نتایج جستجو برای: ce entertainment and leisure

تعداد نتایج: 16839587  

2015
Madina Saidj Mehdi Menai Hélène Charreire Christiane Weber Christophe Enaux Mette Aadahl Emmanuelle Kesse-Guyot Serge Hercberg Chantal Simon Jean-Michel Oppert

BACKGROUND Given the unfavourable health outcomes associated with sedentary behaviours, there is a need to better understand the context in which these behaviours take place to better address this public health concern. We explored self-reported sedentary behaviours by type of day (work/non-work), occupation, and perceptions towards physical activity, in a large sample of adults. METHODS We a...

Journal: :Zbornik Radova Akademije Umetnosti 2022

The subject of this paper is to consider the use music content from Internet in context free time and its functionalisation education. will deal with theoretical problematisation topic an interdisciplinary point view, uniting andragogico-musicological competencies. In that sense, we try further elaborate supplement existing empirical research, results which confirm education appears as a factor...

2014
Hua Yang Yunxiang Chen Liqiang Zheng Xin Xu Xia Cao

BACKGROUND The availability of internet-based information resources is increasing and the appropriate use of such resources is an important subject for clinical medical students. The aims of this study were to investigate the behaviors of clinical medical students regarding the use of internet-based activities, to analyze the behavior and characteristics of the students' information demands, an...

2009
José Luis González Sánchez Natalia Padilla Zea Francisco Luis Gutiérrez Vela

Nowadays Video Games occupy a privileged position in the leisure and entertainment market, representing the fastest-growing industry globally. In this paper we will analyse how, in video game development, Usability alone is not sufficient to achieve the optimum Player Experience. We argue that the concept of Usability needs broadening and deepening, to embrace further attributes and properties ...

2008
Emma Poulton

Football hooliganism has a wide appeal within popular culture. Numerous books, films, documentaries, digital games, and even stage plays have featured representations of the phenomenon. All are presentations of what could be termed “fantasy football hooliganism” in that they are attempts by the entertainment industry to represent, reproduce, or simulate football-related disorder for our leisure...

2007
Ching-Chow Yang Shun-Hsing Chen Jiun-Yan Shiau

The natural focus of concurrent engineering (CE) and design for X (DFX), as commonly used by manufacturing industry, is on product design or new service development. The present study applies the DFX technique in a CE environment to the planning and design of a new department in a university, and thus develops a comprehensive model for such an undertaking. The model identifies two stages in the...

2002
Margaret Scanlon David Buckingham

The research took place against a background of growing interest in home education, on the part of government and commercial corporations. Government initiatives and publications increasingly emphasise the value of parental involvement in home learning as means of raising standards of achievement and addressing social exclusion. Meanwhile, commercial corporations are increasingly regarding the ...

Journal: :SOCIETY, INTEGRATION, EDUCATION. Proceedings of the International Scientific Conference 2015

2001
Stefan Poslad Heimo Laamanen Rainer Malaka Achim Nick Phil Buckle Alexander Zipf

More and more people combine several purposes with travelling, such as business, leisure, entertainment, and education. Such people may not have time to pre-plan a travel schedule in detail. They need location-aware information about the destination domain and expect individualised information and services. The EU funded research project CRUMPET addresses these factors and will provide new info...

2003
Alok Nandi Xavier Marichal

The present paper elaborates on applications of a mixed-reality system, named Transfiction, designed for leisure and entertainment. It aims at identifying and characterising properties of the system in terms of design, development and usage. More specifically, this paper examines the assertion that the ‘simple’ blurring between touching and seeing allows users to be involved in the narration an...

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