نتایج جستجو برای: aesthetic and entertainment
تعداد نتایج: 16829913 فیلتر نتایج به سال:
With 225 SNS network users as the subjects, the research focuses on the influence of SNS network users’ motivation on their behavior. Data are collected through questionnaires and the relationship between motivation and behavior is studied with relative analytical methods. As shown in the study, information and instrument motivation, entertainment and aesthetic motivation, social connection mot...
A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from ‘old’ entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement (“flow”) are proposed as key elements of a theory of user experience in interact...
The interactive entertainment industry has become a multi-billion dollar industry with revenues overcoming those of the movie industry (ESA, 2009). Beyond the demand for high fidelity graphics or stylized imagery, participants in these environments have come to expect certain aesthetic and artistic qualities that engage them at a very deep emotional level. These qualities pertain to the visual ...
The genealogies of the supercut, which extend well past YouTube compilations, back to 1920s and beyond, reveal it not as an aesthetic that trickled from avant-garde experimentation into mass entertainment, but rather material expression a newly-ascendant mode knowledge power: database episteme.
Most researches in agent coordination for computer games focus on tactical/spatial coordination of NPCs (Non Playable Characters) seeking effective methods for accomplishing a collective task in the context of war games, FPS (First Person Shooters) and RTS (Real Time Strategy) (e.g., [Almeida et al. 2004; Madeira et al. 2005; Marthi et al. 2005]). Some research efforts have been employed to mak...
In this paper, we describe a novel method of combining emotional input and an Augmented Reality (AR) tracking/display system to produce dynamic interactive art that responds to the perceived emotional content of viewer reactions and interactions. As part of the CALLAS project, our aim is to explore multimodal interaction in an Arts and Entertainment context. The approach we describe has been im...
I know of no word more complex than "Phantasmagoria." The term has a vivid and dramatic historical origin, but, for a variety of reasons, "phantasmagoria," the name of a form of popular entertainment that premiered at the end of the eighteenth century, became in the nineteenth (and twentieth) century a key term of intellectual and aesthetic discussion. A term in tension, phantasmagoria takes on...
Affective computing is advancing as a field that allows a new form of human computer interaction, in addition to the use of natural language. There is a wide perception that the future of human-computer interaction is in themes such as entertainment, emotions, aesthetic pleasure, motivation, attention, engagement, etc. Studying the relation between natural language and affective information and...
I agree that the Library and other agents of the College may lend or copy this thesis upon request. Abstract In recent years, there has been a considerable push by the entertainment industry toward stereoscopic 3D display methods. Furthermore, stereoscopic displays are becoming more and more affordable for home use. This leads to questions about the actual perceptual and aesthetic benefits of t...
Trending toys, Disneyland, animation movies , which are traditionally connoted as children’s synonymous entertainment, have progressively gathered a growing number of elder children and adults, is called Kidult. This article analyzes interprets kidult culture from three types phenomena in an attempt to understand explore the inner factors contributors. Meanwhile, it also provides aesthetic inst...
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