WorldWideScience

Sample records for providing interactive entertainment

  1. 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

  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. 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.

  4. 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.

  5. 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...

  6. 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

  7. 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...

  8. 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...

  9. '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.

  10. 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...

  11. 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...

  12. 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...

  13. 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)

  14. 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...

  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. 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....

  17. 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...

  18. 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

  19. 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

  20. 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

  1. 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.

  2. 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.

  3. 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.

  4. 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

  5. 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 ...

  6. 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.  

  7. 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.

  8. 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

  9. 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

  10. 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.

  11. 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

  12. 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...

  13. 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....

  14. 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.

  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. 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

  17. 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...

  18. 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,

  19. 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.

  20. 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.

  1. 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...

  2. 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)

  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. 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

  5. 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.

  6. 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...

  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. 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.

  9. 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...

  10. 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

  11. 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

  12. 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...

  13. 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.

  14. 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...

  15. "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.

  16. 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

  17. 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…

  18. 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

  19. 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

  20. 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....

  1. 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.

  2. 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"

  3. Kawaii/Cute Interactive Media

    Science.gov (United States)

    Cheok, Adrian David

    Cuteness in interactive systems is a relatively new development, yet having its roots in the aesthetics of many historical and cultural elements. Symbols of cuteness abound in nature as in the creatures of neotenous proportions; drawing in the care and concern of the parent and the care from a protector. We provide an in depth look at the role of cuteness in interactive systems beginning with a history. We particularly focus on the Japanese culture of Kawaii, which has made a large impact around the world, especially in entertainment, fashion, and animation. We then take the approach of defining cuteness in contemporary popular perception. User studies are presented offering an in-depth understanding of key perceptual elements which are identified as cute. This knowledge provides for the possibility to create a cute filter which can transform inputs and automatically create more cute outputs. The development of cute social computing and entertainment projects are discussed as well, providing an insight into the next generation of interactive systems which bring happiness and comfort to users of all ages and cultures through the soft power of cute.

  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. 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.

  6. Interactive Playgrounds for Children

    NARCIS (Netherlands)

    Poppe, Ronald Walter; van Delden, Robertus Wilhelmus; Moreno Celleri, Alejandro Manuel; Reidsma, Dennis; Nijholt, A.; Nijholt, Antinus

    Play is an important factor in the life of children. It plays a role in their cognitive, social, and physical development, and provides entertaining and fulfilling activities in itself. As with any field of human endeavor, interactive technology has a huge potential for transforming and enhancing

  7. 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...

  8. 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

  9. 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.

  10. 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...

  11. 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.

  12. 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…

  13. 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...

  14. 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.

  15. 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.

  16. 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...

  17. 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...

  18. 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.

  19. 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)

  20. 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...

  1. 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.

  2. 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

  3. More playful user interfaces interfaces that invite social and physical interaction

    CERN Document Server

    2015-01-01

    This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implement...

  4. [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.

  5. 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.)

  6. 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...

  7. 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…

  8. 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 

  9. 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.

  10. 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...

  11. 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.

  12. 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

  13. 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.…

  14. 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.

  15. 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.

  16. 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

  17. 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...

  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. 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...

  20. 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...

  1. 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)

  2. Real story interaction: The role of global agency in interactive storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.

    2012-01-01

    Interactive Storytelling (IS) is a promising new entertainment technology synthesizing pre-authored narrative with dynamic user interaction. Research on user experiences in IS is sparse. The current experiment tested whether different player expectations regarding the impact of their actions yield

  3. 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...

  4. 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...

  5. 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

  6. 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.

  7. 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.

  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. 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.

  10. 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.

  11. 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

  12. 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…

  13. 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…

  14. 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

  15. 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 ...

  16. 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.

  17. 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.

  18. 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

  19. 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.

  20. 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 ...

  1. 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

  2. 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.

  3. 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...

  4. 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)

  5. "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).

  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. 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

  8. INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS

    Directory of Open Access Journals (Sweden)

    Evžen Thöndel

    2017-12-01

    Full Text Available Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles. The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.

  9. Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach

    OpenAIRE

    Spierling, Ulrike

    2005-01-01

    1 Introduction In this contribution, Interactive Digital Storytelling is viewed as a hybrid form of game design and cinematic storytelling for the understanding and making of future learning and entertainment applications. The paper shall present formal design models that provide a conceptual bridge between both traditional linear narrative techniques as well as agent-based emergent conversations with virtual characters. In summary, a theoretical classification of thinking models for authors ...

  10. Best of Affective Computing and Intelligent Interaction 2013 in Multimodal Interactions

    NARCIS (Netherlands)

    Soleymani, Mohammad; Soleymani, M.; Pun, T.; Pun, Thierry; Nijholt, Antinus

    The fifth biannual Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII 2013) was held in Geneva, Switzerland. This conference featured the recent advancement in affective computing and relevant applications in education, entertainment and health. A number of

  11. 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...

  12. 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.…

  13. 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…

  14. 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

  15. 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.

  16. 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...

  17. Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative

    Directory of Open Access Journals (Sweden)

    Mei Si

    2014-01-01

    Full Text Available Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives.

  18. 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.

  19. 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 ...

  20. 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.

  1. 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.

  2. 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…

  3. An Interactive Immersive Serious Game Application for Kunyu Quantu World Map

    Science.gov (United States)

    Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.

    2015-08-01

    In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.

  4. 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...

  5. 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…

  6. 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.

  7. 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.

  8. Exploring replay value: Shifts and continuities in user experiences between first and second exposure to an interactive story

    OpenAIRE

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

    2012-01-01

    While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama "Façade" was conducted (n=50) to examine shifts and continuities in entertainment-related user experiences between first and second exposure to the same system. A questionnaire with brief scales measuring various user-experience dimensions (interaction-related facets such as usability, flow, and pr...

  9. 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.

  10. Towards future interactive intelligent systems for animals : Study and recognition of embodied interactions

    NARCIS (Netherlands)

    Pons, Patricia; Jaen, Javier; Catala, Alejandro

    2017-01-01

    User-centered design applied to non-human animals is showing to be a promising research line known as Animal Computer Interaction (ACI), aimed at improving animals' wellbeing using technology. Within this research line, intelligent systems for animal entertainment could have remarkable benefits for

  11. 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.

  12. 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 ...

  13. 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…

  14. 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

  15. Towards empathic neurofeedback for interactive storytelling

    OpenAIRE

    Cavazza, Marc; Aranyi, Gabor; Charles, Fred; Porteous, Julie; Gilroy, Stephen; Klovatch, Ilana; Jackont, Gilan; Soreq, Eyal; Keynan, Nimrod Jakob; Cohen, Avihay; Raz, Gal; Hendler, Talma

    2014-01-01

    Interactive Narrative is a form of digital entertainment based on AI techniques which support narrative\\ud generation and user interaction. Despite recent progress in the field, there is still a lack of unified models\\ud integrating narrative generation, user response and interaction.\\ud This paper addresses this issue by revisiting existing Interactive Narrative paradigms, granting explicit\\ud status to users’ disposition towards story characters. We introduce a novel Brain-Computer Interfac...

  16. 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…

  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. 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 .

  19. 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...

  20. 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.

  1. 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.

  2. Proxemics in Human-Computer Interaction

    OpenAIRE

    Greenberg, Saul; Honbaek, Kasper; Quigley, Aaron; Reiterer, Harald; Rädle, Roman

    2014-01-01

    In 1966, anthropologist Edward Hall coined the term "proxemics." Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. Recent research has demonstrated the use of proxemics in human-computer interaction (HCI) for supporting users' explicit and implicit interactions in a range of uses, including remote office collaboration, home entertainment, and games. One promise of pro...

  3. An Agent-Based Approach for Delivering Educational Contents through Interactive Digital TV in the Context of T-Learning

    Science.gov (United States)

    Mendes Neto, Francisco Milton; de Carvalho Muniz, Raphael; Filgueira Burlamaqui, Aquiles Medeiros; Castro de Souza, Rafael

    2015-01-01

    The support of technological resources in teaching and learning has contributed to make them more efficient and enjoyable. Through this support has become quite common to use media resources before explored only for entertainment for educational purposes, among them the TV. The interactive Digital TV (iDTV) provides resources that make possible…

  4. 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.

  5. Teaching with Interactive Multimedia.

    Science.gov (United States)

    Hudson, Tim

    Based on the idea that anyone who is interested in making entertaining and informative presentations in educational settings is interested in multimedia, this practical guide offers tips for communication (and other) teachers who want to integrate and program interactive multimedia into their courses. The guide suggests that teachers on limited…

  6. 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.

  7. 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…

  8. Preface : Special Issue on Physical Movements and Playful Interaction

    NARCIS (Netherlands)

    Nijholt, Antinus; Nijholt, A.; Reidsma, D.; Reidsma, Dennis; Unknown, [Unknown

    2010-01-01

    This Special Issue of IJART is devoted to the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). This 3rd conference was held in Amsterdam, the Netherlands, in June 2009. It was organized by the Human Media Interaction (HMI) department of the

  9. 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.

  10. 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

  11. The IRIS network of excellence : Integrating research in interactive storytelling

    NARCIS (Netherlands)

    Cavazza, Marc; Donikian, Stéphane; Christie, Marc; Spierling, Ulrike; Szilas, Nicolas; Vorderer, Peter; Hartmann, Tilo; Klimmt, Christoph; André, Elisabeth; Champagnat, Ronan; Petta, Paolo; Olivier, Patrick

    2008-01-01

    Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a

  12. 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.

  13. 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.

  14. 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.

  15. Noise Challenges in Monomodal Gaze Interaction

    DEFF Research Database (Denmark)

    Skovsgaard, Henrik

    of life via dedicated interface tools especially tailored to the users’ needs (e.g., interaction, communication, e-mailing, web browsing and entertainment). Much effort has been put towards robustness, accuracy and precision of modern eye-tracking systems and there are many available on the market. Even...

  16. Report on Provider-Client Interaction From 68 Methadone Maintenance Clinics in China.

    Science.gov (United States)

    Li, Li; Comulada, W Scott; Lin, Chunqing; Lan, Chiao-Wen; Cao, Xiaobin; Wu, Zunyou

    2017-11-01

    Provider-client interaction is an integral of clinical practice and central to the delivery of high-quality medical care. This article examines factors related to the provider-client interaction in the context of methadone maintenance treatment (MMT). Data were collected from 68 MMT clinics in China. In total, 418 service providers participated in the survey. Linear mixed effects regression models were performed to identify factors associated with provider-client interaction. It was observed that negative attitude toward drug users was associated with lower level of provider-client interaction and less time spent with each client. Other factors associated with lower level of interaction included being female, being younger, being a nurse, and fewer years in medical field. Higher provider-client interaction was associated with provider reported job satisfaction. The findings of this study call for a need to address provider negative attitudes that can impact provider-client interaction and the effectiveness of MMT. Future intervention efforts targeting MMT providers should be tailored by gender, provider type, and medical experiences.

  17. 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.

  18. 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.

  19. Parent-healthcare provider interaction during peripheral vein cannulation with resistive preschool children.

    Science.gov (United States)

    Svendsen, Edel Jannecke; Moen, Anne; Pedersen, Reidar; Bjørk, Ida Torunn

    2016-03-01

    The aim of this study was to increase understanding of parent-healthcare provider interaction in situations where newly admitted preschool children resist peripheral vein cannulation. Parent-healthcare provider interaction represents an important context for understanding children's resistance to medical procedures. Knowledge about this interaction can provide a better understanding of how restraint is used and talked about. Symbolic interactionism informed the understanding of interaction. An exploratory, qualitative study was chosen because little is known about these interactions. During 2012-2013, 14 naturalistic peripheral vein cannulation -attempts with six newly hospitalized preschool children were video recorded. Eight parents/relatives, seven physicians and eight nurses participated in this study. The analytical foci of turn-taking and participant structure were used. The results comprised three patterns of interactions. The first pattern, 'parents supported the interaction initiated by healthcare providers', was a response to the children's expressed resistance and they performed firm restraint together. The second pattern, 'parents create distance in interaction with healthcare providers', appeared after failed attempts and had a short time span. Parents stopped following up on the healthcare providers' interaction and their restraint became less firm. In the third pattern, 'healthcare providers reorient in interaction', healthcare providers took over more of the restraint and either helped each other to continue the interaction or they stopped it. Knowledge about the identified patterns of interactions can help healthcare providers to better understand and thereby prepare both parents and themselves for situations with potential use of restraint. © 2015 John Wiley & Sons Ltd.

  20. 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…

  1. Scientific Education and the New Interactive Museums

    International Nuclear Information System (INIS)

    Toharia, M.

    1997-01-01

    Interactive science centres which very soon achieved unprecedentedly high worldwide popularity levels, have now become a complementary, but indispensable tool, for more traditional education. They offer the change to learn science thorough all the senses and even as a form of entertainment for all ages. (Author)

  2. Editorial: Expressive Interactive Systems That Tell a Story

    NARCIS (Netherlands)

    Reidsma, Dennis; Volpe, Gualtiero; Volpe, G; Camurri, A.; Camurri, Antonio; Nijholt, Antinus

    2015-01-01

    This special issue brings together selected, extended contributions from the Fourth Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 2011), with a special focus on research concerning the application of new technologies in the field of arts and culture. Since 2005, the

  3. 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…

  4. Interactions between patients and dental care providers: does gender matter?

    Science.gov (United States)

    Inglehart, Marita R

    2013-04-01

    Research findings concerning the role of gender in patient-physician interactions can inform considerations about the role of gender in patient-dental care provider interactions. Medical research showed that gender differences in verbal and nonverbal communication in medical settings exist and that they affect the outcomes of these interactions. The process of communication is shaped by gender identities, gender stereotypes, and attitudes. Future research needs to consider the cultural complexity and diversity in which gender issues are embedded and the degree to which ongoing value change will shape gender roles and in turn interactions between dental patients and their providers. Copyright © 2013 Elsevier Inc. All rights reserved.

  5. Integrated multimedia information system on interactive CATV network

    Science.gov (United States)

    Lee, Meng-Huang; Chang, Shin-Hung

    1998-10-01

    In the current CATV system architectures, they provide one- way delivery of a common menu of entertainment to all the homes through the cable network. Through the technologies evolution, the interactive services (or two-way services) can be provided in the cable TV systems. They can supply customers with individualized programming and support real- time two-way communications. With a view to the service type changed from the one-way delivery systems to the two-way interactive systems, `on demand services' is a distinct feature of multimedia systems. In this paper, we present our work of building up an integrated multimedia system on interactive CATV network in Shih Chien University. Besides providing the traditional analog TV programming from the cable operator, we filter some channels to reserve them as our campus information channels. In addition to the analog broadcasting channel, the system also provides the interactive digital multimedia services, e.g. Video-On- Demand (VOD), Virtual Reality, BBS, World-Wide-Web, and Internet Radio Station. These two kinds of services are integrated in a CATV network by the separation of frequency allocation for the analog broadcasting service and the digital interactive services. Our ongoing work is to port our previous work of building up a VOD system conformed to DAVIC standard (for inter-operability concern) on Ethernet network into the current system.

  6. 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.

  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. 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 ...

  9. Levels of Interaction Provided by Online Distance Education Models

    Science.gov (United States)

    Alhih, Mohammed; Ossiannilsson, Ebba; Berigel, Muhammet

    2017-01-01

    Interaction plays a significant role to foster usability and quality in online education. It is one of the quality standard to reveal the evidence of practice in online distance education models. This research study aims to evaluate levels of interaction in the practices of distance education centres. It is aimed to provide online distance…

  10. 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 ...

  11. 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...

  12. 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…

  13. 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...

  14. African American women and prenatal care: perceptions of patient-provider interaction.

    Science.gov (United States)

    Dahlem, Chin Hwa Y; Villarruel, Antonia M; Ronis, David L

    2015-02-01

    Poor patient-provider interaction among racial/ethnic minorities is associated with disparities in health care. In this descriptive, cross-sectional study, we examine African American women's perspectives and experiences of patient-provider interaction (communication and perceived discrimination) during their initial prenatal visit and their influences on perceptions of care received and prenatal health behaviors. Pregnant African American women (n = 204) and their providers (n = 21) completed a pre- and postvisit questionnaire at the initial prenatal visit. Women were also interviewed face to face at the subsequent return visit. Women perceived high quality patient-provider communication (PPC) and perceived low discrimination in their interaction with providers. Multiple regression analyses showed that PPC had a positive effect on trust in provider (p prenatal care satisfaction (p prenatal health behaviors. Findings suggest that quality PPC improves the prenatal care experience for African American women. © The Author(s) 2014.

  15. 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...

  16. An exploration of motivations for two screen viewing, social interaction behaviors, and factors that influence viewing intentions.

    Science.gov (United States)

    Shim, Hongjin; Oh, Poong; Song, Hyunjin; Lee, Yeonkyung

    2015-03-01

    This study explores whether, and how, motivations for two screen viewing predicted social interaction behaviors and subsequent viewing intention of TV programs. A total of 453 respondents who responded that they use social networking sites (SNSs) via smartphones and actively watch entertainment programs completed an online survey questionnaire. In agreement with uses and gratifications assumptions, motivations for TSV predicted distinctive sets of social interaction behaviors, which mediated the influence of motivations on viewing intentions. Respondents' two screen viewing was meaningfully related with social interaction, engagement with programs, information seeking, and passing time. Results suggest that two screen viewing could provide shared experiences nourishing social capital and reintegrate TV audiences by social adhesive resulting from TV with SNSs.

  17. The experience of Interactive Storytelling: Comparing „Fahrenheit“ with „Facade“.

    NARCIS (Netherlands)

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

    2011-01-01

    At the intersection of multimedia, artificial intelligence, and gaming technology, new visions of future entertainment media arise that approximate the "Holodeck" ® idea of interactive storytelling. We report exploratory experiments on the user experience in a 'classic', foundational application of

  18. 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…

  19. 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...

  20. Television Uses and Gratifications: The Interactions of Viewing Patterns and Motivations.

    Science.gov (United States)

    Rubin, Alan M.

    1983-01-01

    Examination of the relationship between viewing motivation and viewing patterns among young adult television viewers identifies nine motivational categories: relaxation, companionship, habit, time passing, entertainment, social interaction, information, arousal, and escape. Two basic types of television use are described as time consumption and…

  1. 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...

  2. 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.

  3. 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...

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. Multiple genetic interaction experiments provide complementary information useful for gene function prediction.

    Directory of Open Access Journals (Sweden)

    Magali Michaut

    Full Text Available Genetic interactions help map biological processes and their functional relationships. A genetic interaction is defined as a deviation from the expected phenotype when combining multiple genetic mutations. In Saccharomyces cerevisiae, most genetic interactions are measured under a single phenotype - growth rate in standard laboratory conditions. Recently genetic interactions have been collected under different phenotypic readouts and experimental conditions. How different are these networks and what can we learn from their differences? We conducted a systematic analysis of quantitative genetic interaction networks in yeast performed under different experimental conditions. We find that networks obtained using different phenotypic readouts, in different conditions and from different laboratories overlap less than expected and provide significant unique information. To exploit this information, we develop a novel method to combine individual genetic interaction data sets and show that the resulting network improves gene function prediction performance, demonstrating that individual networks provide complementary information. Our results support the notion that using diverse phenotypic readouts and experimental conditions will substantially increase the amount of gene function information produced by genetic interaction screens.

  9. 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...

  10. 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.

  11. Can infrared spectroscopy provide information on protein-protein interactions?

    Science.gov (United States)

    Haris, Parvez I

    2010-08-01

    For most biophysical techniques, characterization of protein-protein interactions is challenging; this is especially true with methods that rely on a physical phenomenon that is common to both of the interacting proteins. Thus, for example, in IR spectroscopy, the carbonyl vibration (1600-1700 cm(-1)) associated with the amide bonds from both of the interacting proteins will overlap extensively, making the interpretation of spectral changes very complicated. Isotope-edited infrared spectroscopy, where one of the interacting proteins is uniformly labelled with (13)C or (13)C,(15)N has been introduced as a solution to this problem, enabling the study of protein-protein interactions using IR spectroscopy. The large shift of the amide I band (approx. 45 cm(-1) towards lower frequency) upon (13)C labelling of one of the proteins reveals the amide I band of the unlabelled protein, enabling it to be used as a probe for monitoring conformational changes. With site-specific isotopic labelling, structural resolution at the level of individual amino acid residues can be achieved. Furthermore, the ability to record IR spectra of proteins in diverse environments means that isotope-edited IR spectroscopy can be used to structurally characterize difficult systems such as protein-protein complexes bound to membranes or large insoluble peptide/protein aggregates. In the present article, examples of application of isotope-edited IR spectroscopy for studying protein-protein interactions are provided.

  12. 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

  13. 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

  14. Middle Years Science Teachers Voice Their First Experiences with Interactive Whiteboard Technology

    Science.gov (United States)

    Gadbois, Shannon A.; Haverstock, Nicole

    2012-01-01

    Among new technologies, interactive whiteboards (IWBs) particularly seem to engage students and offer entertainment value that may make them highly beneficial for learning. This study examined 10 Grade 6 teachers' initial experiences and uses of IWBs for teaching science. Through interviews, classroom visits, and field notes, the outcomes…

  15. 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.

  16. 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.

  17. 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

  18. An Interactive Robotic Fish Exhibit for Designed Settings in Informal Science Learning

    Science.gov (United States)

    Phamduy, Paul; Leou, Mary; Milne, Catherine; Porfiri, Maurizio

    2017-01-01

    Informal science learning aims to improve public understanding of STEM. Free-choice learners can be engaged in a wide range of experiences, ranging from watching entertaining educational videos to actively participating in hands-on projects. Efforts in informal science learning are often gauged by their ability to elicit interaction, to foster…

  19. 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

  20. 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.

  1. 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

  2. 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.

  3. 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.

  4. 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.

  5. 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

  6. Playing in or out of character: User role differences in the experience of Interactive Storytelling

    OpenAIRE

    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 environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subjec...

  7. Negotiating substance use stigma: the role of cultural health capital in provider-patient interactions.

    Science.gov (United States)

    Chang, Jamie; Dubbin, Leslie; Shim, Janet

    2016-01-01

    Diverse aspects of life and lifestyles, including stigmatised attributes and behaviors are revealed as providers and patients discuss health. In this article, we examine how the stigma associated with substance use issues shapes clinical interactions. We use the theoretical framework of cultural health capital (CHC) to explain how substance use stigma is created, reinforced and sometimes negotiated as providers and patients engage in health interactions. We present two main findings using examples. First, two theoretical concepts--habitus and field--set the social position and expectations of providers and patients in ways that facilitate the stigmatisation of substance use. Second, we found both providers and patients actively exchanged CHC as a key strategy to reduce the negative effects of stigma. In some clinical encounters, patients possessed and activated CHC, providers acknowledged patient's CHC and CHC was successfully exchanged. These interactions were productive and mutually satisfying, even when patients were actively using substances. However, when CHC was not activated, acknowledged and exchanged, stigma was unchallenged and dominated the interaction. The CHC theoretical framework allows us to examine how the stigma process is operationalized and potentially even counteracted in clinical interactions. © 2015 Foundation for the Sociology of Health & Illness.

  8. 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

  9. 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...

  10. The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience

    Science.gov (United States)

    Roth, Christian; Vorderer, Peter; Klimmt, Christoph

    A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from 'old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.

  11. 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.

  12. 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…

  13. 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

  14. 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.

  15. Immersion in a virtual world interactive drama and affective sciences

    CERN Document Server

    Mayr, Simon

    2014-01-01

    Interactive drama is more than just a new breed of entertainment software. As different research projects have shown, these systems can also be used for pedagogical and therapeutic purposes. The goal of these systems is to teach sophisticated problem solving skills by allowing the user to interact with compelling stories that have didactic purpose.One of the main attractions of narratives, independent of the medium in which they are presented, is that they elicit emotional response in their audiences. They have an affective impact and only engineers and authors who understand how the emotion s

  16. 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.

  17. 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...

  18. 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

  19. Mourning and Grief on Facebook: An Examination of Motivations for Interacting With the Deceased.

    Science.gov (United States)

    Willis, Erin; Ferrucci, Patrick

    2017-12-01

    Facebook not only changed the way we communicate but also the way we mourn and express grief. The social networking site allows users to interact with deceased users' walls after death. This study utilized textual analysis to categorize Facebook posts ( N = 122) on 30 deceased users' walls according to uses and gratifications theory. Most posts were found to be motivated by entertainment, followed by integration and social interaction. Facebook users posted memories, condolences, and interacted with friends and family members in the deceased user's network. Implications and potential future research are discussed.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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

  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. 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…

  8. Intelligent Motion and Interaction Within Virtual Environments

    Science.gov (United States)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  9. 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.

  10. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    Science.gov (United States)

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  11. 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.

  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. Review of pharmacological interactions of oral anticancer drugs provided at pharmacy department

    Directory of Open Access Journals (Sweden)

    E. Sánchez Gómez

    2014-07-01

    Full Text Available Abstract: Objective: To identify the pharmacologic interactions of oral anti-cancer drugs provided at an outpatient clinic. Material and methods: Anti-cancer drugs included in the Phamacotherapeutic Guideline of the Hospital were identified. A literature search was carried out on the pharmacologic interactions in MEDLINE® and EMBASE® (with the filer language English or Spanish, and the descriptors: “name of the anti-cancer drug” AND (“drug interactions” OR “pharmacokinetic”, Up-to-date®, MICROMEDEX® and the drug information sheet for the EMA and the FDA. Information was also gathered from the abstract presented to European and Spanish scientific meetings for the last 4 years. When an interaction was analyzed and had clinical relevance, the best pharmacotherapeutic interaction-free alternative was sought. Results: Twenty-three drugs were identified, of which Chlorambucil, Fludarabine, Lenalidomide, Melphalan, and Thalidomide were the active compounds with the lowest likelihood of producing a pharmacologic interaction. Tyrosine kinase inhibitors (particularly Erlotinib, Imatinib, Lapatinib, and Pazopanib are the drugs with highest number of pharmacologic interactions described, many of them with severe clinical consequences, with increases and decreases of the plasma levels of anti-cancer drugs. The active compounds identified that may have pharmacologic interactions with anticancer drugs were mainly: Allopurinol, Amiodarone, Carbamazepine, Dabigatran, Digoxin, Spironolactone, Phenytoin, Itraconazol, Repaglinide, Silodosin, Tamoxifen, Verapamil, and Warfarin. Pharmacologic interactions through the cytochrome P450 1A2, 2D6, 2C8, 2C9, 3A4 were the most important for tyrosine kinase inhibitors. Other non-pharmacologic compounds, with an important potential of producing relevant pharmacologic interaction were immunomodulators (Echinacea extracts and Hypericum perforatum. Conclusions: Oral anticancer drugs have numerous pharmacologic

  1. Automatically annotating topics in transcripts of patient-provider interactions via machine learning.

    Science.gov (United States)

    Wallace, Byron C; Laws, M Barton; Small, Kevin; Wilson, Ira B; Trikalinos, Thomas A

    2014-05-01

    Annotated patient-provider encounters can provide important insights into clinical communication, ultimately suggesting how it might be improved to effect better health outcomes. But annotating outpatient transcripts with Roter or General Medical Interaction Analysis System (GMIAS) codes is expensive, limiting the scope of such analyses. We propose automatically annotating transcripts of patient-provider interactions with topic codes via machine learning. We use a conditional random field (CRF) to model utterance topic probabilities. The model accounts for the sequential structure of conversations and the words comprising utterances. We assess predictive performance via 10-fold cross-validation over GMIAS-annotated transcripts of 360 outpatient visits (>230,000 utterances). We then use automated in place of manual annotations to reproduce an analysis of 116 additional visits from a randomized trial that used GMIAS to assess the efficacy of an intervention aimed at improving communication around antiretroviral (ARV) adherence. With respect to 6 topic codes, the CRF achieved a mean pairwise kappa compared with human annotators of 0.49 (range: 0.47-0.53) and a mean overall accuracy of 0.64 (range: 0.62-0.66). With respect to the RCT reanalysis, results using automated annotations agreed with those obtained using manual ones. According to the manual annotations, the median number of ARV-related utterances without and with the intervention was 49.5 versus 76, respectively (paired sign test P = 0.07). When automated annotations were used, the respective numbers were 39 versus 55 (P = 0.04). While moderately accurate, the predicted annotations are far from perfect. Conversational topics are intermediate outcomes, and their utility is still being researched. This foray into automated topic inference suggests that machine learning methods can classify utterances comprising patient-provider interactions into clinically relevant topics with reasonable accuracy.

  2. Interactions between parents of technology-dependent children and providers: an integrative review.

    Science.gov (United States)

    Jachimiec, Jennifer A; Obrecht, Jennifer; Kavanaugh, Karen

    2015-03-01

    This article is a review of the literature on the experiences of parents and their interactions with healthcare providers while caring for their technology-dependent child(ren) in their homes. Results are presented in the following themes: information needs, respect and partnership with healthcare providers, care coordination, and experiences with home healthcare nurses. Parents needed information and guidance and felt supported when providers recognized parents' expertise with the child's care, and offered reassurance and confirmation about their practices. Home healthcare clinicians provided supportive care in the home, but their presence created challenges for the family. By acknowledging and valuing the parents' expertise, healthcare providers can empower parents to confidently care for their child.

  3. 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.

  4. 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 ...

  5. Women's descriptions of childbirth trauma relating to care provider actions and interactions.

    Science.gov (United States)

    Reed, Rachel; Sharman, Rachael; Inglis, Christian

    2017-01-10

    Many women experience psychological trauma during birth. A traumatic birth can impact on postnatal mental health and family relationships. It is important to understand how interpersonal factors influence women's experience of trauma in order to inform the development of care that promotes optimal psychosocial outcomes. As part of a large mixed methods study, 748 women completed an online survey and answered the question 'describe the birth trauma experience, and what you found traumatising'. Data relating to care provider actions and interactions were analysed using a six-phase inductive thematic analysis process. Four themes were identified in the data: 'prioritising the care provider's agenda'; 'disregarding embodied knowledge'; 'lies and threats'; and 'violation'. Women felt that care providers prioritised their own agendas over the needs of the woman. This could result in unnecessary intervention as care providers attempted to alter the birth process to meet their own preferences. In some cases, women became learning resources for hospital staff to observe or practice on. Women's own embodied knowledge about labour progress and fetal wellbeing was disregarded in favour of care provider's clinical assessments. Care providers used lies and threats to coerce women into complying with procedures. In particular, these lies and threats related to the wellbeing of the baby. Women also described actions that were abusive and violent. For some women these actions triggered memories of sexual assault. Care provider actions and interactions can influence women's experience of trauma during birth. It is necessary to address interpersonal birth trauma on both a macro and micro level. Maternity service development and provision needs to be underpinned by a paradigm and framework that prioritises both the physical and emotional needs of women. Care providers require training and support to minimise interpersonal birth trauma.

  6. Advanced human machine interaction for an image interpretation workstation

    Science.gov (United States)

    Maier, S.; Martin, M.; van de Camp, F.; Peinsipp-Byma, E.; Beyerer, J.

    2016-05-01

    In recent years, many new interaction technologies have been developed that enhance the usability of computer systems and allow for novel types of interaction. The areas of application for these technologies have mostly been in gaming and entertainment. However, in professional environments, there are especially demanding tasks that would greatly benefit from improved human machine interfaces as well as an overall improved user experience. We, therefore, envisioned and built an image-interpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a complex software product such as a geo-information system to provide geographic context, an image annotation tool, software to generate standardized reports and a tool to aid in the identification of objects. Using self-developed systems for hand tracking, pointing gestures and head pose estimation in addition to touchscreens, face identification, and speech recognition systems we created a novel approach to this complex task. For example, head pose information is used to save the position of the mouse cursor on the currently focused screen and to restore it as soon as the same screen is focused again while hand gestures allow for intuitive manipulation of 3d objects in mid-air. While the primary focus is on the task of image interpretation, all of the technologies involved provide generic ways of efficiently interacting with a multi-screen setup and could be utilized in other fields as well. In preliminary experiments, we received promising feedback from users in the military and started to tailor the functionality to their needs

  7. Controlled, Constrained, or Flexible? How Self-Management Goals Are Shaped By Patient-Provider Interactions.

    Science.gov (United States)

    Franklin, Marika; Lewis, Sophie; Willis, Karen; Rogers, Anne; Venville, Annie; Smith, Lorraine

    2018-06-01

    A person-centered approach to goal-setting, involving collaboration between patients and health professionals, is advocated in policy to support self-management. However, this is difficult to achieve in practice, reducing the potential effectiveness of self-management support. Drawing on observations of consultations between patients and health professionals, we examined how goal-setting is shaped in patient-provider interactions. Analysis revealed three distinct interactional styles. In controlled interactions, health professionals determine patients' goals based on biomedical reference points and present these goals as something patients should do. In constrained interactions, patients are invited to present goals, yet health professionals' language and questions orientate goals toward biomedical issues. In flexible interactions, patients and professionals both contribute to goal-setting, as health professionals use less directive language, create openings, and allow patients to decide on their goals. Findings suggest that interactional style of health professionals could be the focus of interventions when aiming to increase the effectiveness of goal-setting.

  8. 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...

  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. Information Interaction: Providing a Framework for Information Architecture.

    Science.gov (United States)

    Toms, Elaine G.

    2002-01-01

    Discussion of information architecture focuses on a model of information interaction that bridges the gap between human and computer and between information behavior and information retrieval. Illustrates how the process of information interaction is affected by the user, the system, and the content. (Contains 93 references.) (LRW)

  11. 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...

  12. Early Prostate Cancer: Hedonic Prices Model of Provider-Patient Interactions and Decisions

    International Nuclear Information System (INIS)

    Jani, Ashesh B.; Hellman, Samuel

    2008-01-01

    Purpose: To determine the relative influence of treatment features and treatment availabilities on final treatment decisions in early prostate cancer. Methods and Materials: We describe and apply a model, based on hedonic prices, to understand provider-patient interactions in prostate cancer. This model included four treatments (observation, external beam radiotherapy, brachytherapy, and prostatectomy) and five treatment features (one efficacy and four treatment complication features). We performed a literature search to estimate (1) the intersections of the 'bid' functions and 'offer' functions with the price function along different treatment feature axes, and (2) the treatments actually rendered in different patient subgroups based on age. We performed regressions to determine the relative weight of each feature in the overall interaction and the relative availability of each treatment modality to explain differences between observed vs. predicted use of different modalities in different patient subpopulations. Results: Treatment efficacy and potency preservation are the major factors influencing decisions for young patients, whereas preservation of urinary and rectal function is much more important for very elderly patients. Referral patterns seem to be responsible for most of the deviations of observed use of different treatments from those predicted by idealized provider-patient interactions. Specifically, prostatectomy is used far more commonly in young patients and radiotherapy and observation used far more commonly in elderly patients than predicted by a uniform referral pattern. Conclusions: The hedonic prices approach facilitated identifying the relative importance of treatment features and quantification of the impact of the prevailing referral pattern on prostate cancer treatment decisions

  13. 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...

  14. Together and Alone a Study of Interactions between Toddlers and Childcare Providers during Mealtime in Norwegian Childcare Centres

    Science.gov (United States)

    Klette, Trine; Drugli, May Britt; Aandahl, Ann Mari

    2018-01-01

    The study investigated the quality of interactions between childcare providers and toddlers during a lunch in childcare centres. Meals in childcare centres are semi-structured adult-led situations where the children not only eat, but are also provided with opportunities for implicit learning and interactions. Participants were 13 toddlers aged…

  15. 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.

  16. 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?

  17. Providing Interactive Access to Cave Geology for All Students, Regardless of Physical Ability

    Science.gov (United States)

    Atchison, C. `; Stredney, D.; Hittle, B.; Irving, K.; Toomey, R. S., III; Lemon, N. N.; Price, A.; Kerwin, T.

    2013-12-01

    Based on an identified need to accommodate students with mobility impairments in field-based instructional experiences, this presentation will discuss current efforts to promote participation, broaden diversity, and impart a historical perspective in the geosciences through the use of an interactive virtual environment. Developed through the integration of emerging simulation technologies, this prototypical virtual environment is created from LIDAR data of the Historic Tour route of Mammoth Cave National Park. The educational objectives of the simulation focus on four primary locations within the tour route that provide evidence of the hydrologic impact on the cave and karst formation. The overall objective is to provide a rich experience of a geological field-based learning for all students, regardless of their physical abilities. Employing a virtual environment that interchangeably uses two and three-dimensional representation of geoscience content, this synthetic field-based cave and karst module will provide an opportunity to assess the effectiveness in engaging the student community, and its efficacy in the curriculum when used as an alternative representation of a traditional field experience. The expected outcome is that based on the level of interactivity, the simulated environment will provide adequate pedagogical representation for content transfer without the need for physical experience in the uncontrolled field environment. Additionally, creating such an environment will impact all able-bodied students by providing supplemental resources that can both precede a traditional field experience and allow for students to re-examine a field site long after a the field experience, in both current formal and informal educational settings.

  18. 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)

  19. Providing Access to Census-based Interaction Data in the UK: That's WICID!

    Directory of Open Access Journals (Sweden)

    John Stillwell

    2006-08-01

    Full Text Available The Census Interaction Data Service (CIDS is funded by the Economic and Social Research Council in the UK to provide access for social science researchers and students to the detailed migration and journey-to-work statistics that are collected by the national statistical agencies. These interaction data sets are known collectively as the Special Migration Statistics (SMS and the Special Workplace Statistics (SWS. This paper outlines how problems of user access to these data have been tackled through the development of a web-based system known as WICID (Web-based Interface to Census Interaction Data. The paper illustrates various interface features including some of the query building facilities that enable users to extract counts of flows of particular groups of individuals between selected origin and destination areas. New tools are outlined for assisting area selection using digital maps of census geographies, for planning output and for adding value to the data through analysis. Mapping of flows of migrants between London boroughs and the rest of the UK demonstrates the value of the data. The paper begins with a summary of the data sets that are contained within the system and an outline of the system architecture.

  20. Using games to provide interactive perioperative education.

    Science.gov (United States)

    Carifa, Linda; Janiszewski Goodin, Heather

    2011-10-01

    Perioperative nurses must use critical thinking and sound clinical judgment to meet their patients' needs safely and effectively. This requires the integration and continual updating of large amounts of detailed clinical information. Innovative education strategies are designed to make teaching and learning more interesting and interactive, especially for the presentation of complex subject material. One interactive educational strategy is the use of games. Educational games can foster collaboration and critical thinking among peers and associates. An example of this was the Perioperative QuizBowl: Evidence-Based Practice presented at the annual AORN Congress from 2003 to 2010, which was used to teach and reinforce evidence-based practice in a fun, competitive way. Although AORN no longer presents this offering, the QuizBowl format demonstrates how educational games can support clinical practice. Copyright © 2011 AORN, Inc. Published by Elsevier Inc. All rights reserved.

  1. 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.

  2. 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

  3. 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...

  4. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  5. Health and identity-related interactions between lesbian, bisexual, queer and pansexual women and their healthcare providers.

    Science.gov (United States)

    Baldwin, Aleta; Dodge, Brian; Schick, Vanessa; Herbenick, Debra; Sanders, Stephanie A; Dhoot, Roshni; Fortenberry, J Dennis

    2017-11-01

    Disclosure of sexual identity among sexual minority women is related to better outcomes and improved quality of care. The existing literature on sexual minority women's experiences of identity disclosure and related interactions with healthcare providers draws little distinction between different groups of sexual minority women, despite the different barriers, stigma and health outcomes that exist between them. This paper presents factors influencing identity disclosure and describes the characteristics of interactions that sexual minority women have with their healthcare providers around sexual identity and health. Using a mixed-methods approach, both qualitative and quantitative data were gathered using an online survey. The sample included lesbian, bisexual, queer and pansexual women from across the USA. Qualitative and quantitative data were analysed concurrently, and qualitative themes were quantified and integrated into quantitative analyses. Identity disclosure, reasons for disclosing identity and characteristics of interactions with providers varied by identity, but often overlapped. Bisexual and pansexual participants were significantly less likely to disclose identity than lesbian participants. There were no significant differences related to age or ethnicity. Findings from this study have the potential to inform ethical medical practices and improve healthcare quality among sexual minority women.

  6. Computational psychotherapy research: scaling up the evaluation of patient-provider interactions.

    Science.gov (United States)

    Imel, Zac E; Steyvers, Mark; Atkins, David C

    2015-03-01

    In psychotherapy, the patient-provider interaction contains the treatment's active ingredients. However, the technology for analyzing the content of this interaction has not fundamentally changed in decades, limiting both the scale and specificity of psychotherapy research. New methods are required to "scale up" to larger evaluation tasks and "drill down" into the raw linguistic data of patient-therapist interactions. In the current article, we demonstrate the utility of statistical text analysis models called topic models for discovering the underlying linguistic structure in psychotherapy. Topic models identify semantic themes (or topics) in a collection of documents (here, transcripts). We used topic models to summarize and visualize 1,553 psychotherapy and drug therapy (i.e., medication management) transcripts. Results showed that topic models identified clinically relevant content, including affective, relational, and intervention related topics. In addition, topic models learned to identify specific types of therapist statements associated with treatment-related codes (e.g., different treatment approaches, patient-therapist discussions about the therapeutic relationship). Visualizations of semantic similarity across sessions indicate that topic models identify content that discriminates between broad classes of therapy (e.g., cognitive-behavioral therapy vs. psychodynamic therapy). Finally, predictive modeling demonstrated that topic model-derived features can classify therapy type with a high degree of accuracy. Computational psychotherapy research has the potential to scale up the study of psychotherapy to thousands of sessions at a time. We conclude by discussing the implications of computational methods such as topic models for the future of psychotherapy research and practice. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  7. 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.

  8. Patient-provider interaction from the perspectives of type 2 diabetes patients in Muscat, Oman: a qualitative study

    Directory of Open Access Journals (Sweden)

    Östenson Claes-Göran

    2007-10-01

    Full Text Available Abstract Background Patients' expectations and perceptions of the medical encounter and interactions are important tools in diabetes management. Some problems regarding the interaction during encounters may be related to a lack of communication skills on the part of either the physician or the patient. This study aimed at exploring the perceptions of type 2 diabetes patients regarding the medical encounters and quality of interactions with their primary health-care providers. Methods Four focus group discussions (two women and two men groups were conducted among 27 purposively selected patients (13 men and 14 women from six primary health-care centres in Muscat, Oman. Qualitative content analysis was applied. Results The patients identified some weaknesses regarding the patient-provider communication like: unfriendly welcoming; interrupted consultation privacy; poor attention and eye contact; lack of encouraging the patients to ask questions on the providers' side; and inability to participate in medical dialogue or express concerns on the patients' side. Other barriers and difficulties related to issues of patient-centeredness, organization of diabetes clinics, health education and professional competency regarding diabetes care were also identified. Conclusion The diabetes patients' experiences with the primary health-care providers showed dissatisfaction with the services. We suggest appropriate training for health-care providers with regard to diabetes care and developing of communication skills with emphasis on a patient-centred approach. An efficient use of available resources in diabetes clinics and distributing responsibilities between team members in close collaboration with patients and their families seems necessary. Further exploration of the providers' work situation and barriers to good interaction is needed. Our findings can help the policy makers in Oman, and countries with similar health systems, to improve the quality and

  9. 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…

  10. COGAIN2009 - "Gaze interaction for those who want it most"

    DEFF Research Database (Denmark)

    , with substantial amounts of applications to support communication, learning and entertainment already in use. However, there are still some uncertainties about this new technology amongst communication specialists and funding institutions. The 5th COGAIN conference will focus on spreading the experiences of people...... using gaze interaction in their daily life to potential users and specialists who have yet to benefit from it. The theme of the conference is "Gaze interaction for those who want it most". We present a total of 18 papers that have been reviewed and accepted by leading researchers and communication...... specialists. Several papers address gaze-based access to computer applications and several papers focus on environmental control. Previous COGAIN conferences have been a most effective launch pad for original new research ideas. Some of them have since found their way into journals and other conferences...

  11. 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.

  12. 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.

  13. 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 ...

  14. 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...

  15. 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

  16. Healing or harming? Healthcare provider interactions with injured workers and insurers in workers' compensation systems.

    Science.gov (United States)

    Kilgour, Elizabeth; Kosny, Agnieszka; McKenzie, Donna; Collie, Alex

    2015-03-01

    Healthcare providers (HCPs) are influential in the injured worker's recovery process and fulfil many roles in the delivery of health services. Interactions between HCPs and insurers can also affect injured workers' engagement in rehabilitation and subsequently their recovery and return to work. Consideration of the injured workers' perceptions and experiences as consumers of medical and compensation services can provide vital information about the quality, efficacy and impact of such systems. The aim of this systematic review was to identify and synthesize published qualitative research that focused on the interactions between injured workers, HCPs and insurers in workers' compensation systems in order to identify processes or interactions which impact injured worker recovery. A search of six electronic databases for literature published between 1985 and 2012 revealed 1,006 articles. Screening for relevance identified 27 studies which were assessed for quality against set criteria. A final 13 articles of medium and high quality were retained for data extraction. Findings were synthesized using a meta-ethnographic approach. Injured workers reported that HCPs could play both healing and harming roles in their recovery. Supportive patient-centred interaction with HCPs is important for injured workers. Difficult interactions between HCPs and insurers were highlighted in themes of adversarial relations and organisational pressures. Insurer and compensation system processes exerted an influence on the therapeutic relationship. Recommendations to improve relationships included streamlining administrative demands and increasing education and communication between the parties. Injured workers with long term complex injuries experience difficulties with healthcare in the workers' compensation context. Changes in insurer administrative demands and compensation processes could increase HCP participation and job satisfaction. This in turn may improve injured worker recovery

  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 foundation for the persuasive gameplay experience

    NARCIS (Netherlands)

    Kors, M.J.L.; van der Spek, E.D.; Schouten, B.A.M.

    2015-01-01

    Games are increasingly used for purposes that stretch be-yond their primary strength as medium for entertainment.The interactive nature of games provide players with variousopportunity to deal with complex (societal) issues on a moreinvolved and personal level, far more than any other mediumaffords.

  19. 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.

  20. 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°

  1. Emotion model of interactive virtual humans on the basis of MDP

    Institute of Scientific and Technical Information of China (English)

    WANG Guojiang; WANG Zhiliang; TENG Shaodong; XIE Yinggang; WANG Yujie

    2007-01-01

    Emotion plays an essential role in the adaptation and social communication of organisms.Similarly,an appropriately timed and clearly expressed emotion is a central requirement for believable interactive virtual humans.Presently,incorporating emotion into virtual humans has gained increasing attention in the academia and industry.This strong interest is driven by a wide spectrum of promising applications in many areas such as virtual reality,e-learning,entertainment,etc.This paper introduces an emotion model of artificial psychology,in which the transition of emotion can be viewed as a Markov process and the relation of emotion,external incentive and personality can be described by a Markov decision process (MDP).In order to demonstrate the approach,this paper integrates the emotion model into a system composed of voice recognition and a realistic facial model.Thus,the model could be used for generating a variety of emotional expressions of autonomous,interactive virtual human beings.

  2. 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

  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. Effects of Short-Term Training of Community-Dwelling Elderly with Modular Interactive Tiles

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Jessen, Jari Due

    2014-01-01

    Objective: The objective of this study is to test for the increased mobility, agility, balancing, and general fitness of community-dwelling elderly individuals as a result of short-term training involving playing with modular interactive tiles (Entertainment Robotics, Odense, Denmark) at two...... individuals (63–95 years of age; mean, 83.2 years of age) were assessed in one intervention group without the use of a control group. The intervention group performed nine group sessions (1–1.5 hours each) of playful training with the modular interactive tiles over a 12-week period in two community activity...... community activity centers for the elderly. Three different tests from the Senior Fitness Test were used in order to test a variety of health parameters of the community-dwelling elderly, including those parameters related to fall prevention. Materials and Methods: Eighteen community-dwelling elderly...

  5. Language, Literacy, Literature: Using Storytelling in the Languages Classroom

    Science.gov (United States)

    Morgan, Anne-Marie

    2011-01-01

    Stories and storytelling have been used for millennia to entertain, challenge and educate. As a shared form of language interaction, storytelling has engaged communities in developing and perpetuating common understandings of both language and culture, as critical foundations to harmonious societies. Stories and storytelling provide a rich source…

  6. A Hybrid Artificial Reputation Model Involving Interaction Trust, Witness Information and the Trust Model to Calculate the Trust Value of Service Providers

    Directory of Open Access Journals (Sweden)

    Gurdeep Singh Ransi

    2014-02-01

    Full Text Available Agent interaction in a community, such as the online buyer-seller scenario, is often uncertain, as when an agent comes in contact with other agents they initially know nothing about each other. Currently, many reputation models are developed that help service consumers select better service providers. Reputation models also help agents to make a decision on who they should trust and transact with in the future. These reputation models are either built on interaction trust that involves direct experience as a source of information or they are built upon witness information also known as word-of-mouth that involves the reports provided by others. Neither the interaction trust nor the witness information models alone succeed in such uncertain interactions. In this paper we propose a hybrid reputation model involving both interaction trust and witness information to address the shortcomings of existing reputation models when taken separately. A sample simulation is built to setup buyer-seller services and uncertain interactions. Experiments reveal that the hybrid approach leads to better selection of trustworthy agents where consumers select more reputable service providers, eventually helping consumers obtain more gains. Furthermore, the trust model developed is used in calculating trust values of service providers.

  7. 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…

  8. The ‘hit’ phenomenon: a mathematical model of human dynamics interactions as a stochastic process

    Science.gov (United States)

    Ishii, Akira; Arakaki, Hisashi; Matsuda, Naoya; Umemura, Sanae; Urushidani, Tamiko; Yamagata, Naoya; Yoshida, Narihiko

    2012-06-01

    A mathematical model for the ‘hit’ phenomenon in entertainment within a society is presented as a stochastic process of human dynamics interactions. The model uses only the advertisement budget time distribution as an input, and word-of-mouth (WOM), represented by posts on social network systems, is used as data to make a comparison with the calculated results. The unit of time is days. The WOM distribution in time is found to be very close to the revenue distribution in time. Calculations for the Japanese motion picture market based on the mathematical model agree well with the actual revenue distribution in time.

  9. Provider and pharmacist responses to warfarin drug–drug interaction alerts: a study of healthcare downstream of CPOE alerts

    Science.gov (United States)

    Boro, Maureen S; Korman, Nancy E; Davoren, J Ben

    2011-01-01

    Objective To categorize the appropriateness of provider and pharmacist responses to warfarin critical drug–drug interaction (cDDI) alerts, assess responses and actions to the cDDI, and determine the occurrence of warfarin adverse drug events (ADE) after alerts. Design An 18-month, retrospective study of acute care admissions at a single Veterans Affairs medical center using computerized provider order entry (CPOE). Measurements Patients included had at least one warfarin cDDI alert. Chart reviews included baseline laboratory values and demographics, provider actions, patient outcomes, and associated factors, including other interacting medications and number of simultaneously processed alerts. Results 137 admissions were included (133 unique patients). Amiodarone, vitamin E in a multivitamin, sulfamethoxazole, and levothyroxine accounted for 75% of warfarin cDDI. Provider responses were clinically appropriate in 19.7% of admissions and pharmacist responses were appropriate in 9.5% of admissions. There were 50 ADE (36.6% of admissions) with warfarin; 80% were rated as having no or mild clinical effect. An increased number of non-critical alerts at the time of the reference cDDI alert was the only variable associated with an inappropriate provider response (p=0.01). Limitations This study was limited by being a retrospective review and the possibility of confounding variables, such as other interacting medications. Conclusion The large number of CPOE alerts may lead to inappropriate responses by providers and pharmacists. The high rate of ADE suggests a need for improved medication management systems for patients on warfarin. This study highlights the possibility of alert fatigue contributing to the high prevalence of inappropriate alert over-ride text responses. PMID:22037888

  10. A 3D character animation engine for multimodal interaction on mobile devices

    Science.gov (United States)

    Sandali, Enrico; Lavagetto, Fabio; Pisano, Paolo

    2005-03-01

    Talking virtual characters are graphical simulations of real or imaginary persons that enable natural and pleasant multimodal interaction with the user, by means of voice, eye gaze, facial expression and gestures. This paper presents an implementation of a 3D virtual character animation and rendering engine, compliant with the MPEG-4 standard, running on Symbian-based SmartPhones. Real-time animation of virtual characters on mobile devices represents a challenging task, since many limitations must be taken into account with respect to processing power, graphics capabilities, disk space and execution memory size. The proposed optimization techniques allow to overcome these issues, guaranteeing a smooth and synchronous animation of facial expressions and lip movements on mobile phones such as Sony-Ericsson's P800 and Nokia's 6600. The animation engine is specifically targeted to the development of new "Over The Air" services, based on embodied conversational agents, with applications in entertainment (interactive story tellers), navigation aid (virtual guides to web sites and mobile services), news casting (virtual newscasters) and education (interactive virtual teachers).

  11. 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.

  12. 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

  13. A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface

    Directory of Open Access Journals (Sweden)

    Gabriel Alves Mendes Vasiljevic

    2016-01-01

    Full Text Available As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.

  14. 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.

  15. 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.

  16. 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'…

  17. Proteomic analysis of FUS interacting proteins provides insights into FUS function and its role in ALS.

    Science.gov (United States)

    Kamelgarn, Marisa; Chen, Jing; Kuang, Lisha; Arenas, Alexandra; Zhai, Jianjun; Zhu, Haining; Gal, Jozsef

    2016-10-01

    Amyotrophic lateral sclerosis (ALS) is a progressive neurodegenerative disease. Mutations in the Fused in Sarcoma/Translocated in Liposarcoma (FUS/TLS) gene cause a subset of familial ALS cases and are also implicated in sporadic ALS. FUS is typically localized to the nucleus. The ALS-related FUS mutations cause cytoplasmic mis-localization and the formation of stress granule-like structures. Abnormal cytoplasmic FUS localization was also found in a subset of frontotemporal dementia (FTLD) cases without FUS mutations. To better understand the function of FUS, we performed wild-type and mutant FUS pull-downs followed by proteomic identification of the interacting proteins. The FUS interacting partners we identified are involved in multiple pathways, including chromosomal organization, transcription, RNA splicing, RNA transport, localized translation, and stress response. FUS interacted with hnRNPA1 and Matrin-3, RNA binding proteins whose mutations were also reported to cause familial ALS, suggesting that hnRNPA1 and Matrin-3 may play common pathogenic roles with FUS. The FUS interactions displayed varied RNA dependence. Numerous FUS interacting partners that we identified are components of exosomes. We found that FUS itself was present in exosomes, suggesting that the secretion of FUS might contribute to the cell-to-cell spreading of FUS pathology. FUS interacting proteins were sequestered into the cytoplasmic mutant FUS inclusions that could lead to their mis-regulation or loss of function, contributing to ALS pathogenesis. Our results provide insights into the physiological functions of FUS as well as important pathways where mutant FUS can interfere with cellular processes and potentially contribute to the pathogenesis of ALS. Copyright © 2016 Elsevier B.V. All rights reserved.

  18. The interaction of patient race, provider bias, and clinical ambiguity on pain management decisions.

    Science.gov (United States)

    Hirsh, Adam T; Hollingshead, Nicole A; Ashburn-Nardo, Leslie; Kroenke, Kurt

    2015-06-01

    Although racial disparities in pain care are widely reported, much remains to be known about the role of provider and contextual factors. We used computer-simulated patients to examine the influence of patient race, provider racial bias, and clinical ambiguity on pain decisions. One hundred twenty-nine medical residents/fellows made assessment (pain intensity) and treatment (opioid and nonopioid analgesics) decisions for 12 virtual patients with acute pain. Race (black/white) and clinical ambiguity (high/low) were manipulated across vignettes. Participants completed the Implicit Association Test and feeling thermometers, which assess implicit and explicit racial biases, respectively. Individual- and group-level analyses indicated that race and ambiguity had an interactive effect on providers' decisions, such that decisions varied as a function of ambiguity for white but not for black patients. Individual differences across providers were observed for the effect of race and ambiguity on decisions; however, providers' implicit and explicit biases did not account for this variability. These data highlight the complexity of racial disparities and suggest that differences in care between white and black patients are, in part, attributable to the nature (ie, ambiguity) of the clinical scenario. The current study suggests that interventions to reduce disparities should differentially target patient, provider, and contextual factors. This study examined the unique and collective influence of patient race, provider racial bias, and clinical ambiguity on providers' pain management decisions. These results could inform the development of interventions aimed at reducing disparities and improving pain care. Copyright © 2015 American Pain Society. Published by Elsevier Inc. All rights reserved.

  19. EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.

    Directory of Open Access Journals (Sweden)

    Samantha Jane Clarke

    2017-09-01

    Full Text Available Game-based learning (GBL is often found to be technologically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies. To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL that promote human centered interactions and play for learning, the authors present the escapED programme. The escapED programme was conceived following the recent entertainment trend of escape rooms and is used for developing non-digital GBL approaches within education. escapED aids the design and creation of educational Escape Rooms and Interactive Gaming Experiences for staff and students in further/higher education settings. The paper first presents a pilot study that was used to assess the feasibility and acceptance of University teaching staff of embedding interactive GBL into a higher education environment. The authors then present the escapED theoretical framework that was used to create the prototype game for the pilot study as a tool to aid future design and development of on-site interactive experiences. The paper also presents an external developer report of using the escapED framework to develop a prototype game for teaching research methods to Southampton University students. Finally, the authors present a discussion on the use of the escapED framework so far and plans for future work and evaluation in order to provide engaging alternatives for learning and soft skills development amongst higher education staff andstudents.

  20. 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.

  1. The interactive authority of brand web sites: a new tool provides new insights

    NARCIS (Netherlands)

    Voorveld, H.; Neijens, P.; Smit, E.

    2010-01-01

    This study aims to develop a new coding instrument to examine the interactivity of the Web sites of brands. A new instrument contains 47 interactive functions and is directly linked to theory on interactivity. To test the applicability of the instrument, the study investigates the interactivity of

  2. Interactive Distance Learning Effectively Provides Winning Sports Nutrition Workshops.

    Science.gov (United States)

    Ricketts, Jennifer; Hoelscher-Day, Sharon; Begeman, Gale; Houtkooper, Linda

    2001-01-01

    Interactive distance-education (n=226) and face-to-face (n=129) continuing education workshops for health care and education professionals on sports nutrition were evaluated immediately and after 6 months. The well-designed distance-education format was as effective and acceptable as face to face and increased sports nutrition knowledge. (SK)

  3. The Active Use of Online Presence, Movies and Gameplay to Improve Classroom Engagement

    OpenAIRE

    Costain , Sean; Patterson , Dale

    2014-01-01

    Part 1: Digital Games and Interactive Entertainment; International audience; The online world is filled with rich interactive games, spaces, motion pictures and personas. Despite a rapid growth in online education, the tertiary classroom looks quite different to the entertaining online world it exists within. The design of mobile online resources, both official and unofficial, plays a key role in student engagement and learning. From the teachers perspective designing an online presence and i...

  4. 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.

  5. Higher and Further Education Institution Policies on Student and Staff Involvement in Commercial Sex

    Science.gov (United States)

    Cusick, Linda; Roberts, Ron; Paton, Susan

    2009-01-01

    This paper concerns higher and further education institutions' policies as they relate to the interactions of their staff and students with the sex industry. In Scotland and England, consenting adults may legally buy and sell sex and commercial sexual entertainment, such as erotic dance and phone sex, provided that they do not do so in a public…

  6. Patient-Provider Interactions Affect Symptoms in Gastroesophageal Reflux Disease: A Pilot Randomized, Double-Blind, Placebo-Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Michelle L Dossett

    Full Text Available It is unclear whether the benefits that some patients derive from complementary and integrative medicine (CIM are related to the therapies recommended or to the consultation process as some CIM provider visits are more involved than conventional medical visits. Many patients with gastrointestinal conditions seek out CIM therapies, and prior work has demonstrated that the quality of the patient-provider interaction can improve health outcomes in irritable bowel syndrome, however, the impact of this interaction on gastroesophageal reflux disease (GERD is unknown. We aimed to assess the safety and feasibility of conducting a 2 x 2 factorial design study preliminarily exploring the impact of the patient-provider interaction, and the effect of an over-the-counter homeopathic product, Acidil, on symptoms and health-related quality of life in subjects with GERD.24 subjects with GERD-related symptoms were randomized in a 2 x 2 factorial design to receive 1 either a standard visit based on an empathic conventional primary care evaluation or an expanded visit with questions modeled after a CIM consultation and 2 either Acidil or placebo for two weeks. Subjects completed a daily GERD symptom diary and additional measures of symptom severity and health-related quality of life.There was no significant difference in GERD symptom severity between the Acidil and placebo groups from baseline to follow-up (p = 0.41, however, subjects who received the expanded visit were significantly more likely to report a 50% or greater improvement in symptom severity compared to subjects who received the standard visit (p = 0.01. Total consultation length, perceived empathy, and baseline beliefs in CIM were not associated with treatment outcomes.An expanded patient-provider visit resulted in greater GERD symptom improvement than a standard empathic medical visit. CIM consultations may have enhanced placebo effects, and further studies to assess the active components of this

  7. Athletes confessions: the sports biography as an interaction ritual.

    Science.gov (United States)

    Thing, L F; Ronglan, L T

    2015-04-01

    Commercialization of emotions is not a new phenomenon but in Denmark there is a new general trend to tell and sell personal stories in the media. Personal deprivation and crises are also major topics in sports media. This paper focuses on sports biographies as a book genre that is reviving in popularity. The paper approaches the topic through the biographies of one Danish athlete: the former professional cyclist, Jesper Skibby, who writes about his doping disclosure and shares his personal dilemmas as a former elite sportsman. The thematic text analysis orientates around social interactions, emotions, and personality constructions. Inspired by microsociology with a Durkheimian flavor of Goffman and Hochschild, themes including "face work," "interaction rituals," and "emotions management" are discussed. The analysis claims that sharing personal information in the media is not only a means of confession and reclaiming status but is also business and management - on an intimate level. Telling the story of the corrosion of a sporting character has become a hot issue, an entertainment, and not least a commercial commitment. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  8. Large scale genotype comparison of human papillomavirus E2-host interaction networks provides new insights for e2 molecular functions.

    Science.gov (United States)

    Muller, Mandy; Jacob, Yves; Jones, Louis; Weiss, Amélie; Brino, Laurent; Chantier, Thibault; Lotteau, Vincent; Favre, Michel; Demeret, Caroline

    2012-01-01

    Human Papillomaviruses (HPV) cause widespread infections in humans, resulting in latent infections or diseases ranging from benign hyperplasia to cancers. HPV-induced pathologies result from complex interplays between viral proteins and the host proteome. Given the major public health concern due to HPV-associated cancers, most studies have focused on the early proteins expressed by HPV genotypes with high oncogenic potential (designated high-risk HPV or HR-HPV). To advance the global understanding of HPV pathogenesis, we mapped the virus/host interaction networks of the E2 regulatory protein from 12 genotypes representative of the range of HPV pathogenicity. Large-scale identification of E2-interaction partners was performed by yeast two-hybrid screenings of a HaCaT cDNA library. Based on a high-confidence scoring scheme, a subset of these partners was then validated for pair-wise interaction in mammalian cells with the whole range of the 12 E2 proteins, allowing a comparative interaction analysis. Hierarchical clustering of E2-host interaction profiles mostly recapitulated HPV phylogeny and provides clues to the involvement of E2 in HPV infection. A set of cellular proteins could thus be identified discriminating, among the mucosal HPV, E2 proteins of HR-HPV 16 or 18 from the non-oncogenic genital HPV. The study of the interaction networks revealed a preferential hijacking of highly connected cellular proteins and the targeting of several functional families. These include transcription regulation, regulation of apoptosis, RNA processing, ubiquitination and intracellular trafficking. The present work provides an overview of E2 biological functions across multiple HPV genotypes.

  9. Repetition-based Interactive Facade Modeling

    KAUST Repository

    AlHalawani, Sawsan

    2012-07-01

    Modeling and reconstruction of urban environments has gained researchers attention throughout the past few years. It spreads in a variety of directions across multiple disciplines such as image processing, computer graphics and computer vision as well as in architecture, geoscience and remote sensing. Having a virtual world of our real cities is very attractive in various directions such as entertainment, engineering, governments among many others. In this thesis, we address the problem of processing a single fa cade image to acquire useful information that can be utilized to manipulate the fa cade and generate variations of fa cade images which can be later used for buildings\\' texturing. Typical fa cade structures exhibit a rectilinear distribution where in windows and other elements are organized in a grid of horizontal and vertical repetitions of similar patterns. In the firt part of this thesis, we propose an efficient algorithm that exploits information obtained from a single image to identify the distribution grid of the dominant elements i.e. windows. This detection method is initially assisted with the user marking the dominant window followed by an automatic process for identifying its repeated instances which are used to define the structure grid. Given the distribution grid, we allow the user to interactively manipulate the fa cade by adding, deleting, resizing or repositioning the windows in order to generate new fa cade structures. Having the utility for the interactive fa cade is very valuable to create fa cade variations and generate new textures for building models. Ultimately, there is a wide range of interesting possibilities of interactions to be explored.

  10. 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.

  11. Large scale genotype comparison of human papillomavirus E2-host interaction networks provides new insights for e2 molecular functions.

    Directory of Open Access Journals (Sweden)

    Mandy Muller

    Full Text Available Human Papillomaviruses (HPV cause widespread infections in humans, resulting in latent infections or diseases ranging from benign hyperplasia to cancers. HPV-induced pathologies result from complex interplays between viral proteins and the host proteome. Given the major public health concern due to HPV-associated cancers, most studies have focused on the early proteins expressed by HPV genotypes with high oncogenic potential (designated high-risk HPV or HR-HPV. To advance the global understanding of HPV pathogenesis, we mapped the virus/host interaction networks of the E2 regulatory protein from 12 genotypes representative of the range of HPV pathogenicity. Large-scale identification of E2-interaction partners was performed by yeast two-hybrid screenings of a HaCaT cDNA library. Based on a high-confidence scoring scheme, a subset of these partners was then validated for pair-wise interaction in mammalian cells with the whole range of the 12 E2 proteins, allowing a comparative interaction analysis. Hierarchical clustering of E2-host interaction profiles mostly recapitulated HPV phylogeny and provides clues to the involvement of E2 in HPV infection. A set of cellular proteins could thus be identified discriminating, among the mucosal HPV, E2 proteins of HR-HPV 16 or 18 from the non-oncogenic genital HPV. The study of the interaction networks revealed a preferential hijacking of highly connected cellular proteins and the targeting of several functional families. These include transcription regulation, regulation of apoptosis, RNA processing, ubiquitination and intracellular trafficking. The present work provides an overview of E2 biological functions across multiple HPV genotypes.

  12. On learning science and pseudoscience from prime-time television programming

    Science.gov (United States)

    Whittle, Christopher Henry

    The purpose of the present dissertation is to determine whether the viewing of two particular prime-time television programs, ER and The X-Files, increases viewer knowledge of science and to identify factors that may influence learning from entertainment television programming. Viewer knowledge of scientific dialogue from two science-based prime-time television programs, ER, a serial drama in a hospital emergency room and The X-Files, a drama about two Federal Bureau of Investigation agents who pursue alleged extraterrestrial life and paranormal activity, is studied. Level of viewing, education level, science education level, experiential factors, level of parasocial interaction, and demographic characteristics are assessed as independent variables affecting learning from entertainment television viewing. The present research involved a nine-month long content analysis of target television program dialogue and data collection from an Internet-based survey questionnaire posted to target program-specific on-line "chat" groups. The present study demonstrated that entertainment television program viewers incidentally learn science from entertainment television program dialogue. The more they watch, the more they learn. Viewing a pseudoscientific fictional television program does necessarily influence viewer beliefs in pseudoscience. Higher levels of formal science study are reflected in more science learning and less learning of pseudoscience from entertainment television program viewing. Pseudoscience learning from entertainment television programming is significantly related to experience with paranormal phenomena, higher levels of viewer parasocial interaction, and specifically, higher levels of cognitive parasocial interaction. In summary, the greater a viewer's understanding of science the more they learn when they watch their favorite science-based prime-time television programs. Viewers of pseudoscience-based prime-time television programming with higher levels

  13. Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active Music Listening

    Science.gov (United States)

    Camurri, Antonio

    Research on HCI and multimedia systems for art and entertainment based on non-verbal, full-body, emotional and social interaction is the main topic of this paper. A short review of previous research projects in this area at our centre are presented, to introduce the main issues discussed in the paper. In particular, a case study based on novel paradigms of social active music listening is presented. Active music listening experience enables users to dynamically mould expressive performance of music and of audiovisual content. This research is partially supported by the 7FP EU-ICT Project SAME (Sound and Music for Everyone, Everyday, Everywhere, Every Way, www.sameproject.eu).

  14. Molecular modeling of human neutral sphingomyelinase provides insight into its molecular interactions.

    Science.gov (United States)

    Dinesh; Goswami, Angshumala; Suresh, Panneer Selvam; Thirunavukkarasu, Chinnasamy; Weiergräber, Oliver H; Kumar, Muthuvel Suresh

    2011-01-01

    The neutral sphingomyelinase (N-SMase) is considered a major candidate for mediating the stress-induced production of ceramide, and it plays an important role in cell-cycle arrest, apoptosis, inflammation, and eukaryotic stress responses. Recent studies have identified a small region at the very N-terminus of the 55 kDa tumour necrosis factor receptor (TNF-R55), designated the neutral sphingomyelinase activating domain (NSD) that is responsible for the TNF-induced activation of N-SMase. There is no direct association between TNF-R55 NSD and N-SMase; instead, a protein named factor associated with N-SMase activation (FAN) has been reported to couple the TNF-R55 NSD to N-SMase. Since the three-dimensional fold of N-SMase is still unknown, we have modeled the structure using the protein fold recognition and threading method. Moreover, we propose models for the TNF-R55 NSD as well as the FAN protein in order to study the structural basis of N-SMase activation and regulation. Protein-protein interaction studies suggest that FAN is crucially involved in mediating TNF-induced activation of the N-SMase pathway, which in turn regulates mitogenic and proinflammatory responses. Inhibition of N-SMase may lead to reduction of ceramide levels and hence may provide a novel therapeutic strategy for inflammation and autoimmune diseases. Molecular dynamics (MD) simulations were performed to check the stability of the predicted model and protein-protein complex; indeed, stable RMS deviations were obtained throughout the simulation. Furthermore, in silico docking of low molecular mass ligands into the active site of N-SMase suggests that His135, Glu48, Asp177, and Asn179 residues play crucial roles in this interaction. Based on our results, these ligands are proposed to be potent and selective N-SMase inhibitors, which may ultimately prove useful as lead compounds for drug development.

  15. 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.

  16. 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

  17. 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.

  18. Flash CS3 The Missing Manual

    CERN Document Server

    Grover, Chris

    2008-01-01

    Flash CS3, the latest version of the premier tool for creating web animations and interactive web sites, can be intimidating to learn. This entertaining reference tutorial provides a reader-friendly animation primer and a guided tour of all the program's tools and capabilities. Beginners will learn to use the software in no time, and experienced users will quickly take their skills to the next level.

  19. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  20. 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,

  1. 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.

  2. 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

  3. 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.

  4. 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....

  5. 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

  6. Movement-based interaction applied to physical rehabilitation therapies.

    Science.gov (United States)

    Garrido Navarro, Juan Enrique; Ruiz Penichet, Victor Manuel; Lozano Pérez, María Dolores

    2014-12-09

    Health care environments are continuously improving conditions, especially regarding the use of current technology. In the field of rehabilitation, the use of video games and related technology has helped to develop new rehabilitation procedures. Patients are able to work on their disabilities through new processes that are more motivating and entertaining. However, these patients are required to leave their home environment to complete their rehabilitation programs. The focus of our research interests is on finding a solution to eliminate the need for patients to interrupt their daily routines to attend rehabilitation therapy. We have developed an innovative system that allows patients with a balance disorder to perform a specific rehabilitation exercise at home. Additionally, the system features an assistive tool to complement the work of physiotherapists. Medical staff are thus provided with a system that avoids the need for them to be present during the exercise in specific cases in which patients are under suitable supervision. A movement-based interaction device was used to achieve a reliable system for monitoring rehabilitation exercises performed at home. The system accurately utilizes parameters previously defined by the specialist for correct performance of the exercise. Accordingly, the system gives instructions and corrects the patient's actions. The data generated during the session are collected for assessment by the specialist to adapt the difficulty of the exercise to the patient's progress. The evaluation of the system was conducted by two experts in balance disorder rehabilitation. They were required to verify the effectiveness of the system, and they also facilitated the simulation of real patient behavior. They used the system freely for a period of time and provided interesting and optimistic feedback. First, they evaluated the system as a tool for real-life rehabilitation therapy. Second, their interaction with the system allowed us to obtain

  7. Sociorobot world a guided tour for all

    CERN Document Server

    Tzafestas, Spyros

    2016-01-01

    This book makes a consolidated guided tour to the world of sociorobots (social or socialized robots). Sociorobots and assistive robots provide entertainment, assistance to the handicapped, companionship to the elderly, and health care to autistic children and people with dementia among others. The book provides, in a fluent educational way, all major concepts, architectures, and design methodologies. All types of sociorobots are examined, namely walking anthropomorphic, wheeled anthropomorphic, fixed-place anthropomorphic, and zoomorphic sociorobots. The book provides an outline of sociorobot intelligent control architectures, robot learning, and human robot interaction.

  8. Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs)

    OpenAIRE

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2011-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an integral part of many people's lives particularly the younger generation. This research study investigates the use of openly available MMORPGs to supplement second language teaching for higher education students. MMORPGs provide informal virtu...

  9. Mobile Rhythmic Interaction in a Sonic Tennis Game

    DEFF Research Database (Denmark)

    Baldan, Stefano; Götzen, Amalia De; Serafin, Stefania

    2013-01-01

    on the display, the device can be used as a motion-based controller, exploiting its internal motion sensors to their full potential. The game aims to be useful for both entertainment and educational purposes, and enjoyable both by visually-impaired (the main target audience for audio-based games nowadays...

  10. 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

  11. 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

  12. Crystallographic analysis of NHERF1–PLCβ3 interaction provides structural basis for CXCR2 signaling in pancreatic cancer

    International Nuclear Information System (INIS)

    Jiang, Yuanyuan; Wang, Shuo; Holcomb, Joshua; Trescott, Laura; Guan, Xiaoqing; Hou, Yuning; Brunzelle, Joseph; Sirinupong, Nualpun; Li, Chunying; Yang, Zhe

    2014-01-01

    Highlights: • CXCR2–NHERF1–PLCβ3 complex regulates CXCR2 signaling in pancreatic cancer. • The crystal structure of the NHERF1 PDZ1 domain in complex with PLCβ3. • The structure reveals specificity determinants of PDZ1–PLCβ3 interaction. • Endogenous PLCβ3 in pancreatic cancer cells interacts with both PDZ1 and PDZ2. • Structural basis of the PDZ1–PLCβ3 interaction is valuable in selective drug design. - Abstract: The formation of CXCR2–NHERF1–PLCβ3 macromolecular complex in pancreatic cancer cells regulates CXCR2 signaling activity and plays an important role in tumor proliferation and invasion. We previously have shown that disruption of the NHERF1-mediated CXCR2–PLCβ3 interaction abolishes the CXCR2 signaling cascade and inhibits pancreatic tumor growth in vitro and in vivo. Here we report the crystal structure of the NHERF1 PDZ1 domain in complex with the C-terminal PLCβ3 sequence. The structure reveals that the PDZ1–PLCβ3 binding specificity is achieved by numerous hydrogen bonds and hydrophobic contacts with the last four PLCβ3 residues contributing to specific interactions. We also show that PLCβ3 can bind both NHERF1 PDZ1 and PDZ2 in pancreatic cancer cells, consistent with the observation that the peptide binding pockets of these PDZ domains are highly structurally conserved. This study provides an understanding of the structural basis for the PDZ-mediated NHERF1–PLCβ3 interaction that could prove valuable in selective drug design against CXCR2-related cancers

  13. Crystallographic analysis of NHERF1–PLCβ3 interaction provides structural basis for CXCR2 signaling in pancreatic cancer

    Energy Technology Data Exchange (ETDEWEB)

    Jiang, Yuanyuan; Wang, Shuo; Holcomb, Joshua; Trescott, Laura; Guan, Xiaoqing; Hou, Yuning [Department of Biochemistry and Molecular Biology, Wayne State University School of Medicine, Detroit, MI (United States); Brunzelle, Joseph [Advanced Photon Source, Argonne National Lab, Argonne, IL (United States); Sirinupong, Nualpun [Nutraceuticals and Functional Food Research and Development Center, Prince of Songkla University, Hat-Yai, Songkhla (Thailand); Li, Chunying, E-mail: cl@med.wayne.edu [Department of Biochemistry and Molecular Biology, Wayne State University School of Medicine, Detroit, MI (United States); Yang, Zhe, E-mail: zyang@med.wayne.edu [Department of Biochemistry and Molecular Biology, Wayne State University School of Medicine, Detroit, MI (United States)

    2014-04-04

    Highlights: • CXCR2–NHERF1–PLCβ3 complex regulates CXCR2 signaling in pancreatic cancer. • The crystal structure of the NHERF1 PDZ1 domain in complex with PLCβ3. • The structure reveals specificity determinants of PDZ1–PLCβ3 interaction. • Endogenous PLCβ3 in pancreatic cancer cells interacts with both PDZ1 and PDZ2. • Structural basis of the PDZ1–PLCβ3 interaction is valuable in selective drug design. - Abstract: The formation of CXCR2–NHERF1–PLCβ3 macromolecular complex in pancreatic cancer cells regulates CXCR2 signaling activity and plays an important role in tumor proliferation and invasion. We previously have shown that disruption of the NHERF1-mediated CXCR2–PLCβ3 interaction abolishes the CXCR2 signaling cascade and inhibits pancreatic tumor growth in vitro and in vivo. Here we report the crystal structure of the NHERF1 PDZ1 domain in complex with the C-terminal PLCβ3 sequence. The structure reveals that the PDZ1–PLCβ3 binding specificity is achieved by numerous hydrogen bonds and hydrophobic contacts with the last four PLCβ3 residues contributing to specific interactions. We also show that PLCβ3 can bind both NHERF1 PDZ1 and PDZ2 in pancreatic cancer cells, consistent with the observation that the peptide binding pockets of these PDZ domains are highly structurally conserved. This study provides an understanding of the structural basis for the PDZ-mediated NHERF1–PLCβ3 interaction that could prove valuable in selective drug design against CXCR2-related cancers.

  14. Gamble

    DEFF Research Database (Denmark)

    Rehm, Matthias; Wissner, Michael

    2005-01-01

    In this article, we present Gamble, a small game of dice that is played by two users and an embodied conversational agent (ECA). By its abilities to communicate and collaborate, an ECA is well suited for engaging users in entertaining social interactions. Gamble is used as a test bed for such mul......In this article, we present Gamble, a small game of dice that is played by two users and an embodied conversational agent (ECA). By its abilities to communicate and collaborate, an ECA is well suited for engaging users in entertaining social interactions. Gamble is used as a test bed...

  15. Use Contexts and Usage Patterns of Interactive Case Simulation Tools by HIV Healthcare Providers in a Statewide Online Clinical Education Program.

    Science.gov (United States)

    Wang, Dongwen

    2017-01-01

    We analyzed four interactive case simulation tools (ICSTs) from a statewide online clinical education program. Results have shown that ICSTs are increasingly used by HIV healthcare providers. Smart phone has become the primary usage platform for specific ICSTs. Usage patterns depend on particular ICST modules, usage stages, and use contexts. Future design of ICSTs should consider these usage patterns for more effective dissemination of clinical evidence to healthcare providers.

  16. The intervening domain from MeCP2 enhances the DNA affinity of the methyl binding domain and provides an independent DNA interaction site.

    Science.gov (United States)

    Claveria-Gimeno, Rafael; Lanuza, Pilar M; Morales-Chueca, Ignacio; Jorge-Torres, Olga C; Vega, Sonia; Abian, Olga; Esteller, Manel; Velazquez-Campoy, Adrian

    2017-01-31

    Methyl-CpG binding protein 2 (MeCP2) preferentially interacts with methylated DNA and it is involved in epigenetic regulation and chromatin remodelling. Mutations in MeCP2 are linked to Rett syndrome, the leading cause of intellectual retardation in girls and causing mental, motor and growth impairment. Unstructured regions in MeCP2 provide the plasticity for establishing interactions with multiple binding partners. We present a biophysical characterization of the methyl binding domain (MBD) from MeCP2 reporting the contribution of flanking domains to its structural stability and dsDNA interaction. The flanking disordered intervening domain (ID) increased the structural stability of MBD, modified its dsDNA binding profile from an entropically-driven moderate-affinity binding to an overwhelmingly enthalpically-driven high-affinity binding. Additionally, ID provided an additional site for simultaneously and autonomously binding an independent dsDNA molecule, which is a key feature linked to the chromatin remodelling and looping activity of MeCP2, as well as its ability to interact with nucleosomes replacing histone H1. The dsDNA interaction is characterized by an unusually large heat capacity linked to a cluster of water molecules trapped within the binding interface. The dynamics of disordered regions together with extrinsic factors are key determinants of MeCP2 global structural properties and functional capabilities.

  17. 'I am treated well if I adhere to my HIV medication': putting patient-provider interactions in context through insights from qualitative research in five sub-Saharan African countries.

    Science.gov (United States)

    Ondenge, Ken; Renju, Jenny; Bonnington, Oliver; Moshabela, Mosa; Wamoyi, Joyce; Nyamukapa, Constance; Seeley, Janet; Wringe, Alison; Skovdal, Morten

    2017-07-01

    The nature of patient-provider interactions and communication is widely documented to significantly impact on patient experiences, treatment adherence and health outcomes. Yet little is known about the broader contextual factors and dynamics that shape patient-provider interactions in high HIV prevalence and limited-resource settings. Drawing on qualitative research from five sub-Saharan African countries, we seek to unpack local dynamics that serve to hinder or facilitate productive patient-provider interactions. This qualitative study, conducted in Kisumu (Kenya), Kisesa (Tanzania), Manicaland (Zimbabwe), Karonga (Malawi) and uMkhanyakude (South Africa), draws upon 278 in-depth interviews with purposively sampled people living with HIV with different diagnosis and treatment histories, 29 family members of people who died due to HIV and 38 HIV healthcare workers. Data were collected using topic guides that explored patient testing and antiretroviral therapy treatment journeys. Thematic analysis was conducted, aided by NVivo V.8.0 software. Our analysis revealed an array of inter-related contextual factors and power dynamics shaping patient-provider interactions. These included (1) participants' perceptions of roles and identities of 'self' and 'other'; (2) conformity or resistance to the 'rules of HIV service engagement' and a 'patient-persona'; (3) the influence of significant others' views on service provision; and (4) resources in health services. We observed that these four factors/dynamics were located in the wider context of conceptualisations of power, autonomy and structure. Patient-provider interaction is complex, multidimensional and deeply embedded in wider social dynamics. Multiple contextual domains shape patient-provider interactions in the context of HIV in sub-Saharan Africa. Interventions to improve patient experiences and treatment adherence through enhanced interactions need to go beyond the existing focus on patient-provider communication

  18. Quantified, Interactive Simulation of AMCW ToF Camera Including Multipath Effects.

    Science.gov (United States)

    Bulczak, David; Lambers, Martin; Kolb, Andreas

    2017-12-22

    In the last decade, Time-of-Flight (ToF) range cameras have gained increasing popularity in robotics, automotive industry, and home entertainment. Despite technological developments, ToF cameras still suffer from error sources such as multipath interference or motion artifacts. Thus, simulation of ToF cameras, including these artifacts, is important to improve camera and algorithm development. This paper presents a physically-based, interactive simulation technique for amplitude modulated continuous wave (AMCW) ToF cameras, which, among other error sources, includes single bounce indirect multipath interference based on an enhanced image-space approach. The simulation accounts for physical units down to the charge level accumulated in sensor pixels. Furthermore, we present the first quantified comparison for ToF camera simulators. We present bidirectional reference distribution function (BRDF) measurements for selected, purchasable materials in the near-infrared (NIR) range, craft real and synthetic scenes out of these materials and quantitatively compare the range sensor data.

  19. Quantified, Interactive Simulation of AMCW ToF Camera Including Multipath Effects

    Directory of Open Access Journals (Sweden)

    David Bulczak

    2017-12-01

    Full Text Available In the last decade, Time-of-Flight (ToF range cameras have gained increasing popularity in robotics, automotive industry, and home entertainment. Despite technological developments, ToF cameras still suffer from error sources such as multipath interference or motion artifacts. Thus, simulation of ToF cameras, including these artifacts, is important to improve camera and algorithm development. This paper presents a physically-based, interactive simulation technique for amplitude modulated continuous wave (AMCW ToF cameras, which, among other error sources, includes single bounce indirect multipath interference based on an enhanced image-space approach. The simulation accounts for physical units down to the charge level accumulated in sensor pixels. Furthermore, we present the first quantified comparison for ToF camera simulators. We present bidirectional reference distribution function (BRDF measurements for selected, purchasable materials in the near-infrared (NIR range, craft real and synthetic scenes out of these materials and quantitatively compare the range sensor data.

  20. Quality of interaction between primary health-care providers and patients with type 2 diabetes in Muscat, Oman: an observational study

    Directory of Open Access Journals (Sweden)

    Vernby Åsa

    2006-12-01

    Full Text Available Abstract Background A good patient-physician interaction is particularly important in chronic diseases like diabetes. There are so far no published data regarding the interaction between the primary health-care providers and patients with type 2 diabetes in Oman, where diabetes is a major and growing health problem. This study aimed at exploring how health-care providers interact with patients with type 2 diabetes at primary health-care level in Muscat, Oman, focusing on the consultation environment, and some aspects of care and information. Methods Direct observations of 90 consultations between 23 doctors and 13 diabetes nurses concerned with diabetes management during their consultations with type 2 diabetes patients in six primary health-care centres in the Muscat region, using checklists developed from the National Diabetes Guidelines. Consultations were assessed as optimal if more than 75% of observed aspects were fulfilled and sub-optimal if less than 50% were fulfilled. Results Overall 52% of the doctors' consultations were not optimal. Some important aspects for a positive consultation environment were fulfilled in only about half of the doctors' consultations: ensuring privacy of consultation (49%, eye contact (49%, good attention (52%, encouraging asking questions (47%, and emphasizing on the patients' understanding of the provided information (52%. The doctors enquired about adverse effects of anti-diabetes drugs in less than 10% of consultations. The quality of the nurses' consultations was sub-optimal in about 75% of 85 consultations regarding aspects of consultation environment, care and information. Conclusion The performance of the primary health-care doctors and diabetes nurses needs to be improved. The role of the diabetes nurses and the teamwork should be enhanced. We suggest a multidisciplinary team approach, training and education to the providers to upgrade their skills regarding communication and care. Barriers to

  1. Cross Cultural Comparison of Interactivity on Internet Service Providers'(ISP Websites Between Iran and Malaysia

    Directory of Open Access Journals (Sweden)

    shahriar azizi

    2011-12-01

    Full Text Available This study aims to examine the content of ISPs' websites in two countries, Iran and Malaysia. The sample contained 31 Iranian and 19 Malaysian websites. Each website was content analyzed for use of various interactivity functions in three dimensions of consumer – message, consumer – marketer and consumer – consumer interactivity. Our findings indicate that Iranian websites tend to emphasize consumer – marketer interactivity (H2, whereas Malaysian websites highlight consumer – message (H1 and consumer – consumer interactivity.

  2. 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…

  3. 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.

  4. Concepção e realização de um modelo computacional de jogos interativos no contexto da aprendizagem colaborativa

    OpenAIRE

    Silva, Fabio de Melo

    2008-01-01

    For a long time, games were associated to entertainment activities, limited to recreation. The electronic games have as pioneer Willy Higinbotham, a physicist from Brookhaven National Laboratories that created in 1958 a simple game of tennis that was implemented in an oscilloscope. Since then, some failures occurred in the acceptance of such products. However, with the advent of new virtual worlds, more interactive and visually rich, capable of providing a rich communication...

  5. Redes sociales y usos educativos

    OpenAIRE

    Meza Castillo, Andrea Johanna

    2015-01-01

    This paper describes the social networks, in particular, emphasizes the use of YouTube for educational purposes. In YouTube you can find educational, entertaining, musical information, etc. with audiovisual content with higher quality reception for their creative and explanatory clarity. One of the major benefits of YouTube is to provide a wide range of opportunities and alternatives for education where they can constantly interact at any time with different cultures. When n...

  6. Attitudes and behaviours of maternal health care providers in interactions with clients: a systematic review.

    Science.gov (United States)

    Mannava, P; Durrant, K; Fisher, J; Chersich, M; Luchters, S

    2015-08-15

    interactions far outweigh positive ones. The nature of the factors which influence health worker attitudes and behaviours suggests that strengthening health systems, and workforce development, including in communication and counselling skills, are important. Greater attention is required to the attitudes and behaviours of MHCPs within efforts to improve maternal health, for the sake of both women and health care providers.

  7. Provider-patient interaction in rural Cameroon--how it relates to the patient's understanding of diagnosis and prescribed drugs, the patient's concept of illness, and access to therapy.

    Science.gov (United States)

    Labhardt, Niklaus Daniel; Schiess, Kaspar; Manga, Engelbert; Langewitz, Wolf

    2009-08-01

    This cross-sectional survey examines the relation between provider-patient interaction and several patient-outcomes in a rural health district in Cameroon. We used structured patient interviews and the Roter Interaction Analysis System (RIAS) for analysis of audio-recorded consultations. Data from 130 primary care consultations with 13 health-care providers were analysed. 51% of patients correctly named their diagnoses after the consultation; in 47% of prescribed drugs patients explained correctly the purpose. Patients' ability to recall diagnoses was related to the extent of clarity a provider used in mentioning it during consultation (recall rates: 87.5% if mentioned explicitly, 56.7% if mentioned indirectly and 19.2% if not mentioned at all; pbuy prescribed drugs, discussion about financial issues was very rare during consultations. Providers issued financial questions in 32%, patients in 21% of consultations. This study shows that provider-patient interaction in primary health care in a rural Cameroon district deserves more attention. It might improve the patients' knowledge about their health condition and support them in beneficial health behaviour. Our findings should encourage providers to give more medical explanation, to discuss patients' health beliefs in a non-judgmental manner, and to consider financial issues more carefully.

  8. An image-based approach to the rendering of crowds in real-time

    OpenAIRE

    Tecchia, Franco

    2007-01-01

    The wide use of computer graphics in games, entertainment, medical, architectural and cultural applications, has led it to becoming a prevalent area of research. Games and entertainment in general have become one of the driving forces of the real-time computer graphics industry, bringing reasonably realistic, complex and appealing virtual worlds to the mass-market. At the current stage of technology, an user can interactively navigate through complex, polygon-based scenes rendered with sophis...

  9. Elckerlyc goes mobile - Enabling natural interaction in mobile user interfaces

    NARCIS (Netherlands)

    Klaassen, Randy; Hendrix, Jordi; Reidsma, Dennis; op den Akker, Hendrikus J.A.; van Dijk, Elisabeth M.A.G.; op den Akker, Harm

    The fast growth of computational resources and speech technology available on mobile devices makes it possible to entertain users of these devices in having a natural dialogue with service systems. These systems are sometimes perceived as social agents and this can be supported by presenting them on

  10. Bidirectional interactions between the baroreceptor reflex and arousal: an update.

    Science.gov (United States)

    Silvani, Alessandro; Calandra-Buonaura, Giovanna; Benarroch, Eduardo E; Dampney, Roger A L; Cortelli, Pietro

    2015-02-01

    Studies involving genetic engineering on animal models and mathematical analysis of cardiovascular signals on humans are shedding new light on the interactions between the arterial baroreceptor reflex (baroreflex) and arousal. Baroreceptor stimulation, if very mild or performed under anaesthesia, may inhibit cortical arousal. However, substantial increases or decreases in baroreflex activation cause arousal in animal models and human subjects in physiological conditions. On the other hand, cardiovascular changes during autonomic arousals and between the states of wakefulness and sleep involve changes in the baroreflex set point and balance with central autonomic commands. Neural connectivity and functional data suggest that the nucleus of the solitary tract, adrenergic C1 neurons of the medulla, and the parabrachial nucleus of the pons mediate the bidirectional interactions between the baroreflex and arousal. These interactions may constitute a positive feedback loop that facilitates sharp and coordinated brain state and autonomic transitions upon arousal: upon arousal, central autonomic commands may increase blood pressure, thereby loading baroreceptors and further increasing arousal. Anomalies of this feedback loop may play a role in the pathophysiology of disease conditions associated with cardiovascular and sleep-wake cycle alterations. These conditions include: obstructive sleep apnoea syndrome, with its association with excessive daytime sleepiness and baroreflex impairment; and insomnia, with its association with autonomic hyperarousal and hypertension. When faced with disorders associated with cardiovascular and sleep-wake cycle alterations, clinical reasoning should entertain the possibility that both conditions are strongly influenced by anomalies of baroreflex function. Copyright © 2014 Elsevier B.V. All rights reserved.

  11. 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

  12. Determinants of satisfaction with health care provider interactions at health centres in central Ethiopia: a cross sectional study

    Directory of Open Access Journals (Sweden)

    Woldie Mirkuzie

    2010-03-01

    Full Text Available Abstract Background In primary health care, provider-patient interaction is fundamental platform and critically affects service delivery. Nevertheless, it is often ignored in medical research and practice and it is infrequently subjected to scientific inquiry, particularly in Ethiopia. This study aimed to assess patient satisfaction with health care provider interactions and its influencing factors among out-patients at health centers in West Shoa, Central Ethiopia. Methods A cross sectional facility based study was conducted on 768 out-patients of six health centers in West Shoa Zone, Central Ethiopia. The total sample size was allocated to each of the six health centers based on patient flow during the ten days prior to the start of data collection. Pre-tested instruments were used for data collection and the data were analyzed using SPSS version 16.0 statistical software. Factor score was computed for the items identified to represent the satisfaction scale by varimax rotation method. Using this regression factor score, multivariate linear regression analysis was performed and the effect of independent variables on the regression factor score was quantified. Results Seventy three percent of the respondents perceived that provider's empathy was good and 35% complained that providers were not technically competent enough. In addition, 82% of the respondents rated non-verbal communication by the providers to be good, very good or excellent on a five-point ordinal scale. Regardless of the process, only 34.1% of the patients implied that the consultations made a difference in understanding their illness and coping with it. Generally speaking, 62.6% of the patients reported that they have been satisfied with their visit. Perceived empathy, perceived technical competency, non-verbal communication, patient enablement, being told the name of once illness, type and frequency of visit, knowing the providers and educational status were main independent

  13. 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.

  14. The Effect of Current Trends in Mobile Marketing on Traditional Marketing Communications and Customer Relationship Management

    OpenAIRE

    Hoffmann, Kristina

    2011-01-01

    As consumers increasingly prefer mobile devices as their main communication and entertainment channel, it becomes more and more important for marketers as well. Mobile marketing today does not only include sending SMS and E-mail but rather is becoming a whole new interactive, rich-media marketing channel with possibilities for direct engagement with ads and brands like never before. This research attempts to provide a greater understanding about the effects of current trends in mobile mark...

  15. Brooklyn et "ses" Dodgers. Base-ball et construction des identités urbaines aux Etats-Unis, une sociohistoire (1883-1957)

    OpenAIRE

    Marquis , Peter

    2009-01-01

    From the 1880s onwards, baseball has played a considerable role in the shaping of urban cultures in the United States. The Dodgers, a professional team based in the New York borough of Brooklyn, provide a remarkable illustration of the rarely studied interaction between urban identities, people's passion for sports, and the history of entertainment businesses. From their birth in 1883 to their much-contested move to Los Angeles in 1957, the Dodgers have established themselves as Brooklyn's ho...

  16. Design of Tangible Games for Children Undergoing Occupational and Physical Therapy

    OpenAIRE

    Delden , Robby ,; Aarts , Pauline; Dijk , Betsy ,

    2012-01-01

    Part 6: Serious Games (Health and Social); International audience; Games can offer an entertaining alternative to repetitive tasks. In this paper, we propose the use of tangible interactive games for the repetitive training of upper limbs in the therapy of children with Cerebral Palsy (CP). We obtained promising results. The total of four created games succeeded in triggering all the to-be-trained movements properly and in a motivating and entertaining way. A physical quiz game was especially...

  17. The Interplay of Reader Goals, Working Memory, and Text Structure During Reading

    Science.gov (United States)

    Bohn-Gettler, Catherine M.; Kendeou, Panayiota

    2014-01-01

    In the current study we examined the complex interactions of instructional context, text properties, and reader characteristics during comprehension. College students were tasked with the goal of reading for study versus entertainment (instructional context) while thinking-aloud about four different expository text structures (text properties). Working memory also was assessed (reader characteristics). Reading goals and working memory interacted to influence paraphrasing and non-coherence processes when thinking aloud. Reading goals, working memory, and text structure all interacted to influence text-based inferences. Text structure also influenced knowledge-based inferences. Post-reading recall was highest for those with the instructional goal of reading for study (compared to entertainment), as well as for problem-response and compare-contrast texts (compared to descriptive and chronological texts). Implications of the findings are discussed. PMID:25018581

  18. Software of Seismic Proportions Promotes Enjoyable Learning

    Science.gov (United States)

    2005-01-01

    While working for NASA, Jack Sculley and Terry Brooks had a revelation. They wanted to find a novel and unique way to present the scientific principles of NASA research to the public, so as to not only enlighten, but entertain. Suddenly, their revelation morphed into something even grander. "Why stop at NASA?" they asked themselves. With this thought, Sculley and Brooks left NASA and set out to convey voluminous scientific findings from different organizations in the form of digital, interactive media that would enhance the exploration and adventure interests of people of all ages. Sculley, a former researcher at Ames Research Center, the Jet Propulsion Laboratory (JPL), and Apple, Inc. s and LucasFilm Ltd. s multimedia labs, and Brooks, a former public information officer at JPL and an Emmy award-winning documentary film producer, founded Seismic Entertainment in 1989 to communicate their "edutainment" ideas. The two acknowledge that NASA has provided much of the inspiration and content for Seismic Entertainment over the past decade and a half. Additionally, Sculley s experience as a virtual reality and Mars specialist and Brooks s experience creating NASA public access programs were significant to the San Francisco-based company s success. Its most recent project, "Inside NASA," provides virtual tours of NASA s field centers and allows for a comprehensive focus on the broad range of NASA programs for the benefit of the general public

  19. Protein Interaction Analysis Provides a Map of the Spatial and Temporal Organization of the Ciliary Gating Zone.

    Science.gov (United States)

    Takao, Daisuke; Wang, Liang; Boss, Allison; Verhey, Kristen J

    2017-08-07

    The motility and signaling functions of the primary cilium require a unique protein and lipid composition that is determined by gating mechanisms localized at the base of the cilium. Several protein complexes localize to the gating zone and may regulate ciliary protein composition; however, the mechanisms of ciliary gating and the dynamics of the gating components are largely unknown. Here, we used the BiFC (bimolecular fluorescence complementation) assay and report for the first time on the protein-protein interactions that occur between ciliary gating components and transiting cargoes during ciliary entry. We find that the nucleoporin Nup62 and the C termini of the nephronophthisis (NPHP) proteins NPHP4 and NPHP5 interact with the axoneme-associated kinesin-2 motor KIF17 and thus spatially map to the inner region of the ciliary gating zone. Nup62 and NPHP4 exhibit rapid turnover at the transition zone and thus define dynamic components of the gate. We find that B9D1, AHI1, and the N termini of NPHP4 and NPHP5 interact with the transmembrane protein SSTR3 and thus spatially map to the outer region of the ciliary gating zone. B9D1, AHI1, and NPHP5 exhibit little to no turnover at the transition zone and thus define components of a stable gating structure. These data provide the first comprehensive map of the molecular orientations of gating zone components along the inner-to-outer axis of the ciliary gating zone. These results advance our understanding of the functional roles of gating zone components in regulating ciliary protein composition. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. Incidental Lexicon Acquisition through Playful Interaction

    OpenAIRE

    Lukas Wilhelm Ansteeg

    2015-01-01

    This paper presents an educational game which aids learners with foreign lexicon acquisition while entertaining them at the same time. An overview over existing language learning tools is given, and a general platform for educational games for second language acquisition (SLA) is described. It introduces a specific prototype video game which teaches Italian vocabulary to the user. The application puts learning at the core of its game mechanics and combines it with a narrative and role-playing...

  1. 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.

  2. CLASSIFICATION AND COMPLEX STATE VALUE OF SHOPPING CENTERS: PROJECT-ORIENTED APPROACH

    Directory of Open Access Journals (Sweden)

    Юрій Павлович РАК

    2016-02-01

    Full Text Available Was done the analysis of projects objects of trade and entertainment centers from the perspective of improving the life safety and is proposed the definition of "Trade and entertainment center", "Trade and entertainment center" and "Complex value of trade and entertainment center." A classification of shopping centers on the classification criteria and the criteria are characterized by increased security status and attractiveness of their operation. The classification of trade and entertainment centers on the criteria of classification features were made. It characterizes the security situation and will increase the attractiveness of their operation. In the nearest future the most secure and modern TEC will be those buildings who will have unique qualities such as safety systems, excellent customer service, and thus by a high level of trust (the client to the mall. The important role will play those TEC, who have clearly formed value oriented project management, including communication values using innovative methods and models. Trade and entertainment centers as an organization are included in the complex process of interaction management. They being both as an enterprise that serves the public and satisfying a great range of his interests and architectural site, which is leased and increases the business attractiveness of the district of TEC location. This duality of the essence of TEC center makes difficult to assess the effectiveness of its security.

  3. Audio effects on haptics perception during drilling simulation

    Directory of Open Access Journals (Sweden)

    Yair Valbuena

    2017-06-01

    Full Text Available Virtual reality has provided immersion and interactions through computer generated environments attempting to reproduce real life experiences through sensorial stimuli. Realism can be achieved through multimodal interactions which can enhance the user’s presence within the computer generated world. The most notorious advances in virtual reality can be seen in computer graphics visuals, where photorealism is the norm thriving to overcome the uncanny valley. Other advances have followed related to sound, haptics, and in a lesser manner smell and taste feedback. Currently, virtual reality systems (multimodal immersion and interactions through visual-haptic-sound are being massively used in entertainment (e.g., cinema, video games, art, and in non-entertainment scenarios (e.g., social inclusion, educational, training, therapy, and tourism. Moreover, the cost reduction of virtual reality technologies has resulted in the availability at a consumer-level of various haptic, headsets, and motion tracking devices. Current consumer-level devices offer low-fidelity experiences due to the properties of the sensors, displays, and other electro-mechanical devices, that may not be suitable for high-precision or realistic experiences requiring dexterity. However, research has been conducted on how toovercome or compensate the lack of high fidelity to provide an engaging user experience using storytelling, multimodal interactions and gaming elements. Our work focuses on analyzing the possible effects of auditory perception on haptic feedback within a drilling scenario. Drilling involves multimodal interactions and it is a task with multiple applications in medicine, crafting, and construction. We compare two drilling scenarios were two groups of participants had to drill through wood while listening to contextual and non-contextual audios. We gathered their perception using a survey after the task completion. From the results, we believe that sound does

  4. An Interaction between KSHV ORF57 and UIF Provides mRNA-Adaptor Redundancy in Herpesvirus Intronless mRNA Export

    Science.gov (United States)

    Jackson, Brian R.; Boyne, James R.; Noerenberg, Marko; Taylor, Adam; Hautbergue, Guillaume M.; Walsh, Matthew J.; Wheat, Rachel; Blackbourn, David J.; Wilson, Stuart A.; Whitehouse, Adrian

    2011-01-01

    The hTREX complex mediates cellular bulk mRNA nuclear export by recruiting the nuclear export factor, TAP, via a direct interaction with the export adaptor, Aly. Intriguingly however, depletion of Aly only leads to a modest reduction in cellular mRNA nuclear export, suggesting the existence of additional mRNA nuclear export adaptor proteins. In order to efficiently export Kaposi's sarcoma-associated herpesvirus (KSHV) intronless mRNAs from the nucleus, the KSHV ORF57 protein recruits hTREX onto viral intronless mRNAs allowing access to the TAP-mediated export pathway. Similarly however, depletion of Aly only leads to a modest reduction in the nuclear export of KSHV intronless mRNAs. Herein, we identify a novel interaction between ORF57 and the cellular protein, UIF. We provide the first evidence that the ORF57-UIF interaction enables the recruitment of hTREX and TAP to KSHV intronless mRNAs in Aly-depleted cells. Strikingly, depletion of both Aly and UIF inhibits the formation of an ORF57-mediated nuclear export competent ribonucleoprotein particle and consequently prevents ORF57-mediated mRNA nuclear export and KSHV protein production. Importantly, these findings highlight that redundancy exists in the eukaryotic system for certain hTREX components involved in the mRNA nuclear export of intronless KSHV mRNAs. PMID:21814512

  5. 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

  6. Interactive Graphic Journalism

    Directory of Open Access Journals (Sweden)

    Laura Schlichting

    2016-12-01

    Full Text Available This paper examines graphic journalism (GJ in a transmedial context, and argues that transmedial graphic journalism (TMGJ is an important and fruitful new form of visual storytelling, that will re-invigorate the field of journalism, as it steadily tests out and plays with new media, ultimately leading to new challenges in both the production and reception process. With TMGJ, linear narratives may be broken up and ethical issues concerning the emotional and entertainment value are raised when it comes to ‘playing the news’. The aesthetic characteristics of TMGJ will be described and interactivity’s influence on non-fiction storytelling will be explored in an analysis of The Nisoor Square Shooting (2011 and Ferguson Firsthand (2015.

  7. 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

  8. Effects of Perceived Values on Continuance Usage of Facebook

    Science.gov (United States)

    Yang, Heng-Li; Lai, Cheng-Yu

    Facebook is one of the renowned social networking sites (SNS) on the Internet. As compared to the conventional SNS, it not only provides social interaction features, but has more entertainment elements on the website. Many Facebook users use the website for the purpose of playing the embedded games rather than use its original social features, i.e., individual's perceived values about the usage of Facebook may have changed. Consequently, it is an interesting issue to know individual's perceived values and satisfaction toward continuance usage of the new style SNS like Facebook. Based on prior literatures, three different value orientations, including social orientation, entertainment orientation and fashion orientation, were adopted in this study to examine their influence on individual's satisfaction and continuance intention to use Facebook. An empirical survey and partial least squares (PLS) technology was utilized to test the proposed hypotheses. Several empirical results were found. Both academic and practical implications are discussed.

  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. Dispositivos móveis: Desafios para o marketing

    Directory of Open Access Journals (Sweden)

    Ricardo Costa

    2012-02-01

    Full Text Available Abstract The new millennium brought with it the advancement of digital technologies providing the link between people through computers, mobile phones and televisions, thanks to digital connections. You can communicate, research, study, buy and sell, entertain and relate to, creating a society by means of mobile devices. Analyzing this scenario presents the proposition of virtual context as a society, where people cultivate their habits, behaviors and values, creating a space for interactive communication. In this context of relationships, citizens across the universe are provided by mobile devices, creating new forms of relationships with commercial purposes.

  11. Parent-provider communication during hospitalization.

    Science.gov (United States)

    Fisher, Mark J; Broome, Marion E

    2011-02-01

    Parents and health care providers interact and communicate with each other during a child's hospitalization. The purpose of this study was to compare communication experiences of parents, nurses, and physicians. A unique aspect of this study involved combining three individual data sources into a collective unit of study (triad). Triads involved in the care of three children in the inpatient setting of an urban children's hospital served as the sample for this study (n = 10). Participants were asked semistructured questions during face-to-face interviews. Findings included (a) the importance of providing information by health care providers using a caring and inclusive approach, (b) the benefits of establishing interpersonal connections and nurturing relationships, and (c) the identification of specific behaviors in all members of the triad that contribute to and sustain positively perceived communication. Future research directions examining triadic interactions, communication, and relationships among parents, nurses, and physicians are recommended. Copyright © 2011 Elsevier Inc. All rights reserved.

  12. Services in support of promoting territorial tourism and culture: the living lab project EPULIA

    Directory of Open Access Journals (Sweden)

    Domenica Suma

    2014-12-01

    Full Text Available The project “Enjoy Puglia using Ubiquitous technology in Landscape Interactive Adventures” (EPULIA is aimed at the development of a platform populated by innovative and technological applications in which users can enjoy entertainment and educational contents in an interactive way, by means of multimedia and mobile technology. The platform, through the support of the skills of SMEs (LifeResult, Info.Sist and Cedimpresa and the Research Laboratory (Consortium CETMA in terms of research and experimentation, aims to provide services for supporting the promotion of the cultural tourism of Apulia, and provides information and contents of interest for tourists, including routes and itineraries, with the definition of real interactive and geo-referenced maps and information on available accommodation. The platform will provide tourists with added value in information retrieval: using modern devices, equipped with GPS, the multi-channel services will offer and unify contents that might otherwise be disseminated using Internet sites and portals.

  13. Pharmaceutical companies and healthcare providers: Going beyond the gift - An explorative review.

    Science.gov (United States)

    Latten, Tom; Westra, Daan; Angeli, Federica; Paulus, Aggie; Struss, Marleen; Ruwaard, Dirk

    2018-01-01

    Interactions between pharmaceutical companies and healthcare providers are increasingly scrutinized by academics, professionals, media, and politicians. Most empirical studies and professional guidelines focus on unilateral donor-recipient types of interaction and overlook, or fail to distinguish between, more reciprocal types of interaction. However, the degree of goal alignment and potential for value creation differs in these two types of interactions. Failing to differentiate between these two forms of interaction between pharmaceutical companies and healthcare providers could thus lead to biased conclusions regarding their desirability. This study reviews the empirical literature regarding the effects of bilateral forms of interactions between pharmaceutical companies and healthcare providers in order to explore their effects. We searched two medical databases (i.e. PubMed and Cochrane Library) and one business database (i.e. EBSCO) for empirical, peer-reviewed articles concerning any type of bilateral interaction between pharmaceutical companies and healthcare providers. We included quantitative articles which were written in English and published between January 1st, 2000 and October 31st, 2016, and where the title or abstract included a combination of synonyms of the following keywords: pharmaceutical companies, healthcare providers, interaction, and effects. Our search results yielded 10 studies which were included in our analysis. These studies focused on either research-oriented interaction or on education-oriented interaction. The included studies reported various outcomes of interaction such as prescribing behavior, ethical dilemmas, and research output. Regardless of the type of interaction, the studies either reported no significant effects or ambivalent outcomes such as affected clinical practice or ethical issues. The effects of bilateral interactions reported in the literature are similar to those reported in studies concerning unilateral

  14. 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...

  15. 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

  16. Provider Use of a Novel EHR display in the Pediatric Intensive Care Unit. Large Customizable Interactive Monitor (LCIM).

    Science.gov (United States)

    Asan, Onur; Holden, Richard J; Flynn, Kathryn E; Yang, Yushi; Azam, Laila; Scanlon, Matthew C

    2016-07-20

    The purpose of this study was to explore providers' perspectives on the use of a novel technology, "Large Customizable Interactive Monitor" (LCIM), a novel application of the electronic health record system implemented in a Pediatric Intensive Care Unit. We employed a qualitative approach to collect and analyze data from pediatric intensive care physicians, pediatric nurse practitioners, and acute care specialists. Using semi-structured interviews, we collected data from January to April, 2015. The research team analyzed the transcripts using an iterative coding method to identify common themes. Study results highlight contextual data on providers' use routines of the LCIM. Findings from thirty six interviews were classified into three groups: 1) providers' familiarity with the LCIM; 2) providers' use routines (i.e. when and how they use it); and 3) reasons why they use or do not use it. It is important to conduct baseline studies of the use of novel technologies. The importance of training and orientation affects the adoption and use patterns of this new technology. This study is notable for being the first to investigate a LCIM system, a next generation system implemented in the pediatric critical care setting. Our study revealed this next generation HIT might have great potential for family-centered rounds, team education during rounds, and family education/engagement in their child's health in the patient room. This study also highlights the effect of training and orientation on the adoption patterns of new technology.

  17. Visidep (TM): A Three-Dimensional Imaging System For The Unaided Eye

    Science.gov (United States)

    McLaurin, A. Porter; Jones, Edwin R.; Cathey, LeConte

    1984-05-01

    The VISIDEP process for creating images in three dimensions on flat screens is suitable for photographic, electrographic and computer generated imaging systems. Procedures for generating these images vary from medium to medium due to the specific requirements of each technology. Imaging requirements for photographic and electrographic media are more directly tied to the hardware than are computer based systems. Applications of these technologies are not limited to entertainment, but have implications for training, interactive computer/video systems, medical imaging, and inspection equipment. Through minor modification the system can provide three-dimensional images with accurately measureable relationships for robotics and adds this factor for future developments in artificial intelligence. In almost any area requiring image analysis or critical review, VISIDEP provides the added advantage of three-dimensionality. All of this is readily accomplished without aids to the human eye. The system can be viewed in full color, false-color infra-red, and monochromatic modalities from any angle and is also viewable with a single eye. Thus, the potential of application for this developing system is extensive and covers the broad spectrum of human endeavor from entertainment to scientific study.

  18. 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.

  19. Lodging Update: Providence, Rhode Island

    Directory of Open Access Journals (Sweden)

    Ragel Roginsky

    2013-04-01

    Full Text Available Each quarter, Pinnacle Advisory Group prepares an analysis of the New England lodging industry, which provides a regional summary and then focuses in depth on a particular market. These reviews look at recent and proposed supply changes, factors affecting demand and growth rates, and the effects of interactions between such supply and demand trends. In this issue, the authors spotlight the lodging market in Providence, Rhode Island.

  20. Provider interaction with the electronic health record: the effects on patient-centered communication in medical encounters.

    Science.gov (United States)

    Street, Richard L; Liu, Lin; Farber, Neil J; Chen, Yunan; Calvitti, Alan; Zuest, Danielle; Gabuzda, Mark T; Bell, Kristin; Gray, Barbara; Rick, Steven; Ashfaq, Shazia; Agha, Zia

    2014-09-01

    The computer with the electronic health record (EHR) is an additional 'interactant' in the medical consultation, as clinicians must simultaneously or in alternation engage patient and computer to provide medical care. Few studies have examined how clinicians' EHR workflow (e.g., gaze, keyboard activity, and silence) influences the quality of their communication, the patient's involvement in the encounter, and conversational control of the visit. Twenty-three primary care providers (PCPs) from USA Veterans Administration (VA) primary care clinics participated in the study. Up to 6 patients per PCP were recruited. The proportion of time PCPs spent gazing at the computer was captured in real time via video-recording. Mouse click/scrolling activity was captured through Morae, a usability software that logs mouse clicks and scrolling activity. Conversational silence was coded as the proportion of time in the visit when PCP and patient were not talking. After the visit, patients completed patient satisfaction measures. Trained coders independently viewed videos of the interactions and rated the degree to which PCPs were patient-centered (informative, supportive, partnering) and patients were involved in the consultation. Conversational control was measured as the proportion of time the PCP held the floor compared to the patient. The final sample included 125 consultations. PCPs who spent more time in the consultation gazing at the computer and whose visits had more conversational silence were rated lower in patient-centeredness. PCPs controlled more of the talk time in the visits that also had longer periods of mutual silence. PCPs were rated as having less effective communication when they spent more time looking at the computer and when there was more periods of silence in the consultation. Because PCPs increasingly are using the EHR in their consultations, more research is needed to determine effective ways that they can verbally engage patients while simultaneously

  1. Pharmaceutical companies and healthcare providers: Going beyond the gift – An explorative review

    Science.gov (United States)

    Westra, Daan; Angeli, Federica; Paulus, Aggie; Struss, Marleen; Ruwaard, Dirk

    2018-01-01

    Introduction Interactions between pharmaceutical companies and healthcare providers are increasingly scrutinized by academics, professionals, media, and politicians. Most empirical studies and professional guidelines focus on unilateral donor-recipient types of interaction and overlook, or fail to distinguish between, more reciprocal types of interaction. However, the degree of goal alignment and potential for value creation differs in these two types of interactions. Failing to differentiate between these two forms of interaction between pharmaceutical companies and healthcare providers could thus lead to biased conclusions regarding their desirability. This study reviews the empirical literature regarding the effects of bilateral forms of interactions between pharmaceutical companies and healthcare providers in order to explore their effects. Material and methods We searched two medical databases (i.e. PubMed and Cochrane Library) and one business database (i.e. EBSCO) for empirical, peer-reviewed articles concerning any type of bilateral interaction between pharmaceutical companies and healthcare providers. We included quantitative articles which were written in English and published between January 1st, 2000 and October 31st, 2016, and where the title or abstract included a combination of synonyms of the following keywords: pharmaceutical companies, healthcare providers, interaction, and effects. Results Our search results yielded 10 studies which were included in our analysis. These studies focused on either research-oriented interaction or on education-oriented interaction. The included studies reported various outcomes of interaction such as prescribing behavior, ethical dilemmas, and research output. Regardless of the type of interaction, the studies either reported no significant effects or ambivalent outcomes such as affected clinical practice or ethical issues. Discussion and conclusion The effects of bilateral interactions reported in the literature are

  2. USER–APPROPRIATE VIEWER FOR HIGH RESOLUTION INTERACTIVE ENGAGEMENT WITH 3D DIGITAL CULTURAL ARTEFACTS

    Directory of Open Access Journals (Sweden)

    D. Gillespie

    2013-07-01

    Full Text Available Three dimensional (3D laser scanning is an important documentation technique for cultural heritage. This technology has been adopted from the engineering and aeronautical industry and is an invaluable tool for the documentation of objects within museum collections (La Pensée, 2008. The datasets created via close range laser scanning are extremely accurate and the created 3D dataset allows for a more detailed analysis in comparison to other documentation technologies such as photography. The dataset can be used for a range of different applications including: documentation; archiving; surface monitoring; replication; gallery interactives; educational sessions; conservation and visualization. However, the novel nature of a 3D dataset is presenting a rather unique challenge with respect to its sharing and dissemination. This is in part due to the need for specialised 3D software and a supported graphics card to display high resolution 3D models. This can be detrimental to one of the main goals of cultural institutions, which is to share knowledge and enable activities such as research, education and entertainment. This has limited the presentation of 3D models of cultural heritage objects to mainly either images or videos. Yet with recent developments in computer graphics, increased internet speed and emerging technologies such as Adobe's Stage 3D (Adobe, 2013 and WebGL (Khronos, 2013, it is now possible to share a dataset directly within a webpage. This allows website visitors to interact with the 3D dataset allowing them to explore every angle of the object, gaining an insight into its shape and nature. This can be very important considering that it is difficult to offer the same level of understanding of the object through the use of traditional mediums such as photographs and videos. Yet this presents a range of problems: this is a very novel experience and very few people have engaged with 3D objects outside of 3D software packages or games

  3. User-Appropriate Viewer for High Resolution Interactive Engagement with 3d Digital Cultural Artefacts

    Science.gov (United States)

    Gillespie, D.; La Pensée, A.; Cooper, M.

    2013-07-01

    Three dimensional (3D) laser scanning is an important documentation technique for cultural heritage. This technology has been adopted from the engineering and aeronautical industry and is an invaluable tool for the documentation of objects within museum collections (La Pensée, 2008). The datasets created via close range laser scanning are extremely accurate and the created 3D dataset allows for a more detailed analysis in comparison to other documentation technologies such as photography. The dataset can be used for a range of different applications including: documentation; archiving; surface monitoring; replication; gallery interactives; educational sessions; conservation and visualization. However, the novel nature of a 3D dataset is presenting a rather unique challenge with respect to its sharing and dissemination. This is in part due to the need for specialised 3D software and a supported graphics card to display high resolution 3D models. This can be detrimental to one of the main goals of cultural institutions, which is to share knowledge and enable activities such as research, education and entertainment. This has limited the presentation of 3D models of cultural heritage objects to mainly either images or videos. Yet with recent developments in computer graphics, increased internet speed and emerging technologies such as Adobe's Stage 3D (Adobe, 2013) and WebGL (Khronos, 2013), it is now possible to share a dataset directly within a webpage. This allows website visitors to interact with the 3D dataset allowing them to explore every angle of the object, gaining an insight into its shape and nature. This can be very important considering that it is difficult to offer the same level of understanding of the object through the use of traditional mediums such as photographs and videos. Yet this presents a range of problems: this is a very novel experience and very few people have engaged with 3D objects outside of 3D software packages or games. This paper

  4. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  5. A Large-Scale Study of Surrogate Physicality and Gesturing on Human–Surrogate Interactions in a Public Space

    Directory of Open Access Journals (Sweden)

    Kangsoo Kim

    2017-07-01

    Full Text Available Technological human surrogates, including robotic and virtual humans, have been popularly used in various scenarios, including training, education, and entertainment. Prior research has investigated the effects of the surrogate’s physicality and gesturing in human perceptions and social influence of the surrogate. However, those studies have been carried out in research laboratories, where the participants were aware that it was an experiment, and the participant demographics are typically relatively narrow—e.g., college students. In this paper, we describe and share results from a large-scale exploratory user study involving 7,685 people in a public space, where they were unaware of the experimental nature of the setting, to investigate the effects of surrogate physicality and gesturing on their behavior during human–surrogate interactions. We evaluate human behaviors using several variables, such as proactivity and reactivity, and proximity. We have identified several interesting phenomena that could lead to hypotheses developed as part of future hypothesis-based studies. Based on the measurements of the variables, we believe people are more likely to be engaged in a human–surrogate interaction when the surrogate is physically present, but movements and gesturing with its body parts have not shown the expected benefits for the interaction engagement. Regarding the demographics of the people in the study, we found higher overall engagement for females than males, and higher reactivity for younger than older people. We discuss implications for practitioners aiming to design a technological surrogate that will directly interact with real humans.

  6. 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

  7. Food-drug interactions

    DEFF Research Database (Denmark)

    Schmidt, Lars E; Dalhoff, Kim

    2002-01-01

    Interactions between food and drugs may inadvertently reduce or increase the drug effect. The majority of clinically relevant food-drug interactions are caused by food-induced changes in the bioavailability of the drug. Since the bioavailability and clinical effect of most drugs are correlated......, the bioavailability is an important pharmacokinetic effect parameter. However, in order to evaluate the clinical relevance of a food-drug interaction, the impact of food intake on the clinical effect of the drug has to be quantified as well. As a result of quality review in healthcare systems, healthcare providers...... are increasingly required to develop methods for identifying and preventing adverse food-drug interactions. In this review of original literature, we have tried to provide both pharmacokinetic and clinical effect parameters of clinically relevant food-drug interactions. The most important interactions are those...

  8. Knowledge details in web forums: how high or low above the ground?

    OpenAIRE

    Mikami, Yoshiki; Abd Rozan, Mohd Zaidi

    2006-01-01

    While entertainment web forums provide a dynamic medium for interaction, not many researchers feel the need to go deeply into the contents. One of the reasons behind this attitude lies on a widely perceived assumption that web forums do not deal with knowledge matter and have the inclination to take place only as small talk. In this paper, we will mainly inspect the components of knowledge as are being handled by the six service-men of Kipling’s 5W1H framework. Based on our observation on ...

  9. 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

  10. 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

  11. Perceptually-Inspired Computing

    Directory of Open Access Journals (Sweden)

    Ming Lin

    2015-08-01

    Full Text Available Human sensory systems allow individuals to see, hear, touch, and interact with the surrounding physical environment. Understanding human perception and its limit enables us to better exploit the psychophysics of human perceptual systems to design more efficient, adaptive algorithms and develop perceptually-inspired computational models. In this talk, I will survey some of recent efforts on perceptually-inspired computing with applications to crowd simulation and multimodal interaction. In particular, I will present data-driven personality modeling based on the results of user studies, example-guided physics-based sound synthesis using auditory perception, as well as perceptually-inspired simplification for multimodal interaction. These perceptually guided principles can be used to accelerating multi-modal interaction and visual computing, thereby creating more natural human-computer interaction and providing more immersive experiences. I will also present their use in interactive applications for entertainment, such as video games, computer animation, and shared social experience. I will conclude by discussing possible future research directions.

  12. 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.

  13. The Net Neutrality Debate: Analysis of economic implications of net neutrality on internet service providers, content providers and internet users

    OpenAIRE

    Møinichen, Jørgen

    2014-01-01

    This thesis studies the economic implications of a transition from a neutral to a non-neutral network. A mathematical model with an end to end ecosystem is developed, which includes a backbone internet service provider that provides connectivity for the content providers. The model also includes internet users that pay an access internet service provider for connectivity to interact with the content providers, advertisers that pay the content providers, and access internet service providers t...

  14. The influence of reading motives on the responses after reading blogs.

    Science.gov (United States)

    Huang, Li-Shia; Chou, Yu-Jen; Lin, Che-Hung

    2008-06-01

    As the number of blogs increases dramatically, these online forums have become important media people use to share feelings and information. Previous research of blogs focuses on writers (i.e., bloggers), but the influence of blogs also requires investigations from readers' perspectives. This study therefore explores motives for reading blogs and discusses their effects on the responses after reading blogs. According to a factor analysis of 204 respondents in Taiwan, motives for reading blogs consist of affective exchange, information search, entertainment, and getting on the bandwagon. A regression analysis suggests the effects of these motives on three major responses--opinion acceptance, interaction intentions, and word-of-mouth (WOM) intentions--reflect the influence of blogs. Specifically, readers who focus on affective exchanges believe blog messages, interact with bloggers, and spread messages to others. Information search and entertainment motives positively affect opinion acceptance; blog readers who focus on information and those who read for fun both view blogs as trustworthy sources. Getting on the bandwagon also positively influences interaction and WOM intentions; these readers interact with bloggers and transmit messages to others.

  15. 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.

  16. Plant-Pathogen Interaction-Related MicroRNAs and Their Targets Provide Indicators of Phytoplasma Infection in Paulownia tomentosa × Paulownia fortunei.

    Directory of Open Access Journals (Sweden)

    Guoqiang Fan

    Full Text Available Paulownia witches' broom (PaWB caused by a phytoplasma, has caused extensive losses in the yields of paulownia timber and resulted in significant economic losses. However, the molecular mechanisms in Paulownia that underlie the phytoplasma stress are poorly characterized. In this study, we use an Illumina platform to sequence four small RNA libraries and four degradome sequencing libraries derived from healthy, PaWB-infected, and PaWB-infected 15 mg·L-1 and 30 mg·L-1 methyl methane sulfonate (MMS-treated plants. In total, 125 conserved and 118 novel microRNAs (miRNAs were identified and 33 miRNAs responsive to PaWB disease were discovered. Furthermore, 166 target genes for 18 PaWB disease-related miRNAs were obtained, and found to be involved in plant-pathogen interaction and plant hormone signal transduction metabolic pathways. Eleven miRNAs and target genes responsive to PaWB disease were examined by a quantitative real-time PCR approach. Our findings will contribute to studies on miRNAs and their targets in Paulownia, and provide new insights to further understand plant-phytoplasma interactions.

  17. Real-Time Game Adaptation for Optimizing Player Satisfaction

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John

    2009-01-01

    A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment...

  18. Floor interaction

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Krogh, Peter; Ludvigsen, Martin

    2005-01-01

    Within architecture, there is a long tradition of careful design of floors. The design has been concerned with both decorating floors and designing floors to carry information. Ubiquitous computing technology offers new opportunities for designing interactive floors. This paper presents three...... different interactive floor concepts. Through an urban perspective it draws upon the experiences of floors in architecture, and provides a set of design issues for designing interactive floors....

  19. 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 ...

  20. Conducting interactive experiments online.

    Science.gov (United States)

    Arechar, Antonio A; Gächter, Simon; Molleman, Lucas

    2018-01-01

    Online labor markets provide new opportunities for behavioral research, but conducting economic experiments online raises important methodological challenges. This particularly holds for interactive designs. In this paper, we provide a methodological discussion of the similarities and differences between interactive experiments conducted in the laboratory and online. To this end, we conduct a repeated public goods experiment with and without punishment using samples from the laboratory and the online platform Amazon Mechanical Turk. We chose to replicate this experiment because it is long and logistically complex. It therefore provides a good case study for discussing the methodological and practical challenges of online interactive experimentation. We find that basic behavioral patterns of cooperation and punishment in the laboratory are replicable online. The most important challenge of online interactive experiments is participant dropout. We discuss measures for reducing dropout and show that, for our case study, dropouts are exogenous to the experiment. We conclude that data quality for interactive experiments via the Internet is adequate and reliable, making online interactive experimentation a potentially valuable complement to laboratory studies.

  1. Aesthetic interaction

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Iversen, Ole Sejer; Krogh, Peter

    2004-01-01

    , as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other...

  2. Design of Interactive Visualizations of Movies in Space and Time

    OpenAIRE

    Jorge, Ana Nunes

    2017-01-01

    Considered an important art form, a source of entertainment and a powerful method for educating, movies have the great power to affect us perceptually, cognitively and emotionally. By integrating various symbol systems like image, audio, and text over time, they are very rich. Moreover, technological advances are making a large amount of movies and related information available over the years, and these media are increasingly being created, shared and accessed from different pl...

  3. 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.

  4. Believable Characters

    Science.gov (United States)

    El-Nasr, Magy Seif; Bishko, Leslie; Zammitto, Veronica; Nixon, Michael; Vasiliakos, Athanasios V.; Wei, Huaxin

    The interactive entertainment industry is one of the fastest growing industries in the world. In 1996, the U.S. entertainment software industry reported 2.6 billion in sales revenue, this figure has more than tripled in 2007 yielding 9.5 billion in revenues [1]. In addition, gamers, the target market for interactive entertainment products, are now reaching beyond the traditional 8-34 year old male to include women, Hispanics, and African Americans [2]. This trend has been observed in several markets, including Japan, China, Korea, and India, who has just published their first international AAA title (defined as high quality games with high budget), a 3D third person action game: Ghajini - The Game [3]. The topic of believable characters is becoming a central issue when designing and developing games for today's game industry. While narrative and character were considered secondary to game mechanics, games are currently evolving to integrate characters, narrative, and drama as part of their design. One can see this pattern through the emergence of games like Assassin's Creed (published by Ubisoft 2008), Hotel Dusk (published by Nintendo 2007), and Prince of Persia series (published by Ubisoft), which emphasized character and narrative as part of their design.

  5. Commentary: You're Not Studying, You're Just...

    Directory of Open Access Journals (Sweden)

    Ravi Purushotma

    2005-01-01

    Full Text Available As often as language teachers lecture about the importance of continual practice to adolescent learners, the dullness of homework exercises designed primarily to be educational has difficulty competing with popular media designed solely to be entertaining. Recently, numerous attempts have been made to develop "edutainment" titles that seek to merge educational goals with entertainment content; oftentimes, however, they fail to achieve either goal and fall instead into niche markets. Rather than seeing entertainment-focused media forms as adversarial to educational content, educators should instead embrace them. This commentary examines how content originally designed for entertainment purposes can be modified to provide natural and context rich language learning environments, without sacrificing its entertainment value. First, I examine a modification to the number one selling video game The Simsthat intelligently combines game data from the English edition with data from editions of other languages to form a bilingual gaming environment. This exposes learners to abundant L2 vocabulary, yet still provides enough L1 support not to detract from the game. This principle is then extended to other applications such as music videos, typing tutors, and voice-navigated games. Finally, areas of otherwise wasted time are identified, such as waiting for Web pages to load or walking to class, with suggestions of how technology can facilitate language learning during these times.

  6. Interpersonal Biocybernetics: Connecting Through Social Psychophysiology

    Science.gov (United States)

    Pope, Alan T.; Stephens, Chad L.

    2012-01-01

    One embodiment of biocybernetic adaptation is a human-computer interaction system designed such that physiological signals modulate the effect that control of a task by other means, usually manual control, has on performance of the task. Such a modulation system enables a variety of human-human interactions based upon physiological self-regulation performance. These interpersonal interactions may be mixes of competition and cooperation for simulation training and/or videogame entertainment

  7. Bega - Android-Based Beergame Simulation Software for Interactive Training and Innovation

    Science.gov (United States)

    Lestyánszka Škůrková, Katarína; Szander, Norina

    2013-12-01

    The supply chain management challenges and inventory holding problems can easily be demonstrated by the widely known BeerGame simulation. In the Szabó-Szoba R&D Laboratory, we developed an android-based software application for tablets and smart phones for the purpose of having an adaptable, entertaining and effective program which can provide a real life experience to the participants about the nature of the bullwhip effect. Having an appropriate and comprehensive performance measurement system with the critical parameters and KPIs is inevitable for finding the right solutions - We used four perspectives of the Balanced Scorecard method. The innovative force of our research is based on the trainings: the discussion on outcomes and the team learning. The purpose of the current development is to build a new feature in the software: an artificial client can substitute one or more players in the supply chain, which makes decisions by using genetic algorithms.

  8. Original Research Original Research

    African Journals Online (AJOL)

    RAGHAVENDRA

    Items 1 - 6 ... types, entertainments (e.g., music and movies), a business promotion and ... to study students' classroom interaction in EFL speaking ..... Methods of Data Analysis ..... highlight of it and jump over to other content of the daily lesson.

  9. Videogame Mechanics in Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  10. Time providing care outside visits in a home-based primary care program.

    Science.gov (United States)

    Pedowitz, Elizabeth J; Ornstein, Katherine A; Farber, Jeffrey; DeCherrie, Linda V

    2014-06-01

    To assess how much time physicians in a large home-based primary care (HBPC) program spend providing care outside of home visits. Unreimbursed time and patient and provider-related factors that may contribute to that time were considered. Mount Sinai Visiting Doctors (MSVD) providers filled out research forms for every interaction involving care provision outside of home visits. Data collected included length of interaction, mode, nature, and with whom the interaction was for 3 weeks. MSVD, an academic home-visit program in Manhattan, New York. All primary care physicians (PCPs) in MSVD (n = 14) agreed to participate. Time data were analyzed using a comprehensive estimate and conservative estimates to quantify unbillable time. Data on 1,151 interactions for 537 patients were collected. An average 8.2 h/wk was spent providing nonhome visit care for a full-time provider. Using the most conservative estimates, 3.6 h/wk was estimated to be unreimbursed per full-time provider. No significant differences in interaction times were found between patients with and without dementia, new and established patients, and primary-panel and covered patients. Home-based primary care providers spend substantial time providing care outside home visits, much of which goes unrecognized in the current reimbursement system. These findings may help guide practice development and creation of new payment systems for HBPC and similar models of care. © 2014, Copyright the Authors Journal compilation © 2014, The American Geriatrics Society.

  11. The mass media and national development: the case of 'baby factory ...

    African Journals Online (AJOL)

    The mass media play vital role in the national development of any nation, they ... entertainment, integration and social interaction in a country by giving insight into ... and concluded that they should be allowed to promote the national identity of ...

  12. Cascading neural networks for upper-body gesture recognition

    CSIR Research Space (South Africa)

    Mangera, R

    2014-01-01

    Full Text Available Gesture recognition has many applications ranging from health care to entertainment. However for it to be a feasible method of human-computer interaction it is essential that only intentional movements are interpreted and that the system can work...

  13. Development of the Young Brain

    Medline Plus

    Full Text Available ... we have our five senses where our visual system and audio system is getting established and optimized for the world ... gadgets. Dr. Giedd: The way that we get information, entertain ourselves and interact with each other has ...

  14. 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).

  15. Patients Provide Recommendations for Improving Patient Satisfaction.

    Science.gov (United States)

    Moore, Angelo D; Hamilton, Jill B; Krusel, Jessica L; Moore, LeeAntoinette G; Pierre-Louis, Bosny J

    2016-04-01

    National Committee for Quality Assurance recommends patient-centered medical homes incorporate input from patient populations; however, many health care organizations do not. This qualitative study used two open-ended questions from 148 active duty Army Soldiers and their family members to illicit recommendations for primary care providers and clinic leadership that would improve their health care experiences. Content analysis and descriptive statistics were used to analyze responses. Participant responses were related to four major themes: Access to Care, Interpersonal Interaction, Satisfaction of Care, and Quality of Care. Participants were overall satisfied with their care; however, spending less time waiting for appointments and to see the provider or specialist were the most frequently requested improvements related to Access to Care. For Interpersonal Interaction, 82% of the responses recommended that providers be more attentive listeners, courteous, patient, caring, and respectful. Decreasing wait times and improving interpersonal skills would improve health care experiences and patient satisfaction. Reprint & Copyright © 2016 Association of Military Surgeons of the U.S.

  16. “Will you fuck off please”. The use of please by London teenagers

    Directory of Open Access Journals (Sweden)

    Aijmer Karin

    2015-11-01

    Full Text Available The paper investigates how the politeness marker please is used by young people to distinguish themselves from adults and create an identity of their own. The analysis of please is based on the Bergen Corpus of London Teenage Language (COLT. The distribution and uses of please in COLT are compared with similar data from the British component of the International Corpus of English (ICE-GB. We can recognize several functions of the “impolite” please in the COLT Corpus. To begin with, it is used strategically to establish or confirm harmonious relationships between the speakers (rapport-strengthening impoliteness. Secondly, “mock impoliteness” may be understood in a positive way because it is amusing or entertaining. In young people’s circles entertainment skills are for example highly valued (entertainment impoliteness. Finally, impoliteness is used creatively in interaction by the participants who use repetition, reformulation and escalation to construct ritualized sequences of apparent insults (creative impoliteness.

  17. RJSplot: Interactive Graphs with R.

    Science.gov (United States)

    Barrios, David; Prieto, Carlos

    2018-03-01

    Data visualization techniques provide new methods for the generation of interactive graphs. These graphs allow a better exploration and interpretation of data but their creation requires advanced knowledge of graphical libraries. Recent packages have enabled the integration of interactive graphs in R. However, R provides limited graphical packages that allow the generation of interactive graphs for computational biology applications. The present project has joined the analytical power of R with the interactive graphical features of JavaScript in a new R package (RJSplot). It enables the easy generation of interactive graphs in R, provides new visualization capabilities, and contributes to the advance of computational biology analytical methods. At present, 16 interactive graphics are available in RJSplot, such as the genome viewer, Manhattan plots, 3D plots, heatmaps, dendrograms, networks, and so on. The RJSplot package is freely available online at http://rjsplot.net. © 2018 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  18. The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience

    OpenAIRE

    Bostan , Barbaros; Marsh , Tim

    2010-01-01

    International audience; In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by...

  19. Interactive Karyotyping Training

    Directory of Open Access Journals (Sweden)

    Ashwin Kotwaliwale

    2013-01-01

    Full Text Available Despite the wide use of newer techniques in genetic diagnostics, there remains a need for technologists to learn human chromosome morphology, identify abnormal metaphases and report clinical abnormalities. Global short age of cytogenetic trainers and a time consuming training process makes Karyotyping training difficult. We have developed a web based interactive Karyotyping training tool, KaryoTutor©, that allows technologists to learn karyotyping in an interactive environment and aids the trainer in the training process. KaryoTutor©provides visual clues for identifying abnormal chromosomes, provides instant test scores and includes a reference library of ideograms,sample chromosome images and reference materials. Trainees are able to recursively work on a case till a satisfactory result is achieved,with KaryoTutor providing interactive inputs.Additionally, trainers can assign cases and monitor trainee progress using audit trail management and other administrative features.

  20. Exploring Dental Providers' Workflow in an Electronic Dental Record Environment.

    Science.gov (United States)

    Schwei, Kelsey M; Cooper, Ryan; Mahnke, Andrea N; Ye, Zhan; Acharya, Amit

    2016-01-01

    A workflow is defined as a predefined set of work steps and partial ordering of these steps in any environment to achieve the expected outcome. Few studies have investigated the workflow of providers in a dental office. It is important to understand the interaction of dental providers with the existing technologies at point of care to assess breakdown in the workflow which could contribute to better technology designs. The study objective was to assess electronic dental record (EDR) workflows using time and motion methodology in order to identify breakdowns and opportunities for process improvement. A time and motion methodology was used to study the human-computer interaction and workflow of dental providers with an EDR in four dental centers at a large healthcare organization. A data collection tool was developed to capture the workflow of dental providers and staff while they interacted with an EDR during initial, planned, and emergency patient visits, and at the front desk. Qualitative and quantitative analysis was conducted on the observational data. Breakdowns in workflow were identified while posting charges, viewing radiographs, e-prescribing, and interacting with patient scheduler. EDR interaction time was significantly different between dentists and dental assistants (6:20 min vs. 10:57 min, p = 0.013) and between dentists and dental hygienists (6:20 min vs. 9:36 min, p = 0.003). On average, a dentist spent far less time than dental assistants and dental hygienists in data recording within the EDR.

  1. Adolescent Perspectives on Patient-Provider Sexual Health Communication: A Qualitative Study.

    Science.gov (United States)

    Hoopes, Andrea J; Benson, Samantha K; Howard, Heather B; Morrison, Diane M; Ko, Linda K; Shafii, Taraneh

    2017-10-01

    Adolescents in the United States are disproportionately affected by sexually transmitted infections and unintended pregnancy. Adolescent-centered health services may reduce barriers to health care; yet, limited research has focused on adolescents' own perspectives on patient-provider communication during a sexual health visit. Twenty-four adolescents (14-19 years old) seeking care in a public health clinic in Washington State participated in one-on-one qualitative interviews. Interviews explored participants' past experiences with medical providers and their preferences regarding provider characteristics and communication strategies. Interviews revealed that (1) individual patient dynamics and (2) patient-provider interaction dynamics shape the experience during a sexual health visit. Individual patient dynamics included evolving level of maturity, autonomy, and sexual experience. Patient-provider interaction dynamics were shaped by adolescents' perceptions of providers as sources of health information who distribute valued sexual health supplies like contraception and condoms. Participant concerns about provider judgment, power differential, and lack of confidentiality also emerged as important themes. Adolescents demonstrate diverse and evolving needs for sexual health care and interactions with clinicians as they navigate sexual and emotional development.

  2. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    Science.gov (United States)

    Hoffman, Daniel L.

    2013-01-01

    The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…

  3. Sonic Tennis

    DEFF Research Database (Denmark)

    Baldan, Stefano; Götzen, Amalia De; Serafin, Stefania

    2013-01-01

    their movements in order to keep the ball into play. The device can be swung freely and act as a full-fledged motion- based controller, as the game does not rely at all on visual feedback and the device display can thus be ignored. The game aims to be entertaining but also effective for educa- tional purposes......This paper presents an audio-based tennis simulation game for mobile devices, which uses motion input and non-verbal audio feedback as exclusive means of interaction. Players have to listen carefully to the provided auditory clues, like racquet hits and ball bounces, rhythmically synchronizing...

  4. Building Service Provider Capabilities

    DEFF Research Database (Denmark)

    Brandl, Kristin; Jaura, Manya; Ørberg Jensen, Peter D.

    2015-01-01

    In this paper we study whether and how the interaction between clients and the service providers contributes to the development of capabilities in service provider firms. In situations where such a contribution occurs, we analyze how different types of activities in the production process...... process. We find that clients influence the development of human capital capabilities and management capabilities in reciprocally produced services. While in sequential produced services clients influence the development of organizational capital capabilities and management capital capabilities....... of the services, such as sequential or reciprocal task activities, influence the development of different types of capabilities. We study five cases of offshore-outsourced knowledge-intensive business services that are distinguished according to their reciprocal or sequential task activities in their production...

  5. 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.

  6. 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.

  7. Sketches in Embodied Interaction

    DEFF Research Database (Denmark)

    Erkut, Cumhur; Dahl, Sofia; Triantafyllidis, Georgios

    2014-01-01

    and provide a simple example as a design outcome. The variety and the qualities of the initial ideas indicate that this approach might provide a better foundation for our participants, compared to the approaches that focus only on technologies. The interactive sketches were demonstrated at the conference.......We present an approach for teaching and designing embodied interaction based on interactive sketches. We have combined the mover perspective and felt experiences of movement with advanced technologies (multi-agents, physical simulations) in a generative design session. We report our activities...

  8. Bright Ideas, Creative People, Teamwork, and Money: Developing Courseware for Teaching Scottish History.

    Science.gov (United States)

    Munro, R. K.; Hillis, P. L. M.

    1996-01-01

    Describes three hypermedia databases designed to support secondary education classes in Scottish history. The databases contain mostly 19th-century census information with links to subjects such as fashion, education, and entertainment. Interactive interfaces allow students to create original research applications. (MJP)

  9. Visualizing, clustering, and predicting the behavior of museum visitors

    NARCIS (Netherlands)

    Martella, Claudio; Miraglia, Armando; Frost, Jeana; Cattani, Marco; van Steen, Maarten

    2017-01-01

    Fine-arts museums design exhibitions to educate, inform and entertain visitors. Existing work leverages technology to engage, guide and interact with the visitors, neglecting the need of museum staff to understand the response of the visitors. Surveys and expensive observational studies are

  10. Evaluation of drug interaction microcomputer software: Dambro's Drug Interactions.

    Science.gov (United States)

    Poirier, T I; Giudici, R A

    1990-01-01

    Dambro's Drug Interactions was evaluated using general and specific criteria. The installation process, ease of learning and use were rated excellent. The user documentation and quality of the technical support were good. The scope of coverage, clinical documentation, frequency of updates, and overall clinical performance were fair. The primary advantages of the program are the quick searching and detection of drug interactions, and the attempt to provide useful interaction data, i.e., significance and reference. The disadvantages are the lack of current drug interaction information, outdated references, lack of evaluative drug interaction information, and the inability to save or print patient profiles. The program is not a good value for the pharmacist but has limited use as a quick screening tool.

  11. Play-Personas: Behaviours and Belief Systems in User-Centred Game Design

    Science.gov (United States)

    Canossa, Alessandro; Drachen, Anders

    Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.

  12. Elements of patient-health-care provider communication related to cardiovascular rehabilitation referral.

    Science.gov (United States)

    Pourhabib, Sanam; Chessex, Caroline; Murray, Judy; Grace, Sherry L

    2016-04-01

    Cardiovascular rehabilitation has been designed to decrease the burden of cardiovascular disease. This study described (1) patient-health-care provider interactions regarding cardiovascular rehabilitation and (2) which discussion elements were related to patient referral. This was a prospective study of cardiovascular patients and their health-care providers. Discussion utterances were coded using the Roter Interaction Analysis System. Discussion between 26 health-care providers and 50 patients were recorded. Cardiovascular rehabilitation referral was related to greater health-care provider interactivity (odds ratio = 2.82, 95% confidence interval = 1.01-7.86) and less patient concern and worry (odds ratio = 0.64, 95% confidence interval = 0.45-0.89). Taking time for reciprocal discussion and allaying patient anxiety may promote greater referral. © The Author(s) 2014.

  13. It takes two to tango: A dyadic approach to understanding the medication dialogue in patient-provider relationships.

    Science.gov (United States)

    Schoenthaler, Antoinette; Basile, Melissa; West, Tessa V; Kalet, Adina

    2018-08-01

    To describe typologies of dyadic communication exchanges between primary care providers and their hypertensive patients about prescribed antihypertensive medications. Qualitative analysis of 94 audiotaped patient-provider encounters, using grounded theory methodology. Four types of dyadic exchanges were identified: Interactive (53% of interactions), divergent-traditional (24% of interactions), convergent-traditional (17% of interactions) and disconnected (6% of interactions). In the interactive and convergent-traditional types, providers adopted a patient-centered approach and used communication behaviors to engage patients in the relationship. Patients in these interactions adopted either an active role in the visit (interactive), or a passive role (convergent-traditional). The divergent-traditional type was characterized by provider verbal dominance, which inhibited patients' ability to ask questions, seek information, or check understanding of information. In the disconnected types, providers used mainly closed-ended questions and terse directives to gather and convey information, which was often disregarded by patients who instead diverted the conversation to psychosocial issues. This study identified interdependent patient-provider communication styles that can either facilitate or hinder discussions about prescribed medications. Examining the processes that underlie dyadic communication in patient-provider interactions is an essential first step to developing interventions that can improve the patient-provider relationship and patient health behaviors. Copyright © 2018 Elsevier B.V. All rights reserved.

  14. 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

  15. A Mobile Personal Informatics System with Interactive Visualizations of Mobility and Social Interactions

    DEFF Research Database (Denmark)

    Cuttone, Andrea; Jørgensen, Sune Lehmann; Larsen, Jakob Eg

    2013-01-01

    We describe a personal informatics system for Android smartphones that provides personal data on mobility and social interactions through interactive visualization interfaces. The mobile app has been made available to N=136 first year university students as part of a study of social network...... interactions in a university campus setting. The design of the interactive visualization interfaces enabling the participants to gain insights into own behaviors is described. We report initial findings based on device logging of participant interactions with the interactive visualization app on the smartphone...

  16. Health Data Interactive (HDI)

    Data.gov (United States)

    U.S. Department of Health & Human Services — Health Data Interactive (HDI) presents a broad range of important public health indicators through an interactive web-based application that provides access to...

  17. Effective communication with primary care providers.

    Science.gov (United States)

    Smith, Karen

    2014-08-01

    Effective communication requires direct interaction between the hospitalist and the primary care provider using a standardized method of information exchange with the opportunity to ask questions and assign accountability for follow-up roles. The discharge summary is part of the process but does not provide the important aspects of handoff, such as closed loop communication and role assignments. Hospital discharge is a significant safety risk for patients, with more than half of discharged patients experiencing at least one error. Hospitalist and primary care providers need to collaborate to develop a standardized system to communicate about shared patients that meets handoff requirements. Copyright © 2014 Elsevier Inc. All rights reserved.

  18. Enriching location-based games with navigational game activities

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2016-01-01

    Mobile location-based games are experiences that entertain its players by requiring interactions mainly at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities...

  19. Exploring enjoyability: which factors in a consumer device make the user smile

    NARCIS (Netherlands)

    Hoonhout, Henriette C.M.; Stienstra, M.A.; de Waard, D.

    2003-01-01

    Usability is a key concern in the design of products: is using the product easy, comfortable, safe, effective, efficient, and easy to learn. However, for products with an entertainment function, other requirements need to be considered as well: is the interaction with the product enjoyable,

  20. 100 EXPANDING THE PERFORMANCE AREA: THE NIGERIAN ...

    African Journals Online (AJOL)

    Prof Alex C Asigbo

    live theatre performances saw the professionalization of the arts of many troupes and ... These centers feature live music, comedy and other light entertainment as ... theatre reformation or the dynamic movement of theatrical ... As recorded in history .... town halls are venues of disseminating information and interaction.

  1. Designing a Probe To Explore Home Information Systems in the United Kingdom.

    Science.gov (United States)

    Davenport, Elisabeth; And Others

    1996-01-01

    Describes a three-year study of home information systems in the United Kingdom being conducted by Queen Margaret College (Scotland). Topics include development of an interview protocol; interactive multimedia; perceptions of technology; use of technology; work versus entertainment; gender issues; and time factors. (Author/LRW)

  2. Preface ACE 2013

    NARCIS (Netherlands)

    Katayose, Haruhiro; Reidsma, Dennis; Katayose, Haruhiro; Nijholt, Antinus

    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,

  3. Development of the Young Brain

    Medline Plus

    Full Text Available ... gadgets. Dr. Giedd: The way that we get information, entertain ourselves and interact with each other has changed more in the last ten years than in the previous five hundred- since Gutenberg’s introduction of the printing press. And so these changes ...

  4. Development of the Young Brain

    Medline Plus

    Full Text Available ... Application Process Managing Grants Clinical Research Training Small Business Research Labs at NIMH Labs at NIMH Home ... five senses where our visual system and audio system is getting established and ... we get information, entertain ourselves and interact with each other has ...

  5. Playful Interfaces : Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, A.

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  6. Structure of the extracellular portion of CD46 provides insights into its interactions with complement proteins and pathogens.

    Directory of Open Access Journals (Sweden)

    B David Persson

    2010-09-01

    Full Text Available The human membrane cofactor protein (MCP, CD46 is a central component of the innate immune system. CD46 protects autologous cells from complement attack by binding to complement proteins C3b and C4b and serving as a cofactor for their cleavage. Recent data show that CD46 also plays a role in mediating acquired immune responses, and in triggering autophagy. In addition to these physiologic functions, a significant number of pathogens, including select adenoviruses, measles virus, human herpes virus 6 (HHV-6, Streptococci, and Neisseria, use CD46 as a cell attachment receptor. We have determined the crystal structure of the extracellular region of CD46 in complex with the human adenovirus type 11 fiber knob. Extracellular CD46 comprises four short consensus repeats (SCR1-SCR4 that form an elongated structure resembling a hockey stick, with a long shaft and a short blade. Domains SCR1, SCR2 and SCR3 are arranged in a nearly linear fashion. Unexpectedly, however, the structure reveals a profound bend between domains SCR3 and SCR4, which has implications for the interactions with ligands as well as the orientation of the protein at the cell surface. This bend can be attributed to an insertion of five hydrophobic residues in a SCR3 surface loop. Residues in this loop have been implicated in interactions with complement, indicating that the bend participates in binding to C3b and C4b. The structure provides an accurate framework for mapping all known ligand binding sites onto the surface of CD46, thereby advancing an understanding of how CD46 acts as a receptor for pathogens and physiologic ligands of the immune system.

  7. Testing strong interaction theories

    International Nuclear Information System (INIS)

    Ellis, J.

    1979-01-01

    The author discusses possible tests of the current theories of the strong interaction, in particular, quantum chromodynamics. High energy e + e - interactions should provide an excellent means of studying the strong force. (W.D.L.)

  8. SPACEWAY: Providing affordable and versatile communication solutions

    Science.gov (United States)

    Fitzpatrick, E. J.

    1995-08-01

    By the end of this decade, Hughes' SPACEWAY network will provide the first interactive 'bandwidth on demand' communication services for a variety of applications. High quality digital voice, interactive video, global access to multimedia databases, and transborder workgroup computing will make SPACEWAY an essential component of the computer-based workplace of the 21st century. With relatively few satellites to construct, insure, and launch -- plus extensive use of cost-effective, tightly focused spot beams on the world's most populated areas -- the high capacity SPACEWAY system can pass its significant cost savings onto its customers. The SPACEWAY network is different from other proposed global networks in that its geostationary orbit location makes it a truly market driven system: each satellite will make available extensive telecom services to hundreds of millions of people within the continuous view of that satellite, providing immediate capacity within a specific region of the world.

  9. Telehealth in Schools Using a Systematic Educational Model Based on Fiction Screenplays, Interactive Documentaries, and Three-Dimensional Computer Graphics.

    Science.gov (United States)

    Miranda, Diogo Julien; Chao, Lung Wen

    2018-03-01

    Preliminary studies suggest the need of a global vision in academic reform, leading to education re-invention. This would include problem-based education using transversal topics, developing of thinking skills, social interaction, and information-processing skills. We aimed to develop a new educational model in health with modular components to be broadcast and applied as a tele-education course. We developed a systematic model based on a "Skills and Goals Matrix" to adapt scientific contents on fictional screenplays, three-dimensional (3D) computer graphics of the human body, and interactive documentaries. We selected 13 topics based on youth vulnerabilities in Brazil to be disseminated through a television show with 15 episodes. We developed scientific content for each theme, naturally inserting it into screenplays, together with 3D sequences and interactive documentaries. The modular structure was then adapted to a distance-learning course. The television show was broadcast on national television for two consecutive years to an estimated audience of 30 million homes, and ever since on an Internet Protocol Television (IPTV) channel. It was also reorganized as a tele-education course for 2 years, reaching 1,180 subscriptions from all 27 Brazilian states, resulting in 240 graduates. Positive results indicate the feasibility, acceptability, and effectiveness of a model of modular entertainment audio-visual productions using health and education integrated concepts. This structure also allowed the model to be interconnected with other sources and applied as tele-education course, educating, informing, and stimulating the behavior change. Future works should reinforce this joint structure of telehealth, communication, and education.

  10. Gamifying Navigation in Location-Based Applications

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2017-01-01

    Location-based games entertain players usually by interactions at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities between POIs. The paper presents riddle s...

  11. Uses and Gratifications of the World Wide Web: From Couch Potato to Web Potato.

    Science.gov (United States)

    Kaye, Barbara K.

    1998-01-01

    Investigates uses and gratifications of the World Wide Web and its impact on traditional mass media, especially television. Identifies six Web use motivations: entertainment, social interaction, passing of time, escape, information, and Web site preference. Examines relationships between each use motivation and Web affinity, perceived realism, and…

  12. Playing with your Brain : Brain-Computer Interfaces and Games

    NARCIS (Netherlands)

    Nijholt, Anton; Tan, Desney; Bernhaupt, Regina; Tscheligi, Manfred

    2007-01-01

    In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user’s affective

  13. Identifying the Computer Competency Levels of Recreation Department Undergraduates

    Science.gov (United States)

    Zorba, Erdal

    2011-01-01

    Computer-based and web-based applications are as major instructional tools to increase undergraduates' motivation at school. In the recreation field usage of, computer and the internet based recreational applications has become more prevalent in order to present visual and interactive entertainment activities. Recreation department undergraduates…

  14. Playing with your Brain: Brain-Computer Interfaces and Games

    NARCIS (Netherlands)

    Nijholt, Antinus; Tan, Desney; Bernhaupt, R.; Tscheligi, M.

    2007-01-01

    In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user’s affective

  15. Weak interactions with nuclei

    International Nuclear Information System (INIS)

    Walecka, J.D.

    1983-01-01

    Nuclei provide systems where the strong, electomagnetic, and weak interactions are all present. The current picture of the strong interactions is based on quarks and quantum chromodynamics (QCD). The symmetry structure of this theory is SU(3)/sub C/ x SU(2)/sub W/ x U(1)/sub W/. The electroweak interactions in nuclei can be used to probe this structure. Semileptonic weak interactions are considered. The processes under consideration include beta decay, neutrino scattering and weak neutral-current interactions. The starting point in the analysis is the effective Lagrangian of the Standard Model

  16. How plants cope with biotic interactions

    NARCIS (Netherlands)

    Van Dam, N.M.

    2009-01-01

    In their natural environment, plants interact with many different organisms. The nature of these interactions may range from positive, for example interactions with pollinators, to negative, such as interactions with pathogens and herbivores. In this special issue, the contributors provide several

  17. Image Representation and Interactivity: An Exploration of Utility Values, Information-Needs and Image Interactivity

    Science.gov (United States)

    Lewis, Elise C.

    2011-01-01

    This study was designed to explore the relationships between users and interactive images. Three factors were identified and provided different perspectives on how users interact with images: image utility, information-need, and images with varying levels of interactivity. The study used a mixed methodology to gain a more comprehensive…

  18. Health Care Provider Accommodations for Patients with Communication Disorders

    Science.gov (United States)

    Burns, Michael I.; Baylor, Carolyn; Dudgeon, Brian J.; Starks, Helene; Yorkston, Kathryn

    2017-01-01

    Health care providers can experience increased diffculty communicating with adult patients during medical interactions when the patients have communication disorders. Meeting the communication needs of these patients can also create unique challenges for providers. The authors explore Communication Accommodation Theory (H. Giles, 1979) as a guide…

  19. Implementation of physiological fluids to provide insight into the characterization, fate, and biological interactions of silver nanoparticles

    Science.gov (United States)

    Breitner, Emily K.; Burns, Katherine E.; Hussain, Saber M.; Comfort, Kristen K.

    2018-06-01

    Silver nanoparticles (AgNPs) are being increasingly utilized in consumer and medical applications. However, there remains conflicting reports on their safety, which are evaluated through a combination of in vitro and in vivo exposure models. These discrepancies may arise, in part, due to the inherent differences between cell-based and animal systems. It is well established that nanotoxicological effects are highly dependent on the unique physicochemical properties and behavior of the particle set, including size, surface chemistry, agglomeration, and ionic dissolution. However, recent studies have identified that these properties vary as a function of exposure environment; providing a rationale for the contradictory results between in vitro and in vivo assessments. Artificial physiological fluids are emerging as a powerful tool as they allow for the characterization of NPs in an environment which they would likely encounter in vivo, in addition to having the experimental advantages of flexibility and consistency. Here, we demonstrated that the utilization of artificial fluids provided a mechanism to assess AgNP behavior and induced bioresponses in environments that they would likely encounter in vivo. AgNPs were introduced within an alveolar-based exposure model, which included alveolar epithelial (A549) cells incubated within artificial alveolar fluid (AF). Additionally, the particles underwent extensive characterization within both AF and lysosomal fluid, which the AgNPs would encounter following cellular internalization. Following incubation in physiological environments AgNP properties were significantly modified versus a traditional media environment, including alterations to both extent of agglomeration and rate of ionic dissolution. Moreover, when A549s were exposed to AgNPs in AF, the cells displayed lower cytotoxicity and stress rates, corresponding to a fluid-dependent drop in silver ion production. This work highlights the need for enhanced in vitro

  20. 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

  1. Modelling the Interaction Levels in HCI Using an Intelligent Hybrid System with Interactive Agents: A Case Study of an Interactive Museum Exhibition Module in Mexico

    Directory of Open Access Journals (Sweden)

    Ricardo Rosales

    2018-03-01

    Full Text Available Technology has become a necessity in our everyday lives and essential for completing activities we typically take for granted; technologies can assist us by completing set tasks or achieving desired goals with optimal affect and in the most efficient way, thereby improving our interactive experiences. This paper presents research that explores the representation of user interaction levels using an intelligent hybrid system approach with agents. We evaluate interaction levels of Human-Computer Interaction (HCI with the aim of enhancing user experiences. We consider the description of interaction levels using an intelligent hybrid system to provide a decision-making system to an agent that evaluates interaction levels when using interactive modules of a museum exhibition. The agents represent a high-level abstraction of the system, where communication takes place between the user, the exhibition and the environment. In this paper, we provide a means to measure the interaction levels and natural behaviour of users, based on museum user-exhibition interaction. We consider that, by analysing user interaction in a museum, we can help to design better ways to interact with exhibition modules according to the properties and behaviour of the users. An interaction-evaluator agent is proposed to achieve the most suitable representation of the interaction levels with the aim of improving user interactions to offer the most appropriate directions, services, content and information, thereby improving the quality of interaction experienced between the user-agent and exhibition-agent.

  2. 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

  3. ManiWordle: providing flexible control over Wordle.

    Science.gov (United States)

    Koh, Kyle; Lee, Bongshin; Kim, Bohyoung; Seo, Jinwook

    2010-01-01

    Among the multifarious tag-clouding techniques, Wordle stands out to the community by providing an aesthetic layout, eliciting the emergence of the participatory culture and usage of tag-clouding in the artistic creations. In this paper, we introduce ManiWordle, a Wordle-based visualization tool that revamps interactions with the layout by supporting custom manipulations. ManiWordle allows people to manipulate typography, color, and composition not only for the layout as a whole, but also for the individual words, enabling them to have better control over the layout result. We first describe our design rationale along with the interaction techniques for tweaking the layout. We then present the results both from the preliminary usability study and from the comparative study between ManiWordle and Wordle. The results suggest that ManiWordle provides higher user satisfaction and an efficient method of creating the desired "art work," harnessing the power behind the ever-increasing popularity of Wordle.

  4. INTERACTIVE LEARNING: ADVANTAGES AND DISADVANTAGES

    Directory of Open Access Journals (Sweden)

    O. Kustovska

    2016-10-01

    Full Text Available In the article the use of interactive technologies in the educational process of the university, allowing students to develop innovative thinking, away from stereotypes, develop imagination, communication skills and expertise, intellectual, emotional, motivational and other areas of personality. Implementing the principles of technological learning, interactive educational technology and provides interactive computer learning tools, and interactivity of educational process when the basic conceptual provisions defined training based on interactive communication.

  5. Innovation in Retail Process: From Consumers’ Experience to Immersive Store Design

    Directory of Open Access Journals (Sweden)

    Eleonora Pantano

    2012-09-01

    Full Text Available Due to the current advances in Information and Communication Technologies and consumers’ increasing interest in entertaining and interactive retail environments, the sector of retailing is forced to pursuit innovation to maintain existing consumers and attract new ones. Especially the use of virtual reality techniques offers tools for supporting the design of innovative systems capable of enhancing this process. The aim of this paper is to integrate the consumers’ experience in the development of innovation process for retailing. In particular, our findings highlight how the immersive technologies can be an efficient tool for pushing innovation in retailing. Therefore, the paper provides important issues for scholars and practitioners.

  6. A Pilot Project – From Illiteracy to Computer Literacy: Teaching and Learning Using Information Technology

    Directory of Open Access Journals (Sweden)

    Mohamad Adnan Al-Alaoui

    2008-09-01

    Full Text Available This paper addresses the use of information and communication technologies, ICT or IT for brevity, to combat illiteracy and move participants directly from illiteracy to computer literacy. The resulting assistive technology and instructional software and hardware can be employed to speed up literacy programs and make them more attractive and effective. The approach provides an interactive, self-paced, autonomous and entertaining learning experience, eases entry and exit in and out of the program, and permits monitoring and updating progress status. The hallmark of the proposed approach is the integration of speech and handwriting recognition, as well as audio and visual aids into the flow.

  7. Provider-initiated HIV testing in health care settings: Should it ...

    African Journals Online (AJOL)

    centered counselling? ... SAHARA-J: Journal of Social Aspects of HIV/AIDS ... To address the resource limitations of the PITC setting, WHO and CDC suggest that patient-provider interactions during PITC may need to focus on providing information ...

  8. Drug Interactions in Childhood Cancer

    Science.gov (United States)

    Haidar, Cyrine; Jeha, Sima

    2016-01-01

    Children with cancer are increasingly benefiting from novel therapeutic strategies and advances in supportive care, as reflected in improvements in both their survival and quality of life. However, the continuous emergence of new oncology drugs and supportive care agents has also increased the possibility of deleterious drug interactions and healthcare providers need to practice extreme caution when combining medications. In this review, we discuss the most common interactions of chemotherapeutic agents with supportive care drugs such as anticonvulsants, antiemetics, uric acid–lowering agents, acid suppressants, antimicrobials, and pain management medications in pediatric oncology patients. As chemotherapy agents interact not only with medications but also with foods and herbal supplements that patients receive during the course of their treatment, we also briefly review such interactions and provide recommendations to avoid unwanted and potentially fatal interactions in children with cancer. PMID:20869315

  9. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  10. Blacks and Jews: Conflict on the Cultural Front.

    Science.gov (United States)

    Boyd, Herb

    1989-01-01

    Discusses conflict between Blacks and Jews in the entertainment world, particularly in the film, television, and music industries. Traces Black-Jewish interaction from vaudeville to present-day Hollywood, Broadway, and the recording studio. Describes controversial remarks by performers and public figures, and calls for an end to insults and…

  11. Soft matter interactions at the molecular scale: interaction forces and energies between single hydrophobic model peptides.

    Science.gov (United States)

    Stock, Philipp; Utzig, Thomas; Valtiner, Markus

    2017-02-08

    In all realms of soft matter research a fundamental understanding of the structure/property relationships based on molecular interactions is crucial for developing a framework for the targeted design of soft materials. However, a molecular picture is often difficult to ascertain and yet essential for understanding the many different competing interactions at play, including entropies and cooperativities, hydration effects, and the enormous design space of soft matter. Here, we characterized for the first time the interaction between single hydrophobic molecules quantitatively using atomic force microscopy, and demonstrated that single molecular hydrophobic interaction free energies are dominated by the area of the smallest interacting hydrophobe. The interaction free energy amounts to 3-4 kT per hydrophobic unit. Also, we find that the transition state of the hydrophobic interactions is located at 3 Å with respect to the ground state, based on Bell-Evans theory. Our results provide a new path for understanding the nature of hydrophobic interactions at the single molecular scale. Our approach enables us to systematically vary hydrophobic and any other interaction type by utilizing peptide chemistry providing a strategic advancement to unravel molecular surface and soft matter interactions at the single molecular scale.

  12. 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。

  13. 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.

  14. Pharmaceutical companies and healthcare providers : Going beyond the gift. An explorative review

    NARCIS (Netherlands)

    Latten, Tom; Westra, Daan; Angeli, Federica; Paulus, Aggie; Struss, Marleen; Ruwaard, Dirk

    2018-01-01

    Introduction: Interactions between pharmaceutical companies and healthcare providers are increasingly scrutinized by academics, professionals, media, and politicians. Most empirical studies and professional guidelines focus on unilateral donor-recipient types of interaction and overlook, or fail to

  15. Radiopharmaceuticals drug interactions: a critical review

    International Nuclear Information System (INIS)

    Santos-Oliveira, Ralph; Smith, Sheila W.; Carneiro-Leao, Ana Maria A.

    2008-01-01

    Radiopharmaceuticals play a critical role in modern medicine primarily for diagnostic purposes, but also for monitoring disease progression and response to treatment. As the use of image has been increased, so has the use of prescription medications. These trends increase the risk of interactions between medications and radiopharmaceuticals. These interactions which have an impact on image by competing with the radiopharmaceutical for binding sites for example can lead to false negative results. Drugs that accelerate the metabolism of the radiopharmaceutical can have a positive impact (i.e. speeding its clearance) or, if repeating image is needed, a negative impact. In some cases, for example in cardiac image among patients taking doxirubacin, these interactions may have a therapeutic benefit. The incidence of drug-radiopharmaceuticals adverse reactions is unknown, since they may not be reported or even recognized. Here, we compiled the medical literature, using the criteria of a systematic review established by the Cochrane Collaboration, on pharmaceutical-drug interactions to provide a summary of documented interactions by organ system and radiopharmaceuticals. The purpose is to provide a reference on drug interactions that could inform the nuclear medicine staff in their daily routine. Efforts to increase adverse event reporting, and ideally consolidate reports worldwide, can provide a critically needed resource for prevention of drug-radiopharmaceuticals interactions. (author)

  16. Chromo-Rayleigh interactions of dark matter

    International Nuclear Information System (INIS)

    Bai, Yang; Osborne, James

    2015-01-01

    For a wide range of models, dark matter can interact with QCD gluons via chromo-Rayleigh interactions. We point out that the Large Hadron Collider (LHC), as a gluon machine, provides a superb probe of such interactions. In this paper, we introduce simplified models to UV-complete two effective dark matter chromo-Rayleigh interactions and identify the corresponding collider signatures, including four jets or a pair of di-jet resonances plus missing transverse energy. After performing collider studies for both the 8 TeV and 14 TeV LHC, we find that the LHC can be more sensitive to dark matter chromo-Rayleigh interactions than direct detection experiments and thus provides the best opportunity for future discovery of this class of models.

  17. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    Science.gov (United States)

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome. Copyright © 2012 Elsevier Ltd and ISBI. All rights reserved.

  18. Designing for Interaction Proxemics

    DEFF Research Database (Denmark)

    Grønbæk, Jens Emil

    2018-01-01

    Design of interactive technology provides opportunities as well as constraints in how a group of users can organize in a shared space. The core argument of interaction proxemics is to consider this in designing for collaboration. In my thesis, I focus on conceptualizing design of ubicomp...

  19. Interactive maps: What we know and what we need to know

    Directory of Open Access Journals (Sweden)

    Robert E. Roth

    2013-06-01

    Full Text Available This article provides a review of the current state of science regarding cartographic interaction, a complement to the traditional focus within cartography on cartographic representation. Cartographic interaction is defined as the dialog between a human and map, mediated through a computing device, and is essential to the research into interactive cartography, geovisualization, and geovisual analytics. The review is structured around six fundamental questions facing a science of cartographic interaction: (1 what is cartographic interaction (e.g., digital versus analog interactions, interaction versus interfaces, stages of interaction, interactive maps versus mapping systems versus map mash-ups; (2 why provide cartographic interaction (e.g., visual thinking, geographic insight, the stages of science, the cartographic problematic; (3 when should cartographic interaction be provided (e.g., static versus interactive maps, interface complexity, the productivity paradox, flexibility versus constraint, work versus enabling interactions; (4 who should be provided with cartographic interaction (e.g., user-centered design, user ability, expertise, and motivation, adaptive cartography and geocollaboration; (5 where should cartographic interaction be provided (e.g., input capabilities, bandwidth and processing power, display capabilities, mobile mapping and location-based services; and (6 how should cartographic interaction be provided (e.g., interaction primitives, objective-based versus operator-based versus operand-based taxonomies, interface styles, interface design? The article concludes with a summary of research questions facing cartographic interaction and offers an outlook for cartography as a field of study moving forward.

  20. Home Networking at 60 GHz

    NARCIS (Netherlands)

    Genç, Z.

    2014-01-01

    The revolution of Information Technology in our lives has started by changing the way we work and continued with the way we entertain, communicate, interact, learn and so on. The wave of digital change has long been at the doorstep of the home to revolutionize our living experience. The initial