WorldWideScience

Sample records for sony computer entertainment

  1. 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...

  2. 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

  3. 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...

  4. 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...

  5. 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.

  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. 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...

  8. 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...

  9. 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

  10. 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...

  11. 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...

  12. 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

  13. 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.

  14. 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

  15. 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,

  16. 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.

  17. Sony D-Eight

    CERN Multimedia

    1987-01-01

    The 8mm backup format is a format for storing magnetic tape data used in computer systems, launched by Exabyte Corporation. It is also known as Data8, often abbreviated to D8 and writes D-Eight on some Sony brand media. The company was formed in order to take the 8 mm video format and make it suitable for data storage. They did this by building a mechanism and a reliable data format that used the common 8 mm video tape technology that was available at the time. This was the first form of helical scanning used commercially for data storage. The ribbon was made vertically and has a length of 112 meters. It was designed to withstand heat and high temperatures. It has been introduced in at CERN in 1994.

  18. 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.

  19. Password Cracking Using Sony Playstations

    Science.gov (United States)

    Kleinhans, Hugo; Butts, Jonathan; Shenoi, Sujeet

    Law enforcement agencies frequently encounter encrypted digital evidence for which the cryptographic keys are unknown or unavailable. Password cracking - whether it employs brute force or sophisticated cryptanalytic techniques - requires massive computational resources. This paper evaluates the benefits of using the Sony PlayStation 3 (PS3) to crack passwords. The PS3 offers massive computational power at relatively low cost. Moreover, multiple PS3 systems can be introduced easily to expand parallel processing when additional power is needed. This paper also describes a distributed framework designed to enable law enforcement agents to crack encrypted archives and applications in an efficient and cost-effective manner.

  20. 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...

  1. 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.

  2. 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

  3. The Past, Present and Future of the Compact Disc, Multimedia and the Industry: An Interview with Sony's Dr. Toshi Doi.

    Science.gov (United States)

    Herther, Nancy

    1992-01-01

    This interview with Dr. Toshi Doi, director of the Sony Corporation, covers his work at Sony, the multimedia industry, industry cooperation, Sony compact disc products and formats, multimedia standards and pricing, multimedia formats, and the future of the industry. A diagram of computer companies and corresponding multimedia platforms is…

  4. Sony andis hirmutava kasumihoiatuse / Romet Kreek

    Index Scriptorium Estoniae

    Kreek, Romet, 1972-

    2005-01-01

    Maailma suuruselt teine tarbeelektroonika tootja Sony teatas, et selle aasta kasumiks tuleb 10 miljardit jeeni. Kasumihoiatus põhjustas Sony aktsia hinna kukkumise Tokyo börsil 3,6 protsenti, 3710 jeenile

  5. 78 FR 48189 - Certain Point-to-Point Network Communication Devices and Products Containing Same; Notice of...

    Science.gov (United States)

    2013-08-07

    ...; Sharp Electronics Corporation of NJ; Sony Computer Entertainment, Inc. of Japan; Sony Computer Entertainment America Inc. of CA; Sony Computer Entertainment America LLC of CA; Sony Corporation of Japan; Sony Corporation of America of NY; Sony Electronics Inc. of CA; Sony Mobile Communications AB of Sweden; Sony...

  6. 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

  7. 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)

  8. 76 FR 40400 - Sony Music Holdings, Inc., D/B/A Sony DADC Americas, a Subsidiary of Sony Corporation of America...

    Science.gov (United States)

    2011-07-08

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-75,181] Sony Music Holdings, Inc., D/B/A Sony DADC Americas, a Subsidiary of Sony Corporation of America Including On-Site Leased... Adjustment Assistance (TAA) applicable to workers and former workers of Sony Music Holdings, Inc. (``SMHI...

  9. 76 FR 54802 - Sony Music Holdings, Inc., D/B/A Sony DADC Americas a Subsidiary of Sony Corporation of America...

    Science.gov (United States)

    2011-09-02

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-75,181] Sony Music Holdings, Inc... Determination Regarding Application for Reconsideration for the workers and former workers of Sony Music... Music Holdings, Inc. (``SMHI''), d/b/a Sony DADC Americas, a subsidiary of Sony Corporation of America...

  10. 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

  11. Improvements in the native development environment for Sony AIBO

    Directory of Open Access Journals (Sweden)

    Csaba Kertész

    2013-09-01

    Full Text Available The entertainment robotics have been on a peak with AIBO, but this robot brand has been discontinued by the Sony in 2006 to help its financial position. Among other reasons, the robot failed to enter into both the mainstream and the robotics research labs besides the RoboCup competitions, however, there were some attempts to use the robot for rehabilitation and emotional medical treatments. A native software development environment (Open-R SDK was provided to program AIBO, nevertheless, the operating system (Aperios induced difficulties for the students and the researchers in the software development. The author of this paper made efforts to update the Open-R and overcome the problems. More enhancements have been implemented in the core components, some software methodologies were applied to solve a number of restrictions and the achievements are summarized here.

  12. 76 FR 7582 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2011-02-10

    ... names as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer...

  13. Konkurss "Sony Jazz Stage" otsib uusi talente

    Index Scriptorium Estoniae

    2006-01-01

    The Contemporary Music Centre'i korraldatavast konkursist "Sony Jazz Stage 2006". Võistlus toimub vokaali ja bassi (basskitarri või kontrabassi) kategoorias (The Contemporary Music Centre'i posti-või meiliaadress - vt. www.jazzkaar.ee)

  14. Sony Ericsson tegi parima telefoni / Kuldar Kullasepp

    Index Scriptorium Estoniae

    Kullasepp, Kuldar, 1980-

    2008-01-01

    Vt. ka Postimees : na russkom jazõke 25. veebr., lk. 14. Barcelonas peetud Mobile World Congressil esitlesid telefonitootjad uusi mudeleid. Möödunud aasta parimaks telefoniks tunnistati Sony Ericsson W910

  15. Pc Card Sony Ericsson: Semiotik Dan Iklan

    OpenAIRE

    Mutmainnah, Yulia

    2014-01-01

    Through advertisement, producers send messages for their product strength to consumers. Those messages are conveyed through various kinds of signs either in the form of language, picture, caption, icon, index, or symbol. There is communicative exchange on GC79 PC Card Sony Ericsson advertisement between sender and receiver. Sender (advertisement maker) of this advertisement makes good use of reward polluter style, which is, persuading comsumers to use PC Card Sony Ericsson product.

  16. Case study: the introduction of stereoscopic games on the Sony PlayStation 3

    Science.gov (United States)

    Bickerstaff, Ian

    2012-03-01

    A free stereoscopic firmware update on Sony Computer Entertainment's PlayStation® 3 console provides the potential to increase enormously the popularity of stereoscopic 3D in the home. For this to succeed though, a large selection of content has to become available that exploits 3D in the best way possible. In addition to the existing challenges found in creating 3D movies and television programmes, the stereography must compensate for the dynamic and unpredictable environments found in games. Automatically, the software must map the depth range of the scene into the display's comfort zone, while minimising depth compression. This paper presents a range of techniques developed to solve this problem and the challenge of creating twice as many images as the 2D version without excessively compromising the frame rate or image quality. At the time of writing, over 80 stereoscopic PlayStation 3 games have been released and notable titles are used as examples to illustrate how the techniques have been adapted for different game genres. Since the firmware's introduction in 2010, the industry has matured with a large number of developers now producing increasingly sophisticated 3D content. New technologies such as viewer head tracking and head-mounted displays should increase the appeal of 3D in the home still further.

  17. Forensic Analysis of the Sony Playstation Portable

    Science.gov (United States)

    Conrad, Scott; Rodriguez, Carlos; Marberry, Chris; Craiger, Philip

    The Sony PlayStation Portable (PSP) is a popular portable gaming device with features such as wireless Internet access and image, music and movie playback. As with most systems built around a processor and storage, the PSP can be used for purposes other than it was originally intended - legal as well as illegal. This paper discusses the features of the PSP browser and suggests best practices for extracting digital evidence.

  18. 76 FR 58841 - Certain Digital Televisions and Components Thereof, and Certain Electronic Devices Having a Blu...

    Science.gov (United States)

    2011-09-22

    ... investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics, Inc. of San Diego, California; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer Entertainment America LLC of Foster City, California (collectively ``Sony...

  19. 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....

  20. Le Kongo de Sony Labou Tansi

    Directory of Open Access Journals (Sweden)

    Céline Gahungu

    2015-02-01

    Full Text Available Les textes inédits de Sony Labou Tansi proposent une réflexion sur l’histoire, et plus singulièrement sur celle du Kongo. Le souvenir du prestigieux royaume apparaît dès les premiers manuscrits, composés au début des années 1970. Loin d’être circonscrit aux écrits de jeunesse, le Kongo surgit sous de multiples formes dans le dédale des textes rédigés au cours des années suivantes. Cette fascination pousse l’écrivain dans une dynamique de recherche esthétique : comment évoquer cet illo tempore mythique sans sacrifier à une historicité convenue ? Comment inventer une écriture en mesure de rendre compte du fabuleux royaume ?L’analyse littéraire ne peut cependant faire fi du contexte politique dans lequel Sony Labou Tansi s’inscrit. Outre sa dimension historique et toponymique, Kongo est un ethnonyme dont l’auteur s’est réclamé. Celui-ci a revendiqué à de nombreuses reprises son appartenance à une identité kongo au point de s’être engagé, à la fin des années 1980, dans les rangs du MCDDI1. Ce discours identitaire et l’adhésion à un parti ethnique ont troublé l’image d’un auteur volontiers perçu comme un démocrate véritable. Est-il possible d’articuler le Kongo littéraire et le Kongo politique ? Le Kongo, dont l’ombre portée apparaît dans les manuscrits littéraires mais également dans les articles et les déclarations politiques, pourrait-il nous aider à saisir les enjeux de l’écriture protéiforme de Sony Labou Tansi ?

  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. 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

  4. 78 FR 3916 - Certain Blu-Ray Disc Players, Components Thereof and Products Containing the Same; Termination of...

    Science.gov (United States)

    2013-01-17

    ... to terminate the investigation as to respondents Sony Corporation and Sony Computer Entertainment Inc., both of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics Inc. of San Diego, California; and Sony Computer Entertainment America of Foster City, California (collectively...

  5. Performance of Sony's Alloy Based Li-Ion Battery

    National Research Council Canada - National Science Library

    Foster, Donald; Wolfenstine, Jeff; Read, Jeffrey; Allen, Jan L

    2008-01-01

    Cells from the new Nexelion battery from Sony Corporation were tested for capacity, low temperature performance, high power capability, high temperature storage, rapid recharge and cycle life on deep discharge...

  6. Sony’s Nightmare before Christmas: The 2014 North Korean Cyber Attack on Sony and Lessons for US Government Actions in Cyberspace

    Science.gov (United States)

    2018-02-01

    Both Sony and Sony Corp. expressed discomfort with the controversial film. Kazuo Hirai, chief executive officer of Sony Corp., screened the movie...THE JOHNS HOPKINS UNIVERSITY APPLIED PHYSICS LABORATORY12 Furthermore, the president’s role is ultimately political, and a statement from that office ...15 Sony’s financial and economic Losses

  7. Hyperspectral anomaly detection using Sony PlayStation 3

    Science.gov (United States)

    Rosario, Dalton; Romano, João; Sepulveda, Rene

    2009-05-01

    We present a proof-of-principle demonstration using Sony's IBM Cell processor-based PlayStation 3 (PS3) to run-in near real-time-a hyperspectral anomaly detection algorithm (HADA) on real hyperspectral (HS) long-wave infrared imagery. The PS3 console proved to be ideal for doing precisely the kind of heavy computational lifting HS based algorithms require, and the fact that it is a relatively open platform makes programming scientific applications feasible. The PS3 HADA is a unique parallel-random sampling based anomaly detection approach that does not require prior spectra of the clutter background. The PS3 HADA is designed to handle known underlying difficulties (e.g., target shape/scale uncertainties) often ignored in the development of autonomous anomaly detection algorithms. The effort is part of an ongoing cooperative contribution between the Army Research Laboratory and the Army's Armament, Research, Development and Engineering Center, which aims at demonstrating performance of innovative algorithmic approaches for applications requiring autonomous anomaly detection using passive sensors.

  8. 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.

  9. Play Therapy Utilizing the Sony EyeToy®

    DEFF Research Database (Denmark)

    Brooks, Tony; Petersson, Eva

    2005-01-01

    An international collaborative explorative pilot study is detailed between hospitals in Denmark and Sweden involving rehabilitation medical staff and children where the affordable, popular and commercially available Sony Playstation 2 EyeToy® is used to investigate our goal in enquiring to the po......An international collaborative explorative pilot study is detailed between hospitals in Denmark and Sweden involving rehabilitation medical staff and children where the affordable, popular and commercially available Sony Playstation 2 EyeToy® is used to investigate our goal in enquiring...

  10. Viraalimarkkinointi web-sivustoilla : Case: Sony Music Finland

    OpenAIRE

    Kerminen, Satu

    2010-01-01

    Tekijät Satu Kerminen Ryhmä tai aloitusvuosi 2007 Opinnäytetyön nimi Viraalimarkkinointi web-sivustoilla Case: Sony Music Finland Sivu- ja liitesivumäärä 37 + 7 Ohjaaja Mirja Jaakkola Tämä raportti on Haaga-Helia Ammattikorkeakoululle tehty opinnäytetyö. Opinnäytetyö on osa IT-tradenomin tutkintoa. Tämän opinnäytetyön aiheena on viraalimarkkinointi web-sivustoilla. Aihetta tutkittiin suunnittelemalla ja toteuttamalla viraalimarkkinointisivusto Sony ...

  11. 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 ...

  12. Remarks on forensically interesting Sony Playstation 3 console features

    Science.gov (United States)

    Daugs, Gunnar; Kröger, Knut; Creutzburg, Reiner

    2012-02-01

    This paper deals with forensically interesting features of the Sony Playstation 3 game console. The construction and the internal structure are analyzed more precisely. Interesting forensic features of the operating system and the file system are presented. Differences between a PS3 with and without jailbreak are introduced and possible forensic attempts when using an installed Linux are discussed.

  13. 75 FR 69471 - Sony Electronics, Inc.; Amended Certification Regarding Eligibility To Apply for Worker...

    Science.gov (United States)

    2010-11-12

    ....] Sony Electronics, Inc.; Amended Certification Regarding Eligibility To Apply for Worker Adjustment Assistance TA-W-71,501, Sony Electronics, Inc., SEL Headquarters, Including On- Site Leased Workers of Selectremedy, Staffmark, and Payrolling.com , San Diego, California; TA-W-71,501A, Sony Electronics, Inc...

  14. 75 FR 3914 - Recordation of Trade Name “Sony Ericsson Mobile Communications AB”

    Science.gov (United States)

    2010-01-25

    ... Trade Name ``Sony Ericsson Mobile Communications AB'' AGENCY: Customs and Border Protection, Department... Ericsson Mobile Communications AB'' has been recorded with CBP as a trade name by Sony Ericsson Mobile....). Pursuant to these regulations, Sony Ericsson Mobile Communications AB applied to CBP for protection of its...

  15. Sony vs. Apple - iPod launching, a case study of leadership and innovation

    OpenAIRE

    Camelia Cojocaru; Silviu Cojocaru

    2014-01-01

    In 1979, Sony launched a portable Walkman range. For nearly a quarter of century, the Sony Walkman was the undisputed market leader and Sony was considered a top innovative company. Then, in 2001, Apple decided to launch the iPod, a new portable player. About 80% of the iPod technical components (e.g. memory, storage media) were produced by various companies within the Sony group. In 2004, iPod sales overtake Sony Walkman globally and become the new market leader in portable players. How was ...

  16. 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.

  17. Soni-removal of nucleic acids from inclusion bodies.

    Science.gov (United States)

    Neerathilingam, Muniasamy; Mysore, Sumukh; Gandham, Sai Hari A

    2014-05-23

    Inclusion bodies (IBs) are commonly formed in Escherichia coli due to over expression of recombinant proteins in non-native state. Isolation, denaturation and refolding of these IBs is generally performed to obtain functional protein. However, during this process IBs tend to form non-specific interactions with sheared nucleic acids from the genome, thus getting carried over into downstream processes. This may hinder the refolding of IBs into their native state. To circumvent this, we demonstrate a methodology termed soni-removal which involves disruption of nucleic acid-inclusion body interaction using sonication; followed by solvent based separation. As opposed to conventional techniques that use enzymes and column-based separations, soni-removal is a cost effective alternative for complete elimination of buried and/or strongly bound short nucleic acid contaminants from IBs. Copyright © 2014 The Authors. Published by Elsevier Inc. All rights reserved.

  18. Entertainment computing in the orbit

    NARCIS (Netherlands)

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

    2008-01-01

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

  19. Entertainment computing in the Orbit

    NARCIS (Netherlands)

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

    2008-01-01

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

  20. Entertainment computing in the orbit

    NARCIS (Netherlands)

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

    2008-01-01

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

  1. 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

  2. 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...

  3. Sony vs. Apple - iPod launching, a case study of leadership and innovation

    Directory of Open Access Journals (Sweden)

    Camelia Cojocaru

    2014-12-01

    Full Text Available In 1979, Sony launched a portable Walkman range. For nearly a quarter of century, the Sony Walkman was the undisputed market leader and Sony was considered a top innovative company. Then, in 2001, Apple decided to launch the iPod, a new portable player. About 80% of the iPod technical components (e.g. memory, storage media were produced by various companies within the Sony group. In 2004, iPod sales overtake Sony Walkman globally and become the new market leader in portable players. How was this possible? Theoretically, Sony held all conditions for launching the new generation of portable players, but instead, a new company – Apple – completely changed the market.

  4. Overview and forensic investigation approaches of the gaming console Sony PlayStation Portable

    Science.gov (United States)

    Schön, Stephan; Schön, Ralph; Kröger, Knut; Creutzburg, Reiner

    2013-03-01

    This paper addresses the forensically interesting features of the Sony PlayStation Portable game console. The construction and the internal structure are analyzed precisely and interesting forensic features of the operating system and the file system are presented.

  5. Degradation reactions in SONY-type Li-ion batteries

    Energy Technology Data Exchange (ETDEWEB)

    Roth, E.P.; Nagasubramanian, G.

    2000-07-01

    Thermal instabilities were identified in SONY-type lithium-ion cells and correlated with interactions of cell constituents and reaction products. Three temperature regions of interaction were identified and associated with the state of charge (degree of Li intercalation) of the cell. Anodes were shown to undergo exothermic reactions as low as 100 C involving the solid electrolyte interface (SEI) layer and the LiPF{sub 6} salt in the electrolyte (EC:PC:DEC/LiPF{sub 6}). These reactions could account for the thermal runaway observed in these cells beginning at 100 C. Exothermic reactions were also observed in the 200 C--300 C region between the intercalated lithium anodes, the LiPF{sub 6} salt, and the PVDF. These reactions were followed by a high-temperature reaction region, 300 C--400 C, also involving the PVDF binder and the intercalated lithium anodes. The solvent was not directly involved in these reactions but served as a moderator and transport medium. Cathode exothermic reactions with the PVDF binder were observed above 200 C and increased with the state of charge (decreasing Li content). This offers an explanation for the observed lower thermal runaway temperatures for charged cells.

  6. 76 FR 12994 - In the Matter of Certain Digital Televisions and Components Thereof, and Certain Electronic...

    Science.gov (United States)

    2011-03-09

    ... parties upon which the complaint is to be served: Sony Corporation, 7-1 Konan, 1-chome, Minato-ku, Tokyo 108-0075, Japan; Sony Corporation of America, 550 Madison Avenue, New York, NY 10022; Sony Electronics, Inc., 16530 Via Esprillo, San Diego, CA 92127; Sony Computer Entertainment, Inc., 2-6-21, Minami...

  7. 78 FR 55096 - Certain Point-to-Point Network Communication Devices and Products Containing Same; Institution of...

    Science.gov (United States)

    2013-09-09

    ... Electronics Corporation, 1 Sharp Plaza, Mahwah, NJ 07495. Sony Computer Entertainment, Inc., 1-7-1 Konan... Boulevard, 2nd Floor, Foster City, CA 94404. Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo 108-0075, Japan. Sony Corporation of America, 550 Madison Avenue, Floor 27, New York, NY 10022-3211. Sony Electronics...

  8. 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.  

  9. 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...

  10. 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

  11. 76 FR 28418 - Voluntary Termination of Foreign-Trade Subzone 33C; Sony Corporation of America, Mt. Pleasant, PA

    Science.gov (United States)

    2011-05-17

    ...-Trade Subzone 33C; Sony Corporation of America, Mt. Pleasant, PA Pursuant to the authority granted in... Industrial Development Corporation of Southwestern Pennsylvania, (grantee of FTZ 33) authorizing the establishment of Foreign-Trade Subzone 33C at the Sony Corporation of America plant in Mt. Pleasant...

  12. 77 FR 3499 - Sony Electronics, Inc., Including On-Site Leased Workers From Selectremedy Park Ridge, NJ...

    Science.gov (United States)

    2012-01-24

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-71,501M] Sony Electronics, Inc... Electronics, Inc., SEL Headquarters, including on-site leased workers of SelectRemedy, StaffMark, and Payrolling.com , San Diego, California (TA-W-71,501); Sony Electronics, Inc., including on-site leased...

  13. The Brain Computer Interface Future: Time for a Strategy

    Science.gov (United States)

    2013-02-14

    neural processing software developer Mind Technologies, Geger Technologies in Austria and the Sony Corporation in Japan. The WTEC report in 2007...managing photos, video, web surfing, and music , and although in their infancy, researchers have used a web browser interface to control Google...society as a whole. The prospect of BCI entertainment , neuroprostheses, online neuroresearching and marketing, and cognitive performance enhancement

  14. 粉可爱Sony Ericsson Hello Kitty 手机

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    Sony Ericsson最近在香港推出了Hello Kitty主题手机.型号为W395 x Hello Kitty.卖点当然就是Hello Kitry主题啦。W395x Hello Kitty官方定价为1380港元.而且限量发售。

  15. Predicting the winner of the 2008 US Presidential Elections using a Sony PlayStation 3

    NARCIS (Netherlands)

    Stevens, M.M.J.; Lenstra, A.K.; Weger, de B.M.M.

    2007-01-01

    We have used a Sony Playstation 3 to correctly predict the outcome of the 2008 US presidential elections. In order not to influence the voters we keep our prediction secret, but commit to it by publishing its cryptographic hash on this website. The document with the correct prediction and matching

  16. 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)

  17. 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.

  18. 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

  19. 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

  20. 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…

  1. 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....

  2. Dampak Brand Equity pada Keputusan Pembelian melalui Brand Preference Konsumen pada Produk Televisi Merek Sony di Kota Pekanbaru

    OpenAIRE

    Restuti, Sri; Sulistyowati, Lilis; Prajnagaja, Soracca Devi

    2015-01-01

    This study aimed to analyze the effect of brand equity on the purchase decisions of consumers through brand preference Sony brand televisions in the city of Pekanbaru. This study used 112 samples. The analytical method used is descriptive analysis method is a way to test variables, regression test, and final test path analysis or path analysis. From the results of the testing that has been done, brand equity directly affect Consumer Buying Decision on Sony Television Products in Pekanbaru "is...

  3. 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...

  4. 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)

  5. Hypercomputation, unconsciousness and entertainment technology

    NARCIS (Netherlands)

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

    2008-01-01

    Recent developments in computer science introduce and discuss new concepts for computation beyond universal Turing machines. Quantum computing relates to new insights in quantum physics as interference and entanglement based on nonlocality. Several ideas about a new kind of field are presented and

  6. 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

  7. The Home Copying Loophole Widens: Sony & Others v . Easyinternetcafé

    OpenAIRE

    Free, Dominic; Garnett, Nic

    2003-01-01

    The record industry is engaged in a determined campaign to stop the unlawful copying of music files downloaded via the Internet. In Sony & Others v. Easyinternetcafé [2003] All ER(D) 249 proceedings were brought by several major record companies to prevent Easyinternetcafé from providing a service copying music files onto CDs for its customers. The claimants succeeded in their aim. However the summary judgment which they obtained had a sting in the tail. It supports the proposition that t...

  8. Repeatable Reverse Engineering with the Platform for Architecture-Neutral Dynamic Analysis

    Science.gov (United States)

    2015-09-18

    Sony BMG Music Entertainment were installing a rootkit onto millions of computers [1]. The Sony rootkit recorded information about users’ computers...to send back to Sony and hid every file on the system with a certain prefix; worse, Sony’s uninstaller allowed any web page to download and execute...Blizzard Entertainment . Each of the game’s discs comes with a unique CD key that identifies the copy and permits both installation and online play

  9. AquaLase versus NeoSoniX--a comparison study.

    Science.gov (United States)

    Jiraskova, Nada; Rozsival, Pavel; Kadlecova, Jana; Nekolova, Jana; Pozlerova, Jana; Dubravska, Zlatica

    2007-12-01

    To compare the metrics and surgical outcome when using Infiniti AquaLase and NeoSoniX cataract removal modalities. This prospective clinical study involved 50 patients with bilateral cataracts and lens removal using AquaLase in the right eye and NeoSoniX in the left eye. Best corrected visual acuity (BCVA), endothelial cell density and pachymetry were evaluted pre- and postoperatively. Statistical analysis was performed using the Wilcoxon Signed- Rank Test. Preoperative mean pachymetry was 569 +/- 31 mu in the right eye (RE) and 560 +/- 37 mu in the left eye (LE), mean endothelial cell density 2744 +/- 418 cells/mm(2) (RE) and 2730 +/- 472 cells/mm(2) (LE). One week after operation pachymetry was 576 +/- 52 mu (RE) and 583 +/- 72 mu (LE) and endothelial cell density 2388 +/- 586 cells/mm(2) (RE) and 2463 +/- 615 cells/mm(2) (LE). One month after surgery pachymetry was 556 +/- 43 mu (RE) and 559 +/- 44 mu (LE) and endothelial cell density 2368 +/- 52 cells/mm(2) (RE) and 2495 +/- 548 cells/mm(2) (LE). BCVA improved in all eyes and was 0.8 or better on the first postoperative day. Both the NeosoniX and AquaLase minimize intraoperative damage to ocular structures.

  10. 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.

  11. 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 ...

  12. 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...

  13. 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...

  14. 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...

  15. 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...

  16. 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.

  17. 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...

  18. [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.

  19. 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.

  20. 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.

  1. Avaliação do desempenho da tecnologia NeoSoniX TM em cirurgias de catarata Performance evaluation of NeoSoniX TM technology in cataract surgery

    Directory of Open Access Journals (Sweden)

    Leonardo Akaishi

    2006-06-01

    Full Text Available OBJETIVOS: As técnicas e resultados da cirurgia de catarata melhoraram drasticamente com o avanço tecnológico. Um dos motivos para melhoria seria a menor utilização de ultra-som com novos aparelhos de facoemulsificação. O objetivo deste estudo é confirmar na prática a vantagem teórica da caneta NeoSoniX TM. MÉTODOS: Foi realizada uma análise na qual os autores compararam resultados dos parâmetros registrados pelo aparelho de facoemulsificação Legacy durante 300 cirurgias de catarata realizadas com caneta de ultra-som (handpiece convencional e 100 com a caneta NeoSoniX TM. Todas as cirurgias foram realizadas pelo mesmo cirurgião, com a mesma técnica cirúrgica. A escolha da "handpiece" foi aleatória, sendo comparadas, em relação ao grau de dureza das cataratas, os parâmetros de tempo do ultra-som, quantidade de solução salina balanceada e porcentagem de "average power" utilizadas durante as cirurgias. RESULTADOS: Foi realizada análise retrospectiva numa série cronológica de casos, mostrando que em qualquer que seja o grau de dureza da catarata, o tempo de utilização do ultra-som com a caneta NeoSoniX foi inferior ao da caneta convencional (pPURPOSE: The techniques and results of cataract surgery have improved dramatically with technological advancements. One of the reasons for this improvement would be the reduced use of ultrasound with the new phacoemulsification devices. The objective of this study is to confirm the theoretical advantage of the NeoSoniX handpiece. METHODS: The authors compared the results of the parameters recorded by the Legacy phacoemulsification system during 300 cataract surgeries performed with the use of the conventional ultrasound handpiece and 100 performed with the innovative NeosonixTM. All surgeries were performed by the same senior surgeon, using the same surgical technique. The choice of handpiece was random. The handpieces were compared considering cataract grade of hardness, in

  2. Motivace zaměstnanců a zaměstnanecké benefity ve firmě Sony

    OpenAIRE

    Vildová, Romana

    2012-01-01

    The aim of this thesis is to study the issue of employee motivation and employee benefits from a theoretical point of view and based on that perform analysis of motivation in company Sony. The work is divided into two parts, theoretical one and practical one. The theoretical part is covered in the first two chapters, which deal with the employee motivation in general and commonly offered employee benefits. Practical part is presented in the third and fourth chapters. The third chapter introdu...

  3. Pengaruh Produk, Faktor Sosial, Harga, Iklan, Dan Word Of Mouth Terhadap Keputusan Pembelian Sony Xperia Pada Mahasiswa Universitas Sumatera Utara

    OpenAIRE

    Hidayatullah, Rahmat

    2015-01-01

    This research aims to know and analyze the influence of product, social factors, price, advertising, and word of mouth on purchasing decision sony xperia on student of north sumatera university. This research includes explanatory research. The data used in this study are primary and secondary data. Population in this research is student of north sumatera university. Hypothesis testing done by using path analysis, the independent variable is product as X_1, social factors as X_2, price as ...

  4. User Compensation as a Data Breach Recovery Action: An Investigation of the Sony PlayStation Network Breach.

    OpenAIRE

    Venkatesh, Viswanath

    2017-01-01

    Drawing on expectation confirmation research, we develop hypotheses regarding the effect of compensation on key customer outcomes following a major data breach and consequent service recovery effort. Data were collected in a longitudinal field study of Sony customers during their data breach in 2011. A total of 144 customers participated in the two-phase data collection that began when the breach was announced and concluded after reparations were made. Using polynomial modeling an...

  5. Public mood and consumption choices: evidence from sales of Sony cameras on Taobao.

    Directory of Open Access Journals (Sweden)

    Qingguo Ma

    Full Text Available Previous researchers have tried to predict social and economic phenomena with indicators of public mood, which were extracted from online data. This method has been proved to be feasible in many areas such as financial markets, economic operations and even national suicide numbers. However, few previous researches have examined the relationship between public mood and consumption choices at society level. The present study paid attention to the "Diaoyu Island" event, and extracted Chinese public mood data toward Japan from Sina MicroBlog (the biggest social media in China, which demonstrated a significant cross-correlation between the public mood variable and sales of Sony cameras on Taobao (the biggest Chinese e-business company. Afterwards, several candidate predictors of sales were examined and finally three significant stepwise regression models were obtained. Results of models estimation showed that significance (F-statistics, R-square and predictive accuracy (MAPE all improved due to inclusion of public mood variable. These results indicate that public mood is significantly associated with consumption choices and may be of value in sales forecasting for particular products.

  6. Public mood and consumption choices: evidence from sales of Sony cameras on Taobao.

    Science.gov (United States)

    Ma, Qingguo; Zhang, Wuke

    2015-01-01

    Previous researchers have tried to predict social and economic phenomena with indicators of public mood, which were extracted from online data. This method has been proved to be feasible in many areas such as financial markets, economic operations and even national suicide numbers. However, few previous researches have examined the relationship between public mood and consumption choices at society level. The present study paid attention to the "Diaoyu Island" event, and extracted Chinese public mood data toward Japan from Sina MicroBlog (the biggest social media in China), which demonstrated a significant cross-correlation between the public mood variable and sales of Sony cameras on Taobao (the biggest Chinese e-business company). Afterwards, several candidate predictors of sales were examined and finally three significant stepwise regression models were obtained. Results of models estimation showed that significance (F-statistics), R-square and predictive accuracy (MAPE) all improved due to inclusion of public mood variable. These results indicate that public mood is significantly associated with consumption choices and may be of value in sales forecasting for particular products.

  7. Measuring gamma at LHCb with an Atwood-Dunietz-Soni Method

    CERN Document Server

    Patel, M

    2006-01-01

    The selection efficiencies and backgrounds for the two-body Atwood-Dunietz-Soni modes B+- -> D0bar/D0 K+-, where the D0bar/D0 decays to Kpi, KK or pipi, are determined from studies with LHCb's full GEANT based Monte Carlo simulation. These are used with a toy Monte Carlo, and assumptions about the D0bar/D0 -> Kpipipi decay modes, to estimate the precision with which LHCb will be able to measure the CKM angle gamma. For the majority of values of the unknown strong phases in the relevant D0bar/D0 decays, the fits to the toy Monte Carlo data converge and return the input values. Depending on the values of these phases, the precision on gamma from a nominal year of data (2fb-1 integrated luminosity) is in the range 2-6 degrees without the background, and 5-13 degrees with the considered background. In the latter case the background estimate is statistically limited and has a large uncertainty.

  8. La Délinquance Idéologique: Sony Labou Tansi and the Political Love Story of Romeo and Juliet

    Directory of Open Access Journals (Sweden)

    Rebekah Bale

    2016-12-01

    Full Text Available The article discusses an adaptation of William Shakespeare's Romeo and Juliet, (La Résurrection Rouge et Blanche de Romeo et Juliette- 'The Red and White Revival of Romeo and Juliet' by the Congolese writer Sony Labou Tansi. It examines the consequences of a focus on the political frame of the narrative. Sony's version is an indictment of a monstrous and hyper-violent political system in which the only choice left is the manner of one’s death. Sony uses the play as a means to interrogate a society that focuses on the political fetishization of violent dictatorships and nihilistic choices. With a radical shift in focus, Sony’s work also requires the audience / reader to consider the necessity of theatre and, by extension, the power under which it operates. Sony’s language in this adaptation gives the story of Romeo and Juliet, a post-colonial framework as well as an urgent political message. The analysis concludes that the adaptation presents the conventional love story as a political tragedy of the post-colonial condition.

  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. 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...

  11. 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.

  12. 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...

  13. 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?,…

  14. 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...

  15. 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"

  16. 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...

  17. 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

  18. 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…

  19. Technical assessment of Navitar Zoom 6000 optic and Sony HDC-X310 camera for MEMS presentations and training.

    Energy Technology Data Exchange (ETDEWEB)

    Diegert, Carl F.

    2006-02-01

    This report evaluates a newly-available, high-definition, video camera coupled with a zoom optical system for microscopic imaging of micro-electro-mechanical systems. We did this work to support configuration of three document-camera-like stations as part of an installation in a new Microsystems building at Sandia National Laboratories. The video display walls to be installed as part of these three presentation and training stations are of extraordinary resolution and quality. The new availability of a reasonably-priced, cinema-quality, high-definition video camera offers the prospect of filling these displays with full-motion imaging of Sandia's microscopic products at a quality substantially beyond the quality of typical video microscopes. Simple and robust operation of the microscope stations will allow the extraordinary-quality imaging to contribute to Sandia's day-to-day research and training operations. This report illustrates the disappointing image quality from a camera/lens system comprised of a Sony HDC-X310 high-definition video camera coupled to a Navitar Zoom 6000 lens. We determined that this Sony camera is capable of substantially more image quality than the Navitar optic can deliver. We identified an optical doubler lens from Navitar as the component of their optical system that accounts for a substantial part of the image quality problem. While work continues to incrementally improve performance of the Navitar system, we are also evaluating optical systems from other vendors to couple to this Sony camera.

  20. Sony Labou Tansi, afflux des écrits et flux de l’écriture

    Directory of Open Access Journals (Sweden)

    Nicolas Martin-Granel

    2014-04-01

    Full Text Available Cet état des lieux des archives laissées par Sony Labou Tansi comprend deux volets. Le premier se présente comme un historique de la sauvegarde et de la valorisation des écrits qui constituent un continent immense et inédit. Leur histoire mouvementée est racontée à partir du moment où l’écriture s’arrête, lors la disparition de l’écrivain en 1995. Matériellement, les écrits sont couchés, pour la plupart, dans des cahiers d’écolier jetés en vrac au fond de la petite bibliothèque de sa maison de Makélékélé à Brazzaville. Sans date, parfois sans titre, ils représentent un véritable défi à la critique génétique qui cherche à les classer, les inventorier, les numériser et enfin à les éditer. Reconstituer leur parcours, au fil des multiples versions et transformations successives, aboutit à dresser la cartographie du labyrinthe textuel constitué non seulement du fonds SLT séparé entre la France et le Congo mais aussi des cahiers et lettres disséminés par l’auteur auprès de ses nombreux amis lecteurs et éditeurs. Dans le second volet, on s’attache à retrouver le fil conducteur de l’écriture, à en restituer la logique vitaliste et hypertextuelle. Si SLT écrivait comme on respire, son écriture, d’allure improvisée, décrite par la génétique comme « à processus », relève, du point de vue anthropologique, du prophétisme scripturaire : un dire-écrire en progression continue – contre le progrès, sans jamais se retourner vers la lecture.

  1. 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

  2. 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.

  3. 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.

  4. 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.

  5. Who Owns Your Computer? [digital rights management

    Energy Technology Data Exchange (ETDEWEB)

    Bishop, Matt; Frincke, Deb A.

    2006-03-01

    Sony's much debated choice to use rootkit-like technology to protect intellectual property highlights the increasingly blurry line between who can, should, or does control the interaction between among a computational device, an algorithm embodied in software, and the data upon which it acts. Article discusses educational aspects of the situation.

  6. 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.

  7. 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

  8. 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

  9. 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

  10. 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...

  11. 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.…

  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. 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…

  14. 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 ...

  15. 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.

  16. 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…

  17. 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 ...

  18. 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…

  19. 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.

  20. Starr v. SONY BMG Music Entertainment: The Second Circuit’s Misapplication of Twombly in a Section 1 Sherman Act Conspiracy Case Alleging Parallel Conduct

    OpenAIRE

    Kenneth Logan; Jonathan Youngwood

    2010-01-01

    This article provides an overview of plaintiffs’ allegations, Judge Preska’s opinion, the Second Circuit’s decision, and outlines the authors’ views on the Second Circuit’s errors and the implications Starr will have on antitrust pleading standards in the Second Circuit and elsewhere. Kenneth R. Logan & Jonathan K. Youngwood, Simpson Thacher & Bartlett

  1. The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation.

    Science.gov (United States)

    Rand, Debbie; Kizony, Rachel; Weiss, Patrice Tamar L

    2008-12-01

    The objective of this study was to investigate the potential of using a low-cost video-capture virtual reality (VR) platform, the Sony PlayStation II EyeToy, for the rehabilitation of older adults with disabilities. This article presents three studies that were carried out to provide information about the EyeToy's potential for use in rehabilitation. The first study included the testing of healthy young adults (N = 34) and compared their experiences using the EyeToy with those using GestureTek's IREX VR system in terms of a sense of presence, level of enjoyment, control, success, and perceived exertion. The second study aimed to characterize the VR experience of healthy older adults (N = 10) and to determine the suitability and usability of the EyeToy for this population and the third study aimed to determine the feasibility of the EyeToy for use by individuals (N = 12) with stroke at different stages. The implications of these three studies for applying the system to rehabilitation are discussed.

  2. Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report.

    Science.gov (United States)

    Flynn, Sheryl; Palma, Phyllis; Bender, Anneke

    2007-12-01

    Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.

  3. 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.)

  4. 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

  5. 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

  6. 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...

  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. 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.

  9. 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

  10. "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).

  11. 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.

  12. 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.

  13. 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 ...

  14. 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...

  15. 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.

  16. Sony Co., Ltd.: An outlook is made for merchandising of the manganese acid lithium ion battery; Mangansan richiumuion denchi no shohinka ni medo

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1998-12-31

    Sony Co., Ltd. sells the manganese acid lithium ion battery that a battery is 1 by 2 as to the next generation lithium ion during 99 years. It is characteristics that a price is restrained because manganese is used for the proper pole material instead of cobalt of the rare metal. It becomes mass production by Koriyama factory where a lithium ion battery is being manufactured improving an existent production line. It is seen when some percents of manufacture cost goes down more than cobalt acid battery of news file before. A manganese acid lithium ion battery uses manganese acid lithium for the proper pole of the battery. The efficiency of the charge of the usual lithium ion battery is good, and composition is easy, and uses cobalt acid lithium, which is easy to produce. One side where a material fee is cheap, the stability at the high temperature of manganese acid is low, and composition is difficult. Only NEC Moli Energy corporation who is the subsidiary company of NEC succeeds in the mass production. NEC Moli Energy corporation is extending market share by the price competition power. It seems to have the possibility that manganese acid becomes the main force with a battery by two by new entering of Sony Co., Ltd. of the lithium ion battery extreme big enterprises. (translated by NEDO)

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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

  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. 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.

  4. 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.

  5. 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.

  6. 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.…

  7. 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...

  8. 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...

  9. 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...

  10. 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…

  11. 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…

  12. 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

  13. 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...

  14. 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…

  15. 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

  16. 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

  17. Motor Control and Sequencing of Boys with Attention-Deficit/Hyperactivity Disorder (ADHD) During Computer Game Play

    Science.gov (United States)

    Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin

    2004-01-01

    The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…

  18. 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

  19. 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...

  20. Perubahan Tema Iklan Menurut Siklus Hidup Produk

    OpenAIRE

    Krisna, Marselinus

    2011-01-01

    Abstract: This research is an descriptive qualitative study about the changes of TV commercial’s themes of Sony PlayStation console in USA at 1995-2010. As human beings, the product has its life cycle. The life cycle of products is very influential in the formation of advertising messages. The Sony PlayStation is one brand of video game console generation to the five released by Sony Computer Entertainment and the most popular in the history of the gaming industry. The life cycle of PlaySta...

  1. 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

  2. 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.

  3. 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.

  4. 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...

  5. 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...

  6. 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...

  7. 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...

  8. 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...

  9. 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...

  10. 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

  11. 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

  12. 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

  13. 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...

  14. Computer games and software engineering

    CERN Document Server

    Cooper, Kendra M L

    2015-01-01

    Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software.Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the inte

  15. 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

  16. 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.

  17. 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.

  18. 76 FR 6496 - In the Matter of Certain Liquid Crystal Display Devices and Products Interoperable With the Same...

    Science.gov (United States)

    2011-02-04

    ... notice of investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics Corporation of San Diego, California; and Sony Computer...

  19. 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.

  20. COMPUTING

    CERN Multimedia

    M. Kasemann

    Overview In autumn the main focus was to process and handle CRAFT data and to perform the Summer08 MC production. The operational aspects were well covered by regular Computing Shifts, experts on duty and Computing Run Coordination. At the Computing Resource Board (CRB) in October a model to account for service work at Tier 2s was approved. The computing resources for 2009 were reviewed for presentation at the C-RRB. The quarterly resource monitoring is continuing. Facilities/Infrastructure operations Operations during CRAFT data taking ran fine. This proved to be a very valuable experience for T0 workflows and operations. The transfers of custodial data to most T1s went smoothly. A first round of reprocessing started at the Tier-1 centers end of November; it will take about two weeks. The Computing Shifts procedure was tested full scale during this period and proved to be very efficient: 30 Computing Shifts Persons (CSP) and 10 Computing Resources Coordinators (CRC). The shift program for the shut down w...

  1. 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 ...

  2. 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)

  3. '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.

  4. 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

  5. Tactical Behavior Mining of a Soldier-Based Gaming Environment (Briefing Charts)

    Science.gov (United States)

    2016-05-23

    training game • Hyper-realistic (i.e. physics) • https://bisimulations.com/ Lot’s of canned content (40GB Install) Detailed interiors/ crew positions ...System and method for automated creation of video game highlights. Sony Entertainment. D Cottrell - US Patent 8,515,253, 2013. Seif El-Nasr, M... Games . Elsevier Entertainment Computing Journal. Impact Factor 1.65 1 2 3 4 5 6 7 8 UNCLASSIFIED: Distribution Statement A. Approved for public

  6. COMPUTING

    CERN Multimedia

    I. Fisk

    2011-01-01

    Introduction CMS distributed computing system performed well during the 2011 start-up. The events in 2011 have more pile-up and are more complex than last year; this results in longer reconstruction times and harder events to simulate. Significant increases in computing capacity were delivered in April for all computing tiers, and the utilisation and load is close to the planning predictions. All computing centre tiers performed their expected functionalities. Heavy-Ion Programme The CMS Heavy-Ion Programme had a very strong showing at the Quark Matter conference. A large number of analyses were shown. The dedicated heavy-ion reconstruction facility at the Vanderbilt Tier-2 is still involved in some commissioning activities, but is available for processing and analysis. Facilities and Infrastructure Operations Facility and Infrastructure operations have been active with operations and several important deployment tasks. Facilities participated in the testing and deployment of WMAgent and WorkQueue+Request...

  7. COMPUTING

    CERN Multimedia

    P. McBride

    The Computing Project is preparing for a busy year where the primary emphasis of the project moves towards steady operations. Following the very successful completion of Computing Software and Analysis challenge, CSA06, last fall, we have reorganized and established four groups in computing area: Commissioning, User Support, Facility/Infrastructure Operations and Data Operations. These groups work closely together with groups from the Offline Project in planning for data processing and operations. Monte Carlo production has continued since CSA06, with about 30M events produced each month to be used for HLT studies and physics validation. Monte Carlo production will continue throughout the year in the preparation of large samples for physics and detector studies ramping to 50 M events/month for CSA07. Commissioning of the full CMS computing system is a major goal for 2007. Site monitoring is an important commissioning component and work is ongoing to devise CMS specific tests to be included in Service Availa...

  8. COMPUTING

    CERN Multimedia

    M. Kasemann

    Overview During the past three months activities were focused on data operations, testing and re-enforcing shift and operational procedures for data production and transfer, MC production and on user support. Planning of the computing resources in view of the new LHC calendar in ongoing. Two new task forces were created for supporting the integration work: Site Commissioning, which develops tools helping distributed sites to monitor job and data workflows, and Analysis Support, collecting the user experience and feedback during analysis activities and developing tools to increase efficiency. The development plan for DMWM for 2009/2011 was developed at the beginning of the year, based on the requirements from the Physics, Computing and Offline groups (see Offline section). The Computing management meeting at FermiLab on February 19th and 20th was an excellent opportunity discussing the impact and for addressing issues and solutions to the main challenges facing CMS computing. The lack of manpower is particul...

  9. Perubahan Tema Iklan Menurut Siklus Hidup Produk

    Directory of Open Access Journals (Sweden)

    Marselinus Krisna

    2013-11-01

    Full Text Available Abstract: This research is an descriptive qualitative study about the changes of TV commercial’s themes of Sony PlayStation console in USA at 1995-2010. As human beings, the product has its life cycle. The life cycle of products is very influential in the formation of advertising messages. The Sony PlayStation is one brand of video game console generation to the five released by Sony Computer Entertainment and the most popular in the history of the gaming industry. The life cycle of PlayStation consoles reaches its peak at the time of appearance of the PlayStation 2 console. During the life cycle of the last PlayStation has released several television commercials used to promote this console for the consumer.   Abstrak: Riset ini merupakan studi deskriptif kualitatif tentang perubahan tema iklan televisi dari produk konsol Sony PlayStation di Amerika Serikat pada periode 1995-2010. Seperti manusia, produk juga memiliki siklus hidup. Siklus hidup produk sangat mempengaruhi pembeuatan pesan iklan. Sony PlayStation adalah salah satu merek generasi konsol video game yang dikeluarkan oleh Sony Computer Entertainment dan sangay populer dalam sejarah industri games. Siklus hidup produk konsol PlayStation mencapai puncaknya pada saat dimunculkannya konsol PlayStation 2. Selama periode siklus hidupnya , PlayStation mengeluarkan beberapa iklan televisi yang digunakan untuk mempromosikan konsol kepada para konsumen.

  10. COMPUTING

    CERN Multimedia

    I. Fisk

    2013-01-01

    Computing activity had ramped down after the completion of the reprocessing of the 2012 data and parked data, but is increasing with new simulation samples for analysis and upgrade studies. Much of the Computing effort is currently involved in activities to improve the computing system in preparation for 2015. Operations Office Since the beginning of 2013, the Computing Operations team successfully re-processed the 2012 data in record time, not only by using opportunistic resources like the San Diego Supercomputer Center which was accessible, to re-process the primary datasets HTMHT and MultiJet in Run2012D much earlier than planned. The Heavy-Ion data-taking period was successfully concluded in February collecting almost 500 T. Figure 3: Number of events per month (data) In LS1, our emphasis is to increase efficiency and flexibility of the infrastructure and operation. Computing Operations is working on separating disk and tape at the Tier-1 sites and the full implementation of the xrootd federation ...

  11. 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...

  12. Defense Horizons. Number 11, April 2002. Computer Games and the Military: Two Views

    Science.gov (United States)

    2002-04-01

    employment) for their creators along the way. By the end of the decade, nearly every strategy and combat game on the market came with a built-in level...players— competitive , coop- erative, and collegial—sustains the computer game industry, no less than the latest 3–D engine, facial animation algorithm...whether those spaces are maintained by gamers for gamers, such as ClanBase, or owned and operated by game publishers, such as Sony, Electronic Arts, or

  13. 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.

  14. 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…

  15. 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…

  16. 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...

  17. 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...

  18. 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…

  19. 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…

  20. 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.

  1. 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…

  2. 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.

  3. 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

  4. 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.

  5. 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…

  6. 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...

  7. COMPUTING

    CERN Multimedia

    I. Fisk

    2010-01-01

    Introduction It has been a very active quarter in Computing with interesting progress in all areas. The activity level at the computing facilities, driven by both organised processing from data operations and user analysis, has been steadily increasing. The large-scale production of simulated events that has been progressing throughout the fall is wrapping-up and reprocessing with pile-up will continue. A large reprocessing of all the proton-proton data has just been released and another will follow shortly. The number of analysis jobs by users each day, that was already hitting the computing model expectations at the time of ICHEP, is now 33% higher. We are expecting a busy holiday break to ensure samples are ready in time for the winter conferences. Heavy Ion An activity that is still in progress is computing for the heavy-ion program. The heavy-ion events are collected without zero suppression, so the event size is much large at roughly 11 MB per event of RAW. The central collisions are more complex and...

  8. COMPUTING

    CERN Multimedia

    M. Kasemann P. McBride Edited by M-C. Sawley with contributions from: P. Kreuzer D. Bonacorsi S. Belforte F. Wuerthwein L. Bauerdick K. Lassila-Perini M-C. Sawley

    Introduction More than seventy CMS collaborators attended the Computing and Offline Workshop in San Diego, California, April 20-24th to discuss the state of readiness of software and computing for collisions. Focus and priority were given to preparations for data taking and providing room for ample dialog between groups involved in Commissioning, Data Operations, Analysis and MC Production. Throughout the workshop, aspects of software, operating procedures and issues addressing all parts of the computing model were discussed. Plans for the CMS participation in STEP’09, the combined scale testing for all four experiments due in June 2009, were refined. The article in CMS Times by Frank Wuerthwein gave a good recap of the highly collaborative atmosphere of the workshop. Many thanks to UCSD and to the organizers for taking care of this workshop, which resulted in a long list of action items and was definitely a success. A considerable amount of effort and care is invested in the estimate of the comput...

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

    CERN Document Server

    Krukowski, Artur

    2016-01-01

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

  10. COMPUTING

    CERN Multimedia

    P. McBride

    It has been a very active year for the computing project with strong contributions from members of the global community. The project has focused on site preparation and Monte Carlo production. The operations group has begun processing data from P5 as part of the global data commissioning. Improvements in transfer rates and site availability have been seen as computing sites across the globe prepare for large scale production and analysis as part of CSA07. Preparations for the upcoming Computing Software and Analysis Challenge CSA07 are progressing. Ian Fisk and Neil Geddes have been appointed as coordinators for the challenge. CSA07 will include production tests of the Tier-0 production system, reprocessing at the Tier-1 sites and Monte Carlo production at the Tier-2 sites. At the same time there will be a large analysis exercise at the Tier-2 centres. Pre-production simulation of the Monte Carlo events for the challenge is beginning. Scale tests of the Tier-0 will begin in mid-July and the challenge it...

  11. COMPUTING

    CERN Multimedia

    M. Kasemann

    Introduction During the past six months, Computing participated in the STEP09 exercise, had a major involvement in the October exercise and has been working with CMS sites on improving open issues relevant for data taking. At the same time operations for MC production, real data reconstruction and re-reconstructions and data transfers at large scales were performed. STEP09 was successfully conducted in June as a joint exercise with ATLAS and the other experiments. It gave good indication about the readiness of the WLCG infrastructure with the two major LHC experiments stressing the reading, writing and processing of physics data. The October Exercise, in contrast, was conducted as an all-CMS exercise, where Physics, Computing and Offline worked on a common plan to exercise all steps to efficiently access and analyze data. As one of the major results, the CMS Tier-2s demonstrated to be fully capable for performing data analysis. In recent weeks, efforts were devoted to CMS Computing readiness. All th...

  12. COMPUTING

    CERN Multimedia

    I. Fisk

    2011-01-01

    Introduction It has been a very active quarter in Computing with interesting progress in all areas. The activity level at the computing facilities, driven by both organised processing from data operations and user analysis, has been steadily increasing. The large-scale production of simulated events that has been progressing throughout the fall is wrapping-up and reprocessing with pile-up will continue. A large reprocessing of all the proton-proton data has just been released and another will follow shortly. The number of analysis jobs by users each day, that was already hitting the computing model expectations at the time of ICHEP, is now 33% higher. We are expecting a busy holiday break to ensure samples are ready in time for the winter conferences. Heavy Ion The Tier 0 infrastructure was able to repack and promptly reconstruct heavy-ion collision data. Two copies were made of the data at CERN using a large CASTOR disk pool, and the core physics sample was replicated ...

  13. COMPUTING

    CERN Multimedia

    I. Fisk

    2012-01-01

    Introduction Computing continued with a high level of activity over the winter in preparation for conferences and the start of the 2012 run. 2012 brings new challenges with a new energy, more complex events, and the need to make the best use of the available time before the Long Shutdown. We expect to be resource constrained on all tiers of the computing system in 2012 and are working to ensure the high-priority goals of CMS are not impacted. Heavy ions After a successful 2011 heavy-ion run, the programme is moving to analysis. During the run, the CAF resources were well used for prompt analysis. Since then in 2012 on average 200 job slots have been used continuously at Vanderbilt for analysis workflows. Operations Office As of 2012, the Computing Project emphasis has moved from commissioning to operation of the various systems. This is reflected in the new organisation structure where the Facilities and Data Operations tasks have been merged into a common Operations Office, which now covers everything ...

  14. COMPUTING

    CERN Multimedia

    M. Kasemann

    CCRC’08 challenges and CSA08 During the February campaign of the Common Computing readiness challenges (CCRC’08), the CMS computing team had achieved very good results. The link between the detector site and the Tier0 was tested by gradually increasing the number of parallel transfer streams well beyond the target. Tests covered the global robustness at the Tier0, processing a massive number of very large files and with a high writing speed to tapes.  Other tests covered the links between the different Tiers of the distributed infrastructure and the pre-staging and reprocessing capacity of the Tier1’s: response time, data transfer rate and success rate for Tape to Buffer staging of files kept exclusively on Tape were measured. In all cases, coordination with the sites was efficient and no serious problem was found. These successful preparations prepared the ground for the second phase of the CCRC’08 campaign, in May. The Computing Software and Analysis challen...

  15. COMPUTING

    CERN Multimedia

    I. Fisk

    2010-01-01

    Introduction The first data taking period of November produced a first scientific paper, and this is a very satisfactory step for Computing. It also gave the invaluable opportunity to learn and debrief from this first, intense period, and make the necessary adaptations. The alarm procedures between different groups (DAQ, Physics, T0 processing, Alignment/calibration, T1 and T2 communications) have been reinforced. A major effort has also been invested into remodeling and optimizing operator tasks in all activities in Computing, in parallel with the recruitment of new Cat A operators. The teams are being completed and by mid year the new tasks will have been assigned. CRB (Computing Resource Board) The Board met twice since last CMS week. In December it reviewed the experience of the November data-taking period and could measure the positive improvements made for the site readiness. It also reviewed the policy under which Tier-2 are associated with Physics Groups. Such associations are decided twice per ye...

  16. COMPUTING

    CERN Multimedia

    M. Kasemann

    Introduction More than seventy CMS collaborators attended the Computing and Offline Workshop in San Diego, California, April 20-24th to discuss the state of readiness of software and computing for collisions. Focus and priority were given to preparations for data taking and providing room for ample dialog between groups involved in Commissioning, Data Operations, Analysis and MC Production. Throughout the workshop, aspects of software, operating procedures and issues addressing all parts of the computing model were discussed. Plans for the CMS participation in STEP’09, the combined scale testing for all four experiments due in June 2009, were refined. The article in CMS Times by Frank Wuerthwein gave a good recap of the highly collaborative atmosphere of the workshop. Many thanks to UCSD and to the organizers for taking care of this workshop, which resulted in a long list of action items and was definitely a success. A considerable amount of effort and care is invested in the estimate of the co...

  17. "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.

  18. COMPUTING

    CERN Multimedia

    2010-01-01

    Introduction Just two months after the “LHC First Physics” event of 30th March, the analysis of the O(200) million 7 TeV collision events in CMS accumulated during the first 60 days is well under way. The consistency of the CMS computing model has been confirmed during these first weeks of data taking. This model is based on a hierarchy of use-cases deployed between the different tiers and, in particular, the distribution of RECO data to T1s, who then serve data on request to T2s, along a topology known as “fat tree”. Indeed, during this period this model was further extended by almost full “mesh” commissioning, meaning that RECO data were shipped to T2s whenever possible, enabling additional physics analyses compared with the “fat tree” model. Computing activities at the CMS Analysis Facility (CAF) have been marked by a good time response for a load almost evenly shared between ALCA (Alignment and Calibration tasks - highest p...

  19. COMPUTING

    CERN Multimedia

    Contributions from I. Fisk

    2012-01-01

    Introduction The start of the 2012 run has been busy for Computing. We have reconstructed, archived, and served a larger sample of new data than in 2011, and we are in the process of producing an even larger new sample of simulations at 8 TeV. The running conditions and system performance are largely what was anticipated in the plan, thanks to the hard work and preparation of many people. Heavy ions Heavy Ions has been actively analysing data and preparing for conferences.  Operations Office Figure 6: Transfers from all sites in the last 90 days For ICHEP and the Upgrade efforts, we needed to produce and process record amounts of MC samples while supporting the very successful data-taking. This was a large burden, especially on the team members. Nevertheless the last three months were very successful and the total output was phenomenal, thanks to our dedicated site admins who keep the sites operational and the computing project members who spend countless hours nursing the...

  20. COMPUTING

    CERN Multimedia

    M. Kasemann

    Introduction A large fraction of the effort was focused during the last period into the preparation and monitoring of the February tests of Common VO Computing Readiness Challenge 08. CCRC08 is being run by the WLCG collaboration in two phases, between the centres and all experiments. The February test is dedicated to functionality tests, while the May challenge will consist of running at all centres and with full workflows. For this first period, a number of functionality checks of the computing power, data repositories and archives as well as network links are planned. This will help assess the reliability of the systems under a variety of loads, and identifying possible bottlenecks. Many tests are scheduled together with other VOs, allowing the full scale stress test. The data rates (writing, accessing and transfer¬ring) are being checked under a variety of loads and operating conditions, as well as the reliability and transfer rates of the links between Tier-0 and Tier-1s. In addition, the capa...

  1. COMPUTING

    CERN Multimedia

    Matthias Kasemann

    Overview The main focus during the summer was to handle data coming from the detector and to perform Monte Carlo production. The lessons learned during the CCRC and CSA08 challenges in May were addressed by dedicated PADA campaigns lead by the Integration team. Big improvements were achieved in the stability and reliability of the CMS Tier1 and Tier2 centres by regular and systematic follow-up of faults and errors with the help of the Savannah bug tracking system. In preparation for data taking the roles of a Computing Run Coordinator and regular computing shifts monitoring the services and infrastructure as well as interfacing to the data operations tasks are being defined. The shift plan until the end of 2008 is being put together. User support worked on documentation and organized several training sessions. The ECoM task force delivered the report on “Use Cases for Start-up of pp Data-Taking” with recommendations and a set of tests to be performed for trigger rates much higher than the ...

  2. COMPUTING

    CERN Multimedia

    P. MacBride

    The Computing Software and Analysis Challenge CSA07 has been the main focus of the Computing Project for the past few months. Activities began over the summer with the preparation of the Monte Carlo data sets for the challenge and tests of the new production system at the Tier-0 at CERN. The pre-challenge Monte Carlo production was done in several steps: physics generation, detector simulation, digitization, conversion to RAW format and the samples were run through the High Level Trigger (HLT). The data was then merged into three "Soups": Chowder (ALPGEN), Stew (Filtered Pythia) and Gumbo (Pythia). The challenge officially started when the first Chowder events were reconstructed on the Tier-0 on October 3rd. The data operations teams were very busy during the the challenge period. The MC production teams continued with signal production and processing while the Tier-0 and Tier-1 teams worked on splitting the Soups into Primary Data Sets (PDS), reconstruction and skimming. The storage sys...

  3. COMPUTING

    CERN Multimedia

    I. Fisk

    2013-01-01

    Computing operation has been lower as the Run 1 samples are completing and smaller samples for upgrades and preparations are ramping up. Much of the computing activity is focusing on preparations for Run 2 and improvements in data access and flexibility of using resources. Operations Office Data processing was slow in the second half of 2013 with only the legacy re-reconstruction pass of 2011 data being processed at the sites.   Figure 1: MC production and processing was more in demand with a peak of over 750 Million GEN-SIM events in a single month.   Figure 2: The transfer system worked reliably and efficiently and transferred on average close to 520 TB per week with peaks at close to 1.2 PB.   Figure 3: The volume of data moved between CMS sites in the last six months   The tape utilisation was a focus for the operation teams with frequent deletion campaigns from deprecated 7 TeV MC GEN-SIM samples to INVALID datasets, which could be cleaned up...

  4. COMPUTING

    CERN Multimedia

    I. Fisk

    2012-01-01

      Introduction Computing activity has been running at a sustained, high rate as we collect data at high luminosity, process simulation, and begin to process the parked data. The system is functional, though a number of improvements are planned during LS1. Many of the changes will impact users, we hope only in positive ways. We are trying to improve the distributed analysis tools as well as the ability to access more data samples more transparently.  Operations Office Figure 2: Number of events per month, for 2012 Since the June CMS Week, Computing Operations teams successfully completed data re-reconstruction passes and finished the CMSSW_53X MC campaign with over three billion events available in AOD format. Recorded data was successfully processed in parallel, exceeding 1.2 billion raw physics events per month for the first time in October 2012 due to the increase in data-parking rate. In parallel, large efforts were dedicated to WMAgent development and integrati...

  5. Computer Games and Games Industry Connections with Comic Art

    OpenAIRE

    Klimczuk, Andrzej

    2011-01-01

    Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists wor...

  6. COMPUTING

    CERN Multimedia

    I. Fisk

    2011-01-01

    Introduction The Computing Team successfully completed the storage, initial processing, and distribution for analysis of proton-proton data in 2011. There are still a variety of activities ongoing to support winter conference activities and preparations for 2012. Heavy ions The heavy-ion run for 2011 started in early November and has already demonstrated good machine performance and success of some of the more advanced workflows planned for 2011. Data collection will continue until early December. Facilities and Infrastructure Operations Operational and deployment support for WMAgent and WorkQueue+Request Manager components, routinely used in production by Data Operations, are provided. The GlideInWMS and components installation are now deployed at CERN, which is added to the GlideInWMS factory placed in the US. There has been new operational collaboration between the CERN team and the UCSD GlideIn factory operators, covering each others time zones by monitoring/debugging pilot jobs sent from the facto...

  7. 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...

  8. 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....

  9. 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...

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. COMPUTING

    CERN Multimedia

    M. Kasemann

    CMS relies on a well functioning, distributed computing infrastructure. The Site Availability Monitoring (SAM) and the Job Robot submission have been very instrumental for site commissioning in order to increase availability of more sites such that they are available to participate in CSA07 and are ready to be used for analysis. The commissioning process has been further developed, including "lessons learned" documentation via the CMS twiki. Recently the visualization, presentation and summarizing of SAM tests for sites has been redesigned, it is now developed by the central ARDA project of WLCG. Work to test the new gLite Workload Management System was performed; a 4 times increase in throughput with respect to LCG Resource Broker is observed. CMS has designed and launched a new-generation traffic load generator called "LoadTest" to commission and to keep exercised all data transfer routes in the CMS PhE-DEx topology. Since mid-February, a transfer volume of about 12 P...

  2. Users' Orientations in Kingdom of Saudi Arabia towards the Reading ...

    African Journals Online (AJOL)

    pc

    2018-03-05

    Mar 5, 2018 ... by making them occupied with digital entertainment means of the audiovisual materials from Music, Movies, Videos, Games and Others, and making .... three types of devices which are: Sony PRS 600 Device,. Sony PRS 505 ...

  3. 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

  4. 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

  5. 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 ...

  6. 31st August 2011 - Government of Japan R. Chubachi, Executive Member of the Council for Science and Technology Policy, Cabinet Office, Vice Chairman, Representative Corporate Executive Officer and Member of the Board, Sony Corporation, visiting the ATLAS experimental area with Former Collaboration Spokesperson P. Jenni and Senior physicist T. Kondo.

    CERN Multimedia

    Raphaël Piguet

    2011-01-01

    31st August 2011 - Government of Japan R. Chubachi, Executive Member of the Council for Science and Technology Policy, Cabinet Office, Vice Chairman, Representative Corporate Executive Officer and Member of the Board, Sony Corporation, visiting the ATLAS experimental area with Former Collaboration Spokesperson P. Jenni and Senior physicist T. Kondo.

  7. 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...

  8. Software usage in unsupervised digital doorway computing environments in disadvantaged South African communities: Focusing on youthful users

    CSIR Research Space (South Africa)

    Gush, K

    2011-01-01

    Full Text Available Digital Doorways provide computing infrastructure in low-income communities in South Africa. The unsupervised DD terminals offer various software applications, from entertainment through educational resources to research material, encouraging...

  9. Computer Security: Computer security threats, vulnerabilities and attacks (3/4)

    CERN Document Server

    CERN. Geneva

    2012-01-01

    Antonio Perez Perez works in the Computer Security Team doing software development, sysadmin tasks and operations. He is also involved on grid security and does 1st line security support at CERN on ROTA. With the prevalence of modern information technologies and its increasing integration into our daily live, digital systems become more and more playground for evil people. While in the past, attacks were driven by fame& kudos, nowadays money is the motivating factor. Just the recent months have shown several successful attacks against e.g. Sony, PBS, UNESCO, RSAsecurity, Citibank, and others. Credit card information of hundreds of thousands of people got exposed. Affected companies not only lost their assets and data, also their reputation has suffered. Thus, proper computer security measures are essential. Without question, security must even more become an inherent ingredient when developing, deploying, and operating applications, web sites, and computing services. These lectures shall give an ove...

  10. 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

  11. 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.

  12. 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

  13. 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.

  14. 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.

  15. 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)

  16. 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 .

  17. 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…

  18. 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.

  19. 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.

  20. 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.

  1. Information Sciences Assessment for Asia and Australasia

    Science.gov (United States)

    2009-10-16

    entertainment and home services - Machine Translation for international cooperation - NLU + Affective Computing for education - Intelligent Optimization for...into an emotion. ETTS, embedded Mandarin, music retrieval. Also, research in areas of computer graphics, digital media processing  Intelligent...many from outside China, 40% in phase 2 Sales volume in 2007 130 * 100 million RMB SAP (1st), CITI, AIG, EDS, Capgemini, ILOG, Infosys, HCL, Sony

  2. 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.

  3. 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?

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  10. A Categorisation of Cloud Computing Business Models

    OpenAIRE

    Chang, Victor; Bacigalupo, David; Wills, Gary; De Roure, David

    2010-01-01

    This paper reviews current cloud computing business models and presents proposals on how organisations can achieve sustainability by adopting appropriate models. We classify cloud computing business models into eight types: (1) Service Provider and Service Orientation; (2) Support and Services Contracts; (3) In-House Private Clouds; (4) All-In-One Enterprise Cloud; (5) One-Stop Resources and Services; (6) Government funding; (7) Venture Capitals; and (8) Entertainment and Social Networking. U...

  11. 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…

  12. 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...

  13. 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

  14. 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 

  15. 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…

  16. 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

  17. 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

  18. Information and Communication Technologies to Promote Social and Psychological Well-Being in the Air Force: A 2012 Survey of Airmen

    Science.gov (United States)

    2014-01-01

    cheer themselves up with entertainment ? Are they shopping compulsively? We also do not know the degree to which the results may have been influenced...location to others; online dating services, such as Match.com and eHarmony; music services, such as Spotify, where users can build and share playlists...gaming consoles (e.g., Microsoft Xbox, Sony PlayStation 3, Nintendo Wii); personal computers; or mobile devices. According to a 2013 gaming-industry

  19. 9th Annual Science and Engineering Technology Conference

    Science.gov (United States)

    2008-04-17

    does it all: TV, Internet,  Phone,  Music , Data, Computing Source: “Millennial: About them” Navy Recruiting Command briefing, 7 Feb 2008 Millennials...global actors – Technology investment geared to empower the individual - personal transportation, communications, finance, entertainment , health care...gadgets are poised for debut in U.S. and European markets Technology Review November 06, 2006 Sony : 1,000,000:1 OLED TV on sale in 2007 Engadget

  20. 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.

  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

    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

  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

    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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. Experiencing BCI control in a popular computer game

    NARCIS (Netherlands)

    van de Laar, B.L.A.; Coyle, D.; Gürkök, Hayrettin; Principe, J.; Lotte, F.; Plass - Oude Bos, D.; Poel, Mannes; Nijholt, Antinus

    2013-01-01

    Brain–computer interfaces (BCIs) are not only being developed to aid disabled individuals with motor substitution, motor recovery, and novel communication possibilities, but also as a modality for healthy users in entertainment and gaming. This study investigates whether the incorporation of a BCI

  12. Young Children Surfing: Gender Differences in Computer Use

    Science.gov (United States)

    Kirmani, Mubina Hassanali; Davis, Marcia H.; Kalyanpur, Maya

    2009-01-01

    Computers have become an important part of young children's lives, both as a source of entertainment and education. The National Association for the Education of Young Children's (NAEYC) position statement on Technology and Young Children (2006) supports the need for equal access to technology for all children with attention to eliminating gender…

  13. 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

  14. 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.

  15. 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...

  16. 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...

  17. 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...

  18. 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.

  19. Computer-assisted instruction; MR imaging of congenital heart disease

    International Nuclear Information System (INIS)

    Choi, Young Hi; Yu, Pil Mun; Lee, Sang Hoon; Choe, Yeon Hyeon; Kim, Yang Min

    1996-01-01

    To develop a software program for computer-assisted instruction on MR imaging of congenital heart disease for medical students and residents to achieve repetitive and effective self-learning. We used a film scanner(Scan Maker 35t) and IBM-PC(486 DX-2, 60 MHz) for acquisition and storage of image data. The accessories attached to the main processor were CD-ROM drive(Sony), sound card(Soundblaster-Pro), and speaker. We used software of Adobe Photoshop(v 3.0) and paint shop-pro(v 3.0) for preprocessing image data, and paintbrush from microsoft windows 3.1 for labelling. The language used for programming was visual basic(v 3.0) from microsoft corporation. We developed a software program for computer-assisted instruction on MR imaging of congenital heart disease as an effective educational tool

  20. Common Sense Planning for a Computer, or, What's It Worth to You?

    Science.gov (United States)

    Crawford, Walt

    1984-01-01

    Suggests factors to be considered in planning for the purchase of a microcomputer, including budgets, benefits, costs, and decisions. Major uses of a personal computer are described--word processing, financial analysis, file and database management, programming and computer literacy, education, entertainment, and thrill of high technology. (EJS)

  1. 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

  2. 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°

  3. 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.

  4. 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.

  5. 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

  6. 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...

  7. Security and Trust in Mobile Cloud Computing

    OpenAIRE

    Le Vinh , Thinh

    2017-01-01

    As living in the cyber era, we admit that a dozen of new technologies have been born every day with the promises that making a human life be more comfortable, convenient and safe. In the forest of new technologies, mobile computing is raise as an essential part of human life. Normally, mobile devices have become the best companions in daily activities. They have served us from the simple activities like entertainment to the complicated one as business operations. As playing the important role...

  8. 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

  9. 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

  10. 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

  11. 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

  12. Computer animation algorithms and techniques

    CERN Document Server

    Parent, Rick

    2012-01-01

    Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition establ

  13. Tutorial on Computing: Technological Advances, Social Implications, Ethical and Legal Issues

    OpenAIRE

    Debnath, Narayan

    2012-01-01

    Computing and information technology have made significant advances. The use of computing and technology is a major aspect of our lives, and this use will only continue to increase in our lifetime. Electronic digital computers and high performance communication networks are central to contemporary information technology. The computing applications in a wide range of areas including business, communications, medical research, transportation, entertainments, and education are transforming lo...

  14. Computer Security: Agility for computers

    CERN Multimedia

    Stefan Lueders, Computer Security Team

    2014-01-01

    I have just made an inventory of all the digital gadgets connected to my wireless network at home: two Windows laptops, two tablets of different generations, my two kids’ iPods , one iPhone, an Apple TV, an old iMac, the Wii U, a Sony TV, a Sony stereo, the Wi-Fi router (of course!), a Network Attached Storage and two IP telephones. I’m sure other people have many more...   In the future, I could even have an internet-connected car or coffee-machine or a smart meter (see “Hacking control systems, switching lights off!”), and I could eventually even connect my solar panels to my Wi-Fi network. That’s quite some phase-space for vulnerabilities waiting to be exploited by attackers! Therefore, locking down my Wi-Fi router and blocking all incoming access was essential, but my kids randomly browsing the web still posed an insider threat… Thus, patching and keeping all systems up to date became important, too. But given the number of de...

  15. A Karaoke System with Real-Time Media Merging and Sharing Functions for a Cloud-Computing-Integrated Mobile Device

    Directory of Open Access Journals (Sweden)

    Her-Tyan Yeh

    2013-01-01

    Full Text Available Mobile devices such as personal digital assistants (PDAs, smartphones, and tablets have increased in popularity and are extremely efficient for work-related, social, and entertainment uses. Popular entertainment services have also attracted substantial attention. Thus, relevant industries have exerted considerable efforts in establishing a method by which mobile devices can be used to develop excellent and convenient entertainment services. Because cloud-computing technology is mature and possesses a strong computing processing capacity, integrating this technology into the entertainment service function in mobile devices can reduce the data load on a system and maintain mobile device performances. This study combines cloud computing with a mobile device to design a karaoke system that contains real-time media merging and sharing functions. This system enables users to download music videos (MVs from their mobile device and sing and record their singing by using the device. They can upload the recorded song to the cloud server where it is merged with real-time media. Subsequently, by employing a media streaming technology, users can store their personal MVs in their mobile device or computer and instantaneously share these videos with others on the Internet. Through this process, people can instantly watch shared videos, enjoy the leisure and entertainment effects of mobile devices, and satisfy their desire for singing.

  16. 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.

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

    Directory of Open Access Journals (Sweden)

    Omar Rincón

    2011-03-01

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

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. Effects of Violent and Non-Violent Computer Game Content on Memory Performance in Adolescents

    Science.gov (United States)

    Maass, Asja; Kollhorster, Kirsten; Riediger, Annemarie; MacDonald, Vanessa; Lohaus, Arnold

    2011-01-01

    The present study focuses on the short-term effects of electronic entertainment media on memory and learning processes. It compares the effects of violent versus non-violent computer game content in a condition of playing and in another condition of watching the same game. The participants consisted of 83 female and 94 male adolescents with a mean…

  5. Investigation of Teachers' Attitudes towards Computer Use in Primary Education in Kurdistan

    Science.gov (United States)

    Balisane, Hewa

    2015-01-01

    Technological advances have pervasively changed our behaviours, beliefs and approaches in working, socialising and entertaining. Educators, including those in primary education, have acknowledged the positive effects of computer use in the classroom in various ways. With regard to pedagogical consideration, primary school teachers have adopted…

  6. Tech Writing, Meet "Tomb Raider": Video and Computer Games in the Technical Communication Classroom

    Science.gov (United States)

    Vie, Stephanie

    2008-01-01

    This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…

  7. Computer simulation as an operational and training aid

    International Nuclear Information System (INIS)

    Lee, D.J.; Tottman-Trayner, E.

    1995-01-01

    The paper describes how the rapid development of desktop computing power, the associated fall in prices, and the advancement of computer graphics technology driven by the entertainment industry has enabled the nuclear industry to achieve improvements in operation and training through the use of computer simulation. Applications are focused on the fuel handling operations at Torness Power Station where visualization through computer modelling is being used to enhance operator awareness and to assist in a number of operational scenarios. It is concluded that there are significant benefits to be gained from the introduction of the facility at Torness as well as other locations. (author)

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. ALICE Connex : Mobile Volunteer Computing and Edutainment Platform

    CERN Document Server

    Chalumporn, Gantaphon

    2016-01-01

    Mobile devices are very powerful and trend to be developed. They have functions that are used in everyday life. One of their main tasks is to be an entertainment devices or gaming platform. A lot of technologies are now accepted and adopted to improve the potential of education. Edutainment is a combination of entertainment and education media together to make use of both benefits. In this work, we introduce a design of edutainment platform which is a part of mobile volunteer computing and edutainment platform called ‘ALICE Connex’ for ALICE at CERN. The edutainment platform focuses to deliver enjoyment and education, while promotes ALICE and Volunteer Computing platform to general public. The design in this work describes the functionality to build an effective edutainment with real-time multiplayer interaction on round-based gameplay, while integrates seamless edutainment with basic particle physic content though game mechanism and items design. For the assessment method we will observe the enjoyment o...

  16. 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…

  17. 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…

  18. 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.

  19. Ethical aspects of brain computer interfaces: a scoping review

    OpenAIRE

    Burwell, Sasha; Sample, Matthew; Racine, Eric

    2017-01-01

    Background Brain-Computer Interface (BCI) is a set of technologies that are of increasing interest to researchers. BCI has been proposed as assistive technology for individuals who are non-communicative or paralyzed, such as those with amyotrophic lateral sclerosis or spinal cord injury. The technology has also been suggested for enhancement and entertainment uses, and there are companies currently marketing BCI devices for those purposes (e.g., gaming) as well as health-related purposes (e.g...

  20. Cloud Computing: An Overview

    Directory of Open Access Journals (Sweden)

    Libor Sarga

    2012-10-01

    Full Text Available As cloud computing is gaining acclaim as a cost-effective alternative to acquiring processing resources for corporations, scientific applications and individuals, various challenges are rapidly coming to the fore. While academia struggles to procure a concise definition, corporations are more interested in competitive advantages it may generate and individuals view it as a way of speeding up data access times or a convenient backup solution. Properties of the cloud architecture largely preclude usage of existing practices while achieving end-users’ and companies’ compliance requires considering multiple infrastructural as well as commercial factors, such as sustainability in case of cloud-side interruptions, identity management and off-site corporate data handling policies. The article overviews recent attempts at formal definitions of cloud computing, summarizes and critically evaluates proposed delimitations, and specifies challenges associated with its further proliferation. Based on the conclusions, future directions in the field of cloud computing are also briefly hypothesized to include deeper focus on community clouds and bolstering innovative cloud-enabled platforms and devices such as tablets, smart phones, as well as entertainment applications.

  1. 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

  2. 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.

  3. 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.

  4. 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

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

    Science.gov (United States)

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

    2017-07-19

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

  6. 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.

  7. 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.

  8. 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).

  9. 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

  10. 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

  11. 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

  12. Between Entertainment and Education

    DEFF Research Database (Denmark)

    Maier, Carmen Daniela

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

  13. Honest Entertainment, Transcendental Jest

    DEFF Research Database (Denmark)

    Kluge, Sofie

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

  14. VibroCV: a computer vision-based vibroarthrography platform with possible application to Juvenile Idiopathic Arthritis.

    Science.gov (United States)

    Wiens, Andrew D; Prahalad, Sampath; Inan, Omer T

    2016-08-01

    Vibroarthrography, a method for interpreting the sounds emitted by a knee during movement, has been studied for several joint disorders since 1902. However, to our knowledge, the usefulness of this method for management of Juvenile Idiopathic Arthritis (JIA) has not been investigated. To study joint sounds as a possible new biomarker for pediatric cases of JIA we designed and built VibroCV, a platform to capture vibroarthrograms from four accelerometers; electromyograms (EMG) and inertial measurements from four wireless EMG modules; and joint angles from two Sony Eye cameras and six light-emitting diodes with commercially-available off-the-shelf parts and computer vision via OpenCV. This article explains the design of this turn-key platform in detail, and provides a sample recording captured from a pediatric subject.

  15. 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

  16. 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 ...

  17. 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...

  18. 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...

  19. Location-Based Services and Privacy Protection Under Mobile Cloud Computing

    OpenAIRE

    Yan, Yan; Xiaohong, Hao; Wanjun, Wang

    2015-01-01

    Location-based services can provide personalized services based on location information of moving objects and have already been widely used in public safety services, transportation, entertainment and many other areas. With the rapid development of mobile communication technology and popularization of intelligent terminals, there will be great commercial prospects to provide location-based services under mobile cloud computing environment. However, the high adhesion degree of mobile terminals...

  20. Usability Evaluation of Notebook Computers and Cellular Telephones Among Users with Visual and Upper Extremity Disabilities

    OpenAIRE

    Mooney, Aaron Michael

    2002-01-01

    Information appliances such as notebook computers and cellular telephones are becoming integral to the lives of many. These devices facilitate a variety of communication tasks, and are used for employment, education, and entertainment. Those with disabilities, however, have limited access to these devices, due in part to product designs that do not consider their special needs. A usability evaluation can help identify the needs and difficulties those with disabilities have when using a pro...

  1. 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.

  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. 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.

  5. Homo ludens in the loop playful human computation systems

    CERN Document Server

    Krause, Markus

    2014-01-01

    The human mind is incredible. It solves problems with ease that will elude machines even for the next decades. This book explores what happens when humans and machines work together to solve problems machines cannot yet solve alone. It explains how machines and computers can work together and how humans can have fun helping to face some of the most challenging problems of artificial intelligence. In this book, you will find designs for games that are entertaining and yet able to collect data to train machines for complex tasks such as natural language processing or image understanding. You wil

  6. The image database management system of teaching file using personal computer

    International Nuclear Information System (INIS)

    Shin, M. J.; Kim, G. W.; Chun, T. J.; Ahn, W. H.; Baik, S. K.; Choi, H. Y.; Kim, B. G.

    1995-01-01

    For the systemic management and easy using of teaching file in radiology department, the authors tried to do the setup of a database management system of teaching file using personal computer. We used a personal computer (IBM PC compatible, 486DX2) including a image capture card(Window vision, Dooin Elect, Seoul, Korea) and video camera recorder (8mm, CCD-TR105, Sony, Tokyo, Japan) for the acquisition and storage of images. We developed the database program by using Foxpro for Window 2.6(Microsoft, Seattle, USA) executed in the Window 3.1 (Microsoft, Seattle, USA). Each datum consisted of hospital number, name, sex, age, examination date, keyword, radiologic examination modalities, final diagnosis, radiologic findings, references and representative images. The images were acquired and stored as bitmap format (8 bitmap, 540 X 390 ∼ 545 X 414, 256 gray scale) and displayed on the 17 inch-flat monitor(1024 X 768, Samtron, Seoul, Korea). Without special devices, the images acquisition and storage could be done on the reading viewbox, simply. The image quality on the computer's monitor was less than the one of original film on the viewbox, but generally the characteristics of each lesions could be differentiated. Easy retrieval of data was possible for the purpose of teaching file system. Without high cost appliances, we could consummate the image database system of teaching file using personal computer with relatively inexpensive method

  7. Optical Computing

    OpenAIRE

    Woods, Damien; Naughton, Thomas J.

    2008-01-01

    We consider optical computers that encode data using images and compute by transforming such images. We give an overview of a number of such optical computing architectures, including descriptions of the type of hardware commonly used in optical computing, as well as some of the computational efficiencies of optical devices. We go on to discuss optical computing from the point of view of computational complexity theory, with the aim of putting some old, and some very recent, re...

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. Solving Coupled Gross--Pitaevskii Equations on a Cluster of PlayStation 3 Computers

    Science.gov (United States)

    Edwards, Mark; Heward, Jeffrey; Clark, C. W.

    2009-05-01

    At Georgia Southern University we have constructed an 8+1--node cluster of Sony PlayStation 3 (PS3) computers with the intention of using this computing resource to solve problems related to the behavior of ultra--cold atoms in general with a particular emphasis on studying bose--bose and bose--fermi mixtures confined in optical lattices. As a first project that uses this computing resource, we have implemented a parallel solver of the coupled time--dependent, one--dimensional Gross--Pitaevskii (TDGP) equations. These equations govern the behavior of dual-- species bosonic mixtures. We chose the split--operator/FFT to solve the coupled 1D TDGP equations. The fast Fourier transform component of this solver can be readily parallelized on the PS3 cpu known as the Cell Broadband Engine (CellBE). Each CellBE chip contains a single 64--bit PowerPC Processor Element known as the PPE and eight ``Synergistic Processor Element'' identified as the SPE's. We report on this algorithm and compare its performance to a non--parallel solver as applied to modeling evaporative cooling in dual--species bosonic mixtures.

  15. 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…

  16. 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…

  17. Computer group

    International Nuclear Information System (INIS)

    Bauer, H.; Black, I.; Heusler, A.; Hoeptner, G.; Krafft, F.; Lang, R.; Moellenkamp, R.; Mueller, W.; Mueller, W.F.; Schati, C.; Schmidt, A.; Schwind, D.; Weber, G.

    1983-01-01

    The computer groups has been reorganized to take charge for the general purpose computers DEC10 and VAX and the computer network (Dataswitch, DECnet, IBM - connections to GSI and IPP, preparation for Datex-P). (orig.)

  18. Computer Engineers.

    Science.gov (United States)

    Moncarz, Roger

    2000-01-01

    Looks at computer engineers and describes their job, employment outlook, earnings, and training and qualifications. Provides a list of resources related to computer engineering careers and the computer industry. (JOW)

  19. Vija Artmane radi Soni perekrassilas v blondinku. Na vsju zhizn

    Index Scriptorium Estoniae

    2004-01-01

    Seiku seoses Mihhail Ershovi mängufilmi "Oma veri" ("Rodnaja krov") võtetega, peaosades Vija Artmane ja Jevgeni Matvejev : Lenfilm 1964. Lisaks lühiintervjuu näitlejannaga "Tsvetõ mne zamenjali kukol"

  20. Computer Music

    Science.gov (United States)

    Cook, Perry R.

    This chapter covers algorithms, technologies, computer languages, and systems for computer music. Computer music involves the application of computers and other digital/electronic technologies to music composition, performance, theory, history, and the study of perception. The field combines digital signal processing, computational algorithms, computer languages, hardware and software systems, acoustics, psychoacoustics (low-level perception of sounds from the raw acoustic signal), and music cognition (higher-level perception of musical style, form, emotion, etc.).

  1. Computation of emotions in man and machines.

    Science.gov (United States)

    Robinson, Peter; el Kaliouby, Rana

    2009-12-12

    The importance of emotional expression as part of human communication has been understood since Aristotle, and the subject has been explored scientifically since Charles Darwin and others in the nineteenth century. Advances in computer technology now allow machines to recognize and express emotions, paving the way for improved human-computer and human-human communications. Recent advances in psychology have greatly improved our understanding of the role of affect in communication, perception, decision-making, attention and memory. At the same time, advances in technology mean that it is becoming possible for machines to sense, analyse and express emotions. We can now consider how these advances relate to each other and how they can be brought together to influence future research in perception, attention, learning, memory, communication, decision-making and other applications. The computation of emotions includes both recognition and synthesis, using channels such as facial expressions, non-verbal aspects of speech, posture, gestures, physiology, brain imaging and general behaviour. The combination of new results in psychology with new techniques of computation is leading to new technologies with applications in commerce, education, entertainment, security, therapy and everyday life. However, there are important issues of privacy and personal expression that must also be considered.

  2. Analog computing

    CERN Document Server

    Ulmann, Bernd

    2013-01-01

    This book is a comprehensive introduction to analog computing. As most textbooks about this powerful computing paradigm date back to the 1960s and 1970s, it fills a void and forges a bridge from the early days of analog computing to future applications. The idea of analog computing is not new. In fact, this computing paradigm is nearly forgotten, although it offers a path to both high-speed and low-power computing, which are in even more demand now than they were back in the heyday of electronic analog computers.

  3. Computational composites

    DEFF Research Database (Denmark)

    Vallgårda, Anna K. A.; Redström, Johan

    2007-01-01

    Computational composite is introduced as a new type of composite material. Arguing that this is not just a metaphorical maneuver, we provide an analysis of computational technology as material in design, which shows how computers share important characteristics with other materials used in design...... and architecture. We argue that the notion of computational composites provides a precise understanding of the computer as material, and of how computations need to be combined with other materials to come to expression as material. Besides working as an analysis of computers from a designer’s point of view......, the notion of computational composites may also provide a link for computer science and human-computer interaction to an increasingly rapid development and use of new materials in design and architecture....

  4. Quantum Computing

    OpenAIRE

    Scarani, Valerio

    1998-01-01

    The aim of this thesis was to explain what quantum computing is. The information for the thesis was gathered from books, scientific publications, and news articles. The analysis of the information revealed that quantum computing can be broken down to three areas: theories behind quantum computing explaining the structure of a quantum computer, known quantum algorithms, and the actual physical realizations of a quantum computer. The thesis reveals that moving from classical memor...

  5. New Developments in Modeling MHD Systems on High Performance Computing Architectures

    Science.gov (United States)

    Germaschewski, K.; Raeder, J.; Larson, D. J.; Bhattacharjee, A.

    2009-04-01

    Modeling the wide range of time and length scales present even in fluid models of plasmas like MHD and X-MHD (Extended MHD including two fluid effects like Hall term, electron inertia, electron pressure gradient) is challenging even on state-of-the-art supercomputers. In the last years, HPC capacity has continued to grow exponentially, but at the expense of making the computer systems more and more difficult to program in order to get maximum performance. In this paper, we will present a new approach to managing the complexity caused by the need to write efficient codes: Separating the numerical description of the problem, in our case a discretized right hand side (r.h.s.), from the actual implementation of efficiently evaluating it. An automatic code generator is used to describe the r.h.s. in a quasi-symbolic form while leaving the translation into efficient and parallelized code to a computer program itself. We implemented this approach for OpenGGCM (Open General Geospace Circulation Model), a model of the Earth's magnetosphere, which was accelerated by a factor of three on regular x86 architecture and a factor of 25 on the Cell BE architecture (commonly known for its deployment in Sony's PlayStation 3).

  6. 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.

  7. 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

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

    Directory of Open Access Journals (Sweden)

    Nourit Segev

    2010-06-01

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

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

    Science.gov (United States)

    Ferguson, Christopher J

    2013-01-01

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

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

    Science.gov (United States)

    Kraak, V I; Story, M

    2015-02-01

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

  11. 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.

  12. 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.

  13. Computational Medicine

    DEFF Research Database (Denmark)

    Nygaard, Jens Vinge

    2017-01-01

    The Health Technology Program at Aarhus University applies computational biology to investigate the heterogeneity of tumours......The Health Technology Program at Aarhus University applies computational biology to investigate the heterogeneity of tumours...

  14. Grid Computing

    Indian Academy of Sciences (India)

    A computing grid interconnects resources such as high performancecomputers, scientific databases, and computercontrolledscientific instruments of cooperating organizationseach of which is autonomous. It precedes and is quitedifferent from cloud computing, which provides computingresources by vendors to customers ...

  15. Green Computing

    Directory of Open Access Journals (Sweden)

    K. Shalini

    2013-01-01

    Full Text Available Green computing is all about using computers in a smarter and eco-friendly way. It is the environmentally responsible use of computers and related resources which includes the implementation of energy-efficient central processing units, servers and peripherals as well as reduced resource consumption and proper disposal of electronic waste .Computers certainly make up a large part of many people lives and traditionally are extremely damaging to the environment. Manufacturers of computer and its parts have been espousing the green cause to help protect environment from computers and electronic waste in any way.Research continues into key areas such as making the use of computers as energy-efficient as Possible, and designing algorithms and systems for efficiency-related computer technologies.

  16. Brain-computer interfaces in neurological rehabilitation.

    Science.gov (United States)

    Daly, Janis J; Wolpaw, Jonathan R

    2008-11-01

    Recent advances in analysis of brain signals, training patients to control these signals, and improved computing capabilities have enabled people with severe motor disabilities to use their brain signals for communication and control of objects in their environment, thereby bypassing their impaired neuromuscular system. Non-invasive, electroencephalogram (EEG)-based brain-computer interface (BCI) technologies can be used to control a computer cursor or a limb orthosis, for word processing and accessing the internet, and for other functions such as environmental control or entertainment. By re-establishing some independence, BCI technologies can substantially improve the lives of people with devastating neurological disorders such as advanced amyotrophic lateral sclerosis. BCI technology might also restore more effective motor control to people after stroke or other traumatic brain disorders by helping to guide activity-dependent brain plasticity by use of EEG brain signals to indicate to the patient the current state of brain activity and to enable the user to subsequently lower abnormal activity. Alternatively, by use of brain signals to supplement impaired muscle control, BCIs might increase the efficacy of a rehabilitation protocol and thus improve muscle control for the patient.

  17. Quantum computers and quantum computations

    International Nuclear Information System (INIS)

    Valiev, Kamil' A

    2005-01-01

    This review outlines the principles of operation of quantum computers and their elements. The theory of ideal computers that do not interact with the environment and are immune to quantum decohering processes is presented. Decohering processes in quantum computers are investigated. The review considers methods for correcting quantum computing errors arising from the decoherence of the state of the quantum computer, as well as possible methods for the suppression of the decohering processes. A brief enumeration of proposed quantum computer realizations concludes the review. (reviews of topical problems)

  18. Quantum Computing for Computer Architects

    CERN Document Server

    Metodi, Tzvetan

    2011-01-01

    Quantum computers can (in theory) solve certain problems far faster than a classical computer running any known classical algorithm. While existing technologies for building quantum computers are in their infancy, it is not too early to consider their scalability and reliability in the context of the design of large-scale quantum computers. To architect such systems, one must understand what it takes to design and model a balanced, fault-tolerant quantum computer architecture. The goal of this lecture is to provide architectural abstractions for the design of a quantum computer and to explore

  19. Pervasive Computing

    NARCIS (Netherlands)

    Silvis-Cividjian, N.

    This book provides a concise introduction to Pervasive Computing, otherwise known as Internet of Things (IoT) and Ubiquitous Computing (Ubicomp) which addresses the seamless integration of computing systems within everyday objects. By introducing the core topics and exploring assistive pervasive

  20. Computational vision

    CERN Document Server

    Wechsler, Harry

    1990-01-01

    The book is suitable for advanced courses in computer vision and image processing. In addition to providing an overall view of computational vision, it contains extensive material on topics that are not usually covered in computer vision texts (including parallel distributed processing and neural networks) and considers many real applications.

  1. Spatial Computation

    Science.gov (United States)

    2003-12-01

    Computation and today’s microprocessors with the approach to operating system architecture, and the controversy between microkernels and monolithic kernels...Both Spatial Computation and microkernels break away a relatively monolithic architecture into in- dividual lightweight pieces, well specialized...for their particular functionality. Spatial Computation removes global signals and control, in the same way microkernels remove the global address

  2. High-Speed Computation of the Kleene Star in Max-Plus Algebraic System Using a Cell Broadband Engine

    Science.gov (United States)

    Goto, Hiroyuki

    This research addresses a high-speed computation method for the Kleene star of the weighted adjacency matrix in a max-plus algebraic system. We focus on systems whose precedence constraints are represented by a directed acyclic graph and implement it on a Cell Broadband Engine™ (CBE) processor. Since the resulting matrix gives the longest travel times between two adjacent nodes, it is often utilized in scheduling problem solvers for a class of discrete event systems. This research, in particular, attempts to achieve a speedup by using two approaches: parallelization and SIMDization (Single Instruction, Multiple Data), both of which can be accomplished by a CBE processor. The former refers to a parallel computation using multiple cores, while the latter is a method whereby multiple elements are computed by a single instruction. Using the implementation on a Sony PlayStation 3™ equipped with a CBE processor, we found that the SIMDization is effective regardless of the system's size and the number of processor cores used. We also found that the scalability of using multiple cores is remarkable especially for systems with a large number of nodes. In a numerical experiment where the number of nodes is 2000, we achieved a speedup of 20 times compared with the method without the above techniques.

  3. Parallel computations

    CERN Document Server

    1982-01-01

    Parallel Computations focuses on parallel computation, with emphasis on algorithms used in a variety of numerical and physical applications and for many different types of parallel computers. Topics covered range from vectorization of fast Fourier transforms (FFTs) and of the incomplete Cholesky conjugate gradient (ICCG) algorithm on the Cray-1 to calculation of table lookups and piecewise functions. Single tridiagonal linear systems and vectorized computation of reactive flow are also discussed.Comprised of 13 chapters, this volume begins by classifying parallel computers and describing techn

  4. Human Computation

    CERN Multimedia

    CERN. Geneva

    2008-01-01

    What if people could play computer games and accomplish work without even realizing it? What if billions of people collaborated to solve important problems for humanity or generate training data for computers? My work aims at a general paradigm for doing exactly that: utilizing human processing power to solve computational problems in a distributed manner. In particular, I focus on harnessing human time and energy for addressing problems that computers cannot yet solve. Although computers have advanced dramatically in many respects over the last 50 years, they still do not possess the basic conceptual intelligence or perceptual capabilities...

  5. Quantum computation

    International Nuclear Information System (INIS)

    Deutsch, D.

    1992-01-01

    As computers become ever more complex, they inevitably become smaller. This leads to a need for components which are fabricated and operate on increasingly smaller size scales. Quantum theory is already taken into account in microelectronics design. This article explores how quantum theory will need to be incorporated into computers in future in order to give them their components functionality. Computation tasks which depend on quantum effects will become possible. Physicists may have to reconsider their perspective on computation in the light of understanding developed in connection with universal quantum computers. (UK)

  6. Computer software.

    Science.gov (United States)

    Rosenthal, L E

    1986-10-01

    Software is the component in a computer system that permits the hardware to perform the various functions that a computer system is capable of doing. The history of software and its development can be traced to the early nineteenth century. All computer systems are designed to utilize the "stored program concept" as first developed by Charles Babbage in the 1850s. The concept was lost until the mid-1940s, when modern computers made their appearance. Today, because of the complex and myriad tasks that a computer system can perform, there has been a differentiation of types of software. There is software designed to perform specific business applications. There is software that controls the overall operation of a computer system. And there is software that is designed to carry out specialized tasks. Regardless of types, software is the most critical component of any computer system. Without it, all one has is a collection of circuits, transistors, and silicone chips.

  7. Computer sciences

    Science.gov (United States)

    Smith, Paul H.

    1988-01-01

    The Computer Science Program provides advanced concepts, techniques, system architectures, algorithms, and software for both space and aeronautics information sciences and computer systems. The overall goal is to provide the technical foundation within NASA for the advancement of computing technology in aerospace applications. The research program is improving the state of knowledge of fundamental aerospace computing principles and advancing computing technology in space applications such as software engineering and information extraction from data collected by scientific instruments in space. The program includes the development of special algorithms and techniques to exploit the computing power provided by high performance parallel processors and special purpose architectures. Research is being conducted in the fundamentals of data base logic and improvement techniques for producing reliable computing systems.

  8. The investigation and implementation of real-time face pose and direction estimation on mobile computing devices

    Science.gov (United States)

    Fu, Deqian; Gao, Lisheng; Jhang, Seong Tae

    2012-04-01

    The mobile computing device has many limitations, such as relative small user interface and slow computing speed. Usually, augmented reality requires face pose estimation can be used as a HCI and entertainment tool. As far as the realtime implementation of head pose estimation on relatively resource limited mobile platforms is concerned, it is required to face different constraints while leaving enough face pose estimation accuracy. The proposed face pose estimation method met this objective. Experimental results running on a testing Android mobile device delivered satisfactory performing results in the real-time and accurately.

  9. 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.

  10. Computer programming and computer systems

    CERN Document Server

    Hassitt, Anthony

    1966-01-01

    Computer Programming and Computer Systems imparts a "reading knowledge? of computer systems.This book describes the aspects of machine-language programming, monitor systems, computer hardware, and advanced programming that every thorough programmer should be acquainted with. This text discusses the automatic electronic digital computers, symbolic language, Reverse Polish Notation, and Fortran into assembly language. The routine for reading blocked tapes, dimension statements in subroutines, general-purpose input routine, and efficient use of memory are also elaborated.This publication is inten

  11. JPRS Report, Science & Technology, Europe, Economic Competitiveness

    Science.gov (United States)

    1991-04-25

    business), and entertainment electronics com- panies such as Sony , Pioneer, JVC, Hitachi and Mat- sushita ("National Panasonic") in particular are...of outsiders from Southeast Asia, who are making life miser- able for the already too numerous big producers, such as BASF, Sony , TDK, Maxell, FDM...Motor, Mitsubishi Motor, and Yamaha Motor (motorcycles, alongside its parent com- pany Yamaha Corporation, which is also in the musical instrument

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

    Science.gov (United States)

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

    2016-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Khuondyla Pal

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

  15. Organic Computing

    CERN Document Server

    Würtz, Rolf P

    2008-01-01

    Organic Computing is a research field emerging around the conviction that problems of organization in complex systems in computer science, telecommunications, neurobiology, molecular biology, ethology, and possibly even sociology can be tackled scientifically in a unified way. From the computer science point of view, the apparent ease in which living systems solve computationally difficult problems makes it inevitable to adopt strategies observed in nature for creating information processing machinery. In this book, the major ideas behind Organic Computing are delineated, together with a sparse sample of computational projects undertaken in this new field. Biological metaphors include evolution, neural networks, gene-regulatory networks, networks of brain modules, hormone system, insect swarms, and ant colonies. Applications are as diverse as system design, optimization, artificial growth, task allocation, clustering, routing, face recognition, and sign language understanding.

  16. 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.

  17. Computational biomechanics

    International Nuclear Information System (INIS)

    Ethier, C.R.

    2004-01-01

    Computational biomechanics is a fast-growing field that integrates modern biological techniques and computer modelling to solve problems of medical and biological interest. Modelling of blood flow in the large arteries is the best-known application of computational biomechanics, but there are many others. Described here is work being carried out in the laboratory on the modelling of blood flow in the coronary arteries and on the transport of viral particles in the eye. (author)

  18. Computational Composites

    DEFF Research Database (Denmark)

    Vallgårda, Anna K. A.

    to understand the computer as a material like any other material we would use for design, like wood, aluminum, or plastic. That as soon as the computer forms a composition with other materials it becomes just as approachable and inspiring as other smart materials. I present a series of investigations of what...... Computational Composite, and Telltale). Through the investigations, I show how the computer can be understood as a material and how it partakes in a new strand of materials whose expressions come to be in context. I uncover some of their essential material properties and potential expressions. I develop a way...

  19. Modeling soft factors in computer-based wargames

    Science.gov (United States)

    Alexander, Steven M.; Ross, David O.; Vinarskai, Jonathan S.; Farr, Steven D.

    2002-07-01

    Computer-based wargames have seen much improvement in recent years due to rapid increases in computing power. Because these games have been developed for the entertainment industry, most of these advances have centered on the graphics, sound, and user interfaces integrated into these wargames with less attention paid to the game's fidelity. However, for a wargame to be useful to the military, it must closely approximate as many of the elements of war as possible. Among the elements that are typically not modeled or are poorly modeled in nearly all military computer-based wargames are systematic effects, command and control, intelligence, morale, training, and other human and political factors. These aspects of war, with the possible exception of systematic effects, are individually modeled quite well in many board-based commercial wargames. The work described in this paper focuses on incorporating these elements from the board-based games into a computer-based wargame. This paper will also address the modeling and simulation of the systemic paralysis of an adversary that is implied by the concept of Effects Based Operations (EBO). Combining the fidelity of current commercial board wargames with the speed, ease of use, and advanced visualization of the computer can significantly improve the effectiveness of military decision making and education. Once in place, the process of converting board wargames concepts to computer wargames will allow the infusion of soft factors into military training and planning.

  20. That's Entertainment! Or Is It?

    Science.gov (United States)

    Murphy, Tony P.

    1995-01-01

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

  1. Kansei games : entertaining your emotions

    NARCIS (Netherlands)

    Salem, B.I.; Nakatsu, R.

    2007-01-01

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

  2. GPGPU COMPUTING

    Directory of Open Access Journals (Sweden)

    BOGDAN OANCEA

    2012-05-01

    Full Text Available Since the first idea of using GPU to general purpose computing, things have evolved over the years and now there are several approaches to GPU programming. GPU computing practically began with the introduction of CUDA (Compute Unified Device Architecture by NVIDIA and Stream by AMD. These are APIs designed by the GPU vendors to be used together with the hardware that they provide. A new emerging standard, OpenCL (Open Computing Language tries to unify different GPU general computing API implementations and provides a framework for writing programs executed across heterogeneous platforms consisting of both CPUs and GPUs. OpenCL provides parallel computing using task-based and data-based parallelism. In this paper we will focus on the CUDA parallel computing architecture and programming model introduced by NVIDIA. We will present the benefits of the CUDA programming model. We will also compare the two main approaches, CUDA and AMD APP (STREAM and the new framwork, OpenCL that tries to unify the GPGPU computing models.

  3. Quantum Computing

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 5; Issue 9. Quantum Computing - Building Blocks of a Quantum Computer. C S Vijay Vishal Gupta. General Article Volume 5 Issue 9 September 2000 pp 69-81. Fulltext. Click here to view fulltext PDF. Permanent link:

  4. Platform computing

    CERN Multimedia

    2002-01-01

    "Platform Computing releases first grid-enabled workload management solution for IBM eServer Intel and UNIX high performance computing clusters. This Out-of-the-box solution maximizes the performance and capability of applications on IBM HPC clusters" (1/2 page) .

  5. Quantum Computing

    Indian Academy of Sciences (India)

    In the first part of this article, we had looked at how quantum physics can be harnessed to make the building blocks of a quantum computer. In this concluding part, we look at algorithms which can exploit the power of this computational device, and some practical difficulties in building such a device. Quantum Algorithms.

  6. Quantum computing

    OpenAIRE

    Burba, M.; Lapitskaya, T.

    2017-01-01

    This article gives an elementary introduction to quantum computing. It is a draft for a book chapter of the "Handbook of Nature-Inspired and Innovative Computing", Eds. A. Zomaya, G.J. Milburn, J. Dongarra, D. Bader, R. Brent, M. Eshaghian-Wilner, F. Seredynski (Springer, Berlin Heidelberg New York, 2006).

  7. Computational Pathology

    Science.gov (United States)

    Louis, David N.; Feldman, Michael; Carter, Alexis B.; Dighe, Anand S.; Pfeifer, John D.; Bry, Lynn; Almeida, Jonas S.; Saltz, Joel; Braun, Jonathan; Tomaszewski, John E.; Gilbertson, John R.; Sinard, John H.; Gerber, Georg K.; Galli, Stephen J.; Golden, Jeffrey A.; Becich, Michael J.

    2016-01-01

    Context We define the scope and needs within the new discipline of computational pathology, a discipline critical to the future of both the practice of pathology and, more broadly, medical practice in general. Objective To define the scope and needs of computational pathology. Data Sources A meeting was convened in Boston, Massachusetts, in July 2014 prior to the annual Association of Pathology Chairs meeting, and it was attended by a variety of pathologists, including individuals highly invested in pathology informatics as well as chairs of pathology departments. Conclusions The meeting made recommendations to promote computational pathology, including clearly defining the field and articulating its value propositions; asserting that the value propositions for health care systems must include means to incorporate robust computational approaches to implement data-driven methods that aid in guiding individual and population health care; leveraging computational pathology as a center for data interpretation in modern health care systems; stating that realizing the value proposition will require working with institutional administrations, other departments, and pathology colleagues; declaring that a robust pipeline should be fostered that trains and develops future computational pathologists, for those with both pathology and non-pathology backgrounds; and deciding that computational pathology should serve as a hub for data-related research in health care systems. The dissemination of these recommendations to pathology and bioinformatics departments should help facilitate the development of computational pathology. PMID:26098131

  8. Cloud Computing

    DEFF Research Database (Denmark)

    Krogh, Simon

    2013-01-01

    with technological changes, the paradigmatic pendulum has swung between increased centralization on one side and a focus on distributed computing that pushes IT power out to end users on the other. With the introduction of outsourcing and cloud computing, centralization in large data centers is again dominating...... the IT scene. In line with the views presented by Nicolas Carr in 2003 (Carr, 2003), it is a popular assumption that cloud computing will be the next utility (like water, electricity and gas) (Buyya, Yeo, Venugopal, Broberg, & Brandic, 2009). However, this assumption disregards the fact that most IT production......), for instance, in establishing and maintaining trust between the involved parties (Sabherwal, 1999). So far, research in cloud computing has neglected this perspective and focused entirely on aspects relating to technology, economy, security and legal questions. While the core technologies of cloud computing (e...

  9. Computability theory

    CERN Document Server

    Weber, Rebecca

    2012-01-01

    What can we compute--even with unlimited resources? Is everything within reach? Or are computations necessarily drastically limited, not just in practice, but theoretically? These questions are at the heart of computability theory. The goal of this book is to give the reader a firm grounding in the fundamentals of computability theory and an overview of currently active areas of research, such as reverse mathematics and algorithmic randomness. Turing machines and partial recursive functions are explored in detail, and vital tools and concepts including coding, uniformity, and diagonalization are described explicitly. From there the material continues with universal machines, the halting problem, parametrization and the recursion theorem, and thence to computability for sets, enumerability, and Turing reduction and degrees. A few more advanced topics round out the book before the chapter on areas of research. The text is designed to be self-contained, with an entire chapter of preliminary material including re...

  10. Computational Streetscapes

    Directory of Open Access Journals (Sweden)

    Paul M. Torrens

    2016-09-01

    Full Text Available Streetscapes have presented a long-standing interest in many fields. Recently, there has been a resurgence of attention on streetscape issues, catalyzed in large part by computing. Because of computing, there is more understanding, vistas, data, and analysis of and on streetscape phenomena than ever before. This diversity of lenses trained on streetscapes permits us to address long-standing questions, such as how people use information while mobile, how interactions with people and things occur on streets, how we might safeguard crowds, how we can design services to assist pedestrians, and how we could better support special populations as they traverse cities. Amid each of these avenues of inquiry, computing is facilitating new ways of posing these questions, particularly by expanding the scope of what-if exploration that is possible. With assistance from computing, consideration of streetscapes now reaches across scales, from the neurological interactions that form among place cells in the brain up to informatics that afford real-time views of activity over whole urban spaces. For some streetscape phenomena, computing allows us to build realistic but synthetic facsimiles in computation, which can function as artificial laboratories for testing ideas. In this paper, I review the domain science for studying streetscapes from vantages in physics, urban studies, animation and the visual arts, psychology, biology, and behavioral geography. I also review the computational developments shaping streetscape science, with particular emphasis on modeling and simulation as informed by data acquisition and generation, data models, path-planning heuristics, artificial intelligence for navigation and way-finding, timing, synthetic vision, steering routines, kinematics, and geometrical treatment of collision detection and avoidance. I also discuss the implications that the advances in computing streetscapes might have on emerging developments in cyber

  11. COMPUTATIONAL THINKING

    Directory of Open Access Journals (Sweden)

    Evgeniy K. Khenner

    2016-01-01

    Full Text Available Abstract. The aim of the research is to draw attention of the educational community to the phenomenon of computational thinking which actively discussed in the last decade in the foreign scientific and educational literature, to substantiate of its importance, practical utility and the right on affirmation in Russian education.Methods. The research is based on the analysis of foreign studies of the phenomenon of computational thinking and the ways of its formation in the process of education; on comparing the notion of «computational thinking» with related concepts used in the Russian scientific and pedagogical literature.Results. The concept «computational thinking» is analyzed from the point of view of intuitive understanding and scientific and applied aspects. It is shown as computational thinking has evolved in the process of development of computers hardware and software. The practice-oriented interpretation of computational thinking which dominant among educators is described along with some ways of its formation. It is shown that computational thinking is a metasubject result of general education as well as its tool. From the point of view of the author, purposeful development of computational thinking should be one of the tasks of the Russian education.Scientific novelty. The author gives a theoretical justification of the role of computational thinking schemes as metasubject results of learning. The dynamics of the development of this concept is described. This process is connected with the evolution of computer and information technologies as well as increase of number of the tasks for effective solutions of which computational thinking is required. Author substantiated the affirmation that including «computational thinking » in the set of pedagogical concepts which are used in the national education system fills an existing gap.Practical significance. New metasubject result of education associated with

  12. Computer interfacing

    CERN Document Server

    Dixey, Graham

    1994-01-01

    This book explains how computers interact with the world around them and therefore how to make them a useful tool. Topics covered include descriptions of all the components that make up a computer, principles of data exchange, interaction with peripherals, serial communication, input devices, recording methods, computer-controlled motors, and printers.In an informative and straightforward manner, Graham Dixey describes how to turn what might seem an incomprehensible 'black box' PC into a powerful and enjoyable tool that can help you in all areas of your work and leisure. With plenty of handy

  13. Computational physics

    CERN Document Server

    Newman, Mark

    2013-01-01

    A complete introduction to the field of computational physics, with examples and exercises in the Python programming language. Computers play a central role in virtually every major physics discovery today, from astrophysics and particle physics to biophysics and condensed matter. This book explains the fundamentals of computational physics and describes in simple terms the techniques that every physicist should know, such as finite difference methods, numerical quadrature, and the fast Fourier transform. The book offers a complete introduction to the topic at the undergraduate level, and is also suitable for the advanced student or researcher who wants to learn the foundational elements of this important field.

  14. Computational physics

    Energy Technology Data Exchange (ETDEWEB)

    Anon.

    1987-01-15

    Computers have for many years played a vital role in the acquisition and treatment of experimental data, but they have more recently taken up a much more extended role in physics research. The numerical and algebraic calculations now performed on modern computers make it possible to explore consequences of basic theories in a way which goes beyond the limits of both analytic insight and experimental investigation. This was brought out clearly at the Conference on Perspectives in Computational Physics, held at the International Centre for Theoretical Physics, Trieste, Italy, from 29-31 October.

  15. Cloud Computing

    CERN Document Server

    Baun, Christian; Nimis, Jens; Tai, Stefan

    2011-01-01

    Cloud computing is a buzz-word in today's information technology (IT) that nobody can escape. But what is really behind it? There are many interpretations of this term, but no standardized or even uniform definition. Instead, as a result of the multi-faceted viewpoints and the diverse interests expressed by the various stakeholders, cloud computing is perceived as a rather fuzzy concept. With this book, the authors deliver an overview of cloud computing architecture, services, and applications. Their aim is to bring readers up to date on this technology and thus to provide a common basis for d

  16. Computational Viscoelasticity

    CERN Document Server

    Marques, Severino P C

    2012-01-01

    This text is a guide how to solve problems in which viscoelasticity is present using existing commercial computational codes. The book gives information on codes’ structure and use, data preparation  and output interpretation and verification. The first part of the book introduces the reader to the subject, and to provide the models, equations and notation to be used in the computational applications. The second part shows the most important Computational techniques: Finite elements formulation, Boundary elements formulation, and presents the solutions of Viscoelastic problems with Abaqus.

  17. Optical computing.

    Science.gov (United States)

    Stroke, G. W.

    1972-01-01

    Applications of the optical computer include an approach for increasing the sharpness of images obtained from the most powerful electron microscopes and fingerprint/credit card identification. The information-handling capability of the various optical computing processes is very great. Modern synthetic-aperture radars scan upward of 100,000 resolvable elements per second. Fields which have assumed major importance on the basis of optical computing principles are optical image deblurring, coherent side-looking synthetic-aperture radar, and correlative pattern recognition. Some examples of the most dramatic image deblurring results are shown.

  18. Computational physics

    International Nuclear Information System (INIS)

    Anon.

    1987-01-01

    Computers have for many years played a vital role in the acquisition and treatment of experimental data, but they have more recently taken up a much more extended role in physics research. The numerical and algebraic calculations now performed on modern computers make it possible to explore consequences of basic theories in a way which goes beyond the limits of both analytic insight and experimental investigation. This was brought out clearly at the Conference on Perspectives in Computational Physics, held at the International Centre for Theoretical Physics, Trieste, Italy, from 29-31 October

  19. Phenomenological Computation?

    DEFF Research Database (Denmark)

    Brier, Søren

    2014-01-01

    Open peer commentary on the article “Info-computational Constructivism and Cognition” by Gordana Dodig-Crnkovic. Upshot: The main problems with info-computationalism are: (1) Its basic concept of natural computing has neither been defined theoretically or implemented practically. (2. It cannot...... encompass human concepts of subjective experience and intersubjective meaningful communication, which prevents it from being genuinely transdisciplinary. (3) Philosophically, it does not sufficiently accept the deep ontological differences between various paradigms such as von Foerster’s second- order...

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

    Science.gov (United States)

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

    2018-05-03

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

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

    Science.gov (United States)

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

    2018-04-19

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

  2. Computer-aided assessment in statistics: the CAMPUS project

    Directory of Open Access Journals (Sweden)

    Neville Hunt

    1998-12-01

    Full Text Available The relentless drive for 'efficiency' in higher education, and the consequent increase in workloads, has given university teachers a compelling incentive to investigate alternative forms of assessment. Some forms of assessment with a clear educational value can no longer be entertained because of the burden placed on the teacher. An added concern is plagiarism, which anecdotal evidence would suggest is on the increase yet which is difficult to detect in large modules with more than one assessor. While computer-aided assessment (CAA has an enthusiastic following, it is not clear to many teachers that it either reduces workloads or reduces the risk of cheating. In an ideal world, most teachers would prefer to give individual attention and personal feedback to each student when marking their work. In this sense CAA must be seen as second best and will therefore be used only if it is seen to offer significant benefits in terms of reduced workloads or increased validity.

  3. Quantum computer games: Schrödinger cat and hounds

    Science.gov (United States)

    Gordon, Michal; Gordon, Goren

    2012-05-01

    The quantum computer game 'Schrödinger cat and hounds' is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. 'Schrödinger cat and hounds' demonstrates the effects of superposition, destructive and constructive interference, measurements and entanglement. More advanced concepts, like particle-wave duality and decoherence, can also be taught using the game as a model. The game that has an optimal solution in the classical version, can have many different solutions and a new balance of powers in the quantum world. Game-aided lectures were given to high-school students which showed that it is a valid and entertaining teaching platform.

  4. Towards a Serious Game to Help Students Learn Computer Programming

    Directory of Open Access Journals (Sweden)

    Mathieu Muratet

    2009-01-01

    Full Text Available Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming.

  5. Essentials of cloud computing

    CERN Document Server

    Chandrasekaran, K

    2014-01-01

    ForewordPrefaceComputing ParadigmsLearning ObjectivesPreambleHigh-Performance ComputingParallel ComputingDistributed ComputingCluster ComputingGrid ComputingCloud ComputingBiocomputingMobile ComputingQuantum ComputingOptical ComputingNanocomputingNetwork ComputingSummaryReview PointsReview QuestionsFurther ReadingCloud Computing FundamentalsLearning ObjectivesPreambleMotivation for Cloud ComputingThe Need for Cloud ComputingDefining Cloud ComputingNIST Definition of Cloud ComputingCloud Computing Is a ServiceCloud Computing Is a Platform5-4-3 Principles of Cloud computingFive Essential Charact

  6. Personal Computers.

    Science.gov (United States)

    Toong, Hoo-min D.; Gupta, Amar

    1982-01-01

    Describes the hardware, software, applications, and current proliferation of personal computers (microcomputers). Includes discussions of microprocessors, memory, output (including printers), application programs, the microcomputer industry, and major microcomputer manufacturers (Apple, Radio Shack, Commodore, and IBM). (JN)

  7. Computational Literacy

    DEFF Research Database (Denmark)

    Chongtay, Rocio; Robering, Klaus

    2016-01-01

    In recent years, there has been a growing interest in and recognition of the importance of Computational Literacy, a skill generally considered to be necessary for success in the 21st century. While much research has concentrated on requirements, tools, and teaching methodologies for the acquisit......In recent years, there has been a growing interest in and recognition of the importance of Computational Literacy, a skill generally considered to be necessary for success in the 21st century. While much research has concentrated on requirements, tools, and teaching methodologies...... for the acquisition of Computational Literacy at basic educational levels, focus on higher levels of education has been much less prominent. The present paper considers the case of courses for higher education programs within the Humanities. A model is proposed which conceives of Computational Literacy as a layered...

  8. Computing Religion

    DEFF Research Database (Denmark)

    Nielbo, Kristoffer Laigaard; Braxton, Donald M.; Upal, Afzal

    2012-01-01

    The computational approach has become an invaluable tool in many fields that are directly relevant to research in religious phenomena. Yet the use of computational tools is almost absent in the study of religion. Given that religion is a cluster of interrelated phenomena and that research...... concerning these phenomena should strive for multilevel analysis, this article argues that the computational approach offers new methodological and theoretical opportunities to the study of religion. We argue that the computational approach offers 1.) an intermediary step between any theoretical construct...... and its targeted empirical space and 2.) a new kind of data which allows the researcher to observe abstract constructs, estimate likely outcomes, and optimize empirical designs. Because sophisticated mulitilevel research is a collaborative project we also seek to introduce to scholars of religion some...

  9. Computational Controversy

    NARCIS (Netherlands)

    Timmermans, Benjamin; Kuhn, Tobias; Beelen, Kaspar; Aroyo, Lora

    2017-01-01

    Climate change, vaccination, abortion, Trump: Many topics are surrounded by fierce controversies. The nature of such heated debates and their elements have been studied extensively in the social science literature. More recently, various computational approaches to controversy analysis have

  10. Grid Computing

    Indian Academy of Sciences (India)

    IAS Admin

    emergence of supercomputers led to the use of computer simula- tion as an .... Scientific and engineering applications (e.g., Tera grid secure gate way). Collaborative ... Encryption, privacy, protection from malicious software. Physical Layer.

  11. Ubiquitous computing in sports: A review and analysis.

    Science.gov (United States)

    Baca, Arnold; Dabnichki, Peter; Heller, Mario; Kornfeind, Philipp

    2009-10-01

    Ubiquitous (pervasive) computing is a term for a synergetic use of sensing, communication and computing. Pervasive use of computing has seen a rapid increase in the current decade. This development has propagated in applied sport science and everyday life. The work presents a survey of recent developments in sport and leisure with emphasis on technology and computational techniques. A detailed analysis on new technological developments is performed. Sensors for position and motion detection, and such for equipment and physiological monitoring are discussed. Aspects of novel trends in communication technologies and data processing are outlined. Computational advancements have started a new trend - development of smart and intelligent systems for a wide range of applications - from model-based posture recognition to context awareness algorithms for nutrition monitoring. Examples particular to coaching and training are discussed. Selected tools for monitoring rules' compliance and automatic decision-making are outlined. Finally, applications in leisure and entertainment are presented, from systems supporting physical activity to systems providing motivation. It is concluded that the emphasis in future will shift from technologies to intelligent systems that allow for enhanced social interaction as efforts need to be made to improve user-friendliness and standardisation of measurement and transmission protocols.

  12. Computer tomographs

    International Nuclear Information System (INIS)

    Niedzwiedzki, M.

    1982-01-01

    Physical foundations and the developments in the transmission and emission computer tomography are presented. On the basis of the available literature and private communications a comparison is made of the various transmission tomographs. A new technique of computer emission tomography ECT, unknown in Poland, is described. The evaluation of two methods of ECT, namely those of positron and single photon emission tomography is made. (author)

  13. Computational sustainability

    CERN Document Server

    Kersting, Kristian; Morik, Katharina

    2016-01-01

    The book at hand gives an overview of the state of the art research in Computational Sustainability as well as case studies of different application scenarios. This covers topics such as renewable energy supply, energy storage and e-mobility, efficiency in data centers and networks, sustainable food and water supply, sustainable health, industrial production and quality, etc. The book describes computational methods and possible application scenarios.

  14. Computing farms

    International Nuclear Information System (INIS)

    Yeh, G.P.

    2000-01-01

    High-energy physics, nuclear physics, space sciences, and many other fields have large challenges in computing. In recent years, PCs have achieved performance comparable to the high-end UNIX workstations, at a small fraction of the price. We review the development and broad applications of commodity PCs as the solution to CPU needs, and look forward to the important and exciting future of large-scale PC computing

  15. 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

  16. Computational chemistry

    Science.gov (United States)

    Arnold, J. O.

    1987-01-01

    With the advent of supercomputers, modern computational chemistry algorithms and codes, a powerful tool was created to help fill NASA's continuing need for information on the properties of matter in hostile or unusual environments. Computational resources provided under the National Aerodynamics Simulator (NAS) program were a cornerstone for recent advancements in this field. Properties of gases, materials, and their interactions can be determined from solutions of the governing equations. In the case of gases, for example, radiative transition probabilites per particle, bond-dissociation energies, and rates of simple chemical reactions can be determined computationally as reliably as from experiment. The data are proving to be quite valuable in providing inputs to real-gas flow simulation codes used to compute aerothermodynamic loads on NASA's aeroassist orbital transfer vehicles and a host of problems related to the National Aerospace Plane Program. Although more approximate, similar solutions can be obtained for ensembles of atoms simulating small particles of materials with and without the presence of gases. Computational chemistry has application in studying catalysis, properties of polymers, all of interest to various NASA missions, including those previously mentioned. In addition to discussing these applications of computational chemistry within NASA, the governing equations and the need for supercomputers for their solution is outlined.

  17. Computational creativity

    Directory of Open Access Journals (Sweden)

    López de Mántaras Badia, Ramon

    2013-12-01

    Full Text Available New technologies, and in particular artificial intelligence, are drastically changing the nature of creative processes. Computers are playing very significant roles in creative activities such as music, architecture, fine arts, and science. Indeed, the computer is already a canvas, a brush, a musical instrument, and so on. However, we believe that we must aim at more ambitious relations between computers and creativity. Rather than just seeing the computer as a tool to help human creators, we could see it as a creative entity in its own right. This view has triggered a new subfield of Artificial Intelligence called Computational Creativity. This article addresses the question of the possibility of achieving computational creativity through some examples of computer programs capable of replicating some aspects of creative behavior in the fields of music and science.Las nuevas tecnologías y en particular la Inteligencia Artificial están cambiando de forma importante la naturaleza del proceso creativo. Los ordenadores están jugando un papel muy significativo en actividades artísticas tales como la música, la arquitectura, las bellas artes y la ciencia. Efectivamente, el ordenador ya es el lienzo, el pincel, el instrumento musical, etc. Sin embargo creemos que debemos aspirar a relaciones más ambiciosas entre los ordenadores y la creatividad. En lugar de verlos solamente como herramientas de ayuda a la creación, los ordenadores podrían ser considerados agentes creativos. Este punto de vista ha dado lugar a un nuevo subcampo de la Inteligencia Artificial denominado Creatividad Computacional. En este artículo abordamos la cuestión de la posibilidad de alcanzar dicha creatividad computacional mediante algunos ejemplos de programas de ordenador capaces de replicar algunos aspectos relacionados con el comportamiento creativo en los ámbitos de la música y la ciencia.

  18. Quantum computing

    International Nuclear Information System (INIS)

    Steane, Andrew

    1998-01-01

    The subject of quantum computing brings together ideas from classical information theory, computer science, and quantum physics. This review aims to summarize not just quantum computing, but the whole subject of quantum information theory. Information can be identified as the most general thing which must propagate from a cause to an effect. It therefore has a fundamentally important role in the science of physics. However, the mathematical treatment of information, especially information processing, is quite recent, dating from the mid-20th century. This has meant that the full significance of information as a basic concept in physics is only now being discovered. This is especially true in quantum mechanics. The theory of quantum information and computing puts this significance on a firm footing, and has led to some profound and exciting new insights into the natural world. Among these are the use of quantum states to permit the secure transmission of classical information (quantum cryptography), the use of quantum entanglement to permit reliable transmission of quantum states (teleportation), the possibility of preserving quantum coherence in the presence of irreversible noise processes (quantum error correction), and the use of controlled quantum evolution for efficient computation (quantum computation). The common theme of all these insights is the use of quantum entanglement as a computational resource. It turns out that information theory and quantum mechanics fit together very well. In order to explain their relationship, this review begins with an introduction to classical information theory and computer science, including Shannon's theorem, error correcting codes, Turing machines and computational complexity. The principles of quantum mechanics are then outlined, and the Einstein, Podolsky and Rosen (EPR) experiment described. The EPR-Bell correlations, and quantum entanglement in general, form the essential new ingredient which distinguishes quantum from

  19. Quantum computing

    Energy Technology Data Exchange (ETDEWEB)

    Steane, Andrew [Department of Atomic and Laser Physics, University of Oxford, Clarendon Laboratory, Oxford (United Kingdom)

    1998-02-01

    The subject of quantum computing brings together ideas from classical information theory, computer science, and quantum physics. This review aims to summarize not just quantum computing, but the whole subject of quantum information theory. Information can be identified as the most general thing which must propagate from a cause to an effect. It therefore has a fundamentally important role in the science of physics. However, the mathematical treatment of information, especially information processing, is quite recent, dating from the mid-20th century. This has meant that the full significance of information as a basic concept in physics is only now being discovered. This is especially true in quantum mechanics. The theory of quantum information and computing puts this significance on a firm footing, and has led to some profound and exciting new insights into the natural world. Among these are the use of quantum states to permit the secure transmission of classical information (quantum cryptography), the use of quantum entanglement to permit reliable transmission of quantum states (teleportation), the possibility of preserving quantum coherence in the presence of irreversible noise processes (quantum error correction), and the use of controlled quantum evolution for efficient computation (quantum computation). The common theme of all these insights is the use of quantum entanglement as a computational resource. It turns out that information theory and quantum mechanics fit together very well. In order to explain their relationship, this review begins with an introduction to classical information theory and computer science, including Shannon's theorem, error correcting codes, Turing machines and computational complexity. The principles of quantum mechanics are then outlined, and the Einstein, Podolsky and Rosen (EPR) experiment described. The EPR-Bell correlations, and quantum entanglement in general, form the essential new ingredient which distinguishes quantum from

  20. The extinct animal show: the paleoimagery tradition and computer generated imagery in factual television programs.

    Science.gov (United States)

    Campbell, Vincent

    2009-03-01

    Extinct animals have always been popular subjects for the media, in both fiction, and factual output. In recent years, a distinctive new type of factual television program has emerged in which computer generated imagery is used extensively to bring extinct animals back to life. Such has been the commercial audience success of these programs that they have generated some public and academic debates about their relative status as science, documentary, and entertainment, as well as about their reflection of trends in factual television production, and the aesthetic tensions in the application of new media technologies. Such discussions ignore a crucial contextual feature of computer generated extinct animal programs, namely the established tradition of paleoimagery. This paper examines a selection of extinct animal shows in terms of the dominant frames of the paleoimagery genre. The paper suggests that such an examination has two consequences. First, it allows for a more context-sensitive evaluation of extinct animal programs, acknowledging rather than ignoring relevant representational traditions. Second, it allows for an appraisal and evaluation of public and critical reception of extinct animal programs above and beyond the traditional debates about tensions between science, documentary, entertainment, and public understanding.

  1. Multiparty Computations

    DEFF Research Database (Denmark)

    Dziembowski, Stefan

    here and discuss other problems caused by the adaptiveness. All protocols in the thesis are formally specified and the proofs of their security are given. [1]Ronald Cramer, Ivan Damgård, Stefan Dziembowski, Martin Hirt, and Tal Rabin. Efficient multiparty computations with dishonest minority......In this thesis we study a problem of doing Verifiable Secret Sharing (VSS) and Multiparty Computations in a model where private channels between the players and a broadcast channel is available. The adversary is active, adaptive and has an unbounded computing power. The thesis is based on two...... to a polynomial time black-box reduction, the complexity of adaptively secure VSS is the same as that of ordinary secret sharing (SS), where security is only required against a passive, static adversary. Previously, such a connection was only known for linear secret sharing and VSS schemes. We then show...

  2. Scientific computing

    CERN Document Server

    Trangenstein, John A

    2017-01-01

    This is the third of three volumes providing a comprehensive presentation of the fundamentals of scientific computing. This volume discusses topics that depend more on calculus than linear algebra, in order to prepare the reader for solving differential equations. This book and its companions show how to determine the quality of computational results, and how to measure the relative efficiency of competing methods. Readers learn how to determine the maximum attainable accuracy of algorithms, and how to select the best method for computing problems. This book also discusses programming in several languages, including C++, Fortran and MATLAB. There are 90 examples, 200 exercises, 36 algorithms, 40 interactive JavaScript programs, 91 references to software programs and 1 case study. Topics are introduced with goals, literature references and links to public software. There are descriptions of the current algorithms in GSLIB and MATLAB. This book could be used for a second course in numerical methods, for either ...

  3. Computational Psychiatry

    Science.gov (United States)

    Wang, Xiao-Jing; Krystal, John H.

    2014-01-01

    Psychiatric disorders such as autism and schizophrenia arise from abnormalities in brain systems that underlie cognitive, emotional and social functions. The brain is enormously complex and its abundant feedback loops on multiple scales preclude intuitive explication of circuit functions. In close interplay with experiments, theory and computational modeling are essential for understanding how, precisely, neural circuits generate flexible behaviors and their impairments give rise to psychiatric symptoms. This Perspective highlights recent progress in applying computational neuroscience to the study of mental disorders. We outline basic approaches, including identification of core deficits that cut across disease categories, biologically-realistic modeling bridging cellular and synaptic mechanisms with behavior, model-aided diagnosis. The need for new research strategies in psychiatry is urgent. Computational psychiatry potentially provides powerful tools for elucidating pathophysiology that may inform both diagnosis and treatment. To achieve this promise will require investment in cross-disciplinary training and research in this nascent field. PMID:25442941

  4. Computational artifacts

    DEFF Research Database (Denmark)

    Schmidt, Kjeld; Bansler, Jørgen P.

    2016-01-01

    The key concern of CSCW research is that of understanding computing technologies in the social context of their use, that is, as integral features of our practices and our lives, and to think of their design and implementation under that perspective. However, the question of the nature...... of that which is actually integrated in our practices is often discussed in confusing ways, if at all. The article aims to try to clarify the issue and in doing so revisits and reconsiders the notion of ‘computational artifact’....

  5. Computer security

    CERN Document Server

    Gollmann, Dieter

    2011-01-01

    A completely up-to-date resource on computer security Assuming no previous experience in the field of computer security, this must-have book walks you through the many essential aspects of this vast topic, from the newest advances in software and technology to the most recent information on Web applications security. This new edition includes sections on Windows NT, CORBA, and Java and discusses cross-site scripting and JavaScript hacking as well as SQL injection. Serving as a helpful introduction, this self-study guide is a wonderful starting point for examining the variety of competing sec

  6. Cloud Computing

    CERN Document Server

    Antonopoulos, Nick

    2010-01-01

    Cloud computing has recently emerged as a subject of substantial industrial and academic interest, though its meaning and scope is hotly debated. For some researchers, clouds are a natural evolution towards the full commercialisation of grid systems, while others dismiss the term as a mere re-branding of existing pay-per-use technologies. From either perspective, 'cloud' is now the label of choice for accountable pay-per-use access to third party applications and computational resources on a massive scale. Clouds support patterns of less predictable resource use for applications and services a

  7. Computational Logistics

    DEFF Research Database (Denmark)

    Pacino, Dario; Voss, Stefan; Jensen, Rune Møller

    2013-01-01

    This book constitutes the refereed proceedings of the 4th International Conference on Computational Logistics, ICCL 2013, held in Copenhagen, Denmark, in September 2013. The 19 papers presented in this volume were carefully reviewed and selected for inclusion in the book. They are organized in to...... in topical sections named: maritime shipping, road transport, vehicle routing problems, aviation applications, and logistics and supply chain management.......This book constitutes the refereed proceedings of the 4th International Conference on Computational Logistics, ICCL 2013, held in Copenhagen, Denmark, in September 2013. The 19 papers presented in this volume were carefully reviewed and selected for inclusion in the book. They are organized...

  8. Computational Logistics

    DEFF Research Database (Denmark)

    This book constitutes the refereed proceedings of the 4th International Conference on Computational Logistics, ICCL 2013, held in Copenhagen, Denmark, in September 2013. The 19 papers presented in this volume were carefully reviewed and selected for inclusion in the book. They are organized in to...... in topical sections named: maritime shipping, road transport, vehicle routing problems, aviation applications, and logistics and supply chain management.......This book constitutes the refereed proceedings of the 4th International Conference on Computational Logistics, ICCL 2013, held in Copenhagen, Denmark, in September 2013. The 19 papers presented in this volume were carefully reviewed and selected for inclusion in the book. They are organized...

  9. Computational engineering

    CERN Document Server

    2014-01-01

    The book presents state-of-the-art works in computational engineering. Focus is on mathematical modeling, numerical simulation, experimental validation and visualization in engineering sciences. In particular, the following topics are presented: constitutive models and their implementation into finite element codes, numerical models in nonlinear elasto-dynamics including seismic excitations, multiphase models in structural engineering and multiscale models of materials systems, sensitivity and reliability analysis of engineering structures, the application of scientific computing in urban water management and hydraulic engineering, and the application of genetic algorithms for the registration of laser scanner point clouds.

  10. Computer busses

    CERN Document Server

    Buchanan, William

    2000-01-01

    As more and more equipment is interface or'bus' driven, either by the use of controllers or directly from PCs, the question of which bus to use is becoming increasingly important both in industry and in the office. 'Computer Busses' has been designed to help choose the best type of bus for the particular application.There are several books which cover individual busses, but none which provide a complete guide to computer busses. The author provides a basic theory of busses and draws examples and applications from real bus case studies. Busses are analysed using from a top-down approach, helpin

  11. Reconfigurable Computing

    CERN Document Server

    Cardoso, Joao MP

    2011-01-01

    As the complexity of modern embedded systems increases, it becomes less practical to design monolithic processing platforms. As a result, reconfigurable computing is being adopted widely for more flexible design. Reconfigurable Computers offer the spatial parallelism and fine-grained customizability of application-specific circuits with the postfabrication programmability of software. To make the most of this unique combination of performance and flexibility, designers need to be aware of both hardware and software issues. FPGA users must think not only about the gates needed to perform a comp

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

    Directory of Open Access Journals (Sweden)

    Alexie Tcheuyap

    2016-03-01

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

  13. Riemannian computing in computer vision

    CERN Document Server

    Srivastava, Anuj

    2016-01-01

    This book presents a comprehensive treatise on Riemannian geometric computations and related statistical inferences in several computer vision problems. This edited volume includes chapter contributions from leading figures in the field of computer vision who are applying Riemannian geometric approaches in problems such as face recognition, activity recognition, object detection, biomedical image analysis, and structure-from-motion. Some of the mathematical entities that necessitate a geometric analysis include rotation matrices (e.g. in modeling camera motion), stick figures (e.g. for activity recognition), subspace comparisons (e.g. in face recognition), symmetric positive-definite matrices (e.g. in diffusion tensor imaging), and function-spaces (e.g. in studying shapes of closed contours).   ·         Illustrates Riemannian computing theory on applications in computer vision, machine learning, and robotics ·         Emphasis on algorithmic advances that will allow re-application in other...

  14. Statistical Computing

    Indian Academy of Sciences (India)

    inference and finite population sampling. Sudhakar Kunte. Elements of statistical computing are discussed in this series. ... which captain gets an option to decide whether to field first or bat first ... may of course not be fair, in the sense that the team which wins ... describe two methods of drawing a random number between 0.

  15. Computational biology

    DEFF Research Database (Denmark)

    Hartmann, Lars Røeboe; Jones, Neil; Simonsen, Jakob Grue

    2011-01-01

    Computation via biological devices has been the subject of close scrutiny since von Neumann’s early work some 60 years ago. In spite of the many relevant works in this field, the notion of programming biological devices seems to be, at best, ill-defined. While many devices are claimed or proved t...

  16. Computing News

    CERN Multimedia

    McCubbin, N

    2001-01-01

    We are still five years from the first LHC data, so we have plenty of time to get the computing into shape, don't we? Well, yes and no: there is time, but there's an awful lot to do! The recently-completed CERN Review of LHC Computing gives the flavour of the LHC computing challenge. The hardware scale for each of the LHC experiments is millions of 'SpecInt95' (SI95) units of cpu power and tens of PetaBytes of data storage. PCs today are about 20-30SI95, and expected to be about 100 SI95 by 2005, so it's a lot of PCs. This hardware will be distributed across several 'Regional Centres' of various sizes, connected by high-speed networks. How to realise this in an orderly and timely fashion is now being discussed in earnest by CERN, Funding Agencies, and the LHC experiments. Mixed in with this is, of course, the GRID concept...but that's a topic for another day! Of course hardware, networks and the GRID constitute just one part of the computing. Most of the ATLAS effort is spent on software development. What we ...

  17. Quantum Computation

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 16; Issue 9. Quantum Computation - Particle and Wave Aspects of Algorithms. Apoorva Patel. General Article Volume 16 Issue 9 September 2011 pp 821-835. Fulltext. Click here to view fulltext PDF. Permanent link:

  18. Cloud computing.

    Science.gov (United States)

    Wink, Diane M

    2012-01-01

    In this bimonthly series, the author examines how nurse educators can use Internet and Web-based technologies such as search, communication, and collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes how cloud computing can be used in nursing education.

  19. Computer Recreations.

    Science.gov (United States)

    Dewdney, A. K.

    1988-01-01

    Describes the creation of the computer program "BOUNCE," designed to simulate a weighted piston coming into equilibrium with a cloud of bouncing balls. The model follows the ideal gas law. Utilizes the critical event technique to create the model. Discusses another program, "BOOM," which simulates a chain reaction. (CW)

  20. [Grid computing

    CERN Multimedia

    Wolinsky, H

    2003-01-01

    "Turn on a water spigot, and it's like tapping a bottomless barrel of water. Ditto for electricity: Flip the switch, and the supply is endless. But computing is another matter. Even with the Internet revolution enabling us to connect in new ways, we are still limited to self-contained systems running locally stored software, limited by corporate, institutional and geographic boundaries" (1 page).