonneke van Leeuwen

    Introduction
    Narratives have the power to influence their recipients’ health behaviors.

  17. Getting the story right: making computer-generated stories more entertaining

    NARCIS (Netherlands)

    Oinonen, K.M.; Theune, Mariet; Nijholt, Antinus; Heylen, Dirk K.J.; Maybury, Mark; Stock, Oliviero; Wahlster, Wolfgang

    2005-01-01

    In this paper we describe our efforts to increase the entertainment value of the stories generated by our story generation system, the Virtual Storyteller, at the levels of plot creation, discourse generation and spoken language presentation. We also discuss the construction of a story database that

  18. Ugandan Adolescents' Sources, Interpretation and Evaluation of Sexual Content in Entertainment Media Programming

    Science.gov (United States)

    Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica

    2016-01-01

    Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…

  19. A Review on Stereoscopic 3D: Home Entertainment for the Twenty First Century

    Science.gov (United States)

    Karajeh, Huda; Maqableh, Mahmoud; Masa'deh, Ra'ed

    2014-12-01

    In the last few years, stereoscopic developed very rapidly and employed in many different fields such as entertainment. Due to the importance of entertainment aspect of stereoscopic 3D (S3D) applications, a review of the current state of S3D development in entertainment technology is conducted. In this paper, a novel survey of the stereoscopic entertainment aspects is presented by discussing the significant development of a 3D cinema, the major development of 3DTV, the issues related to 3D video content and 3D video games. Moreover, we reviewed some problems that can be caused in the viewers' visual system from watching stereoscopic contents. Some stereoscopic viewers are not satisfied as they are frustrated from wearing glasses, have visual fatigue, complain from unavailability of 3D contents, and/or complain from some sickness. Therefore, we will discuss stereoscopic visual discomfort and to what extend the viewer will have an eye fatigue while watching 3D contents or playing 3D games. The suggested solutions in the literature for this problem are discussed.

  20. A Framework for a Context-Aware Elderly Entertainment Support System

    Science.gov (United States)

    Hossain, M. Anwar; Alamri, Atif; Almogren, Ahmad S.; Hossain, SK Alamgir; Parra, Jorge

    2014-01-01

    Elderly people constitute a major portion of world's population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL) with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers) to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living. PMID:24936946

  1. Rape as Spectator Sport and Creepshot Entertainment: Social Media and the Valorization of Lack of Consent

    Directory of Open Access Journals (Sweden)

    Kelly Oliver

    2016-10-01

    Full Text Available Lack of consent is valorized within popular culture to the point that sexual assault has become a spectator sport and creepshot entertainment on social media. Indeed, the valorization of nonconsensual sex has reached the extreme where sex with unconscious girls, especially accompanied by photographs as trophies, has become a goal of some boys and men.

  2. Entertainment Education and Social Change: Evaluating a Children's Soap Opera in Kenya

    Science.gov (United States)

    de Block, Liesbeth

    2012-01-01

    This article discusses audience responses to a children's soap opera produced and broadcast in Kenya. It examines the evaluation process in relation to qualitative audience research within Cultural Studies. It challenges an Entertainment-Education model of media as vehicles for messages and links strongly with Communication for Social Change…

  3. 45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.

    Science.gov (United States)

    2010-10-01

    ... insurance, profit-sharing, stock bonus or other employee welfare or benefit plan maintained by a former... 45 Public Welfare 1 2010-10-01 2010-10-01 false Criminal provisions relating to gifts, entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES...

  4. Sensors for the Senses: Meaning-making via self-active entertainment experiences

    Directory of Open Access Journals (Sweden)

    Anthony Brooks

    2015-08-01

    Full Text Available In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution for the EAI INTETAIN 2015 conference builds upon the earlier work by questioning meaning making from such self-active entertainment experiences. Contextually, self-active relates to actor empowerment via ICT, whilst entertainment refers to HCI paradigms that are fun, engaging, and enjoyable. Conceptualizing, designing and realizing alternative digital media entertainment situations in stage performance, interactive installations and exhibitions at leading Museums for Modern Art, National and International major events, contributed to development of a sensor-based system conceived as a platform to investigate meaning making having societal impact beyond art. The system involves arrays of selectable sensor profiles mixed and matched according to requirements. Sensing of human input can be through worn (biosignal e.g. EEG, ECG, EMG, GSR, held, and/or non-worn sensors (volumetric, linear and planar interface profiles. Mapping of sourced human data is to a variety of digital content including art-based (music making, digital painting, lighting effects, video games, Virtual Reality and robotic devices. System adaptability promotes participant profile matching e.g. according to desired outcome. All ages and abilities are potential users. Preceding the commonly known camera-based game controllers such as EyeToy, Wii, and Kinect; the SoundScapes Virtual Interactive Space system has been used in institutes, hospitals and clinics to empower people with impairment to unconsciously push their limits of functionality via creative and playful expression. Rehabilitation is less mundane and boring, where variety of ICT

  5. "That's cool, you're a musician and you drink": Exploring entertainers' accounts of their unique workplace relationship with alcohol.

    Science.gov (United States)

    Forsyth, Alasdair J M; Lennox, Jemma C; Emslie, Carol

    2016-10-01

    This qualitative research investigates the alcohol experiences of entertainers who perform within licensed premises. Previous, mainly quantitative, studies have found that entertainers, specifically musicians, are an occupational group who drink excessively. This qualitative study draws on a wider sample of entertainers to examine their accounts of drinking in the workplace and the explanations they provide for this. We conducted individual semi-structured interviews (n=24) with band-members, variety acts and DJs in Glasgow, Scotland. This revealed a workplace characterised by continual opportunities for often free alcohol consumption. Unlike most occupations, for entertainers 'drinking-on-the-job' was normative, expected, and sometimes encouraged by peers, the public, employers or sponsors. Entertainers also experienced performance-related incentives to drink before, during and/or after a show; including anxiety, matching their intoxication level to the audience's, and 'reward-drinking'. This qualitative research confirms the unique nature of the entertainer-alcohol link, even in comparison to that found within other leisure industry occupations. While providing some explanation as to why entertainers might drink excessively, participants' accounts also suggested potential strategies for avoiding the negative outcomes of workplace drinking. Copyright © 2016 Elsevier B.V. All rights reserved.

  6. Preference learning for cognitive modeling: a case study on entertainment preferences

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Maragoudakis, Manolis; Hallam, John

    2009-01-01

    Learning from preferences, which provide means for expressing a subject's desires, constitutes an important topic in machine learning research. This paper presents a comparative study of four alternative instance preference learning algorithms (both linear and nonlinear). The case study...... investigated is to learn to predict the expressed entertainment preferences of children when playing physical games built on their personalized playing features (entertainment modeling). Two of the approaches are derived from the literature--the large-margin algorithm (LMA) and preference learning...... with Gaussian processes--while the remaining two are custom-designed approaches for the problem under investigation: meta-LMA and neuroevolution. Preference learning techniques are combined with feature set selection methods permitting the construction of effective preference models, given suitable individual...

  7. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    OpenAIRE

    Uematsu, Yuko; Saito, Hideo

    2008-01-01

    This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera....

  8. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    OpenAIRE

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigat...

  9. Use of "entertainment" chimpanzees in commercials distorts public perception regarding their conservation status.

    Directory of Open Access Journals (Sweden)

    Kara K Schroepfer

    Full Text Available Chimpanzees (Pan troglodytes are often used in movies, commercials and print advertisements with the intention of eliciting a humorous response from audiences. The portrayal of chimpanzees in unnatural, human-like situations may have a negative effect on the public's understanding of their endangered status in the wild while making them appear as suitable pets. Alternatively, media content that elicits a positive emotional response toward chimpanzees may increase the public's commitment to chimpanzee conservation. To test these competing hypotheses, participants (n = 165 watched a series of commercials in an experiment framed as a marketing study. Imbedded within the same series of commercials was one of three chimpanzee videos. Participants either watched 1 a chimpanzee conservation commercial, 2 commercials containing "entertainment" chimpanzees or 3 control footage of the natural behavior of wild chimpanzees. Results from a post-viewing questionnaire reveal that participants who watched the conservation message understood that chimpanzees were endangered and unsuitable as pets at higher levels than those viewing the control footage. Meanwhile participants watching commercials with entertainment chimpanzees showed a decrease in understanding relative to those watching the control footage. In addition, when participants were given the opportunity to donate part of their earnings from the experiment to a conservation charity, donations were least frequent in the group watching commercials with entertainment chimpanzees. Control questions show that participants did not detect the purpose of the study. These results firmly support the hypothesis that use of entertainment chimpanzees in the popular media negatively distorts the public's perception and hinders chimpanzee conservation efforts.

  10. Effectively selling astronomy to the public -- fusing lessons learned from education, entertainment, advertising and public relations

    Science.gov (United States)

    Pallone, Arthur; Day, Jacque

    2010-03-01

    A great celestial story is only as effective as the teller of the tale. With passion and knowledge at the helm, we must search for ways to pass on enthusiasm to others while conveying sound science. Based on our experiences, we present an integrated approach -- one that borrows elements from education, entertainment, advertising, and public relations -- to choose an event, hook and keep the public's attention while making them want more, and provide some tips for increasing media presence.

  11. Prevalence and correlates of drink driving within patrons of Australian night-time entertainment precincts.

    Science.gov (United States)

    Curtis, Ashlee; Coomber, Kerri; Hyder, Shannon; Droste, Nic; Pennay, Amy; Jenkinson, Rebecca; Mayshak, Richelle; Miller, Peter G

    2016-10-01

    Drink driving is a significant public health concern, and contributes to many road fatalities worldwide. The current study is the first to examine the prevalence and correlates of drink driving behavior in a sample of night-time entertainment precinct attendees in Australia. Interviews were conducted with 4214 night-time entertainment precinct attendees in two metropolitan and three regional cities in Australia. Seven correlates of self-reported drink driving were examined: gender, age, occupation, blood alcohol concentration (BAC), alcohol consumed prior to attending a licensed venue, energy drink consumption, and other drug consumption. Fourteen percent of night-time entertainment precinct attendees reported drink driving in the past three months. Bivariate logistic regression models indicated that males were significantly more likely than females to report drink driving in the past three months. Blue-collar workers and sales/clerical/administrative workers were significantly more likely to report drink driving behavior in the past three months than white-collar workers. The likelihood of reporting drink driving during the three months prior to interview significantly increased as BAC on the current night out increased, and when patrons reported engaging in pre-drinking or other drug use. The multivariate model presented a similar pattern of results, however BAC and pre-drinking on the night of the interview were no longer independent significant predictors. Males, blue collar/sales/clerical/administrative workers, and illicit drug consumers were more likely to report engaging in drink driving behavior than their counterparts. Interventions should focus on addressing the considerable proportion night-time entertainment precinct attendees who report engaging in drink driving behavior. Copyright © 2016 Elsevier Ltd. All rights reserved.

  12. Playboy Entertainment for Men Braille Edition June 1996:In collaboration with Rosita McKenzie

    OpenAIRE

    Douglas, Caroline

    2010-01-01

    'Playboy Entertainment for Men' features a passage of text read aloud from an article in the 1996 Braille edition of Playboy. The work interrogates issues of femininity, gender and prevailing relations of representation. Capturing the 'female' touch reading the 'male' gaze, it prompts dialogue between touch and the spoken word; seeing and projected fantasy; and text and image. The video was the recipient of the 9th International Keller Award.

  13. Transportation into narrative worlds: implications for entertainment media influences on tobacco use.

    Science.gov (United States)

    Green, Melanie C; Clark, Jenna L

    2013-03-01

    A growing body of research suggests that smoking portrayals in movies influence adolescent tobacco use. However, the mechanism for this influence remains unclear. The aim of this paper is to provide an overview of research on narrative transportation theory, particularly as applied to movies and smoking. We propose that this theory can provide a valuable framework for guiding research on the role of entertainment media in smoking and other addictive behaviors. We review empirical work on transportation theory and highlight the psychological mechanisms underlying transportation effects. 'Transportation into narrative worlds' refers to cognitive, emotional and imagery engagement into a narrative (including movies and entertainment media). We link this work with research on the effects of movie smoking. Research suggests that individuals who are more highly transported into narratives show greater attitude, belief and behavior change. Transportation effects work through reducing counterarguing, creating connections (identification and liking) with characters and increasing perceptions of realism and emotional involvement. We propose several future directions and research challenges for applying a transportation framework to the issue of entertainment media effects on smoking and tobacco disparities. Understanding factors contributing to transportation may provide a more nuanced view of who will be affected by movie smoking, and understanding the psychological processes underlying narrative persuasion may guide intervention efforts. Narrative transportation theory suggests that individuals' cognitive, emotional and imagery immersion in a narrative is a key mechanism of attitude, belief and behavior change. This theory provides a potentially generative and psychologically grounded framework for increasing knowledge about the boundary conditions and processes underlying the effects of entertainment media on tobacco use. © 2012 The Authors, Addiction © 2012 Society for

  14. The werther effect of two celebrity suicides: an entertainer and a politician.

    Directory of Open Access Journals (Sweden)

    Jae-Hyun Kim

    Full Text Available PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity's suicide. The period with a significantly increased number of suicides immediately after the celebrity's suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. RESULTS: News reports were more numerous and they contained more positive definitions about the entertainer's suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks than for the politician (4 weeks. The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. CONCLUSIONS: Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea.

  15. Advertisements for children's entertainment products in a popular parenting magazine: sedentary or active?

    Science.gov (United States)

    Basch, Corey H; Kecojevic, Aleksandar; Cadorett, Valerie; Basch, Charles E

    2017-01-01

    Background: The purpose of this study was to describe advertisements of children's entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = 166; 97.6%) were for products that depicted sedentary behavior. The most common types of entertainment products advertised were DVDs (n = 72), plastic stacking products (n = 18), books (n=14), and electronic devices (n = 13). The most popular theme that appeared in the advertisements was the entertainment product would enhance intelligence (n = 85; 50.3%, 95% CI: 0.43-0.58). The overwhelming majority (n = 136; 80.5%. 95% CI: 0.76-0.87) of the advertisements involved the presence of a character. Conclusion: This type of advertising does not contribute to the nation's goals of increasing physical activity among youth.

  16. Using Internet as Entertainment among Users Aged between 25 to 40 in Tehran

    Directory of Open Access Journals (Sweden)

    Behzad Dowran

    2008-11-01

    Full Text Available This article is the report of research conducted to answer two main questions; first, to what extent and under which forms using internet as entertainment is prevalent among users aged between 24 to 40 years in Tehran? And second has this kind of usage changed with passage of time (since the beginning of usage until the time of research? The research was designed and conducted with descriptive and qualitative method and the relevant data were gathered by using the techniques of deep interview with a sample (15 persons of the statistical population of users (the first generation of internet users in Tehran. The findings show that using internet as entertainment among the sample is usual usages which include chatting, blogging, music downloading, browsing the webs containing pornographic materials and Orcat in terms of leaning order. The responses of interviewees show that after the passage of ten years, using internet as entertainment has significantly declined. Chatting, browsing the webs containing pornographic material and cybernetic searching in terms of learning order have been mentioned the usual forms in early periods of internet usage.

  17. Like Fun Quantitative and Qualitative Analysis of the Entertainment Programs in BiH

    Directory of Open Access Journals (Sweden)

    Sanja Dokić Mrša

    2015-09-01

    Full Text Available According to the data from the Communications Regulatory Agency of Bosnia and Herzegovina, entertaining programme constitutes a quarter of all TV stations broadcast (24.9% and more than half of radio stations broadcast (53.66%. The content analysis of television programmes of three public broadcasters (BHT 1, RTRS, FTV as well as two commercial TV stations with nationwide coverage (TV Hayat and TV BN in prime time (from 17 to 23 hours on weekly base, based on the review of the programmes, showed that entertainment is one of the most important segments of television programmes, on both commercial TV stations, as well as public service in BiH. Qualitative analysis of Grand Show, that stands for the one of the most popular music and entertainment shows, not only in BiH, but wider, for almost two decades, indicates that this show belongs to kitsch culture. Furthermore, certain similarities between reality show programs like Big Brother or Farm and french Theatre of the absurd were found.

  18. Travel Series as TV Entertainment: Genre characteristics and touristic views on foreign countries

    Directory of Open Access Journals (Sweden)

    Anne Marit Waade

    2009-04-01

    Full Text Available Why is it not the deprived developing country, but rather the tempting destination the host arrives in when guiding the audience in a travel series? And how can we explore the specific combination of entertainment and education that travel series represent? Basically the travel series genre is a hybrid of journalistic documentary, entertaining lifestyle series and TV ads and the different series put different emphasis on the different genre elements. Travel series represent a certain kind of mediated consumption and they reflect lifestyle identity in relation to touristic consumer cultures. Like other lifestyle series dealing with consumption products and lifestyle markers encompassing fashion, food, garden, design and interior that balance somewhere between journalism and advertising, travel series typically deal with destinations, travel modes, cultural experiences and food as commodities. To understand the cultural and democratic value of travel series as a popular TV genre in the context of public service broadcasting, it is not the fact that the series contain educative and enlightening information about foreign cultures told in an entertaining and popular way that are of my interest. Rather it is tourism and media consumer culture as such, one has to expound as valuable democratic and cultural practice. The article presents different matrices of the respectively cultural and consumer knowledge that the different types of travel series include.

  19. Heavy Sexual Content Versus Safer Sex Content: A Content Analysis of the Entertainment Education Drama Shuga.

    Science.gov (United States)

    Booker, Nancy Achieng'; Miller, Ann Neville; Ngure, Peter

    2016-12-01

    Extremely popular with Kenyan youth, the entertainment-education drama Shuga was designed with specific goals of promoting condom use, single versus multiple sexual partners, and destigmatization of HIV. Almost as soon as it aired, however, it generated controversy due to its extensive sexual themes and relatively explicit portrayal of sexual issues. To determine how safer sex, antistigma messages, and overall sexual content were integrated into Shuga, we conducted a content analysis. Results indicated that condom use and HIV destigmatization messages were frequently and clearly communicated. Negative consequences for risky sexual behavior were communicated over the course of the entire series. Messages about multiple concurrent partnerships were not evident. In addition, in terms of scenes per hour of programming, Shuga had 10.3 times the amount of sexual content overall, 8.2 times the amount of sexual talk, 17.8 times the amount of sexual behavior, and 9.4 times the amount of sexual intercourse as found in previous analysis of U.S. entertainment programming. Research is needed to determine how these factors may interact to influence adolescent viewers of entertainment education dramas.

  20. Fade In: Exploring The Effects of Technological Change on Consumers and Firm Revenues in Home Entertainment Markets for Film

    OpenAIRE

    Axarlian, Gabriel Pablo

    2015-01-01

    AbstractFADE IN:EXPLORING THE EFFECTS OF TECHNOLOGICAL CHANGE ON CONSUMERS AND FIRM REVENUES IN HOME ENTERTAINMENT MARKETS FOR FILM Gabriel Axarlian This dissertation is composed of three related works, two of which are similar in data and time span with the third being more independent in this respect. The three works focus on the nature of the film industry’s adaptation to changing technologies in home entertainment markets. My analysis studies the effectiveness of new strategies as well ...

  1. Anarchic desires : deconstructing sexual and moral representations in Joe Orton's entertaining mr. sloane

    OpenAIRE

    Werner Almeida Alves

    2007-01-01

    A presente dissertação tem como objetivo apresentar uma leitura da peça Entertaining Mr. Sloane do dramaturgo inglês Joe Orton, investigando de que formas os artifícios literários são construídos para interromper as representações normativas sobre sexualidade e moralidade. Na obra de Orton, os comportamentos e discursos das personagens ignoram autoridades representativas de instituições que, como a família, trabalham para ratificar a noção de modos sexuais ligados à matrix heterossexual que c...

  2. Linux toys II 9 Cool New Projects for Home, Office, and Entertainment

    CERN Document Server

    Negus, Christopher

    2006-01-01

    Builds on the success of the original Linux Toys (0-7645-2508-5) and adds projects using different Linux distributionsAll-new toys in this edition include a car computer system with built-in entertainment and navigation features, bootable movies, a home surveillance monitor, a LEGO Mindstorms robot, and a weather mapping stationIntroduces small business opportunities with an Internet radio station and Internet caf ̌projectsCompanion Web site features specialized hardware drivers, software interfaces, music and game software, project descriptions, and discussion forumsIncludes a CD-ROM with scr

  3. Toimenpide-ehdotuksia sosiaaliseen mediaan : case: Sony Music Entertainment Finland Oy

    OpenAIRE

    Marttila, Noora

    2016-01-01

    Tämä opinnäytetyö toteutettiin toimeksiantona Sony Music Entertainment Finland Oy levy-yhtiölle. Toimeksiantaja on kansainvälinen yritys joka on yksi Suomen suurimmista levy-yhtiöistä. Yritys käyttää sosiaalista mediaa osana digitaalista markkinointiaan. Sitä käytetään erityisesti artistien sekä julkaisujen tunnettuuden lisäämiseen. Sosiaalinen media on kasvava markkinoinnin keino, joka oikein hyödynnettynä voi johtaa hyviin lopputuloksiin. Tämän työn tarkoituksena on antaa yrityksell...

  4. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    Science.gov (United States)

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    Purpose Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. Methods News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity’s suicide. The period with a significantly increased number of suicides immediately after the celebrity’s suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. Results News reports were more numerous and they contained more positive definitions about the entertainer’s suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks) than for the politician (4 weeks). The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. Conclusions Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea. PMID:24386428

  5. The challenges of social marketing of organ donation: news and entertainment coverage of donation and transplantation.

    Science.gov (United States)

    Harrison, Tyler R; Morgan, Susan E; Chewning, Lisa V

    2008-01-01

    While great strides have been made in persuading the public to become potential organ donors, actual behavior has not yet caught up with the nearly universally favorable attitudes the public expresses toward donation. This paper explores the issue by situating the social marketing of organ donation against a broader backdrop of entertainment and news media coverage of organ donation. Organ donation storylines are featured on broadcast television in medical and legal dramas, soap operas, and other television serials approximately four times per month (not including most cable networks), and feature storylines that promote myths and fears of the organ donation process. National news and other non-fictionalized coverage of organ donation are even more common, with stories appearing over twenty times a month on average. These stories tend to be one-dimensional and highly sensationalized in their coverage. The marketing of organ donation for entertainment essentially creates a counter-campaign to organ donation, with greater resources and reach than social marketers have access to. Understanding the broader environmental context of organ donation messages highlights the issues faced by social marketing campaigns in persuading the public to become potential donors.

  6. Comparing the effects of entertainment and educational television programming on risky sexual behavior.

    Science.gov (United States)

    Moyer-Gusé, Emily; Nabi, Robin L

    2011-01-01

    Entertainment-education (E-E) may offer an effective way to reduce risky behavior by modeling healthy behaviors. Although there is some empirical evidence to support the effectiveness of the E-E strategy, much of this research has been conducted in countries with different media landscapes than that of the United States and controlled experiments in this context are rare. Moreover, empirical tests of the relative effectiveness of E-E messages and other message formats are needed. In this study, 437 undergraduates participated in a three-wave panel experiment in which they viewed one of three programs (E-E, education, or entertainment). Safer sex intentions and behaviors were measured several days before, immediately following, and 2 weeks after exposure. Results demonstrate that effects of exposure to this E-E program vary depending on gender and past experience with sexual intercourse. In particular, females and those who had not initiated sexual intercourse showed the strongest effects. Discussion of theoretical implications and suggestions for future research are provided. Copyright © Taylor & Francis Group, LLC

  7. Integrating entertainment and scientific rigor to facilitate a co-creation of knowledge

    Science.gov (United States)

    Hezel, Bernd; Broschkowski, Ephraim; Kropp, Jürgen

    2013-04-01

    The advancing research on the changing climate system and on its impacts has uncovered the magnitude of the expectable societal implications. It therefore created substantial awareness of the problem with stakeholders and the general public. But despite this awareness, unsustainable trends have continued untamed. For a transition towards a sustainable world it is, apparently, not enough to disseminate the "scientific truth" and wait for the people to "understand". In order to remedy this problem it is rather necessary to develop new entertaining formats to communicate the complex topic in an integrated and comprehensive way. Beyond that, it could be helpful to acknowledge that science can only generate part of the knowledge that is necessary for the transformation. The nature of the problem and its deep societal implications call for a co-creation of knowledge by science and society in order to enable change. In this spirit the RAMSES project (Reconciling Adaptation, Mitigation and Sustainable Development for Cities) follows a dialogic communication approach allowing for a co-formulation of research questions by stakeholders. A web-based audio-visual guidance application presents embedded scientific information in an entertaining and intuitive way on the basis of a "complexity on demand" approach. It aims at enabling decision making despite uncertainty and it entails a reframing of the project's research according to applied and local knowledge.

  8. Strategy of Education, Entertainment and Physical Activity for Women who Suffer Breast Cancer

    Directory of Open Access Journals (Sweden)

    María Antonia Afre Socorro

    2017-12-01

    Full Text Available Some research works attempt to establish new and more effective methods of prevention, diagnosis and treatment of breast cancer, since it continues being one of the most harmful frequent neoplasms in Cuba and in the world. The present aim of study is to elaborate a strategy of education, amusement and physical activity tasks for women with breast cancer to the improvement of their standard of life. An explanatory cuasi-experimental research was carried out, which consists on a proposal of education, entertainment and physical activities to be put into practice in most of the patients with diagnosis of breast cancer from Pinar del Río city. The observation, documental review and the structured interview to medical, sports and community people were used. A Strategy of actions was elaborated keeping in mind certain items or components like: beneficiaries, methodology to be used, resources and evaluation. Games, trips, shops on topics of interest, culinary activities and dancing were proposed like complement of a moderate physical exercise, all them controlled by qualified professionals of health and sport. It was concluded that education, entertainment and physical activity contribute to increase the quality of life and the social interaction in women with breast cancer.

  9. Exposure to scenic lighting devices: risk to the health of entertainment professionals

    International Nuclear Information System (INIS)

    Salsi, S.; Barlier-Salsi, A.

    2013-01-01

    The European directive 2006/25/EC on minimum health and safety requirements regarding the exposure of workers to the risks arising from optical radiation provides for risk assessment in workplaces. This is particularly important in entertainment, where intentional exposure to spotlights may be required for periods of 8 hours per working day. The aim of the study was to provide the lighting engineers with information, relative to the risks associated with spotlights, to help them to estimate the risks a priori of a lighting plan. This study consisted of determining the risks associated with 63 different spotlights, then distributing them into 4 groups of risks defined by the standard EN 62471, in calculating their permissible minimal exposure distance, corresponding to the use of 1 and 5 spotlights for a daily exposure time of 8 hours. This study highlighted that spotlights may cause health problems for entertainment workers. The classification proposed by the standard EN 62471 is not sufficient to estimate the risks of a lighting plan. Furthermore, the permissible minimal exposure distance and the permissible maximal exposure time do not constitute relevant parameters to reduce the risks to acceptable values. (authors)

  10. STORIES OF PROSTITUTION: READINGS OF ENTERTAINMENT IN NINETEENTH-CENTURY BRAZIL

    Directory of Open Access Journals (Sweden)

    Renata Ferreira Vieira

    2018-01-01

    Full Text Available Censored by parents and conservative critics, stories about prostitutes have always been "forbidden" readings that, in addition to stimulating the book trade over the years, offered readers entertainment through the "euphoria and sensations" caused by the stuffed works with obscene plots and / or sexual insinuations. It is in this perception of reading, in nineteenth-century Brazil, who were the novels about the "women of life" like Lucíola (1862, the Brazilian writer José de Alencar (1829-1877,and Nana (1880, the French writer Émile Zola (1840-1902. Affiliated, respectively, with romantic and naturalistic esthetics, Lucíola and Nana fictionalize the live of two young prostitutes in a nineteenth-century patriarchal society. In order to understand how these novels were appropriated as "entertainment literature" by the reading public of the time, this article will investigate the trajectory of publication, circulation and reception of these works through the theoretical assumptions of the history of books and reading (CHARTIER, 1990 .

  11. Impact of Entertainment Motivational Drivers on User Acceptance of Online Social Network Banner Advertising: A Gratification Perspective

    Directory of Open Access Journals (Sweden)

    Mir Imran Anwar

    2017-05-01

    Full Text Available Social media has phenomenally changed the communication landscape. Particularly social network sites have received enormous popularity and user acceptance globally. The business model of many social network sites is based on advertising. The survival of these social network sites depends on the user acceptance of advertising appearing on these websites. Users usually accept the advertising which is consistent with their motivations for using social network sites. The current study examines the underlying dimensions of entertainment motivation for using social network sites and their impact on user acceptance of social network advertising. Analysis of data from 450 university students show entertainment motivation for using social network sites a multidimensional (SNSs construct consisting of enjoyment, social escapism, relaxation and pass time factors. Furthermore, the results exhibit that SNSs entertainment motivation partially impacts user acceptance of social network advertising.

  12. Associations between sport and screen-entertainment with mental health problems in 5-year-old children

    Directory of Open Access Journals (Sweden)

    Dezateux Carol

    2010-04-01

    Full Text Available Abstract Background Few studies have examined the benefits of regular physical activity, and risks of sedentary behaviour, in young children. This study investigated associations between participation in sports and screen-entertainment (as components of physical activity and sedentary behaviour, and emotional and behavioural problems in this population. Methods Cross-sectional analysis of data from 13470 children (50.9% boys participating in the nationally representative UK Millennium Cohort Study. Time spent participating in sports clubs outside of school, and using screen-entertainment, was reported by the child's mother at child age 5 years, when mental health was also measured using the Strengths and Difficulties Questionnaire. Results 45% of children did not participate in sport clubs and 61% used screen-entertainment for ≥ 2 hours per day. Children who participated in sport had fewer total difficulties; emotional, conduct, hyperactivity-inattention and peer relationship problems; and more prosocial behaviours. These relationships were similar in boys and girls. Boys and girls who used screen-entertainment for any duration, and participated in sport, had fewer emotional and behavioural problems, and more prosocial behaviours, than children who used screen-entertainment for ≥ 2 hours per day and did not participate in sport. Conclusions Longer durations of screen-entertainment usage are not associated with mental health problems in young children. However, our findings suggest an association between sport and better mental health. Further research based on longitudinal data is required to examine causal pathways in these associations and to determine the potential role of this and other forms of physical activity in preventing mental health disorders.

  13. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    Directory of Open Access Journals (Sweden)

    Hideo Saito

    2008-09-01

    Full Text Available This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.

  14. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    Science.gov (United States)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  15. The Two Cultures of Electricity: Between Entertainment and Edification in Victorian Science

    Science.gov (United States)

    Morus, Iwan Rhys

    2007-06-01

    Reviewing Fleeming Jenkin's Electricity and Magnetism in Nature in 1873 an anonymous reviewer (probably James Clerk Maxwell) remarked that "at the present time there are two sciences of electricity — one that of the lecture-room and the popular treatise; the other that of the testing-office and the engineer's specifications." In this paper I want to look behind Maxwell's remark and examine the relationship between the "two sciences" of electricity during the third quarter or so of the 19th century. In particular I want to look at them in terms of their instrumental technologies. How did apparatus travel between the lecture-room or exhibition-hall and the testing-office or the laboratory? How did skills cross between these different spaces? How did the earlier Victorian culture of electricity as "entertainment and edification" become transformed into late 19th century metrological culture? How did these cultures overlap and how did they differ?

  16. Primitive entertainment prank calls in the work of counseling psychologist on Children helpline

    Directory of Open Access Journals (Sweden)

    I.A. Geronimus

    2014-08-01

    Full Text Available We explore the challenges faced by counseling psychologist when working at the Children's Helpline in cases of prank calls. The category of prank calls include such calls, when the caller asks the psychologist to discuss the imaginary situation, or do not formulate a query at all. On the basis of empirical data, we revealed the main varieties of such calls: call jokes, fantasy calls, intrusive calls, insulting calls, prank calls, calls of a sexual nature, dating calls. We explore the possible motivations of children and adolescents, entertaining by phone calls: experimentation with new social roles, expression of negative emotions, cognitive motivation, etc. We show the principles and strategies of counselors of Children's helpline working with this type of calls: they are based on cultural-historical psychology ideas and V. Satir communicative styles model.

  17. Entertainment-education and recruitment of cornea donors: the role of emotion and issue involvement.

    Science.gov (United States)

    Bae, Hyuhn-Suhck

    2008-01-01

    This study examined the role of emotional responses and viewer's level of issue involvement to an entertainment-education show about cornea donation in order to predict intention to register as cornea donors. Results confirmed that sympathy and empathy responses operated as a catalyst for issue involvement, which emerged as an important intermediary in the persuasion process. Issue involvement also was found to be a common causal antecedent of attitude, subjective norm, and perceived behavioral control, the last two of which predict intentions unlike attitude, which does not. The revised path model confirmed that involvement directly influences intention. The findings of this study suggest that adding emotion and involvement in the Theory of Planned Behavior (TPB) enhances the explanatory power of the theory in predicting intentions, which indicates the possibility of combining the Elaboration Likelihood Model (ELM) and the TPB in the prediction of human behaviors.

  18. A comparative study of blood alcohol concentrations in Australian night-time entertainment districts.

    Science.gov (United States)

    Miller, Peter; Pennay, Amy; Droste, Nicolas; Butler, Erin; Jenkinson, Rebecca; Hyder, Shannon; Quinn, Brendan; Chikritzhs, Tanya; Tomsen, Stephen; Wadds, Phillip; Jones, Sandra C; Palmer, Darren; Barrie, Lance; Lam, Tina; Gilmore, William; Lubman, Dan I

    2014-07-01

    There is little research describing how intoxication levels change throughout the night in entertainment districts. This research aims to describe levels of alcohol intoxication across multiple Australian metropolitan and regional nightlife districts. This study was conducted in the night-time entertainment districts of three metropolitan cities (Sydney, Melbourne and Perth) and two regional cities (Wollongong and Geelong) in Australia. Data collection occurred approximately fortnightly in each city on a Friday or Saturday night between 8 pm and 5 am. Brief structured interviews (3-10 min) and breathalyser tests were undertaken in busy thoroughfares over six months. Of the 7037 individuals approached to participate in the study, 6998 [61.8% male, mean age 24.89 years (standard deviation 6.37; range 18-73)] agreed to be interviewed. There was a linear increase in blood alcohol concentration (BAC) levels throughout the night. Post hoc testing revealed significantly more highly intoxicated participants (i.e. BAC above 0.10 mg of alcohol per 100 mL of blood) after midnight (P gender differences disappeared by 3 am. There was no age differences in intoxication earlier in the night, but after midnight, patrons over the age of 21 showed increasing BAC levels. There is a consistent trend across the cities of high to very high levels of intoxication later in the night, with trends after midnight being significantly different to those before. © 2014 Australasian Professional Society on Alcohol and other Drugs.

  19. Playing it safe: Patron safety strategies and experience of violence in night-time entertainment districts.

    Science.gov (United States)

    Zhou, Jin; Droste, Nicolas; Curtis, Ashlee; Zinkiewicz, Lucy; Miller, Peter

    2018-03-01

    Incidences of violence are elevated in night-time entertainment districts. Research suggests that safety-related behavioural strategies adopted while drinking can reduce negative alcohol-related outcomes. The current study investigates the use of safety strategies and its association with experiences of violence among patrons from the general population. Patron interviews (N = 3949) were conducted in and around licenced venues in Newcastle (New South Wales) and Geelong (Victoria) during peak trading hours (Friday and Saturday, 21:00-01:00 h). Participants (mean age = 24.3, SD = 5.8; male 54.4%) were asked to report what measures, if any, they used to keep safe when drinking and whether they had been involved in a violent incident in the last 12 months. After controlling for patron demographics and location, the use of multiple (more than one) safety strategies was significantly associated with reduced odds of involvement in a violent incident (odds ratio = 0.64, 95% confidence interval 0.49-0.85, P = 0.002). Significant gender differences were observed in the number and type of safety strategies reported. Increasing the number of safety-related behaviours during drinking occasions is associated with a small but significant reduction in experiencing alcohol-related harms, such as violence. [Zhou J, Droste N, Curtis A, Zinkiewicz L, Miller P. Playing it safe: Patron safety strategies and experience of violence in night-time entertainment districts. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  20. Implementation of effective alcohol control strategies is needed at large sports and entertainment events.

    Science.gov (United States)

    Lyne, Mark; Galloway, Andrew

    2012-02-01

    To assess the implementation and effectiveness of strategies and actions to eliminate and/or reduce alcohol-related problems at large sports and entertainment events in New Zealand. We conducted site visits and monitoring observations at venues before, during and after a variety of large events between March 2009 and November 2010. Thirteen events were attended at nine different venues. Events included rugby, rugby league and cricket matches, motor racing, rowing, horse racing, an outdoor music festival, and food and wine festivals. Most large events appeared to pass with few or no alcohol-related problems. The exceptions were one of the horse-race meetings, a rugby league match and one food and wine festival. Common contexts at events where alcohol-related problems were seen included: inadequate alcohol control and management by security staff; the ability to purchase four alcoholic drinks (rather than two) at a time; inexperienced bar staff untrained in responsible alcohol service; no or little promotion of low and non-alcoholic drinks; and a lack of monitoring and enforcement of the law on intoxication. An important approach to prevent and reduce alcohol-related problems at large spots and entertainment events is the use of specific alcohol-control strategies. The management of alcohol consumption is a major part of event management that must be planned with harm-minimisation strategies well in advance of the event itself. If strategies and actions are not properly implemented to manage the sale and supply of alcohol at large events, there is significant risk of alcohol-related problems and harm resulting from them. © 2012 The Authors. ANZJPH © 2012 Public Health Association of Australia.

  1. Advances in Computer Entertainment : 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012. Proceedings

    NARCIS (Netherlands)

    Nijholt, Anton; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture

  2. Arts and Entertainment Career Conference. Walt Disney Studios. Final Project Performance Report, July 31, 1978-July 31, 1979.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    The intention of a project was (1) to encourage college and university deans and heads of performing arts departments to hold an Arts and Entertainment Career Seminar on their own compus for faculty and performing arts majors and (2) to provide these institutions with written and visual materials for such a seminar. Two conferences were held, one…

  3. 77 FR 4389 - In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal...

    Science.gov (United States)

    2012-01-27

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal Ice Blast, Inc., US Farms, Inc., US Microbics... concerning the securities of Tornado Gold International Corp. because it has not filed any periodic reports...

  4. Do narrative engagement and recipients’ thoughts explain the impact of an entertainment-education narrative on discouraging binge drinking?

    NARCIS (Netherlands)

    van Leeuwen, L.; van den Putte, B.; Renes, R.J.; Leeuwis, C.

    2017-01-01

    Previous research suggests that narrative engagement (NE) in entertainment-education (E-E) narratives reduces counterarguing, thereby leading to E-E impact on behavior. It is, however, unclear how different NE processes (narrative understanding, attentional focus, emotional engagement, narrative

  5. Promoting Prosocial Beliefs And Behavior Toward People With Disabilities In Nepal Through A Children’s Entertainment-Education Program

    Directory of Open Access Journals (Sweden)

    William J Brown

    2011-10-01

    Full Text Available PurposeThis quasi-experimental field study examines the prosocial influences of a children's entertainment-education television programme, Khushi Ko Sansar, on children’s beliefs and intended behaviour towards people with disabilities in Nepal.MethodPre-test and post-test survey data were gathered from 357 Nepali children from nine communities that took part in the study. The children were shown two television episodes in which the star of the programmes, a dog named Khush, befriends and visits people with disabilities.ResultsPost-test results show that children developed strong identification with Khush and adopted his prosocial beliefs and behaviour towards people with disabilities.ConclusionsThe authors conclude that the entertainment-education television programme, Khushi Ko Sansar, provided a positive role model for children who encounter people with disabilities. Implications of these findings suggest that entertainment-education media can improve the treatment of people with disabilities and can promote beneficial health beliefs and practices.Key words: Children’s television, entertainment-education, Nepal, people with disabilities, role modelsdoi 10.5463/DCID.v22i2.33 

  6. Social Worker Perceptions of the Portrayal of the Profession in the News and Entertainment Media: An Exploratory Study

    Science.gov (United States)

    Zugazaga, Carole B.; Surette, Raymond B.; Mendez, Monica; Otto, Charles W.

    2006-01-01

    This exploratory study describes social workers' perceptions of the depiction of the social work profession found in the news and entertainment media. A random sample of 665 MSW social workers who were members of the Florida Chapter of the National Association of Social Workers were surveyed regarding how they felt the profession was depicted in…

  7. Design guidelines for mobile information and entertainment services based on the Radio538 ringtunes i-mode service case study

    NARCIS (Netherlands)

    Kar, E. van de; Maitland, C.F.; Wehn de Montalvo, U.W.C.; Bouwman, H.

    2003-01-01

    The mobile telecommunications industry is undergoing rapid change, which is increasing the interdependency of firms in the sector. Mobile information and entertainment services will be delivered through inter-organizational networks of firms. This means the problems of service design must be

  8. Factors associated with induced abortion among female entertainment workers: a cross-sectional study in Cambodia.

    Science.gov (United States)

    Yi, Siyan; Tuot, Sovannary; Chhoun, Pheak; Pal, Khuondyla; Tith, Khimuy; Brody, Carinne

    2015-07-31

    To explore risk factors associated with induced abortion among sexually active female entertainment workers (FEWs) in Cambodia. Cross-sectional study. Phnom Penh and Siem Reap, Cambodia. This study included 556 FEWs aged 18-47 years randomly selected from entertainment establishments in the two cities in 2014 using a two-stage cluster sampling method. Data were collected through face-to-face interviews using a structured questionnaire. History of induced abortion during the time working as a FEW. Of the total sample, 45.6% reported currently using a contraceptive method with condom (42.4%) being the most common method, followed by pills (25.6%). One-fourth (25%) of the respondents reported having been pregnant at least once, and 21.4% reported having at least one induced abortion during the time working as a FEW. After controlling for other covariates in a multivariate logistic regression model, FEWs with a history of induced abortion remained significantly more likely to be currently working in a karaoke bar (AOR=1.75, 95% CI 1.10 to 2.78), to have worked longer as a FEW (AOR=1.42, 95% CI 1.06 to 1.43), to have had a greater number of sexual partners in the past 12 months (AOR=1.86, 95% CI 1.02 to 1.54), to be currently using a contraceptive method (AOR=1.52, 95% CI 1.01 to 2.29), to be able to find condoms when they needed them (AOR=2.03, 95% CI 1.09 to 3.82), and to report inconsistent condom use with non-commercial partners in the past 3 months (AOR=1.62, 95% CI 1.06 to 3.44). This study highlights the high rates of unwanted pregnancies that ended in induced abortions among FEWs in Cambodia. Access of FEWs to quality sexual and reproductive healthcare services is deemed a high priority. Integrated interventions to improve sexual and reproductive health among these vulnerable women should be tailored to reach the most-at-risk groups. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go

  9. Educational storylines in entertainment television: audience reactions toward persuasive strategies in medical dramas.

    Science.gov (United States)

    Asbeek Brusse, Elsbeth D; Fransen, Marieke L; Smit, Edith G

    2015-04-01

    Medical television drama series provide an important source of health information. This form of entertainment-education (E-E) can be used to influence knowledge, attitudes, and behaviors toward health-related issues. In the literature, E-E is generally regarded as a persuasive strategy in itself, whereas in an increasing number of E-E programs, several different persuasive strategies are used. An important question is how the audience ethically evaluates these strategies. The aim of the present study is to examine viewers' ethical judgments toward the use of three persuasive strategies in E-E: product placement, framing, and persuasion toward a controversial position. A survey among 525 viewers of 5 popular medical dramas demonstrates that viewers evaluate the use of the currently investigated attitudinal statements about potential persuasive strategies in E-E as being immoral and that viewers prefer neutral storylines. Adopting a strategy that viewers find inappropriate may interfere with the intended prosocial effects of E-E. A broader understanding of the appropriate and inappropriate uses of persuasive strategies in E-E is indispensable for effective E-E productions.

  10. Public Diplomacy in Prime Time: Exploring the Potential of Entertainment Education in International Public Diplomacy

    Science.gov (United States)

    Murphy, Sheila T.; Hether, Heather J.; Felt, Laurel J.; de Castro Buffington, Sandra

    2014-01-01

    Can stories succeed where traditional forms of diplomacy have faltered? This study examined whether a primetime drama could impact American viewers’ knowledge, attitudes, and behavior with respect to U.S. foreign policy and funding by surveying 173 viewers of an episode of Law & Order: SVU (“Witness”). Additionally, this study sought to uncover which theoretical construct — involvement with a specific character or involvement with the narrative more generally (transportation) — best predicted impact. The fictional character in question was Nardelie, a woman forced to flee the Democratic Republic of the Congo after repeated rape by militias vying for “conflict minerals,” so named because control of these valuable minerals has triggered numerous conflicts. Separate regression analyses suggested a positive relationship between impact of the storyline and both theoretical constructs. However, when both constructs were entered into a single regression, involvement with Nardelie was the stronger predictor of knowledge (e.g., conflict minerals, sexual violence, and asylum issues) and current or future behavior (i.e., discussing global health) while transportation was the stronger predictor of attitudes (i.e., support for aid). This suggests that, while correlated, these constructs do not completely overlap. Implications of these results and the use of entertainment education in public diplomacy are discussed. PMID:24489980

  11. Public Diplomacy in Prime Time: Exploring the Potential of Entertainment Education in International Public Diplomacy.

    Science.gov (United States)

    Murphy, Sheila T; Hether, Heather J; Felt, Laurel J; de Castro Buffington, Sandra

    2012-01-01

    Can stories succeed where traditional forms of diplomacy have faltered? This study examined whether a primetime drama could impact American viewers' knowledge, attitudes, and behavior with respect to U.S. foreign policy and funding by surveying 173 viewers of an episode of Law & Order: SVU ("Witness"). Additionally, this study sought to uncover which theoretical construct - involvement with a specific character or involvement with the narrative more generally (transportation) - best predicted impact. The fictional character in question was Nardelie, a woman forced to flee the Democratic Republic of the Congo after repeated rape by militias vying for "conflict minerals," so named because control of these valuable minerals has triggered numerous conflicts. Separate regression analyses suggested a positive relationship between impact of the storyline and both theoretical constructs. However, when both constructs were entered into a single regression, involvement with Nardelie was the stronger predictor of knowledge (e.g., conflict minerals, sexual violence, and asylum issues) and current or future behavior (i.e., discussing global health) while transportation was the stronger predictor of attitudes (i.e., support for aid). This suggests that, while correlated, these constructs do not completely overlap. Implications of these results and the use of entertainment education in public diplomacy are discussed.

  12. Real-time 3D human capture system for mixed-reality art and entertainment.

    Science.gov (United States)

    Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu

    2005-01-01

    A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.

  13. Cultural diversity and entertainment in the media ambience of the spectacle

    Directory of Open Access Journals (Sweden)

    Edson Farias

    2017-06-01

    Full Text Available http://dx.doi.org/10.5007/2175-7984.2017v16n35p178 The scope of this figurative-procedural analysis is the correlation between communication and cultural diversity. Firstly, it is discussed the role played by image in contemporary Western culture. It is affirmed, then, that the audiovisual production integrates the transactions between sociohuman and machinic networks, which not only support and question the forms and means of symbolization, but also correspond to a late example of this same interaction. More specifically, the analysis falls on the interaction of audiovisual production with other modes of production and circulation of symbolic goods, especially in the setting of mediatic environments, in the very act of recomposing other modes of symbolization as contents of these socio-technical environments. The examination of the convergence of televisual media and the carnival ludic-aesthetic eventgenre of the Rio de Janeiro Samba Schools Parade demonstrates that in the reconstitution of the spectacle-show’s ambience, it is possible to observe mechanisms of contemporary entertainment, and especially the mechanism of cultural valuing of a given social expression.

  14. Meaningful, entertaining, popular and ‘Bavarian’: art into design in nineteenth century Munich

    Directory of Open Access Journals (Sweden)

    Stefan Muthesius

    2014-12-01

    Full Text Available Among European regional stereotypes few come across as strongly and consistently as ‘Bavaria’. Its strength is derived from the ways in which it appears to be firmly and comprehensively grounded in its land and its people. This article traces the way in which some of the stereotype’s associated forms and images, principally those related to the domestic environment, were first conceived during the nineteenth century. The principal claim is that it was the nineteenth century artists, architects and designers in the Kunststadt Munich, who, helped by the critics, arrived at very specific valorisations of their designs, which could then be applied in an essentialist way to all artefacts of the region, old or new. The article divides the Munich design activities into two phases. During the 1850s designers aimed for a poetic and ‘volkstümlich / popular’ kind of decoration of common objects, including scenes from Bavarian ‘folk’ poetry. In the second phase, during the 1870s and 1880s, interest turned more directly to the domestic environment of Alpine houses, valorising a plain wooden character. Clearly, an absolute belief in in a primeval and unchanging ‘Bavaria’ cannot be entertained any more. But neither should one classify it all as modern kitsch. The latter attitude must be the reason why the subject has hardly been touched on in the copious art histories of Munich so far.

  15. Formalizing the potential of stereoscopic 3D user experience in interactive entertainment

    Science.gov (United States)

    Schild, Jonas; Masuch, Maic

    2015-03-01

    The use of stereoscopic 3D vision affects how interactive entertainment has to be developed as well as how it is experienced by the audience. The large amount of possibly impacting factors and variety as well as a certain subtlety of measured effects on user experience make it difficult to grasp the overall potential of using S3D vision. In a comprehensive approach, we (a) present a development framework which summarizes possible variables in display technology, content creation and human factors, and (b) list a scheme of S3D user experience effects concerning initial fascination, emotions, performance, and behavior as well as negative feelings of discomfort and complexity. As a major contribution we propose a qualitative formalization which derives dependencies between development factors and user effects. The argumentation is based on several previously published user studies. We further show how to apply this formula to identify possible opportunities and threats in content creation as well as how to pursue future steps for a possible quantification.

  16. Evaluation of the ZIG-ZAIDS game: an entertaining educational tool for HIV/Aids prevention

    Directory of Open Access Journals (Sweden)

    Virgínia T. Schall

    Full Text Available This article presents the evaluation process for the ZIG-ZAIDS game, investigating the material's applicability in formal and informal educational contexts, i.e., how the game has been used by health professionals, parents, and the target population (pre-adolescents, or children over 9 years old. The study involved evaluation questionnaires sent to a list of schools and institutions using the game, plus interviews and visits to places where the game was used as well as tested with groups of students. It also includes an analysis of evaluation previously sent by the authors to people who had requested the game. The results showed that the population's level of information is more relevant than age in relation to the game's impact. Another important aspect relates to ZIG-ZAIDS' applicability to different situations: training of health and teaching professionals; activities with street children; municipal institutions and events, schools, companies, communities, and health care centers. In summary, ZIG-ZAIDS was found to be an entertaining, creative, and innovative alternative for providing information on AIDS and sexuality.

  17. Evaluation of the ZIG-ZAIDS game: an entertaining educational tool for HIV/Aids prevention

    Directory of Open Access Journals (Sweden)

    Schall Virgínia T.

    1999-01-01

    Full Text Available This article presents the evaluation process for the ZIG-ZAIDS game, investigating the material's applicability in formal and informal educational contexts, i.e., how the game has been used by health professionals, parents, and the target population (pre-adolescents, or children over 9 years old. The study involved evaluation questionnaires sent to a list of schools and institutions using the game, plus interviews and visits to places where the game was used as well as tested with groups of students. It also includes an analysis of evaluation previously sent by the authors to people who had requested the game. The results showed that the population's level of information is more relevant than age in relation to the game's impact. Another important aspect relates to ZIG-ZAIDS' applicability to different situations: training of health and teaching professionals; activities with street children; municipal institutions and events, schools, companies, communities, and health care centers. In summary, ZIG-ZAIDS was found to be an entertaining, creative, and innovative alternative for providing information on AIDS and sexuality.

  18. Portrayals of schizophrenia by entertainment media: a content analysis of contemporary movies.

    Science.gov (United States)

    Owen, Patricia R

    2012-07-01

    Critics of entertainment media have indicated that cinematic depictions of schizophrenia are stereotypic and characterized by misinformation about symptoms, causes, and treatment. The pervasiveness and nature of misinformation are difficult to ascertain because of the lack of empirically based studies of movies portraying schizophrenia. This study analyzed portrayals of schizophrenia in contemporary movies to ascertain prevalence of stereotypes and misinformation about schizophrenia. English-language movies featuring at least one main character with schizophrenia that were released for showing in theaters between 1990 and 2010 were analyzed for depictions of schizophrenia. Two researchers independently rated each character with a checklist that assessed demographic characteristics, symptoms and stereotypes, causation, and treatment. Forty-two characters from 41 movies were identified, a majority of whom were male and Caucasian. Most characters displayed positive symptoms of schizophrenia. Delusions were featured most frequently, followed by auditory and visual hallucinations. A majority of characters displayed violent behavior toward themselves or others, and nearly one-third of violent characters engaged in homicidal behavior. About one-fourth of characters committed suicide. Causation of schizophrenia was infrequently noted, although about one-fourth of movies implied that a traumatic life event was significant in causation. Of movies alluding to or showing treatment, psychotropic medications were most commonly portrayed. The finding that misinformation and negative portrayals of schizophrenia in contemporary movies are common underscores the importance of determining how viewers interpret media messages and how these interpretations inform attitudes and beliefs both of the general public and of people with schizophrenia.

  19. Comparing the effects of entertainment media and tobacco marketing on youth smoking.

    Science.gov (United States)

    Sargent, J D; Gibson, J; Heatherton, T F

    2009-02-01

    To examine the concurrent effects of exposure to movie smoking and tobacco marketing receptivity on adolescent smoking onset and progression. Cross-sectional study of 4524 northern New England adolescents aged 10-14 in 1999 with longitudinal follow-up of 2603 baseline never-smokers. Cross-sectional outcomes included ever tried smoking and higher level of lifetime smoking among 784 experimenters. The longitudinal outcome was onset of smoking among baseline never-smokers two years later. Movie smoking exposure was modelled as four population quartiles, tobacco marketing receptivity included two levels-having a favourite tobacco advert and wanting/owning tobacco promotional items. All analyses controlled for sociodemographics, other social influences, personality characteristics of the adolescent and parenting style. In the full cross-sectional sample, 17.5% had tried smoking; both exposure to movie smoking and receptivity to tobacco marketing were associated with having tried smoking. Among experimental smokers, the majority (64%) were receptive to tobacco marketing, which had a multivariate association with higher level of lifetime smoking (movie smoking did not). In the longitudinal study 9.5% of baseline never-smokers tried smoking at follow-up. Fewer never-smokers (18.5%) were receptive to tobacco marketing. Movie smoking had a multivariate association with trying smoking (receptivity to tobacco marketing did not). The results suggest separate roles for entertainment media and tobacco marketing on adolescent smoking. Both exposures deserve equal emphasis from a policy standpoint.

  20. Framing in Entertainment-Education: Effects on Processes of Narrative Persuasion.

    Science.gov (United States)

    Brusse, Elsbeth D Asbeek; Fransen, Marieke L; Smit, Edith G

    2017-12-01

    Nowadays, entertainment-education (E-E) is often used as a persuasive strategy to stimulate prosocial behavior. Although E-E is mostly regarded as a persuasive strategy in itself, in an increasing number of E-E programs several persuasive strategies are used to communicate the educational message to the audience. This study investigates the effects of a strategy widely used in health communication, but not previously studied in the field of E-E: framing. To this means we examined the effect of two different ways an E-E message can be framed: by emphasizing either the losses of not performing the behavior in question or the gains of performing this behavior. A serial multiple mediation model showed that framing affected intention to refrain from drunk cycling via counterarguing and attitude toward drunk cycling; the use of a gain frame decreased counterarguing, which decreased the attitude toward drunk cycling. This subsequently resulted in a higher intention to refrain from this behavior. Implications of these results are discussed.

  1. Representations of Celebrities’ Weight and Shape during Pregnancy and Postpartum: A Content Analysis of Three Entertainment Magazine Websites

    Science.gov (United States)

    Gow, Rachel W.; Lydecker, Janet A.; Lamanna, Jennifer D.; Mazzeo, Suzanne E.

    2011-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities’ experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N = 387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities’ pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities’ pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. PMID:21873126

  2. Representations of celebrities' weight and shape during pregnancy and postpartum: a content analysis of three entertainment magazine websites.

    Science.gov (United States)

    Gow, Rachel W; Lydecker, Janet A; Lamanna, Jennifer D; Mazzeo, Suzanne E

    2012-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities' experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N=387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities' pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities' pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. Copyright © 2011 Elsevier Ltd. All rights reserved.

  3. Spaces, practices and culture & entertainment consumer for the youth of the Salvador city in the Rio Vermelho area

    OpenAIRE

    Araujo, Sergio Sobreira; Universidade Federal da Bahia

    2013-01-01

    The practices and consumption of culture today are interwoven with the senses of entertainment, so that the cultural enjoyment enables the eruption of new meanings for identity contexts. Due to the redesign of corporate settings by incorporating digital technologies, new paradigms are defined for sociability and conviviality, especially among the younger population. Based on these assumptions, this study set out to examine, through the analysis of data obtained in field research, relationship...

  4. Strategy definition of a new business opportunity in mobile-casual gaming: Partnership between Nmusic and Rovio Entertainment Ltd.

    OpenAIRE

    Correia, Ana Claúdia Moreira

    2014-01-01

    A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics The music and mobile gaming industries are fast growing industries, where innovation plays a key role. These industries are driven by technology innovation and grew with the increase of the consumption of mobile devices. Taking advantage from this fact, Nmusic1 with a partnership with Rovio Entertainment2 decided to offer the global ma...

  5. Awareness and attitudes towards emergency contraceptive pills among young people in the entertainment places, Vientiane City, Lao PDR

    OpenAIRE

    Sychareun, Vanphanom; Hansana, Visanou; Phengsavanh, Alongkone; Phongsavan, Keokedthong

    2013-01-01

    Background Emergency Contraception is not officially available to the public sector in Laos. The potential of emergency contraception to prevent unwanted pregnancies is well documented in developed countries, but in Laos no studies of ECPs exist. This study aimed to assess knowledge of and attitudes towards emergency contraceptive pills (ECPs) in Vientiane, the capital city of the Lao PDR. Methods A cross-sectional survey was conducted among 500 young adults in entertainment venues by using t...

  6. Vulnerability to sexual violence and participation in sex work among high-end entertainment centre workers in Hunan Province, China.

    Science.gov (United States)

    Kelvin, Elizabeth A; Sun, Xiaoming; Mantell, Joanne E; Zhou, Jianfang; Mao, Jingshu; Peng, Yanhui

    2013-11-01

    China has seen a proliferation of entertainment centres that are frequented by business people. Employees at these centres often are young, female rural-to-urban migrants who may be vulnerable to sexual violence and exploitation. Data for this study were collected using a self-administered survey among male and female employees in two high-end entertainment centres in Changsha, Hunan Province, China. We used logistic regression to examine predictors of violent and potentially exploitative experiences (partner violence, forced sex and transactional sex). Predictors included gender, ever having a same-sex partner, migration variables and employment characteristics. Participants reported high levels of partner violence (16.0% ever and 9.0% in the past 3 months) and forced sex (13.9% ever and 5.5% in the past 3 months). Nineteen percent reported sex work in the past 3 months. In the multivariate regressions, ever having had a same-sex partner was associated with higher odds of ever having experienced partner violence (odds ratio (OR)=7.8, Pgender nor migration status was associated with any of the outcomes. High-end entertainment centre workers in China are at risk for sexual violence and should be targeted with employment-based interventions.

  7. Maintaining class, producing gender: enhancement discourses about amphetamine in entertainment media.

    Science.gov (United States)

    McKenna, Stacey A

    2011-11-01

    Since the 1930s, amphetamine has been used for a variety of socially and medically condoned purposes including personal and performance enhancement. In the contemporary U.S., although amphetamine and its derivatives share a history, similar chemical composition, and physiological and psychiatric effects, they are typically treated and researched as two distinct groups: illegally produced methamphetamine and prescription amphetamine. This study is an examination of the social meanings of these categories and their users as represented in popular media. To complement existing research on drug discourses in popular news media, this study analysed entertainment media: ten novels, three seasons of Breaking Bad, six television episodes, and eight movies. Media were coded inductively and deductively using tenets of critical discourse analysis and rhetorical criticism. The author identified discourses about user subject positions and ideologies pertaining to enhancement-related motivations for use. Two important themes emerged from this analysis that construct amphetamine use and users in ways that reflect, legitimize and reproduce class and gender ideologies. First, discourses illustrate that distinct meanings of methamphetamine versus prescription amphetamine are linked to expectations about the respective socioeconomic class and social status of their users. Second, the discourses reflect gendered values and ideals about productivity and sexuality. In reality, American cultural and political-economic contexts may encourage the use of amphetamine to meet a variety of social expectations and economic needs. However, many policy and prevention efforts surrounding amphetamine use disproportionately target methamphetamine users and women. Because policy and prevention efforts can be influenced as much by social values as by data, it is important to examine the many arenas in which social values are produced and disseminated. Copyright © 2011 Elsevier B.V. All rights

  8. Loop thermosyphon thermal management of the avionics of an in-flight entertainment system

    International Nuclear Information System (INIS)

    Sarno, C.; Tantolin, C.; Hodot, R.; Maydanik, Yu.; Vershinin, S.

    2013-01-01

    A new generation of in-flight entertainment systems (IFEs) used on board commercial aircrafts is required to provide more and more services (audio, video, internet, multimedia, phone, etc.). But, unlike other avionics systems most of the IFE equipment and boxes are installed inside the cabin and they are not connected to the aircraft cooling system. The most critical equipment of the IFE system is a seat electronic box (SEB) installed under each passenger seat. Fans are necessary to face the increasing power dissipation. But this traditional approach has some drawbacks: extra cost multiplied by the seat number, reliability and maintenance. The objective of this work is to develop and evaluate an alternative completely passive cooling system (PCS) based on a two-phase technology including heat pipes and loop thermosyphons (LTSs) adequately integrated inside the seat structure and using the benefit of the seat frame as a heat sink. Previous works have been performed to evaluate these passive cooling systems which were based on loop heat pipe. This paper presents results of thermal tests of a passive cooling system of the SEB consisting of two LTSs and R141b as a working fluid. These tests have been carried out at different tilt angles and heat loads from 10 to 100 W. It has been shown that the cooled object temperature does not exceed the maximum given value in the range of tilt angles ±20° which is more wider than the range which is typical for ordinary evolution of passenger aircrafts. -- Highlights: ► A passive cooling system has been developed for avionics application. ► The system consists of loop thermosyphons and a passenger seat as a heat sink. ► Successful system tests have been run at heat loads to 100 W and angle tilts to 20°

  9. Bridging the Worlds of Entertainment and Space - One Element of the Space Generation Foundation

    Science.gov (United States)

    Hildago, L.

    2002-01-01

    Programme on Space Applications, SGSabstracts@unsgac.org/fax +1(281)244-7478 The Space Generation Foundation, founder of ISU, is the current home for Space Rocks!, Yuri's Night, and other space projects focused on education, outreach, and sustainable development worldwide. One particular area of success in 2001/2002 has been the involvement of the entertainment community in space events. Yuri's Night brought together musicians, DJs, artists, and the public to celebrate space. Space Rocks will do the same on a much larger scale, employing film, theatre, poetry, music, art, advertising firms, and other unconventional media to communicate space to the public. We will present about the aims and future plans of the Foundation. The Space Generation Advisory Council in support of the United Nations Programme on Space Applications has as its main focus Space education and outreach. Since the Space Generation Forum in 1999, successful global education and outreach projects have been implemented by young people around the world. These and new ideas are being further developed at the Space Generation Summit (SGS), an event at World Space Congress (WSC) that will unite international students and young professionals to develop a youth vision and strategy for the peaceful uses of space. SGS, endorsed by the United Nations, will take place from October 11-13th, during which the 200 delegates will discuss ongoing youth space activities, particularly those stemming from the UNISPACE- III/SGF and taken forward by the Space Generation Advisory Council. Delegates will address a variety of topics with the goal of devising new recommendations according to the theme, 'Accelerating Our Pace in Space'. The material presented here and in other technical sessions throughout WSC includes the results of these discussions.

  10. The Cartoon quality in Internet. Clan TVE, Neox Kidz and Boing: entertainment platforms for young audiences

    Directory of Open Access Journals (Sweden)

    Inmaculada Sánchez-Labella Martín

    2016-05-01

    Full Text Available With the advancement of technology, Internet it has become the primary means for audiovisual consumption while presenting a critical situation around the debate the quality of the content. With the emergence of DTT (Digital Terrestrial Television in Spain television networks, public and private, they have created new thematics channels focused on content for children. At the same time, with the rise of new electronic devices such as tablets and smartphones, they have moved such content to the network by creating of platforms whose programs are aimed childhood. The non-linearity and immediacy in consumption make the Internet becomes an active mean giving autonomy and freedom to access a multitude of content regardless of time and the device. In this situation the child consumers is the audience that worries both parents and educational institutions. Restless, therefore, that children do not find programs adjusted to their age. The quality concept harbors no concrete definition because of the multitude of factors and perspectives that influence it. This paper, and based on different measurement criteria set by countries like Argentina, Chile, Spain, France, Italy, Japan, Sweden, the University of Pennsylvania (USA or the ACTF (Australian Children´s Television Foundation poses as main objective to analyze the online platforms Clan RTVE, Neox Kidz and Boing of television TVE, Antena 3 and Telecinco, respectively, because they are considered spaces with audiovisual material created for children. With the intention of demonstrating that they are presented as quality environments for children who access them it will conduct a qualitative methodology. Using the content analysis technique to each of the animated titles we can say that the cartoons, as outlined above, are quality entertainment programs.

  11. Mobile phone use among female entertainment workers in Cambodia: an observation study.

    Science.gov (United States)

    Brody, Carinne; Tatomir, Brent; Sovannary, Tuot; Pal, Khuondyla; Mengsrun, Song; Dionosio, Jennifer; Luong, Minh-Anh; Yi, Siyan

    2017-01-01

    Text or voice messages containing health behavior change content may be an inexpensive, discreet, sustainable and scalable way to reach populations at high risk for HIV. In Cambodia, one of the important high-risk populations is female entertainment workers (FEWs). This ethnographic study aims to explore typical phone use, examining patterns and behaviors that may influence the design of future mHealth interventions. The study consisted of one 8-hour non-participant observation session for 15 randomly sampled FEWs. Observations focused on capturing normal daily use of mobile devices. Observation checklists were populated by observers during the observations and a post-observation survey was conducted. Findings were discussed with Cambodian HIV outreach workers and HIV research fellows and their interpretations are summarized below. In this ethnographic study, all 15 participants made calls, checked the time and received research-related texts. More than half (n=8) of the participants engaged in texting to a non-research recipient. About half (n=7) went on Facebook (FB) and some (n=5) listened to music and looked at their FB newsfeed. Fewer played a mobile game, posted a photo to FB, went on YouTube, used FB chat/messenger, watched a video on FB, played a game on FB, used FB call/voice chat, looked at their phone's background or used the LINE app. Fewer still shared their phones, left them unattended, added airtime or changed their SIM cards. When participants received a research text message, most did not share the text message with anyone, did not ask for help deciphering the message and did not receive help composing a response. Notable themes from observer notes, HIV outreach workers and researchers include reasons why phone calls were the most frequent mode of communication, examples of how cell phone company text messages are used as a form of behavior change, literacy as a persistent barrier for some FEWs, and FEWs' high interest in receiving health

  12. Safe Sex Messages Within Dating and Entertainment Smartphone Apps: A Review.

    Science.gov (United States)

    Huang, Evelyn Tzu-Yen; Williams, Henrietta; Hocking, Jane S; Lim, Megan Sc

    2016-11-08

    Smartphone apps provide a new platform for entertainment, information distribution, and health promotion activities, as well as for dating and casual sexual encounters. Previous research has shown high acceptability of sexual health interventions via smartphone apps; however, sexual health promotion apps were infrequently downloaded and underused. Integrating sexual health promotion into established apps might be a more effective method. The objective of our study was to critically review popular sex-related apps and dating apps, in order to ascertain whether they contain any sexual health content. Part 1: In January 2015, we used the term "sexual" to search for free apps in the Apple iTunes store and Android Google Play store, and categorized the sexual health content of the 137 apps identified. Part 2: We used the term "dating" to search for free geosocial-networking apps in the Apple iTunes and Android Google Play stores. The apps were downloaded to test functionality and to determine whether they included sexual health content. Part 1: Of the 137 apps identified, 15 (11.0%) had sexual health content and 15 (11.0%) contained messages about sexual assault or violence. The majority of the apps did not contain any sexual health content. Part 2: We reviewed 60 dating apps: 44 (73%) targeting heterosexual users, 9 (15%) targeting men who have sex with men (MSM), 3 (5%) targeting lesbian women, and 4 (7%) for group dating. Only 9 dating apps contained sexual health content, of which 7 targeted MSM. The majority of sex-related apps and dating apps contained no sexual health content that could educate users about and remind them of their sexual risks. Sexual health practitioners and public health departments will need to work with app developers to promote sexual health within existing popular apps. For those apps that already contain sexual health messages, further study to investigate the effectiveness of the content is needed. ©Evelyn Tzu-Yen Huang, Henrietta

  13. Comparing the effects of entertainment media and tobacco marketing on youth smoking in Germany.

    Science.gov (United States)

    Sargent, James D; Hanewinkel, Reiner

    2009-05-01

    To examine differential effects of smoking in films and tobacco advertising on adolescent smoking. We hypothesize that movie smoking will have greater effects on smoking initiation, whereas tobacco advertising receptivity will primarily affect experimentation. Longitudinal observational study of adolescents. School-based surveys conducted in Schleswig-Holstein, Germany. A total of 4384 adolescents age 11-15 years at baseline and re-surveyed 1 year later; ever smoking prevalence was 38% at time 1. The main outcome variable combined two items assessing life-time and current smoking (alpha = 0.87). Baseline never smokers were analyzed separately from those who had tried smoking (ever smokers). Exposure to smoking in 398 internationally distributed US movies was modeled as a continuous variable, with 0 corresponding to the 5th percentile and 1 to the 95th percentile of exposure. Tobacco marketing receptivity consisted of naming a brand for a favorite tobacco advertisement. Ordinal logistic regressions controlled for socio-demographics, other social influences, personality characteristics of the adolescent and parenting style. Whereas 34% of ever smokers were receptive to tobacco marketing at time 1, only 6% of never smokers were. Among time 1 never smokers, exposure to movie smoking was a significantly stronger predictor of higher time 2 smoking level [adjusted proportional odds ratio = 2.76, 95% confidence interval (1.84, 4.15)] than was tobacco marketing receptivity (1.53 [1.07, 2.20]). Among time 1 ever smokers, both tobacco marketing receptivity and exposure to movie smoking predicted higher levels of time 2 smoking [2.17 (1.78, 2.63) and 1.62 (1.18, 2.23), respectively], and the two estimates were not significantly different. In this longitudinal study, exposure to movie smoking was a stronger predictor of smoking initiation than tobacco marketing receptivity, which was more common among ever smokers. The results suggest that entertainment media smoking should be

  14. Comparing the effects of entertainment media and tobacco marketing on youth smoking in Germany

    Science.gov (United States)

    Sargent, James D.; Hanewinkel, Reiner

    2013-01-01

    smokers. The results suggest that entertainment media smoking should be emphasized in programs aimed at preventing onset, and both exposures should be emphasized in programs aimed at experimental smokers. PMID:19413793

  15. Indoor air pollution (PM2.5) due to secondhand smoke in selected hospitality and entertainment venues of Karachi, Pakistan.

    Science.gov (United States)

    Nafees, Asaad Ahmed; Taj, Tahir; Kadir, Muhammad Masood; Fatmi, Zafar; Lee, Kiyoung; Sathiakumar, Nalini

    2012-09-01

    To determine particulate matter smaller than 2.5 μm (PM(2.5)) levels at various hospitality and entertainment venues of Karachi, Pakistan. This was a descriptive cross-sectional study conducted at various locations in Karachi, during July 2009. Sampling was performed at 20 enclosed public places, including hospitality (restaurants and cafés) and entertainment (snooker/billiard clubs and gaming zones) venues. PM(2.5) levels were measured using an aerosol monitor. All entertainment venues had higher indoor PM(2.5) levels as compared to the immediate outdoors. The indoor PM(2.5) levels ranged from 25 to 390 μg/m(3) and the outdoor PM(2.5) levels ranged from 18 to 96 μg/m(3). The overall mean indoor PM(2.5) level was 138.8 μg/m(3) (± 112.8). Among the four types of venues, the highest mean indoor PM(2.5) level was reported from snooker/billiard clubs: 264.7 μg/m(3) (± 85.4) and the lowest from restaurants: 66.4 μg/m(3) (± 57.6) while the indoor/outdoor ratio ranged from 0.97 to 10.2, highest being at the snooker/billiard clubs. The smoking density ranged from 0.21 to 0.57, highest being at gaming zones. The indoor PM(2.5) concentration and smoking density were not significantly correlated (Spearman's correlation coefficient = 0.113; p = 0.636). This study demonstrates unacceptably high levels of PM(2.5) exposure associated with secondhand smoke (SHS) at various entertainment venues of Karachi even after 8 years since the promulgation of smoke-free ordinance (2002) in Pakistan; however, better compliance may be evident at hospitality venues. The results of this study call for effective implementation and enforcement of smoke-free environment at public places in the country.

  16. Nuevas narrativas televisivas: relajar, entretener, contar, ciudadanizar, experimentar New Television Narratives: Entertainment, Telling, Citizenship, Experimental

    Directory of Open Access Journals (Sweden)

    Omar Rincón

    2011-03-01

    Full Text Available La televisión generalista e industrial es un viaje al pasado, al vacío de sentido y al aburrimiento por su conservadurismo moral, su pereza creativa, su ausencia de pensamiento y su pobre modo de entender el entretenimiento. Pero el monopolio televisivo de la pantalla pública se acabó, pues ahora todo ciudadano puede ser un productor, narrador audiovisual y tener pantalla. Así aparecen nuevas televisiones y otras pantallas que se atreven a contar distinto: un periodismo más subjetivo, testimonial y pensado desde las imágenes; una telenovela hiperrealista que se atreve a intervenir el melodrama desde la comedia, el documental y las culturas locales; unos medios de abajo y con la gente que se hacen para romper con la homogeneidad temática y política de las máquinas mediática, del mercado y del desarrollo. En este ensayo se argumenta a favor de la televisión como lugar de expresión de identidades inestables, experimentos narrativos y posibilidades inéditas para la creación audiovisual… solo si «toma la forma» de mujer, de lo indígena, afro, medio ambiental, otras sexualidades… y juega en nuevas pantallas como Youtube, lo comunitario y el celular. Lo más urgente es que la televisión pase de la obsesión por los contenidos a las exploraciones estéticas y narrativas desde las identidades otras y en narrativas más «colaboractivas» porque existe la posibilidad de ser los relatos que queremos ser.Broadcasting and industrial television is a trip back to the past, to a space devoid of meaning, and to the boredom resulting from its moral conservatism, lack of creativity, thought and entertainment. But television’s monopoly over public screening is over; now, anyone can be a producer, an audiovisual narrator with his or her own screen. New television and other screens are daring to change the way stories are told: a more subjective, testimonial and imagebased journalism; a hyperrealist soap opera that dares to bring melodrama to

  17. Blood, Monstrosity and Violent Imagery: Grand-Guignol, the French Theatre of Horror as a Form of Violent Entertainment

    Directory of Open Access Journals (Sweden)

    Tanja Jurković

    2013-12-01

    Full Text Available During the sixty-year period of its existence, Grand-Guignol, the French theatre of horror, gained a status of a legendary theatre which dealt with horrors and terrors of human mind, successfully connecting faits divers (common, everyday facts with the erotic and titillating scenes of violence on stage. The performance style, the writing, the special effects, and the directorship over the course of years, made this theatre a legendary place where blood flowed in streams and people fainted during performances, in this way making its indelible mark in horror genre today. In this paper, the author is trying to focus the attention on the theatre of Grand-Guignol as a form of violent entertainment and the way the representations of violence and horror enacted on its stage affected the audience, through Goldstein’s theory of the importance of visual imagery in different media today. Furthermore, through comparison of violent acts presented on the stage of the Grand-Guignol and the atmosphere they create in the viewer’s mind with some of the aspects of Artaud’s vision of his theatre of cruelty, the author attempts to show how this form of violent entertainment in the theatrical media influences the vision of that same violence within the audience, with the sense of security as the main idea in which the viewers feel safe to enjoy, envision and in a way become the participants in the performances enacted on the small stage of the Grand-Guignol.

  18. Redundancy in Systems Which Entertain a Model of Themselves: Interaction Information and the Self-Organization of Anticipation

    Directory of Open Access Journals (Sweden)

    Loet Leydesdorff

    2010-01-01

    Full Text Available Mutual information among three or more dimensions (μ* = –Q has been considered as interaction information. However, Krippendorff [1,2] has shown that this measure cannot be interpreted as a unique property of the interactions and has proposed an alternative measure of interaction information based on iterative approximation of maximum entropies. Q can then be considered as a measure of the difference between interaction information and redundancy generated in a model entertained by an observer. I argue that this provides us with a measure of the imprint of a second-order observing system—a model entertained by the system itself—on the underlying information processing. The second-order system communicates meaning hyper-incursively; an observation instantiates this meaning-processing within the information processing. The net results may add to or reduce the prevailing uncertainty. The model is tested empirically for the case where textual organization can be expected to contain intellectual organization in terms of distributions of title words, author names, and cited references.

  19. The problematic internet entertainment use scale for adolescents: prevalence of problem internet use in Spanish high school students.

    Science.gov (United States)

    Lopez-Fernandez, Olatz; Freixa-Blanxart, Montserrat; Honrubia-Serrano, Maria Luisa

    2013-02-01

    Many researchers and professionals have reported nonsubstance addiction to online entertainments in adolescents. However, very few scales have been designed to assess problem Internet use in this population, in spite of their high exposure and obvious vulnerability. The aim of this study was to review the currently available scales for assessing problematic Internet use and to validate a new scale of this kind for use, specifically in this age group, the Problematic Internet Entertainment Use Scale for Adolescents. The research was carried out in Spain in a gender-balanced sample of 1131 high school students aged between 12 and 18 years. Psychometric analyses showed the scale to be unidimensional, with excellent internal consistency (Cronbach's alpha of 0.92), good construct validity, and positive associations with alternative measures of maladaptive Internet use. This self-administered scale can rapidly measure the presence of symptoms of behavioral addiction to online videogames and social networking sites, as well as their degree of severity. The results estimate the prevalence of this problematic behavior in Spanish adolescents to be around 5 percent.

  20. Exploring the use of entertainment-education YouTube videos focused on infection prevention and control.

    Science.gov (United States)

    Lim, Kathryn; Kilpatrick, Claire; Storr, Julie; Seale, Holly

    2018-06-05

    As a communications strategy, education entertainment has been used to inform, influence, and shift societal and individual behaviors. Recently, there has been an increasing number of entertainment-education YouTube videos focused on hand hygiene. However, there is currently no understanding about the quality of these videos; therefore, this study aimed to explore the social media content and user engagement with these videos. The search terms "hand hygiene" and "hand hygiene education" were used to query YouTube. Video content had to be directed at a health care professional audience. Using author designed checklists, each video was systematically evaluated and grouped according to educational usefulness and was subsequently evaluated against the categories of attractiveness, comprehension, and persuasiveness. A total of 400 videos were screened, with 70 videos retained for analysis. Of these, 55.7% (n = 39) were categorized as educationally useful. Overall, educationally useful videos scored higher than noneducationally useful videos across the categories of attractiveness, comprehension, and persuasiveness. Miscommunication of the concept of My 5 Moments for Hand Hygiene was observed in several of the YouTube videos. The availability of educationally useful videos in relation to hand hygiene is evident; however, it is clear that there are opportunities for contributors using this medium to strengthen their alignment with social media best practice principles to maximize the effectiveness, reach, and sustainability of their content. Copyright © 2018 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

  1. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime.

    Science.gov (United States)

    Tindall, Jenny; Groombridge, Daniel; Wiggers, John; Gillham, Karen; Palmer, Darren; Clinton-McHarg, Tara; Lecathelinais, Christophe; Miller, Peter

    2016-05-01

    Bars, pubs and taverns in cities are often concentrated in entertainment precincts that are associated with higher rates of alcohol-related crime. This study assessed public perception and experiences of such crime in two city entertainment precincts, and support for alcohol-related crime reduction strategies. A cross-sectional household telephone survey in two Australian regions assessed: perception and experiences of crime; support for crime reduction strategies; and differences in such perceptions and support. Six hundred ninety-four people completed the survey (32%). Most agreed that alcohol was a problem in their entertainment precinct (90%) with violence the most common alcohol-related problem reported (97%). Almost all crime reduction strategies were supported by more than 50% of participants, including visitors to the entertainment precincts, with the latter being slightly less likely to support earlier closing and restrictions on premises density. Participants in one region were more likely to support earlier closing and lock-out times. Those at-risk of acute alcohol harm were less likely to support more restrictive policies. High levels of community concern and support for alcohol harm-reduction strategies, including restrictive strategies, provide policy makers with a basis for implementing evidence-based strategies to reduce such harms in city entertainment precincts. [Tindall J, Groombridge D, Wiggers J, Gillham K, Palmer D, Clinton-McHarg T, Lecathelinais C, Miller P. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime. Drug Alcohol Rev 2016;35:263-272]. © 2015 The Authors. Drug and Alcohol Review published by Wiley Publishing Asia Pty Ltd on behalf of Australasian Professional Society on Alcohol and other Drugs.

  2. Innovation Strategy Research of Yunnan Image in Modern Entertainment Channels based on Regression and Inheritance of Culture

    Institute of Scientific and Technical Information of China (English)

    Yang Shao[1

    2016-01-01

    In this paper, we conduct innovation strategy research of the Yunnan image in the modern entertainment channels based on regression and inheritance of culture. The concept of culture and complicated contents as simply includes material culture and spiritual culture. Cultural inheritance is the process of acculturation a nation it not only is the transmission of national culture, the inheritance and development that also can be refl ected by many indexes. Multicultural education theory formed in the American civil rights movement in the 1960s. Multicultural education theory is that, when the mainstream national culture and the minority subculture in contact, every culture shall be entitled to retain their own cultural traits. Our research integrate the regression and inheritance of culture to then propose the innovation strategy research of the Yunnan image that will promote further development of the corresponding and related industry.

  3. Entertainment, Engagement and Education: Foundations and Developments in Digital and Physical Spaces to Support Learning through Making

    DEFF Research Database (Denmark)

    Giannakos, Michail N.; Divitini, Monica; Iversen, Ole Sejer

    2017-01-01

    like problem solving, design thinking, collaboration, and innovation, to mention few. Contemporary technical and infrastructural developments, like Hackerspaces, Makerspaces, TechShops, FabLabs and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive......Making is a relatively new concept applied to describe the increasing attention on constructing activities to enable entertaining, engaging and efficient learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities...... programming languages; posit making as a very promising research area to support the learning processes, especially towards the acquisition of 21st Century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand...

  4. How Movies Shape Students' Attitudes Toward Individuals with Schizophrenia: An Exploration of the Relationships between Entertainment Experience and Stigmatization.

    Science.gov (United States)

    Röhm, Alexander; Hastall, Matthias R; Ritterfeld, Ute

    2017-03-01

    Mass media shape not only public, but also healthcare professionals' attitudes towards individuals with a mental illness. This study investigates how watching a movie about schizophrenia affects stigma-related attitudes of rehabilitation science students, who are likely to work with affected individuals. Participants watched an entertainment movie portrayal of schizophrenia. Stigma-related attitudes and social distance were assessed one week before watching the movie, directly afterwards, and one week later. No significant differences in stigmatization emerged between viewers and non-viewers. Enjoyment, appreciation, and general movie evaluation mediated viewers' transportation into the story on changes in stigmatization. Results are discussed with respect to media effects on stigma-related attitudes and their implications for mental health nursing practice and education.

  5. Ball culture of the Moscow nobility of the 18th - first halfof 19th century: ceremony, entertainment or love game?

    Directory of Open Access Journals (Sweden)

    М В Короткова

    2008-06-01

    Full Text Available In the article on the basic of various sources, including the manuscripts and personal origin, attempt of reconstruction of ball culture of the Russian metropolitan nobility of the eighteenth and the first half of nineteenth century. The author made a conclusion of the nobility ball from compulsory state ceremony to secular entertainment determined his long time and popularity in Russia and especially in Moscow. Despite of some liberalization of ball culture in nineteenth century was one of the reasons of appearance new secular etiquette, including gender aspects, which later acquired general estate character. In article retraces the connection between the changes of dances in the balls and the character of public relation.

  6. Estimating the risk for suicide following the suicide deaths of 3 Asian entertainment celebrities: a meta-analytic approach.

    Science.gov (United States)

    Fu, King-Wa; Yip, Paul S F

    2009-06-01

    Evidence suggests that there is an increase in the suicide rate following incidents of celebrity suicide in different countries, but there are no data on the overall suicide risk across countries. The duration of increased suicide rates is usually assumed to be on a monthly basis, but the weekly increase remains uncertain. This study aims at estimating the risk for suicide after the suicide deaths of entertainment celebrities in Asia during the first 4 weeks after the celebrity suicides and on a weekly basis. An ecological, retrospective time-series analysis and a meta-analysis of the suicide deaths in 3 Asian regions: Hong Kong (from 2001 to 2003), Taiwan, and South Korea (both from 2003 to 2005). The combined risks for suicide were found to be 1.43 (95% CI = 1.23 to 1.66), 1.29 (95% CI = 1.12 to 1.50), and 1.25 (95% CI = 1.08 to 1.45) in the first, second, and third week, respectively, after suicides of entertainment celebrities, while adjusting for secular trends, seasonality, economic situation, and temporal autocorrelation. The same-gender and same-method specific increases suggest that as people identify more with the celebrity, their risk for suicide rises. A medium-term rise in suicides up to 24 weeks after the incidents of celebrity suicide is also evident. This study is the first to estimate risk for suicides following celebrity suicides across 3 Asian regions. The results provide important information for public health policy makers in assessing the elevated risk associated with excessive media coverage of celebrity suicide and developing timely evidence-based interventions. Copyright 2009 Physicians Postgraduate Press, Inc.

  7. Analysis of bedside entertainment services' effect on post cardiac surgery physical activity: a prospective, randomised clinical trial.

    Science.gov (United States)

    Papaspyros, Sotiris; Uppal, Shitansu; Khan, Shakeeb A; Paul, Sanjoy; O'Regan, David J

    2008-11-01

    A rising number of acute hospitals in the UK have been providing patients with bedside entertainment services (BES) since 1995. However, their effect on postoperative patient mobility has not been explored. The aim of this prospective randomised clinical trial was to compare the level of postoperative physical activity and length of in-hospital stay of patients undergoing cardiac surgery depending on whether they had access to BES or not. One hundred patients requiring elective cardiac surgery were randomised to receive access to BES (52 patients) or not (48 patients). Pedometers were used to quantify postoperative physical activity for 5 days. To assess the significance of the effect of intervention (TV off or on) on the pedometer counts over time a mixed effect Poisson regression model is used, with the time varying aspect as random component. The potential influence of gender difference and age on pedometer counts were assessed by incorporating these two factors as covariates in the Poisson model. On average, patients with no access to BES walked more than those with BES access. This difference ranged between 192 and 609 steps in favour of the first group for each individual postoperative day. Patients with no access to BES were 84% more likely (risk ratio: 1.84, 95% CI: 1.29-2.63) to walk higher number of steps than patients with access to BES. On average, participants with access to BES were likely to stay longer in hospital (median of 7 days with interquartile range 6-7 days), than participants with no access to BES (median of 6 days with interquartile range 5-7 days), however the difference did not reach statistical significance. We have demonstrated that the bedside entertainment systems may have an adverse effect on post cardiac surgery patient ambulation and may contribute to an increase in hospital stay.

  8. Incorporating Cultural Sensitivity into Interactive Entertainment-Education for Diabetes Self-Management Designed for Hispanic Audiences.

    Science.gov (United States)

    Kline, Kimberly N; Montealegre, Jane R; Rustveld, Luis O; Glover, Talar L; Chauca, Glori; Reed, Brian C; Jibaja-Weiss, Maria L

    2016-06-01

    Diabetes self-management education can improve outcomes in adults with Type 2 diabetes mellitus (T2DM). However, Hispanics, a group that carries a large burden of disease, may not participate in diabetes education programs. Audience engagement with entertainment-education has been associated with improved health education outcomes and may engage and empower Hispanic users to active self-care. Successful use of entertainment-education relies on the use of characters and situations with whom the viewers can feel some sense of involvement and for Hispanic audiences is encouraged when storylines and characters are culturally sensitive. In this study, we used a mixed methods approach that included descriptive statistics of closed-ended and content analysis of open-ended questions to measure the cultural sensitivity of the telenovela portion of a novel technology-based application called Sugar, Heart, and Life (SHL). Specifically, we analyzed the responses of 123 male and female patients diagnosed with uncontrolled T2DM to determine viewer involvement with characters and situations in the telenovela, viewer perceived self-efficacy in following recommendations, as well as viewer satisfaction with the program. Our findings indicate that the SHL application achieved its goal of creating a user-friendly program that depicted realistic, culturally sensitive characters and storylines that resonated with Hispanic audiences and ultimately fostered perceived self-efficacy related to following recommendations given about healthy lifestyle changes for diabetes self-management. These findings suggest that the SHL application is a culturally sensitive health education intervention for use by Hispanic male and female individuals that may empower them in self-management of T2DM.

  9. Sex with sweethearts: Exploring factors associated with inconsistent condom use among unmarried female entertainment workers in Cambodia.

    Science.gov (United States)

    Yi, Siyan; Tuot, Sovannary; Chhoun, Pheak; Pal, Khuondyla; Ngin, Chanrith; Chhim, Kolab; Brody, Carinne

    2017-01-05

    Despite the success in promoting condom use in commercial relationships, condom use with regular, noncommercial partners remains low among key populations in Cambodia. This study explores factors associated inconsistent condom use with sweethearts among unmarried sexually active female entertainment workers (FEWs). In 2014, the probability proportional to size sampling method was used to randomly select 204 FEWs from entertainment venues in Phnom Penh and Siem Reap for face-to-face interviews. Multivariate logistic regression analysis was conducted to examine independent determinants of inconsistent condom use. Of total, 31.4% of the respondents reported consistent condom use with sweethearts in the past three months. After adjustment, respondents who reported inconsistent condom use with sweethearts remained significantly less likely to report having received any form of sexual and reproductive health education (AOR = 0.49, 95% CI = 0.22-0.99), but more likely to report having been tested for HIV in the past six months (AOR = 2.19, 95% CI = 1.03-4.65). They were significantly more likely to report having used higher amount of alcohol in the past three months (AOR = 1.29, 95% CI = 1.01-1.99) and currently using a contraceptive method other than condoms such as pills (AOR = 4.46, 95% CI = 1.34-10.52) or other methods (AOR = 9.75, 95% CI = 2.07-9.86). The rate of consistent condom use in romantic relationships among unmarried FEWs in this study is considerably low. The importance of consistent condom use with regular, non-commercial partners should be emphasized in the education sessions and materials, particularly for FEWs who use non-barrier contraceptive methods.

  10. Marketing Violent Entertainment to Children: A Six-Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…

  11. Wheelchairmanship Project. A Program to Educate Personnel in the Transportation, Hotel and Restaurant, and Entertainment Industries in Improved Techniques for Serving Disabled People. Final Report.

    Science.gov (United States)

    Smith, Anita P.; And Others

    In a project designed to train customer service personnel in improved methods of assisting the physically disabled, audio-visual training materials were developed and presented during 2-week courses involving 1,058 employees at transportation, hotel/restaurant, and entertainment centers in 25 cities. The participants judged the training program…

  12. Copyright Cartels or Legitimate Joint Ventures? What the MusicNet and Pressplay Litigation Means for the Entertainment Industry's New Distribution Models

    OpenAIRE

    Landy, Rachel

    2012-01-01

    Starr v. Sony BMG Music Entertainment illustrates the inherent tension between copyright holders seeking to enforce their exclusive rights and antitrust doctrine. In Starr, competing record labels pooled their copyrights into digital distribution joint ventures, MusicNet and Pressplay. Such collaboration toes a thin line between cartel-like ...

  13. The Entertainment-Education Strategy in Sexual Assault Prevention: A Comparison of Theoretical Foundations and a Test of Effectiveness in a College Campus Setting.

    Science.gov (United States)

    Hust, Stacey J T; Adams, Paula M; Willoughby, Jessica Fitts; Ren, Chunbo; Lei, Ming; Ran, Weina; Marett, Emily Garrigues

    2017-09-01

    Among the existing sexual assault prevention efforts on college campuses, few use mass communication strategies designed to simultaneously entertain and educate. Although many entertainment-education efforts are guided by social cognitive theory, other theories may be useful in entertainment-education design. Previous research has found that social cognitive theory and social norms theory can successfully influence participants' perceived norms and efficacy related to sexual assault reduction; however, whether such results can be replicated in a naturalistic setting and the extent to which the guiding theoretical foundation may influence outcomes remain unknown. We used a pre- and posttest field experiment with college students in residence halls to assess how different theoretical foundations may influence effects. Over the course of a semester, the participants viewed eight mini-magazines developed using (1) social cognitive theory, (2) social norms theory, (3) a combination of both theoretical frameworks, or (4) a control condition with no sexual assault prevention messaging. Participants in the combined content condition had greater levels of self-efficacy related to sexual assault prevention and more accurate norm perceptions. There were also effects for the mini-magazines developed with only one theoretical framework. Overall, we found that multiple theories can effectively guide entertainment-education message development.

  14. HIV treatment cascade among female entertainment and sex workers in Cambodia: impact of amphetamine use and an HIV prevention program.

    Science.gov (United States)

    Muth, Sokunny; Len, Aynar; Evans, Jennifer L; Phou, Maly; Chhit, Sophal; Neak, Yuthea; Ngak, Song; Stein, Ellen S; Carrico, Adam W; Maher, Lisa; Page, Kimberly

    2017-09-05

    HIV prevalence remains high in Cambodia among female entertainment and sex workers (FESW), and amphetamine-type stimulant (ATS) use significantly increases risk of infection. A successful continuum of care (CoC) is key to effective clinical care and prevention. This study aimed to describe the HIV CoC in HIV-positive FESW. We examined CoC outcomes among HIV-positive FESW participating in the Cambodia Integrated HIV and Drug Prevention Implementation (CIPI) study, being implemented in ten provinces. CIPI is a trial aimed at reducing ATS use concomitant with the SMARTgirl HIV prevention program. From 2013 to 2016, 1198 FESW ≥ 18 years old who reported multiple sex partners and/or transactional sex were recruited. We identified 88 HIV-positive women at baseline. We described linkage to care as 12-month retention and viral suppression (HIV-positive women was 32 years [interquartile range (IQR) 28, 35]; 50% were working in entertainment venues and 50% as freelance sex workers; 70% reported SMARTgirl membership. In the past 3 months, women reported a median of 15 sex partners, 38% reported unprotected sex, and 55% reported using ATS. Overall, 88% were receiving HIV care, 83% were on antiretroviral therapy, 39% were retained in care at 12 months, and 23% were virally suppressed. SMARTgirl membership was independently associated with fourfold greater odds of 12-month retention in care (AOR = 4.16, 95% CI 1.38, 12.56). Those at high risk for an ATS use disorder had 91% lower odds of 12-month retention in care (AOR = 0.09, 95% CI 0.01, 0.72). Viral suppression was independently associated with SMARTgirl membership, older age, reporting of STI symptoms, worse symptoms of psychological distress, and greater numbers of sex partners. This is the first study to characterize the HIV CoC in Cambodian FESW. While most women were successfully linked to HIV care, retention and viral suppression were low. Tailored programs like SMARTgirl, targeting the broader population of

  15. HIV/STI risk by migrant status among workers in an urban high-end entertainment centre in Eastern China.

    Science.gov (United States)

    Mantell, Joanne E; Kelvin, Elizabeth A; Sun, Xiaoming; Zhou, Jianfang; Exner, Theresa M; Hoffman, Susie; Zhou, Feng; Sandfort, Theo G M; Leu, Cheng-Shiun

    2011-04-01

    Large-scale internal migration in China may be an important mechanism for the spread of HIV/sexually transmitted infections (STIs) because of the risk behaviours of migrants. We conducted a self-administered survey among 724 employees of a high-end entertainment centre in Kunshan, Jiangsu Province, China. Using logistic regression, we examined the association of hometown of origin (Kunshan city, elsewhere in Jiangsu Province, or another province in China) and consecutive years living in Kunshan with measures of HIV/STI risk behaviour. We found that increased time living in Kunshan was associated with lower odds of using condoms as contraception [odds ratio (OR) = 0.78, 95% confidence interval (CI): 0.64-0.95] and consistent condom use with a casual partner (OR = 0.66, 95% CI: 0.47-0.93), after controlling for gender, marital status age and income. The odds of having had an STI were significantly lower for Kunshan natives than those originally from outside provinces (OR = 0.25, 95% CI: 0.07-0.96), but increasing years living in Kunshan was not related to lower risk for an STI. Our findings do not support the hypothesis that migrants living far from home participate in higher risk behaviour than locals. Findings suggest that adaptation to local culture over time may increase HIV/STI risk behaviours, a troublesome finding.

  16. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013.

    Science.gov (United States)

    Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh

    2018-01-11

    Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.

  17. Virtual Reality in Health System: Beyond Entertainment. A Mini-Review on the Efficacy of VR During Cancer Treatment.

    Science.gov (United States)

    Chirico, Andrea; Lucidi, Fabio; De Laurentiis, Michele; Milanese, Carla; Napoli, Alessandro; Giordano, Antonio

    2016-02-01

    Virtual reality (VR), a computer-generated virtual environment, has been increasingly used in the entertainment world becoming a very new evolving field, but VR technology has also found a variety of applications in the biomedical field. VR can offer to subjects a safe environment within which to carry on different interventions ranging from the rehabilitation of discharged patients directly at home, to the support of hospitalized patients during different procedures and also of oncological inpatient subjects. VR appears as a promising tool for support and monitoring treatments in cancer patients influencing psychological and physiological functions. The aim of this systematic review is to provide an overview of all the studies that used VR intervention on cancer patients and analyze their main findings. Nineteen studies across nearly a thousand articles were identified that explored effects of VR interventions on cancer patients. Although these studies varied greatly in setting and design, this review identified some overarching themes. Results found that VR improved patients' emotional well-being, and diminished cancer-related psychological symptoms. The studies explored various relevant variables including different types of settings (i.e., during chemotherapy, during pain procedures, during hospitalization). Here, we point to the need of a global and multi-disciplinary approach aimed at analyzing the effects of VR taking advantage of the new technology systems like biosensors as well as electroencephalogram monitoring pre, during, and after intervention. Devoting more attention to bio-physiological variables, standardized procedures, extending duration to longitudinal studies and adjusting for motion sickness related to VR treatment need to become standard of this research field. © 2015 Wiley Periodicals, Inc.

  18. Tobacco advertising, promotion and sponsorship in entertainment media: a phenomenon requiring stronger controls in the Eastern Mediterranean Region.

    Science.gov (United States)

    El-Awa, Fatimah M S; El Naga, Randa Abou; Labib, Sahar; Latif, Nisreen Abdel

    2018-04-05

    Tobacco use and placement of tobacco products in television (TV) productions and movies is a way to promote tobacco use while avoiding tobacco advertising bans that exist in most countries. The fact that such productions are broadcast widely and viewed by millions, including children and young people, is of concern. This paper reviews the evidence on the use of tobacco advertising, promotion and sponsorship (TAPS) in TV and films in the Eastern Mediterranean Region and the ways to combat it. Evidence from Egypt shows considerable and increasing use of tobacco products by actors on screen, including female actors, in programmes aired during Ramadan in 2015-2017. A study of Iranian movies in 2015 showed that tobacco scenes in Iranian movies were increasing. In 2014, the WHO Regional Office for the Eastern Mediterranean held a consultative meeting on TAPS in drama. The consultation recommended regulating the tobacco presence in movies and TV through complete implementation of Article 13 of the WHO FCTC, and raising the issue to the WHO FCTC Conference of the Parties. In 2016, the Conference of the Parties called on parties to consider scaling up the implementation of WHO FCTC Article 13 and monitoring the use of TAPS in entertainment media in accordance with national legislation. A comprehensive approach is essential to end the tobacco industry's use of TV productions and movies to promote their products. Copyright © World Health Organization (WHO) 2018. Some rights reserved. This work is available under the CC BY-NC-SA 3.0 IGO license (https://creativecommons.org/licenses/by-nc-sa/3.0/igo).

  19. Awareness and attitudes towards emergency contraceptive pills among young people in the entertainment places, Vientiane City, Lao PDR

    Science.gov (United States)

    2013-01-01

    Background Emergency Contraception is not officially available to the public sector in Laos. The potential of emergency contraception to prevent unwanted pregnancies is well documented in developed countries, but in Laos no studies of ECPs exist. This study aimed to assess knowledge of and attitudes towards emergency contraceptive pills (ECPs) in Vientiane, the capital city of the Lao PDR. Methods A cross-sectional survey was conducted among 500 young adults in entertainment venues by using the convenience sampling between May to July, 2007. Data were obtained through face-to-face interview. Participants were asked about socio- demographic characteristics, knowledge, attitudes related to ECPs, and source of information about ECPs. Data analysis was performed with chi-square test and logistic regression (p < .05). Results Only 22.4 percent of respondents had heard of ECPs and of these only 17.9 percent knew the correct time-frame for effective use. Most of the respondents (85%) agreed on the need for ECPs to be available in Laos and 66.8 percent stated that they would use them should the need arise, if they were available. Among those who said they would not use ECPs, 63.8 percent were concerned about possible health effects, or other side effects. Awareness of ECPs was associated with increasing age (OR = 2.78, p = .025) and male sex (OR = 2.91, p = .010). Conclusions There is needed to provide effective health education about the method, timing of use, and how to obtain ECPs through both informal, peer channels, and also through formal channels such as health care providers. PMID:23514104

  20. Price-based promotions of alcohol: legislative consistencies and inconsistencies across the Australian retail, entertainment and media sectors.

    Science.gov (United States)

    Wardle, Jon

    2015-05-01

    Excessive alcohol consumption is a major public health issue internationally, with alcohol consumption being recognised as a leading cause of preventable illness and major social burden. To help ameliorate the risks and harms associated with alcohol consumption, all levels of governments have explored various legislative and regulatory provisions to support responsible alcohol consumption, service and promotion. In this article, using Australia as a case study, the legislative environment around responsible alcohol promotion and consumption across the Australian retail, entertainment and media sectors will be explored, with a focus on pricing and volume-based discounts. Whilst the potential harm and effect of both the licensed and non-licensed sectors appears to be widely acknowledged as similar in both scope and size of effect, legislative protections overwhelmingly focus solely on reducing the risks associated with alcohol consumption in licensed premises. This article explores the legislative provisions around preventing excessive alcohol consumption through promotional and marketing activities, and notes that whilst the licensed premises sector is facing increasing legislative restrictions, the off-premises sector remains unregulated and in some cases has even had existing restrictions removed, despite forming an increasing part of the alcohol chain in Australia. There appear to be inconsistencies and regulatory gaps in relation to price-based and volume-based discount alcohol promotions. Regulatory loopholes allow the retail sector in particular to use discounted alcohol as a promotional tool, in a way that is inconsistent with the goals of public health alcohol legislation, and in a way which would be illegal in any other sector. There appears to be a compelling case for introducing new restrictions, or extending existing restrictions, on these forms of promotion across all sectors involved in alcohol promotion, and there is considerable evidence that there

  1. Social Issue Entertainment 2.0: How pop culture, behavioral science and impact evaluation can motivate social and environmental change (Invited)

    Science.gov (United States)

    Shome, D.

    2010-12-01

    Mainstream entertainment’s influence on our cognition, emotions, and behavior is often profound. Mass media permeates both the public and private spheres of society, saturating communities with messages from a diverse range of sources. While advertisers regularly take advantage of the extensive reach and influence of the media, social scientists, policy makers, and nonprofits have seen little success in incorporating social and environmental messaging into entertainment. Harmony Institute’s goal is to harness the power of mainstream media to provide US audiences with entertainment that educates on social and environmental issues and increases both individual and community action. The entertainment the Institute helps to produce connects with viewers on both a cognitive and emotional level. The Institute uses innovative methods across disciplines in order to measure entertainment’s impact and influence. Since its founding two years ago, the Institute has worked on a wide range of projects that have helped to establish its methodology for measured impact that applies behavioral science theory and entertainment to social and environmental issues. Projects spanning media platforms and social/environmental issues have included a web serial drama incorporating issues of water conservation and ocean stewardship into the narrative and a fotonovela for Hispanic youth in Houston focused on local environmental issues. In summer 2010, the Harmony Institute released FTW! Net Neutrality For The Win: How Entertainment and the Science of Influence Can Save Your Internet, an issue-specific communications guide about open Internet access that explains how to craft a communications strategy that connects with audiences using behavioral science research findings. In 2010-2011, the Institute will focus on measuring the impact and influence that media can have on social and environmental issues. The Institute has developed a comprehensive media evaluation methodology that employs

  2. Between Entertainment and Education

    DEFF Research Database (Denmark)

    Maier, Carmen Daniela

    of the enormous educational potential selected MVs may have, not only for media, but also for language and culture studies students. Apparently, it was Jackson's intention to create a lyrically deep song that was also melodically simple, so that the whole world and especially non-English-speaking audiences could...... this analytical method, media [1]students can gain a better understanding of the roles of specific editing strategies in multimodally building layers of meaning. When analyzing the lyrical and emotional aspects that are combined with an original song of contemporary relevance, the educational possibilities...

  3. Honest Entertainment, Transcendental Jest

    DEFF Research Database (Denmark)

    Kluge, Sofie

    Through the centuries Don Quijote has delighted readers, inspired artists, stimulated thinkers, and helped form historians' perception of early modern Spain. It has, furthermore, played a major part in the development and theoretisation of one of the modern world’s most characteristic literary...

  4. Social Interaction Needs and Entertainment Approaches to Pregnancy Well-Being in mHealth Technology Design for Low-Income Transmigrant Women: Qualitative Codesign Study.

    Science.gov (United States)

    AlJaberi, Hana

    2018-04-13

    Low-income Caribbean transmigrant women face unique health challenges during pregnancy that set forth multidimensional implications for the design of mobile health (mHealth). Acknowledgment of the unique health needs of low-income Caribbean immigrant women in the United States and what that entails regarding technology design remains rarely examined in the literature of mHealth technologies. The goal of this study was to reveal the needs and gaps in mHealth interventions for pregnant immigrant women not yet realized in this field. These understandings reveal design opportunities for mHealth. The use of the qualitative participatory action research approach of codesign workshops in this study resulted in design solutions by the participants after reflecting on their earlier focus group discussions. The highlights are not the resulting designs per se but rather the inferences derived from the researcher reflecting on these designs. The designs exposed two themes relevant to this paper. First, the participants desired the inclusion and rebuilding of social and organizational relationships in mHealth. The resulting designs formulate an understanding of the women's health-related social support needs and how technology can facilitate them. Second, the participants wanted entertainment with an element of social participation incorporated in mHealth pregnancy management interventions. This brings attention to the role entertainment can add to the impact mHealth can deliver for pregnancy well-being. The study concluded with an examination of social and entertainment design implications that reveal pregnant immigrant women's virtual health-related sharing habits, choice of sharing interaction scenarios during pregnancy (eg, local, long distance, one-way, two-way, and many-many), and choice of sharing media (eg, text, voice, and video). Additionally, the study revealed exclusions to social sharing capabilities in health technologies for these women. ©Hana Al

  5. Time-Space Flexibility and Work: Analyzing the “Anywhere and Anytime Office” in the Entertainment, New Media, and Arts Sector

    OpenAIRE

    Leila Valoura

    2013-01-01

    The applied cultural analysis work presented in this article was conducted with independent professionals who work in a flexible time-space format – known as telework – for the entertainment, new media, and arts sector in the Los Angeles area. Most participants are associates of the production and post-production boutique “Studio Can” as well as the curatorial new media and arts nonprofit organization “PalMarte.” When working in a flexible time-space format, boundaries between leisure/family ...

  6. Traducción de videojuegos: análisis de la localización de Overwatch (Blizzard Entertainment, 2016)

    OpenAIRE

    Miñana Capón, Miguel Ángel

    2017-01-01

    TFG RECOMENDADO POR EL CENTRO. La finalidad de este Trabajo de Fin de Grado es estudiar los resultados del proceso de localización de los textos en pantalla de Overwatch, un videojuego desarrollado por Blizzard Entertainment en 2016. Con este fin, se divide el trabajo en dos bloques fundamentales. El primer bloque es el marco teórico, en el que se explica la creciente importancia de dos industrias jóvenes, la industria de los videojuegos y la de la localización; se enmarca el concepto de loca...

  7. Conceptualização de um evento à luz do brand entertainment e ativação de marcas

    OpenAIRE

    Costa, Guilherme Ribeiro

    2015-01-01

    Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing. O presente trabalho de projeto procura ativar a marca League of Legends, conhecida mundialmente, e estreitar e reforçar as ligações com a sua comunidade portuguesa através do brand entertainment e, em específico através da ferramenta “eventos”. Trata-se de desenvolver este evento e as suas atividades, tendo por base conferências de...

  8. Evidence supporting a promotora-delivered entertainment education intervention for improving mothers' dietary intake: the Entre Familia: Reflejos de Salud Study.

    Science.gov (United States)

    Ayala, Guadalupe X; Ibarra, Leticia; Horton, Lucy; Arredondo, Elva M; Slymen, Donald J; Engelberg, Moshe; Rock, Cheryl L; Hernandez, Erika; Parada, Humberto; Elder, John P

    2015-01-01

    Entertainment education and the promotora model are 2 evidence-based health communication strategies. This study examined their combined effect on promoting healthy eating among mothers in a family-based intervention. Participants were 361 Mexican-origin families living in Imperial County, California, who were randomly assigned to an intervention or delayed treatment condition. The intervention involved promotoras (community health workers) who delivered 11 home visits and 4 telephone calls. Home visits included a 12-minute episode of a 9-part situation comedy depicting a family struggling with making healthy eating choices; an accompanying family workbook was reviewed to build skills and left with the family. Baseline and immediate postintervention data were collected from the mothers, including the primary outcome of daily servings of fruits and vegetables. Other dietary and psychosocial factors related to healthy eating were examined. At postintervention, mothers in the intervention reported increases in daily vegetable servings (p ≤ .05); however, no changes were observed in fruit consumption. Improvements were observed in behavioral strategies to increase fiber (p ≤ .001) and to decrease fat intake (p ≤ .001), unhealthy eating behaviors (p ≤ .001), and individual (p ≤ .05) and family-related (p ≤ .01) perceived barriers to healthy eating. Entertainment education and promotoras engaged families and improved mothers' diets. Further research should examine the dose needed for greater changes.

  9. Demographic and Substance Use Factors Associated with Non-Violent Alcohol-Related Injuries among Patrons of Australian Night-Time Entertainment Districts

    Directory of Open Access Journals (Sweden)

    Kerri Coomber

    2017-01-01

    Full Text Available This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews (n = 4016 were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC, pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.

  10. Demographic and Substance Use Factors Associated with Non-Violent Alcohol-Related Injuries among Patrons of Australian Night-Time Entertainment Districts.

    Science.gov (United States)

    Coomber, Kerri; Mayshak, Richelle; Hyder, Shannon; Droste, Nicolas; Curtis, Ashlee; Pennay, Amy; Gilmore, William; Lam, Tina; Chikritzhs, Tanya; Miller, Peter G

    2017-01-12

    This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews ( n = 4016) were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC), pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.

  11. Depression and its correlations with health-risk behaviors and social capital among female migrants working in entertainment venues in China.

    Science.gov (United States)

    Yang, Qiaohong; Operario, Don; Zaller, Nickolas; Huang, Wen; Dong, Yanyan; Zhang, Hongbo

    2018-01-01

    Among the dramatic increased internal migration in China in past three decades, a considerable proportion of young females migrated to urban areas and found employment in "entertainment venues", who may be vulnerable to psychological distress. This study examines the prevalence of depression and explores its associations with health-risk behaviors and social capital among this subgroup. 358 female migrants were recruited from entertainment venues in a rapidly growing urban city in China. A survey which included measures of depressive symptoms, health-risk behaviors, social capital, and socio-demographic characteristics was administered. Multivariable logistic regression was conducted to identify the independent correlates of depression. Of participants, 31.0% had clinically significant depressive symptoms (CES-D score ≥ 16). In multivariable models, greater likelihood of depressive symptoms was associated with working in massage centers/hotels (OR = 3.20, 95% CI: 1.80-5.70), having probable alcohol dependence (OR = 2.25, 95% CI: 1.22-4.16), self-reported lifetime use of illicit drugs (OR = 2.98, 95% CI: 1.26-7.06), growing up in a non-nuclear family (OR = 2.46, 95% CI: 1.18-5.16), and poor social capital (OR = 6.01, 95% CI = 2.02-17.87). Intervention strategies to address the high prevalence of depression among female migrants are needed, and should also aim to reduce problematic alcohol and drug use, improve social capital, and target women working in massage centers or hotels.

  12. Microblogging, online expression, and political efficacy among young chinese citizens: the moderating role of information and entertainment needs in the use of weibo.

    Science.gov (United States)

    Chan, Michael; Wu, Xuan; Hao, Yinqi; Xi, Rui; Jin, Tian

    2012-07-01

    In 2011, China's Internet population reached over half a billion users and the popular Twitter-like social networking service, Weibo, has been adopted by half of the users since its launch in August 2009. Given the potential of the Internet to facilitate a civic culture in the authoritarian state, the use of Weibo and its effects on citizens' political attitudes and behaviors are of important concern. A survey of 499 Weibo users found that intensity of use was related to increased willingness to express opinions about government and politics, the perception that one has the ability to participate in politics, and feelings that the government is not responsive to the demands of citizens. Moreover, the above relationships were moderated by the motivations of Weibo use, such that information motives strengthened the relationships while entertainment motives weakened the relationships.

  13. Emergency Contraceptive Pills (ECP) Knowledge, Attitudes, and Practices Among Women Working in the Entertainment Industry and Men in the Trucking Industry, Bhutan.

    Science.gov (United States)

    Pem, Deki; Nidup, Tshewang; Wangdi, Ugyen; Pelzom, Dorji; Mirzazadeh, Ali; McFarland, Willi

    2018-02-12

    Emergency contraceptive pills (ECP) were recently made available over the counter in Bhutan. We evaluated knowledge, attitudes, and practices concerning ECP in 2 populations at risk for HIV and STI (sexually transmitted infections): entertainment women (drayang) and male truck drivers and helpers (truckers). Of 179 drayang and 437 truckers intercepted at venues, 73.7 and 21.1%, respectively, had heard of ECP; 47.0% of drayang had used them. Their concerns about ECP use included harm to the body, impact on future pregnancy, side effects, and HIV/STI risk. Education programs are needed in Bhutan to increase awareness of ECP for unplanned pregnancy and condoms to prevent HIV and STI.

  14. Media communication strategies for climate-friendly lifestyles - Addressing middle and lower class consumers for social-cultural change via Entertainment-Education

    Science.gov (United States)

    Lubjuhn, S.; Pratt, N.

    2009-11-01

    This paper argues that Entertainment-Education (E-E) is a striking communication strategy for reaching middle and lower socio-economic classes with climate-friendly lifestyle messages. On the international level (e.g. in the US and the Netherlands) E-E approaches are being theoretically grounded, whereas in Germany they are not yet. Therefore further theoretical discussion and mapping of E-E approaches is central for future research. As a first step towards providing further theoretical foundations for E-E in the field of sustainability, the authors suggest a threefold mapping of E-E approaches. The threefold mapping of E-E approaches for communicating climate-friendly lifestyles to middle and lower class consumers is based on recent results from academic research and practical developments on the media market. The commonalities among the three is that they all promote pro-sustainability messages in an affective-orientated rather than cognitive-orientated, factual manner. Differences can be found in: the sender of the sustainability message, the targeted consumer groups and the media approach in use. Based on this, the paper draws the conclusion that two new paths for further research activities in the field of Entertainment-Education can be proposed: (1) Improving the existing approaches in practice by using theoretical foundation from the E-E field. This comprises at its core (A) to do formative, process and summative effect research on the messages and (B) to use E-E theory from the field of social psychology, sociology and communication science for further improvement and (2) Generating new E-E theories by analyzing the existing practical approaches in the media to communicate climate change.

  15. The Effect o f Entertaining Fun Athletics Training Program R elated To the Self - Confidence Levels among Children Aged 12 - 14 Years

    Directory of Open Access Journals (Sweden)

    Erkan YARIMKAYA

    2014-12-01

    Full Text Available The aim of this study is to examine the effect of entertaining fun athletics training program on the self - conf i dence levels of children. The sample group of the study is occuring 160 students in 12 - 14 age group from Keçiören Hacı Sabancı Primary School loc ated in Keçiören district of Ankara. Both the experimental and the control group were applied Piers - Harris Self - Confidence test developed by Piers and Harr i s (1984 before and after 8 - week procedure. The SPSS statistical program (version 15.0 was used for data analysis.The research indicates a statistical difference (P<0,05 between the experimental and the control group in terms of post - test. In the compari son of pre - test and post - test results of the experimental group, there is a significant difference between pre - test and post - test results. ( P<0,05. In those comparisons, it was found that the post - test results are higher than pre - test results. As a resul t, in the survey made for inspecting the self - confidence of the children in 12 – 14 age group who are making e ntertaining fun athletics excersises, it is fixed that the entertaining fun athletics excersise applied to the test group effects the self - confide nce level of the kids significiantly. In this context, we can say that e ntertaining fun athletics excersise positively effect the self - confidence properties of the kids in 12 - 14 age group.

  16. Atmospheric effects in the entertainment industry : Constituents, exposures and health effects[Report to SHAPE the Workers' Compensation Board of BC and the BC Lung Association

    Energy Technology Data Exchange (ETDEWEB)

    Teschke, K.; Netten, C. van; Kennedy, S. [British Columbia Univ., Vancouver, BC (Canada)

    2003-03-27

    The University of British Columbia was asked by the Safety and Health in Arts Production and Entertainment to assist in investigating a number of issues concerning the safety of theatrical smokes and fogs. Specifically, the study strove to answer the following: (1) what products and equipment are used in the British Columbia (BC) entertainment industry, the chemicals that are used, and does the composition of the chemicals change once they are heated during use?, (2) what measuring equipment can be used for on-site monitoring by production staff?, (3) what levels of smokes and fogs are present in the air, the sizes of the airborne fog droplets, the type of exposure of employees?, (4) and are employees suffering ill health effects as a result of exposure? In the course of the study, 23 members of the International Alliance of Theatrical Stage Employees (IATSE) Local 891 were interviewed concerning their jobs, including the materials and equipment they use to create atmospheric effects. In addition, laboratory investigations of the constituents of the glycol fluids and their potential for pyrolysis under normal operating conditions were performed, as well as field tests of measurement methods to allow industry personnel to check exposure levels easily. The authors also performed a cross-sectional study of exposures to theatrical employees in the industry. The results showed that several technicians formulated their own fluids. Bulk samples were obtained of 15 glycol-based fluids and were found to have the same proportions of specific glycols as specified on their Material Safety Data Sheets. Three commercially available real-time direct-reading monitors were evaluated as simple monitoring methods. The preferred method was found to be the DataRAM which is easy to use, can be worn as a personal monitor and is silent. The drawback is the price (8000 dollars). Several recommendations were made. refs., tabs., figs.

  17. Media communication strategies for climate-friendly lifestyles - Addressing middle and lower class consumers for social-cultural change via Entertainment-Education

    International Nuclear Information System (INIS)

    Lubjuhn, S; Pratt, N

    2009-01-01

    This paper argues that Entertainment-Education (E-E) is a striking communication strategy for reaching middle and lower socio-economic classes with climate-friendly lifestyle messages. On the international level (e.g. in the US and the Netherlands) E-E approaches are being theoretically grounded, whereas in Germany they are not yet. Therefore further theoretical discussion and mapping of E-E approaches is central for future research. As a first step towards providing further theoretical foundations for E-E in the field of sustainability, the authors suggest a threefold mapping of E-E approaches. The threefold mapping of E-E approaches for communicating climate-friendly lifestyles to middle and lower class consumers is based on recent results from academic research and practical developments on the media market. The commonalities among the three is that they all promote pro-sustainability messages in an affective-orientated rather than cognitive-orientated, factual manner. Differences can be found in: the sender of the sustainability message, the targeted consumer groups and the media approach in use. Based on this, the paper draws the conclusion that two new paths for further research activities in the field of Entertainment-Education can be proposed: (1) Improving the existing approaches in practice by using theoretical foundation from the E-E field. This comprises at its core (A) to do formative, process and summative effect research on the messages and (B) to use E-E theory from the field of social psychology, sociology and communication science for further improvement and (2) Generating new E-E theories by analyzing the existing practical approaches in the media to communicate climate change.

  18. Marketing Violent Entertainment to Children: A One-Year Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…

  19. An Examination of the Entertainment Industry's Efforts To Curb Children's Exposure to Violent Content. Hearing before the Subcommittee on Telecommunications and the Internet of the Committee on Energy and Commerce. House of Representatives, One Hundred Seventh Congress, First Session.

    Science.gov (United States)

    Congress of the U.S., Washington, DC. House Committee on Energy and Commerce.

    This hearing's transcripts compile testimony given before the Subcommittee on Telecommunications and the Internet of the Committee on Energy and Commerce on the entertainment industry's efforts to curb children's exposure to violent content, especially those of the music industry. The hearing began with statements from the chairman of the…

  20. Availability and night-time use of electronic entertainment and communication devices are associated with short sleep duration and obesity among Canadian children.

    Science.gov (United States)

    Chahal, H; Fung, C; Kuhle, S; Veugelers, P J

    2013-02-01

    What is already known about this subject Short sleep duration is a risk factor for obesity. Television (TV) in the bedroom has been shown to be associated with excess body weight in children. Children increasingly use other electronic entertainment and communication devices (EECDs) such as video games, computers, and smart phones. What this study adds Access to and night-time use of EECDs are associated with shortened sleep duration, excess body weight, poorer diet quality, and lower physical activity levels. Our findings reinforce existing recommendations pertaining to TV and Internet access by the American Academy of Pediatrics and suggest to have these expanded to restricted availability of video games and smart phones in children's bedrooms. While the prevalence of childhood obesity and access to and use of electronic entertainment and communication devices (EECDs) have increased in the past decades, no earlier study has examined their interrelationship. To examine whether night-time access to and use of EECDs are associated with sleep duration, body weights, diet quality, and physical activity of Canadian children. A representative sample of 3398 grade 5 children in Alberta, Canada, was surveyed. The survey included questions on children's lifestyles and health behaviours, the Harvard Youth/Adolescent Food Frequency questionnaire, a validated questionnaire on physical activity, and measurements of heights and weights. Random effect models were used to assess the associations of night-time access to and use of EECDs with sleep, diet quality, physical activity, and body weights. Sixty-four percent of parents reported that their child had access to one or more EECDs in their bedroom. Access to and night-time use of EECDs were associated with shortened sleep duration, excess body weight, poorer diet quality, and lower physical activity levels in a statistically significant manner. Limiting the availability of EECDs in children's bedrooms and discouraging their

  1. An alcohol message beneath the surface of ER: how implicit memory influences viewers' health attitudes and intentions using entertainment-education.

    Science.gov (United States)

    Kim, Kyongseok; Lee, Mina; Macias, Wendy

    2014-01-01

    While previous research on entertainment-education has assessed its effectiveness, primarily at the conscious level (e.g., free recall and self-reported change in knowledge), few studies have explored its effect on viewers' implicit knowledge. To fill this gap, this study examined the mechanism through which viewers form implicit memory of short health messages inserted in a primetime TV show and its preconscious effects on viewers' health attitudes and intentions. An experiment was conducted using a 3-group (health message: present vs. absent vs. control), posttest-only design with additional planned analyses of differences by subject variables (past experience and involvement). Overall, findings supported the hypothesized effects of implicit memory of a brief antialcohol message embedded in an ER episode on college students' attitudes and intentions against binge drinking. Results showed that participants who were exposed to the health message reported less positive attitudes toward binge drinking and lower intentions to binge drink, compared with those who were not exposed; the causal relations among viewers' implicit memory, attitudes, and intentions were also validated. Results also showed that individuals' past experience and involvement moderated the effects of the health message on attitudes and intentions. Theoretical explanations and practical implications are discussed.

  2. Influence of food companies' brand mascots and entertainment companies' cartoon media characters on children's diet and health: a systematic review and research needs

    Science.gov (United States)

    Kraak, V I; Story, M

    2015-01-01

    Reducing the extent and persuasive power of marketing unhealthy foods to children worldwide are important obesity prevention goals. Research is limited to understand how brand mascots and cartoon media characters influence children's diet. We conducted a systematic review of five electronic databases (2000–2014) to identify experimental studies that measured how food companies' mascots and entertainment companies' media characters influence up to 12 diet-related cognitive, behavioural and health outcomes for children under 12 years. Eleven studies met the inclusion criteria. Studies used 21 unique popular media characters, but no brand mascots. Results suggest that cartoon media character branding can positively increase children's fruit or vegetable intake compared with no character branding. However, familiar media character branding is a more powerful influence on children's food preferences, choices and intake, especially for energy-dense and nutrient-poor foods (e.g. cookies, candy or chocolate) compared with fruits or vegetables. Future research should use a theoretically grounded conceptual model and larger and more diverse samples across settings to produce stronger findings for mediating and moderating factors. Future research can be used to inform the deliberations of policymakers, practitioners and advocates regarding how media character marketing should be used to support healthy food environments for children. PMID:25516352

  3. TOWARDS COLLABORATION BETWEEN PUBLIC WELFARE AGENCIES AND MASS ENTERTAINMENT MEDIA TO BRING ABOUT A TURNING POINT STAGE IN THE LIVES OF BATTERED WOMEN

    Directory of Open Access Journals (Sweden)

    Nourit Segev

    2010-06-01

    Full Text Available This article examines the promoting and impeding factors that advance the turning point in thelives of battered women. The subject is important because of the contribution of the turning pointstage to the ability of women to leave the violent relationship and the way in which the publicwelfare agencies become involved in order to help the victim to advance towards the turning point.The article also reviews the influence of the entertainment media in shaping the positions of thepublic regarding marital violence, the presentation of battered women in the media, and theconnection between their media presentation and their advancement towards the turning point inreality.The research is based on a combination of qualitative and quantitative data, and focuses on contentanalysis. The qualitative content analysis included 40 journal articles, 1 documentary film and onedrama series, the personal interviews included 8 social workers and 6 journalists, and the focusgroup included 8 battered women. The findings indicate an awareness of battered women in thevarious media, and of a gap between the perception of social workers and the journalists regardingthe role of the media in raising social problems.The article calls for cooperation between the media and the professionals in order to construct messages of empowerment that will enable women to advance towards the turning point in theirlives.

  4. Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.

    Science.gov (United States)

    Ferguson, Christopher J

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws. Recent reviews in many scholarly journals have come to similar conclusions, although much debate continues. Given past statements by the American Psychological Association linking video game and media violence with aggression, the Supreme Court ruling, particularly its critique of the science, is likely to be shocking and disappointing to some psychologists. One possible outcome is that the psychological community may increase the conclusiveness of their statements linking violent games to harm as a form of defensive reaction. However, in this article the author argues that the psychological community would be better served by reflecting on this research and considering whether the scientific process failed by permitting and even encouraging statements about video game violence that exceeded the data or ignored conflicting data. Although it is likely that debates on this issue will continue, a move toward caution and conservatism as well as increased dialogue between scholars on opposing sides of this debate will be necessary to restore scientific credibility. The current article reviews the involvement of the psychological science community in the Brown v. Entertainment Merchants Association case and suggests that it might learn from some of the errors in this case for the future. (c) 2013 APA, all rights reserved.

  5. Influence of food companies' brand mascots and entertainment companies' cartoon media characters on children's diet and health: a systematic review and research needs.

    Science.gov (United States)

    Kraak, V I; Story, M

    2015-02-01

    Reducing the extent and persuasive power of marketing unhealthy foods to children worldwide are important obesity prevention goals. Research is limited to understand how brand mascots and cartoon media characters influence children's diet. We conducted a systematic review of five electronic databases (2000-2014) to identify experimental studies that measured how food companies' mascots and entertainment companies' media characters influence up to 12 diet-related cognitive, behavioural and health outcomes for children under 12 years. Eleven studies met the inclusion criteria. Studies used 21 unique popular media characters, but no brand mascots. Results suggest that cartoon media character branding can positively increase children's fruit or vegetable intake compared with no character branding. However, familiar media character branding is a more powerful influence on children's food preferences, choices and intake, especially for energy-dense and nutrient-poor foods (e.g. cookies, candy or chocolate) compared with fruits or vegetables. Future research should use a theoretically grounded conceptual model and larger and more diverse samples across settings to produce stronger findings for mediating and moderating factors. Future research can be used to inform the deliberations of policymakers, practitioners and advocates regarding how media character marketing should be used to support healthy food environments for children. © 2014 The Authors. Obesity Reviews published by John Wiley & Sons Ltd on behalf of World Obesity.

  6. The Conversations About Cancer (CAC) Project-Phase II: National findings from viewing When Cancer Calls…and implications for Entertainment-Education (E-E).

    Science.gov (United States)

    Beach, Wayne A; Dozier, David M; Buller, Mary K; Gutzmer, Kyle; Fluharty, Lyndsay; Myers, Valerie H; Buller, David B

    2016-03-01

    We address cancer communication by creating and assessing the impacts of a theatrical production, When Cancer Calls…(WCC…), anchored in conversations from the first natural history of a patient and family members talking through cancer on the telephone. A national study was conducted using a multi-site and randomized controlled trial. An 80-minute video was produced to assess viewing impacts across cancer patients, survivors, and family members. Comparisons were made with a control video on cancer nutrition and diet. Pretest-posttest sample size was 1006, and 669 participants completed a 30-day follow-up impacts assessment. All five family and communication indices increased significantly for WCC…. When compared to the placebo, average pretest-posttest change scores were higher for self-efficacy (775%), family fabric (665%), outside support (189%), and family communication (97%). One month following viewings, WCC…participants reported 30% more conversations about cancer among patients and family members about cancer. A new genre of Entertainment-Education (E-E) was created that triggers positive reactions from audience members. Managing delicate and often complex communication about the trials, tribulations, hopes, and triumphs of cancer journeys is fundamentally important for everyday living. Unique opportunities exist to make WCC… available to national and global audiences, create tailored curricula, and integrate these viewings into educational programs for patients, family members, and care-provider teams across diverse health, corporate, and governmental systems. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  7. Understanding the effectiveness of the entertainment-education strategy: an investigation of how audience involvement, message processing, and message design influence health information recall.

    Science.gov (United States)

    Quintero Johnson, Jessie M; Harrison, Kristen; Quick, Brian L

    2013-01-01

    A growing body of evidence suggests that entertainment-education (EE) is a promising health communication strategy. The purpose of this study was to identify some of the factors that facilitate and hinder audience involvement with EE messages. Using confirmatory factor analysis, the authors introduce a construct they call experiential involvement, which describes the experience of being cognitively and emotionally involved with EE messages and is a product of transportation into an EE text and identification with EE characters. Using an experimental design, the authors also investigated how reports of experiential involvement and health information recall varied depending on the degree to which the educational content was well integrated with the narrative content in EE messages. Findings indicated that integration significantly influenced health information recall. Results indicated that experiential involvement and the perception that the health topic in EE messages was personally relevant predicted participants' systematic processing of the information in EE messages. Contrary to expectation, personal relevance did not predict experiential involvement, and systematic message processing was negatively related to health information recall. Implications for the construction of EE messages and the study of the EE strategy are discussed.

  8. Branded entertainment: los contenidos de entretenimiento como herramienta de comunicación de marketing. Un estudio de su situación actual en España 

    Directory of Open Access Journals (Sweden)

    J de Aguilera-Moyano

    2015-09-01

    Full Text Available En el nuevo contexto de marketing surgen herramientas de comunicación como el branded entertainment; un tipo de mensaje híbrido con elque las marcas producen contenidos de entretenimiento. Metodología: Este estudio tiene como objetivo mejorar el conocimiento del branded entertainment y su situación en España así como sus expectativas de futuro. Se ha realizado una investigación exploratoria utilizando como técnica metodológica la entrevista en profundidad aplicada a un grupo de expertos en creación y distribución de branded entertainment. Resultados y conclusiones: Los resultados muestran: existe un amplio conocimiento de sus posibilidades como técnica de comunicación comercial; los contenidos producidos deben ser relevantes para competir con otros productos de entretenimiento; se espera un notable incremento en su utilización ante la pérdida de eficacia de las tácticas intrusivas; y se percibe como la herramienta de comunicación más adecuada para generar engagement del consumidor.

  9. Acceptability Study on HIV Self-Testing among Transgender Women, Men who Have Sex with Men, and Female Entertainment Workers in Cambodia: A Qualitative Analysis.

    Science.gov (United States)

    Pal, Khuondyla; Ngin, Chanrith; Tuot, Sovannary; Chhoun, Pheak; Ly, Cheaty; Chhim, Srean; Luong, Minh-Anh; Tatomir, Brent; Yi, Siyan

    2016-01-01

    In Cambodia, HIV prevalence is high while HIV testing rates remain low among transgender women (TG women), men who have sex with men (MSM), and female entertainment workers (FEW). Introducing self-testing for HIV to these key populations (KPs) could potentially overcome the under-diagnosis of HIV and significantly increase testing rates and receipt of the results, and thus could decrease transmission. Therefore, this study aimed to determine the acceptability of HIV self-testing (HIVST) among these three categories of KPs. This study was conducted through focus group discussions (FGDs) with TG women, MSM, and FEW in Phnom Penh city, Kampong Cham, Battambang, and Siem Reap provinces of Cambodia. Convenience sampling was used to recruit the participants. Two FGDs (six participants in each FGD) were conducted in each target group in each study site, totaling 24 FGDs (144 participants). Thematic analysis was performed to identify common or divergent patterns across the target groups. Almost all participants among the three groups (TG women, MSM, and FEW) had not heard about HIVST, but all of them expressed willingness to try it. They perceived HIVST as confidential, convenient, time-saving, and high-tech. Barriers to obtaining HIVST included cost, access, administration technique, embarrassment, and fear of pain. The majority preferred counseling before and after testing. Participants showed high willingness to use and acceptability of HIVST due to its confidentiality/privacy and convenience even if it is not linked to a confirmatory test or care and treatment. Notwithstanding, to increase HIVST, the target groups would need affordable self-test kits, education about how to perform HIVST and read results, assurance about accuracy and reliability of HIVST, and provision of post-test counseling and facilitation of linkage to care and treatment.

  10. Time-Space Flexibility and Work: Analyzing the “Anywhere and Anytime Office” in the Entertainment, New Media, and Arts Sector

    Directory of Open Access Journals (Sweden)

    Leila Valoura

    2013-09-01

    Full Text Available The applied cultural analysis work presented in this article was conducted with independent professionals who work in a flexible time-space format – known as telework – for the entertainment, new media, and arts sector in the Los Angeles area. Most participants are associates of the production and post-production boutique “Studio Can” as well as the curatorial new media and arts nonprofit organization “PalMarte.” When working in a flexible time-space format, boundaries between leisure/family life and work at home, or personal and public realms, tend to become blurred. This blurred context involves a web of cultural complexity that exists behind the materialization of boundaries. Through empirical material, this article examines rhythms and mechanisms between flexibility and stability, unveiling a viscous consistency of everyday life. This work helps to better understand the relation between leisure/family life and work at home, as well as stability and change, to rethink these realms and how they relate to each other but also how they transform one another. Although culturally different, these realms are bridged through the material culture that surrounds them. As conveyors, objects (such as a heating pad and activities culturally transport participants between realms. Research methods combined time-diaries, interviews, observation, visual ethnography, and autoethnography. While applying academic knowledge into a non-academic setting to rethink realms and how they relate and transform each other in a bridged relationship, this work is also an invitation to rethink the relationship between the realms of academia and non-academia.

  11. Acceptability Study on HIV Self-Testing among Transgender Women, Men who Have Sex with Men, and Female Entertainment Workers in Cambodia: A Qualitative Analysis.

    Directory of Open Access Journals (Sweden)

    Khuondyla Pal

    Full Text Available In Cambodia, HIV prevalence is high while HIV testing rates remain low among transgender women (TG women, men who have sex with men (MSM, and female entertainment workers (FEW. Introducing self-testing for HIV to these key populations (KPs could potentially overcome the under-diagnosis of HIV and significantly increase testing rates and receipt of the results, and thus could decrease transmission. Therefore, this study aimed to determine the acceptability of HIV self-testing (HIVST among these three categories of KPs.This study was conducted through focus group discussions (FGDs with TG women, MSM, and FEW in Phnom Penh city, Kampong Cham, Battambang, and Siem Reap provinces of Cambodia. Convenience sampling was used to recruit the participants. Two FGDs (six participants in each FGD were conducted in each target group in each study site, totaling 24 FGDs (144 participants. Thematic analysis was performed to identify common or divergent patterns across the target groups.Almost all participants among the three groups (TG women, MSM, and FEW had not heard about HIVST, but all of them expressed willingness to try it. They perceived HIVST as confidential, convenient, time-saving, and high-tech. Barriers to obtaining HIVST included cost, access, administration technique, embarrassment, and fear of pain. The majority preferred counseling before and after testing.Participants showed high willingness to use and acceptability of HIVST due to its confidentiality/privacy and convenience even if it is not linked to a confirmatory test or care and treatment. Notwithstanding, to increase HIVST, the target groups would need affordable self-test kits, education about how to perform HIVST and read results, assurance about accuracy and reliability of HIVST, and provision of post-test counseling and facilitation of linkage to care and treatment.

  12. That's Entertainment! Or Is It?

    Science.gov (United States)

    Murphy, Tony P.

    1995-01-01

    Uses the television series "Star Trek" as an example to describe the impact of audiovisual images on students' perceptions of science, technology, and scientists. Describes activities to examine views that teachers and students hold toward the image of scientists on television and the overall portrayal of technology in various television…

  13. Personalized Avatars for Mobile Entertainment

    Directory of Open Access Journals (Sweden)

    Tomislav Kosutic

    2006-01-01

    Full Text Available With evolution in computer and mobile networking technologies comes the challenge of offering novel and complex multimedia applications and end-user services in heterogeneous environments for both developers and service providers. This paper describes one novel service, called LiveMail that explores the potential of existing face animation technologies for innovative and attractive services intended for the mobile market. This prototype service allows mobile subscribers to communicate using personalized 3D face models created from images taken by their phone cameras. The user can take a snapshot of someone's face – a friend, famous person, themselves, even a pet – using the mobile phone's camera. After a quick manipulation on the phone, a 3D model of that face is created and can be animated simply by typing in some text. Speech and appropriate animation of the face are created automatically by speech synthesis. Furthermore, these highly personalized animations can be sent to others as real 3D animated messages or as short videos in MMS. The clients were implemented on different platforms, and different network and face animation techniques, and connected into one complex system. This paper presents the architecture and experience gained in building such a system.

  14. Hypercomputation, unconsciousness and entertainment technology

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Markopoulos, P.; Ruyter, de B.; IJsselstein, W.; Duncan, R.

    2008-01-01

    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

  15. Entertainment computing in the orbit

    NARCIS (Netherlands)

    Rauterberg, M.R.; Neerincx, M.A.; Tuyls, K.; Loon, J. van

    2008-01-01

    During ultra long space missions (i.e. to Mars), the isolated space environmentaffects a number of physiological, psychosocial and mental processescritically involved in human performance, and it is vital to missions' success tounderstand the psychological limits. Past experiences in space have

  16. Entertainment computing in the Orbit

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Neerincx, M.A.; Tuyls, K.P.; Loon, van J.J.W.A.; Ciancarini, P.; Nakatsu, R.; Rauterberg, G.W.M.; Roccetti, M.

    2008-01-01

    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

  17. Entertainment computing in the orbit

    NARCIS (Netherlands)

    Rauterberg, M.; Neerincx, M.; Tuyls, K.; van Loon, J.

    2008-01-01

    During ultra long space missions (i.e. to Mars), the isolated space environmentaffects a number of physiological, psychosocial and mental processescritically involved in human performance, and it is vital to missions’ success tounderstand the psychological limits. Past experiences in space have

  18. Kansei games : entertaining your emotions

    NARCIS (Netherlands)

    Salem, B.I.; Nakatsu, R.

    2007-01-01

    Essentially Kansei Games are a new concept of games that focus on delivering a constructive positive experience to the game player. We wish to do this by addressing the player needs, requirements and desires. We propose a Needs Requirements and Desires (NRD) model where the self is at the centre,

  19. High pregnancy incidence and low contraceptive use among a prospective cohort of female entertainment and sex workers in Phnom Penh, Cambodia.

    Science.gov (United States)

    Duff, Putu; Evans, Jennifer L; Stein, Ellen S; Page, Kimberly; Maher, Lisa

    2018-05-03

    While HIV and unintended pregnancies are both occupational risks faced by female sex workers, the epidemiology of pregnancy and its drivers in this population remains understudied. This includes Cambodia, where the drivers of pregnancy among female entertainment and sex workers (FESW) remain unknown. The current study aimed to examine factors associated with incident pregnancy, as well as describe contraceptive use among FESW in Phnom Penh, Cambodia. This analysis drew from the Young Women's Health Study (YWHS)-2, a 12-month observational cohort of 220 FESW aged 15-29 years, conducted between August 2009 and August 2010. Interviewer-administered questionnaires were conducted at baseline and quarterly thereafter, alongside HIV and pregnancy testing. Bivariate and multivariable extended Cox regression analysis was used to examine correlates of incident pregnancy. At baseline, 6.8% of participants were pregnant, and only 10.8% reported using hormonal contraceptives, with 11.3% reporting an abortion in the past 3 months. Pregnancy incidence was high, at 22/100 person-years (95% CI: 16.3-30.1). In multivariable analysis, younger age (19-24 years versus 25-29 years) (Adjusted Hazards Ratio (AHR): 2.28; 95% Confidence Interval (CI) 1.22-4.27), lower income (400,000-600,000 Riel (≤150$USD) versus > 600,000 Riel (> 150$USD)) (AHR 2.63; 95% CI 1.02-6.77) positively predicted pregnancy, while higher self-reported condom self-efficacy were associated with reduced pregnancy incidence (AHR 0.89; 95% CI 0.81-0.98). Results document high incidence of pregnancy and unmet reproductive health needs among FESWs in Cambodia. Findings point to an urgent need for multi-level interventions, including venue-based HIV/STI and violence prevention interventions, in the context of legal and policy reform. High pregnancy incidence in this population may also undermine recruitment and retention into HIV prevention intervention trials. The exploration of innovative and comprehensive sex

  20. Mobile Link - a theory-based messaging intervention for improving sexual and reproductive health of female entertainment workers in Cambodia: study protocol of a randomized controlled trial.

    Science.gov (United States)

    Brody, Carinne; Tuot, Sovannary; Chhoun, Pheak; Swendenman, Dallas; Kaplan, Kathryn C; Yi, Siyan

    2018-04-19

    In Cambodia, HIV prevalence is concentrated in key populations including among female entertainment workers (FEWs) who may engage in direct or indirect sex work. Reaching FEWs with sexual and reproductive health (SRH) services has been difficult because of their hidden and stigmatized nature. Mobile-phone-based interventions may be an effective way to reach this population and connect them with the existing services. This article describes study design and implementation of a randomized controlled trial (RCT) of a mobile health intervention (the Mobile Link) aiming to improve SRH and related outcomes among FEWs in Cambodia. A two-arm RCT will be used to determine the effectiveness of a mobile-phone-based text/voice messaging intervention. The intervention will be developed through a participatory process. Focus group discussions and in-depth interviews have been conducted to inform and tailor behavior change theory-based text and voice messages. During the implementation phase, 600 FEWs will be recruited and randomly assigned into one of the two arms: (1) a control group and (2) a mobile phone message group (either text messages [SMS] or voice messages [VM], a delivery method chosen by participants). Participants in the control group will also receive a weekly monitoring survey, which will provide real-time information to implementing partners to streamline outreach efforts and be able to quickly identify geographic trends. The primary outcome measures will include self-reported HIV and sexually transmitted infections (STI) testing and treatment, condom use, contraceptive use, and gender-based violence (GBV). If the Mobile Link trial is successful, participants will report an increase in condom use, linkages to screening and treatment for HIV and STI, and contraception use as well as a reduction in GBV. This trial is unique in a number of ways. First, the option of participation mode (SMS or VM) allows participants to choose the message medium that best links them

  1. From the Experience of Interactivity and Entertainment to Lower Intention to Smoke: A Randomized Controlled Trial and Path Analysis of a Web-Based Smoking Prevention Program for Adolescents.

    Science.gov (United States)

    Khalil, Georges Elias; Wang, Hua; Calabro, Karen Sue; Mitra, Natasha; Shegog, Ross; Prokhorov, Alexander V

    2017-02-16

    Web-based programs for smoking prevention are being increasingly used with some success among adolescents. However, little is known about the mechanisms that link the experience of such programs to intended nicotine or tobacco control outcomes. Based on the experiential learning theory and extended elaboration likelihood model, this study aimed to evaluate the impact of a Web-based intervention, A Smoking Prevention Interactive Experience (ASPIRE), on adolescents' intention to smoke, while considering the experience of interactivity and entertainment as predictors of reduced intention to smoke, under a transitional user experience model. A total of 101 adolescents were recruited from after-school programs, provided consent, screened, and randomized in a single-blinded format to 1 of 2 conditions: the full ASPIRE program as the experimental condition (n=50) or an online , text-based version of ASPIRE as the control condition (n=51). Data were collected at baseline and immediate follow-up. Repeated-measures mixed-effects models and path analyses were conducted. A total of 82 participants completed the study and were included in the analysis. Participants in the experimental condition were more likely to show a decrease in their intention to smoke than those in the control condition (beta=-0.18, P=.008). Perceived interactivity (beta=-0.27, P=.004) and entertainment (beta=-0.20, P=.04) were each associated with a decrease in intention to smoke independently. Results of path analyses indicated that perceived interactivity and perceived entertainment mediated the relationship between ASPIRE use and emotional involvement. Furthermore, perceived presence mediated the relationship between perceived interactivity and emotional involvement. There was a direct relationship between perceived entertainment and emotional involvement. Emotional involvement predicted a decrease in intention to smoke (beta=-0.16, P=.04). Adolescents' experience of interactivity and entertainment

  2. The use of entertainment and communication technologies before sleep could affect sleep and weight status: a population-based study among children.

    Science.gov (United States)

    Dube, Nomathemba; Khan, Kaviul; Loehr, Sarah; Chu, Yen; Veugelers, Paul

    2017-07-19

    Short sleep duration and poor sleep quality have been demonstrated to be associated with childhood obesity. It has been suggested that electronic entertainment and communication devices (EECDs) including TVs, computers, tablets, video games and cell phones interfere with sleep in children and youth. The aim of this study was to assess the impact that the use of EECDs in the hour before bedtime has on sleep and weight status to inform sleep promotion interventions and programs to prevent childhood obesity. A provincially representative sample of 2334 grade 5 children and their parents in Alberta, Canada was surveyed. Parents reported their child's bedtime and wake-up time along with how often their child snored, felt sleepy during the day, woke-up at night and woke-up in the morning feeling unrefreshed. Sleep duration, sleep quality and sleep efficiency were derived from these indicators. Parents also reported on the presence of EECDs in their child's bedroom, while children reported use of EECDs during the day and frequency of using each of these devices during the hour before sleep. The height and weight of children were measured. Multivariable mixed effect linear and logistic regression models were used to determine how sleep duration, sleep quality, sleep efficiency and weight status are influenced by (i) access to EECDs in children's bedrooms, (ii) use of EECDs during the hour before sleep, and (iii) calming activities specifically reading during the hour before sleep. Sleep duration was shorter by -10.8 min (cell phone), -10.2 min (computer) and -7.8 min (TV) for those with bedroom access to and used these EECDs during the hour before sleep compared to no access and no use. Good sleep quality was hindered by bedroom access to and use of all EECDs investigated during the hour before sleep, particularly among users of cell phones (OR = 0.64, 95% CI: 0.58-0.71) and computers (OR = 0.72, 95% CI: 0.65-0.80). Very good sleep efficiency was decreased by access

  3. De las grandes a las pequeñas pantallas. Nuevas narrativas africanas de entretenimiento / From Big to Small Screens. New African Narratives of Entertainment

    Directory of Open Access Journals (Sweden)

    Alexie Tcheuyap

    2016-03-01

    been made possible not only because local postcolonial governments have lost their monopoly over television production, but especially because of private business initiatives. This article uses the examples of Cameroon, Senegal and Ivory Coast to explore this rapid development which has shifted spectatorship from big to small screens. The spread of TV series may have accelerated the «death» of a moribund cinema, but has also lead to the creation of a new visual culture which is likely to expand.Keywords: postcolonial, video, cinema theatres, Nigeria, Ghana, Cameroon, Senegal, Ivory Coast, audiences, television, series, audiovisual narrative, entertainment, comedy.

  4. Feasibility study on data collection in the electricity sector for the household goods, home entertainment, office, communications and industrial areas; Machbarkeitsstudie Datenerhebung im Elektrizitaetsbereich, Bereiche Hausgeraete, Unterhaltungselektronik, Buero- und Kommunikationsgeraete, Industrie

    Energy Technology Data Exchange (ETDEWEB)

    Huser, A. [Encontrol GmbH, Niederrohrdorf (Switzerland); Schaltegger, B. [Meyer und Schaltegger AG, St. Gallen (Switzerland); Baumgartner, W. [Basics AG, Zuerich (Switzerland)

    2001-07-01

    To improve the data situation, and as a management instrument, the Swiss Federal Office of Energy wants to create a quantitative overview of the consumption of electrical energy. In a feasibility study carried out for this purpose, the current data situation was investigated and it showed in which range of applications and at what cost detailed information could be gathered. The investigation is part of a comprehensive study concerning the opportunities for improvement of the electrical energy statistics. In principle, the entire electrical energy consumption of Switzerland will be covered. This report embraces the household equipment, entertainment electronic equipment, office and communications equipment and the industrial consumer groups. In various sectors, survey and calculation models can be supplied that provide data of a high quality. It can be shown that a massive improvement in the data situation, compared to the current situation, can be achieved at a moderate cost. In the case of household equipment, entertainment electronic equipment, office and communications equipment, good quality data can be ascertained with a bottom-up estimate. Various empirical studies, as well as the linking of this data, are necessary for this. Because of the complexity and diversity of equipment in the industrial consumer group, other methodological estimates will be proposed. (author)

  5. Tema 2: The NAO robot as a Persuasive Educational and Entertainment Robot (PEER – a case study on children’s articulation, categorization and interaction with a social robot for learning

    Directory of Open Access Journals (Sweden)

    Lykke Brogaard Bertel

    2016-01-01

    Full Text Available The application of social robots as motivational tools and companions in education is increasingly being explored from a theoretical and practical point of view. In this paper, we examine the social robot NAO as a Persuasive Educational and Entertainment Robot (PEER and present findings from a case study on the use of NAO to support learning environments in Danish primary schools. In the case study we focus on the children’s practice of articulation and embodied interaction with NAO and investigate the role of NAO as a ‘tool’, ‘social actor’ or ‘simulating medium’ in the learning designs. We examine whether this categorization is static or dynamic, i. e. develops and changes over the course of the interaction and explore how this relates to and affects the student’s motivation to engage in the NAO-supported learning activities.

  6. Tema 2: The NAO robot as a Persuasive Educational and Entertainment Robot (PEER – a case study on children’s articulation, categorization and interaction with a social robot for learning

    Directory of Open Access Journals (Sweden)

    Lykke Brogaard Bertel

    2015-12-01

    Full Text Available The application of social robots as motivational tools and companions in education is increasingly being explored from a theoretical and practical point of view. In this paper, we examine the social robot NAO as a Persuasive Educational and Entertainment Robot (PEER and present findings from a case study on the use of NAO to support learning environments in Danish primary schools. In the case study we focus on the children’s practice of articulation and embodied interaction with NAO and investigate the role of NAO as a ‘tool’, ‘social actor’ or ‘simulating medium’ in the learning designs. We examine whether this categorization is static or dynamic, i. e. develops and changes over the course of the interaction and explore how this relates to and affects the student’s motivation to engage in the NAO-supported learning activities.

  7. De industrias culturales a industrias del ocio y creativas: los límites del «campo» cultural From Cultural Industries to Entertainment and Creative Industries. The Boundaries of the Cultural Field

    Directory of Open Access Journals (Sweden)

    Raúl Rodríguez Ferrándiz

    2011-03-01

    Full Text Available El artículo analiza la tendencia actual a la dilución del concepto de «industrias culturales» en fórmulas como «industrias del ocio», «del entretenimiento» o incluso «industrias creativas». Revisamos la bibliografía reciente especializada, acotamos el alcance y los solapamientos entre los términos mencionados y argumentamos que rubrican la deriva del concepto de «cultura», íntimamente asociada a nuevos espacios y tiempos de su disfrute, a mutaciones tecnológicas de los productos culturales, a cambios en la titularidad de sus proveedores, así como de los roles de autor, actor y espectador. Para entender esta mutación recurrimos a tres factores: 1 de la materialidad y textualidad fuertes, cerradas, exentas, del producto cultural clásico a la maleabilidad y convertibilidad que permiten las nuevas tecnologías, 2 de una experiencia cultural esencialmente contemplativa y reverente a una experimentación participante, en constante circulación, mancomunada y lúdica; 3 de una aspiración a la permanencia y la hondura, a una constitutiva con tingencia y superficialidad. Finalmente apuntamos implicaciones más ambiciosas, que desbordan el alcance del trabajo: ese totum revolutum que desdibuja las fronteras entre cultivarse y entretenerse, que socava la autonomía de ese disputado tercero en discordia –llamado «cultura»– entre el trabajo y el ocio (más placentero que el primero y más trascendente y esforzado que el segundo, también alcanza a borrar los límites entre ese ocio cultural y el propio trabajo (el negocio, en definitiva.This article analyzes the current trend towards dilution of the concept of «cultural industries» and the increasing usage of terms such as «entertainment industries», «leisure industries» or even «creative industries». We review recent specialized literature, identify overlapping between the above terms and conclude that this change is a new turning point in the concept of culture, closely

  8. 台湾电视媒介生态透视--以电视综艺娱乐节目为视角的分析%Analysis of Taiwan’s Media Ecology:A Study of TV Variety Entertainments

    Institute of Scientific and Technical Information of China (English)

    沈鲁; 程志

    2013-01-01

    Taiwan and mainland China belong to the Chinese community,but the cross-strait political,economic and social history,cultural development situation of the different performance of different level in the media ecology.For nearly a decade, the most important representative of contemporary popular culture and media culture is a TV variety entertainment programs. Taiwan television variety and more local production in Taiwan,Taiwan’s political and social development of the media landscape and cultural psychology specimens, content-rich, multi-perspective, different forms. Taiwan television variety entertainment phenomenon as the obj ect to a certain extent Glimpse of multiple aspects of Taiwan’s media ecology.With the help of the concept ofmedia ecology,closely linked to the entertainment of the TV variety,Taiwan TV media placed in the media pattern of profound changes in information and technology,cultural influence is increasingly becoming the historical context of the media brand evaluation benchmark,analyze the situation,caused by reflection with the necessary reference to the new understanding of the development of Chinese television media.%中国台湾与中国大陆同属华人社会,但两岸政治、经济与社会历史文化发展境遇不同,在媒介生态层面表现各异。近十年来,当代台湾流行文化与传媒文化的最重要代表是电视综艺娱乐节目。台湾电视综艺多为台湾本地制作,是台湾政经社会发展的传媒景观与文化心理标本,内容丰富,视角多元,形态各异。以台湾电视综艺娱乐现象为考察对象,可以在一定程度上管窥台湾媒介生态的多元侧面。本文借助“媒介生态”这个概念,紧扣电视综艺娱乐,将台湾电视传媒放置在传媒格局深刻变化,信息技术日新月异,文化影响力日益成为媒介品牌评价标杆的历史语境中,分析现状,引起反思与必要的借鉴,以提升对华语电视传媒发展新认识。

  9. REVISTA INTERNACIONAL DE RELACIONES PÚBLICLa gestión cultural y del ocio como estrategia de relación con los públicos / Cultural and entertainment management as a strategy of public relation

    Directory of Open Access Journals (Sweden)

    Mónica Viñarás Abad

    2013-12-01

    Full Text Available La cultura y el ocio son en la actualidad una de las herramientas de participación y relación entre las organizaciones y la sociedad que mayor desarrollo viven. Las empresas saben que formar parte de los momentos de disfrute y entretenimiento de los públicos con los que se relacionan es una manera eficaz de participar y mejorar el vínculo con ellos. Las formas y técnicas que existen para fomentar y formar parte de esta oferta es muy variada, desde las acciones de patrocinio hasta nuevas estrategias basadas en la Responsabilidad Social Corporativa (RSC. Entre ambas, cabe todo un abanico de opciones para interactuar con lospúblicos a través de la cultura, pero no todas igual de eficaces. Este trabajo, tras elaborar un marco teórico sobre estas disciplinas, propone un modelo para poder determinar la eficacia de estas iniciativas, basado en dos criterios: el grado de gestión y el nivel de vinculación de la empresa con la acción cultural. Estos criterios permiten dar un valor cuantitativo a la eficacia de estas acciones basándose en la participación que generan. / Nowadays culture and entertainment has become one of the tools of participation and relation between an organizations and stakeholders that have reached a top development. Companies know that to be part of the moments of joy and entertainment of their publics is an effective way of engagement and improving the link between them. The ways and technologies that exist to promote a company and to be part of this offer is very plural, it goes from actions of sponsorship to new strategies based on the corporate social responsibility (RSC. Between both, there is a whole range of options to interact with the public using cultural initiatives, but not all of them have the same level of effectiveness. After building a theoretical frame on these disciplines, this paper suggests a model able to determine the efficiency of these initiatives, based on two criteria: the nature of the

  10. Contact through canvas : an entertaining encounter

    NARCIS (Netherlands)

    van Boerdonk, K.; Tieben, R.; Klooster, S.; Hoven, van den E.A.W.H.

    2009-01-01

    When meeting someone new, the first impression is often influenced by someone's physical appearance and other types of prejudice. In this paper, we present TouchMeDare, an interactive canvas, which aims to provide an experience when meeting new people, while preventing visual prejudice and lowering

  11. Living-History Villages as Popular Entertainers.

    Science.gov (United States)

    Geist, Christopher D.

    1994-01-01

    Discusses the furor created when Walt Disney Studios announced plans to develop a "historic amusement park" near the Manassas (Virginia) National Battlefield Park. Maintains that the public debate over the popular understanding of history reflects an ongoing tension between academic historians and the purveyors of popular history. (CFR)

  12. Entertainment Technology and Military Virtual Environments

    Science.gov (United States)

    2001-03-01

    over long television with the World Wide Web, and the continued distances. Defining (modeling), organizing and rapid growth of multiplayer Internet 3D...for "high fidelity": hurt in factional violence while preventing, as much as verisimilitude, possible, new flare ups among the factions. By sharing

  13. Prosocial effects of entertainment television in India.

    Science.gov (United States)

    Brown, W J

    1990-01-01

    The study examines the prosocial effects of Hum Log (We People), India's 1st long running television soap opera. Hum Log was a prosocial TV program that was designed to promote women's status in Indian society. Regression analysis was used to measure the degree to which exposure to Hum Log affected viewers' (1) awareness of certain prosocial beliefs promoted by the series, (2) level of TV dependency, (3) involvement with the characters of Hum Log, and (4) adherence to 3 prosocial beliefs promoted by Hum Log. Exposure to Hum Log was positively associated with viewer's awareness of the program's prosocial messages, TV dependency, and involvement with TV characters in the series. Viewers who were more exposed to Hum Log were also more likely to believe in women's equality and women's freedom of choice, but not in family planning. The implications of these findings are discussed in terms of present and future research on the use of prosocial TV programs for development in Asia.

  14. Entertainment Films and Video in Africa.

    Science.gov (United States)

    Crane, Louise

    The film industry in Africa began in 1963. Since then, development has been slow because of funding problems and political restrictions. Television is available to only a fraction of the population and imported programming represents almost one-half of the programming. However, there are some successful African produced television programs. The…

  15. Games and Entertainment in Ambient Intelligence Environments

    NARCIS (Netherlands)

    Nijholt, Antinus; Reidsma, Dennis; Poppe, Ronald Walter; Aghajan, H.; López-Cózar Delgado, R.; Augusto, J.C.

    2009-01-01

    In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment and its objects (floors, furniture, mobile robots). These environments support their human inhabitants in their activities and interactions by perceiving them through sensors (proximity sensors,

  16. Regulating (virtual) subjects: finance, entertainment and games

    NARCIS (Netherlands)

    Goggin, J.

    2012-01-01

    In this article the author examines a number of ways in which the real world economy is currently merging with practices that have been classically understood as belonging to the spheres of culture and play. The article discusses several areas in which the conceptual line between the supposedly

  17. Pious Entertainment: Hizbullah's Islamic Cultural Sphere

    NARCIS (Netherlands)

    Alagha, J.E.; Nieuwkerk, K. van

    2011-01-01

    Alagha’s chapter on Hezbollah’s Islamic cultural sphere is sure to generate some of the most interesting discussion. Lebanon and Hezbollah in particular are among the hottest topics in the studies of contemporary Islam, but few people actually have the appropriate levels of both access to and

  18. What are the factors associated with human immunodeficiency virus/sexually transmitted infection screening behaviour among heterosexual men patronising entertainment establishments who engaged in casual or paid sex? - Results from a cross-sectional survey in an Asian urban setting.

    Science.gov (United States)

    Lim, Raymond Boon Tar; Tham, Dede Kam Tyng; Cheung, Olive N Y; Tai, Bee Choo; Chan, Roy; Wong, Mee Lian

    2016-12-19

    Late presentation of human immunodeficiency virus (HIV) is associated with heterosexual transmission, particularly among heterosexual men in Asia. Although data on HIV/sexually transmitted infection (STI) testing behaviour is increasing, information is still lacking among heterosexual men who receive far lesser attention and are generally invisible in HIV/ STI prevention, particularly in the Asian urban setting. The aim of this study was to assess the prevalence of HIV/STI testing among heterosexual men patronising entertainment establishments (EEs) who engaged in casual or paid sex in Singapore, and the factors associated with this behaviour. This was a cross-sectional survey involving 604 participants using time location sampling between March and May 2015. For multivariable analysis, we used a mixed effects Poisson regression model with backward stepwise approach to account for clustering by venue and to obtain the adjusted prevalence ratio (aPR) for the association of various factors with HIV/STI testing. Among 604 at-risk participants, only 163 (27.0%) had gone for HIV or STI testing in the past 6 months. Of this, 83.4% of them specifically underwent HIV testing. In multivariable analysis, HIV/STI testing increased with being non-Chinese (aPR 1.50; 95% CI: 1.08-2.06), having engaged in anal sex with casual or paid partner in the past 6 months (aPR 1.80; 95% CI: 1.27-2.57), number of partners in the past 6 months (aPR 1.03; 95% CI: 1.01-1.05) and HIV knowledge score (aPR 1.11; 95% CI: 1.05-1.16). Among those who reported non-consistent condom use with casual or paid partner, almost half of them (47.9%) perceived that they were at low risk for HIV/STI. Sigmatisation and discrimination was another common barrier for non-testing. Despite being at risk of HIV/STI, the low prevalence of testing coupled with a high prevalence of risky sexual behaviour among this group of heterosexual men in Singapore calls for a need for HIV/STI prevention interventions in the EE

  19. Protocol of a cluster randomised stepped-wedge trial of behavioural interventions targeting amphetamine-type stimulant use and sexual risk among female entertainment and sex workers in Cambodia.

    Science.gov (United States)

    Page, Kimberly; Stein, Ellen S; Carrico, Adam W; Evans, Jennifer L; Sokunny, Muth; Nil, Ean; Ngak, Song; Sophal, Chhit; McCulloch, Charles; Maher, Lisa

    2016-05-09

    HIV risk among female entertainment and sex workers (FESW) remains high and use of amphetamine-type stimulants (ATS) significantly increases this risk. We designed a cluster randomised stepped wedge trial (The Cambodia Integrated HIV and Drug Prevention Implementation (CIPI) study) to test sequentially delivered behavioural interventions targeting ATS use. The trial combines a 12-week Conditional Cash Transfer (CCT) intervention with 4 weeks of cognitive-behavioural group aftercare (AC) among FESW who use ATS. The primary goal is to reduce ATS use and unprotected sex among FESW. The CCT+AC intervention is being implemented in 10 provinces where order of delivery was randomised. Outcome assessments (OEs) including biomarkers and self-reported measures of recent sexual and drug use behaviours are conducted prior to implementation, and at three 6-month intervals after completion. Consultation with multiple groups and stakeholders on implementation factors facilitated acceptance and operationalisation of the trial. Statistical power and sample size calculations were based on expected changes in ATS use and unprotected sex at the population level as well as within subjects. Ethical approvals were granted by the Cambodia National Ethics Committee; University of New Mexico; University of California, San Francisco; and FHI360. The trial is registered with ClinicalTrials.gov. Dissemination of process indicators during the multiyear trial is carried out through annual in-country Stakeholder Meetings. Provincial 'Close-Out' forums are held at the conclusion of data collection in each province. When analysis is completed, dissemination meetings will be held in Cambodia with stakeholders, including community-based discussion sessions, policy briefs and results published and presented in the HIV prevention scientific journals and conferences. CIPI is the first trial of an intervention to reduce ATS use and HIV risk among FESW in Cambodia. Will inform both CCT+AC implementation

  20. You Need to Be RUTHless: Entertaining Cross-Cultural Differences

    Science.gov (United States)

    Cheng, Winnie; Warren, Martin

    2006-01-01

    This paper presents an analysis of the potential problems of importing media communication in the form of a television programme from another culture. In Hong Kong, as elsewhere in the world, the local television companies frequently buy successful television programmes from, for example, the USA or Britain with the expectation that they will be…

  1. Commerce and Entertainment in the Twente Virtual Theatre Environment

    NARCIS (Netherlands)

    Nijholt, Antinus; Kirner, C.; Kirner, T.G.

    1999-01-01

    In this paper we discuss research on a virtual theatre environment. The theatre has been built using VRML and therefore it can be accessed through World Wide Web. In the environment we employ several agents. The theatre allows navigation input through keyboard function keys and mouse, but there is

  2. Entrepreneurial orientation in a franchised home entertainment system

    Directory of Open Access Journals (Sweden)

    A Maritz

    2014-07-01

    Full Text Available This paper fills the gap in the research undertaken into the entrepreneurial orientation of franchisees. The study identifies entrepreneurial orientation within a defined franchise system, using the entrepreneurial character theme matrix developed by Thompson (2002. Research methodology comprises the survey approach, using electronic media and Surveypro analysis (Dillman, 2000. Hypothesis tests highlight the absence of statistically significant entrepreneurial orientation in the franchise system, despite a significant orientation in a multiple-outlet proposition analysis. Conclusions and recommendations include mobilising and communicating the action factors associated with entrepreneurial orientation, involving all franchisees within the system. Managerial implications include the motivation of developing multiple-outlet franchise systems. Future research involves broadening the data set across industries and borders.

  3. Linn kui meelelahutuskeskus = An Urban Entertainment Centre / Jaap Jan Berg

    Index Scriptorium Estoniae

    Berg, Jaap Jan

    2007-01-01

    Uue näo saanud Hollandi uuslinna Almere linnakeskusest, kus on panustatud arhitektuurile, meelelahutuslikkusele ja kesklinna autosõbralikkusele. Arhitektuuribüroo OMA Almere üldplaneeringust. Uue keskuse väljaehitamisse kaasatud arhitekte ja büroosid. 8 värv. vaadet

  4. 19 CFR 200.735-105 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-04-01

    ... obvious family or personal relationships (such as those between parents, children, or spouse of the employee and the employee) when the circumstances make it clear that it is those relationships rather than... Section 200.735-105 Customs Duties UNITED STATES INTERNATIONAL TRADE COMMISSION EMPLOYEE RESPONSIBILITIES...

  5. 36 CFR 905.735-202 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-07-01

    ... restriction of paragraph (a) of that section are authorized. Employees may: (a) Accept gifts and other things of value under circumstances which arise from an obvious family or personal relationship(s) (such as... DEVELOPMENT CORPORATION STANDARDS OF CONDUCT Conduct and Responsibilities of Employees § 905.735-202 Gifts...

  6. 22 CFR 1203.735-202 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-04-01

    ... received on account of close family or personal relationships when the circumstances make it clear that it... Section 1203.735-202 Foreign Relations UNITED STATES INTERNATIONAL DEVELOPMENT COOPERATION AGENCY EMPLOYEE RESPONSIBILITIES AND CONDUCT Ethical and Other Conduct and Responsibilities of Employees § 1203.735-202 Gifts...

  7. Entertaining politics, seriously?! : How talk show formats blur conceptual boundaries

    NARCIS (Netherlands)

    Schohaus, Birte

    2017-01-01

    What happens behind the scenes of a talk show? Why do some politicians seem to appear on every show while others are hardly ever seen? Birte Schohaus conducted a multi-layered research in which she conducted interviews with journalists, producers, PR advisors and (former) politicians and combined

  8. First aid provision in nightclubs and other entertainment venues.

    Science.gov (United States)

    Dean, R; Mulligan, J

    This article discusses the role and responsibilities of the registered nurse in providing first aid in challenging environments, such as crowded nightclubs. Basic assistance for common emergencies, including substance misuse, wounds, choking and anaphylaxis, are discussed. This article emphasises the importance of risk assessment and reminds readers of the need to maintain personal safety.

  9. Knotcraft the practical and entertaining art of tying knots

    CERN Document Server

    Macfarlan, Allan and Paulette

    1983-01-01

    Comprehensive reference work explains how to tie hundreds of practical (and decorative) knots in clear illustrations and precisely worded written instructions. Ideal for boaters and campers. Also covers knots in history, knot mystery and magic, and games, stunts and tricks with rope. Introduction. Index. 166 black-and-white illustrations.

  10. 11 CFR 7.8 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-01-01

    ... acceptance of unsolicited advertising or promotional material or other items of nominal intrinsic value such as pens, pencils, note pads, calendars; and (4) To the acceptance of loans from banks or other...

  11. Redefining toys, games and entertainment products by designing playful interactions

    NARCIS (Netherlands)

    Bekker, M.M.; Hummels, C.C.M.; Nemeth, A.G.G.E.; Mendels, P.

    2010-01-01

    This paper describes how students are taught to design (computer) games and toys in a broad sense of the word at the Department of Industrial Design at the Eindhoven University of Technology. The curriculum is highly project driven, which means that students acquire a large amount of hands-on

  12. The Economics of Theatre/Entertainment Technology in Nigeria ...

    African Journals Online (AJOL)

    This essay therefore, discusses theatre technology and its attendant economic impact as business in Nigeria using Bradford Delong.s (2004) discourse on international capital mobility. Aspects of Delong.s position and David Throsby.s cultural capital theory form the theoretical base for this work. The essay is more situated ...

  13. Boy's responses to the integration of advertising and entertaining content

    NARCIS (Netherlands)

    van Reijmersdal, E.A.; Rozendaal, E.; Buijzen, M.

    2015-01-01

    Purpose - The purposes of this paper are to investigate the effects of integrated advertising formats on the persuasion of children, children’s awareness of the persuasive intent of these formats and how this awareness mediates the level of persuasion. Design/methodology/approach - An one-factor

  14. Boys’ responses to the integration of advertising and entertaining content

    NARCIS (Netherlands)

    Reijmersdal, E.A. van; Rozendaal, E.; Buijzen, M.A.

    2015-01-01

    Purpose – The purposes of this paper are to investigate the effects of integrated advertising formats on the persuasion of children, children’s awareness of the persuasive intent of these formats and how this awareness mediates the level of persuasion. Design/methodology/approach – An one-factor

  15. Development of Gender Differences in Children's Responses to Animated Entertainment.

    Science.gov (United States)

    Oliver, Mary Beth; Green, Stephen

    2001-01-01

    Examined gender differences in children's responses to animated scenes from action adventure and sad films and to animated previews of a prototypical male versus female movie. Girls were more likely than boys to report and express sadness regarding sad segments. Intensities of sadness increased with age. Emotional responses to action adventure…

  16. Staging gender and sexuality in experimental TV entertainment.

    Science.gov (United States)

    Mühleisen, Wencke

    2008-01-01

    Via examples from recent Norwegian experimental TV shows, this article explores the function of "eye-catchers," parodic (hetero)sexualization, female masquerade and neo-masculinization as strategies for "repetitions with a difference" of traditional styles and motifs by female show hosts, as well as the queer gendering and sexualization of men and masculinities by their male counterparts. Both formats represent innovative renegotiations of gender and sexuality that illustrate the relationship between post-modernism and queer aesthetics.

  17. “Musekeweya”, an entertainment-education radio soap opera

    African Journals Online (AJOL)

    Administrator

    Audience involvement is often used as an indicator of media effects. A ... change overt behavior at individual, collective or society levels (Singhal & Rogers, 1999). ... This type of relationship can be extremely influential for the media consumer.

  18. The War Film: Historical Perspective or Simple Entertainment

    National Research Council Canada - National Science Library

    Sheffield, Clayton

    2001-01-01

    This thesis studies the depiction of military life and actions in war movies. The public's perception of the military is shaped through a variety of means, one of which is the feature film showing at the local theater...

  19. Television and the gospel of entertainment in Ghana

    NARCIS (Netherlands)

    de Witte, M.

    2012-01-01

    Charismatic-Pentecostal 'media ministries' have become very successful in Africa's new media fields. They shape new forms of public religiosity that spill over into various forms of popular culture and resonate with broad audiences. This article explores the emergence of new Pentecostal publics at

  20. Negative emotions and the meaningful sides of media entertainment

    NARCIS (Netherlands)

    Oliver, M. B.; Bartsch, A.; Hartmann, T.; Parrott, G.

    2014-01-01

    This unique volume brings together state-of-the-art research showing the value of emotions that many believe to be undesirable. Leading investigators explore the functions and benefits of sadness, anxiety, anger, embarrassment, shame, guilt, jealousy, and envy. The role of these emotions in social

  1. Re-purposing commercial entertainment software for military use

    OpenAIRE

    DeBrine, Jeffrey D.; Morrow, Donald E.

    2000-01-01

    Approved for public release; distribution is unlimited Virtual environments have achieved widespread use in the military in applications such as theater planning, training, and architectural walkthroughs. These applications are generally expensive and inflexible in design and implementation. Re-purposing these applications to meet the dynamic modeling and simulation needs of the military can be awkward or impossible. Video games are designed to be both technologically advanced and flexible...

  2. The War Film: Historical Perspective or Simple Entertainment

    Science.gov (United States)

    2001-06-01

    just past the end of the war, audiences and filmmakers had accepted the definition from the first wave and translated it into cinematic terms. The...contributed to the realism of Wings, a breathtaking drama of World War I aviation that was the first film to win a Best Picture Academy Award (1927). His...violation if you use basic fact, if you dramatize basic fact.”27 The realism of The Longest Day is sometimes erroneously attributed to the inclusion

  3. 25 CFR 700.519 - Gifts, entertainment and favors.

    Science.gov (United States)

    2010-04-01

    ... above: (1) An employee may accept unsolicited advertising or promotional material with the name of the...) Other circumstances may arise in which it would be to the Commission's advantage for an employee to...

  4. Modern stroke rehabilitation through e-health-based entertainment

    CERN Document Server

    Krukowski, Artur

    2016-01-01

    This book describes a new, “e-Health” approach to stroke rehabilitation.  The authors propose an alternative approach that combines state of the art ICT technologies ranging from Augmented and Virtual Reality gaming environments to latest advances in immersive user interfaces for delivering a mixed-reality training platform, along with advanced embedded micro sensing and computing devices exhibiting enhanced power autonomy by using the latest Bluetooth Smart communication interfaces and energy saving approaches. These technologies are integrated under the umbrella of an online Personal Health Record (PHR) services allowing for delivery of personalized, patient-centric medical services whether at home, in a clinic or on the move. Describes innovative ways for achieving mixed-reality gaming environments; Enhances immersive experience by combining virtual projections with user interfaces based on body motion analysis; Offers cost-effective body motion capture by hybridizing wearable sensor data; Utilizes e...

  5. Pirate cosmopolitics and the transnational consciousness of the entertainment industry

    NARCIS (Netherlands)

    Sezneva, O.

    2014-01-01

    As cultural texts, music and movies generate transnational publics united by shared identities and tastes. As objects of economic value, they fall under the juridical protection of global intellectual property institutions. These institutions aspire to produce their own version of a global citizen

  6. THE ARENAS BUSINESS: SPORTS PROFESSIONALISM, CULTURE AND ENTERTAINMENT

    Directory of Open Access Journals (Sweden)

    José Rubens Camargo Gonçalves da Motta

    2013-01-01

    Full Text Available No matter how elaborate is any study, the point is that if it is not applicable, of little served the entire effort. In this way, the Business Plan of Multipurpose Arenas proposes to demonstrate marketing and financial viability of its concept. In the aspect of business return on investment, it was proved by three indicators that it represents a project with positive return and better than conservative investments. Moreover, the analysis were founded and applied by the theory that had its importance in the definition and validation of the proposed model of multipurpose arenas. As Blake (1985, Image, Leisure Management, pp. 14-15 "sports centers, theaters, art galleries, libraries, museums, are mere installations containing tangible and intangible products that have no value, except what the customers attribute". This is, in fact, the best way to represent what was intended to highlight through this study.

  7. The plays and arts of surveillance: studying surveillance as entertainment

    NARCIS (Netherlands)

    Albrechtslund, Anders; Dubbeld, L.

    2006-01-01

    This paper suggests a direction in the development of Surveillance Studies that goes beyond current attention for the caring, productive and enabling aspects of surveillance practices. That is, surveillance could be considered not just as positively protective, but even as a comical, playful,

  8. Graphene earphones: entertainment for both humans and animals.

    Science.gov (United States)

    Tian, He; Li, Cheng; Mohammad, Mohammad Ali; Cui, Ya-Long; Mi, Wen-Tian; Yang, Yi; Xie, Dan; Ren, Tian-Ling

    2014-06-24

    The human hearing range is from 20 Hz to 20 kHz. However, many animals can hear much higher sound frequencies. Dolphins, especially, have a hearing range up to 300 kHz. To our knowledge, there is no data of a reported wide-band sound frequency earphone to satisfy both humans and animals. Here, we show that graphene earphones, packaged into commercial earphone casings can play sounds ranging from 100 Hz to 50 kHz. By using a one-step laser scribing technology, wafer-scale flexible graphene earphones can be obtained in 25 min. Compared with a normal commercial earphone, the graphene earphone has a wider frequency response (100 Hz to 50 kHz) and a three times lower fluctuation (±10 dB). A nonlinear effect exists in the graphene-generated sound frequency spectrum. This effect could be explained by the DC bias added to the input sine waves which may induce higher harmonics. Our numerical calculations show that the sound frequency emitted by graphene could reach up to 1 MHz. In addition, we have demonstrated that a dog wearing a graphene earphone could also be trained and controlled by 35 kHz sound waves. Our results show that graphene could be widely used to produce earphones for both humans and animals.

  9. Evaluation and testing methodology for evolving entertainment systems

    NARCIS (Netherlands)

    Jurgelionis, A.; Bellotti, F.; IJsselsteijn, W.A.; Kort, de Y.A.W.; Bernhaupt, R.; Tscheligi, M.

    2007-01-01

    This paper presents a testing and evaluation methodology for evolving pervasive gaming and multimedia systems. We introduce the Games@Large system, a complex gaming and multimedia architecture comprised of a multitude of elements: heterogeneous end user devices, wireless and wired network

  10. Bumball: Highly Engaging, Highly Inclusive, and Highly Entertaining

    Science.gov (United States)

    Hall, Amber; Barney, David; Wilkinson, Carol

    2014-01-01

    Physical educators are always looking for new and exciting games and activities in which students can participate. This article describes Bumball, a high-intensity game that provides the opportunity for students to use many common game skills, such as hand-eye coordination, passing to a target, running, playing defense, and getting to an open…

  11. The celebrity appeal questionnaire: sex, entertainment, or leadership.

    Science.gov (United States)

    Stever, Gayle S

    2008-08-01

    The Celebrity Appeal Questionnaire was constructed to operationalize constructs related to why fans are attracted to their favorite celebrities and was developed for use with fan bases for specific celebrities. This revised version asked fans of a specific celebrity to rank order three roles they might see the target celebrity playing in society with an option to not rank them at all. Of 409 respondents attending Josh Groban fan club meetings, 75% said Groban's most important role in society was as a leader and role model in trying to make the world a better place. A factor analysis of correlations of Likert-type scale ratings and an analysis relating those factors back to the rank orderings support the internal reliability and validity of the questionnaire.

  12. Sexualized Branded Entertainment and the Male Consumer Gaze

    Directory of Open Access Journals (Sweden)

    Matthew P. McAllister

    2014-03-01

    Full Text Available This article applies the “male consumer gaze” – integrating work influenced by Erving Goffman and Laura Mulvey – to two branded televised events: the 2011 Victoria’s Secret Fashion Show and the 2012 Hooters International Swimsuit Pageant. Critiqued elements include gendered body positioning, televisual and narrativizing techniques, social and integrated media, and branding strategies that combine to create a flow of consumption-based male gazing. Such trends may intensify with changes in media economics and niche marketing.

  13. Towards a Playful User Interface for Home Entertainment Systems

    OpenAIRE

    Block, Florian; Schmidt, Albrecht; Villar, Nicolas; Gellersen, Hans

    2004-01-01

    In this paper we propose a tangible cube as an input device for playfully changing between different TV-channels. First we consider several design approaches and compare them. Based on a cube that has embedded gravity sensing and wireless communication capabilities a prototype is implemented. A 3D graphical representation of the cube is shown on the television screen. On each face of the cube a TV stream is rendered. The motion of the cube on the screen is connected to the rotation the user p...

  14. Boys to Men: Entertainment Media. Messages about Masculinity: A National Poll of Children, Focus Groups, and Content Analysis of Entertainment Media.

    Science.gov (United States)

    Heintz-Knowles, Katharine; Li-Vollmer, Meredith; Chen, Perry; Harris, Tarana; Haufler, Adrienne; Lapp, Joan; Miller, Patti

    Boys are especially active users of media, and researchers have suggested that the cumulative impact of media, such as television, movies, and music videos, may make them some of the most influential forces in boys' lives. This report presents the findings of a national poll of 1,200 young people (ages 10 to 17) and focus groups in which boys…

  15. 78 FR 50416 - Pinnacle Entertainment, Inc., and Ameristar Casinos, Inc.; Analysis of Agreement Containing...

    Science.gov (United States)

    2013-08-19

    .... In Lake Charles, Ameristar's Mojito Pointe will be located directly adjacent to Pinnacle's existing... maintain the premerger competition between Lumi[egrave]re and Ameristar St. Charles and [[Page 50419

  16. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing.

    Science.gov (United States)

    Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T

    2016-03-18

    In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user's hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.

  17. Power, Arab media Moguldum & gender rights as entertainment in the Middle East

    OpenAIRE

    El Mkaouar, L.

    2016-01-01

    Discourse is a giant field of research and gender related rights are still a disputed area of thinking. Thus, when Arab transnational satellite televisions produce dialogues, images, stories and narratives about the disputed “universal” gender rights in the Middle East, the big questions remain how and why. According to De Beauvoir (1949), one becomes woman and to Butler (1990) one is not born a gender at all but is “done” and “undone” to become one via discourse. Islamic feminism speaks of a...

  18. Video Games and the First Amendment: "Brown v. Entertainment Merchants Association"

    Science.gov (United States)

    Schwinn, Steven D.

    2011-01-01

    Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…

  19. An Approach to Quantifying Pokemon's Entertainment Impact with focus on Battle

    OpenAIRE

    Panumate, Chetprayoon; Xiong, Shuo; Iida, Hiroyuki

    2015-01-01

    This paper explores the attractiveness of Pokemon which is a turn-based Role Playing Game (RPG) and has been very popular for the decades. In this study we focus on Pokemon battle which is the most important component in Pokemon. The game refinement theory is used as a tool to assess the degree of sophistication of Pokemon battle. For this purpose we apply two approaches of game progress modeling to derive game refinement measure, i.e., score limit sports approach and board game approach. We ...

  20. Ministers on the Lecture Circuit: Education, Entertainment and Religion in Early 20th Century America

    Directory of Open Access Journals (Sweden)

    Lisa Gonzalez

    2013-12-01

    Full Text Available In the early 20th century, some American ministers were eager participants in the Chautauqua and Lyceum lecture circuits that flourished across the Midwest and beyond. Ministers expressed their vocation in the public arena, and the Redpath Chautauqua collection shows how part of this public life was conducted. In their role as lecturers in multiple educational and civic venues, ministers functioned as experts on the Bible, as well as supporting American ideals that were loosely connected to Protestant Christianity. The essay explores how a substantial archival collection reveals a particular public role ministers played in a popular culture venue in early 20th century America.

  1. Just entertainment: effects of TV series about intrigue on young adults

    Science.gov (United States)

    Wang, Fei; Lin, Shengdong; Ke, Xue

    2015-01-01

    The potential harmful effects of media violence have been studied systematically and extensively. However, very little attention has been devoted to the intrigue and struggles between people depicted in the mass media. A longitudinal randomized experimental group-control group, pretest–posttest design study was conducted to examine the potential effects of this type of TV series on young adults. A typical and popular TV series was select as a stimulus. By scrutinizing the outline of this TV series and inspired by studies of the effects of media violence, one behavioral observation and five scales were adopted as dependent measures. The study did not find any effect of the intrigue TV series on any of the six dependent variables. Finally, possible interference variables or moderators were discussed. PMID:26029127

  2. Social Evaluations of Stereotypic Images in Video Games: Unfair, Legitimate, or "Just Entertainment"?

    Science.gov (United States)

    Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael

    2007-06-01

    The aim of this study was to assess adolescents' evaluations of, and reasoning about, gender stereotypes in video games. Female ( N = 46) and male ( N = 41), predominantly European-American, mean age = 19 years, were interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences of games on the players, and authority jurisdiction over 3 different types of games: games with negative male stereotypes, and games with negative female stereotypes, and gender-neutral games. Gender differences were found for how participants evaluated these games. Males were more likely than females to find stereotypes acceptable. Results are discussed in terms of social reasoning, video game playing, and gender differences.

  3. 77 FR 28622 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Science.gov (United States)

    2012-05-15

    ... products of Microsoft Corporation of Redmond, Washington (``Microsoft'') that have been found to infringe the asserted patents and a cease and desist order directed to Microsoft. FOR FURTHER INFORMATION... inspection during official business hours (8:45 a.m. to 5:15 p.m.) in the Office of the Secretary, U.S...

  4. Guess who? An interactive and entertaining game-like platform for investigating human emotions

    NARCIS (Netherlands)

    Ahmad, M.I.; Tariq, H.; Saeed, M.; Shahid, S.; Krahmer, E.J.

    2011-01-01

    In this paper, we discuss the design and the development of a highly customizable interactive platform ‘Guess Who’, which was designed as a tool for investigating human emotions in a variety of experimental setups. In its essence, ‘Guess Who?’ is actually a game, which includes typical game elements

  5. Explaining the role of character development in the evaluation of morally ambiguous characters in entertainment media

    NARCIS (Netherlands)

    Kleemans, M.; Eden, A.; Daalmans, S.; Ommen, M.E. van; Weijers, G.W.M.

    2017-01-01

    The current project aims at better understanding how narrative characteristics in stories function in the liking, moral evaluation, and enjoyment of narratives featuring morally ambiguous characters (MACs). Shafer and Raney (2012) found that viewers differently enjoyed a heroic versus MAC-centered

  6. Enhancing the Entertainment Experience of Blind and Low-Vision Theatregoers through Touch Tours

    Science.gov (United States)

    Udo, J. P.; Fels, D. I.

    2010-01-01

    In this paper we demonstrate how universal design theory and the research available on museum-based touch tours can be used to develop a touch tour for blind and low-vision theatregoers. We discuss these theoretical and practical approaches with reference to data collected and experience gained from the creation and execution of a touch tour for…

  7. Integration of Multicultural Video Strategies That Transform Entertainment into Historical Film Literacy

    Science.gov (United States)

    Nielsen, Greg; Ferrara, Margaret M.

    2014-01-01

    According to many educators, textbooks will eventually be replaced by digital versions. Today's teachers, school administrators, and education policy makers are often digitally disconnected or at best digital immigrants, individuals who were born before the existence of digital technology and adopted it later in life. Unfortunately, when…

  8. Broadcast-quality-stereoscopic video in a time-critical entertainment and corporate environment

    Science.gov (United States)

    Gay, Jean-Philippe

    1995-03-01

    `reality present: Peter Gabrial and Cirque du Soleil' is a 12 minute original work directed and produced by Doug Brown, Jean-Philippe Gay & A. Coogan, which showcases creative content applications of commercial stereoscopic video equipment. For production, a complete equipment package including a Steadicam mount was used in support of the Ikegami LK-33 camera. Remote production units were fielded in the time critical, on-stage and off-stage environments of 2 major live concerts: Peter Gabriel's Secret World performance at the San Diego Sports Arena, and Cirque du Soleil's Saltimbanco performance in Chicago. Twin 60 Hz video channels were captured on Beta SP for maximum post production flexibility. Digital post production and field sequential mastering were effected in D-2 format at studio facilities in Los Angeles. The program was world premiered to a large public at the World of Music, Arts and Dance festivals in Los Angeles and San Francisco, in late 1993. It was presented to the artists in Los Angeles, Montreal and Washington D.C. Additional presentations have been made using a broad range of commercial and experimental stereoscopic video equipment, including projection systems, LCD and passive eyewear, and digital signal processors. Technical packages for live presentation have been fielded on site and off, through to the present.

  9. 78 FR 20960 - Face Up Entertainment Group, Inc.; Order of Suspension of Trading

    Science.gov (United States)

    2013-04-08

    ... Suspension of Trading April 4, 2013. It appears to the Securities and Exchange Commission that there is a... business operations, and trading in its securities. Face Up is a Florida corporation based in Valley Stream... interest and the protection of investors require a suspension of trading in the securities of the above...

  10. Engaging, critical, entertaining: Transforming public service television for children in Denmark

    DEFF Research Database (Denmark)

    Christensen, Christa Lykke

    2013-01-01

    of children’s television can be identified, leading up to today’s competitive period. The article shows how Danish public service children’s TV has played an important role in the modernization of the view of children, serving as an experimental platform for putting the perspective of active and independent...

  11. Social Evaluations of Stereotypic Images in Video Games: Unfair, Legitimate, or "Just Entertainment"?

    Science.gov (United States)

    Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael

    2007-01-01

    The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…

  12. 49 CFR 805.735-5 - Receipt of gifts, entertainment, and favors by Members or employees.

    Science.gov (United States)

    2010-10-01

    ... employee may properly be in attendance; (3) Acceptance of unsolicited advertising or promotional material, such as pens, pencils, note pads, calendars, and other items of nominal intrinsic value; (4) Acceptance...

  13. Mass Entertainment and Human Survival: Television's Potential for Prosocial Effects on Adults.

    Science.gov (United States)

    Loye, David

    Psychosocial adaptations are sometimes affected by experiences that are ordinarily considered to be amusements. In 1974, a field study was undertaken by the Program on Psychosocial Adaptation and the Future to determine if it is possible to measure the effect of television on adult viewers. A sample of 260 couples, controlled for demographic…

  14. The Two Cultures of Electricity: Between Entertainment and Edification in Victorian Science

    Science.gov (United States)

    Morus, Iwan Rhys

    2007-01-01

    Reviewing Fleeming Jenkin's Electricity and Magnetism in Nature in 1873 an anonymous reviewer (probably James Clerk Maxwell) remarked that "at the present time there are two sciences of electricity--one that of the lecture-room and the popular treatise; the other that of the testing-office and the engineer's specifications." In…

  15. Provider portrayals and patient-provider communication in drama and reality medical entertainment television shows.

    Science.gov (United States)

    Jain, Parul; Slater, Michael D

    2013-01-01

    Portrayals of physicians on medical dramas have been the subject of research attention. However, such research has not examined portrayals of interactions between physicians and patients, has not compared physician portrayals on medical dramas versus on medical reality programs, and has not fully examined portrayals of physicians who are members of minority groups or who received their education internationally. This study content-analyzes 101 episodes (85 hours) of such programs broadcast during the 2006-2007 viewing season. Findings indicate that women are underrepresented as physicians on reality shows, though they are no longer underrepresented as physicians on dramas. However, they are not as actively portrayed in patient-care interactions as are male physicians on medical dramas. Asians and international medical graduates are underrepresented relative to their proportion in the U.S. physician population, the latter by almost a factor of 5. Many (but certainly not all) aspects of patient-centered communication are modeled, more so on reality programs than on medical dramas. Differences in patient-provider communication portrayals by minority status and gender are reported. Implications for public perception of physicians and expectations regarding provider-patient interaction are discussed.

  16. The Science in Science Fiction: Using Popular Entertainment as a Gateway

    Science.gov (United States)

    Basri, Gibor S.

    2011-05-01

    Science fiction on television and in movies reaches a wide audience of young people. Some of them are avid fans of particular stories, and more are enthralled by some of the special effects and other science fiction themes that have become ever more compelling as media technology improves. It actually doesn't matter whether the physics behind the science fiction is solid, the latest in speculative theory, or absolute nonsense - all provide a backdrop against which to present solid science. I'll talk about the opportunities provided by a few recent series and movies and how they can be woven into discussions of physics, astrophysics, or how science really works.

  17. 78 FR 65649 - Ganley Ford West, Inc.; Timonium Chrysler, Inc.; TRENDnet, Inc.; Pinnacle Entertainment, Inc...

    Science.gov (United States)

    2013-11-01

    ... Activities (Consumer Product Warranty Rule, Regulation O, Affiliate Marketing Rule) AGENCY: Federal Trade.... SUPPLEMENTARY INFORMATION: A. Introduction The federal government shutdown began on October 1, 2013, and ended... Collection; Comment Request; Affiliate Marketing Rule PRA: FTC File No. P134812; 78 FR 52918 (August 27, 2013...

  18. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

    Directory of Open Access Journals (Sweden)

    Sara Invitto

    2016-03-01

    Full Text Available In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects. After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.

  19. Pengaruh Entertainment, Irritating dan Informativeness Iklan di Website di Kalangan Mahasiswa

    OpenAIRE

    Edy Supriyadi; Lies Putriana

    2010-01-01

    There are several advantages and disadvantages and advertising via the Internet. The appeal of advertising may also arise from given information element, the element of comfort but also sometimes lead to disturbing or irritation elements. The limited number of Internet users in Indonesia and the different backgrounds of individual Internet users in Indonesia certainly provide a different assessment of the advertisements contained on the Internet. There are 3 factors which was the starting poi...

  20. Lattice Entertain You: Paper Modeling of the 14 Bravais Lattices on Youtube

    Science.gov (United States)

    Sein, Lawrence T., Jr.; Sein, Sarajane E.

    2015-01-01

    A system for the construction of double-sided paper models of the 14 Bravais lattices, and important crystal structures derived from them, is described. The system allows the combination of multiple unit cells, so as to better represent the overall three-dimensional structure. Students and instructors can view the models in use on the popular…

  1. a participatory assessment of Ashreat Al Amal, an entertainment-education radio soap opera in sudan

    Directory of Open Access Journals (Sweden)

    Karen Greiner

    2007-01-01

    Full Text Available Este artículo discute los resultados del proceso de evaluación participativa de Ashreat Al Amal (“Velas de Esperanza”, una telenovela radial con formato de entretenimiento-educativo desarrollada en Sudán. A través de dinámicas de dibujo y fotografía participativa, los autores pudieron apreciar cómo oyentes activos de la telenovela se relacionaban con ésta y eran afectados por sus contenidos educativos. Los dibujos y fotografías de los y las participantes de la evaluación muestran una clara comprensión de los mensajes e historias de Astreat Al Amal, así como la intersección de unos con otros, en temas como la necesidad de empoderamiento de las mujeres, prácticas de salud reproductiva seguras y los riesgos de la circuncisión femenina (una práctica tradicional muy común en Sudán. Tanto los hombres como las mujeres participantes de la evaluación coincidieron en que las historias relacionadas con el tema de mutilación genital femenina fueron las más significativas, ya que reflejaban sus experiencias vividas. Por otro lado, esta investigación también demuestra el poder de las metodologías participativas de evaluación de impacto, sobre todo para promover diálogos alrededor de temas tabú como por ejemplo la circuncisión femenina

  2. Entertainment marketing, experiential consumption and consumer behavior: the determinant of choice of wine in the store

    Directory of Open Access Journals (Sweden)

    Marco Platania

    2016-12-01

    Full Text Available The aim of this study is to discover the wine store variables that arouse the desire to purchase in the consumer. Wine is a complex product: its features are better able to be perceived and valued in a suitable sales environment. The store environment contains various stimuli that might be perceived by the customer׳s senses, and each stimulus offers many variable options. Mehrabian and Russell׳s framework specifies that individuals react to their environment along at least three dimensions: Pleasure, Arousal, and Dominance (PAD. Dismissing (avoidance and approaching are the behavioral responses of the consumer to these dimensions. There were 130 responding participants in the store. The relationship between emotions stimulated in the store and behavioral responses, which was mediated by environmental stimuli, were central in the results.

  3. Just entertainment: effects of TV series about intrigue on young adults.

    Science.gov (United States)

    Wang, Fei; Lin, Shengdong; Ke, Xue

    2015-01-01

    The potential harmful effects of media violence have been studied systematically and extensively. However, very little attention has been devoted to the intrigue and struggles between people depicted in the mass media. A longitudinal randomized experimental group-control group, pretest-posttest design study was conducted to examine the potential effects of this type of TV series on young adults. A typical and popular TV series was select as a stimulus. By scrutinizing the outline of this TV series and inspired by studies of the effects of media violence, one behavioral observation and five scales were adopted as dependent measures. The study did not find any effect of the intrigue TV series on any of the six dependent variables. Finally, possible interference variables or moderators were discussed.

  4. Travel Series as TV Entertainment: Genre characteristics and touristic views on foreign countries

    Directory of Open Access Journals (Sweden)

    Anne Marit Waade

    2009-06-01

    Full Text Available Rejseserier som tv-underholdning: Teoretisk ramme for analyse af en genre samt sofaturistens blik på fremmede kulturer Hvorfor er det ikke de undertrykte udviklingslande men derimod de fristende rejsemål som programværten omtaler i rejseserierne når han guider tv-seeren til nye og fremmedartede steder på jorden? Og hvordan kan vi forstå den særlige blanding af let underholdning, geografilektion og fristende billeder som er i spil i disse serier? Artiklen beskriver rejseserier som en hybridgenre med rødder i henholdsvis journalistisk dokumentar, en faktuel tv-underholdningsgenre som livsstilsprogrammer samt reklame. De forskellige serier vægtlægger og kombinerer de forskellige genreelementer på forskellige måder. Rejseserier repræsenterer en særlig form for medieret forbrug og de reflekterer livsstile og turisttyper som vi kender fra moderne turisme (backpackeren, eventyreren, storbyturisten, campisten. På samme måde som livsstilsserier der balancerer mellem journalistik og reklame for forskellige produkter og livsstilsmarkører ift. mode, mad, have, design og indretning, omhandler rejseserier typisk rejsemål, rejseformer, seværdigheder og mad som attraktive turistoplevelser. Artiklen præsenterer en teoretisk ramme for at belyse forskellige kommunikative modi samt sofaturistens blik på verden i rejseserier. For at forstå de kulturelle og demokratiske værdier af rejseserier som en populær tv-genre i forhold til public service medier, så er det ikke så meget det faktum at serierne giver seeren oplysning og indsigt i andre kulturer og områder på en letfordøjelig og populær måde, der er væsentligt. Det er derimod vigtigt at udvikle forståelsesrammer for demokratiske og kulturelle værdier af henholdsvis turisme, forbrugskultur og medieunderholdning som sådan. Artiklen peger afslutningsvis på forskellige former for globale og markedskulturelle vidensmatricer som rejseserierne repræsenterer.

  5. Humor in Television Entertainment Programming: Implications for Social Relations and Social Learning.

    Science.gov (United States)

    Surlin, Stuart H.

    There are three "communication contexts": interpersonal, intrapersonal (relating to others through internal thought), and mass media, especially television (relating to others in an indirect, impersonal manner). People satisfy different needs through different contexts. Open-minded people may choose television for relaxation and the interpersonal…

  6. 77 FR 67832 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Science.gov (United States)

    2012-11-14

    ..., Motorola filed a motion for leave to amend the complaint and notice of investigation to reflect a corporate name change of Motorola Mobility, Inc. from Motorola Mobility, Inc. to Motorola Mobility LLC. No...

  7. The turtle and the peacock : collaboration for prosocial change : the entertainment - education strategy on television

    NARCIS (Netherlands)

    Bouman, M.

    1999-01-01

    In the early eighties, a popular prime time drama serial Zeg eens A was being broadcast in the Netherlands. Health communication professionals who saw this series regarded it as an interesting setting in which to introduce and deal with health communication messages (see for example Bouman,

  8. Violent entertainment pitched to adolescents: an analysis of PG-13 films.

    Science.gov (United States)

    Webb, Theresa; Jenkins, Lucille; Browne, Nickolas; Afifi, Abdelmonen A; Kraus, Jess

    2007-06-01

    The purpose of this study was to evaluate the violence content of the top-grossing PG-13 films of 1999 and 2000 to determine what percentage of it had potential for negative effects on young viewers and what percentage of it had potential for prosocial or beneficial effects. A large, multidimensional analytic instrument was designed for systematic coding of each act of violence and its contextualization by features that have been shown either to enhance or to protect against harmful effects that are associated with violent media exposure: perpetrators and victims of violence, motivation for violence, presence of weapons, degree of realism, and consequences of violence. Descriptive statistics by genre were performed for each film. An ordinal logistic regression model was used to examine the association between the seriousness of violence and weapons, motive, and genre. In the sample of 77 PG-13 films, a total of 2251 violent actions were observed with roughly half (47%) of lethal magnitude. A total of 118 acts contained justified violence that were initiated by major characters and were extremely serious, and approximately two thirds of the films (49 [64%]) were rated PG-13 for reasons other than violence. Violence permeated nearly 90% of the films in our study. Although only a small subset of this content contained violence that was associated with negative effects, only 1 film contained violence that was associated with protective or beneficial effects.

  9. Genre Matters: A Comparative Study on the Entertainment Effects of 3D in Cinematic Contexts

    Science.gov (United States)

    Ji, Qihao; Lee, Young Sun

    2014-09-01

    Built upon prior comparative studies of 3D and 2D films, the current project investigates the effects of 2D and 3D on viewers' perception of enjoyment, narrative engagement, presence, involvement, and flow across three movie genres (Action/fantasy vs. Drama vs. Documentary). Through a 2 by 3 mixed factorial design, participants (n = 102) were separated into two viewing conditions (2D and 3D) and watched three 15-min film segments. Result suggested both visual production methods are equally efficient in terms of eliciting people's enjoyment, narrative engagement, involvement, flow and presence, no effects of visual production method was found. In addition, through examining the genre effects in both 3D and 2D conditions, we found that 3D works better for action movies than documentaries in terms of eliciting viewers' perception of enjoyment and presence, similarly, it improves views' narrative engagement for documentaries than dramas substantially. Implications and limitations are discussed in detail.

  10. Is the prevalence of driving after drinking higher in entertainment areas?

    Science.gov (United States)

    De Boni, Raquel; Pechansky, Flavio; Silva, Pedro Luis do Nascimento; de Vasconcellos, Mauricio Teixeira Leite; Bastos, Francisco Inacio

    2013-01-01

    This study aimed to estimate the prevalence of driving after drinking (DUI) and its associated factors in low and high alcohol outlet density areas (LAOD and HAOD) in Porto Alegre, Brazil. A probability 3-stage sampling survey was conducted, and 683 drivers who were leaving alcohol outlets (AOs) and had been drinking were interviewed, breathalyzed and saliva was collected for drug screening. Prevalences were assessed using domain estimation and DUI predictors were assessed using logistic models. results: It was estimated that 151,573 drivers drank at the AO, and intention to DUI was more prevalent in LAOD (59.3 versus 46.1% in HAOD, P = 0.003). On the other hand, HAOD had higher proportions of interviewees with a blood alcohol concentration (BAC) of >0.06% (46.6 versus 30.7%, P = 0.002) as well as a more frequent use of cocaine (9.3 versus 2.4%, P = 0.086). In the logistic models, drinking in a LAOD stratum was found to be associated with DUI (OR 1.72 (1.17-2.5)) and the two AO density areas presented different factors independently associated with DUI: THC use was significantly associated with the outcome in the HAOD stratum (OR 17.7 (5.1-61.8)), whereas an AUDIT score of >20 was positively associated with DUI in LAOD (OR 23.75 (1.5-364.0)). High prevalences of driving under the influence of alcohol were evident in both the high and the low outlet density areas, although with different characteristics. Thorough enforcement of the legislation by random breath testing and sobriety checkpoints should be combined with AO licensing in order to reduce high levels of DUI and traffic accidents.

  11. The role of “Musekeweya”, an entertainment-education radio soap ...

    African Journals Online (AJOL)

    A qualitative content analysis of the letters was, therefore, carried out to discern evidence of audience involvement with the program as expressed through parasocial interaction, self efficacy and collective efficacy. We first present a summary of the development and implementation of the educational intervention, and then ...

  12. 77 FR 42211 - Small Business Size Standards: Arts, Entertainment, and Recreation

    Science.gov (United States)

    2012-07-18

    ..., SBA establishes small business definitions (referred to as size standards) for private sector... operated; (2) not dominant in its field of operation; and (3) within a specific small business definition... SMALL BUSINESS ADMINISTRATION 13 CFR Part 121 RIN 3245-AG36 Small Business Size Standards: Arts...

  13. "The Show Must Go On": Older Entertainers Making Music in the Community in Melbourne, Australia

    Science.gov (United States)

    Joseph, Dawn; Southcott, Jane

    2014-01-01

    Globally countries are faced with an aging population and Australia is no different. This creates challenges for the maintenance of well-being which can be enhanced by active engagement in society. There is extensive research that confirms that engagement in music by older people is positively related to individual and community well-being. Music…

  14. The Write Brain: How to Educate and Entertain with Learner-Centered Writing

    Science.gov (United States)

    Iverson, Kathleen M.

    2009-01-01

    This article presents a conceptual framework for the writing process to facilitate motivation, learning, retention, and knowledge transfer in readers of expository material. Drawing from four well-developed bodies of knowledge--cognitive science, learning theory, technical communication, and creative writing--the author creates a model that allows…

  15. Analysis on Influencing Factors and Countermeasures for College Students' Network Entertainment

    Science.gov (United States)

    Liu, Xiaohong; Wang, Lisi; Yang, Qiong

    2012-01-01

    Informatization, as a trend in the world's development nowadays, has become an important force to promote economic and social reforms. Since 1990s, information technology reforms have advanced dramatically. Along with the constant development of the information industry as well as the popularization of information network, informatization has been…

  16. 78 FR 46613 - Deluxe Laboratories, Inc., a Division of Deluxe Entertainment Services Group, Inc., Hollywood...

    Science.gov (United States)

    2013-08-01

    ... separations are attributable to decreased demand for movies and trailers that are printed on 35mm film. With... the eligibility requirements of the Trade Act of 1974, as amended. Conclusion After careful review of...

  17. Politician Seeking Voter: How Interviews on Entertainment Talk Shows Affect Trust in Politicians

    NARCIS (Netherlands)

    Boukes, M.; Boomgaarden, H.G.

    2016-01-01

    News coverage has become more visual and research suggests that news images affect assessments of political candidates. This study experimentally investigates the effects of textual versus visual on assessments of politicians’ competency and integrity, differentially for males and females. The

  18. Patron Banning in the Nightlife Entertainment Districts: A Key Informant Perspective.

    Science.gov (United States)

    Miller, Peter; Curtis, Ashlee; Palmer, Darren; Warren, Ian; McFarlane, Emma

    2016-07-01

    Alcohol-related harm in and around licensed venues is associated with substantial costs. Many interventions have been introduced in an effort to combat these harms, and one such intervention is known as patron banning. Patron banning involves prohibiting patrons who have been violent or disorderly in a licensed venue in an attempt to reduce alcohol-related harm. It can be implemented by the venue, by members of police, or by liquor accords. This study aimed to obtain key informant perspectives on the benefits of patron banning as well as on the effectiveness of patron banning in reducing alcohol-related harm. Thirty-six key informants provided perspectives on patron banning through in-depth interviews that were part of a larger study. Key informants were supportive of patron banning for reducing alcohol-related harm, noting that it had many benefits including increased venue safety, general risk management, and deterrence of antisocial behavior. Although processes for banning were not always consistent, identification scanners were generally recognized as a way to ensure that patron banning was enforced. Key informants viewed patron banning as an effective measure for increasing patron safety and reducing alcohol-related harms.

  19. Effects of “ Ndu kaak u” radio entertainment education program on ...

    African Journals Online (AJOL)

    ... usage (67.9%). Health education derived from Ndu Kaaku was significantly influenced by age (X2 = 15.5; P<0.05); radio ownership (x2=9.1, P<0.05) and listenership (X2 =29.5; P<0.05). The radio programme should be replicated to address other areas and issues related to health, community and social development.

  20. 78 FR 37417 - Small Business Size Standards: Arts, Entertainment, and Recreation

    Science.gov (United States)

    2013-06-20

    ... $7.0 $35.5 713210 Casinos (except Casino Hotels) $7.0 $25.5 713290 Other Gambling Industries $7.0 $30... Management and Budget (OMB) has determined that this final rule is not a ``significant regulatory action... added competition for many of these procurements may also result in lower prices to the Government for...

  1. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

    Science.gov (United States)

    Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T.

    2016-01-01

    In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning. PMID:26999151

  2. Recreations in the theory of numbers the queen of mathematics entertains

    CERN Document Server

    Beiler, Albert H

    1966-01-01

    Number theory, the Queen of Mathematics, is an almost purely theoretical science. Yet it can be the source of endlessly intriguing puzzle problems, as this remarkable book demonstrates. This is the first book to deal exclusively with the recreational aspects of the subject and it is certain to be a delightful surprise to all devotees of the mathematical puzzle, from the rawest beginner to the most practiced expert. Almost every aspect of the theory of numbers that could conceivably be of interest to the layman is dealt with, all from the recreational point of view. Readers will become acquainted with divisors, perfect numbers, the ingenious invention of congruences by Gauss, scales of notation, endless decimals, Pythagorean triangles (there is a list of the first 100 with consecutive legs; the 100th has a leg of 77 digits), oddities about squares, methods of factoring, mysteries of prime numbers, Gauss's Golden Theorem, polygonal and pyramidal numbers, the Pell Equation, the unsolved Last Theorem of Fermat, a...

  3. Amusing Ourselves to Health and Happiness : Entertainment Media and Social Change

    NARCIS (Netherlands)

    M.P.A. Bouman (Martine)

    2016-01-01

    textabstractSummary Our traditional communication methods, with their emphasis on mainly cognitive and rational appeals, prove to be insufficient for target audiences that are low literate. Other, more emotionally appealing and popular communication methods need to be brought into play such as

  4. Learning through Digital Storytelling: Exploring Entertainment Techniques in Lecture Video

    Science.gov (United States)

    Choi, Grace Y.

    2018-01-01

    Although online education is popularized, it is in a developing stage that continues to struggle with communicating and engaging with students. The question remains on how students can be better engaged in online educational materials that are presented in asynchronous media, especially in lecture videos. Thus, using engagement theory, the present…

  5. 让手机娱乐起来%Mobile Phone With More Entertainment Function

    Institute of Scientific and Technical Information of China (English)

    简闻

    2008-01-01

    近日,华纳音乐集团(Warner Music Group Corp)同诺基亚公司达成协议,加入诺基亚公司和移动音乐服务,凡是购买诺基亚手机的客户均可以在一年内免费从华纳音乐不限量下载音乐。

  6. The turtle and the peacock : collaboration for prosocial change : the entertainment - education strategy on television

    OpenAIRE

    Bouman, M.

    1999-01-01

    In the early eighties, a popular prime time drama serial Zeg eens A was being broadcast in the Netherlands. Health communication professionals who saw this series regarded it as an interesting setting in which to introduce and deal with health communication messages (see for example Bouman, 1984). At that time, however, collaborating with scriptwriters of popular television programmes was a problematic issue, due to the fact that health organizations had great reservations about usin...

  7. An Entertaining Method of Teaching Concepts of Linear Light Propagation, Reflection and Refraction Using a Simple Optical Mechanism

    Science.gov (United States)

    Yurumezoglu, K.

    2009-01-01

    An activity has been designed for the purpose of teaching how light is dispersed in a straight line and about the interaction between matter and light as well as the related concepts of shadows, partial shadows, reflection, refraction, primary colours and complementary (secondary) colours, and differentiating the relationship between colours, all…

  8. NL-Netherlands: No permit required for Fox Entertainment Group’s Acquisition of Dutch Soccer Broadcasting Rights

    NARCIS (Netherlands)

    Breemen, K.

    2013-01-01

    On 29 November 2012, the Raad van Bestuur (Board of Directors) of the Nederlandse Mededingingsautoriteit (Competition Authority - NMa) decided that the acquisition of Eredivisie Media & Marketing (EMM), exploiter of the Dutch premier league soccer broadcasting rights on behalf of the top league

  9. The ugly truth: negative gossip about celebrities and positive gossip about self entertain people in different ways.

    Science.gov (United States)

    Peng, Xiaozhe; Li, You; Wang, Pengfei; Mo, Lei; Chen, Qi

    2015-01-01

    In contrast to abstract trait words which describe people's general personality, gossip is about personal affairs of others. Although neural correlates underlying processing self-related trait words have been well documented, it remains poorly understood how the human brain processes gossip. In the present fMRI study, participants were instructed to rate their online emotional states upon hearing positive and negative gossip about celebrities, themselves, and their best friends. Explicit behavioral ratings suggested that participants were happier to hear positive gossip and more annoyed to hear negative gossip about themselves than about celebrities and best friends. At the neural level, dissociated neural networks were involved in processing the positive gossip about self and the negative gossip about celebrities. On the one hand, the superior medial prefrontal cortex responded not only to self-related gossip but also to moral transgressions, and neural activity in the orbital prefrontal cortex increased linearly with pleasure ratings on positive gossip about self. On the other hand, although participants' ratings did not show they were particularly happy on hearing negative gossip about celebrities, the significantly enhanced neural activity in the reward system suggested that they were indeed amused. Moreover, via enhanced functional connectivity, the prefrontal executive control network was involved in regulating the reward system by giving explicit pleasure ratings according to social norm compliance, rather than natural true feelings.

  10. 76 FR 61740 - Geneon Entertainment (USA) Including On-Site Leased Workers From Interplace, Inc., Apple One and...

    Science.gov (United States)

    2011-10-05

    ...) Including On-Site Leased Workers From Interplace, Inc., Apple One and Robert Half Legal Santa Monica, CA...-site leased workers from Interplace, Inc., and Apple One, Santa Monica, California. The workers are... from Interplace, Inc., Apple One and Robert Half Legal, Santa Monica, California, who became totally or...

  11. 77 FR 35751 - Academy Express, L.L.C.-Acquisition of the Properties of Entertainment Tours, Inc.

    Science.gov (United States)

    2012-06-14

    ... established under the laws of New Jersey. It holds authority from the Federal Motor Carrier Safety... following noncarriers: Academy Bus, L.L.C.; Franmar Leasing, Inc.; Franmar Logistics, Inc.; Academy Services... under Massachusetts law, also holds a FMCSA license (MC-262973) and owns Coach NE., L.L.C., a noncarrier...

  12. 77 FR 39559 - In the Matter of AngelCiti Entertainment, Inc., BodyTel Scientific, Inc., Clearant, Inc...

    Science.gov (United States)

    2012-07-03

    ..., 2011. Moreover, the company's Form 10-K for the period ended May 31, 2010 was materially deficient in that it failed to include a report on internal controls over financial reporting, as required by... require a suspension of trading in the securities of the above-listed companies. Therefore, it is ordered...

  13. The e-Reader — an Educational or an Entertainment Tool? e-Readers in an Academic Setting

    Directory of Open Access Journals (Sweden)

    Peter Ahlroos

    2012-01-01

    Full Text Available In this paper the authors will discuss a pilot project conducted at the Tritonia Academic Library, Vaasa, in Finland, from September 2010 until May 2011. The project was designed to investigate the application of e-readers in academic settings and to learn how teachers and students experience the use of e-readers in academic education. Four groups of students and one group of teachers used Kindle readers for varied periods of time in different courses. The course material and the textbooks were downloaded on the e-readers. The feedback from the participants was collected through questionnaires and teacher interviews. The results suggest that the e-reader is a future tool for learning, though some features need to be improved before e-readers can really enable efficient learning and researching.

  14. An Entertainment-Education Study of Stereotypes and Prejudice against Fat Women: An Evaluation of "Fat Pig"

    Science.gov (United States)

    Gesser-Edelsburg, Anat; Endevelt, Ronit

    2011-01-01

    Objective: To evaluate the impact of "Fat Pig" on the attitudes of high school students towards fat women and investigate the perspective of dietitians as health professionals on the messages in "Fat Pig." Design: Performance analysis, pre-post analysis of students' responses to self-administrated pre-constructed…

  15. 75 FR 37651 - United States et al. v. Ticketmaster Entertainment, Inc. et al.; Public Comments and Response on...

    Science.gov (United States)

    2010-06-29

    ... knowledge of the industry, including two commenters here--Jam Productions, Ltd. and the group led by It's My... promotion of popular music concerts by major artists and control of venues capable of hosting concerts by... asserts that Live Nation's share of the promotion market for ``popular music concerts by major artists...

  16. Entertainment, Engagement and Education: Foundations and Developments in Digital and Physical Spaces to Support Learning through Making

    DEFF Research Database (Denmark)

    Giannakos, Michail N.; Divitini, Monica; Iversen, Ole Sejer

    2017-01-01

    programming languages; posit making as a very promising research area to support the learning processes, especially towards the acquisition of 21st Century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand...

  17. Idea Sharing: Do Students Learn Better through a More Entertaining Way? The Case of Taiwan EFL Students

    Science.gov (United States)

    Lin, Chin Min; Wu, Chita

    2016-01-01

    This article aims at sharing with the readers two ways of English vocabulary learning based upon a small-scale study conducted in Taiwan. The participants of this study were one hundred and three university students randomly chosen from universities in Taiwan. They received questionnaires and vocabulary teaching videos through e-mail or Facebook.…

  18. 26 CFR 1.274-2 - Disallowance of deductions for certain expenses for entertainment, amusement, recreation, or travel.

    Science.gov (United States)

    2010-04-01

    ... section) at which goodwill is created through display or discussion of the taxpayer's products, will... a restaurant, hotel dining room, eating club or similar place not involving distracting influences...

  19. Programación infantil y TV sensacionalista: entretener, desinformar, deseducar Children programmes and sensationalist TV: entertaining, misinforming, miseducating

    Directory of Open Access Journals (Sweden)

    Patricia Digón Regueiro

    2008-10-01

    Full Text Available El panorama de la televisión para niños en España está estrechamente vinculado al modelo comercial de TV imperante. El análisis de programas infantiles emitidos en un canal autonómico de la televisión pública española permite observar, no sólo la poca inversión realizada en los programas destinados al público infantil, sino la inclusión de toda una serie de contenidos y valores que se podrían considerar como poco adecuados desde un punto de vista educativo. Children television in Spain is closely bound to the widespread commercial TV model. The analysis of children programmes broadcast in a regional channel of Spanish public television allows us to see not only the scarce investment for children programmes, but also the inclusion of some contents and values which could be considered as inappropriate from an educational viewpoint.

  20. Understandings and Tendencies of Edutainment in Turkey: An Evaluation Based on Neil Postman's Criticism on Education, Entertainment and Technology

    Science.gov (United States)

    Yaylaci, Filiz Goktuna; Yaylaci, Ali Faruk

    2016-01-01

    There have been a wide range of studies on the interplay between education and technology. Furthermore, there are many other studies aimed at analyzing the scholarly output on this subject with a holistic approach. However the studies are mostly focused on the facilitator role of technology. Although the idea that educational processes have become…

  1. Trump: Apprentice-President, Failing Entertainer, or Disrupter-in-Chief? Three Possible Pathways for Trump's Foreign Policy

    NARCIS (Netherlands)

    Haar, Roberta

    America’s Secretary of Defense James Mattis made his first trip to Europe in February to discuss plans to fight against Islamic terrorism in the Middle East, plans that Trump demanded the Pentagon devise within 30 days. While European defense chiefs certainly engaged with the former general on his

  2. Hear today, gone tomorrow: an assessment of portable entertainment player use and hearing acuity in a community sample.

    Science.gov (United States)

    Shah, Samit; Gopal, Bharat; Reis, Janet; Novak, Michael

    2009-01-01

    Noise-induced hearing loss (NIHL) is a common but preventable disability. The purpose of this study was to assess the understanding of NIHL in a community sample in the context of exposure to portable music players, including MP3 players, and personal hearing acuity as tested with the Welch Allyn Audioscope 3. A cross-sectional convenience sample of 94 adults (18 to 65 years old) at a university recreation center completed an analysis of personal use of portable digital music players (MP3 players), concerns about hearing loss, and a 3-dB-level hearing test at 4 levels of speech frequency in a low ambient noise setting. The majority of participants (85%) were concerned about hearing loss, willing to protect their hearing with lower volume (77%), had little measurable hearing loss but were exposed to longer and louder periods of noise than other national samples, and mistakenly felt that NIHL is a medically reversible condition. Many (40%) also wanted their family medicine physician to be more concerned about their hearing. Family medicine physicians are in a key position to provide basic information on the preventability and negative consequences of NIHL, as well as to identify and refer patients with identified hearing loss.

  3. Teaching sustainability to a broad audience through an entertainment game – The effect of Catan : Oil Springs

    NARCIS (Netherlands)

    Chappin, E.J.L.; Bijvoet, Xanna; Oei, A.

    2017-01-01

    In order to attain a truly sustainable society it is necessary for people to make ‘the sustainable choice’ in daily life, business and governance. Instrumental in increasing the awareness and understanding about sustainability issues and improving people's behaviour regarding sustainability

  4. Entertainment-Education: Dilemmas of Israeli Creators of Theatre about the Israeli-Palestinian Conflict in Promoting Peace

    Science.gov (United States)

    Gesser-Edelsburg, Anat

    2011-01-01

    Israeli-Palestinian peace is promoted through political and diplomatic channels, as well as indirect channels such as conferences, lectures, meetings, workshops and political journalism. However, there is less awareness of the extensive artistic activity in Israel surrounding peace and its implications for society, or of the uniqueness of the…

  5. DoD Cardholders Used Their Government Travel Cards for Personal Use at Casinos and Adult Entertainment Establishments

    Science.gov (United States)

    2015-05-19

    GTCC: • transactions with no associated travel status in DTS; • automated teller machine (ATM) withdrawals that exceeded the overall Meal and...Defense Travel System or other DoD travel systems; 2. Automated teller machine withdrawals that exceed the overall meal and incidental expense...System or other DoD travel systems; • Automated teller machine withdrawals that exceed the overall meal and incidental expense amounts while in a travel

  6. ОБРЯДОВИЙ ДИСКУРС ПРО РІЗДВЯНІ РОЗВАГИ У БУКОВИНСЬКИХ ГОВІРКАХ: ЕТНОКУЛЬТУРНИЙ ТА ЛІНГВІСТИЧНИЙ АСПЕКТИ / RITUAL DISCOURSE ABOUT CHRISTMAS ENTERTAINMENTS IN BUKOVINIAN DIALECTS: ETHNOCULTURAL AND LINGUISTIC ASPECTS

    Directory of Open Access Journals (Sweden)

    Наталія РУСНАК

    2017-11-01

    арактера (танцы и религиозно-светского (колядование. Етнокультурную специфику ДТ буковинских говоров подчеркивают культурные термины, среди которых немало локальных культурных понятий – неразложимых словосочетаний.Rusnak N., Rusnak Y. The purpose of the article is to explore the ethnocultural and linguistic specifics of dialectal discourse about Christmas entertainments in Bukovinian dialects, to describe the relics of the archaic (mythological thinking of the nationality. Descriptive, structural and comparative-typological research methods as main are used in the article, as well as the method of modeling. With the help of a descriptive method the observation over the actual material was generalized, the structural method enabled to invent and systematize language phenomena, comparative-typological – to emphasize the specifics of language phenomena. Method of modeling is involved for the analysis of the dialectal text structure. Scientific novelty. For the first time in Ukrainian linguistics a systematic analysis of the dialectal discourse about Christmas entertainments on the material of the Bukovinian dialects was done, the linguistic form of the ethnocultural specificity of dialectal text was found out. In the dialectal discourse about Christmas secular nature (dance and religious-seсular (Christmas ritual singing entertainments were presented. The analysis of dialectal text has testified existence of a large group of cultural terms, among them there are many local cultural concepts, they are special phrases or idioms which can’t be divided. The category of intertextuality is found in the speech cliché-gratulation.

  7. Violent Video Games and the Supreme Court: Lessons for the Scientific Community in the Wake of Brown v. Entertainment Merchants Association

    Science.gov (United States)

    Ferguson, Christopher J.

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…

  8. Alpine skiing habitual practices as free time entertainment for the students of West University of Timişoara – case study

    Directory of Open Access Journals (Sweden)

    Felix Sinitean-Singer

    2011-12-01

    Full Text Available The students of the West University of Timişoara represent a numerous social category, thus quite significant, continuously in search of new ways to practice sports in their free time. The winter season brings to our attention a number of specific activities, most appealing, amongst which alpine skiing, too. The present paper aims at defining the students’ habits regarding the way they spend their spare time, mainly as practicing alpine skiing. This sports branch enhances its attractiveness by the very special environment it can be practiced – into the mountains, in the open air, which actually raises the students’ interest for this free time activity, mainly during the winter vacation or the vacation between semesters, when the number of students largely exceeds the number of those practicing ski during the week or in weekends. We must take into account the fact that they prefer mountain resorts in Romania, not being picky at all when it comes to meals and accommodation facilities, but very demanding about the quality of the ski slopes and the correspondent facilities. The window of time allocated for skiing activities, an average between 1-3 hours/day, illustrates the students’ interest in spending their spare time in an active way. The relatively high costs of this sports branch, mainly because of the expensive equipments but also because of the high costs of the activity itself- courses, utilities, etc.- haven’t kept the students away; they have been manifesting their availability to invest the necessary amounts of money in order to be able to practice this sport. An excellent promotion factor of the alpine skiing amongst students has been the Timisoara West University by organizing theme camps – like ski teaching, but also a number of activities related to such a camp.

  9. PARA UNA EMPRESA DE DISEÑO Y DESARROLLO DE SOFTWARE ENFOCADO AL OCIO EN REALIDAD VIRTUAL. CREACIÓN DE LA MARCA ''VIRTUAL CORE ENTERTAINMENT''

    OpenAIRE

    COLOMER RUBIO, GUILLERMO JOSÉ

    2017-01-01

    [EN] The present project deals with a business plan for the creation of a software studio dedicated to the production of videogames in virtual reality. The main motivation for the creation of this company is based on the great opportunity of the video games sector and, more specifically, the leisure based in Virtual Reality, due to the fact that in recent years this technology has been strongly developed and also the economic weight of the videogames sector is getting to surpas...

  10. "Koko et les lunettes magiques": An educational entertainment tool to prevent parasitic worms and diarrheal diseases in Côte d'Ivoire.

    Directory of Open Access Journals (Sweden)

    Clémence Essé

    2017-09-01

    Full Text Available Integrated control programs, emphasizing preventive chemotherapy along with health education, can reduce the incidence of soil-transmitted helminthiasis and schistosomiasis. The aim of this study was to develop an educational animated cartoon to improve school children's awareness regarding soil-transmitted helminthiasis, diarrheal diseases, and related hygiene practices in Côte d'Ivoire. The key messages included in the cartoon were identified through prior formative research to specifically address local knowledge gaps.In a first step, preliminary research was conducted to assess the knowledge, attitudes, practices, and beliefs of school-aged children regarding parasitic worm infections and hygiene, to identify key health messages to be included in an animated cartoon. Second, an animated cartoon was produced, which included the drafting of the script and story board, and the production of the cartoon's initial version. Finally, the animated cartoon was pilot tested in eight selected schools and further fine-tuned.According to the questionnaire results, children believed that the consumption of sweet food, eating without washing their hands, sitting on the floor, and eating spoiled food were the main causes of parasitic worm infections. Abdominal pain, diarrhea, lack of appetite, failure to grow, and general fatigue were mentioned as symptoms of parasitic worm infections. Most of the children knew that they should go to the hospital for treatment if they experienced symptoms of parasitic worm diseases. The animated cartoon titled "Koko et les lunettes magiques" was produced by Afrika Toon, in collaboration with a scientific team composed of epidemiologists, civil engineers, and social scientists, and the local school children and teachers. Pilot testing of the animated cartoon revealed that, in the short term, children grasped and kept key messages. Most of the children who were shown the cartoon reported to like it. Acceptance of the animated cartoon was high among children and teachers alike. The messaging was tailored to improve knowledge and practices for prevention of helminthiases and diarrheal diseases through prior identification of knowledge gaps. Integration of such education tools into the school curriculum, along with deworming campaigns, might improve sustainability of control and elimination efforts against helminthiases and diarrheal diseases.

  11. "Koko et les lunettes magiques": An educational entertainment tool to prevent parasitic worms and diarrheal diseases in Côte d'Ivoire.

    Science.gov (United States)

    Essé, Clémence; Koffi, Véronique A; Kouamé, Abel; Dongo, Kouassi; Yapi, Richard B; Moro, Honorine M; Kouakou, Christiane A; Palmeirim, Marta S; Bonfoh, Bassirou; N'Goran, Eliézer K; Utzinger, Jürg; Raso, Giovanna

    2017-09-01

    Integrated control programs, emphasizing preventive chemotherapy along with health education, can reduce the incidence of soil-transmitted helminthiasis and schistosomiasis. The aim of this study was to develop an educational animated cartoon to improve school children's awareness regarding soil-transmitted helminthiasis, diarrheal diseases, and related hygiene practices in Côte d'Ivoire. The key messages included in the cartoon were identified through prior formative research to specifically address local knowledge gaps. In a first step, preliminary research was conducted to assess the knowledge, attitudes, practices, and beliefs of school-aged children regarding parasitic worm infections and hygiene, to identify key health messages to be included in an animated cartoon. Second, an animated cartoon was produced, which included the drafting of the script and story board, and the production of the cartoon's initial version. Finally, the animated cartoon was pilot tested in eight selected schools and further fine-tuned. According to the questionnaire results, children believed that the consumption of sweet food, eating without washing their hands, sitting on the floor, and eating spoiled food were the main causes of parasitic worm infections. Abdominal pain, diarrhea, lack of appetite, failure to grow, and general fatigue were mentioned as symptoms of parasitic worm infections. Most of the children knew that they should go to the hospital for treatment if they experienced symptoms of parasitic worm diseases. The animated cartoon titled "Koko et les lunettes magiques" was produced by Afrika Toon, in collaboration with a scientific team composed of epidemiologists, civil engineers, and social scientists, and the local school children and teachers. Pilot testing of the animated cartoon revealed that, in the short term, children grasped and kept key messages. Most of the children who were shown the cartoon reported to like it. Acceptance of the animated cartoon was high among children and teachers alike. The messaging was tailored to improve knowledge and practices for prevention of helminthiases and diarrheal diseases through prior identification of knowledge gaps. Integration of such education tools into the school curriculum, along with deworming campaigns, might improve sustainability of control and elimination efforts against helminthiases and diarrheal diseases.

  12. “Koko et les lunettes magiques”: An educational entertainment tool to prevent parasitic worms and diarrheal diseases in Côte d’Ivoire

    Science.gov (United States)

    Kouamé, Abel; Dongo, Kouassi; Yapi, Richard B.; Moro, Honorine M.; Kouakou, Christiane A.; Palmeirim, Marta S.; Bonfoh, Bassirou; N’Goran, Eliézer K.; Utzinger, Jürg

    2017-01-01

    Background Integrated control programs, emphasizing preventive chemotherapy along with health education, can reduce the incidence of soil-transmitted helminthiasis and schistosomiasis. The aim of this study was to develop an educational animated cartoon to improve school children’s awareness regarding soil-transmitted helminthiasis, diarrheal diseases, and related hygiene practices in Côte d’Ivoire. The key messages included in the cartoon were identified through prior formative research to specifically address local knowledge gaps. Methodology In a first step, preliminary research was conducted to assess the knowledge, attitudes, practices, and beliefs of school-aged children regarding parasitic worm infections and hygiene, to identify key health messages to be included in an animated cartoon. Second, an animated cartoon was produced, which included the drafting of the script and story board, and the production of the cartoon’s initial version. Finally, the animated cartoon was pilot tested in eight selected schools and further fine-tuned. Principal findings According to the questionnaire results, children believed that the consumption of sweet food, eating without washing their hands, sitting on the floor, and eating spoiled food were the main causes of parasitic worm infections. Abdominal pain, diarrhea, lack of appetite, failure to grow, and general fatigue were mentioned as symptoms of parasitic worm infections. Most of the children knew that they should go to the hospital for treatment if they experienced symptoms of parasitic worm diseases. The animated cartoon titled “Koko et les lunettes magiques” was produced by Afrika Toon, in collaboration with a scientific team composed of epidemiologists, civil engineers, and social scientists, and the local school children and teachers. Pilot testing of the animated cartoon revealed that, in the short term, children grasped and kept key messages. Most of the children who were shown the cartoon reported to like it. Acceptance of the animated cartoon was high among children and teachers alike. The messaging was tailored to improve knowledge and practices for prevention of helminthiases and diarrheal diseases through prior identification of knowledge gaps. Integration of such education tools into the school curriculum, along with deworming campaigns, might improve sustainability of control and elimination efforts against helminthiases and diarrheal diseases. PMID:28934198

  13. The magical activation of left amygdala when reading Harry Potter: an fMRI study on how descriptions of supra-natural events entertain and enchant.

    Science.gov (United States)

    Hsu, Chun-Ting; Jacobs, Arthur M; Altmann, Ulrike; Conrad, Markus

    2015-01-01

    Literature containing supra-natural, or magical events has enchanted generations of readers. When reading narratives describing such events, readers mentally simulate a text world different from the real one. The corresponding violation of world-knowledge during this simulation likely increases cognitive processing demands for ongoing discourse integration, catches readers' attention, and might thus contribute to the pleasure and deep emotional experience associated with ludic immersive reading. In the present study, we presented participants in an MR scanner with passages selected from the Harry Potter book series, half of which described magical events, while the other half served as control condition. Passages in both conditions were closely matched for relevant psycholinguistic variables including, e.g., emotional valence and arousal, passage-wise mean word imageability and frequency, and syntactic complexity. Post-hoc ratings showed that readers considered supra-natural contents more surprising and more strongly associated with reading pleasure than control passages. In the fMRI data, we found stronger neural activation for the supra-natural than the control condition in bilateral inferior frontal gyri, bilateral inferior parietal lobules, left fusiform gyrus, and left amygdala. The increased activation in the amygdala (part of the salience and emotion processing network) appears to be associated with feelings of surprise and the reading pleasure, which supra-natural events, full of novelty and unexpectedness, brought about. The involvement of bilateral inferior frontal gyri likely reflects higher cognitive processing demand due to world knowledge violations, whereas increased attention to supra-natural events is reflected in inferior frontal gyri and inferior parietal lobules that are part of the fronto-parietal attention network.

  14. Exploring Entertainment Medicine and Professionalization of Self-Care: Interview Study Among Doctors on the Potential Effects of Digital Self-Tracking

    Science.gov (United States)

    2018-01-01

    Background Nowadays, digital self-tracking devices offer a plethora of possibilities to both healthy and chronically ill users who want to closely examine their body. This study suggests that self-tracking in a private setting will lead to shifting understandings in professional care. To provide more insight into these shifts, this paper seeks to lay bare the promises and challenges of self-tracking while staying close to the everyday professional experience of the physician. Objective The aim of this study was to (1) offer an analysis of how medical doctors evaluate self-tracking methods in their practice and (2) explore the anticipated shifts that digital self-care will bring about in relation to our findings and those of other studies. Methods A total of 12 in-depth semistructured interviews with general practitioners (GPs) and cardiologists were conducted in Flanders, Belgium, from November 2015 to November 2016. Thematic analysis was applied to examine the transcripts in an iterative process. Results Four major themes arose in our body of data: (1) the patient as health manager, (2) health obsession and medicalization, (3) information management, and (4) shifting roles of the doctors and impact on the health care organization. Our research findings show a nuanced understanding of the potentials and pitfalls of different forms of self-tracking. The necessity of contextualization of self-tracking data and a professionalization of self-care through digital devices come to the fore as important overarching concepts. Conclusions This interview study with Belgian doctors examines the potentials and challenges of self-monitoring while focusing on the everyday professional experience of the physician. The dialogue between our dataset and the existing literature affords a fine-grained image of digital self-care and its current meaning in a medical-professional landscape. PMID:29330140

  15. New entertainment management. Migración de los contenidos infantiles en España: de la televisión a internet

    Directory of Open Access Journals (Sweden)

    Inmaculada Sánchez-Labella Martín

    2015-12-01

    Full Text Available Con el surgimiento y el desarrollo de internet, la tecnología se ha convertido en la protagonista de las sociedades desarrolladas presentando un panorama en el que se cruza el plano del entretenimiento y lo tecnológico. Aunque la televisión es el medio de comunicación con mayor índice de audiencia, Internet está instaurando un nuevo modo de consumir productos audiovisuales. Como resultado de la inserción de la TDT en España aparecen nuevos canales temáticos los cuales permiten llegar a un público más especializado. Tomando como base el público infantil, se comprueba si las principales cadenas de televisión en España (TVE, Antena 3 y Telecinco poseen canales temáticos destinados a este target. Habiendo comprobado que TVE cuenta con Clan TVE, y Antena 3 y Telecinco con Neox Kidz y Boing, respectivamente; el objetivo de este trabajo es comprobar si los productos audiovisuales infantiles emitidos en televisión están presentes en Internet y si éstos han adquirido las posibilidades que este nuevo medio les otorga. El análisis de contenido permitirá demostrar que las principales cadenas de televisión en España han llevado a cabo, de manera efectiva, una nueva gestión del entretenimiento estando presentes en Internet ofreciendo a la audiencia infantil nuevas formas de entretenimiento.

  16. DoD Officials did Not Take Appropriate Action When Notified of Potential Travel Card Misuse at Casinos and Adult Entertainment Establishments

    Science.gov (United States)

    2016-08-30

    develop or derogatory information is discovered that could have an adverse impact on an individual’s clearance eligibility, the potentially derogatory...the 45-day requirement impacted management’s ability to take action now against the cardholder for travel card misuse at casinos, and no disciplinary... delinquency and misuse at the first command. However, no information about the cardholder’s travel card delinquency or misuse was sent to his next

  17. Factual accuracy and the cultural context of science in popular media: Perspectives of media makers, middle school students, and university students on an entertainment television program.

    Science.gov (United States)

    Szu, Evan; Osborne, Jonathan; Patterson, Alexis D

    2017-07-01

    Popular media influences ideas about science constructed by the public. To sway media productions, public policy organizations have increasingly promoted use of science consultants. This study contributes to understanding the connection from science consultants to popular media to public outcomes. A science-based television series was examined for intended messages of the creator and consulting scientist, and received messages among middle school and non-science university students. The results suggest the consulting scientist missed an opportunity to influence the portrayal of the cultural contexts of science and that middle school students may be reading these aspects uncritically-a deficiency educators could potentially address. In contrast, all groups discussed the science content and practices of the show, indicating that scientific facts were salient to both media makers and audiences. This suggests popular media may influence the public knowledge of science, supporting concerns of scientists about the accuracy of fictional television and film.

  18. Testing the effectiveness of an entertainment-education health-focused soap opera: exposure and post-discussion in colombian young adults

    Directory of Open Access Journals (Sweden)

    Jesús Arroyave

    2008-01-01

    Full Text Available El proyecto de investigación evaluó vía estudio experimental y grupos focales de discusión diferentes intervenciones en Educación- Entretenimiento (Edu-Entretenimiento para establecer qué variables específicas eran más efectivas en mejorar la estrategia de comunicación. En particular se exploró la variable extensión de la serie o telenovela utilizada y la incorporación de grupos de post-discusión después de la telenovela y su relación con las dimensiones cognitivas, actitudinal y de intención de comportamiento. El estudio halló soporte para la segunda aserción: cuando se incorporaron sesiones de post-discusión a la serie de Edu-Entretenimiento se encontraron cambios significativos a nivel cognitivo, actitudinal y de intención de comportamiento. El objetivo de este artículo es extender la investigación sobre esta prometedora forma de intervención en salud que puede tener un impacto positivo en nuestra sociedad.

  19. Exploring Entertainment Medicine and Professionalization of Self-Care: Interview Study Among Doctors on the Potential Effects of Digital Self-Tracking

    NARCIS (Netherlands)

    Gabriels, K.; Moerenhout, T.

    2018-01-01

    Background: Nowadays, digital self-tracking devices offer a plethora of possibilities to both healthy and chronically ill users who want to closely examine their body. This study suggests that self-tracking in a private setting will lead to shifting understandings in professional care. In order to

  20. The magical activation of left amygdala when reading Harry Potter: an fMRI study on how descriptions of supra-natural events entertain and enchant.

    Directory of Open Access Journals (Sweden)

    Chun-Ting Hsu

    Full Text Available Literature containing supra-natural, or magical events has enchanted generations of readers. When reading narratives describing such events, readers mentally simulate a text world different from the real one. The corresponding violation of world-knowledge during this simulation likely increases cognitive processing demands for ongoing discourse integration, catches readers' attention, and might thus contribute to the pleasure and deep emotional experience associated with ludic immersive reading. In the present study, we presented participants in an MR scanner with passages selected from the Harry Potter book series, half of which described magical events, while the other half served as control condition. Passages in both conditions were closely matched for relevant psycholinguistic variables including, e.g., emotional valence and arousal, passage-wise mean word imageability and frequency, and syntactic complexity. Post-hoc ratings showed that readers considered supra-natural contents more surprising and more strongly associated with reading pleasure than control passages. In the fMRI data, we found stronger neural activation for the supra-natural than the control condition in bilateral inferior frontal gyri, bilateral inferior parietal lobules, left fusiform gyrus, and left amygdala. The increased activation in the amygdala (part of the salience and emotion processing network appears to be associated with feelings of surprise and the reading pleasure, which supra-natural events, full of novelty and unexpectedness, brought about. The involvement of bilateral inferior frontal gyri likely reflects higher cognitive processing demand due to world knowledge violations, whereas increased attention to supra-natural events is reflected in inferior frontal gyri and inferior parietal lobules that are part of the fronto-parietal attention network.

  1. 76 FR 2117 - Granting of Request for Early Termination of the Waiting Period Under the Premerger Notification...

    Science.gov (United States)

    2011-01-12

    ... Liberty Entertainment, Inc. 29-JUN-09........ 20090492........ G Liberty Entertainment, Inc. 02-JUL-09........... 20090517........ C Axsys Technologies, Inc. 07-AUG-09........ 20090517........ G Axsys Technologies, Inc...

  2. HIV/AIDS, Globalizacao e Seguranca Ontológica

    DEFF Research Database (Denmark)

    Tufte, Thomas

    2004-01-01

    HIV/AIDS, Entertainment-Education, Communication for Development, Migration, Ontological Security......HIV/AIDS, Entertainment-Education, Communication for Development, Migration, Ontological Security...

  3. Their faces may not well-kent yet, but this selection of Scottish artists, entertainers and high flyers are tipped to reach for the stars this year ; HOT SHOTS

    CERN Multimedia

    Virtue, G

    2003-01-01

    Anne Richards used to do research at the cutting edge of particle physics, working as an engineer on a nuclear accelerator in the famous CERN laboratory in Geneva. Now, the 38-year-old stands at the cutting edge of fund management in Scotland (1/2 page).

  4. Starr v. SONY BMG Music Entertainment: The Second Circuit’s Misapplication of Twombly in a Section 1 Sherman Act Conspiracy Case Alleging Parallel Conduct

    OpenAIRE

    Kenneth Logan; Jonathan Youngwood

    2010-01-01

    This article provides an overview of plaintiffs’ allegations, Judge Preska’s opinion, the Second Circuit’s decision, and outlines the authors’ views on the Second Circuit’s errors and the implications Starr will have on antitrust pleading standards in the Second Circuit and elsewhere. Kenneth R. Logan & Jonathan K. Youngwood, Simpson Thacher & Bartlett

  5. Marketing Violent Entertainment to Children: A Twenty-One Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission contended that the motion picture, music recording, and electronic game industries had engaged in widespread marketing of violent movies, music, and games to children inconsistent with their own parental advisories and undermining parents attempts to make informed decisions about…

  6. Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries [with] Appendices A-K. Report.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In June of 1999, President Clinton empowered the Federal Trade Commission to study whether movie, music recording, and computer and video game industries were advertising products with violent content to youngsters. Specifically he raised two questions: Do these industries promote products they themselves acknowledge warrant parental caution in…

  7. Corporate communication: Analysing Marvel and DC.

    NARCIS (Netherlands)

    van den Anker, M.J.J.; Verhoeven, P.

    2014-01-01

    US publishers of superhero comic books are large media entertainment companies that develop and license not only superhero comic books, but also superhero movies, video games and various merchandise. These superhero media entertainment companies use certain strategic corporate communication

  8. Preface

    NARCIS (Netherlands)

    Nijholt, Anton; Romão, Teresa; Reidsma, Dennis; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  9. 78 FR 48189 - Certain Point-to-Point Network Communication Devices and Products Containing Same; Notice of...

    Science.gov (United States)

    2013-08-07

    ...; Sharp Electronics Corporation of NJ; Sony Computer Entertainment, Inc. of Japan; Sony Computer Entertainment America Inc. of CA; Sony Computer Entertainment America LLC of CA; Sony Corporation of Japan; Sony Corporation of America of NY; Sony Electronics Inc. of CA; Sony Mobile Communications AB of Sweden; Sony...

  10. The business of theatre and the theatre of business | Iji | Global ...

    African Journals Online (AJOL)

    Both of them operate on the maxim of utile et dulche (utility and entertainment). Both ideally shun entertainment-for-entertainment sake per se. In other words, the business of theatre emphasizes humanistic elements, while the theatre of business emphasizes monetary benefits predominantly. For instance, community and ...

  11. A National Action Plan on School Violence and Kids from 2:00 to 8:00 PM. Proposals Adopted at the National Summit by Mayors, Police Chiefs, Educators, Students, Arts, Parks and Recreation Officials, Health Experts, and Representatives from the News Media and Entertainment Industry (Salt Lake City, Utah, September 24, 1998).

    Science.gov (United States)

    United States Conference of Mayors, Washington, DC.

    In an emergency response to the recent spree of school shootings, a group of experts came together to draft a national action plan on school violence and children. Participants included: almost 60 members of the U.S. Conference of Mayors Leadership; several mayors from communities which had recently experienced school shootings; police chiefs;…

  12. A virtual report in a digital age : a paper presented on the trends in digital entertainment including movie making, interaction between the symbiosis between different interactive media like films, games and internet applications and unleashing and explaining an evolution on how to work more efficiently with visual effects

    OpenAIRE

    Ingebrigtsen, Kristine

    2008-01-01

    Film and technology goes hand in hand. There are unlimited possibilities for the filmmakers through use of technology. Production companies race to create the most spectacular movies by again and again pushing new technological boundaries. The digital revolution has paved ways for filmmakers with no more than good ideas utilizing visual effect. Cheaper production equipment makes it possible to produce movies at a fraction of the cost of a 35mm film production. The film industry is currently c...

  13. An Analytical Study of Tools and Techniques for Movie Marketing

    OpenAIRE

    Maik, Garima; Guptha, Ch. Abhinav

    2014-01-01

    Abstract. Bollywood or Hindi movie industry is one of the fastest growing sector in the media and entertainment space creating numerous business and employment opportunities. Movies in India are a major source of entertainment for all sects of society. They not only face competition from other movie industries and movies but from other source of entertainment such as adventure sports, amusement parks, theatre and drama, pubs and discothèques. A lot of man power, man hours, creative brains, an...

  14. Branded Content: A new Model for driving Tourism via Film and Branding Strategies

    OpenAIRE

    Horrigan, David

    2009-01-01

    Branded content is described as a fusion of advertising and entertainment into one marketing communications product that is integrated into an organisation’s overall brand strategy intended to be distributed as entertainment content with a highly branded quality. A history of product placement, branded entertainment, and film tourism is presented to identify the effective elements of each strategy in order to inform a more cohesive brand strategy for destinations. A branded content model is...

  15. Exercise Aboard Attack Submarines: Rationale and New Options

    National Research Council Canada - National Science Library

    Watenpaugh, Donald

    2004-01-01

    .... However, most submariners do not exercise during deployment for a variety of reasons, including lack of space, time limitations, equipment limitations, lack of entertainment or recreational value...

  16. 37 CFR 6.2 - Prior U.S. schedule of classes of goods and services.

    Science.gov (United States)

    2010-07-01

    ... Miscellaneous. 101 Advertising and business. 102 Insurance and financial. 103 Construction and repair. 104 Communication. 105 Transportation and storage. 106 Material treatment. 107 Education and entertainment. [24 FR...

  17. 32 CFR 247.3 - Definitions.

    Science.gov (United States)

    2010-07-01

    ...; commanders' comments; letters to the editor; editorials; commentaries; features; sports; entertainment items; morale, welfare, and recreation news and announcements; photography; line art; and installation and local...

  18. 75 FR 75957 - Notice of Revision and Request for Extension of Approval of an Information Collection...

    Science.gov (United States)

    2010-12-07

    ... Importation of Horses; Noncompetitive Entertainment Horses From Countries Affected With Contagious Equine..., and other collection technologies; e.g., permitting electronic submission of responses. Estimate of...

  19. Sajandi õudseimad horror-filmid / Mari Rebane

    Index Scriptorium Estoniae

    Rebane, Mari

    2004-01-01

    Meelelahutusajakirja "Entertainment Weekly" valis läheneva halloweeni puhuks välja parimad ja õudsemad õudusfilmid. Kõrgeima kunstilise tasemega õudusfilmiks tunnistati Stanley Kubricku "The Shining" (1980)

  20. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

    Science.gov (United States)

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...

  1. Do Kids Need Government Censors?

    Science.gov (United States)

    Rabkin, Rhoda

    2002-01-01

    Fashioning public policies restricting children's access to entertainment glamorizing violence, sex, drugs, and vulgarity is a complex task. The recently introduced Media Marketing Accountability Act would empower the federal government to regulate advertising of entertainment products to youth. Suggests that this power is undesirable compared to…

  2. 77 FR 53781 - Safety Standard for Magnet Sets

    Science.gov (United States)

    2012-09-04

    ... general entertainment, such as puzzle working, sculpture building, mental stimulation, or stress relief....regulations.gov . Follow the instructions for submitting comments. To ensure timely processing of comments... general entertainment, such as puzzle working, sculpture, mental stimulation, or stress relief.'' 2. Use...

  3. Knowledge of the Television Industry and Relevant First-Hand Experience.

    Science.gov (United States)

    Phelps, Erin M.

    Potential profits in terms of advertising supports and audience size are usually the determinants of what entertainment programs are broadcast on television. Interviews conducted with children, adolescents, and adults show that understanding of this economic basis for the selection process for entertainment programming increases with age. This…

  4. Final EIS for the Proposed Homeporting of Additional Surface Ships at Naval Station, Mayport, FL. Volume 1. Final Environmental Impact Statement

    Science.gov (United States)

    2008-11-21

    Recreational and entertainment amenities in the Jacksonville vicinity include sporting events, museums, musical entertainment, theater, festivals , shops on...provides service industries for those who live and work at NAVSTA Mayport, and has developed some sport fishing and casino boat tourism industries

  5. 78 FR 3916 - Certain Blu-Ray Disc Players, Components Thereof and Products Containing the Same; Termination of...

    Science.gov (United States)

    2013-01-17

    ... to terminate the investigation as to respondents Sony Corporation and Sony Computer Entertainment Inc., both of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics Inc. of San Diego, California; and Sony Computer Entertainment America of Foster City, California (collectively...

  6. 76 FR 58841 - Certain Digital Televisions and Components Thereof, and Certain Electronic Devices Having a Blu...

    Science.gov (United States)

    2011-09-22

    ... investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics, Inc. of San Diego, California; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer Entertainment America LLC of Foster City, California (collectively ``Sony...

  7. 77 FR 58325 - Airworthiness Directives; The Boeing Company Airplanes

    Science.gov (United States)

    2012-09-20

    ... times specified, unless already done. (g) Installation of New Relay and Wiring Bundle Change Within 24... AD would require installing a new relay and doing certain wiring changes of the entertainment control... for installing a new relay and doing certain wiring changes of the entertainment control switch if...

  8. 78 FR 4055 - Airworthiness Directives; The Boeing Company Airplanes

    Science.gov (United States)

    2013-01-18

    ...) Installation of New Relay and Wiring Bundle Change Within 24 months after the effective date of this AD: Change... requires installing a new relay and doing certain wiring changes of the entertainment control switch. We... proposed to require installing a new relay and doing certain wiring changes of the entertainment control...

  9. Linnahalli saatus taas savijalgadel / Andres Eilart

    Index Scriptorium Estoniae

    Eilart, Andres

    2009-01-01

    Tallinnas viibis Tallinna Linnahalli ja selle ümbruse arendamisest huvituva Tallinn Entertainment LLC esindaja arhitekt Jack Weinand, kes kinnitas, et linnahalli väljanägemises ei tule muutusi. Tallinna ja Tallinn Entertainment LLC vahel sõlmitud eellepingust

  10. Tallinna börsi uus lemmik / Armin Karu ; interv. Jaanika Merilo

    Index Scriptorium Estoniae

    Karu, Armin, 1965-

    2006-01-01

    Olympic Entertainment Group'i juht tutvustab ettevõtte börsile viimist, laienemisplaane Kesk- ja Ida-Euroopasse, olukorda kasiinoturul. Graafik: Olympic Entertainment Groupi aktsia kurss 23.-25. okt. 2006. Kommenteerivad Stefan Andersson, Kristjan Lepik, Kristjan Hänni, Tõnno Vähk, Peeter Koppel

  11. You're a "What"? Santa Claus

    Science.gov (United States)

    Royster, Sara

    2013-01-01

    Professional Santas entertain children and adults during the holiday season at all types of events. They work at shopping malls or stores; entertain crowds at parades and tree lightings; and make appearances at holiday parties, charity events, and people's homes. Most Santas work during the Christmas holiday season, which usually lasts from late…

  12. Fun and Games 101.

    Science.gov (United States)

    Vail, Kathleen

    1998-01-01

    Some teachers believe that children will not learn unless they are entertained. However, in "Talented Teenagers: The Roots of Success and Failure," Mihaly Csikszentmihalyi reports that teens are most interested in school when the classes are demanding and they can stretch their brain power. Only entertaining students will prepare them…

  13. Go Team, Rah, Rah, Rah! A Critical Examination of the Excitement of College Football Teams and Conferences

    Science.gov (United States)

    Newman, Richard E.; Miller, Michael T.

    2011-01-01

    Intercollegiate athletics play a major and highly visible role in both higher education and the broader world of sports entertainment. A significant component of the entertainment derived from college athletic contests is related to the atmosphere promoted, both formally and informally, amid and around athletic events. The current study was…

  14. 77 FR 70461 - Jackson Rancheria-Tribal Council Ordinance No. 2012-01-Sale, Consumption & Possession of...

    Science.gov (United States)

    2012-11-26

    ... members. 4. The Tribe is the owner and operator of the Jackson Rancheria Casino & Hotel which includes an... at the Jackson Rancheria Casino & Hotel (including its outdoor entertainment area) for on-premises... Jackson Rancheria Casino & Hotel and its outdoor entertainment area. 2. The sale of alcohol at the Tribe's...

  15. The Governmentality of Battlefield Space: Efficiency, Proficiency, and Masculine Performativity

    Science.gov (United States)

    Kontour, Kyle

    2012-01-01

    With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective,…

  16. 77 FR 50211 - Proposed Collection; Comment Request for Regulation Project

    Science.gov (United States)

    2012-08-20

    ... business travel, entertainment, and gift expenses be substantiated with adequate records in accordance with... employees for, business expenses for travel, entertainment, gifts, or listed property are required to... capital or start-up costs and costs of operation, maintenance, and purchase of services to provide...

  17. From Content to Context: Videogames as Designed Experience

    Science.gov (United States)

    Squire, Kurt

    2006-01-01

    Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…

  18. Accepting or fighting unlicensed usage : Can firms reduce unlicensed usage by optimizing their timing and pricing strategies?

    NARCIS (Netherlands)

    Burmester, Alexa B.; Eggers, Felix; Clement, Michel; Prostka, Tim

    The rise of the Internet and new online services have led to the wide-scale illegal distribution of digital entertainment products, such as music, movies, games, and books. We analyze whether firms in the entertainment industry should fight unlicensed usage by providing specific offers that maximize

  19. Using Modality Replacement to Facilitate Communication between Visually and Hearing-Impaired People

    DEFF Research Database (Denmark)

    Moustakas, K.; Tzovaras, D.; Dybkjaer, L.

    2011-01-01

    Using sign language, speech, and haptics as communication modalities, a virtual treasure-hunting game serves as an entertainment and educational tool for visually-and hearing-impaired users.......Using sign language, speech, and haptics as communication modalities, a virtual treasure-hunting game serves as an entertainment and educational tool for visually-and hearing-impaired users....

  20. Demand forecasts at national and EU level on a computer-based model taking usage costs into account

    DEFF Research Database (Denmark)

    Passamonti, Lucia; Falch, Morten; Björksten, Margareta

    1997-01-01

    The objective of this deliverable is to forecast the residential spending on selected multimedia services such as Tele-entertainment, VOD, AOD, Networked games, Teleshopping and Teleworking.......The objective of this deliverable is to forecast the residential spending on selected multimedia services such as Tele-entertainment, VOD, AOD, Networked games, Teleshopping and Teleworking....

  1. 76 FR 6839 - ActiveCore Technologies, Inc., Battery Technologies, Inc., China Media1 Corp., Dura Products...

    Science.gov (United States)

    2011-02-08

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] ActiveCore Technologies, Inc., Battery Technologies, Inc., China Media1 Corp., Dura Products International, Inc. (n/k/a Dexx Corp.), Global Mainframe Corp., GrandeTel Technologies, Inc., Magna Entertainment Corp. (n/k/a Reorganized Magna Entertainment...

  2. 78 FR 59409 - In the Matter of AcuNetx, Inc., Alliance Pharmaceutical Corp., BBV Vietnam SE.A. Acquisition Corp...

    Science.gov (United States)

    2013-09-26

    ... Pharmaceutical Corp., BBV Vietnam SE.A. Acquisition Corp., Cash Technologies, Inc., Conspiracy Entertainment... that there is a lack of current and accurate information concerning the securities of Cash Technologies... concerning the securities of Conspiracy Entertainment Holdings, Inc. because it has not filed any periodic...

  3. 47 CFR 101.147 - Frequency assignments.

    Science.gov (United States)

    2010-10-01

    ..., will be secondary to use of the band for emerging technology services. (22) Frequencies in these bands... video entertainment material. 932.00625/941.00625 MHz to 932.24375/941.24375 MHz is licensed by Economic... transmission of the licensee's products and information services, excluding video entertainment material to the...

  4. A Review of Research Bearing on the Impact of Television and Motion Pictures on Children and Adults.

    Science.gov (United States)

    Loye, David

    Research literature relating to the power of dramatic television or movie entertainment for value, attitude, and behavior change is reviewed. Section 1 of this paper covers the research literature bearing on the effects of mass entertainment on adults, adolescents, and children. Section 2 briefly describes the research needs to be addressed by the…

  5. Two Mirrors: Infinite Images of DiCaprio

    Science.gov (United States)

    Fadeev, Pavel

    2015-01-01

    Movies are mostly viewed for entertainment. Mixing entertainment and physics gets students excited as we look at a famous movie scene from a different point of view. The following is a link to a fragment from the 2010 motion picture "Inception": http://www.youtube.com/watch?v=q3tBBhYJeAw. The following problem, based on images in facing…

  6. FeelSound: interactive acoustic music making

    NARCIS (Netherlands)

    Fikkert, F.W.; Hakvoort, Michiel; Hakvoort, M.C.; van der Vet, P.E.; Nijholt, Antinus

    2009-01-01

    FeelSound is a multi-user, multi-touch application that aims to collaboratively compose, in an entertaining way, acoustic music. Simultaneous input by each of up to four users enables collaborative composing. This process as well as the resulting music are entertaining. Sensor-packed intelligent

  7. IMPACT ON THE INDIGENOUS LANGUAGES SPOKEN IN NIGERIA ...

    African Journals Online (AJOL)

    In the face of globalisation, the scale of communication is increasing from being merely .... capital goods and services across national frontiers involving too, political contexts of ... auditory and audiovisual entertainment, the use of English dominates. The language .... manners, entertainment, sports, the legal system, etc.

  8. The Impact of User-Input Devices on Virtual Desktop Trainers

    Science.gov (United States)

    2010-09-01

    Nintendo Entertainment System (SNES) game pad (From Mitchell, 2010...13 Figure 3. Original Playstation Game Controller (From Mitchell, 2010)............... 14 Figure 4. Nintendo -64...SISO Simulation Interoperability Standards Organization SNES Super Nintendo Entertainment System SD Standard Deviation ST Skilled Technical

  9. Telling Stories: Past and Present Heroes

    Science.gov (United States)

    Smith, Colin Bridges

    2007-01-01

    Among the Xhosa tribe in South Africa storytelling is a magnificent art. But these stories are more than mere entertainment. Xhosa scholar Harold Scheub says story-telling for the Xhosa people is "not only a primary means of entertainment and artistic expression in the society, it is also the major educational device." Beyond education,…

  10. Hershey Helps Students Taste Their Future

    Science.gov (United States)

    Foster, John; Gipe, Charlie; Friedrich, Alan; Prekopa, Stephanie

    2011-01-01

    It takes one sweet company to make an industry collaboration work! Hershey Entertainment and Resorts is that company! The company is best known for its resort and entertainment entities. As background, it is important to understand the philanthropic history of the company, Milton Hershey, and the town he built on chocolate. Milton Hershey left…

  11. Design and development of the mobile game based on the J2ME technology

    Science.gov (United States)

    He, JunHua

    2012-01-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  12. Development and Evaluation of MOOSES games in Flash/Macromedia

    OpenAIRE

    Ekse, Magnus Førland

    2010-01-01

    Video games are very popular today and the electronic entertainment industry is in many areas equal to the more mature entertainment industries like film and music in terms of usage and revenues. The MOOSES (Multiplayer On One Screen Entertainment System) allows players to play on one big screen together with the use of their mobile phone as a game controller. The framework was designed for easy development of multiplayer games in Java and C++.Flash is a very popular technology on the Interne...

  13. Sequence and Chance

    DEFF Research Database (Denmark)

    Jochum, Elizabeth Ann; Millar, Philip; Nuñez, David

    2017-01-01

    This paper describes innovative approaches to the design and control of entertainment robots. Live performance is a useful testbed for developing and evaluating what makes robots expressive [10] [13] [18]; it is also a platform for designing creative solutions for robot design and control...... mechanisms for believable and expressive robots. Entertainment robots require creative approaches to robot design and control, including motion planning, coordination and hybrid control systems. The exigencies of live performance require situated, embodied robots to move autonomously or semi......, and consider potential applications beyond entertainment to the fields of human-robot interaction and motion planning....

  14. 77 FR 17458 - Marine Mammals; File No. 17159

    Science.gov (United States)

    2012-03-26

    ... Simon Nash, Parthenon Entertainment Ltd, 34 Whiteladies Road, Bristol, BS8 2LG, United Kingdom, has... Animal Planet in the U.S. and elsewhere internationally. The initial filming period is scheduled for two...

  15. Development of a guide for the visual assessment of the quality of ...

    African Journals Online (AJOL)

    Owner

    virtual community (Granitz & Ward, 1996), studies of consumers' behaviours ... prominently displayed at a discount price in a store. (Du Plessis ..... Cognitive: - Reality. - Fantasy. - Entertainment. Performance features. Quality of clothing products. Intrinsic attributes. Physical features. Formal aspects: • Design: - elements.

  16. Simulation Meets Hollywood: Integrating Graphics, Sound, Story and Character for Immersive Simulation

    National Research Council Canada - National Science Library

    Swartout, W; Gratch, J; Hill, R; Hovy, E; Lindheim, R; Marsella, S; Rickel, J; Traum, D

    2005-01-01

    ... from the entertainment industry. The idea was that much more compelling simulations could be developed if researchers who understood state-of-the-art simulation technology worked together with writers and directors who knew...

  17. Towards Interactive Steering of a Very Large Floating Structure Code by Using HPC Parallelisation Strategies

    KAUST Repository

    Frisch, Jerome; Gao, Ruiping; Mundani, Ralf-Peter; Wang, Chien Ming; Rank, Ernst

    2012-01-01

    Very large floating structures (VLFSs) have been used for broad applications such as floating storage facilities, floating piers, floating bridges, floating airports, entertainment facilities, even habitation, and other purposes. Owing to its small

  18. Surveillance theory and its implications for law

    NARCIS (Netherlands)

    Timan, Tjerk; Galic, Masa; Koops, Bert-Jaap; Brownsword, Roger; Scotford, Eloise; Yeung, Karen

    2017-01-01

    This chapter provides an overview of key surveillance theories and their implications for law and regulation. It presents three stages of theories that characterise changes in thinking about surveillance in society and the disciplining, controlling, and entertaining functions of surveillance.

  19. Brand prominence in advergames: Effects on children's explicit and implicit memory

    NARCIS (Netherlands)

    Reijmersdal, E.A. van; Rozendaal, E.; Buijzen, M.A.; Eisend, M.; Langner, T.; Okazaki, S.

    2012-01-01

    Increasingly, advertisers use techniques that integrate persuasive messages into editorial content, resulting in blurred boundaries between advertising, entertainment, and information (Raney et al., 2003). Many of these techniques aim to reach children: Advergames, branded websites, and brand

  20. Brand prominence in advergames: effects on children’s explicit and implicit memory

    NARCIS (Netherlands)

    van Reijmersdal, E.A.; Rozendaal, E.; Buijzen, M.

    2012-01-01

    Increasingly, advertisers use techniques that integrate persuasive messages into editorial content, resulting in blurred boundaries between advertising, entertainment, and information (Raney et al., 2003). Many of these techniques aim to reach children: Advergames, branded websites, and brand

  1. Mediamorphosis: Analyzing the Convergence of Digital Media ...

    African Journals Online (AJOL)

    User

    2011-04-19

    Apr 19, 2011 ... Mass Communication and media technologies started when Gutenberg ... to newspaper, telephone system, broadcasting, film as well as the internet”, .... entertainment and education even in societies that have been seriously.

  2. samaru-main-vol 11 2011

    African Journals Online (AJOL)

    Library _info_Sc_ 1

    2004-07-11

    Jul 11, 2004 ... Samaru Journal of Information Studies Vol. 11 (1 & 2)2011 ... It is therefore paramount that the library ... source of primary and up to date information, both students and ... entertainment, arts, fashion, law, economy, medicine,.

  3. 26 CFR 1.414(r)-5 - Qualified separate line of business-administrative scrutiny requirement-safe harbors.

    Science.gov (United States)

    2010-04-01

    ... categories (among others): transportation equipment and services; banking, insurance, and finance; machinery... services in either the banking, insurance, or financial industry category, or the entertainment, sports, or... SERVICE, DEPARTMENT OF THE TREASURY (CONTINUED) INCOME TAX (CONTINUED) INCOME TAXES Pension, Profit...

  4. 40 CFR Appendix C-2 to Subpart E... - Required Provisions-Construction Contracts

    Science.gov (United States)

    2010-07-01

    ... of another contractor in the performance of a contract with the owner, fires, floods, epidemics... agents or representatives offered or gave gratuities (in the form of entertainment, gifts, or otherwise...

  5. Promoting Cultural Tourism Industry in Africa: The Place of African ...

    African Journals Online (AJOL)

    Mrs Afam

    Key words: Study, African Indigenous Religion, Cultural, Main Stay, Tourism, ... wildlife – and recreational aspects such as festivals, songs, dances, folktales and ..... constrictor to entertain the crowd by dancing to a piece of high-life music.

  6. 11 Resensie-artikel Stimie WEB 02.pmd

    African Journals Online (AJOL)

    Owner

    Keywords: Afrikaans oratorio, classical music, corporate entertainment. .... soos FNB, Morning Star Express Hotel, kykNET, Packed House Productions, .... of feeling which represents the character of the people who speak that language.

  7. Playing in or out of character: User role differences in the experience of Interactive Storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.; Pizzi, D.; Lugrin, J-L.; Cavazza, M.

    2012-01-01

    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual

  8. SAMJ FORUM

    African Journals Online (AJOL)

    2006-01-17

    Jan 17, 2006 ... which inter alia banned advertising and promotion of tobacco products. These steps ... smoking by 18 years of age they are unlikely to do so as adults. The global ... like the entertainment and food, alcohol and cigarettes are.

  9. How people really (like to) work : comparative process mining to unravel human behavior

    NARCIS (Netherlands)

    Aalst, van der W.M.P.; Sauer, S.; Bogdan, C.; Forbrig, P.; Bernhaupt, R.; Winckler, M.

    2014-01-01

    Software forms an integral part of the most complex artifacts built by humans. Communication, production, distribution, healthcare, transportation, banking, education, entertainment, government, and trade all increasingly rely on systems driven by software. Such systems may be used in ways not

  10. Train-the-Trainer Package for the Full Spectrum Warrior Game

    National Research Council Canada - National Science Library

    Centric, James

    2004-01-01

    ... (ICT) at the University of Southern California to develop training games that would allow the Army to begin exploiting the expertise of the commercial games developers and the entertainment industry...

  11. 76 FR 7582 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2011-02-10

    ... names as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer...

  12. Pricing strategies for information goods

    Indian Academy of Sciences (India)

    Pricing strategies; information goods; bundling and versioning strategies; ... variety of industries including books, music, entertainment, gaming and education. ... Decision and Information Technologies Department, Robert H Smith School of ...

  13. Health Issues: Do Cell Phones Pose a Health Hazard?

    Science.gov (United States)

    ... Procedures Home, Business, and Entertainment Products Cell Phones Health Issues Share Tweet Linkedin Pin it More sharing ... it Email Print Do cell phones pose a health hazard? Many people are concerned that cell phone ...

  14. 37 CFR 370.1 - General definitions.

    Science.gov (United States)

    2010-07-01

    ... other entertainment programming, and the primary purpose of the service is not to sell, advertise, or promote particular products or services other than sound recordings, live concerts, or other music-related...

  15. 36 CFR 12.3 - Definitions.

    Science.gov (United States)

    2010-07-01

    ... headstone. Recreational activity means any form of athletics, sport or other leisure pursuit or event... exercise, relaxation or enjoyment, including but not limited to the following: jogging, racing, skating... means a sports event, pageant, celebration, historical reenactment, entertainment, exhibition, parade...

  16. Olympicu panused olid liialt õhku täis / Tarvo Vaarmets, Mariliis Pinn

    Index Scriptorium Estoniae

    Vaarmets, Tarvo

    2007-01-01

    Olympic Entertainment Groupi kolmanda kvartali kasum kukkus 30%, millele ettevõtte aktsia hind reageeris langusega. Diagrammid: Aktsia hind; Majandusnäitajad. Kommenteerivad Ülo Pärnits ja Henrik Igasta. Lisa: Mis kukutas kasumi?

  17. A STUDY OF TUNJI SOTIMIRIN'S MOLUE Greg Mbajiorgu Abstr

    African Journals Online (AJOL)

    user

    that relied squarely on music and movements. (Ogunyemi, Oral Interview ... comedian who can hold his own in the entertainment industry in. Nigeria”. Sotimirin is also .... seat, collecting money from passengers, issuing tickets and announcing ...

  18. Pssst! There Is Literacy at the Laundromat.

    Science.gov (United States)

    Proudfoot, Gail

    1992-01-01

    Advocates looking around and discovering the real literacy exhibited in everyday activities. Describes the literacy observed at a laundromat. Finds that everyone there was literate in this situation, able to both follow directions and entertain themselves with reading. (SR)

  19. Baby supplies you need

    Science.gov (United States)

    Newborn care - baby supplies ... wintertime. Mobile. This can entertain and distract a baby who is fussy or is having a hard ... rainfall). These sounds can be soothing for the baby and can help him sleep.

  20. Kristjan Lepik : Olympic puhul on käive olulisem kui kasum / Enn Tosso

    Index Scriptorium Estoniae

    Tosso, Enn, 1976-

    2008-01-01

    Kasiinoketi Olympic Entertainment Group esimese poolaasta kasum oli 97,4 miljonit krooni, mis on 48,4 protsenti vähem kui mullu samal perioodil. Käive kasvas aastaga rohkem kui kolmandiku. Lisa: Tulemused