Results 41 to 50 of about 1,232,428 (380)
This study explores the intricate relationships between perceived value, customer satisfaction, trust, and loyalty in the context of the dynamic online entertainment platform industry.
Kyeongmin Yum, Jongnam Kim
semanticscholar +1 more source
Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter [PDF]
Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to ...
Goren-Bar, D. +6 more
core +4 more sources
Runner: A 2D platform game for physical health promotion
Runner is a 2D platform game designed to be used for conducting research studies on health promotion. This paper presents basic features of the game and describes how contents are procedurally generated.
Camille El-Habr +3 more
doaj +1 more source
Hybrid forms of entertainment in the media [PDF]
The media environment is an extremely variable universe where every now and again we can observe the emergence of new phenomena. Many of those form through blending of often rather different and distant areas.
Czarnek-Wnuk, Paulina
core +2 more sources
Socio-emotional education is sometimes referred to as the missing part that links academic knowledge to success in school, family, community, workplace, and life.
Tomas Butvilas, Kristina Kovaitė
doaj +1 more source
Narrative Generation in Entertainment: Using Artificial Intelligence Planning [PDF]
From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more
George, Richard A.
core +1 more source
What Constitutes Fairness in Games? A Case Study with Scrabble
The compensation system called komi has been used in scoring games such as Go. In Go, White (the second player) is at a disadvantage because Black gets to move first, giving that player an advantage; indeed, the winning percentage for Black is higher ...
Htun Pa Pa Aung +2 more
doaj +1 more source
Entertainment Center di Purwokerto [PDF]
Saatini Indonesia menjadinegaraberkembangdenganpertumbuhanekonomi yang pesat. Meningkatnya pula tingkat stress pekerja yang membukakesempatanmembuatfasilitas-fasilitashiburanuntukpendudukkota.
Budi Sardjono, Agung +2 more
core
AI‐Assisted Workflow for (Scanning) Transmission Electron Microscopy: From Data Analysis Automation to Materials Knowledge Unveiling. Abstract (Scanning) transmission electron microscopy ((S)TEM) has significantly advanced materials science but faces challenges in correlating precise atomic structure information with the functional properties of ...
Marc Botifoll +19 more
wiley +1 more source
This study examines the relationship between player’s value systems and their actions in playing a massively multiplayer online role-playing game. Online survey data from 1,577 players were paired with their behavioral metrics within the game.
Chaoguang Wang, Gino Yu
doaj +1 more source

