نتایج جستجو برای: aesthetic and entertainment
تعداد نتایج: 16829913 فیلتر نتایج به سال:
This article addresses the relation between aesthetic emotions, knowledge-acquisition, and meaning-making. We briefly review theoretical foundations and present experimental data related to aesthetic chills. These results suggest that aesthetic chills are inhibited by exposing the subject to an incoherent prime prior to the chill-eliciting stimulation and that a meaningful prime makes the aesth...
This paper is intended as an investigation of new interactive environment in music. I will describe two types of performing/composing systems for improvisational sessions with networks and a concept called "GDS (Global Delayed Session) music". These systems are called "Improvisession-I" and "Improvisession-II", and this paper reports not only the basic idea but also the latest version and appli...
The tight connection which occurs between entertainment and education has originated what is defined edutainment which can be considered as a continuous and innovative brain-training, which stimulates, in an interactive way, the capacity to combine attention and motivation to explore and learn. The role of games in learning is a common topic in research. The various games linked to the edutainm...
A common goal for designers of educational videogames is to make learning fun. Unfortunately, the result is often a game that tries to combine the fun aspects of videogames with learning elements, but that is neither fun nor effective for learning. In this paper we present our discovery of an alternative approach— a system that combines both education and entertainment, but that separates them ...
This paper presents the virtual reality systems, interaction devices and software used at the Foundation of the Hellenic World (FHW). The applications that FHW has produced, associated with the Olympic Games in ancient Greece, are then detailed. The separate virtual reality shows are presented in terms of interactivity and educational value. Technical aspects of the productions are explained, w...
This paper presents an analysis of data from a large-scale in-field Wizard of Oz simulation of a conversational domain-oriented edutainment system. The basic turn-level data are described and the 10 longest conversations are analysed in order to evaluate the theory of domain-oriented conversation underlying the design specification of the system.
چکیده ندارد.
Ubiquitous computing is not only applied to doing daily activities and integrated into everyday objects but for entertainment, and gaming as well. In this research, we explore the relevance of ubiquitous computing to entertainment systems using devices such as mobile devices. We introduce a service-oriented architecture for ubiquitous entertainment systems to establish collaborative relationshi...
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