• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 210
  • 124
  • 36
  • 30
  • 22
  • 17
  • 7
  • 6
  • 6
  • 6
  • 5
  • 4
  • 4
  • 4
  • 3
  • Tagged with
  • 562
  • 85
  • 69
  • 69
  • 67
  • 59
  • 55
  • 53
  • 46
  • 46
  • 44
  • 42
  • 39
  • 39
  • 37
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
301

Advertainment entretenimento e ação publicitária no YouTube / Entertainment and advertainment advertising action on YouTube

Marangoni, Matheus Matsuda 23 March 2012 (has links)
Made available in DSpace on 2016-10-13T14:10:39Z (GMT). No. of bitstreams: 1 Matheus Matsuda Marangoni.pdf: 4833409 bytes, checksum: df69910f0f497433c878820a10bd3586 (MD5) Previous issue date: 2012-03-23 / YouTube is currently configured as a platform to launch the so-called viral marketing, among other uses. This piece of research investigates the development of actions designed as entertainment and advertising produced to generate content that spread like virus over the Internet. Considering that the phenomenon of viralization necessarily implies a certain amount of unpredictability, this study analises successful campaigns such as Pôneis Malditos, VW The Force and Sem Papel examining their production strategies and the logics of reception and consumption. In the intercross between production and reception that is typical of this type of communication in the digital environment, we find developments in the form of spoofs, quotes and other related productions whose development was monitors. We hoped that study can contribute to furthering our understanding of this type of action in the current media scene. / O YouTube configura-se atualmente como plataforma para lançamentos da chamada comunicação viral, dentre outros usos. Esta pesquisa investigou o desenvolvimento de ações publicitárias concebidas como entretenimento e produzidas de modo a gerar conteúdos que possam ser viralizados na internet. Tendo em vista que o fenômeno da viralização implica necessariamente em certa dose de imprevisibilidade, parte-se do estudo de campanhas bem sucedidas como Pôneis Malditos, VW The Force e Sem Papel do Banco Itaú, examinando suas estratégias de produção e lógicas de recepção e consumo. No intercruzamento entre produção e recepção que é característico desse tipo de comunicação no ambiente digital, encontramos desdobramentos na forma de paródias, citações e outras produções conexas cujo desenvolvimento a pesquisa monitorou. Espera-se que este estudo possa contribuir para ampliar nossa compreensão dessa modalidade de ação na cena midiática atual.
302

EXPERIÊNCIA E LUXO: O MERCADO DO SEXO E A GESTÃO EMPRESARIAL.

Vieira, Daniel Morais 11 August 2015 (has links)
Made available in DSpace on 2016-08-10T10:50:12Z (GMT). No. of bitstreams: 1 DANIEL MORAIS VIEIRA.pdf: 1498350 bytes, checksum: 805cc9066d58a64a9c86745105eb978e (MD5) Previous issue date: 2015-08-11 / Prostitution has existed since the dawn of humanity. Over time, the camouflaged sex lust is nowadays the corporate model. Several companies have developed their entertainment-based businesses. For this, they use strategies to increase marketing and market segmentation, an increase higher than that of traditional companies. Even cities such as Las Vegas and Dubai realized the great economic potential that is in operation in this segment and organized its structures to become real cities in the entertainment. In Goiânia there are some companies who have developed their entertainment-oriented business to add strategic value, attract customers and make use of their services a memorable experience. The research of this field of study is a show house in Goiania, offering adult entertainment to a public looking for exclusivity and discretion. The aim is to investigate whether there is a relationship between the strategies of the business world and the exploitation of prostitution as luxury business. It is assumed that there is targeting the luxury sex and market competitive positioning against the competition as long as grounded in the entertainment economies but also the experience, making the practice of prostitution as a luxury product, to assume a character more acceptable among society. / A prostituição existe desde os primórdios da humanidade. No decorrer do tempo, o sexo camuflado pela luxúria encontra nos dias atuais o modelo corporativo. Várias empresas têm desenvolvido seus negócios baseados no entretenimento. Para isso, elas utilizam de estratégias para o incremento mercadológico e segmentação de mercado, apresentando crescimento superior ao de empresas tradicionais. Até mesmo cidades, como Las Vegas e Dubai perceberam o grande potencial econômico que há na exploração desse segmento e organizaram suas estruturas para se tornarem em verdadeiras cidades do entretenimento. Em Goiânia existem algumas empresas que desenvolveram seus negócios orientados ao entretenimento para agregar valor estratégico, atrair clientes e tornar o consumo de seus serviços uma experiência memorável. O campo de estudo dessa pesquisa é uma casa de espetáculo em Goiânia, que oferece entretenimento adulto a um público que procura exclusividade e discrição. Busca-se investigar se existe relação entre as estratégias do mundo empresarial e a exploração da prostituição como negócio de luxo. Supõese que exista segmentação do sexo de luxo e o posicionamento competitivo de mercado diante da concorrência, desde que fundamentada nas economias do entretenimento, mas também na experiência, fazendo com que a prática da prostituição, como produto de luxo, assuma um caráter mais aceitável entre a sociedade.
303

Um modelo para geração de perfis de usuários baseado em técnicas de psicometria

Batista, Marcelo Henrique Euzebio 26 March 2009 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-03-17T14:56:08Z No. of bitstreams: 1 MARCELO HENRIQUE EUZEBIO BATISTA_.pdf: 1788022 bytes, checksum: 9667e9dc27e14c21cf8ca3ccbf0415e8 (MD5) / Made available in DSpace on 2016-03-17T14:56:08Z (GMT). No. of bitstreams: 1 MARCELO HENRIQUE EUZEBIO BATISTA_.pdf: 1788022 bytes, checksum: 9667e9dc27e14c21cf8ca3ccbf0415e8 (MD5) Previous issue date: 2009-03-26 / Nenhuma / Este trabalho propõe um modelo para geração de perfis de usuários baseado em Psicometria, propiciando a junção entre áreas distintas, como Psicologia e Computação. O PPG – Psychometric Profile Generator, assim denominado, consiste em um modelo computacional para geração de perfis de usuários, prospectando o nível de habilidade ou comportamento dos avaliados através do modelo matemático TRI – Teoria de Resposta ao Item. O PPG fornece aos sistemas externos de educação, entretenimento e recrutamento e seleção o nível de habilidade ou comportamento não tendo nenhum contato com os usuários desses sistemas. Sendo assim o principal foco do PPG é fornecer um perfil na forma de um nível de habilidade e ou comportamento, valendo-se de conhecimentos de áreas distintas, como os modelos matemáticos da Psicometria e técnicas de Inferências Estatísticas. / This work paper proposes a model for generation of profiles of users based on Psychometrics, providing the junction between different areas, such as psychology and computing. The PPG - Psychometric Profile Generator, so called, consists of a computational model for generation of profiles of users, prospective the level of skill or assessed by the behavior of model mathematical IRT - Item Response of Theory. The PPG provides external systems of education, entertainment and recruitment and selection of the level skill or behavior are not having any contact with users of such systems. Thus the main PPG's focus is to provide a profile as a level of or ability and behavior, are worth knowledge in different fields, such as models Psychometrics and the mathematical techniques of inferences Statistics.
304

O processo de hibridização da publicidade: entreter e persuadir para interagir e compartilhar / The process of hybridization of advertising: entertain and persuade to interact and share

Covaleski, Rogério Luiz 21 July 2010 (has links)
Made available in DSpace on 2016-04-26T18:18:48Z (GMT). No. of bitstreams: 1 Rogerio Luiz Covaleski.pdf: 3649593 bytes, checksum: e9fd1f5f39552e521cd87b73f6ac3ee4 (MD5) Previous issue date: 2010-07-21 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This research investigated how the process is occurring hybridization of advertising from the dialogue and the increasingly intense intersections between three actors in the contemporary media environment: the advertising market, the industry entertainment and interactive technologies. We had to describe and analyze paradigmatic ruptures of the current advertising model, the transition process creative and productive and trends for the advertising, in their new settings. In this thesis, we found the following hypotheses: 1) convergence media and media environment interactions generate new configurations advertising; 2) the inclusion in advertising language, elements such as entertainment and interactivity, leading to hybridization between those elements and functions of the original advertising - to inform and persuade; 3) the strategies of hybridization of language lead-in advertising to persuade, entertain and interact concurrently, making it a new media product: the interactive entertainment advertising. In research these hypotheses we have considered in various theoretical concepts and authors such as: cultural hybridity of Néstor García Canclini, which does not differ over what is cultured , massive or popular ; the route that generates the sense of complex narratives advertising, split between the manipulation , competence , performance and sanction , statement by José Luiz Fiorin; conceptual studies and genres of entertainment undertaken by researchers as Jeder Janotti Jr. and Itania Gomes; the types of interactivity surveyed by Pierre Lévy in relations with the messages communication devices; encouraging the sharing and dissemination of content from interactive media, researched by Karla Patriota. The object of research is related to advertising campaigns that involve branded content and/or branded entertainment together with the interactivity and opportunities for distribution via sharing. Five cases advertising make up the corpus of reading and analysis of this thesis: the commercial online "Carousel" for Philips winner of the Grand Prix at the International Festival Advertising Festival in 2009; the short film "Signs" a member of the Schweppes Short Film Festival; the advertising film "The Piano", for Nespresso, which comprises the hotsite What else? ; the micro "Gourmand em Casa," for Brastemp, consisting of episodes for TV and actions of interactivity on social networking website; the online shopping "The Hero", the Radiotjänst action customizable and encouraging dissemination. Parts of these campaigns fit into what we understand to be a new media product: the interactive entertainment advertising, as are hybrids, in the same effort communication, entertain, persuade, interact and are shared / Nesta pesquisa investigamos como está ocorrendo o processo de hibridização da publicidade a partir do diálogo e das intersecções cada vez mais intensas entre três atores do ambiente mediático contemporâneo: o mercado publicitário, a indústria do entretenimento e as tecnologias interativas. Tivemos como objetivos descrever e analisar as rupturas paradigmáticas do modelo publicitário vigente, as transições de processos criativos e produtivos e as tendências para a comunicação publicitária, em suas novas configurações. Nesta tese, verificamos as seguintes hipóteses: 1) a convergência midiática e as interações do ambiente mediático geram novas configurações publicitárias; 2) a incorporação, na linguagem publicitária, de elementos como entretenimento e interatividade, levam à hibridização entre aqueles elementos e as funções originais da publicidade informar e persuadir; 3) as estratégias de hibridização da linguagem publicitária levam-na a persuadir, entreter e interagir, concomitantemente, tornando-a um novo produto midiático: o entretenimento publicitário interativo. Na investigação destas hipóteses nos fundamentamos em diversos conceitos teóricos e autores como: o hibridismo cultural, de Néstor García Canclini, no qual não se distingue mais o que é culto, massivo ou popular; o percurso gerativo de sentido das narrativas complexas da publicidade, divididas entre a manipulação, a competência, a performance e a sanção, enunciado por José Luiz Fiorin; os estudos conceituais e de gêneros de entretenimento empreendidos por pesquisadores como Jeder Janotti Jr. e Itania Gomes; os tipos de interatividade pesquisados por Pierre Lévy nas relações das mensagens com os dispositivos de comunicação; o incentivo ao compartilhamento e à disseminação de conteúdos a partir de meios interativos, pesquisados por Karla Patriota. O objeto de pesquisa é relacionado às campanhas publicitárias que envolvem comunicação por conteúdo (branded content) e/ou entretenimento de marca (branded entertainment), aliadas à interatividade e às possibilidades de distribuição via compartilhamento. Cinco cases publicitários compõem o corpus de leitura e análise desta tese: o comercial online Carousel , para a Philips vencedor do Grand Prix no Festival Internacional de Publicidade de Cannes, em 2009; o curta-metragem Signs , integrante do Schweppes Short Film Festival; o filme publicitário Piano , da Nespresso, que compõe o hotsite What else?; a microssérie Gourmand em Casa , da Brastemp, composta por episódios para tevê e ações de interatividade em redes sociais na web; o comercial online The Hero , da Radiotjänst ação personalizável e com incentivo à disseminação. As peças destas campanhas se enquadram no que compreendemos ser um novo produto midiático: o entretenimento publicitário interativo, pois são híbridos que, em um mesmo esforço comunicacional, entretém, persuadem, interagem e são compartilháveis
305

Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN

Ahmed, Usman, Ullah, Inam January 2013 (has links)
Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media entertainment. Video games are also the most popular form of media entertainment and gaming environment. It has been popular long before the new generation video games idea was ever thought by the video game designers. Through our research we tried to investigate the positive and negative effects of video games on youth and children. This form of entertainment is more designed attracted among the people, due to the high sophisticated music and environment, which catches every eye. We not only analyzed the previous attempts in this area, but also tried to add some contribution to it. The excessive use of video games makes it more damaging effects on a young mind. Parents and teachers should keep a check on youngsters, and also the companies who design such violent games should keep in account that, what they show through these video games must have some logical or educational value. Many children and youngsters we found through our survey like to play video games because they do not have any other entertaining options. Violent video games are the most appreciated one among children and young people because of the detailed high quality graphics, more realistic images, use of artificial intelligence, complex game strategies, intelligent game inference engines and human-machine interaction. Parents should keep check on their children and select such video games for them which teach their children some useful things and beneficial for them in studies and near future. The teachers in school should also talk more about the advantages of educative games or physical games to develop the young minds more professional and realistic, rather than creating fantasy and fake imaginations. Our survey and research showed us that due to the high attraction of the video games, positive and negative effects are going side by side. Many youth and children do not take the video games seriously and just play them as any another game, while some video game players have disturbed their studies and health by playing the video games for many hours. Many children and young generation denied calling it as an addiction or bad habit. If violence and killing a life is entertainment then human beings will consider it, as a fun and modern society cannot be defined as civilized. This is what we found from our research and survey. / Program: Magisterutbildning i informatik
306

L'esthétique grotesque chez Lydie Salvayre, Tim Burton et Terry Gilliam : dénonciation et échappatoire de la société contemporaine du simulacre / The grotesque aesthetic in the works of Lydie Salvayre, Tim Burton and Terry Gilliam : denunciation of the society of simulacrum

Deroche, Sophie 24 June 2013 (has links)
Les œuvres de l'écrivain française Lydie Salvayre et des cinéastes américains Tim Burton et Terry Gilliam présentent une même dénonciation de la société du simulacre à travers une esthétique grotesque. Ils contestent dans leurs œuvres la pratique de la novlangue, celle du politiquement correct et le mélange de la réalité avec la fiction. Le fonctionnement dialectique du grotesque et sa capacité à procurer un vertige étonnant lui permet de rendre visible ces contradictions. La modification de l'imaginaire par la société de consommation et du simulacre les préoccupent particulièrement, car les auteurs observent que la transformation des signes en simples signifiants, dont le postmodernisme illustre le fonctionnement, conduisent l'individu à avoir un rapport déformé à la réalité, à la conscience historique et au symbole. Le grotesque est cette esthétique qui leur permet de former des mélanges dans leurs œuvres en préservant l'identité des signifiés et de restaurer ainsi un rapport à l'Histoire et au symbole. Le grotesque est cette esthétique qui permet le mélange sans équivalence, car elle donne à voir les contraires et leur confère du sens. Les auteurs lient leurs œuvres grotesques au mythe, cette fiction particulière qui permet d'avoir un rapport instinctif à la connaissance par le biais d'images particulièrement fortes. Le grotesque, dans sa dimension anthropologique et ontologique, réhabilite en définitive des fictions qui échappent aux problématiques du simulacre. / The works of Lydie Salvayre, American movie directors Tim Burton and Terry Gilliam present a similar criticism of a society of simulacrum, by their use of the aesthetically grotesque. In their work, they question the use of newspeak, of the politically correct, and the mixing of reality and fiction. The dialectical working of the grotesque and its ability to produce an astonishing sense of vertigo enables it to bring out these contradictions. They are particularly concerned by the extent to which a society of consumption and simulacrum has modified the imaginary. These autors have observed that the transformation of signs into mere signifiers, something the workings of which are demonstrated in postmodernism, leads the individual to have a distorted relationship with reality, historical awareness and the symbol. The grotesque is that aesthetic form which allows them to make mixes in their work whilst preserving the meaning of the signified and which thereby allows them to restore a relationship to history and the symbol. The grotesque is that esthetic form which allows them to make mixes with no equivalent, since it shows opposites whilst conferring sense on them. The autors link their grotesque works to myth, that kind of fiction which enables us to have a instinctive relationship to knowledge by the means of particularly strong images. When all is said and done, the grotesque, in its anthropological and ontological dimension, reinstates a fiction which avoids the problems of simulacrum.
307

Jogo aplicado à educação: experiência escolar com Ensino Fundamental II

Almeida, Felipe Neves de 10 September 2015 (has links)
Made available in DSpace on 2016-04-29T14:23:37Z (GMT). No. of bitstreams: 1 Felipe Neves de Almeida.pdf: 4362157 bytes, checksum: e1e167b18d2cb044bf635f82cd169ad3 (MD5) Previous issue date: 2015-09-10 / This dissertation approaches the problem of implementing an educational project using a game with no clear educational goals or characteristics. It s a qualitative work based on a case study. Four methods of applying games in education have been identified and several projects using one of these methods have been analyzed. The goal of this dissertation is to implement and analyze an educational project that uses said method. This work is based on know authors of the field like Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner and David Ausubel and on the field of games applied to education there are Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. A modern vision about traditional theories. The analyses of educational projects and theories is used to formulate a teaching plan that is applied to high school students. This case study confirms the dissertation hypothesis: Experiences that balance focus on educational content and ludic elements result in greater meaningful learning, therefore increasing the effectiveness of the learning process / A presente dissertação aborda a implementação de um jogo sem características e objetivos claramente educacionais em um processo educacional. É uma pesquisa de caráter qualitativo embasada num estudo de caso. Foram identificados quatro métodos de se utilizar jogos na educação e analisou-se uma série de projetos que utilizam esses métodos. O objetivo dessa dissertação é implementar e analisar um projeto educacional utilizando um desses métodos. A dissertação tem base em teóricos conhecidos da área como Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner e David Ausubel e no campo dos jogos para a educação utiliza Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. Uma visão moderna sobre autores clássicos. Essa análise de projetos e teorias educacionais é utilizada na formulação de um plano de aula que foi aplicado em alunos do sétimo ao nono ano do ensino fundamental. A análise do caso confirma a hipótese dessa dissertação: experiências que equilibram o foco entre conteúdo educacional e elementos lúdicos resultam em uma aprendizagem mais significativa, potencializando o processo de ensino-aprendizagem
308

Persuasão e entretenimento: a publicidade-entretenimento se configura como estratégia comunicativa que resgata a retórica aristotélica / Persuasion and entertainment: how advertising can be turned into a communication strategy that recovers aristotle´s rethoric

Figueiredo Neto, Celso 22 September 2008 (has links)
Made available in DSpace on 2016-04-26T18:17:25Z (GMT). No. of bitstreams: 1 Celso Figueiredo Neto.pdf: 1335048 bytes, checksum: d987129433bc3260da040a9b1eab9d4c (MD5) Previous issue date: 2008-09-22 / This doctorate work has as it is main objective the description and analysis of the phenomena called advertainment, which is a new communication strategy for advertising. The advertainment should be understood as a new paradigm in advertising since it has changed some of the fundamental processes of the advertising as we know it. Concerning the consumer, advertainment inverts the information flow, once it makes the consumer search, download, play and forward to his friends films from brands instead of being a simple receptor of advertising during the TV break. On the creative side, it is fundamental to build captivating stories to incentive consumers to forward these commercials to their friends. For this process to succeed it is needed a great deal of consumer involvement, only achieved if the advertising incorporates the rhetoric elements described by Aristotle in his elocucio, which is pathos, ethos and logos integrated within the message. In building messages which aggregate the Aristotle persuasive technics of captivating stories to be distributed throughout internet. With advertainment, advertising creates a new tool with high level of persuasiveness that allows brands to reach a different standard in communicating with their customers. Instead of transmitting information regarding products and incentive the purchase, advertising can be a source of entertainment, achieving a new status from the consumer point of view, becoming pleasant and desirable / O presente trabalho de doutoramento tem por objetivo descrever e analisar o fenômeno intitulado publicidade-entretenimento, ou advertainment, que se constitui em uma nova estratégia de comunicação publicitária. A publicidade-entretenimento se configura como um novo paradigma da publicidade ao alterar alguns processos fundamentais da sua atividade. Em nossa pesquisa verificaram-se as hipóteses de que o advertainment inverte o fluxo de informação, fazendo com que o usuário busque, baixe, execute e divulgue os comerciais das marcas anunciantes, ao invés de ser apenas um receptor das mensagens no intervalo da programação. Do ponto de vista criativo, notou-se que é necessário que se construa narrativas cativantes para que o consumidor se sinta incentivado a divulgar o conteúdo da publicidade. Para que todo o processo ocorra, é necessário grande envolvimento do consumidor, esse envolvimento só é possível quando a publicidade incorpora os elementos retóricos descritos por Aristóteles em seu elocucio, ou seja pathos, ethos e logos integrados em um discurso envolvente. Ao construir mensagens que agregam as técnicas persuasivas aristotélicas ao domínio da construção de narrativas cativantes e aos usos e costumes de navegação na Internet, a publicidade-entretenimento cria uma nova ferramenta de alto poder persuasivo que permite que as marcas passem a comunicar-se com seus consumidores em um patamar diferenciado. Essa mudança indicia uma nova linguagem para a publicidade e uma diferente relação entre marcas e consumidores por meio da publicidade. Ao invés de serem meras transmissoras de informações acerca dos produtos e incentivadoras das compras, a publicidade se transforma em fonte de entretenimento atingindo um novo status aos olhos do consumidor e tornando-se agradável e desejável
309

Rigging Math Made Simple

Hall, Delbert L. 01 January 2014 (has links)
This book breaks down complex entertainment rigging (theatre and arena) calculations and makes them easy to understand. It also provides hints for remembering many rigging formulas. It is a great resource for anyone studying for either ETCP rigging exam, and includes an explanation of the equations found on the ETCP Certified Rigger - Formula Table. The third edition has a greatly expanded section on arena rigging, as well as more material and appendices for theatrical rigging. Also, this edition has links to even more free downloads of Excel workbooks for arena rigging. Beginning riggers will find this an excellent textbook and experience riggers will find it as a great reference book. / https://dc.etsu.edu/etsu_books/1051/thumbnail.jpg
310

Rigging Math Made Simple

Hall, Delbert L. 01 January 2014 (has links)
This book breaks down complex entertainment rigging (theatre and arena) calculations and makes them easy to understand. It also provides hints for remembering many rigging formulas. It is a great resource for anyone studying for either ETCP rigging exam. The second edition has a greatly expanded section on arena rigging, as well as more material and appendices for theatrical rigging. Also, this edition has links to free downloads of Excel workbooks for arena rigging. Beginning riggers will find this an excellent textbook and experience riggers will find it as a great reference book. / https://dc.etsu.edu/etsu_books/1074/thumbnail.jpg

Page generated in 0.1059 seconds