نتایج جستجو برای: entertainment and leisure
تعداد نتایج: 16828835 فیلتر نتایج به سال:
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 ...
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...
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 ...
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...
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...
This is or, indeed, has been – changing. Our present and future use of IT (or ICT or what have you) will clearly not be restricted along the same dimensions as those listed above. IT has moved beyond the work-place and into leisure, entertainment, games and our homes. It has in short moved into our everyday life. My retired father and oldest daughter use it. Use is no longer delineated but seep...
Mobile phones with capabilities such as media capture and location detection have become popular among consumers, and this has made possible the development of location-based mobile annotation sharing applications. The present research investigates the creation of mobile annotations from three perspectives: the recipients of the annotations, the type of content created, and the goals behind cre...
Search engines are often used for leisure related search tasks, to find online shops, games, music, movies, celebrity gossip and even sex. While these activities can be broadly considered as entertainment, I shall focus on discussing the different Sexual Information Needs (SINs) of users. This unexplored area of Information Retrieval (IR) research considers a variety of search tasks related to ...
This study was designed to examine the structural relationships among tourists’ participation motivations, value co-creation process (VCCP), and behavior (VCCB) in terms of in-role extra-role contributions. Based on a comprehensive review literature, motivations were measured with four constructs, including need for uniqueness, self-control, social interaction, leisure entertainment. Research p...
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