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A Historical Perspective on LP Marketing and Payola in 1962: The Case of Robby and the TroubadoursUnknown Date (has links)
The music industry in 1962 reflected the political turmoil of the times. Dinner and
dancing was a popular pastime. The music Americans heard and enjoyed over the
airways was limited, however, by payola.
Program directors adhered to criteria that supported the corporate fiscal model of
their radio stations. Songs needed to attract listeners and major advertisers. Payola
typically involved direct payments from major record labels to disc jockeys and the
rewards were lucrative. Record labels fed them songs to play and disc jockeys became
loyal to the payments. Thus, payola became a bottleneck to broader distribution of other
artists, which hurt musicians, small record labels, and the public, and increased the price
of music.
Entertainment managers were ambitious band managers who took on additional
roles due to the high costs of producing and promoting songs. The case of Robby and the
Troubadours is shared through a historical simulated marketing plan. / Includes bibliography. / Thesis (M.S.)--Florida Atlantic University, 2018. / FAU Electronic Theses and Dissertations Collection
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Foam Fighting: Technology and CultureUnknown Date (has links)
Foam fighting is a form of Live Action Role Playing (LARP) that focuses on mock
combat and recreational battle, with role-playing aspects taking a less prominent role. It is
sometimes referred to as a “poor man’s martial art”.While there does not appear to be any
clear documentation concerning the origins, research on foam fighting suggests the sport
began in Maryland in the 1970’s and slowly spread throughout the United States.
This research will illustrate how the sport of foam fighting demands a level of
critical thinking that takes both the participant and audience beyond the sight of a
swinging stick. I plan to show how this sport provides an outlet for high levels of
creativity, social interaction and strategic planning skills. It is a hobby that has had a
great impact on the daily lives of many of its participants and continues to grow and
evolve. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2016. / FAU Electronic Theses and Dissertations Collection
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Influencia del role-playing en el proceso de enseñanza-aprendizaje de EnfermeríaMartínez-Riera, José Ramón 08 July 2009 (has links)
No description available.
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Skolans information om alkohol och trafik : En utvärdering av rollspelet Leka med Döden för påverkan av skolungdomars attityder till alkohol och trafikKarlsson, Karl-Johan January 2007 (has links)
<p>In this study I have investigated how role playing may change young students´ attitudes and behavior. According to the Swedish National Agency for Education´s governing document, Läroplanen för de frivilliga skolformerna, 1994, the principals at Swedish schools are required to inform students about the risks connected with alcohol and traffic. Scientists bring to our attention the need for emotional information to change attitudes and behaviors. The Historical Wine- and Sprits Museum in Stockholm has arranged a role play that gives emotional information to school students in order to affect their attitudes towards drunk driving. My study is a qualitative examination of this role play. One of my conclusions is that the strongest effect of the Historical Wine- and Spirit Museum’s role play lies on the cognitive and affective part of young students´ attitudes towards driving under the influence of alcohol. However, the role play is not using the other powerful effect a role play can have, which is learning to behave differently by actually acting. This leaves room for improvements. The study furthermore looks into different theories about role playing and how to build a role play to make an effective change in attitudes and behaviors. This is also investigated in the empirical part of the study in the form of interviews. For instance, arguments should always be thought out by the participants themselves and the time for preparing arguments has an effect on the effectiveness of the role play.</p>
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"Man får någonting från TV, liksom som en liten hjälp." : En kvalitativ forskningsstudie om Tv och barns lek / How is children's playing being affected by watching TV?Nogander, Emelie January 2009 (has links)
<p>This study focuses on how the playing of children is being affected by watching TV, if it is being affected at all? Is TV consumption promoting or restraining the playing of children? Can children identify with a TV-character? The study was carried out at a school with children 6 to 8 years old. I have interviewed five children, two 6 year olds, one child of 7 and two children who are 8 years old. I recorded the interview so I could listen to it afterwards, and concentrate on the childrens body language during the interview. I observed children playing during the recess. I also gave questionnaires to the five children's parents. I wanted to know the parents opinion about the TV-habits of their children, but the questionnaires did not have any major effect on the study. I haved drawn on, and related my findings to older research, specially the work of the swedish media researcher Margareta Rönnberg.</p><p>Children's playing is a reflection of what they have experienced and what they've seen and heard both on TV and from people around them. Identity is something you have in yourself. It's who you are and how you will react in different situations. But the identity is not the same over your lifetime. It changes when you meet with new situations and encounter other people. My major conclusion is that children's playing get inspired from what they see. Children don´t only look on children's TV-shows, they look at many adult TV-shows as well, and their playing gets inspiration from it. They mix the things they found interesting on TV with things they have been through personally. Children can identify with characters from TV and recognize themselvs in them. The identification can be based on personality or on the outer likeness in special features as hair colour etc.</p>
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Graduate Recital, PianoMurray, Benjamin 19 September 2012 (has links)
My recital will feature jazz music from different decades in the 20th century. The program will feature well known jazz standard tunes from influential artists such as John Coltrane, Joe Henderson, Miles Davis, Steve Swallow, and others. The program will include both solo jazz arrangements for piano such as ���Alone Together���, ���Quiet Now���, and ���Falling Grace��� as well as jazz combo arrangements featuring drums, bass, and trumpet. The jazz music will include different styles of jazz such as ���swing���, ���modal���, and ���bebop���. In doing so, this will allow me to demonstrate a variety of ways to play and improvise over the various songs adding to the listener experience of the recital. The recital will also include improvisational solos by other combo members including drum solos, trumpet solos, and bass solos. / Mary Pappert School of Music; / Music Performance / MM; / Recital;
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Parental mediation of digital gaming and internet useEklund, Lina, Helmersson Bergmark, Karin January 2013 (has links)
In this study the focus is set on parental rules for digital gaming and Internet use. First a review of the field is presented followed by analyses of adolescents’ media use and parental strategies for regulation. Data was derived from a Swedish survey of parents—Predominantly mothers—of adolescents aged 9-16 complemented with data from a separate survey of adolescents aged 9-16. Analyses are presented using gamma coefficients for bivariate correlations and linear regression models for multivariate analyses. We conclude that parents in this study are involved in their adolescents’ gaming and Internet by restricting access to these media. Boys and young adolescents are controlled more than girls and older adolescents. Mothers made use of restrictive mediation more than fathers. Parents harbour quite negative views on gaming which might interfere with a more active role of parents in mediating their children’s gaming
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Skolans information om alkohol och trafik : En utvärdering av rollspelet Leka med Döden för påverkan av skolungdomars attityder till alkohol och trafikKarlsson, Karl-Johan January 2007 (has links)
In this study I have investigated how role playing may change young students´ attitudes and behavior. According to the Swedish National Agency for Education´s governing document, Läroplanen för de frivilliga skolformerna, 1994, the principals at Swedish schools are required to inform students about the risks connected with alcohol and traffic. Scientists bring to our attention the need for emotional information to change attitudes and behaviors. The Historical Wine- and Sprits Museum in Stockholm has arranged a role play that gives emotional information to school students in order to affect their attitudes towards drunk driving. My study is a qualitative examination of this role play. One of my conclusions is that the strongest effect of the Historical Wine- and Spirit Museum’s role play lies on the cognitive and affective part of young students´ attitudes towards driving under the influence of alcohol. However, the role play is not using the other powerful effect a role play can have, which is learning to behave differently by actually acting. This leaves room for improvements. The study furthermore looks into different theories about role playing and how to build a role play to make an effective change in attitudes and behaviors. This is also investigated in the empirical part of the study in the form of interviews. For instance, arguments should always be thought out by the participants themselves and the time for preparing arguments has an effect on the effectiveness of the role play.
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Developing intelligent agents for training systems that learn their strategies from expert playersWhetzel, Jonathan Hunt 01 November 2005 (has links)
Computer-based training systems have become a mainstay in military and
private institutions for training people how to perform certain complex tasks. As
these tasks expand in difficulty, intelligent agents will appear as virtual teammates
or tutors assisting a trainee in performing and learning the task. For developing
these agents, we must obtain the strategies from expert players and emulate their
behavior within the agent. Past researchers have shown the challenges in acquiring
this information from expert human players and translating it into the agent. A
solution for this problem involves using computer systems that assist in the human
expert knowledge elicitation process. In this thesis, we present an approach for
developing an agent for the game Revised Space Fortress, a game representative of
the complex tasks found in training systems. Using machine learning techniques,
the agent learns the strategy for the game by observing how a human expert plays.
We highlight the challenges encountered while designing and training the agent in
this real-time game environment, and our solutions toward handling these
problems. Afterward, we discuss our experiment that examines whether trainees
experience a difference in performance when training with a human or virtual
partner, and how expert agents that express distinctive behaviors affect the
learning of a human trainee. We show from our results that a partner agent that
learns its strategy from an expert player serves the same benefit as a training
partner compared to a programmed expert-level agent and a human partner of
equal intelligence to the trainee.
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The effects of MMORPG play on online and offline social capital /Zhong, Zhijin. January 2009 (has links) (PDF)
Thesis (Ph.D.)--City University of Hong Kong, 2009. / "Submitted to Department of Media and Communication in partial fulfillment of the requirements for the degree of Doctor of Philosophy." Includes bibliographical references (leaves 110-125)
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