Media entertainment

Xem 1-20 trên 31 kết quả Media entertainment
  • Media Psychology examines the impact that 21st century media use has on human behavior, from teenage crushes on pop stars to soap fandom in adulthood. It brings together North American communication research with European media research in a variety of disciplines--psychology, sociology, communication and media studies--and in doing so, maps out the territory for media psychology. David Giles argues that psychologists have been guilty of ignoring the influence of the media over the last century, seeing it at best as a minor nuisance that will eventually go away.

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  • Author Mara Einstein blends her industry experience and academic expertise to examine diversity as a media policy, suggesting that it has been ineffective and is potentially outdated, as study after study has found diversity regulations to be wanting.

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  • “Head First Statistics is by far the most entertaining, attention-catching study guide on the market. By presenting the material in an engaging manner, it provides students with a comfortable way to learn an otherwise cumbersome subject. The explanation of the topics is presented in a manner comprehensible to students of all levels.” — Ariana Anderson, Teaching Fellow/PhD candidate in Statistics, UCLA “Head First Statistics is deceptively friendly. Breeze through the explanations and exercises and you just may find yourself raising the topic of normal vs.

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  • The emergence of fixed cinemas coincided which a huge growth phase in the business in general; film production increased greatly, and film distribution developed into a special activity, often managed by large film producers. However, until about 1914, besides the cinemas, films also continued to be combined with live entertainment in vaudeville and other theatres (Musser 1990; Allen 1980). We can thus place the take-off of the cinema industry between 1905 and 1907. In these years it developed its own retail outlets and did not depend exclusively on theatres and travelling showmen.

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  • Excellent! I am glad that you are reading this book. You might want to skip straight ahead to the good stuff, but as long as you are here… Computer graphics is a fascinating and fast-changing field that didn’t even exist when I was born. I was attracted to it because it is a field with a unique mix of engineering and artistry. In the computer graphics industry, people with engineering skills design graphics software and hardware products that offer ever-increasing levels of performance and image quality.

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  • Tham khảo tài liệu 'how to stay in touch with tomorrow’s customers entertainment & media outlook towards 2011', kinh doanh - tiếp thị, quản trị kinh doanh phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả

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  • With respect to children over two, the authors emphasize the importance of content in mediat- ing the effect of television on cognitive skills and academic achievement. Early exposure to age- appropriate programs designed around an educational curriculum is associated with cognitive and academic enhancement, whereas exposure to pure entertainment, and violent content in particular, is associated with poorer cognitive development and lower academic achievement.

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  • The media strongly influence people’s conceptions and perceptions of the so- cial environment. While providing entertainment, they also impart information, cul- tural knowledge and values that in turn influence how people come to view themselves, certain social groups, gender roles, etc. Thus, the media not only aid in socialization, but by providing symbolic resources, they also exercise a form of pedagogy.

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  • Social media are platform-agnostic, which means that they can generally be accessed through any Internet-enabled device, including personal computers and (increasingly) smartphone and tablet devices but also via gaming consoles and new generation televisions. They are ideal places to connect and engage with people who would not traditionally think about talking to their parliament or making submissions on legislation. Social media provide an interactive and bidirectional experience.

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  • the Global Entertainment and Media Outlook report (2006), the worldwide market for cultural content is worth of 1.6 trillion getting bigger than conventioanl industries
     - US explains 44%; Japan 8.5%; Korea 2.2%
     Peter Drucker, “The success and failure of each country will be decided by the cultural industries in the 21st century. The final battleground is the cultural industry."

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  • U•X•L Encyclopedia of World Biography features 750 biographies of notable historic and contemporary figures from around the world. Chosen from American history, world history, literature, science and math, arts and entertainment, and the social sciences, the entries focus on the people studied most often in middle school and high school, as identified by teachers and media specialists.

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  • Multimedia as we know it has gained tremendous importance over the last decade. It spans quite a few areas of computer science involving programming, algorithms, communication technology, various media of communications and so on. It has raised the quality of communication by adding more than one media of communication such as audio, video, text, graphics and animation. Its importance in terms of medical science, engineering, entertainment, education, distance learning, and to all aspects of life, cannot be overstated.

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  • Drivers for the Adoption of Multi-service Networks Digitalization of entertainment and other consumer content makes it possible to use available transmission media resources more efficiently, to use universal storage solutions for the content while providing end user quality experience equal to or better than analogue media. This leads to the need for speech, music, pictures and streamed content to be delivered to homes and mobile users in digital form.

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  • Portions of this page may be (c) 2006 Muze Inc. Some database content may also be provided by Baker & Taylor Inc. Copyright 1995-2006 Muze Inc. For personal non-commercial use only. All rights reserved. Content for books is owned by Baker & Taylor, Inc. or its licensors and is subject to copyright and all other protections provided by applicable law. Portions of this page may be Copyright VNU Entertainment Media (UK) Ltd., 2006, Georg Lingenbrink GmbH & Co., Tite Live, S.A or Informazioni Editoriali S.p.A. All rights reserved....

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  • The Future of Mobile Content & Commerce By Noah Elkin, Senior Analyst, eMarketer The Nail for Social Media’s Hammer Interview with Mickey Alam Khan, Editor in Chief, Mobile Marketer How Mobile Marketing Can Fuel Buzz and Engagement for Entertainment Brands Interview with Valerie Brown, Director of Consumer Marketing, Bravo Mobile Innovation: What the U.S. Can Learn from Japan by Naoki Muramatsu, VP, Digital Business Development, Dentsu Holdings

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  • People use social media for a number of reasons: communicating, collaborating, seeking expert advice, sharing multimedia, presenting opinions, sharing reviews and for entertainment. Many claim that social media brings a new sense of community by allowing people to connect with others who are similar to themselves. While this might involve reconnecting with long lost friends from childhood or former coworkers, it is also used to meet new friends who have similar interests. An increasing number of people are using social media in their buying decisions.

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  • Cinema is meant and believed to entertain, to take the viewer to a world that is starkly different from the real one, a world which provides escape from the daily grind of life. Cinema is a popular media of mass consumption which plays a key role in moulding opinions, constructing images and reinforcing dominant cultural values. The paper deals with representations of women characters in mainstream Bollywood movies.

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  • For some time now, movie marketing has expanded its boundaries beyond discrete paratexts such as posters, TV ads, trailers, or featurettes, and into such publicity-driven entities such as “Entertainment News” shows, actual news segments covering movie premieres or milestones, and other nebulous promotional venues. The digital environment accelerates such embedments and boundary-crossings. Marketing becomes an increasingly elusive and crucial subject for film historians interested in ecologies of cinematic knowledge.

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  • The first section laid out a theory of media that recognized the cathartic and escapist function of motion picture entertainment but deplored the photoplay that “tends to degrade human beings.” Italicized references to “moral importance” and capitalized imperatives that “the motion picture has special Moral obligations” animate every line of the text.

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  • Unmeasured media include nontraditional venues for promoting a product: Internet marketing, consumer contests, prizes, give- aways, product placement in movies and television shows, novelties and other consumer items (e.g., logos on T-shirts), and spon- sorships of concerts, sporting events, and other forms of entertainment and celebrations. These marketing venues and strategies are part of a dramatic shift in advertising strategy, termed branding, where the advertiser establishes an emotional connection between the brand and the targeted audience.

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