نتایج جستجو برای: audiences

تعداد نتایج: 6674  

2013
Nick Redfern

We apply correspondence analysis to data produced for the BFI’s Opening Our Eyes report published in 2011 to discover how age and gender shape the experience of television for audiences in the UK. Age is an important factor in shaping how audience perceive television, with older viewers describing the medium as ‘informative,’ ‘thought provoking,’ ‘artistic,’ ‘good for people’s self-development,...

2014
Eric H. Chudler Kristen Clapper Bergsman

Autism Awareness Month, Healthy Vision Month, Mental Health Month, National Aphasia Awareness Month, National Traumatic Brain Injury Awareness Month, and World Alzheimer’s Month. This Feature showcases Internet-based resources to help neuroscientists explain their work to the general public and K–12 audiences. These Internet resources feature videos, images, animations, and other outreach tools...

Journal: :iau international journal of social sciences 2013
mehrdad navabakhsh hamed mohammadi zahra golkar

today's world has been the world of media. today can hardly find a place that people are far and separated from the media and media effects. practices, knowledge, tastes, and many teachings of daily life of every human, somehow directly or indirectly will be affected by what the media has covered. this article attempts to focus on national media audience on one hand and satellite television net...

2009
Warren Sack

Each new medium (from print to television) has introduced a series of ratings technologies which, predominantly, quantifies the audience as passive commodity, i.e., as a number which is “delivered” by the broadcasters and “bought” by the advertisers. New electronic media demand a representation of audience that breaks with the traditional audience-as-commodity representation. Contemporary telev...

2010
Licia Calvi Maria Cassella Koos C. M. Nuijten

Facebook has become one of the most prominent tools for social networking over the last few years. Since its establishing in 2004, more and more players have made use of it: not just ordinary users willing to find their old friends and to get back into contact with them, but also, for example, more and more players from the cultural scene. These latter ones include cultural institutions willing...

2011
Lisa P. Lagassé Rajiv N. Rimal Katherine C. Smith J. Douglas Storey Elizabeth Rhoades Daniel J. Barnett Saad B. Omer Jonathan Links

We assessed the literacy level and readability of online communications about H1N1/09 influenza issued by the Centers for Disease Control and Prevention (CDC) during the first month of outbreak. Documents were classified as targeting one of six audiences ranging in technical expertise. Flesch-Kincaid (FK) measure assessed literacy level for each group of documents. ANOVA models tested for diffe...

Journal: :IEICE Transactions 2014
Arunee Ratikan Mikifumi Shikida

Online Social Networks (OSNs) have recently been playing an important role in communication. From the audience aspect, they enable audiences to get unlimited information via the information feeding mechanism (IFM), which is an important part of the OSNs. The audience relies on the quantity and quality of the information served by it. We found that existing IFMs can result in two problems: infor...

2012
Li Zhang Ming Jiang

We have developed an intelligent agent to engage with users in virtual drama improvisation previously. The intelligent agent was able to perform sentence-level affect detection from user inputs with strong emotional indicators. However, we noticed that many inputs with weak or no affect indicators also contain emotional implication but were regarded as neutral expressions by the previous interp...

2018
Todd Green

Television audiences and fans are increasingly enrolled in the co-production of the television experience. Return-path communication enabled by digital media allows show producers to gather real-time market data about audiences, as well as to solicit creative input from audience members individually and in aggregate. This transformation is not without its challenges: audiences and producers mus...

2004
Sang Chul Lee Jae Kyeong Kim Yung Ho Suh

The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precisio...

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