2 CFR 200.438 - Entertainment costs.
Code of Federal Regulations, 2014 CFR
2014-01-01
... 2 Grants and Agreements 1 2014-01-01 2014-01-01 false Entertainment costs. 200.438 Section 200.438... Entertainment costs. Costs of entertainment, including amusement, diversion, and social activities and any... entertainment have a programmatic purpose and are authorized either in the approved budget for the Federal award...
Learning from Commercial Entertainment Producers in Order to Create Entertainment Sex Education
ERIC Educational Resources Information Center
McKee, Alan
2017-01-01
The "Girlfriend Guide to Life" was a commercial entertainment product co-edited by an entertainment producer and an academic researcher to reach 14-17-year olds with information they wanted to know about sexual health, in language, genres and designs that they wanted. Entertainment-Education is a familiar approach to distributing…
48 CFR 9905.505-60 - Illustrations.
Code of Federal Regulations, 2014 CFR
2014-10-01
... category, takes several business associates on what is clearly a business entertainment trip. The entertainment costs of such trips is expressly unallowable because it constitutes entertainment expense... identification with the unallowable entertainment expense. However, unless this type of activity constituted a...
48 CFR 9905.505-60 - Illustrations.
Code of Federal Regulations, 2013 CFR
2013-10-01
... category, takes several business associates on what is clearly a business entertainment trip. The entertainment costs of such trips is expressly unallowable because it constitutes entertainment expense... identification with the unallowable entertainment expense. However, unless this type of activity constituted a...
48 CFR 9905.505-60 - Illustrations.
Code of Federal Regulations, 2012 CFR
2012-10-01
... category, takes several business associates on what is clearly a business entertainment trip. The entertainment costs of such trips is expressly unallowable because it constitutes entertainment expense... identification with the unallowable entertainment expense. However, unless this type of activity constituted a...
26 CFR 1.274-5A - Substantiation requirements.
Code of Federal Regulations, 2013 CFR
2013-04-01
...) Any activity which is of a type generally considered to constitute entertainment, amusement, or... the evidence indicated a taxpayer incurred deductible travel or entertainment expense but the exact... section, the term entertainment means entertainment, amusement, or recreation, and use of a facility...
26 CFR 1.274-5A - Substantiation requirements.
Code of Federal Regulations, 2012 CFR
2012-04-01
...) Any activity which is of a type generally considered to constitute entertainment, amusement, or... the evidence indicated a taxpayer incurred deductible travel or entertainment expense but the exact... section, the term entertainment means entertainment, amusement, or recreation, and use of a facility...
26 CFR 1.274-5A - Substantiation requirements.
Code of Federal Regulations, 2014 CFR
2014-04-01
...) Any activity which is of a type generally considered to constitute entertainment, amusement, or... the evidence indicated a taxpayer incurred deductible travel or entertainment expense but the exact... section, the term entertainment means entertainment, amusement, or recreation, and use of a facility...
77 FR 50204 - Star Entertainment Group, Inc., Order of Suspension of Trading
Federal Register 2010, 2011, 2012, 2013, 2014
2012-08-20
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] Star Entertainment Group, Inc., Order of... lack of current and accurate information concerning the securities of Star Entertainment Group, Inc. (``Star Entertainment'') because of questions regarding the accuracy of the company's financial statements...
Federal Register 2010, 2011, 2012, 2013, 2014
2013-11-26
...., a Division of Deluxe Entertainment Services Group, Inc. Hollywood, California; Notice of Revised... of Deluxe Laboratories, Inc., a division of Deluxe Entertainment Services Group, Inc., Hollywood... workers of Deluxe Laboratories, Inc., a division of Deluxe Entertainment Services Group, Inc., Hollywood...
Listening, Watching, and Reading: The Structure and Correlates of Entertainment Preferences
Rentfrow, Peter J.; Goldberg, Lewis R.; Zilca, Ran
2010-01-01
People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of over 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. PMID:20649744
Television's Dilemma: Information vs. Entertainment.
ERIC Educational Resources Information Center
Saltzman, Joe
1984-01-01
As long as people want to see entertainment programs that deal with real people and problems and as long as people tune into newscasts that feel they must entertain as well as inform, that thin line between news and entertainment will remain a twilight zone filled with superficiality and sensationalism. (RM)
11 CFR 7.20 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 11 Federal Elections 1 2010-01-01 2010-01-01 false Gifts, entertainment, and favors. 7.20 Section... of Special Commission Employees § 7.20 Gifts, entertainment, and favors. Except as provided at 11 CFR... a gift, gratuity, loan, entertainment, or favor for himself or herself, or for another person...
Memex Meets Madonna: Multimedia at the Intersection of Information and Entertainment.
ERIC Educational Resources Information Center
Kinney, Thomas
1992-01-01
Proposes a personal information management technology called Memex-TV that might develop from advances in entertainment technology. Topics addressed include capabilities of the new system, system design, the scenario for development of Memex-TV as an entertainment technology spin-off, current entertainment technology trends, a typical evening with…
26 CFR 1.274-9 - Entertainment provided to specified individuals.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 26 Internal Revenue 3 2014-04-01 2014-04-01 false Entertainment provided to specified individuals... (CONTINUED) INCOME TAX (CONTINUED) INCOME TAXES (CONTINUED) Items Not Deductible § 1.274-9 Entertainment... exceptions to the disallowance of section 274(a) for expenses for entertainment, amusement, or recreation...
19 CFR 200.735-105 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 19 Customs Duties 3 2011-04-01 2011-04-01 false Gifts, entertainment, and favors. 200.735-105...-105 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, no employee may solicit or accept, directly or indirectly, any gift, gratuity, favor, entertainment, loan, or...
45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 45 Public Welfare 1 2014-10-01 2014-10-01 false Permissible acceptance of gifts, entertainment... GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-502 Permissible acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor...
25 CFR 700.519 - Gifts, entertainment and favors.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 25 Indians 2 2011-04-01 2011-04-01 false Gifts, entertainment and favors. 700.519 Section 700.519... Employee Responsibility and Conduct § 700.519 Gifts, entertainment and favors. (a) Acceptance of gratuities, including gifts, entertainment and favors, (no matter how innocently tendered or received) from those who...
25 CFR 700.519 - Gifts, entertainment and favors.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 25 Indians 2 2014-04-01 2014-04-01 false Gifts, entertainment and favors. 700.519 Section 700.519... Employee Responsibility and Conduct § 700.519 Gifts, entertainment and favors. (a) Acceptance of gratuities, including gifts, entertainment and favors, (no matter how innocently tendered or received) from those who...
45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 45 Public Welfare 1 2011-10-01 2011-10-01 false Permissible acceptance of gifts, entertainment... GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-502 Permissible acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor...
25 CFR 700.519 - Gifts, entertainment and favors.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 25 Indians 2 2012-04-01 2012-04-01 false Gifts, entertainment and favors. 700.519 Section 700.519... Employee Responsibility and Conduct § 700.519 Gifts, entertainment and favors. (a) Acceptance of gratuities, including gifts, entertainment and favors, (no matter how innocently tendered or received) from those who...
11 CFR 7.20 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-01-01
... 11 Federal Elections 1 2011-01-01 2011-01-01 false Gifts, entertainment, and favors. 7.20 Section... of Special Commission Employees § 7.20 Gifts, entertainment, and favors. Except as provided at 11 CFR... a gift, gratuity, loan, entertainment, or favor for himself or herself, or for another person...
25 CFR 700.519 - Gifts, entertainment and favors.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 25 Indians 2 2013-04-01 2013-04-01 false Gifts, entertainment and favors. 700.519 Section 700.519... Employee Responsibility and Conduct § 700.519 Gifts, entertainment and favors. (a) Acceptance of gratuities, including gifts, entertainment and favors, (no matter how innocently tendered or received) from those who...
45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 45 Public Welfare 1 2012-10-01 2012-10-01 false Permissible acceptance of gifts, entertainment... GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-502 Permissible acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor...
19 CFR 200.735-105 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 19 Customs Duties 3 2014-04-01 2014-04-01 false Gifts, entertainment, and favors. 200.735-105...-105 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, no employee may solicit or accept, directly or indirectly, any gift, gratuity, favor, entertainment, loan, or...
19 CFR 200.735-105 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 19 Customs Duties 3 2012-04-01 2012-04-01 false Gifts, entertainment, and favors. 200.735-105...-105 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, no employee may solicit or accept, directly or indirectly, any gift, gratuity, favor, entertainment, loan, or...
18 CFR 706.303 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 18 Conservation of Power and Water Resources 2 2012-04-01 2012-04-01 false Gifts, entertainment....303 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section a..., entertainment, or favor for himself or another person, particularly one with whom he has family, business, or...
26 CFR 1.274-9 - Entertainment provided to specified individuals.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 26 Internal Revenue 3 2013-04-01 2013-04-01 false Entertainment provided to specified individuals... (CONTINUED) INCOME TAX (CONTINUED) INCOME TAXES (CONTINUED) Items Not Deductible § 1.274-9 Entertainment... exceptions to the disallowance of section 274(a) for expenses for entertainment, amusement, or recreation...
45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 45 Public Welfare 1 2013-10-01 2013-10-01 false Permissible acceptance of gifts, entertainment... GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-502 Permissible acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor...
Listening, watching, and reading: the structure and correlates of entertainment preferences.
Rentfrow, Peter J; Goldberg, Lewis R; Zilca, Ran
2011-04-01
People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of more than 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. © 2011 The Authors. Journal of Personality © 2011, Wiley Periodicals, Inc.
26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 26 Internal Revenue 3 2010-04-01 2010-04-01 false Disallowance of certain entertainment, gift and... certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter 1 of the Code...
26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 26 Internal Revenue 3 2011-04-01 2011-04-01 false Disallowance of certain entertainment, gift and... Disallowance of certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter...
22 CFR 1203.735-305 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 22 Foreign Relations 2 2013-04-01 2009-04-01 true Gifts, entertainment, and favors. 1203.735-305....735-305 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, a..., gratuity, loan, entertainment, or favor for the employee or another person, particularly one with whom the...
26 CFR 1.274-10 - Special rules for aircraft used for entertainment.
Code of Federal Regulations, 2013 CFR
2013-04-01
... entertainment. 1.274-10 Section 1.274-10 Internal Revenue INTERNAL REVENUE SERVICE, DEPARTMENT OF THE TREASURY... aircraft used for entertainment. (a) Use of an aircraft for entertainment—(1) In general. Section 274(a) disallows a deduction for certain expenses for entertainment, amusement, or recreation activities, or for an...
45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-10-01
..., entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-503 Criminal provisions relating to gifts, entertainment, and favors. (a) The law provides criminal penalties for whoever...
45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-10-01
..., entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-503 Criminal provisions relating to gifts, entertainment, and favors. (a) The law provides criminal penalties for whoever...
45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-10-01
..., entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-503 Criminal provisions relating to gifts, entertainment, and favors. (a) The law provides criminal penalties for whoever...
45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-10-01
..., entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare Department of Health and Human Services GENERAL ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-503 Criminal provisions relating to gifts, entertainment, and favors. (a) The law provides criminal penalties for whoever...
26 CFR 1.274-10 - Special rules for aircraft used for entertainment.
Code of Federal Regulations, 2014 CFR
2014-04-01
... entertainment. 1.274-10 Section 1.274-10 Internal Revenue INTERNAL REVENUE SERVICE, DEPARTMENT OF THE TREASURY... aircraft used for entertainment. (a) Use of an aircraft for entertainment—(1) In general. Section 274(a) disallows a deduction for certain expenses for entertainment, amusement, or recreation activities, or for an...
26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 26 Internal Revenue 3 2014-04-01 2014-04-01 false Disallowance of certain entertainment, gift and... Disallowance of certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter...
22 CFR 1203.735-305 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 22 Foreign Relations 2 2011-04-01 2009-04-01 true Gifts, entertainment, and favors. 1203.735-305....735-305 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, a..., gratuity, loan, entertainment, or favor for the employee or another person, particularly one with whom the...
22 CFR 1203.735-305 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 22 Foreign Relations 2 2012-04-01 2009-04-01 true Gifts, entertainment, and favors. 1203.735-305....735-305 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, a..., gratuity, loan, entertainment, or favor for the employee or another person, particularly one with whom the...
26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 26 Internal Revenue 3 2013-04-01 2013-04-01 false Disallowance of certain entertainment, gift and... Disallowance of certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter...
26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 26 Internal Revenue 3 2012-04-01 2012-04-01 false Disallowance of certain entertainment, gift and... Disallowance of certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter...
22 CFR 1203.735-305 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 22 Foreign Relations 2 2014-04-01 2014-04-01 false Gifts, entertainment, and favors. 1203.735-305....735-305 Gifts, entertainment, and favors. (a) Except as provided in paragraph (b) of this section, a..., gratuity, loan, entertainment, or favor for the employee or another person, particularly one with whom the...
Deng, Yun; Hou, Jinghui; Ma, Xiao; Cai, Shuqin
2013-05-01
Online entertainment communities have exploded in popularity and drawn attention from researchers. However, few studies have investigated what leads people to remain active in such communities at the postadoption stage. We proposed and tested a dual model of entertainment-based and community-based mechanisms to examine the factors that affect individuals' continued participation in online entertainment communities. Survival analysis was employed on a longitudinal dataset of 2,302 users collected over 2 years from an online game community. Our results were highly consistent with the theoretical model. Specifically, under the entertainment-based mechanism, our findings showed that the intensities of initial use and frequent use were positive predictors of players' activity lifespan. Under the community-based mechanism, the results demonstrated that the number of guilds a player was affiliated with and the average number of days of being a guild member positively predict players' lifespan in the game. Overall, our study suggests that the entertainment-based mechanism and community-based mechanism are two key drivers that determinate individuals' continued participation in online entertainment communities.
Visiting Entertainment Venues and Sexual Health in China
Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong
2010-01-01
Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected sex) and biomedical (STD test results) measures were used. About 18% of the sample (26.8% of men and 9% of women) reported visiting entertainment venues in the past 30 days. Those who visited entertainment venues were more likely to be male, younger, single, with higher education, and to have more discretionary income. For both men and women, visiting entertainment venues was a significant predictor for unprotected sex and STD infection. Gender differences were observed in predicting unprotected sex and STD infections. Entertainment venues could be potential sites for place-based intervention programs and out-reach for the general population. PMID:18256918
22 CFR 1203.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 22 Foreign Relations 2 2011-04-01 2009-04-01 true Gifts, entertainment, and favors. 1203.735-202..., entertainment, and favors. (a) Acceptance prohibited. Except as provided in paragraphs (b), (c), and (d) of this..., entertainment, loan, or any other thing of monetary value, from a person who: (1) Has, or is seeking to obtain...
45 CFR 73.735-501 - Prohibited acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 45 Public Welfare 1 2012-10-01 2012-10-01 false Prohibited acceptance of gifts, entertainment, and... ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-501 Prohibited acceptance of gifts, entertainment, and favors. (a) Except as provided in §§ 73.735-502 and 73.735-506, an employee shall not...
49 CFR 805.735-5 - Receipt of gifts, entertainment, and favors by Members or employees.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 49 Transportation 7 2011-10-01 2011-10-01 false Receipt of gifts, entertainment, and favors by... Receipt of gifts, entertainment, and favors by Members or employees. (a) Except as provided in paragraphs..., any gift, gratuity, favor, entertainment, loan, or any other thing of monetary value, from a person...
45 CFR 73.735-501 - Prohibited acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 45 Public Welfare 1 2013-10-01 2013-10-01 false Prohibited acceptance of gifts, entertainment, and... ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-501 Prohibited acceptance of gifts, entertainment, and favors. (a) Except as provided in §§ 73.735-502 and 73.735-506, an employee shall not...
22 CFR 1203.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 22 Foreign Relations 2 2013-04-01 2009-04-01 true Gifts, entertainment, and favors. 1203.735-202..., entertainment, and favors. (a) Acceptance prohibited. Except as provided in paragraphs (b), (c), and (d) of this..., entertainment, loan, or any other thing of monetary value, from a person who: (1) Has, or is seeking to obtain...
22 CFR 1203.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 22 Foreign Relations 2 2012-04-01 2009-04-01 true Gifts, entertainment, and favors. 1203.735-202..., entertainment, and favors. (a) Acceptance prohibited. Except as provided in paragraphs (b), (c), and (d) of this..., entertainment, loan, or any other thing of monetary value, from a person who: (1) Has, or is seeking to obtain...
22 CFR 1203.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 22 Foreign Relations 2 2014-04-01 2014-04-01 false Gifts, entertainment, and favors. 1203.735-202..., entertainment, and favors. (a) Acceptance prohibited. Except as provided in paragraphs (b), (c), and (d) of this..., entertainment, loan, or any other thing of monetary value, from a person who: (1) Has, or is seeking to obtain...
45 CFR 73.735-501 - Prohibited acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 45 Public Welfare 1 2014-10-01 2014-10-01 false Prohibited acceptance of gifts, entertainment, and... ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-501 Prohibited acceptance of gifts, entertainment, and favors. (a) Except as provided in §§ 73.735-502 and 73.735-506, an employee shall not...
45 CFR 73.735-501 - Prohibited acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 45 Public Welfare 1 2011-10-01 2011-10-01 false Prohibited acceptance of gifts, entertainment, and... ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-501 Prohibited acceptance of gifts, entertainment, and favors. (a) Except as provided in §§ 73.735-502 and 73.735-506, an employee shall not...
Forsyth, Alasdair J M; Lennox, Jemma C; Emslie, Carol
2016-10-01
This qualitative research investigates the alcohol experiences of entertainers who perform within licensed premises. Previous, mainly quantitative, studies have found that entertainers, specifically musicians, are an occupational group who drink excessively. This qualitative study draws on a wider sample of entertainers to examine their accounts of drinking in the workplace and the explanations they provide for this. We conducted individual semi-structured interviews (n=24) with band-members, variety acts and DJs in Glasgow, Scotland. This revealed a workplace characterised by continual opportunities for often free alcohol consumption. Unlike most occupations, for entertainers 'drinking-on-the-job' was normative, expected, and sometimes encouraged by peers, the public, employers or sponsors. Entertainers also experienced performance-related incentives to drink before, during and/or after a show; including anxiety, matching their intoxication level to the audience's, and 'reward-drinking'. This qualitative research confirms the unique nature of the entertainer-alcohol link, even in comparison to that found within other leisure industry occupations. While providing some explanation as to why entertainers might drink excessively, participants' accounts also suggested potential strategies for avoiding the negative outcomes of workplace drinking. Copyright © 2016 Elsevier B.V. All rights reserved.
Yoo, Jina H; Tian, Yan
2011-03-01
This study investigates antecedents and outcomes of entertainment television consumption in organ donation with the Orientation₁-Stimulus-Orientation₂-Response (O₁-S-O₂ -R) model. It reveals that organ donation knowledge seems significantly related to recall of entertainment television programs and attitudes toward organ donation. Meanwhile, recall of entertainment television programs significantly predicts people's perception of medical mistrust, which in turn negatively predicts attitudes toward organ donation, while attitudes toward organ donation significantly predict behavioral intention in signing a donor card. It also suggests significant mediation relationships among the pre-orientation variable, stimulus, post-orientation variable, and attitudinal and behavioral outcomes. This study provides an integrative theoretical framework to study media effects on organ donation and empirical evidence for "entertainment miseducation" (Morgan, Harrison, Chewning, Davis, & DiCorcia, 2007).
Lamberti, Fabrizio; Sanna, Andrea; Rokne, Jon
2016-07-15
Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on "Sensors for Entertainment", developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.
Encoded Exposure and Social Norms in Entertainment-Education.
Riley, Amy Henderson; Sood, Suruchi; Mazumdar, Paramita Dasgupta; Choudary, Narendra Nath; Malhotra, Alka; Sahba, Naysan
2017-01-01
Entertainment-education is an effective health communication strategy that combines or embeds educational messages into entertainment programs to bring about social and behavior change. For years, scholars have considered how entertainment-education works. Some contemporary theories posit that entertainment-education does not engender behavior change directly but does so through mediating variables. This study adds to the literature on this topic by exploring the direct relationship between exposure and social norms instead of their relationship through behavior as a mediator. Novel to this study is the use of encoded exposure, a continuous and recognition-based measure of exposure that includes ever watching, recall, involvement, and dose in its operationalization. Using cross-sectional data from Kyunki … Jeena Issi Ka Naam Hai, an entertainment-education program in India, this exploratory analysis indicates a positive and significant relationship between encoded exposure and social norms. How can this finding be applied to future programs? Questions remain, and replication is needed, but if it is not essential to go through behavior in order to change social norms, then implications emerge for the theory and practice of entertainment-education.
Entertainment, Dance and Northern Mohawk Showmanship.
ERIC Educational Resources Information Center
Blanchard, David
1983-01-01
Examines the nature and history of the Kahnawake Mohawk settlement's participation in the entertainment industry, including some of the Iroquoian roots of ritual parody that contributed to Mohawk performance. Notes some of the effects of entertainment on the settlement's traditional culture. (SB)
48 CFR 31.205-14 - Entertainment costs.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 48 Federal Acquisition Regulations System 1 2010-10-01 2010-10-01 false Entertainment costs. 31.205-14 Section 31.205-14 Federal Acquisition Regulations System FEDERAL ACQUISITION REGULATION GENERAL....205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...
48 CFR 31.205-14 - Entertainment costs.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 48 Federal Acquisition Regulations System 1 2012-10-01 2012-10-01 false Entertainment costs. 31.205-14 Section 31.205-14 Federal Acquisition Regulations System FEDERAL ACQUISITION REGULATION GENERAL....205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...
48 CFR 31.205-14 - Entertainment costs.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 48 Federal Acquisition Regulations System 1 2011-10-01 2011-10-01 false Entertainment costs. 31.205-14 Section 31.205-14 Federal Acquisition Regulations System FEDERAL ACQUISITION REGULATION GENERAL....205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...
48 CFR 31.205-14 - Entertainment costs.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 48 Federal Acquisition Regulations System 1 2014-10-01 2014-10-01 false Entertainment costs. 31.205-14 Section 31.205-14 Federal Acquisition Regulations System FEDERAL ACQUISITION REGULATION GENERAL....205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...
48 CFR 31.205-14 - Entertainment costs.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 48 Federal Acquisition Regulations System 1 2013-10-01 2013-10-01 false Entertainment costs. 31.205-14 Section 31.205-14 Federal Acquisition Regulations System FEDERAL ACQUISITION REGULATION GENERAL....205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...
Future Of Visual Entertainment
NASA Astrophysics Data System (ADS)
Dryer, Ivan
1983-10-01
The development of new visual entertainment forms has and will continue to have a powerful impact on the direction of our society. Foremost among these new forms will be the Holo's--moving Holographic images of anything imaginable, projected in mid air (a room, a dome) and so lifelike they are virtually indistinguishable from "reality". The Holo's and space development will ultimately transform entertainment and in the process, humanity, too. Meanwhile, the seeds of these changes are now being planted in entertainment trends and innovations whose implications are just beginning to emerge.
Examining relations of entertainment with social interaction motives and team identification.
Gau, Li-Shiue; Wann, Daniel L; James, Jeffrey D
2010-10-01
The goal was to investigate a potential causal pattern between the motives of sport spectators and team identification by using a cross-lagged panel design. Questionnaires were completed by 229 participants at the beginning and end of one NCAA (National Collegiate Athletic Association) college football season for 4 mo. in the USA. The questionnaire included three items for each motive (Social Interaction and Entertainment), three items measuring team identification, and demographic items. The relation of Entertainment at Time 1 to team identification at Time 2 was larger than the relation of team identification at Time 1 to Entertainment at Time 2. This suggests that the motivation of Entertainment may lead to the formation of team identification more than team identification leads to Entertainment. However, the motive of Social Interaction did not show the same pattern. As results of this study suggested some spectator sport motives might lead to identification with a team, the hypothesis that all motives would be the basis of team identification might not be correct.
77 FR 50373 - Deductions for Entertainment Use of Business Aircraft; Correction
Federal Register 2010, 2011, 2012, 2013, 2014
2012-08-21
... DEPARTMENT OF THE TREASURY Internal Revenue Service 26 CFR Part 1 [TD 9597] RIN-1545-BF34 Deductions for Entertainment Use of Business Aircraft; Correction AGENCY: Internal Revenue Service (IRS... to the use of business aircraft for entertainment. DATES: Effective Date: This correction is...
45 CFR 73.735-501 - Prohibited acceptance of gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 45 Public Welfare 1 2010-10-01 2010-10-01 false Prohibited acceptance of gifts, entertainment, and... ADMINISTRATION STANDARDS OF CONDUCT Gifts, Entertainment, and Favors § 73.735-501 Prohibited acceptance of gifts... directly or indirectly solicit or accept anything of monetary value, including gifts, gratuities, favors...
A New Technological Framework: Education, Technology and Entertainment.
ERIC Educational Resources Information Center
Elsner, Paul A.
2000-01-01
Recounts the conversations at three Sedona Conferences that attempted to align entertainment, education, and technology around a futures framework. Explores how linking insights from the entertainment world, especially from film and video production, from education, and from technology, unravels some secrets about who we are, why we are here, and…
Elevation in Response to Entertainment Portrayals of Moral Virtue
ERIC Educational Resources Information Center
Oliver, Mary Beth; Hartmann, Tilo; Woolley, Julia K.
2012-01-01
Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation" may provide a framework for understanding many…
Federal Register 2010, 2011, 2012, 2013, 2014
2012-10-25
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Fearless International, Inc., Glassmaster Company, Global Entertainment Holdings/Equities, Inc., Global Realty Development Corp., Global... concerning the securities of Global Entertainment Holdings/Equities, Inc. because it has not filed any...
26 CFR 1.527-3 - Exempt function income.
Code of Federal Regulations, 2013 CFR
2013-04-01
... organization, or (iii) Proceeds from a political fund raising or entertainment event, or proceeds from the sale.... Amounts received from fund raising and entertainment events are eligible for treatment as exempt function..., sporadic fund raising or entertainment events are not in the ordinary course of a trade or business...
36 CFR 905.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-07-01
... 36 Parks, Forests, and Public Property 3 2012-07-01 2012-07-01 false Gifts, entertainment, and favors. 905.735-202 Section 905.735-202 Parks, Forests, and Public Property PENNSYLVANIA AVENUE..., entertainment, and favors. Pursuant to paragraph (b) of 5 CFR 735.202, the following exceptions to the...
36 CFR 905.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-07-01
... 36 Parks, Forests, and Public Property 3 2011-07-01 2011-07-01 false Gifts, entertainment, and favors. 905.735-202 Section 905.735-202 Parks, Forests, and Public Property PENNSYLVANIA AVENUE..., entertainment, and favors. Pursuant to paragraph (b) of 5 CFR 735.202, the following exceptions to the...
26 CFR 1.527-3 - Exempt function income.
Code of Federal Regulations, 2012 CFR
2012-04-01
... organization, or (iii) Proceeds from a political fund raising or entertainment event, or proceeds from the sale.... Amounts received from fund raising and entertainment events are eligible for treatment as exempt function..., sporadic fund raising or entertainment events are not in the ordinary course of a trade or business...
36 CFR 905.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-07-01
... 36 Parks, Forests, and Public Property 3 2014-07-01 2014-07-01 false Gifts, entertainment, and favors. 905.735-202 Section 905.735-202 Parks, Forests, and Public Property PENNSYLVANIA AVENUE..., entertainment, and favors. Pursuant to paragraph (b) of 5 CFR 735.202, the following exceptions to the...
New initiative links scientists and entertainers
NASA Astrophysics Data System (ADS)
Gwynne, Peter
2009-01-01
The US National Academy of Sciences has teamed up with Hollywood to improve the quality of science portrayed in films, TV shows and video games. The new Science and Entertainment Exchange (SEE) aims to create better links between entertainment-industry professionals and scientists to improve the credibility of programming related to science.
Volk, Robert J; Jibaja-Weiss, Maria L; Hawley, Sarah T; Kneuper, Suzanne; Spann, Stephen J; Miles, Brian J; Hyman, David J
2008-12-01
To evaluate an entertainment-based patient decision aid for prostate cancer screening among patients with low or high health literacy. Male primary care patients from two clinical sites, one characterized as serving patients with low health literacy (n=149) and the second as serving patients with high health literacy (n=301), were randomized to receive an entertainment-based decision aid for prostate cancer screening or an audiobooklet-control aid with the same learner content but without the entertainment features. Postintervention and 2-week follow-up assessments were conducted. Patients at the low-literacy site were more engaged with the entertainment-based aid than patients at the high-literacy site. Overall, knowledge improved for all patients. Among patients at the low-literacy site, the entertainment-based aid was associated with lower decisional conflict and greater self-advocacy (i.e., mastering and obtaining information about screening) when compared to patients given the audiobooklet. No differences between the aids were observed for patients at the high-literacy site. Entertainment education may be an effective strategy for promoting informed decision making about prostate cancer screening among patients with lower health literacy. As barriers to implementing computer-based patient decision support programs decrease, alternative models for delivering these programs should be explored.
Entertainment Venue Visiting and Commercial Sex in China.
Lin, Chunqing; Li, Li; Wu, Zunyou; Guan, Jihui; Xu, Yu; Wu, Di; Lieber, Eli; Rotheram-Borus, Mary Jane
2010-01-01
Entertainment venues in China play an important role in the sexually transmitted disease (STD)/HIV epidemic. Most previous studies have focused on sex workers working in entertainment venues, but little is known about their clients. This study investigated the perceptions and behavior of the patrons visiting entertainment venues. Qualitative in-depth interviews were conducted with 30 male market vendors who visited entertainment venues at least once in the past 3 months in an eastern city in China. Information about their risky behavior, attitude toward commercial sex, and STD/HIV prevention approaches was collected. Saunas, karaoke bars, and massage centers are the most frequently visited entertainment venues. Seventy-three percent of study participants reported purchasing commercial sex at these entertainment venues. Participants expressed a very liberal attitude toward commercial sex. Seeking commercial sex was perceived as a characteristic of a male's nature. The perceived risks of STD/HIV infection do not deter participants from engaging in commercial sex. Commercial sex clients reported irregular condom use and a number of other misperceptions and improper practices toward preventing STD/HIV infection. Venue-based intervention is urgently needed to target the population. The sex workers themselves could potentially serve as "health educators" to communicate prevention information to their clients and encourage safer sex behavior.
Entertainment Venue Visiting and Commercial Sex in China
Lin, Chunqing; Li, Li; Wu, Zunyou; Guan, Jihui; Xu, Yu; Wu, Di; Lieber, Eli; Rotheram-Borus, Mary Jane
2014-01-01
Entertainment venues in China play an important role in the sexually transmitted disease (STD)/HIV epidemic. Most previous studies have focused on sex workers working in entertainment venues, but little is known about their clients. This study investigated the perceptions and behavior of the patrons visiting entertainment venues. Qualitative in-depth interviews were conducted with 30 male market vendors who visited entertainment venues at least once in the past 3 months in an eastern city in China. Information about their risky behavior, attitude toward commercial sex, and STD/HIV prevention approaches was collected. Saunas, karaoke bars, and massage centers are the most frequently visited entertainment venues. Seventy-three percent of study participants reported purchasing commercial sex at these entertainment venues. Participants expressed a very liberal attitude toward commercial sex. Seeking commercial sex was perceived as a characteristic of a male’s nature. The perceived risks of STD/HIV infection do not deter participants from engaging in commercial sex. Commercial sex clients reported irregular condom use and a number of other misperceptions and improper practices toward preventing STD/HIV infection. Venue-based intervention is urgently needed to target the population. The sex workers themselves could potentially serve as “health educators” to communicate prevention information to their clients and encourage safer sex behavior. PMID:25132901
Code of Federal Regulations, 2010 CFR
2010-04-01
... for entertainment, amusement, recreation, or travel. 1.274-2 Section 1.274-2 Internal Revenue INTERNAL..., or travel. (a) General rules—(1) Entertainment activity. Except as provided in this section, no... facilities, business leagues, trade associations, chambers of commerce, boards of trade, real estate boards...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-12-23
... Entertainment Consoles, Related Software, and Components Thereof; Notice of Investigation AGENCY: U.S..., related software, and components thereof by reason of infringement of certain claims of U.S. Patent No. 5... gaming and entertainment consoles, related software, and components thereof that infringe one or more of...
Entertainment-Education and the Ethics of Social Intervention.
ERIC Educational Resources Information Center
Cambridge, Vibert; And Others
More specifically than the general concept of "development," the use of entertainment media as a tool for social intervention implies the purposive utilization of the mass media to engineer specific changes in knowledge, attitudes, or practice. Thus, this type of use of the entertainment media is inseparable from the notion of "what…
36 CFR § 905.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-07-01
... 36 Parks, Forests, and Public Property 3 2013-07-01 2012-07-01 true Gifts, entertainment, and favors. § 905.735-202 Section § 905.735-202 Parks, Forests, and Public Property PENNSYLVANIA AVENUE..., entertainment, and favors. Pursuant to paragraph (b) of 5 CFR 735.202, the following exceptions to the...
26 CFR 1.62-1T - Adjusted gross income (temporary).
Code of Federal Regulations, 2014 CFR
2014-04-01
... business expenses for meals and entertainment. If— (i) The facts and circumstances do not make clear— (A) That a reimbursement does not apply to business expenses for meals or entertainment, or (B) The amount of business expenses for meals or entertainment that is covered by the reimbursement, and (ii) The...
26 CFR 1.274-7 - Treatment of certain expenditures with respect to entertainment-type facilities.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 26 Internal Revenue 3 2014-04-01 2014-04-01 false Treatment of certain expenditures with respect to entertainment-type facilities. 1.274-7 Section 1.274-7 Internal Revenue INTERNAL REVENUE SERVICE... § 1.274-7 Treatment of certain expenditures with respect to entertainment-type facilities. If...
26 CFR 1.162-17 - Reporting and substantiation of certain business expenses of employees.
Code of Federal Regulations, 2013 CFR
2013-04-01
..., entertainment, and similar purposes paid or incurred by him solely for the benefit of his employer for which he... transportation, meals and lodging while away from home overnight, entertainment expenses, and other business... overnight, entertainment expenses, and other business expenses. For this purpose, the Commissioner in his...
26 CFR 1.274-7 - Treatment of certain expenditures with respect to entertainment-type facilities.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 26 Internal Revenue 3 2010-04-01 2010-04-01 false Treatment of certain expenditures with respect to entertainment-type facilities. 1.274-7 Section 1.274-7 Internal Revenue INTERNAL REVENUE SERVICE... Treatment of certain expenditures with respect to entertainment-type facilities. If deductions are...
26 CFR 1.162-17 - Reporting and substantiation of certain business expenses of employees.
Code of Federal Regulations, 2012 CFR
2012-04-01
..., entertainment, and similar purposes paid or incurred by him solely for the benefit of his employer for which he... transportation, meals and lodging while away from home overnight, entertainment expenses, and other business... overnight, entertainment expenses, and other business expenses. For this purpose, the Commissioner in his...
26 CFR 1.162-17 - Reporting and substantiation of certain business expenses of employees.
Code of Federal Regulations, 2014 CFR
2014-04-01
..., entertainment, and similar purposes paid or incurred by him solely for the benefit of his employer for which he... transportation, meals and lodging while away from home overnight, entertainment expenses, and other business... overnight, entertainment expenses, and other business expenses. For this purpose, the Commissioner in his...
26 CFR 1.62-1T - Adjusted gross income (temporary).
Code of Federal Regulations, 2012 CFR
2012-04-01
... business expenses for meals and entertainment. If— (i) The facts and circumstances do not make clear— (A) That a reimbursement does not apply to business expenses for meals or entertainment, or (B) The amount of business expenses for meals or entertainment that is covered by the reimbursement, and (ii) The...
26 CFR 1.274-7 - Treatment of certain expenditures with respect to entertainment-type facilities.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 26 Internal Revenue 3 2012-04-01 2012-04-01 false Treatment of certain expenditures with respect to entertainment-type facilities. 1.274-7 Section 1.274-7 Internal Revenue INTERNAL REVENUE SERVICE... § 1.274-7 Treatment of certain expenditures with respect to entertainment-type facilities. If...
26 CFR 1.62-1T - Adjusted gross income (temporary).
Code of Federal Regulations, 2013 CFR
2013-04-01
... business expenses for meals and entertainment. If— (i) The facts and circumstances do not make clear— (A) That a reimbursement does not apply to business expenses for meals or entertainment, or (B) The amount of business expenses for meals or entertainment that is covered by the reimbursement, and (ii) The...
26 CFR 1.274-7 - Treatment of certain expenditures with respect to entertainment-type facilities.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 26 Internal Revenue 3 2013-04-01 2013-04-01 false Treatment of certain expenditures with respect to entertainment-type facilities. 1.274-7 Section 1.274-7 Internal Revenue INTERNAL REVENUE SERVICE... § 1.274-7 Treatment of certain expenditures with respect to entertainment-type facilities. If...
The Importance of Entertainment for Sexuality Education
ERIC Educational Resources Information Center
McKee, Alan
2012-01-01
Researchers in sexuality education have tended to focus on formal schooling. However, young people learn about sexuality from a range of sources, including entertainment media. This is particularly important because young people actively seek out entertainment media. They do so because it gives them the kinds of information they want, in ways that…
26 CFR 1.274-7 - Treatment of certain expenditures with respect to entertainment-type facilities.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 26 Internal Revenue 3 2011-04-01 2011-04-01 false Treatment of certain expenditures with respect to entertainment-type facilities. 1.274-7 Section 1.274-7 Internal Revenue INTERNAL REVENUE SERVICE... § 1.274-7 Treatment of certain expenditures with respect to entertainment-type facilities. If...
26 CFR 1.162-17 - Reporting and substantiation of certain business expenses of employees.
Code of Federal Regulations, 2011 CFR
2011-04-01
..., entertainment, and similar purposes paid or incurred by him solely for the benefit of his employer for which he... transportation, meals and lodging while away from home overnight, entertainment expenses, and other business... overnight, entertainment expenses, and other business expenses. For this purpose, the Commissioner in his...
How Entertainment Media Aid Learning about the Natural World
ERIC Educational Resources Information Center
Pathmanathan, Sai
2014-01-01
Young people can be motivated to learn science using the power of various entertainment media. The author states the need to recognise that they are accessing science through informal learning outside school. With children saying they have learnt from cartoons such as Nickelodeon's SpongeBob SquarePants, it would seem that entertaining animations…
Learning Sports and Entertainment Marketing: "Apprentice" Style
ERIC Educational Resources Information Center
Weidlich, Jon
2008-01-01
The sports and entertainment marketing program is a satellite program of Great Oaks Institute of Technology and Career Development in Cincinnati. Held in two area school districts, at Winton Woods High School and North College Hill High School, sports and entertainment marketing has been a popular choice for students for more than a decade. The…
Beyond Pleasure: Exploring the Eudaimonic Entertainment Experience
ERIC Educational Resources Information Center
Wirth, Werner; Hofer, Matthias; Schramm, Holger
2012-01-01
We examine the notion of eudaimonic entertainment during exposure to a sad but meaningful movie, using a new measure consisting of 5 dimensions derived from research on positive psychology. We, thereby, transfer the conception of eudaimonic well-being to the conception of entertainment. Results of a confirmatory factor analysis show that the 5…
Preschoolers' physical activity, screen time, and compliance with recommendations.
Hinkley, Trina; Salmon, Jo; Okely, Anthony D; Crawford, David; Hesketh, Kylie
2012-03-01
Little evidence exists about the prevalence of adequate levels of physical activity and of appropriate screen-based entertainment in preschool children. Previous studies have generally relied on small samples. This study investigates how much time preschool children spend being physically active and engaged in screen-based entertainment. The study also reports compliance with the recently released Australian recommendations for physical activity (≥3 h·d(-1)) and screen entertainment (≤1 h·d(-1)) and the National Association for Sport and Physical Education physical activity guidelines (≥2 h·d(-1)) and American Academy of Pediatrics screen-based entertainment recommendations (≤2 h·d(-1)) in a large sample of preschool children. Participants were 1004 Melbourne preschool children (mean age = 4.5 yr, range = 3-5 yr) and their families in the Healthy Active Preschool Years study. Physical activity data were collected by accelerometry during an 8-d period. Parents reported their child's television/video/DVD viewing, computer/Internet, and electronic game use during a typical week. A total of 703 (70%) had sufficient accelerometry data, and 935 children (93%) had useable data on time spent in screen-based entertainment. Children spent 16% (approximately 127 min·d(-1)) of their time being physically active. Boys and younger children were more active than were girls and older children, respectively. Children spent an average of 113 min·d(-1) in screen-based entertainment. Virtually no children (<1%) met both the Australian recommendations and 32% met both the National Association for Sport and Physical Education and American Academy of Pediatrics recommendations. The majority of young children are not participating in adequate amounts of physical activity and in excessive amounts of screen-based entertainment. It is likely that physical activity may decline and that screen-based entertainment may increase with age. Compliance with recommendations may be further reduced. Strategies to promote physical activity and reduce screen-based entertainment in young children are required.
Volk, Robert J.; Jibaja-Weiss, Maria L.; Hawley, Sarah T.; Kneuper, Suzanne; Spann, Stephen J.; Miles, Brian J.; Hyman, David J.
2008-01-01
Objective To evaluate an entertainment-based patient decision aid for prostate cancer screening among patients with low or high health literacy. Methods Male primary care patients from two clinical sites, one characterized as serving patients with low health literacy (n=149) and the second as serving patients with high health literacy (n=301), were randomized to receive an entertainment-based decision aid for prostate cancer screening or an audiobooklet-control aid with the same learner content but without the entertainment features. Postintervention and 2-week follow-up assessments were conducted. Results Patients at the low-literacy site were more engaged with the entertainment-based aid than patients at the high-literacy site. Overall, knowledge improved for all patients. Among patients at the low-literacy site, the entertainment-based aid was associated with lower decisional conflict and greater self-advocacy (i.e., mastering and obtaining information about screening) when compared to patients given the audiobooklet. No differences between the aids were observed for patients at the high-literacy site. Conclusions Entertainment education may be an effective strategy for promoting informed decision making about prostate cancer screening among patients with lower health literacy. Practice Implications As barriers to implementing computer-based patient decision support programs decrease, alternative models for delivering these programs should be explored. PMID:18760888
ERIC Educational Resources Information Center
Moyer-Guse, Emily; Nabi, Robin L.
2010-01-01
Research has examined the ability of entertainment-education (E-E) programs to influence behavior across a variety of health and social issues. However, less is known about the underlying mechanisms that account for these effects. In keeping with the extended elaboration likelihood model (E-ELM) and the entertainment overcoming resistance model…
Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid
ERIC Educational Resources Information Center
Rademacher Mena, Ricardo Javier
2012-01-01
In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…
Use of Sexuality-Focused Entertainment Media in Sex Education
ERIC Educational Resources Information Center
Neustifter, Ruth; Blumer, Markie L. C.; O'Reilly, Jessica; Ramirez, Francisco
2015-01-01
The literature on the impact of entertainment media on sex education is typically pathology-focused, unclear regarding the effects of such usage, and void of dialogue between those who actually work in the areas of sexuality education and entertainment. To address this gap, this paper is the product of joint authorship between media figures from…
Organizing a Campus Seminar on Careers in Entertainment.
ERIC Educational Resources Information Center
Walt Disney Productions, Anaheim, CA.
Developed by Walt Disney Productions as part of a project granted by the Career Education Program of the Office of Education, this handbook is designed to help college and university fine arts departments in planning and carrying out an on-campus seminar on careers in entertainment. Sections include Why Hold a Seminar on Careers in Entertainment?,…
The Influence of Popular Culture and Entertainment Media on Adult Education
ERIC Educational Resources Information Center
Thompson, Patricia M.
2007-01-01
The idea that popular culture and entertainment media influence us in both conscious and unconscious ways is not new. The use of alternative spaces, such as internet sites, for creating entertainment will continue to influence society and challenge educators. The importance of the internet was reflected in Time magazine's choosing YOU (meaning the…
Psychological distress, television viewing, and physical activity in children aged 4 to 12 years.
Hamer, Mark; Stamatakis, Emmanuel; Mishra, Gita
2009-05-01
Sedentary behavior and physical activity may be independent risk factors for psychological distress in adolescents, although there is no existing information for children. We examined the cross-sectional association between psychological distress, television and screen entertainment time, and physical activity levels among a representative sample of children aged 4 to 12 years from the 2003 Scottish Health Survey. Participants were 1486 boys and girls (mean age: 8.5 +/- 2.3 years). Parents answered on behalf of children who were required to be present. The parents completed the Strengths and Difficulties Questionnaire and information on television and screen entertainment time, physical activity, and dietary intake of their children. An abnormally high Strengths and Difficulties Questionnaire total difficulties score (20-40) was found in 4.2% of the sample. Approximately 25% of the children were exposed to television and screen entertainment at least 3 hours/day. In general linear models, television and screen entertainment time per week and physical activity levels were independently associated with the Strengths and Difficulties Questionnaire total difficulties score after adjustment for age, gender, area deprivation level, single-parent status, medical conditions, and various dietary intake indicators. There was also an additive interaction effect showing that the combination of high television and screen entertainment time and low physical activity was associated with the highest Strengths and Difficulties Questionnaire score. Higher television and screen entertainment exposure (>2.7 hours/day) alone resulted in a 24% increase in the Strengths and Difficulties Questionnaire score in comparison with lower television and screen entertainment exposure (<1.6 hours/day), although when combined with low physical activity this resulted in a 46% increase. Higher levels of television and screen entertainment time and low physical activity levels interact to increase psychological distress in young children.
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, Junhua
2011-12-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, JunHua
2012-01-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
ERIC Educational Resources Information Center
Weinmann, Carina; Löb, Charlotte; Mattheiß, Tamara; Vorderer, Peter
2013-01-01
This study examined the potential of entertainment-education (E-E) for promoting engagement with a science issue. It was assumed that certain entertaining features of a media experience increase viewers' perceived knowledge about an issue. Drawing on different theoretical models of E-E and on persuasive effects of narrative media messages, three…
Jibaja-Weiss, Maria L; Volk, Robert J
2007-01-01
Decision aids have been developed by using various delivery methods, including interactive computer programs. Such programs, however, still rely heavily on written information, health and digital literacy, and reading ease. We describe an approach to overcome these potential barriers for low-literate, underserved populations by making design considerations for poor readers and naïve computer users and by using concepts from entertainment education to engage the user and to contextualize the content for the user. The system design goals are to make the program both didactic and entertaining and the navigation and graphical user interface as simple as possible. One entertainment education strategy, the soap opera, is linked seamlessly to interactive learning modules to enhance the content of the soap opera episodes. The edutainment decision aid model (EDAM) guides developers through the design process. Although designing patient decision aids that are educational, entertaining, and targeted toward poor readers and those with limited computer skills is a complex task, it is a promising strategy for aiding this population. Entertainment education may be a highly effective approach to promoting informed decision making for patients with low health literacy.
Singhal, A; Svenkerud, P J
1994-12-01
Over the period 1975-82, the Mexican television network created and aired seven entertainment soap operas promoting educational-development themes like adult literacy, smaller family size norms, and an higher social status for women. These emissions earned high ratings in Mexico and in other Latin American countries where they were subsequently broadcast. Evidence suggests that many of the social objectives of the soaps were met. In light of such success, the authors investigated the potential of pro-socially shareable entertainment television programs in developing countries. These programs use entertaining media formats to carry pro-social messages to a wide, yet culturally-proximate audience group. Entertainment television genres such as melodramatic soap operas offer certain advantages for carrying pro-socially shareable messages to audiences. The possibility of using other television genres and media channels, however, also needs to be seriously considered. Pro-socially shareable entertainment programs do have their limitations and problems, with a certain degree of message dilution invariably accompanying the quest for shareability. Targeting specific problems in specific audience groups is difficult and the identity of a relatively small homogeneous group can be threatened in a larger culturally proximate group. The value-laden nature of pro-social content can also be problematic.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-04-23
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] ULH Corp. (n/k/a UniHolding Corp.), Unapix Entertainment, Inc., Unicomp, Inc., and Unidyne Corp.; Order of Suspension of Trading April 21, 2010. It appears... Entertainment, Inc. because it has not filed any periodic reports since it filed a Form 10-Q for the period...
Promoting Occupational Safety and Health for Cambodian Entertainment Sector Workers.
Hsu, Lee-Nah; Howard, Richard; Torriente, Anna Maria; Por, Chuong
2016-08-01
Cambodia has developed booming textile, garment, tourism, and entertainment service industries since the mid-1990s. The 2007 global financial crisis pushed many garment workers, who lost their jobs, into the entertainment sector. Entertainment workers are typically engaged informally by their employers and are subjected to long working hours, sexual harassment, and violence. Many who sell beverages are forced into excessive alcohol consumption as part of their work. Many are also expected by their employers and clients to provide sexual services. To address unsafe and unhealthy working conditions for these workers, an innovative occupational safety and health regulation was adopted in 2014. This first-of-its-kind occupational safety and health regulation was developed jointly by the Cambodian Ministry of Labour and Vocational Training and employers' and workers' organizations in the entertainment sector. The implementation of this regulation can also be a viable contribution of occupational safety and health to HIV interventions for these workers. © The Author(s) 2016.
ERIC Educational Resources Information Center
Federal Trade Commission, Washington, DC.
In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…
Entertainment and music magazine reading and binge drinking among a group of juvenile offenders.
Thomsen, Steven R; Rekve, Dag
2006-01-01
This study examines the relative contribution of exposure to entertainment and music magazines on binge drinking among a group of teenagers under the supervision of a juvenile court system in a medium-sized western United States community. Despite having a large proportion of adolescent readers, entertainment and music magazines typically include a substantial number of advertisements for alcoholic beverages in each issue. Data were collected via a self-report questionnaire administered to 342 juvenile offenders (ages 12-18 years). Three-quarters of our respondents reported they have used alcohol and about 37% indicated they were binge drinkers. As anticipated, binge drinkers were more frequent readers of entertainment and music magazines than non-binge drinkers. Binge drinkers also estimated that larger portions of their classmates used alcohol and would be more accepting of regular drinking than non-binge drinkers. Results of a multivariate logistic regression analysis to predict whether our subjects typically consumed five or more drinks during a drinking episode indicated that perceived ease of access, age, gender, the number of best friends who drink, parental drinking (inversely), and entertainment and music magazine reading frequency were significant predictors of binge drinking. We conclude that the predictive influence entertainment and music magazine reading frequency may actually reflect a selectivity bias among a segment of the youth sub-culture already inclined toward alcohol use and abuse. We recommend that entertainment and music magazine reading should be considered only within the constellation of other risk factors when assessing risk for potential alcohol abuse.
Lao, Xiang Qian; Yu, Ignatius Tak Sun; Au, Dennis Kin Kwok; Chiu, Yuk Lan; Wong, Claudie Chiu Yi; Wong, Tze Wai
2013-01-01
Noise-induced hearing loss (NIHL) is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD); and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7%) of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%). Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing conservation programs should be introduced to the service industry in Hong Kong.
Lao, Xiang Qian; Yu, Ignatius Tak Sun; Au, Dennis Kin Kwok; Chiu, Yuk Lan; Wong, Claudie Chiu Yi; Wong, Tze Wai
2013-01-01
Background Noise-induced hearing loss (NIHL) is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. Methods This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD); and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The “Klockhoff digit” method was used to classify NIHL in the present study. Results The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7%) of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1–42.1%). Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. Conclusion Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing conservation programs should be introduced to the service industry in Hong Kong. PMID:23976950
Tindall, Jenny; Groombridge, Daniel; Wiggers, John; Gillham, Karen; Palmer, Darren; Clinton-McHarg, Tara; Lecathelinais, Christophe; Miller, Peter
2016-05-01
Bars, pubs and taverns in cities are often concentrated in entertainment precincts that are associated with higher rates of alcohol-related crime. This study assessed public perception and experiences of such crime in two city entertainment precincts, and support for alcohol-related crime reduction strategies. A cross-sectional household telephone survey in two Australian regions assessed: perception and experiences of crime; support for crime reduction strategies; and differences in such perceptions and support. Six hundred ninety-four people completed the survey (32%). Most agreed that alcohol was a problem in their entertainment precinct (90%) with violence the most common alcohol-related problem reported (97%). Almost all crime reduction strategies were supported by more than 50% of participants, including visitors to the entertainment precincts, with the latter being slightly less likely to support earlier closing and restrictions on premises density. Participants in one region were more likely to support earlier closing and lock-out times. Those at-risk of acute alcohol harm were less likely to support more restrictive policies. High levels of community concern and support for alcohol harm-reduction strategies, including restrictive strategies, provide policy makers with a basis for implementing evidence-based strategies to reduce such harms in city entertainment precincts. [Tindall J, Groombridge D, Wiggers J, Gillham K, Palmer D, Clinton-McHarg T, Lecathelinais C, Miller P. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime. Drug Alcohol Rev 2016;35:263-272]. © 2015 The Authors. Drug and Alcohol Review published by Wiley Publishing Asia Pty Ltd on behalf of Australasian Professional Society on Alcohol and other Drugs.
A Review on Stereoscopic 3D: Home Entertainment for the Twenty First Century
NASA Astrophysics Data System (ADS)
Karajeh, Huda; Maqableh, Mahmoud; Masa'deh, Ra'ed
2014-12-01
In the last few years, stereoscopic developed very rapidly and employed in many different fields such as entertainment. Due to the importance of entertainment aspect of stereoscopic 3D (S3D) applications, a review of the current state of S3D development in entertainment technology is conducted. In this paper, a novel survey of the stereoscopic entertainment aspects is presented by discussing the significant development of a 3D cinema, the major development of 3DTV, the issues related to 3D video content and 3D video games. Moreover, we reviewed some problems that can be caused in the viewers' visual system from watching stereoscopic contents. Some stereoscopic viewers are not satisfied as they are frustrated from wearing glasses, have visual fatigue, complain from unavailability of 3D contents, and/or complain from some sickness. Therefore, we will discuss stereoscopic visual discomfort and to what extend the viewer will have an eye fatigue while watching 3D contents or playing 3D games. The suggested solutions in the literature for this problem are discussed.
The complexity of fetal imaging: reconciling clinical care with patient entertainment.
Simonsen, Sara Ellis; Branch, D Ware; Rose, Nancy C
2008-12-01
Currently in the United States, pregnant women may obtain both medical fetal ultrasonography for screening and commercial fetal ultrasonography for entertainment purposes. The proliferation of commercial fetal ultrasonography suggests that medical screening alone does not satisfy patient expectations regarding fetal imaging. We investigated the prevalence of nonmedical fetal imaging and patient experiences and perceptions with both medical and nonmedical ultrasonography in our metropolitan area. We initiate a dialogue to explore the distinctions between medical and nonmedical fetal ultrasound imaging and the role of entertainment imaging in the medical setting. Concerns about safety, false reassurance, and unnecessary anxiety that might be generated by nonmedical ultrasonography should prompt us to examine the expectations of women regarding entertainment imaging, current clinical practice, and the potential for regulation of this commercial industry.
Code of Federal Regulations, 2010 CFR
2010-01-01
... HOME ENTERTAINMENT PRODUCTS § 432.1 Scope. (a) Except as provided in paragraph (b) of this section... entertainment purposes, such as for example, radios, record and tape players, radio-phonograph and/or tape...
32 CFR 508.1 - Utilization of Army bands.
Code of Federal Regulations, 2014 CFR
2014-07-01
.... (7) At official occasions and free social and entertainment activities held on or off Armed Forces installations, provided that such free social entertainment activities are conducted exclusively for the benefit...
Code of Federal Regulations, 2012 CFR
2012-01-01
... HOME ENTERTAINMENT PRODUCTS § 432.1 Scope. (a) Except as provided in paragraph (b) of this section... entertainment purposes, such as for example, radios, record and tape players, radio-phonograph and/or tape...
Code of Federal Regulations, 2013 CFR
2013-01-01
... HOME ENTERTAINMENT PRODUCTS § 432.1 Scope. (a) Except as provided in paragraph (b) of this section... entertainment purposes, such as for example, radios, record and tape players, radio-phonograph and/or tape...
32 CFR 508.1 - Utilization of Army bands.
Code of Federal Regulations, 2012 CFR
2012-07-01
.... (7) At official occasions and free social and entertainment activities held on or off Armed Forces installations, provided that such free social entertainment activities are conducted exclusively for the benefit...
Code of Federal Regulations, 2014 CFR
2014-01-01
... HOME ENTERTAINMENT PRODUCTS § 432.1 Scope. (a) Except as provided in paragraph (b) of this section... entertainment purposes, such as for example, radios, record and tape players, radio-phonograph and/or tape...
32 CFR 508.1 - Utilization of Army bands.
Code of Federal Regulations, 2013 CFR
2013-07-01
.... (7) At official occasions and free social and entertainment activities held on or off Armed Forces installations, provided that such free social entertainment activities are conducted exclusively for the benefit...
Children's Television: More than Mere Entertainment
ERIC Educational Resources Information Center
Leifer, Aimee Dorr; And Others
1974-01-01
The authors propose that television, while entertaining children, also socializes them. To support this conclusion they review the literature regarding effects of television content on aggressive and prosocial behavior and social attitudes. (Editor)
48 CFR 31.205-1 - Public relations and advertising costs.
Code of Federal Regulations, 2013 CFR
2013-10-01
... souvenirs), alcoholic beverages, entertainment, and physical facilities that are used primarily for entertainment rather than product promotion; or (3) Allowable in accordance with 31.205-34. (e) Allowable public...
48 CFR 31.205-1 - Public relations and advertising costs.
Code of Federal Regulations, 2012 CFR
2012-10-01
... souvenirs), alcoholic beverages, entertainment, and physical facilities that are used primarily for entertainment rather than product promotion; or (3) Allowable in accordance with 31.205-34. (e) Allowable public...
Technology and the Future of Entertainment in America: A Calculus for Poets.
ERIC Educational Resources Information Center
Boyer, Jay
1985-01-01
Discusses the many changes occurring in the entertainment industry that involve videocassette recordings, copyrighted programs, cable television, and movies and explains how the changes are affecting Americans. (EL)
37 CFR 251.34 - Gifts and other things of monetary value.
Code of Federal Regulations, 2011 CFR
2011-07-01
... solicit or accept, directly or indirectly, any gift, gratuity, favor, travel, entertainment, service, loan... or indirectly, any gift, gratuity, favor, travel, entertainment, service, loan, or any other thing of...
Ritterfeld, Ute; Jin, Seung-A
2006-03-01
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants (N= 165) were randomly assigned to one of eight conditions (six manipulated conditions, control, a group who watched a trailer prior to the movie). Results showed that viewing an accurate and empathetic movie portrayal increased knowledge. The educational trailer increased not only knowledge acquisition but influenced stigma reduction. Structural equation modeling analysis revealed that entertainment and educational value of the movie mediated stigma reduction. Implications of this study to the mental health research and the design of Entertainment-Education contents are discussed.
A televised entertainment-education drama to promote positive discussion about organ donation.
Khalil, Georges E; Rintamaki, Lance S
2014-04-01
This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called Three Rivers and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants included 1325 adults living in the United States, who had viewed the first episode of Three Rivers on television. Data were collected on recall of events in the storyline, perceived entertainment value, perceived accuracy of the presented health information, rejection of organ donation myths and positive discussion of organ donation and the storyline. Covariates were registration for organ donation, membership to the donation or transplant community and demographic variables. Results show that viewers with high recall of the storyline were more likely to reject myths about organ donation and engage in pro-donation discussions with others. Perceived entertainment value and perceived accuracy acted as mediators in such relationships. The insertion of accurate health information in television drama may be effective in promoting positive discussions about organ donation and myth rejection. Recall of events from the televised E-E drama Three Rivers, entertainment value and accuracy perception were associated with positive discussion.
49 CFR 805.735-14 - Specific regulations for special Government employees.
Code of Federal Regulations, 2011 CFR
2011-10-01
...) Receipt of gifts, entertainment, and favors. (1) A special Government employee, while employed by the... with the Board, anything of value such as a gift, gratuity, loan, entertainment, or favor for himself...
49 CFR 805.735-14 - Specific regulations for special Government employees.
Code of Federal Regulations, 2010 CFR
2010-10-01
...) Receipt of gifts, entertainment, and favors. (1) A special Government employee, while employed by the... with the Board, anything of value such as a gift, gratuity, loan, entertainment, or favor for himself...
Lamberti, Fabrizio; Sanna, Andrea; Rokne, Jon
2016-01-01
Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on “Sensors for Entertainment”, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored. PMID:27428981
5 CFR 3601.104 - Additional limitations on gifts between DoD employees.
Code of Federal Regulations, 2014 CFR
2014-01-01
...) and the cost of food, refreshments and entertainment provided to the DoD employee and his personal... and entertainment for the superior, the personal guests of the superior and other attendees at an...
5 CFR 3601.104 - Additional limitations on gifts between DoD employees.
Code of Federal Regulations, 2011 CFR
2011-01-01
...) and the cost of food, refreshments and entertainment provided to the DoD employee and his personal... and entertainment for the superior, the personal guests of the superior and other attendees at an...
5 CFR 3601.104 - Additional limitations on gifts between DoD employees.
Code of Federal Regulations, 2012 CFR
2012-01-01
...) and the cost of food, refreshments and entertainment provided to the DoD employee and his personal... and entertainment for the superior, the personal guests of the superior and other attendees at an...
5 CFR 3601.104 - Additional limitations on gifts between DoD employees.
Code of Federal Regulations, 2013 CFR
2013-01-01
...) and the cost of food, refreshments and entertainment provided to the DoD employee and his personal... and entertainment for the superior, the personal guests of the superior and other attendees at an...
Stamatakis, E; Hillsdon, M; Mishra, G; Hamer, M; Marmot, M
2009-09-01
Sedentary behaviour (sitting) is detrimental to health, independently of participation in physical activity. Socioeconomic position (SEP) is known to relate strongly to physical activity participation but we know very little about how SEP relates to sedentary behaviour. This study aimed to assess the relationships between SEP, neighbourhood deprivation and an index of sedentary time. Cross-sectional study of a representative sample of 7940 Scottish adults who participated in the 2003 Scottish Health Survey, which collected information on SEP (household income, social class and education), neighbourhood deprivation (Scottish Index of Multiple Deprivation), television and other screen-based entertainment time, and physical activity. The three indicators of SEP and deprivation index were independently of each other associated with daily times of television and other screen-based entertainment, even after adjustment for occupational and leisure-time physical activity, health status, smoking, alcohol drinking, car ownership and body mass index: income p = 0.002; social class p<0.001; education p<0.001, deprivation p<0.001. Also, there was a strong cumulative effect of SEP (a composite scale where 0 = lowest, 9 = highest SEP position) with those in the lowest SEP spending an additional 109 minutes each day on screen-based entertainment compared to those in the highest socioeconomic position (p<0.001 for linear trend). Adverse socioeconomic position is associated with a cumulative increase in the time spent on screen-based entertainment. Reducing inequalities would be expected to reduce exposure to sedentary behaviours, such as excessive screen-based entertainment times, and therefore reduce the risk of chronic disease.
The influence of television and film on interest in space and science
NASA Astrophysics Data System (ADS)
Jackson, Katrina Marie
Entertainment media has the great potential to inspire interest in the topics it presents. The purpose of this study is to better understand how entertainment media contributes to people's interests in space and science. There is a huge variety of science communication topics in previous literature, some of which deals with television and film, but very little that specifically study how television and film can inspire interest. A historical review of pioneers in the space industry shows that many were inspired by entertainment media, which at the time consisted of science fiction novels and magazines. In order to explore the possible relationships among influences for scientists and non-scientists and to determine specific questions for future research, I created and distributed an anonymous, online survey. The survey is suggestive, exploratory research using a convenience sampling method and is not meant to provide scientifically accurate statistics. 251 participants completed the survey; 196 were scientists and 55 were non-scientists. The survey showed that the participants did identify entertainment media as a major influencing factor, on a comparable level as factors such as classes or family members. Participants in space-related fields were influenced by entertainment media more than the participants in other fields were. I identified several questions for future research, such as: Are people in space-related fields inspired by entertainment media more than other scientists are? Are non-space-related scientists often inspired by space-related media? Do people who regularly watch science fiction tend to be more scientifically literate than average?
76 FR 49434 - Submission for OMB Review; Comment Request
Federal Register 2010, 2011, 2012, 2013, 2014
2011-08-10
..., Entertainment, and Recreation; and Other Services (Except Public Administration) Sectors. OMB Control Number... assistance; arts, entertainment, and recreation; and other services (except public administration) sectors..., hobby, or leisure time interests. The other services, except public administration sector comprises...
Risky alcohol use among migrant women in entertainment venues in China.
Zaller, Nickolas; Huang, Wen; He, Huan; Dong, Yanyan; Song, Dandan; Zhang, Hongbo; Operario, Don
2014-01-01
The aims of this study are to describe the prevalence of hazardous drinking among migrant women working in entertainment venues in an urban setting in China and to identify specific risk factors and locations where hazardous drinking occurs. From March to July 2012, we conducted a cross-sectional survey of 358 young migrant women working in entertainment venues in the capital city of Hefei, Anhui Province, China. Participants were asked about information regarding their demographic characteristics, sexual behavior, mental health, alcohol use and drug use. Overall, 203 (57%) participants had an AUDIT score ≥8 (risky drinking) and 95 (27%) women had an AUDIT ≥16 (probable dependence). Greater likelihood of probable alcohol dependence was associated with being younger (OR = 0.85, 95% CI: 0.76-0.95), working at an affluent venue (OR = 2.46, 95% CI: 1.13-5.36) and depressive symptoms during the past week (OR = 2.74, 95% CI = 1.10-6.83). Our study documents risky drinking practices among female migrants, irrespective of whether or not women reported engaging in commercial sex, working in entertainment venues. Our data suggest that entertainment venues, particularly those that are higher end (i.e. affluent) venues, should be targeted for public health interventions aimed to reduce harmful drinking practices.
A framework for a context-aware elderly entertainment support system.
Hossain, M Anwar; Alamri, Atif; Almogren, Ahmad S; Hossain, S K Alamgir; Parra, Jorge
2014-06-16
Elderly people constitute a major portion of world's population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL) with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers) to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living.
A televised entertainment-education drama to promote positive discussion about organ donation
Khalil, Georges E.; Rintamaki, Lance S.
2014-01-01
This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called Three Rivers and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants included 1325 adults living in the United States, who had viewed the first episode of Three Rivers on television. Data were collected on recall of events in the storyline, perceived entertainment value, perceived accuracy of the presented health information, rejection of organ donation myths and positive discussion of organ donation and the storyline. Covariates were registration for organ donation, membership to the donation or transplant community and demographic variables. Results show that viewers with high recall of the storyline were more likely to reject myths about organ donation and engage in pro-donation discussions with others. Perceived entertainment value and perceived accuracy acted as mediators in such relationships. The insertion of accurate health information in television drama may be effective in promoting positive discussions about organ donation and myth rejection. Recall of events from the televised E-E drama Three Rivers, entertainment value and accuracy perception were associated with positive discussion. PMID:24399264
Hust, Stacey J T; Adams, Paula M; Willoughby, Jessica Fitts; Ren, Chunbo; Lei, Ming; Ran, Weina; Marett, Emily Garrigues
2017-09-01
Among the existing sexual assault prevention efforts on college campuses, few use mass communication strategies designed to simultaneously entertain and educate. Although many entertainment-education efforts are guided by social cognitive theory, other theories may be useful in entertainment-education design. Previous research has found that social cognitive theory and social norms theory can successfully influence participants' perceived norms and efficacy related to sexual assault reduction; however, whether such results can be replicated in a naturalistic setting and the extent to which the guiding theoretical foundation may influence outcomes remain unknown. We used a pre- and posttest field experiment with college students in residence halls to assess how different theoretical foundations may influence effects. Over the course of a semester, the participants viewed eight mini-magazines developed using (1) social cognitive theory, (2) social norms theory, (3) a combination of both theoretical frameworks, or (4) a control condition with no sexual assault prevention messaging. Participants in the combined content condition had greater levels of self-efficacy related to sexual assault prevention and more accurate norm perceptions. There were also effects for the mini-magazines developed with only one theoretical framework. Overall, we found that multiple theories can effectively guide entertainment-education message development.
A Framework for a Context-Aware Elderly Entertainment Support System
Hossain, M. Anwar; Alamri, Atif; Almogren, Ahmad S.; Hossain, SK Alamgir; Parra, Jorge
2014-01-01
Elderly people constitute a major portion of world's population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL) with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers) to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living. PMID:24936946
Kuhlmey, J; Lautsch, E
1980-01-01
The paper investigates the question if the factors age, sex, kind of work and during of stay in the geriatric nursing home influence the indicators selected showing the development of the needs of cultural entertainments of the inhibitants of these home. The data have been obtained by way of interviews covering 60 inhibitants. For solving this problem we have used (1) the analysis of variance and (2) the H-Test, combined with the Dunn-Test. For none of the indicators selected to reflect the need for cultural entertainment have we been able to prove statistically on influence by the factors age, sex, kind of work and during of stay. This statement is not valid for the combination: during of stay and striving for special knowledge obtained from cultural entertainments (about problems of life in the geriatric nursing home). The special test (Dunn-test) explains the chance age-factor influencing the indicators striving for increasing the general knowledge and striving for special knowledge obtained from cultural entertainments. We can recognize a similar tendency in regard to the influence of the factor during of stay on the indicator striving on the part of inhibitants for been confronted with the problems of their environment.
ERIC Educational Resources Information Center
Training, 2012
2012-01-01
"Training" magazine taps 2012 Training Top 125 winners and Top 10 Hall of Famers to provide their learning and development best practices in each issue. In this article Robin Connolly (The PNC Financial Services Group, Inc.), Michael Pico (Caesars Entertainment Corporation), Krishawna Henderson (Caesars Entertainment Corporation), Tara Bodine…
DOT National Transportation Integrated Search
2003-06-01
Following special events at the Duluth Entertainment Convention Center (DECC) (e.g., conventions, concerts, graduation ceremonies), high volumes of traffic exiting the DECC create substantial congestion at adjacent intersections. The purpose of this ...
Do Kids Need Government Censors?
ERIC Educational Resources Information Center
Rabkin, Rhoda
2002-01-01
Fashioning public policies restricting children's access to entertainment glamorizing violence, sex, drugs, and vulgarity is a complex task. The recently introduced Media Marketing Accountability Act would empower the federal government to regulate advertising of entertainment products to youth. Suggests that this power is undesirable compared to…
How the tobacco industry built its relationship with Hollywood.
Mekemson, C; Glantz, S A
2002-03-01
To describe the development of the relationship between the tobacco industry and the entertainment industry. Review of previously secret tobacco industry documents available on the internet. Both the entertainment and tobacco industries recognised the high value of promotion of tobacco through entertainment media. The 1980s saw undertakings by four tobacco companies, Philip Morris, RJ Reynolds (RJR), American Tobacco Company, and Brown and Williamson to place their products in movies. RJR and Philip Morris also worked to place products on television at the beginning of the decade. Each company hired aggressive product placement firms to represent its interests in Hollywood. These firms placed products and tobacco signage in positive situations that would encourage viewers to use tobacco and kept brands from being used in negative situations. At least one of the companies, RJR, undertook an extensive campaign to hook Hollywood on tobacco by providing free cigarettes to actors on a monthly basis. Efforts were also made to place favourable articles relating to product use by actors in national print media and to encourage professional photographers to take pictures of actors smoking specific brands. The cigar industry started developing connections with the entertainment industry beginning in the 1980s and paid product placements were made in both movies and on television. This effort did not always require money payments from the tobacco industry to the entertainment industry, suggesting that simply looking for cash payoffs may miss other important ties between the tobacco and entertainment industries. The tobacco industry understood the value of placing and encouraging tobacco use in films, and how to do it. While the industry claims to have ended this practice, smoking in motion pictures increased throughout the 1990s and remains a public health problem.
78 FR 46502 - Reimbursed Entertainment Expenses
Federal Register 2010, 2011, 2012, 2013, 2014
2013-08-01
..., food, or beverage expenses--(A) Introduction. In the case of any expenditure for entertainment... DEPARTMENT OF THE TREASURY Internal Revenue Service 26 CFR Part 1 [TD 9625] RIN 1545-BI83...: Effective Date: These regulations are effective on August 1, 2013. Applicability Date: For date of...
How Are Television Networks Involved in Distance Learning?
ERIC Educational Resources Information Center
Bucher, Katherine
1996-01-01
Reviews the involvement of various television networks in distance learning, including public broadcasting stations, Cable in the Classroom, Arts and Entertainment Network, Black Entertainment Television, C-SPAN, CNN (Cable News Network), The Discovery Channel, The Learning Channel, Mind Extension University, The Weather Channel, National Teacher…
75 FR 13168 - American Vantage Companies; Notice of Application
Federal Register 2010, 2011, 2012, 2013, 2014
2010-03-18
... Vantage Media Corporation to Genius, together with a 49% interest in the Border Grill Restaurant (``Border... other than gaming, media, restaurants and entertainment and has always emphasized its operating results... ongoing business operations in the placement agency, restaurant, gaming and entertainment fields and that...
Entertainment Resources on the Internet.
ERIC Educational Resources Information Center
Cowgill, Allison
1997-01-01
Describes 14 Internet sites on popular entertainment subjects that provide information on books and book reviews, celebrities, movies, and restaurants. These were selected because they provide a great deal of authoritative information that is easy to find. A brief summary describes the contents of each site. (Author)
77 FR 38653 - Endangered Species; Marine Mammals; Issuance of Permits
Federal Register 2010, 2011, 2012, 2013, 2014
2012-06-28
.... 65782A, 65783A, 65785A, 65787A, Feld Entertainment, 77 FR 17494; March 26, May 14, 2012. 65789A, 65790A..., 65780A, and Feld Entertainment, 77 FR 17494; March 26, May 17, 2012. 65781A,. Inc.. 2012. 71576A U.S...
From Content to Context: Videogames as Designed Experience
ERIC Educational Resources Information Center
Squire, Kurt
2006-01-01
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Framework for emotional mobile computation for creating entertainment experience
NASA Astrophysics Data System (ADS)
Lugmayr, Artur R.
2007-02-01
Ambient media are media, which are manifesting in the natural environment of the consumer. The perceivable borders between the media and the context, where the media is used are getting more and more blurred. The consumer is moving through a digital space of services throughout his daily life. As we are developing towards an experience society, the central point in the development of services is the creation of a consumer experience. This paper reviews possibilities and potentials of the creation of entertainment experiences with mobile phone platforms. It reviews sensor network capable of acquiring consumer behavior data, interactivity strategies, psychological models for emotional computation on mobile phones, and lays the foundations of a nomadic experience society. The paper rounds up with a presentation of several different possible service scenarios in the field of entertainment and leisure computation on mobiles. The goal of this paper is to present a framework and evaluation of possibilities of applying sensor technology on mobile platforms to create an increasing consumer entertainment experience.
Basch, Corey H; Kecojevic, Aleksandar; Cadorett, Valerie; Basch, Charles E
2017-01-01
Background: The purpose of this study was to describe advertisements of children's entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = 166; 97.6%) were for products that depicted sedentary behavior. The most common types of entertainment products advertised were DVDs (n = 72), plastic stacking products (n = 18), books (n=14), and electronic devices (n = 13). The most popular theme that appeared in the advertisements was the entertainment product would enhance intelligence (n = 85; 50.3%, 95% CI: 0.43-0.58). The overwhelming majority (n = 136; 80.5%. 95% CI: 0.76-0.87) of the advertisements involved the presence of a character. Conclusion: This type of advertising does not contribute to the nation's goals of increasing physical activity among youth.
Physical and Emotional Benefits of Different Exercise Environments Designed for Treadmill Running
Churchill, Sarah M.; Brymer, Eric; Davids, Keith
2017-01-01
(1) Background: Green physical activity promotes physical health and mental wellbeing and interesting questions concern effects of this information on designing indoor exercise environments. This study examined the physical and emotional effects of different nature-based environments designed for indoor treadmill running; (2) Methods: In a counterbalanced experimental design, 30 participants performed three, twenty-minute treadmill runs at a self-selected pace while viewing either a static nature image, a dynamic nature image or self-selected entertainment. Distance ran, heart rate (HR) and five pre-and post-exercise emotional states were measured; (3) Results: Participants ran farther, and with higher HRs, with self-selected entertainment compared to the two nature-based environment designs. Participants attained lowered anger, dejection, anxiety and increased excitement post exercise in all of the designed environments. Happiness increased during the two nature-based environment designs compared with self-selected entertainment; (4) Conclusions: Self-selected entertainment encouraged greater physical performances whereas running in nature-based exercise environments elicited greater happiness immediately after running. PMID:28696384
Physical and Emotional Benefits of Different Exercise Environments Designed for Treadmill Running.
Yeh, Hsiao-Pu; Stone, Joseph A; Churchill, Sarah M; Brymer, Eric; Davids, Keith
2017-07-11
(1) Background: Green physical activity promotes physical health and mental wellbeing and interesting questions concern effects of this information on designing indoor exercise environments. This study examined the physical and emotional effects of different nature-based environments designed for indoor treadmill running; (2) Methods: In a counterbalanced experimental design, 30 participants performed three, twenty-minute treadmill runs at a self-selected pace while viewing either a static nature image, a dynamic nature image or self-selected entertainment. Distance ran, heart rate (HR) and five pre-and post-exercise emotional states were measured; (3) Results: Participants ran farther, and with higher HRs, with self-selected entertainment compared to the two nature-based environment designs. Participants attained lowered anger, dejection, anxiety and increased excitement post exercise in all of the designed environments. Happiness increased during the two nature-based environment designs compared with self-selected entertainment; (4) Conclusions: Self-selected entertainment encouraged greater physical performances whereas running in nature-based exercise environments elicited greater happiness immediately after running.
RoboJockey: Designing an Entertainment Experience with Robots.
Yoshida, Shigeo; Shirokura, Takumi; Sugiura, Yuta; Sakamoto, Daisuke; Ono, Tetsuo; Inami, Masahiko; Igarashi, Takeo
2016-01-01
The RoboJockey entertainment system consists of a multitouch tabletop interface for multiuser collaboration. RoboJockey enables a user to choreograph a mobile robot or a humanoid robot by using a simple visual language. With RoboJockey, a user can coordinate the mobile robot's actions with a combination of back, forward, and rotating movements and coordinate the humanoid robot's actions with a combination of arm and leg movements. Every action is automatically performed to background music. RoboJockey was demonstrated to the public during two pilot studies, and the authors observed users' behavior. Here, they report the results of their observations and discuss the RoboJockey entertainment experience.
26 CFR 1.274-5A - Substantiation requirements.
Code of Federal Regulations, 2011 CFR
2011-04-01
...: (1) Traveling away from home (including meals and lodging) deductible under section 162 or 212, (2... the evidence indicated a taxpayer incurred deductible travel or entertainment expense but the exact... no deduction shall be allowed for any expenditure for travel, entertainment, or a gift unless the...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-11-23
... Entertainment, Inc., Warner Brothers Theatrical Enterprises, Including Workers of the Following Operating..., Burbank, CA; Amended Certification Regarding Eligibility To Apply for Worker Adjustment Assistance In... Labor issued a Certification of Eligibility to Apply for Worker Adjustment Assistance on September 24...
ERIC Educational Resources Information Center
Vail, Kathleen
1998-01-01
Some teachers believe that children will not learn unless they are entertained. However, in "Talented Teenagers: The Roots of Success and Failure," Mihaly Csikszentmihalyi reports that teens are most interested in school when the classes are demanding and they can stretch their brain power. Only entertaining students will prepare them…
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-23
... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of Commission Determination To Review a Final Initial Determination Finding a Violation of Section 337; Remand of the Investigation to the...
76 FR 2705 - Notice of Continuation of Visitor Services
Federal Register 2010, 2011, 2012, 2013, 2014
2011-01-14
... Sports & Shenandoah National Park. Entertainment Services, Inc. DEVA002-81 Xanterra Parks & Death Valley... ARAMARK Sports & Olympic National Park. Entertainment, Inc. OLYM002-89 Log Cabin Resort, Inc. Olympic... Cape Hatteras Fishing Cape Hatteras National Seashore. Pier, Inc. CAHA004-98 Oregon Inlet Fishing Cape...
Code of Federal Regulations, 2012 CFR
2012-04-01
... such as commuting to and from work. On the other hand, the providing of a hotel room or an automobile... considered to be in a clear business setting. Also, entertainment which has the principal effect of a price...
Code of Federal Regulations, 2011 CFR
2011-04-01
... such as commuting to and from work. On the other hand, the providing of a hotel room or an automobile... considered to be in a clear business setting. Also, entertainment which has the principal effect of a price...
Code of Federal Regulations, 2014 CFR
2014-04-01
... such as commuting to and from work. On the other hand, the providing of a hotel room or an automobile... considered to be in a clear business setting. Also, entertainment which has the principal effect of a price...
Code of Federal Regulations, 2013 CFR
2013-04-01
... such as commuting to and from work. On the other hand, the providing of a hotel room or an automobile... considered to be in a clear business setting. Also, entertainment which has the principal effect of a price...
18 CFR 706.303 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 18 Conservation of Power and Water Resources 2 2011-04-01 2011-04-01 false Gifts, entertainment, and favors. 706.303 Section 706.303 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Special Government Employees § 706...
18 CFR 706.303 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 18 Conservation of Power and Water Resources 2 2010-04-01 2010-04-01 false Gifts, entertainment, and favors. 706.303 Section 706.303 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Special Government Employees § 706...
18 CFR 706.303 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 18 Conservation of Power and Water Resources 2 2013-04-01 2012-04-01 true Gifts, entertainment, and favors. 706.303 Section 706.303 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Special Government Employees § 706...
18 CFR 706.202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 18 Conservation of Power and Water Resources 2 2013-04-01 2012-04-01 true Gifts, entertainment, and favors. 706.202 Section 706.202 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts...
18 CFR 706.202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 18 Conservation of Power and Water Resources 2 2010-04-01 2010-04-01 false Gifts, entertainment, and favors. 706.202 Section 706.202 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts...
18 CFR 706.202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 18 Conservation of Power and Water Resources 2 2014-04-01 2014-04-01 false Gifts, entertainment, and favors. 706.202 Section 706.202 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts...
18 CFR 706.202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 18 Conservation of Power and Water Resources 2 2012-04-01 2012-04-01 false Gifts, entertainment, and favors. 706.202 Section 706.202 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts...
18 CFR 706.303 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 18 Conservation of Power and Water Resources 2 2014-04-01 2014-04-01 false Gifts, entertainment, and favors. 706.303 Section 706.303 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Special Government Employees § 706...
18 CFR 706.202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 18 Conservation of Power and Water Resources 2 2011-04-01 2011-04-01 false Gifts, entertainment, and favors. 706.202 Section 706.202 Conservation of Power and Water Resources WATER RESOURCES COUNCIL EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts...
Work in Progress: Gender and Politics in Late Elizabethan Progress Entertainments
ERIC Educational Resources Information Center
Kolkovich, Elizabeth Zeman
2009-01-01
This dissertation analyzes the understudied dramatic genre of Elizabethan progress entertainments, the political ideologies it conveys, and especially the female alliances it enacts. Aristocrats staged these outdoor, episodic pageants on their country estates during Elizabeth I's summer "progress" visits, 1575-1602. While previous scholars…
HIV-related risk among female migrants working in entertainment venues in China
Huang, Wen; Operario, Don; Dong, Yanyan; Zaller, Nickolas; Song, Dandan; He, Huan; Tao, Haidong; Xia, Junrui; Zhang, Hongbo
2013-01-01
China has experienced a surge in internal migration during the past decade and migrant populations have been identified as a high-risk group for HIV and other sexually transmitted infections (STIs). Young female migrants often find employment in entertainment venues (bars, karaoke parlors, massage parlors) located in metropolitan cities, and sex work transactions frequently occur in these venues. We examined factors associated with risk for HIV, other STIs, and reproductive health challenges in a cross-sectional study of 358 young female migrants, ages 18-29, working in entertainment venues in a rapidly growing urban city in China. Results indicate high levels of behavioral risk for HIV and other STIs, low rates of HIV testing, and high prevalence of problem drinking and mental health problems, including recent depression symptoms and suicidal ideation. Factors associated with increased STIs and genitourinary tract infections included commercial sex work, early sexual debut, abortion history, illicit drug use, and anxiety. Factors associated with increased HIV testing included employment in an affluent entertainment venue, education level, knowledge about where to obtain free HIV tests, condom use, and general HIV/AIDS knowledge. Findings of this study highlight the insufficient coverage of current public health services to female migrants working in entertainment venues, and call for more assertive prevention interventions to mitigate risk for sexual, reproductive, behavioral and mental health problems in this mobile population. PMID:23921562
HIV-related risk among female migrants working in entertainment venues in China.
Huang, Wen; Operario, Don; Dong, Yanyan; Zaller, Nickolas; Song, Dandan; He, Huan; Tao, Haidong; Xia, Junrui; Zhang, Hongbo
2014-06-01
China has experienced a surge in internal migration during the past decade, and migrant populations have been identified as a high-risk group for HIV and other sexually transmitted infections (STIs). Young female migrants often find employment in entertainment venues (bars, karaoke parlors, and massage parlors) located in metropolitan cities, and sex work transactions frequently occur in these venues. We examined factors associated with risk for HIV, other STIs, and reproductive health challenges in a cross-sectional study of 358 young female migrants, ages 18-29, working in entertainment venues in a rapidly growing urban city in China. Results indicate high levels of behavioral risk for HIV and other STIs, low rates of HIV testing, and high prevalence of problem drinking and mental health problems, including recent depression symptoms and suicidal ideation. Factors associated with increased STIs and genitourinary tract infections included commercial sex work, early sexual debut, abortion history, illicit drug use, and anxiety. Factors associated with increased HIV testing included employment in an affluent entertainment venue, education level, knowledge about where to obtain free HIV tests, condom use, and general HIV/AIDS knowledge. Findings of this study highlight the insufficient coverage of current public health services to female migrants working in entertainment venues and call for more assertive prevention interventions to mitigate risk for sexual, reproductive, behavioral, and mental health problems in this mobile population.
Knowledge of the Television Industry and Relevant First-Hand Experience.
ERIC Educational Resources Information Center
Phelps, Erin M.
Potential profits in terms of advertising supports and audience size are usually the determinants of what entertainment programs are broadcast on television. Interviews conducted with children, adolescents, and adults show that understanding of this economic basis for the selection process for entertainment programming increases with age. This…
ERIC Educational Resources Information Center
Royster, Sara
2013-01-01
Professional Santas entertain children and adults during the holiday season at all types of events. They work at shopping malls or stores; entertain crowds at parades and tree lightings; and make appearances at holiday parties, charity events, and people's homes. Most Santas work during the Christmas holiday season, which usually lasts from late…
Entertainers or Education Researchers? The Challenges Associated with Presenting While Black
ERIC Educational Resources Information Center
McGee, Ebony O.; Kazembe, Lasana
2016-01-01
How black faculty experience presenting their research in educational venues within the context of historical objectification of black people as sources of entertainment is an underexplored topic in higher education research. Presenting research has far-reaching implications for black academics' advancement, such as future employment and…
77 FR 58325 - Airworthiness Directives; The Boeing Company Airplanes
Federal Register 2010, 2011, 2012, 2013, 2014
2012-09-20
...,275 1,275 installation, and operational test hour = 1, 275. (one Group 2 Model 737 airplane). Wire... AD would require installing a new relay and doing certain wiring changes of the entertainment control... when the entertainment control switch is in the OFF position, which could cause an electrical shock...
Federal Register 2010, 2011, 2012, 2013, 2014
2012-05-15
... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of Request for Statements on the Public Interest AGENCY: U.S. International Trade Commission. ACTION: Notice. SUMMARY: Notice is hereby given that the...
Pedagogical Techniques Employed by the Television Show "MythBusters"
ERIC Educational Resources Information Center
Zavrel, Erik
2016-01-01
"MythBusters," the long-running though recently discontinued Discovery Channel science entertainment television program, has proven itself to be far more than just a highly rated show. While its focus is on entertainment, the show employs an array of pedagogical techniques to communicate scientific concepts to its audience. These…
36 CFR 905.735-202 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 36 Parks, Forests, and Public Property 3 2010-07-01 2010-07-01 false Gifts, entertainment, and... DEVELOPMENT CORPORATION STANDARDS OF CONDUCT Conduct and Responsibilities of Employees § 905.735-202 Gifts... restriction of paragraph (a) of that section are authorized. Employees may: (a) Accept gifts and other things...
Examining Participation of University Students in Recreational Entertainment Marketing Activities
ERIC Educational Resources Information Center
Pala, Adem
2016-01-01
The aim of this study was to examine participation of university students in recreational entertainment marketing activities. The survey population consisted of university student in Marmara University Province of Istanbul. The sample constituted a total of 272 students (150 male and 122 female), determined by circumstantial method. The survey…
[The scientific entertainer in primary health care].
Ortega-Calvo, Manuel; Santos, José Manuel; Lapetra, José
2012-09-01
The scientific method is capable of being applied in primary care. In this article we defend the role of the "scientific entertainer "as strategic and necessary in achieving this goal. The task has to include playful and light-hearted content. We explore some words in English that may help us to understand the concept of "scientific entertainer" from a semantic point of view (showman, master of ceremonies, entrepreneur, go-between) also in Spanish language (counsellor, mediator, methodologist) and finally in Latin and Greek (tripalium, negotium, chronos, kairos). We define the clinical, manager or research health-worker who is skilled in primary care as a "primarylogist". Copyright © 2011 Elsevier España, S.L. All rights reserved.
A Televised Entertainment-Education Drama to Promote Positive Discussion about Organ Donation
ERIC Educational Resources Information Center
Khalil, Georges E.; Rintamaki, Lance S.
2014-01-01
This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called "Three Rivers" and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants…
Teachers Should Not Only Inform but Also Entertain
ERIC Educational Resources Information Center
Kubli, Fritz
2007-01-01
Teaching is, in many respects, an art. Teachers must strike the right balance between sometimes opposite demands. On the one hand, they should lead students to scientific insights; and on the other hand, their teaching should be attractive. Teachers should not only inform, but also entertain. Experiments and stories can help them to combine these…
Strasburger, Victor C
2006-06-01
Media can be powerfully prosocial, educational, and entertaining. Negative effects do exist, however, and they have been well documented. Despite the power of the new multinational media conglomerates and the intransigence of the entertainment industry,practitioners can make a difference in the future.
The Radio Communication Project in Nepal: A Culture-Centered Approach to Participation
ERIC Educational Resources Information Center
Dutta, Mohan Jyoti; Basnyat, Iccha
2008-01-01
Considerable research has been conducted on the topic of entertainment-education (EE), the method of using entertainment platforms such as popular music, radio, and television programming to diffuse information, attitudes, and behaviors via role modeling. A significant portion of the recently published EE literature has used the case of the Radio…
Telling Stories: Past and Present Heroes
ERIC Educational Resources Information Center
Smith, Colin Bridges
2007-01-01
Among the Xhosa tribe in South Africa storytelling is a magnificent art. But these stories are more than mere entertainment. Xhosa scholar Harold Scheub says story-telling for the Xhosa people is "not only a primary means of entertainment and artistic expression in the society, it is also the major educational device." Beyond education,…
Implementation of Networking-by-Touch to Small Unit, Network-Enabled Operations
2010-09-01
Monitoring – Telemanipulation ............... 54 5. Entertainment and Educational Applications...................... 55 6. Tactile Displays Embedded...military situational awareness systems, text and graphics applications, medical applications, entertainment and educational applications...25] ) Electromechanical transducer Electromagnetic field sensors Computer driver 21 Now, consider another simple scenario: John loves music
Federal Register 2010, 2011, 2012, 2013, 2014
2012-01-27
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal Ice Blast, Inc., US Farms, Inc., US Microbics... concerning the securities of Tornado Gold International Corp. because it has not filed any periodic reports...
26 CFR 1.62-1T - Adjusted gross income (temporary).
Code of Federal Regulations, 2011 CFR
2011-04-01
..., cooperative bank or homestead association as a penalty for premature withdrawal of funds from a time savings... business expenses for meals and entertainment. If— (i) The facts and circumstances do not make clear— (A) That a reimbursement does not apply to business expenses for meals or entertainment, or (B) The amount...
Entertainment-Education: Where Has It Been? Where Is It Going? Draft.
ERIC Educational Resources Information Center
Singhal, Arvind; Brown, William J.
A study examined the promises and limitations of the entertainment-education strategy used in development communication and charted some future directions for this approach. The approach began in the 1970s with the recognition that mass media has its limitations in fostering national development; a more participatory development theory emerged…
ERIC Educational Resources Information Center
Prayaga, Lakshmi; Rasmussen, Karen L.
2008-01-01
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Audience Involvement with Entertainment-Education Programs: Explicating Processes and Outcomes
ERIC Educational Resources Information Center
Quintero Johnson, Jessie Marguerite
2011-01-01
One area of health promotion research rich with potential for both theoretical and empirical investigation is the "entertainment-education" (EE) strategy. Though a growing body of evidence points to the effectiveness of the EE strategy, further investigation is needed to explore the underlying cognitive and affective processes that make EE an…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-09-26
... Pharmaceutical Corp., BBV Vietnam SE.A. Acquisition Corp., Cash Technologies, Inc., Conspiracy Entertainment... that there is a lack of current and accurate information concerning the securities of Cash Technologies... concerning the securities of Conspiracy Entertainment Holdings, Inc. because it has not filed any periodic...
ERIC Educational Resources Information Center
Liming, Drew
2012-01-01
Rodeo clowns entertain crowds during and between rodeo events, such as bull riding and steer roping. While these events take place in the center of the arena, rodeo clowns walk along the outskirts and provide comic narrative. Between events, rodeo clowns take center stage and perform brief sketches to keep the crowd entertained. Rodeo clowns…
The Mass Media of Entertainment and Human Survival.
ERIC Educational Resources Information Center
Gorney, Roderic; Steele, Gary
Urgently needed for human survival is a means of influencing large numbers of people to put into rapid action measures which could neutralize such menances as pollution, overpopulation, and violence. Though the cumulative effect of the mass media is not fully established, media entertainment may be the most influential institution in our society.…
Innovations in Education and Entertainment Settings: A Quest for Convergence
ERIC Educational Resources Information Center
Fanning, Elizabeth; Bunch, John; Brighton, Catherine
2011-01-01
The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of…
78 FR 77708 - Notice of Continuation of Visitor Services
Federal Register 2010, 2011, 2012, 2013, 2014
2013-12-24
... been extended to the maximum allowable under 36 CFR 51.23. Under the provisions of current concession... Entertainment Recreation Area. Services, Inc. GLCA003-69 ARAMARK Sports and Glen Canyon National Entertainment Recreation Area. Services, Inc. GRCA003-97 D.N.C. Parks and Grand Canyon Resorts at Grand National Park...
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-25
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental Technologies, Inc., GTC Telecom Corp., ICF Corporation, and... concerning the securities of GTC Telecom Corp. because it has not filed any periodic reports since the period...
A Child's Right to Be Entertained
ERIC Educational Resources Information Center
Leidman, Mary Beth
2006-01-01
The purpose of this discussion is to explore the idea that children, like adults, have certain rights that include the basic right to be entertained. A hypothesis was developed supporting the idea that there exists affective value for a child if he or she has the opportunity to occasionally sit and watch media which contains no particular…
78 FR 4055 - Airworthiness Directives; The Boeing Company Airplanes
Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-18
...) Installation of New Relay and Wiring Bundle Change Within 24 months after the effective date of this AD: Change... requires installing a new relay and doing certain wiring changes of the entertainment control switch. We... proposed to require installing a new relay and doing certain wiring changes of the entertainment control...
Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation
ERIC Educational Resources Information Center
Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro
2014-01-01
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…
49 CFR 805.735-5 - Receipt of gifts, entertainment, and favors by Members or employees.
Code of Federal Regulations, 2010 CFR
2010-10-01
... motivating factors; (2) Acceptance of food and refreshments of nominal value on infrequent occasions in the... of loans from banks or other financial institutions on customary terms to finance proper and usual... transportation, and accept food, lodging, and entertainment incident thereto. (c) Members and employees shall not...
Entertainment Education and Social Change: Evaluating a Children's Soap Opera in Kenya
ERIC Educational Resources Information Center
de Block, Liesbeth
2012-01-01
This article discusses audience responses to a children's soap opera produced and broadcast in Kenya. It examines the evaluation process in relation to qualitative audience research within Cultural Studies. It challenges an Entertainment-Education model of media as vehicles for messages and links strongly with Communication for Social Change…
Hershey Helps Students Taste Their Future
ERIC Educational Resources Information Center
Foster, John; Gipe, Charlie; Friedrich, Alan; Prekopa, Stephanie
2011-01-01
It takes one sweet company to make an industry collaboration work! Hershey Entertainment and Resorts is that company! The company is best known for its resort and entertainment entities. As background, it is important to understand the philanthropic history of the company, Milton Hershey, and the town he built on chocolate. Milton Hershey left…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-02-10
... software to Anschutz Entertainment Group, Inc., to divest Paciolan, Inc. to Comcast-Spectacor, L.P. or... Justice, Antitrust Division, Antitrust Documents Group, 450 Fifth Street, NW., Suite 1010, Washington, DC... Justice, Hoover Office Building- Second Floor, 1305 East Walnut Street, Des Moines, IA 50319; State of...
Appreciation as Audience Response: Exploring Entertainment Gratifications beyond Hedonism
ERIC Educational Resources Information Center
Oliver, Mary Beth; Bartsch, Anne
2010-01-01
This article elaborates upon the notion of media enjoyment in the context of film viewing by proposing a complementary type of gratification that we conceptualize as appreciation. Three studies were conducted to tap into the multidimensionality of viewers' entertainment gratifications with a special focus on the domain of more serious, poignant,…
The Governmentality of Battlefield Space: Efficiency, Proficiency, and Masculine Performativity
ERIC Educational Resources Information Center
Kontour, Kyle
2012-01-01
With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective,…
Adolescent Weight Preoccupation: Influencing Factors and Entertainment Media Exposure
ERIC Educational Resources Information Center
Jacob, John; Yoo, Jeong-Ju
2010-01-01
This study examined how boys' and girls' weight preoccupation varied by grade level, parent-child relationships, self-classified weight, entertainment media exposure levels, and gender. Seventh-grade girls (n = 190) and boys (n = 132) and 10th-grade girls (n = 99) and boys (n = 67) participated. Girls were more likely to report weight…
Booker, Nancy Achieng'; Miller, Ann Neville; Ngure, Peter
2016-12-01
Extremely popular with Kenyan youth, the entertainment-education drama Shuga was designed with specific goals of promoting condom use, single versus multiple sexual partners, and destigmatization of HIV. Almost as soon as it aired, however, it generated controversy due to its extensive sexual themes and relatively explicit portrayal of sexual issues. To determine how safer sex, antistigma messages, and overall sexual content were integrated into Shuga, we conducted a content analysis. Results indicated that condom use and HIV destigmatization messages were frequently and clearly communicated. Negative consequences for risky sexual behavior were communicated over the course of the entire series. Messages about multiple concurrent partnerships were not evident. In addition, in terms of scenes per hour of programming, Shuga had 10.3 times the amount of sexual content overall, 8.2 times the amount of sexual talk, 17.8 times the amount of sexual behavior, and 9.4 times the amount of sexual intercourse as found in previous analysis of U.S. entertainment programming. Research is needed to determine how these factors may interact to influence adolescent viewers of entertainment education dramas.
Basch, Corey H.; Kecojevic, Aleksandar; Cadorett, Valerie; Basch, Charles E.
2017-01-01
Background: The purpose of this study was to describe advertisements of children’s entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = 166; 97.6%) were for products that depicted sedentary behavior. The most common types of entertainment products advertised were DVDs (n = 72), plastic stacking products (n = 18), books (n=14), and electronic devices (n = 13). The most popular theme that appeared in the advertisements was the entertainment product would enhance intelligence (n = 85; 50.3%, 95% CI: 0.43-0.58). The overwhelming majority (n = 136; 80.5%. 95% CI: 0.76-0.87) of the advertisements involved the presence of a character. Conclusion: This type of advertising does not contribute to the nation’s goals of increasing physical activity among youth. PMID:28058242
Morisky, Donald E.; Hernandez, Laufred I.; Strathdee, Steffanie A.
2014-01-01
This paper examined socio-structural factors of consistent condom use among female entertainment workers at high risk for acquiring HIV in Metro Manila, Quezon City, Philippines. Entertainers, aged 18 and over, from 25 establishments (spa/saunas, night clubs, karaoke bars), who traded sex during the previous 6 months, underwent cross-sectional surveys. The 143 entertainers (42% not always using condoms, 58% always using condoms) had median age (23), duration in sex work (7 months), education (9 years), and 29% were married/had live-in boyfriends. In a logistic multiple regression model, social-structural vs. individual factors were associated with inconsistent condom use: being forced/deceived into sex work, less manager contact, less STI/HIV prevention knowledge acquired from medical personnel/professionals, not following a co-workers’ condom use advice, and an interaction between establishment type and alcohol use with establishment guests. Interventions should consider the effects of physical (force/deception into work), social (peer, manager influence), and policy (STI/HIV prevention knowledge acquired from medical personnel/professionals) environments on consistent condom use. PMID:22223297
Urada, Lianne A; Morisky, Donald E; Hernandez, Laufred I; Strathdee, Steffanie A
2013-02-01
This paper examined socio-structural factors of consistent condom use among female entertainment workers at high risk for acquiring HIV in Metro Manila, Quezon City, Philippines. Entertainers, aged 18 and over, from 25 establishments (spa/saunas, night clubs, karaoke bars), who traded sex during the previous 6 months, underwent cross-sectional surveys. The 143 entertainers (42% not always using condoms, 58% always using condoms) had median age (23), duration in sex work (7 months), education (9 years), and 29% were married/had live-in boyfriends. In a logistic multiple regression model, social-structural vs. individual factors were associated with inconsistent condom use: being forced/deceived into sex work, less manager contact, less STI/HIV prevention knowledge acquired from medical personnel/professionals, not following a co-workers' condom use advice, and an interaction between establishment type and alcohol use with establishment guests. Interventions should consider the effects of physical (force/deception into work), social (peer, manager influence), and policy (STI/HIV prevention knowledge acquired from medical personnel/professionals) environments on consistent condom use.
A model for treating voice disorders in school-age children within a video gaming environment.
King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman
2012-09-01
Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.
On learning science and pseudoscience from prime-time television programming
NASA Astrophysics Data System (ADS)
Whittle, Christopher Henry
The purpose of the present dissertation is to determine whether the viewing of two particular prime-time television programs, ER and The X-Files, increases viewer knowledge of science and to identify factors that may influence learning from entertainment television programming. Viewer knowledge of scientific dialogue from two science-based prime-time television programs, ER, a serial drama in a hospital emergency room and The X-Files, a drama about two Federal Bureau of Investigation agents who pursue alleged extraterrestrial life and paranormal activity, is studied. Level of viewing, education level, science education level, experiential factors, level of parasocial interaction, and demographic characteristics are assessed as independent variables affecting learning from entertainment television viewing. The present research involved a nine-month long content analysis of target television program dialogue and data collection from an Internet-based survey questionnaire posted to target program-specific on-line "chat" groups. The present study demonstrated that entertainment television program viewers incidentally learn science from entertainment television program dialogue. The more they watch, the more they learn. Viewing a pseudoscientific fictional television program does necessarily influence viewer beliefs in pseudoscience. Higher levels of formal science study are reflected in more science learning and less learning of pseudoscience from entertainment television program viewing. Pseudoscience learning from entertainment television programming is significantly related to experience with paranormal phenomena, higher levels of viewer parasocial interaction, and specifically, higher levels of cognitive parasocial interaction. In summary, the greater a viewer's understanding of science the more they learn when they watch their favorite science-based prime-time television programs. Viewers of pseudoscience-based prime-time television programming with higher levels of paranormal experiences and parasocial interaction demonstrate cognitive interest in and learning of their favorite television program characters ideas and beliefs. What television viewers learn from television is related to what they bring to the viewing experience. Television viewers are always learning, even when their intentions are to simply relax and watch the tube.
ERIC Educational Resources Information Center
Borrayo, Evelinn A.; Rosales, Monica; Gonzalez, Patricia
2017-01-01
Background: The evidence is limited comparing the effects of entertainment-education (E-E) narrative versus nonnarrative interventions to educate and motivate Latinas to engage in mammography screening. Aims: This study compared an E-E narrative intervention to two nonnarrative interventions' effects among Latinas on breast cancer knowledge and…
ERIC Educational Resources Information Center
Tapia, John Edward
In 1874, Methodist minister John Vincent began a Sunday school retreat on the shores of Lake Chautauqua, New York, the mission of which was education. Initial offerings such as Bible reading, biblical geography, and public oration were supplemented with general education and entertainment activities. In the late 19th century, the Chautauqua…
ERIC Educational Resources Information Center
Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica
2016-01-01
Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…
A Survey of Immersive Technology For Maintenance Evaluations
1998-04-01
image display system. Based on original work performed at the German National Computer Science and Mathematics Research Institute (GMD), and further...simulations, architectural walk- throughs, medical simulations, general research , entertainment applications and location based entertainment use...simulations. This study was conducted as part of a logistics research and development program Design Evaluation for Personnel, Training, and Human Factors
Federal Register 2010, 2011, 2012, 2013, 2014
2012-11-26
... members. 4. The Tribe is the owner and operator of the Jackson Rancheria Casino & Hotel which includes an... at the Jackson Rancheria Casino & Hotel (including its outdoor entertainment area) for on-premises... Jackson Rancheria Casino & Hotel and its outdoor entertainment area. 2. The sale of alcohol at the Tribe's...
Evaluating English Language Teaching Software for Kids: Education or Entertainment or Both?
ERIC Educational Resources Information Center
Kazanci, Zekeriya; Okan, Zuhal
2009-01-01
The purpose of this study is to offer a critical consideration of instructional software designed particularly for children. Since the early 1990s computer applications integrating education with entertainment have been adopted on a large scale by both educators and parents. It is expected that through edutainment software the process of learning…
ERIC Educational Resources Information Center
van Leeuwen, Lonneke; Renes, Reint Jan; Leeuwis, Cees
2013-01-01
Alcohol use among adolescents is a concern in the Netherlands because of its high prevalence and risks. To discourage adolescents from drinking alcohol, a televised entertainment-education (E-E) intervention was developed. This study investigated responses of adolescents on perceived realism and enjoyment of the E-E intervention, as well as its…
ERIC Educational Resources Information Center
Newman, Richard E.; Miller, Michael T.
2011-01-01
Intercollegiate athletics play a major and highly visible role in both higher education and the broader world of sports entertainment. A significant component of the entertainment derived from college athletic contests is related to the atmosphere promoted, both formally and informally, amid and around athletic events. The current study was…
Federal Register 2010, 2011, 2012, 2013, 2014
2012-06-15
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] ROK Entertainment Group, Inc., RussOil Corp., Tricell, Inc., Tunex International, Inc. (n/k/a Aone Dental International Group, Inc.), and Wireless Age... there is a lack of current and accurate information concerning the securities of Wireless Age...
USDA-ARS?s Scientific Manuscript database
Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...
The Language of Entertainment News Is a Serious Business
ERIC Educational Resources Information Center
Marjanovic, Tatjana
2013-01-01
An essentially qualitative structural and semantic analysis is performed on the text of an "American Idol" coverage posted on yahoo.com January 24, 2013, constituting a micro-corpus of 2,739 words. Since such stories feature entertainment laced with a shot of drama and scandal, most of us share similar expectations as to what packaging…
A development of intelligent entertainment robot for home life
NASA Astrophysics Data System (ADS)
Kim, Cheoltaek; Lee, Ju-Jang
2005-12-01
The purpose of this paper was to present the study and design idea for entertainment robot with educational purpose (IRFEE). The robot has been designed for home life considering dependability and interaction. The developed robot has three objectives - 1. Develop autonomous robot, 2. Design robot considering mobility and robustness, 3. Develop robot interface and software considering entertainment and education functionalities. The autonomous navigation was implemented by active vision based SLAM and modified EPF algorithm. The two differential wheels, the pan-tilt were designed mobility and robustness and the exterior was designed considering esthetic element and minimizing interference. The speech and tracking algorithm provided the good interface with human. The image transfer and Internet site connection is needed for service of remote connection and educational purpose.
Remote memory as a function of age and sex.
Storandt, M; Grant, E A; Gordon, B C
1978-10-01
Memory for events which occurred between 1910 and 1969 was examined in individuals ranging in age from 20 to 80 years. Two types of events were included: Those which represented happenings of historical significance and those which dealt with the entertainment world of the past. Men were found to recall historical items significantly better than women, while entertainment items were equally well recalled by the two sexes. Age of peak memory for past events from the entertainment world increased with the age of the item; individuals seemed to remember best those events which occurred in their youth or young adulthood. This pattern was not replicated with respect to the historical current events items; however, these items may be a biased test of remote memory in women.
Menéndez, Patricia; Kypri, Kypros; Weatherburn, Don
2017-02-01
To determine whether restrictions on the availability of alcohol in two inner-city entertainment areas in Sydney, Australia (1) reduced the incidence of assault in those areas, (2) increased the incidence of assault in nearby areas (where the restrictions did not apply), (3) resulted in a net reduction in overall levels of assault (4) and/or whether the reductions in assault were most pronounced during the daily time-periods when liquor trading restrictions were in operation. Structural time-series modelling was used to estimate and compare trends in assault in areas/times affected by the new restrictions on alcohol availability with trends in assault in areas unaffected by the new restrictions. Sydney, Australia. The primary outcome measure was the police-recorded monthly incidence of non-domestic assault in the 78 months between January 2009 and June 2015. Following the reforms, we found reductions in assaults of 45% [beta = -0.599, 95% confidence interval (CI) = -1.107, -0.091] and 22% (beta =0.260, 95% CI = -0.397, -0.123), respectively, in the Kings Cross and Sydney CBD Entertainment Precincts. In the Kings Cross Entertainment Precinct, reductions in assault were observed in all three daily time-periods. In the Sydney CBD Entertainment Precinct reductions in assault were observed only in the second and third daily time-periods. Assaults did not increase in entertainment areas adjacent to or within easy reach of the target areas. Restrictions on the availability of alcohol appear to reduce the incidence of assault. © 2016 Society for the Study of Addiction.
ERIC Educational Resources Information Center
Houghton, Frank; Toms, Jeremy; Meratnia, Ghazal; Loney, Krista; Hopkins, Edward; Del Monte, Katie
2017-01-01
Entertainment-education has proved to be an engaging medium through which to explore health and social issues in populations. Given the popularity of the zombie theme in popular culture it is no surprise therefore that the Centers for Disease Control and Prevention adopted this theme in an effort to engage youth and young adults in emergency…
Two Mirrors: Infinite Images of DiCaprio
ERIC Educational Resources Information Center
Fadeev, Pavel
2015-01-01
Movies are mostly viewed for entertainment. Mixing entertainment and physics gets students excited as we look at a famous movie scene from a different point of view. The following is a link to a fragment from the 2010 motion picture "Inception": http://www.youtube.com/watch?v=q3tBBhYJeAw. The following problem, based on images in facing…
A Review of Research Bearing on the Impact of Television and Motion Pictures on Children and Adults.
ERIC Educational Resources Information Center
Loye, David
Research literature relating to the power of dramatic television or movie entertainment for value, attitude, and behavior change is reviewed. Section 1 of this paper covers the research literature bearing on the effects of mass entertainment on adults, adolescents, and children. Section 2 briefly describes the research needs to be addressed by the…
ERIC Educational Resources Information Center
Yang, Xiushi; Xia, Guomei
2006-01-01
We proposed to integrate cognitive and social factors in the study of unprotected commercial sex. Data from 159 female entertainment workers from 15 establishments in Shanghai who reported commercial sex in the month prior to interview were used to test the approach. Two-sample t tests and multivariate logistic regression were conducted to examine…
Engaging College Student Interest through a "Novel": The Dancer's Gift as a Review of Core Concepts
ERIC Educational Resources Information Center
Lieberman, Michelle; Knox, David; Zusman, Marty
2004-01-01
College students today show a preference to be entertained as well as informed. While the debate on whether academia "should" be entertaining continues, this study sought data from one-hundred and fifty-six undergraduates enrolled in four Courtship and Marriage courses at East Carolina University who completed a 24 item questionnaire on their…
Mantell, Joanne E; LeVasseur, Michael T; Sun, Xiaoming; Zhou, Jiangfang; Mao, Jingshu; Peng, Yanhui; Zhou, Feng; DiCarlo, Abby L; Kelvin, Elizabeth A
2015-01-01
China's rapid economic growth over the last three decades has led to increased population wealth and the proliferation of entertainment centres where people can conduct business, relax and meet new people. Little is known about the sexual risk behaviours of employees at high-tier entertainment centres. This paper addresses this gap in knowledge by comparing HIV risk perception and sexual and reproductive health behaviours among female and male employees at three high-tier entertainment centres in two cities in China, comparing those who report a history of transactional sex to those who do not. In both cities, participants who reported a history of transactional sex were more likely than those without a history of transactional sex to report multiple sexual partnerships, more lifetime sexual partners, a history of sexually transmitted infections (STIs), having anal sex and/or recent abortions, and were more likely to perceive themselves to be at risk for STIs/HIV. However, risk behaviour was also high among those with no history of transactional sex. These findings highlight the need for targeted sexual and reproductive health initiatives for employees in these work settings.
Mantell, Joanne E.; LeVasseur, Michael T.; Sun, Xiaoming; Zhou, Jiangfang; Mao, Jingshu; Peng, Yanhui; Zhou, Feng; DiCarlo, Abby L.; Kelvin, Elizabeth A.
2015-01-01
China’s rapid economic growth over the last three decades has led to increased population wealth and the proliferation of entertainment centres where people can conduct business, relax and meet new people. Little is known about the sexual risk behaviours of employees at high-tier entertainment centres. This paper addresses this gap in knowledge by comparing HIV risk perception and sexual and reproductive health behaviours among female and male employees at three high-tier entertainment centres in two cities in China, comparing those who report a history of transactional sex to those who do not. In both cities, participants who reported a history of transactional sex were more likely than those without a history of transactional sex to report multiple sexual partnerships, more lifetime sexual partners, a history of STIs, having anal sex and/or recent abortions, and were more likely to perceive themselves to be at risk for STIs/HIV. However, risk behaviour was also high among those with no history of transactional sex. These findings highlight the need for targeted sexual and reproductive health initiatives for employees in these work settings. PMID:26274897
Communication choices of the uninsured: implications for health marketing.
Dutta, Mohan Jyoti; King, Andy J
2008-01-01
According to published scholarship on health services usage, an increasing number of Americans do not have health insurance coverage. The strong relationship between insurance coverage and health services utilization highlights the importance of reaching out to the uninsured via prevention campaigns and communication messages. This article examines the communication choices of the uninsured, documenting that the uninsured are more likely to consume entertainment-based television and are less likely to read, watch, and listen to information-based media. It further documents the positive relationship between interpersonal communication, community participation, and health insurance coverage. The entertainment-heavy media consumption patterns of the uninsured suggests the relevance of developing health marketing strategies that consider entertainment programming as an avenue for reaching out to this underserved segment of the population.
Charity gets children well-connected.
2008-06-01
A growing number of young patients at Sheffield Children's Hospital will soon be able to keep up with schoolwork, access TV and other entertainment services, and telephone friends and family, all at no cost, following the installation of a sophisticated bedside patient entertainment/computing system supplied by Wandsworth Group. In a believed UK first, the equipment is being entirely funded by the hospital's charity. Health Estate Journal reports.
JPRS Report, Science & Technology. Europe: Economic Competitiveness
1992-12-11
German TV Factory Improves Local Suppliers’ Prospects [Bonn DIE WELT, 16 Oct 92] 57 Sony To Introduce Mobile Phone for UK Consumer [Chichester...laying claim to the title of technopolis. But it has all the makings of one: a science entertain - ment park, a concentration of audiovisual...data processing and telecommu- nication equipment, entertainment electronics), they are also used indirectly—through their use in measuring and
ERIC Educational Resources Information Center
Cirigliano, Matthew M.
2012-01-01
Educators have successfully used various forms of entertainment media to inform the public about a wide range of subjects. Some of these methods have been implemented as learning tools for use in an academic setting. This study explores the attitudes of a student population using print education-entertainment as a supplement to classroom learning.…
ERIC Educational Resources Information Center
Smith, Anita P.; And Others
In a project designed to train customer service personnel in improved methods of assisting the physically disabled, audio-visual training materials were developed and presented during 2-week courses involving 1,058 employees at transportation, hotel/restaurant, and entertainment centers in 25 cities. The participants judged the training program…
ERIC Educational Resources Information Center
Severe, Sal
This book was written for parents or anyone who works with children and families. The entertaining stories and practical ideas were gathered from the author's 20 years' experience working as a school psychologist and teaching parenting classes to over 14,000 parents. The examples put parents at ease and empower them with specific, positive…
ERIC Educational Resources Information Center
Association for Education in Journalism and Mass Communication.
The Entertainment Studies section of the proceedings contains the following 6 selected papers: "Mass Media Use and Teen Sexuality: Findings from the National Longitudinal Study of Adolescent Health" (Myra Gregory Knight); "Focus Group Analysis: Can It Help Explain Present Audience Discontent with Broadcast Network Television?"…
ERIC Educational Resources Information Center
Zugazaga, Carole B.; Surette, Raymond B.; Mendez, Monica; Otto, Charles W.
2006-01-01
This exploratory study describes social workers' perceptions of the depiction of the social work profession found in the news and entertainment media. A random sample of 665 MSW social workers who were members of the Florida Chapter of the National Association of Social Workers were surveyed regarding how they felt the profession was depicted in…
ERIC Educational Resources Information Center
Walt Disney Productions, Anaheim, CA.
The intention of a project was (1) to encourage college and university deans and heads of performing arts departments to hold an Arts and Entertainment Career Seminar on their own compus for faculty and performing arts majors and (2) to provide these institutions with written and visual materials for such a seminar. Two conferences were held, one…
ERIC Educational Resources Information Center
Tisdell, Elizabeth; Thompson, Patricia
2007-01-01
Entertainment media is a part of everyday life for most adults, including adult educators. This paper reports on a mixed method study, informed by social constructivism and critical media literacy, exploring US adult educators' consumption of entertainment media, how it affects their thinking about group identities, and how they draw on it in…
Chen, Yiyun; Latkin, Carl; Celentano, David D; Yang, Xiushi; Li, Xiaoming; Xia, Guomei; Miao, Jia; Surkan, Pamela J
2012-10-01
Diffusion of innovation (DOI) is widely cited in the HIV behavior change literature; however there is a dearth of research on the application of DOI in interventions for sex workers. Following a randomized-controlled trial of HIV risk reduction among female entertainment workers (FEWs) in Shanghai, China, we used qualitative approaches to delineate potential interpersonal communication networks and contributing factors that promote diffusion of information in entertainment venues. Results showed that top-down communication networks from the venue owners to the FEWs were efficient for diffusion of information. Mammies/madams, who act as intermediaries between FEWs and clients form an essential part of FEWs' social networks but do not function as information disseminators due to a conflict of interest between safer sex and maximizing profits. Diffusion of information in large venues tended to rely more on aspects of the physical environment to create intimacy and on pressure from managers to stimulate communication. In small venues, communication and conversations occurred more spontaneously among FEWs. Information about safer sex appeared to be more easily disseminated when the message and the approach used to convey information could be tailored to people working at different levels in the venues. Results suggest that safer sex messages should be provided consistently following an intervention to further promote intervention diffusion, and health-related employer liability systems in entertainment venues should be established, in which employers are responsible for the health of their employees. Our study suggests that existing personal networks can be used to disseminate information in entertainment venues and one should be mindful about the context-specific interactions between FEWs and others in their social networks to better achieve diffusion of interventions.
Curtis, Ashlee; Coomber, Kerri; Hyder, Shannon; Droste, Nic; Pennay, Amy; Jenkinson, Rebecca; Mayshak, Richelle; Miller, Peter G
2016-10-01
Drink driving is a significant public health concern, and contributes to many road fatalities worldwide. The current study is the first to examine the prevalence and correlates of drink driving behavior in a sample of night-time entertainment precinct attendees in Australia. Interviews were conducted with 4214 night-time entertainment precinct attendees in two metropolitan and three regional cities in Australia. Seven correlates of self-reported drink driving were examined: gender, age, occupation, blood alcohol concentration (BAC), alcohol consumed prior to attending a licensed venue, energy drink consumption, and other drug consumption. Fourteen percent of night-time entertainment precinct attendees reported drink driving in the past three months. Bivariate logistic regression models indicated that males were significantly more likely than females to report drink driving in the past three months. Blue-collar workers and sales/clerical/administrative workers were significantly more likely to report drink driving behavior in the past three months than white-collar workers. The likelihood of reporting drink driving during the three months prior to interview significantly increased as BAC on the current night out increased, and when patrons reported engaging in pre-drinking or other drug use. The multivariate model presented a similar pattern of results, however BAC and pre-drinking on the night of the interview were no longer independent significant predictors. Males, blue collar/sales/clerical/administrative workers, and illicit drug consumers were more likely to report engaging in drink driving behavior than their counterparts. Interventions should focus on addressing the considerable proportion night-time entertainment precinct attendees who report engaging in drink driving behavior. Copyright © 2016 Elsevier Ltd. All rights reserved.
Green, Melanie C; Clark, Jenna L
2013-03-01
A growing body of research suggests that smoking portrayals in movies influence adolescent tobacco use. However, the mechanism for this influence remains unclear. The aim of this paper is to provide an overview of research on narrative transportation theory, particularly as applied to movies and smoking. We propose that this theory can provide a valuable framework for guiding research on the role of entertainment media in smoking and other addictive behaviors. We review empirical work on transportation theory and highlight the psychological mechanisms underlying transportation effects. 'Transportation into narrative worlds' refers to cognitive, emotional and imagery engagement into a narrative (including movies and entertainment media). We link this work with research on the effects of movie smoking. Research suggests that individuals who are more highly transported into narratives show greater attitude, belief and behavior change. Transportation effects work through reducing counterarguing, creating connections (identification and liking) with characters and increasing perceptions of realism and emotional involvement. We propose several future directions and research challenges for applying a transportation framework to the issue of entertainment media effects on smoking and tobacco disparities. Understanding factors contributing to transportation may provide a more nuanced view of who will be affected by movie smoking, and understanding the psychological processes underlying narrative persuasion may guide intervention efforts. Narrative transportation theory suggests that individuals' cognitive, emotional and imagery immersion in a narrative is a key mechanism of attitude, belief and behavior change. This theory provides a potentially generative and psychologically grounded framework for increasing knowledge about the boundary conditions and processes underlying the effects of entertainment media on tobacco use. © 2012 The Authors, Addiction © 2012 Society for the Study of Addiction.
Lessons we most enjoy learning.
Coleman, P L
1993-03-01
In the mid-1970s, the Philippine Commission on Population (POPCOM) began to use entertainment programs for reaching people with messages on population and development issues. 2 major motion pictures contained family planning (FP) messages. Radio dramas, print media, and theater also were used to convey FP messages. The early experiments were continued in the late 1980s through the work of the Philippine Center for Population and Development (PCPD). PCPD, with the assistance of the Johns Hopkins University/Population Communication Services (JHU/PCS) project, embarked on a program which used popular music to encourage young people to become sexually responsible adults. In 1990, the Philippine Non-Governmental Organization Council (PNGOC), the Department of Health (DOH) and JHU/PCS began an effort funded by USAID to form a coalition with the entertainment community for social development causes. DOH, JHU/PCS, and USAID wanted to promote FP and health through the Enter-Educate concept. PNGOC and JHU/PCS contacted over 20 entertainment organizations and held more than 75 conferences, work shops, and meetings which attended by more than 300 people. The movement of Entertainment for Social Change was launched in October 1991 with the creation of the Enter-Educate Foundation, Inc. (EEF). The aims of EEF include rewards, professional approach, and establishment of a network of dedicated entertainment and social development professionals. In 1993, a television comedy series will focus on FP as well as on maternal and child health. Further plans at the local level include: tree planting; discussions on migration; talks about FP; meetings on community population and environment activities; and networking of organizations involved with youth, the environment, and population. JHU/PCS provides technical assistance for the production, monitoring, and evaluation of the project. With these efforts, the EEF is attempting to focus on the country's biggest problems: population and the environment.
Latkin, Carl; Celentano, David D.; Yang, Xiushi; Li, Xiaoming; Xia, Guomei; Miao, Jia; Surkan, Pamela J.
2013-01-01
Diffusion of innovation (DOI) is widely cited in the HIV behavior change literature; however there is a dearth of research on the application of DOI in interventions for sex workers. Following a randomized-controlled trial of HIV risk reduction among female entertainment workers (FEWs) in Shanghai, China, we used qualitative approaches to delineate potential interpersonal communication networks and contributing factors that promote diffusion of information in entertainment venues. Results showed that top-down communication networks from the venue owners to the FEWs were efficient for diffusion of information. Mammies/madams, who act as intermediaries between FEWs and clients form an essential part of FEWs’ social networks but do not function as information disseminators due to a conflict of interest between safer sex and maximizing profits. Diffusion of information in large venues tended to rely more on aspects of the physical environment to create intimacy and on pressure from managers to stimulate communication. In small venues, communication and conversations occurred more spontaneously among FEWs. Information about safer sex appeared to be more easily disseminated when the message and the approach used to convey information could be tailored to people working at different levels in the venues. Results suggest that safer sex messages should be provided consistently following an intervention to further promote intervention diffusion, and health-related employer liability systems in entertainment venues should be established, in which employers are responsible for the health of their employees. Our study suggests that existing personal networks can be used to disseminate information in entertainment venues and one should be mindful about the context-specific interactions between FEWs and others in their social networks to better achieve diffusion of interventions. PMID:22638867
How the tobacco industry built its relationship with Hollywood
Mekemson, C; Glantz, S
2002-01-01
Methods: Review of previously secret tobacco industry documents available on the internet. Results: Both the entertainment and tobacco industries recognised the high value of promotion of tobacco through entertainment media. The 1980s saw undertakings by four tobacco companies, Philip Morris, RJ Reynolds (RJR), American Tobacco Company, and Brown and Williamson to place their products in movies. RJR and Philip Morris also worked to place products on television at the beginning of the decade. Each company hired aggressive product placement firms to represent its interests in Hollywood. These firms placed products and tobacco signage in positive situations that would encourage viewers to use tobacco and kept brands from being used in negative situations. At least one of the companies, RJR, undertook an extensive campaign to hook Hollywood on tobacco by providing free cigarettes to actors on a monthly basis. Efforts were also made to place favourable articles relating to product use by actors in national print media and to encourage professional photographers to take pictures of actors smoking specific brands. The cigar industry started developing connections with the entertainment industry beginning in the 1980s and paid product placements were made in both movies and on television. This effort did not always require money payments from the tobacco industry to the entertainment industry, suggesting that simply looking for cash payoffs may miss other important ties between the tobacco and entertainment industries. Conclusions: The tobacco industry understood the value of placing and encouraging tobacco use in films, and how to do it. While the industry claims to have ended this practice, smoking in motion pictures increased throughout the 1990s and remains a public health problem. PMID:11893818
Androids: application of EAP as artificial muscles to entertainment industry
NASA Technical Reports Server (NTRS)
Hanson, D.; Pioggia, G.; Bar-Cohen, Yoseph; de Rossi, D.
2001-01-01
The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.
Development of Virtual Auditory Interfaces
2001-03-01
reference to compare the sound in the VE with the real 4. Lessons from the Entertainment Industry world experience. The entertainment industry has...systems are currently being evaluated. even though we have the technology to create astounding The first system uses a portable Sony TCD-D8 DAT audio...data set created a system called "Fantasound" which wrapped the including sound recordings and sound measurements musical compositions and sound
Male entertainment award winners are older than female winners.
Gilberg, M; Hines, T
2000-02-01
It has been said that in the entertainment industry after a certain age women have a harder time being as successful as men. Four analyses of the ages of male and female Oscar winners, Oscar nominees, Emmy winners, and Grammy winners over the past 25 years showed that in all four groups women were, on the average, younger than the men. Two interpretations of these differences are delineated.
Re-Purposing Commercial Entertainment Software for Military Use
2000-09-01
and simulation needs of the military can be awkward or impossible. Video games are designed to be both technologically advanced and flexible in design...We evaluated current games and modified Quake 3 Arena(Q3A) to serve as both an architectural walkthrough and a primitive team trainer. To accomplish...weapons models and characteristics, and overall game play. By re-purposing commercial entertainment software, we have produced a viable military virtual
Collaborative learning model inquiring based on digital game
NASA Astrophysics Data System (ADS)
Yuan, Jiugen; Xing, Ruonan
2012-04-01
With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.
ERIC Educational Resources Information Center
2003
The Entertainment Studies Interest Group of the proceedings contains the following 9 papers: "Beyond Modern Racism: Backlash and Brutality on 'The Shield'" (John D. Richardson); "Big Brother and the T-Group: How We Might Learn from Reality Television" (Rod Allen and Nod Miller); "Hegemony and Counterhegemony in Bravo's…
ERIC Educational Resources Information Center
Federal Trade Commission, Washington, DC.
In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…
Hollywood on tobacco: how the entertainment industry understands tobacco portrayal.
Shields, D L; Carol, J; Balbach, E D; McGee, S
1999-01-01
To determine how people in the California-based entertainment industry think about the portrayal of tobacco use in movies and on television. Specifically, to explore who decides when to include tobacco in a project; how that decision is made; what issues are considered; what messages are intended; whether and how the issue of second-hand smoke is considered; and what advocacy methods might be useful in influencing future decisions about tobacco portrayal. Qualitative in-depth interviews of entertainment industry personnel,with a semi-structured interview protocol to guide the interview. 54 subjects drawn from a convenience sample of writers, actors, directors, producers, studio executives, and others involved in the film industry. Hollywood is heterogeneous with varying perspectives on rates of tobacco use portrayal; intentionality of the decision to use and the necessity to portray tobacco use; and its degree of acceptance of responsibility for influencing societal smoking. Tobacco depiction may originate with the writer, actor, or director and is included most frequently to elucidate character or portray reality. On-camera smoking is influenced by actors' off-camera tobacco use. The research presented can help advocates better understand the norms and values of those working within the entertainment industry and thereby assist them in creating more effective change strategies.
Jibaja-Weiss, Maria L; Volk, Robert J; Granchi, Thomas S; Neff, Nancy E; Robinson, Emily K; Spann, Stephen J; Aoki, Noriaki; Friedman, Lois C; Beck, J Robert
2011-07-01
To evaluate an entertainment-based patient decision aid for early stage breast cancer surgery in low health literacy patients. Newly diagnosed female patients with early stage breast cancer from two public hospitals were randomized to receive an entertainment-based decision aid for breast cancer treatment along with usual care (intervention arm) or to receive usual care only (control arm). Pre-decision (baseline), pre-surgery, and 1-year follow-up assessments were conducted. Patients assigned to the intervention arm of the study were more likely than the controls to choose mastectomy rather than breast-conserving surgery; however, they appeared better informed and clearer about their surgical options than women assigned to the control group. No differences in satisfaction with the surgical decision or the decision-making process were observed between the patients who viewed the intervention and those assigned to the control group. Entertainment education may be a desirable strategy for informing lower health literate women about breast cancer surgery options. Incorporating patient decision aids, particularly computer-based decision aids, into standard clinical practice remains a challenge; however, patients may be directed to view programs at home or at public locations (e.g., libraries, community centers). Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.
2004-06-01
far the largest and covers almost the entire nation. Its programming includes news, educational, and entertainment shows; however, it mimics the print...Kim Chong-il, Head, Cadres of 5th Section (Female Entertainers ) Yi Myong-che Secretary to Kim Chong-il. Provides policy recommendations and oversees...for his table to Japanese jet skis and Sony home electronics.9 Likewise, the account of Yi Nam-oak (Li Nam-ok), who grew up as a companion to Kim’s
ERIC Educational Resources Information Center
Heintz-Knowles, Katharine; Li-Vollmer, Meredith; Chen, Perry; Harris, Tarana; Haufler, Adrienne; Lapp, Joan; Miller, Patti
Boys are especially active users of media, and researchers have suggested that the cumulative impact of media, such as television, movies, and music videos, may make them some of the most influential forces in boys' lives. This report presents the findings of a national poll of 1,200 young people (ages 10 to 17) and focus groups in which boys…
2010-06-01
Business, Sports , Entertainment and Video News. http://edition.cnn.com/2010/ US /08/27/debt.security.mullen/index.html (accessed March 23, 2011). 70...sole-purpose policy would also vastly enhance US nonproliferation efforts. This policy would increase US legitimacy as the leader of the...March 29, 2011). 93 "Iran Ridicules Obama Nuclear Policy - USATODAY.com." News, Travel, Weather, Entertainment , Sports , Technology, U.S. & World
Two Mirrors: Infinite Images of DiCaprio
NASA Astrophysics Data System (ADS)
Fadeev, Pavel
2015-11-01
Movies are mostly viewed for entertainment. Mixing entertainment and physics gets students excited as we look at a famous movie scene from a different point of view. The following is a link to a fragment from the 2010 motion picture "Inception": http://www.youtube.com/watch?v=q3tBBhYJeAw. The following problem, based on images in facing mirrors from that movie, was given to high school students studying geometric objects.
Buday, Richard; Baranowski, Tom; Thompson, Debbe
2012-08-01
Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. "How can serious videogames attract and maintain players," the argument goes, "if they aren't as much fun as commercial titles, or even any fun at all?" This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected.
Yang, Xiushi; Xia, Guomei; Li, Xiaoming; Latkin, Carl; Celentano, David
2010-01-01
Female entertainment workers in China are at increased sexual risk of HIV, but causes of their unprotected sex remain poorly understood. We develop a model that integrates information-motivation-behavioral skills (IMB) with social influences and test the model in a venue-based sample of 732 female entertainment workers in Shanghai. Most IMB and social influence measures are statistically significant in bivariate relationships to condom use; only HIV prevention motivation and behavioral self-efficacy remain significant in the multiple regressions. Self-efficacy in condom use is the most proximate correlate, mediating the relationship between information and motivation and condom use. Both peer and venue supports are important, but their influences over condom use are indirect and mediated through prevention motivation and/or self-efficacy. Behavioral intervention is urgently needed and should take a multi-level approach, emphasizing behavioral skills training and promoting a supportive social/working environment. PMID:20166789
Wang, Hua; Calabro, Karen Sue; Mitra, Natasha; Shegog, Ross
2017-01-01
Background Web-based programs for smoking prevention are being increasingly used with some success among adolescents. However, little is known about the mechanisms that link the experience of such programs to intended nicotine or tobacco control outcomes. Objective Based on the experiential learning theory and extended elaboration likelihood model, this study aimed to evaluate the impact of a Web-based intervention, A Smoking Prevention Interactive Experience (ASPIRE), on adolescents’ intention to smoke, while considering the experience of interactivity and entertainment as predictors of reduced intention to smoke, under a transitional user experience model. Methods A total of 101 adolescents were recruited from after-school programs, provided consent, screened, and randomized in a single-blinded format to 1 of 2 conditions: the full ASPIRE program as the experimental condition (n=50) or an online , text-based version of ASPIRE as the control condition (n=51). Data were collected at baseline and immediate follow-up. Repeated-measures mixed-effects models and path analyses were conducted. Results A total of 82 participants completed the study and were included in the analysis. Participants in the experimental condition were more likely to show a decrease in their intention to smoke than those in the control condition (beta=−0.18, P=.008). Perceived interactivity (beta=−0.27, P=.004) and entertainment (beta=−0.20, P=.04) were each associated with a decrease in intention to smoke independently. Results of path analyses indicated that perceived interactivity and perceived entertainment mediated the relationship between ASPIRE use and emotional involvement. Furthermore, perceived presence mediated the relationship between perceived interactivity and emotional involvement. There was a direct relationship between perceived entertainment and emotional involvement. Emotional involvement predicted a decrease in intention to smoke (beta=−0.16, P=.04). Conclusions Adolescents’ experience of interactivity and entertainment contributed to the expected outcome of lower intention to smoke. Also, emphasis needs to be placed on the emotional experience during Web-based interventions in order to maximize reductions in smoking intentions. Going beyond mere evaluation of the effectiveness of a Web-based smoking prevention program, this study contributes to the understanding of adolescents’ psychological experience and its effect on their intention to smoke. With the results of this study, researchers can work to (1) enhance the experience of interactivity and entertainment and (2) amplify concepts of media effects (eg, presence and emotional involvement) in order to better reach health behavior outcomes. Trial Registration Clinicaltrials.gov NCT02469779; https://clinicaltrials.gov/ct2/show/NCT02469779 (Archived by WebCite at http://www.webcitation.org/6nxyZVOf0) PMID:28209560
NASA Astrophysics Data System (ADS)
Shome, D.
2010-12-01
Mainstream entertainment’s influence on our cognition, emotions, and behavior is often profound. Mass media permeates both the public and private spheres of society, saturating communities with messages from a diverse range of sources. While advertisers regularly take advantage of the extensive reach and influence of the media, social scientists, policy makers, and nonprofits have seen little success in incorporating social and environmental messaging into entertainment. Harmony Institute’s goal is to harness the power of mainstream media to provide US audiences with entertainment that educates on social and environmental issues and increases both individual and community action. The entertainment the Institute helps to produce connects with viewers on both a cognitive and emotional level. The Institute uses innovative methods across disciplines in order to measure entertainment’s impact and influence. Since its founding two years ago, the Institute has worked on a wide range of projects that have helped to establish its methodology for measured impact that applies behavioral science theory and entertainment to social and environmental issues. Projects spanning media platforms and social/environmental issues have included a web serial drama incorporating issues of water conservation and ocean stewardship into the narrative and a fotonovela for Hispanic youth in Houston focused on local environmental issues. In summer 2010, the Harmony Institute released FTW! Net Neutrality For The Win: How Entertainment and the Science of Influence Can Save Your Internet, an issue-specific communications guide about open Internet access that explains how to craft a communications strategy that connects with audiences using behavioral science research findings. In 2010-2011, the Institute will focus on measuring the impact and influence that media can have on social and environmental issues. The Institute has developed a comprehensive media evaluation methodology that employs three broad categories (comprehension, attitude, response) for evaluation. This framework accommodates evaluation standards developed across the academic, policy, nonprofit, and commercial worlds and offers a framework for assessing the outcomes and impact of media. I will discuss why narrative and storytelling are the missing links to impactful messaging, why impact evaluation is vital, and how the Harmony Institute’s unique methodology incorporates social and environmental messaging into narrative using behavioral science theory.
Worldwide Report, Telecommunications Policy, Research and Development.
1984-02-29
Those who could get Bop-TV liked its pro- grammes, which are far more entertaining generally than those on SABC-TV. The SABC had a worthy rival, even...Latin America: twice a day an exchange of news takes place, music competitions, sports matches and so forth are broadcast. Since 1977, a 1-hour... entertainment and information program entitled 藼 Million" (such was the size of the Spanish-speaking population of the world during those years) has
2011-02-01
run a Microsoft OS. Apple iTunes Online sales and distribution of streaming and stored entertain- ment content www.itunes.com Apple provides the...Apple iTunes Online sales and distribu- tion of streaming and stored entertainment con- tent PodCast Creator Podcast Creator provides integrated...Commercial examples of software system COEs include Cisco WebEx, Microsoft NetMeet- CMU/SEI-2010-SR-025 | 16 ing, and Apple iTunes . Example Problem Space
2013-09-01
DATES COVERED (From - To) 1 Sep 2013–30 Sep 2013 4 . TITLE AND SUBTITLE Detecting Key Inter-Joint Distances and Anthropometry Effects for Static Gesture...13. SUPPLEMENTARY NOTES “Nintendo Wii” is a registered trademark of Nintendo Company, Ltd. “ PlayStation ” is a registered trademark of Sony...Computer Entertainment; PlayStation “Move” ® (Sony Computer Entertainment). “Kinect” is a registered trademark of Microsoft Corporation. Merriam-Webster
2011-08-13
CAPE CANAVERAL, Fla. – The Panama band entertains thousands of space shuttle workers and their families at the “We Made History! Shuttle Program Celebration,” Aug. 13, at the Kennedy Space Center Visitor Complex, Fla. The event was held to honor current and former workers’ dedication to NASA’s Space Shuttle Program and to celebrate 30 years of space shuttle achievements. The event featured food, music, entertainment, astronaut appearances, educational activities, giveaways, and Starfire Night Skyshow. Photo credit: Jim Grossmann
HIV risk and sexual health among female migrants in China.
Huang, Wen; Dong, Yanyan; Chen, Lin; Song, Dandan; Wang, Jun; Tao, Haidong; Zaller, Nickolas; Zhang, Hongbo; Operario, Don
2016-09-01
Sexual behavior is the dominant mode of HIV transmission in China, and young female migrants are among the populations at highest risk. This article examines how HIV-related risk behaviors among female migrants might vary according to workplace settings. Participants were young female migrants recruited from three workplace settings-factories, restaurants and entertainment venues. In a cross-sectional survey, we assessed 457 participants' sociodemographic characteristics, HIV/AIDS-related knowledge, condom use knowledge, sexual behaviors, condom use behavior and reproductive health factors. Participants working in entertainment venues were significantly more likely than those working in factories and restaurants to report sexual behavior, unprotected sex, multiple pregnancy terminations and sexually transmitted infections (STI). However, participants working in factories and restaurants reported significantly lower levels of HIV/AIDS knowledge, condom use knowledge, condom use self-efficacy and history of HIV/AIDS counseling and testing. Independent correlates of unprotected sex included employment in an entertainment venue, abortion history and sexual self-efficacy. Independent correlates of STI or genitourinary tract infection included employment in an entertainment venue, abortion history, recent migration and recent unprotected sex. These findings indicate a need for sexual and reproductive health interventions prioritizing young female migrants, and call for programs that can be incorporated into different workplace settings. © The Author 2015. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Hollywood on tobacco: how the entertainment industry understands tobacco portrayal
Shields, D.; Carol, J.; Balbach, E.; McGee, S.
1999-01-01
OBJECTIVE—To determine how people in the California-based entertainment industry think about the portrayal of tobacco use in movies and on television. Specifically, to explore who decides when to include tobacco in a project; how that decision is made; what issues are considered; what messages are intended; whether and how the issue of secondhand smoke is considered; and what advocacy methods might be useful in influencing future decisions about tobacco portrayal. DESIGN—Qualitative in-depth interviews of entertainment industry personnel,with a semi-structured interview protocol to guide the interview. SUBJECTS—54 subjects drawn from a convenience sample of writers, actors, directors, producers, studio executives, and others involved in the film industry. RESULTS—Hollywood is heterogeneous with varying perspectives on rates of tobacco use portrayal; intentionality of the decision to use and the necessity to portray tobacco use; and its degree of acceptance of responsibility for influencing societal smoking. Tobacco depiction may originate with the writer, actor, or director and is included most frequently to elucidate character or portray reality. On-camera smoking is influenced by actors' off-camera tobacco use. CONCLUSIONS—The research presented can help advocates better understand the norms and values of those working within the entertainment industry and thereby assist them in creating more effective change strategies. Keywords: films; movies; television; tobacco use PMID:10629243
Nafees, Asaad Ahmed; Taj, Tahir; Kadir, Muhammad Masood; Fatmi, Zafar; Lee, Kiyoung; Sathiakumar, Nalini
2012-09-01
To determine particulate matter smaller than 2.5 μm (PM(2.5)) levels at various hospitality and entertainment venues of Karachi, Pakistan. This was a descriptive cross-sectional study conducted at various locations in Karachi, during July 2009. Sampling was performed at 20 enclosed public places, including hospitality (restaurants and cafés) and entertainment (snooker/billiard clubs and gaming zones) venues. PM(2.5) levels were measured using an aerosol monitor. All entertainment venues had higher indoor PM(2.5) levels as compared to the immediate outdoors. The indoor PM(2.5) levels ranged from 25 to 390 μg/m(3) and the outdoor PM(2.5) levels ranged from 18 to 96 μg/m(3). The overall mean indoor PM(2.5) level was 138.8 μg/m(3) (± 112.8). Among the four types of venues, the highest mean indoor PM(2.5) level was reported from snooker/billiard clubs: 264.7 μg/m(3) (± 85.4) and the lowest from restaurants: 66.4 μg/m(3) (± 57.6) while the indoor/outdoor ratio ranged from 0.97 to 10.2, highest being at the snooker/billiard clubs. The smoking density ranged from 0.21 to 0.57, highest being at gaming zones. The indoor PM(2.5) concentration and smoking density were not significantly correlated (Spearman's correlation coefficient = 0.113; p = 0.636). This study demonstrates unacceptably high levels of PM(2.5) exposure associated with secondhand smoke (SHS) at various entertainment venues of Karachi even after 8 years since the promulgation of smoke-free ordinance (2002) in Pakistan; however, better compliance may be evident at hospitality venues. The results of this study call for effective implementation and enforcement of smoke-free environment at public places in the country.
NASA Astrophysics Data System (ADS)
Pallone, Arthur; Day, Jacque
2010-03-01
A great celestial story is only as effective as the teller of the tale. With passion and knowledge at the helm, we must search for ways to pass on enthusiasm to others while conveying sound science. Based on our experiences, we present an integrated approach -- one that borrows elements from education, entertainment, advertising, and public relations -- to choose an event, hook and keep the public's attention while making them want more, and provide some tips for increasing media presence.
Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application
NASA Astrophysics Data System (ADS)
Malatesta, L.; Raouzaiou, A.; Pearce, L.; Karpouzis, K.
The current work presents the affective interface adaptations in the Musickiosk application. Adaptive interaction poses several open questions since there is no unique way of mapping affective factors of user behaviour to the output of the system. Musickiosk uses a non-contact interface and implicit interaction through emotional affect rather than explicit interaction where a gesture, sound or other input directly maps to an output behaviour - as in traditional entertainment applications. PAD model is used for characterizing the different affective states and emotions.
ERIC Educational Resources Information Center
Congress of the U.S., Washington, DC. House Committee on Energy and Commerce.
This hearing's transcripts compile testimony given before the Subcommittee on Telecommunications and the Internet of the Committee on Energy and Commerce on the entertainment industry's efforts to curb children's exposure to violent content, especially those of the music industry. The hearing began with statements from the chairman of the…
Khalil, Georges Elias; Wang, Hua; Calabro, Karen Sue; Mitra, Natasha; Shegog, Ross; Prokhorov, Alexander V
2017-02-16
Web-based programs for smoking prevention are being increasingly used with some success among adolescents. However, little is known about the mechanisms that link the experience of such programs to intended nicotine or tobacco control outcomes. Based on the experiential learning theory and extended elaboration likelihood model, this study aimed to evaluate the impact of a Web-based intervention, A Smoking Prevention Interactive Experience (ASPIRE), on adolescents' intention to smoke, while considering the experience of interactivity and entertainment as predictors of reduced intention to smoke, under a transitional user experience model. A total of 101 adolescents were recruited from after-school programs, provided consent, screened, and randomized in a single-blinded format to 1 of 2 conditions: the full ASPIRE program as the experimental condition (n=50) or an online , text-based version of ASPIRE as the control condition (n=51). Data were collected at baseline and immediate follow-up. Repeated-measures mixed-effects models and path analyses were conducted. A total of 82 participants completed the study and were included in the analysis. Participants in the experimental condition were more likely to show a decrease in their intention to smoke than those in the control condition (beta=-0.18, P=.008). Perceived interactivity (beta=-0.27, P=.004) and entertainment (beta=-0.20, P=.04) were each associated with a decrease in intention to smoke independently. Results of path analyses indicated that perceived interactivity and perceived entertainment mediated the relationship between ASPIRE use and emotional involvement. Furthermore, perceived presence mediated the relationship between perceived interactivity and emotional involvement. There was a direct relationship between perceived entertainment and emotional involvement. Emotional involvement predicted a decrease in intention to smoke (beta=-0.16, P=.04). Adolescents' experience of interactivity and entertainment contributed to the expected outcome of lower intention to smoke. Also, emphasis needs to be placed on the emotional experience during Web-based interventions in order to maximize reductions in smoking intentions. Going beyond mere evaluation of the effectiveness of a Web-based smoking prevention program, this study contributes to the understanding of adolescents' psychological experience and its effect on their intention to smoke. With the results of this study, researchers can work to (1) enhance the experience of interactivity and entertainment and (2) amplify concepts of media effects (eg, presence and emotional involvement) in order to better reach health behavior outcomes. Clinicaltrials.gov NCT02469779; https://clinicaltrials.gov/ct2/show/NCT02469779 (Archived by WebCite at http://www.webcitation.org/6nxyZVOf0). ©Georges Elias Khalil, Hua Wang, Karen Sue Calabro, Natasha Mitra, Ross Shegog, Alexander V Prokhorov. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 16.02.2017.
Chiao, Chi; Morisky, Donald E
2007-08-01
The main objective of this study is to understand the association between living with a regular sex partner, risk-taking behaviors, and one's history of sexually transmitted infections (STIs). Data on sexual behavior and STI histories were obtained from 876 Filipina entertainment establishment workers (FEEWs) through a large-scale participatory research survey. About one-third of FEEWs live with a regular sex partner. Single FEEWs are significantly more likely than partnered FEEWs to engage in commercial sex. Being single, engaging in commercial sex, and using condoms inconsistently, in turn, are significantly associated with a positive STI history. These results suggest that living with a regular sex partner is an independent and protective factor against having an initial STI and subsequent reinfection. Programmatic strategies aimed at reducing STIs among entertainment establishment workers through promoting safer sex behaviors could potentially benefit by including a component that addresses sexual networks.
Kuhlmey, J; Lautsch, E
1979-01-01
For the leading of the complex care as all social process the exact notice of need-structure among aged people important. The investigation of the complex need for cultural entertainments among inhabitants of geriatric nursing stations shows group-specific particularities, so that by taking cultural measures the didactiv principle is to be demanded to offer differentiated entertainments concerning the contents with different intentions. In our institution the complex need for cultural intertainments is satisfied by the real cultural offer with the exception of the indicators "moral-educational aspiration--special knowledge--compensation!" The existing difference must be used as a motiv power for increasing the cultural living standard. At a defined moment not all eventual and entitled aspects of the explored need can be satisfied, but the cultural measures must be set in relation to the objective [corrected] functions of a geriatric nursing station and to the orientation of action among the inhibitants.
Gow, Rachel W; Lydecker, Janet A; Lamanna, Jennifer D; Mazzeo, Suzanne E
2012-01-01
Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities' experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N=387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities' pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities' pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. Copyright © 2011 Elsevier Ltd. All rights reserved.
Gow, Rachel W.; Lydecker, Janet A.; Lamanna, Jennifer D.; Mazzeo, Suzanne E.
2011-01-01
Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities’ experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N = 387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities’ pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities’ pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. PMID:21873126
Baranowski, Tom; Thompson, Debbe
2012-01-01
Abstract Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. “How can serious videogames attract and maintain players,” the argument goes, “if they aren't as much fun as commercial titles, or even any fun at all?” This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected. PMID:24761316
CHIAO, CHI; MORISKY, DONALD E.
2011-01-01
Objective The main objective of this study is to understand the association between living with a regular sex partner, risk-taking behaviors, and one’s history of sexually transmitted infections (STIs). Methods Data on sexual behavior and STI histories were obtained from 876 Filipina entertainment establishment workers (FEEWs) through a large-scale participatory research survey. Results About one-third of FEEWs live with a regular sex partner. Single FEEWs are significantly more likely than partnered FEEWs to engage in commercial sex. Being single, engaging in commercial sex, and using condoms inconsistently, in turn, are significantly associated with a positive STI history. Conclusion These results suggest that living with a regular sex partner is an independent and protective factor against having an initial STI and subsequent reinfection. Programmatic strategies aimed at reducing STIs among entertainment establishment workers through promoting safer sex behaviors could potentially benefit by including a component that addresses sexual networks. PMID:17710751
Piotrow, P T; Coleman, P L
1992-03-01
This article describes how the Population Communication Services (PCS) has seized on the "enter-educate" approach, the blending of popular entertainment with social messages, to change reproductive health behavior. The enter-educate approach spreads its message through songs, soap operas, variety shows, and other types of popular entertainment mediums. Because they entertain, enter-educate projects can capture the attention of an audience -- such as young people -- who would otherwise scorn social messages. And the use of population mediums makes it possible to reach a variety of audiences. Funded by USAID, PCS began its first enter-educate project in response to the increasing number of teenage pregnancies in Latin America. PCS developed 2 songs and videos, which featured popular teenage singers to serve as role models, to urge abstinence. The songs became instant hits. Since then, PCS has mounted more then 80 major projects in some 40 countries. Highlights of programs range from a successful multi-media family planning campaign in Turkey to humorous television ads in Brazil promoting vasectomy. Recently, PCS initiated projects to teach AIDS awareness. At the core of the enter-educate approach is the social learning theory which holds that much behavior is learned through the observation of role-models. Health professionals work alongside entertainers to produce works that have audience appeal and factual social messages. The enter-educate approach works because it is popular, pervasive, personal, persuasive, and profitable. PCS has found that enter-educate programs pay for themselves through cost sharing and cost recovery.
2011-08-13
CAPE CANAVERAL, Fla. -- Kennedy Space Center Director Bob Cabana (at left), Jackie Bolden and her husband, NASA Administrator Charlie Bolden, enjoy the entertainment at the main stage during the “We Made History! Shuttle Program Celebration,” Aug. 13, at the Kennedy Space Center Visitor Complex, Fla. The event was held to honor current and former shuttle workers’ dedication to NASA’s Space Shuttle Program and to celebrate 30 years of space shuttle achievements. The event featured food, music, entertainment, astronaut appearances, educational activities, giveaways, and Starfire Night Skyshow. Photo credit: Gianni Woods
NASA Astrophysics Data System (ADS)
Charania, A.; Bradford, J.; Shkirenko, A.
2002-01-01
Past Realities Versus Hypothetical Futures: Bridging Accurate Perceptions and Individual Expectation Gaps in Relation to It has been more than forty years since the dawn of the space age and the notion of human space flight has settled comfortably into the human psyche. Yet there is disconnect between the cinematic representations of space exploration and long-term program plans of national space agencies. For entertainment attractions, too often these cinematic representations cloud public perceptions of the art of the possible in space exploration. The forecasts of personal hover mobiles, ubiquitous robots, and luxury cruises to the moon that were to be available to society at the end of the last century have turned out to be grossly exaggerated. This results in continued frustration and subsequent ambivalence of the public towards space. Eventually, these misperceptions have a direct relationship to the level of support shown by legislative bodies towards public outlays for space exploration. The value proposition to society of space has changed, from one of transformational change (Apollo) to transactional apathy (the current Space Shuttle). The past realities of the space program and the potential futures enabled by the current generation of space scientists and engineers will not be equivalent. Yet there is an opportunity to showcase the best of the upcoming future without defrauding the public's imagination. At the start of this century, new visions of the future are being prepared by various entertainment entities (e.g. for movies, them park attractions). This examination consists of a review of previous paradigms of translating space visions to the public. Given the background of the authors in conceptual space engineering, recommendations are made as to more scientifically credible attractions while maintaining the entertainment proposition. Different scenarios are presented as to potential futures and impact of these on entertainment attractions. Criteria are given as to the characteristics of exhibits that can be robust enough for both the near term and will not fall into the trap of being outdated by actual events.
2016-01-01
Background Despite great achievements in reducing the prevalence of HIV, eliminating new HIV infections remains a challenge in Cambodia. Entertainment venues such as restaurants, karaoke bars, beer gardens, cafes, pubs, and massage parlors are now considered important venues for HIV prevention efforts and other health outreach interventions. Objective The purpose of this study was to explore phone use and texting practices of female entertainment workers (FEWs) in order to determine if text messaging is a feasible and acceptable way to link FEWs to health services. Methods This cross-sectional phone survey was conducted in May 2015 with 97 FEWs aged 18–35 years and currently working at an entertainment venue in Phnom Penh. Results Of the 96 respondents, 51% reported sending text messages daily; of them, 47% used Khmer script and 45% used Romanized Khmer. Younger FEWs were more likely to report daily texting (P<.001). Most FEWs (98%) in this study reported feeling comfortable receiving private health messages despite the fact that 39% were sharing their phone with others. Younger FEWs were less likely to share their phone with others (P=.02). Of all of the FEWs, 47% reported owning a smartphone, and younger women were more likely to own a smartphone than were older women (P=.08). Conclusions The findings from this study support the development of mHealth interventions targeting high-risk groups in urban areas of Cambodia. Our data suggest that mHealth interventions using texting may be a feasible way of reaching FEWs in Phnom Penh. PMID:27207374
Brody, Carinne; Dhaliwal, Sukhmani; Tuot, Sovannary; Johnson, Michael; Pal, Khuondyla; Yi, Siyan
2016-05-20
Despite great achievements in reducing the prevalence of HIV, eliminating new HIV infections remains a challenge in Cambodia. Entertainment venues such as restaurants, karaoke bars, beer gardens, cafes, pubs, and massage parlors are now considered important venues for HIV prevention efforts and other health outreach interventions. The purpose of this study was to explore phone use and texting practices of female entertainment workers (FEWs) in order to determine if text messaging is a feasible and acceptable way to link FEWs to health services. This cross-sectional phone survey was conducted in May 2015 with 97 FEWs aged 18-35 years and currently working at an entertainment venue in Phnom Penh. Of the 96 respondents, 51% reported sending text messages daily; of them, 47% used Khmer script and 45% used Romanized Khmer. Younger FEWs were more likely to report daily texting (P<.001). Most FEWs (98%) in this study reported feeling comfortable receiving private health messages despite the fact that 39% were sharing their phone with others. Younger FEWs were less likely to share their phone with others (P=.02). Of all of the FEWs, 47% reported owning a smartphone, and younger women were more likely to own a smartphone than were older women (P=.08). The findings from this study support the development of mHealth interventions targeting high-risk groups in urban areas of Cambodia. Our data suggest that mHealth interventions using texting may be a feasible way of reaching FEWs in Phnom Penh.
Rou, Keming; Wu, Zunyou; Sullivan, Sheena G; Li, Fan; Guan, Jihui; Xu, Chen; Liu, Wei; Liu, Dahua; Yin, Yueping
2007-12-01
To explore and evaluate a sexually transmitted disease (STD)/HIV intervention program targeting female sex workers working in entertainment establishments in five different settings in China. A prospective, community-based, pre/post, intervention trial set in entertainment establishments (karaoke bars, massage parlours, dance halls, beauty parlours) where sex workers operate at sites in five provinces of China: Anhui, Beijing, Fujian, Guangxi and Xinjiang. The participants were all sex workers working in targeted entertainment establishments. A Women's Health Clinic was set up near participants' places of work at each site. Clinic-based outreach activities, including awareness-raising, condom promotion, and sexual health care, were developed and delivered to sex workers. Cross-sectional surveys at baseline and post-intervention were used to evaluate changes in condom use with the last three clients, and the prevalence of chlamydia and gonorrhoea. In total, 907 sex workers were surveyed at baseline and 782 at 12 months post-intervention. Outreach teams made 2552 visits to the target entertainment establishments, approached 13,785 female sex workers, and distributed 33,575 copies of education material and 5102 packets of condoms. The rate of condom use with the most recent three clients increased from 55.2% at baseline to 67.5% at 12 months evaluation. The prevalence of gonorrhoea fell from 26% at baseline to 4% after intervention, and that of chlamydia fell from about 41 to 26%. The intervention was effective for increasing condom use and reducing STD among sex workers. The results were used to develop national guidelines on sex worker interventions for nationwide scale up.
Kelvin, Elizabeth A; Sun, Xiaoming; Mantell, Joanne E; Zhou, Jianfang; Mao, Jingshu; Peng, Yanhui
2013-11-01
China has seen a proliferation of entertainment centres that are frequented by business people. Employees at these centres often are young, female rural-to-urban migrants who may be vulnerable to sexual violence and exploitation. Data for this study were collected using a self-administered survey among male and female employees in two high-end entertainment centres in Changsha, Hunan Province, China. We used logistic regression to examine predictors of violent and potentially exploitative experiences (partner violence, forced sex and transactional sex). Predictors included gender, ever having a same-sex partner, migration variables and employment characteristics. Participants reported high levels of partner violence (16.0% ever and 9.0% in the past 3 months) and forced sex (13.9% ever and 5.5% in the past 3 months). Nineteen percent reported sex work in the past 3 months. In the multivariate regressions, ever having had a same-sex partner was associated with higher odds of ever having experienced partner violence (odds ratio (OR)=7.8, P<0.001), partner violence in the past 3 months (OR=9.0, P<0.001), ever having had transactional sex (OR=6.0, P<0.001) and transactional sex in the past 3 months (OR=5.2, P=0.001). After adjusting for transactional sex, the association between having had a same-sex partner and partner violence remained significant. Neither gender nor migration status was associated with any of the outcomes. High-end entertainment centre workers in China are at risk for sexual violence and should be targeted with employment-based interventions.
Hoffman, Aubri S; Lowenstein, Lisa M; Kamath, Geetanjali R; Housten, Ashley J; Leal, Viola B; Linder, Suzanne K; Jibaja-Weiss, Maria L; Raju, Gottumukkala S; Volk, Robert J
2017-04-15
Colorectal cancer screening rates for African American patients remain suboptimal. Patient decision aids designed with an entertainment-education approach have been shown to improve saliency and foster informed decision making. The purpose of this study was to assess whether an entertainment-education decision aid tailored for African American patients improved patients' decision making, attitudes, intentions, or colorectal cancer screening behavior. Eighty-nine participants were randomized to view 1) a patient decision aid video containing culturally tailored information about colorectal cancer screening options and theory-based support in decision making presented in an entertainment-education format or 2) an attention control video about hypertension that contained similarly detailed information. Participants met with their clinician and then completed follow-up questionnaires assessing their knowledge, decisional conflict, self-advocacy, attitudes, perceived social norms, and intentions. At 3 months, completion of screening was assessed by chart review. Viewing the culturally tailored decision aid significantly increased African American patients' knowledge of colorectal cancer screening recommendations and options. It also significantly reduced their decisional conflict and improved their self-advocacy. No significant differences were observed in participants' attitudes, norms, or intentions. At three months, 23% of all patients had completed a colonoscopy. Designing targeted, engaging patient decision aids for groups that receive suboptimal screening holds promise for improving patient decision making and self-advocacy. Additional research is warranted to investigate the effectiveness of such aids in clinical practices with suboptimal screening rates and on downstream behaviors (such as repeat testing). Cancer 2017;123:1401-1408. © 2016 American Cancer Society. © 2016 American Cancer Society.
Laser entertainment and light shows in education
NASA Astrophysics Data System (ADS)
Sabaratnam, Andrew T.; Symons, Charles
2002-05-01
Laser shows and beam effects have been a source of entertainment since its first public performance May 9, 1969, at Mills College in Oakland, California. Since 1997, the Photonics Center, NgeeAnn Polytechnic, Singapore, has been using laser shows as a teaching tool. Students are able to exhibit their creative skills and learn at the same time how lasers are used in the entertainment industry. Students will acquire a number of skills including handling three- phase power supply, operation of cooling system, and laser alignment. Students also acquire an appreciation of the arts, learning about shapes and contours as they develop graphics for the shows. After holography, laser show animation provides a combination of the arts and technology. This paper aims to briefly describe how a krypton-argon laser, galvanometer scanners, a polychromatic acousto-optic modulator and related electronics are put together to develop a laser projector. The paper also describes how students are trained to make their own laser animation and beam effects with music, and at the same time have an appreciation of the operation of a Class IV laser and the handling of optical components.
Development of autonomous eating mechanism for biomimetic robots
NASA Astrophysics Data System (ADS)
Jeong, Kil-Woong; Cho, Ik-Jin; Lee, Yun-Jung
2005-12-01
Most of the recently developed robots are human friendly robots which imitate animals or humans such as entertainment robot, bio-mimetic robot and humanoid robot. Interest for these robots are being increased because the social trend is focused on health, welfare, and graying. Autonomous eating functionality is most unique and inherent behavior of pets and animals. Most of entertainment robots and pet robots make use of internal-type battery. Entertainment robots and pet robots with internal-type battery are not able to operate during charging the battery. Therefore, if a robot has an autonomous function for eating battery as its feeds, the robot is not only able to operate during recharging energy but also become more human friendly like pets. Here, a new autonomous eating mechanism was introduced for a biomimetic robot, called ELIRO-II(Eating LIzard RObot version 2). The ELIRO-II is able to find a food (a small battery), eat and evacuate by itself. This work describe sub-parts of the developed mechanism such as head-part, mouth-part, and stomach-part. In addition, control system of autonomous eating mechanism is described.
Using Health Conditions for Laughs and Health Policy Support: The Case of Food Allergies.
Abo, Melissa M; Slater, Michael D; Jain, Parul
2017-07-01
Health conditions are sometimes included in entertainment media comedies as a context for and as a source of humor. Food allergies are a typical case in point: They are potentially life-threatening yet may be used in humorous contexts. We conducted a content analysis of food allergies in entertainment media and tested the effects of humorous portrayals from an exemplar entertainment program. The content analysis confirmed that when food allergies were portrayed in television and the movies, it was most frequently in a humorous context and often contained inaccurate information. A follow-up experiment showed viewing a humorous portrayal of food allergies had an indirect negative effect on related health policy support via decreased perceived seriousness of food allergies. Inclusion of an educational video eliminated this effect on reduced policy support, with cognitive dissonance as a mediator. Findings support the hypothesis that portraying a health condition in a humorous context may reduce perceptions of seriousness and willingness to support public health policies to address risks associated with the condition, supporting and extending prior research findings.
Moyer-Gusé, Emily; Nabi, Robin L
2011-01-01
Entertainment-education (E-E) may offer an effective way to reduce risky behavior by modeling healthy behaviors. Although there is some empirical evidence to support the effectiveness of the E-E strategy, much of this research has been conducted in countries with different media landscapes than that of the United States and controlled experiments in this context are rare. Moreover, empirical tests of the relative effectiveness of E-E messages and other message formats are needed. In this study, 437 undergraduates participated in a three-wave panel experiment in which they viewed one of three programs (E-E, education, or entertainment). Safer sex intentions and behaviors were measured several days before, immediately following, and 2 weeks after exposure. Results demonstrate that effects of exposure to this E-E program vary depending on gender and past experience with sexual intercourse. In particular, females and those who had not initiated sexual intercourse showed the strongest effects. Discussion of theoretical implications and suggestions for future research are provided. Copyright © Taylor & Francis Group, LLC
Verbal redundancy aids memory for filmed entertainment dialogue.
Hinkin, Michael P; Harris, Richard J; Miranda, Andrew T
2014-01-01
Three studies investigated the effects of presentation modality and redundancy of verbal content on recognition memory for entertainment film dialogue. U.S. participants watched two brief movie clips and afterward answered multiple-choice questions about information from the dialogue. Experiment 1 compared recognition memory for spoken dialogue in the native language (English) with subtitles in English, French, or no subtitles. Experiment 2 compared memory for material in English subtitles with spoken dialogue in English, French, or no sound. Experiment 3 examined three control conditions with no spoken or captioned material in the native language. All participants watched the same video clips and answered the same questions. Performance was consistently good whenever English dialogue appeared in either the subtitles or sound, and best of all when it appeared in both, supporting the facilitation of verbal redundancy. Performance was also better when English was only in the subtitles than when it was only spoken. Unexpectedly, sound or subtitles in an unfamiliar language (French) modestly improved performance, as long as there was also a familiar channel. Results extend multimedia research on verbal redundancy for expository material to verbal information in entertainment media.
Automobile, construction and entertainment business sector influences on sedentary lifestyles.
Parra, Diana C; de Sá, Thiago H; Monteiro, Carlos A; Freudenberg, Nicholas
2018-04-01
Sedentary lifestyles contribute to premature death and health inequalities. Researchers have studied personal and community-level determinants of inactivity but few have analyzed corporate influences. To reframe the public health debate on inactivity and open new doors for public sector intervention, we conducted a scoping review of evidence from several disciplines to describe how the business and political practices of the automobile, construction, and entertainment sectors have encouraged sedentary lifestyles. In the last 50 years, these industries have found it profitable to produce motor vehicles, housing, and entertainment, which intentionally or unintentionally discourage physical activity. Ceding primary authority for policy decisions in these sectors to the market-based economy has enabled the growth of powerful lobbies that encourage and maintain sedentary lifestyles. To counteract these influences, public health and civil society need to confront more upstream economic and social determinants of sedentary lifestyles. Building on evidence from efforts to change harmful tobacco, alcohol and food industry practices, we propose the creation of research and policy agendas that contribute to public health practice that can modify corporate practices that contribute to physical, social and political environments that discourage physical activity.
Cyber entertainment system using an immersive networked virtual environment
NASA Astrophysics Data System (ADS)
Ihara, Masayuki; Honda, Shinkuro; Kobayashi, Minoru; Ishibashi, Satoshi
2002-05-01
Authors are examining a cyber entertainment system that applies IPT (Immersive Projection Technology) displays to the entertainment field. This system enables users who are in remote locations to communicate with each other so that they feel as if they are together. Moreover, the system enables those users to experience a high degree of presence, this is due to provision of stereoscopic vision as well as a haptic interface and stereo sound. This paper introduces this system from the viewpoint of space sharing across the network and elucidates its operation using the theme of golf. The system is developed by integrating avatar control, an I/O device, communication links, virtual interaction, mixed reality, and physical simulations. Pairs of these environments are connected across the network. This allows the two players to experience competition. An avatar of each player is displayed by the other player's IPT display in the remote location and is driven by only two magnetic sensors. That is, in the proposed system, users don't need to wear any data suit with a lot of sensors and they are able to play golf without any encumbrance.
Lopez-Fernandez, Olatz; Freixa-Blanxart, Montserrat; Honrubia-Serrano, Maria Luisa
2013-02-01
Many researchers and professionals have reported nonsubstance addiction to online entertainments in adolescents. However, very few scales have been designed to assess problem Internet use in this population, in spite of their high exposure and obvious vulnerability. The aim of this study was to review the currently available scales for assessing problematic Internet use and to validate a new scale of this kind for use, specifically in this age group, the Problematic Internet Entertainment Use Scale for Adolescents. The research was carried out in Spain in a gender-balanced sample of 1131 high school students aged between 12 and 18 years. Psychometric analyses showed the scale to be unidimensional, with excellent internal consistency (Cronbach's alpha of 0.92), good construct validity, and positive associations with alternative measures of maladaptive Internet use. This self-administered scale can rapidly measure the presence of symptoms of behavioral addiction to online videogames and social networking sites, as well as their degree of severity. The results estimate the prevalence of this problematic behavior in Spanish adolescents to be around 5 percent.
Using entertainment-education to promote cervical cancer screening in Thai women.
Love, Gail D; Tanjasiri, Sora Park
2012-06-01
Southeast Asian women in California have high cervical cancer incidence and mortality rates, but low levels of Pap screening. No published reports have addressed screening among Thai women. Entertainment-education (EE) is a useful strategy for low-literacy, culturally diverse populations. This quasi-experimental study determined whether a soap-opera-themed, Thai-language EE video was superior to a print handout for increasing knowledge, attitudes, and behavioral intention toward Pap testing. No uniform differences were found between the intervention group (video) and the control group (brochure). Both educational modalities appeared to result in selected increases in knowledge and attitudes.
Country western singer Teresa entertains at the Apollo/Saturn V Center
NASA Technical Reports Server (NTRS)
1999-01-01
At the Apollo/Saturn V Center, country music recording artist Teresa performs a song, 'Brave New Girls,' written for astronaut Catherine 'Cady' Coleman, mission specialist on STS-93. She entertains participants and attendees of a women's forum held in the center. The attendees are planning to view the launch of STS- 93 at the Banana Creek viewing sight. Much attention has been generated over the launch due to Commander Eileen M. Collins, the first woman to serve as commander of a Shuttle mission. Liftoff is scheduled for July 20 at 12:36 a.m. EDT.
A platform for evolving intelligently interactive adversaries.
Fogel, David B; Hays, Timothy J; Johnson, Douglas R
2006-07-01
Entertainment software developers face significant challenges in designing games with broad appeal. One of the challenges concerns creating nonplayer (computer-controlled) characters that can adapt their behavior in light of the current and prospective situation, possibly emulating human behaviors. This adaptation should be inherently novel, unrepeatable, yet within the bounds of realism. Evolutionary algorithms provide a suitable method for generating such behaviors. This paper provides background on the entertainment software industry, and details a prior and current effort to create a platform for evolving nonplayer characters with genetic and behavioral traits within a World War I combat flight simulator.
"Entertainment-education:" an idea whose time has come.
Piotrow, P T
1994-03-01
The "enter-educate" technique, which presents educational messages in the guise of entertainment, is being used effectively all over the world. Soap operas depict the struggles of a single mother or of a father who has infected his family with AIDS, songs remind listeners that contraception gives them choices, and animated videos breathe new life into sex education. The Johns Hopkins University has supported approximately 36 television series and specials, 9 radio dramas, 3 songs, and 9 music videos. Other organizations are expanding their work in this field. Surveys before and after exposure to enter-educate productions and clinic records can be used to measure changes in attitudes and behavior attributable to the productions. Evaluations of projects have shown that the audience pays attention and then moves from understanding to agreement to action (such as talking to their spouse or family, going to a clinic, using family planning, or practicing safer sex). The theoretical basis for the enter-educate approach can be traced to Aristotle who discussed the capacity for drama to convey moral teaching. More recently, Albert Bandura developed a theory of social learning which states that people learn by observing and adapting the behavior of others to their own lives. Miguel Sabido, a Mexican producer, applied Bandura's theory to develop the first enter-educate soap operas. The enter-educate approach is pervasive (through rapidly spreading mass media), popular (people seek entertainment), personal (depicting the private lives of the characters), passionate (invoking intense emotions), persuasive (through audience identification with characters), practical (since the talent and delivery infrastructure already exists), and profitable (entertainment pays its way, can generate profits and promote careers, and is cost-effective).
Typology of alcohol consumers in five Australian nighttime entertainment districts.
Peacock, Amy; Norman, Thomas; Bruno, Raimondo; Pennay, Amy; Droste, Nicolas; Jenkinson, Rebecca; Quinn, Brendan; Lubman, Dan I; Miller, Peter
2016-09-01
Understanding how types of alcohol consumers differ is important for public policy targeted at reducing adverse events. The aims of the present study were to identify typologies of alcohol consumers in Australian nighttime entertainment districts based on risk factors for harm and to examine variation between the identified groups in drinking setting and harms. Street-intercept surveys were conducted with 5556 alcohol consumers in and around licensed venues in five Australian cities between November 2011 and June 2012. Latent class analysis identified groups based on age and sex, and blood alcohol concentration, pre-drinking, energy drink use and illicit drug use during that night. Four classes were identified: general patron group (33%), young pre-drinker group (27%), intoxicated male pre-drinker group (31%) and intoxicated illicit drug male group (9%). The proportion of the general patron group interviewed decreased over the night, while the other groups increased (particularly in regional cities). As compared with the general patron group, the remaining three groups reported increased odds of being involved in aggression and any alcohol-related injuries in the past 3 months, with highest rates of harm amongst the intoxicated illicit drug male group. Alcohol consumers in nighttime entertainment districts are not a homogeneous group. One-third have a low likelihood of risky consumption practices; however, representation of this consumer class diminishes throughout the night. Elevated harms amongst groups characterised by certain risk factors (e.g. pre-drinking and illicit drug use) emphasise the importance of addressing these behaviours in public policy. [Peacock A, Norman T, Bruno B, Pennay, Droste N, Jenkinson R, Quinn B, Lubman DI, Miller P. Typology of alcohol consumers in five Australian nighttime entertainment districts. Drug Alcohol Rev 2016;35:539-548]. © 2015 Australasian Professional Society on Alcohol and other Drugs.
Coomber, Kerri; Pennay, Amy; Droste, Nicolas; Mayshak, Richelle; Martino, Florentine; Bowe, Steven J; Miller, Peter G
2016-10-01
The aim of the current study was to assess correlates of intoxication in licensed venues in Australia. Covert observations of licensed venues and venue patron in night-time entertainment districts of five Australian cities were conducted. In total, 828 unique cross-sectional observations were completed across 62 bars, nightclubs, and large mainstream pubs. Venues were selected from the main entertainment district of smaller cities and the busiest entertainment districts of larger cities. Outcomes were the estimated percentage of patrons showing any signs of alcohol intoxication and the overall level of intoxication ('high' versus 'none to medium'). Seven predictors of patron intoxication were examined: hour of observation; estimated percentage of male patrons; estimated percentage of patrons <25 years old; venue crowding; presence of observable alcohol promotions; type of alcoholic beverage consumed by the majority of patrons; and, venue type. Time of night (coefficient=11.71, p<.001; OR=9.61, p<.001), percentage of patrons aged <25 (coefficient=0.14, p<.001; OR=1.01, p=.031), and venue crowding (coefficient=4.40, p<.001; OR=1.39, p=.009) had significant positive associations with both signs of intoxication and high levels of intoxication. Nightclubs had a lower percentage of signs of intoxication compared to pubs (coefficient=-10.73, p=.021). Increased percentage of male patrons was associated with increased odds of high-level intoxication (OR=1.05, p=.020). Time of night and proportion of younger patrons had a strong association with patron intoxication adding further support for the strong body of evidence that ceasing service of alcohol earlier in the evening will reduce intoxication levels. Copyright © 2016 Elsevier B.V. All rights reserved.
Kelvin, Elizabeth A.; Sun, Xiaoming; Mantell, Joanne E.; Zhou, Jianfang; Mao, Jingshu; Peng, Yanhui
2013-01-01
Background China has seen a proliferation of entertainment centres that are frequented by business people. Employees at these centres often are young, female rural-to-urban migrants who may be vulnerable to sexual violence and exploitation. Methods Data for this study were collected using a self-administered survey among male and female employees in two high-end entertainment centres in Changsha, Hunan Province, China. We used logistic regression to examine predictors of violent and potentially exploitative experiences (partner violence, forced sex and transactional sex). Predictors included gender, ever having a same-sex partner, migration variables and employment characteristics. Results Participants reported high levels of partner violence (16.0% ever and 9.0% in the past 3 months) and forced sex (13.9% ever and 5.5% in the past 3 months). Nineteen percent reported sex work in the past 3 months. In the multivariate regressions, ever having had a same-sex partner was associated with higher odds of ever having experienced partner violence (odds ratio (OR) = 7.8, P < 0.001), partner violence in the past 3 months (OR = 9.0, P < 0.001), ever having had transactional sex (OR = 6.0, P < 0.001) and transactional sex in the past 3 months (OR = 5.2, P = 0.001). After adjusting for transactional sex, the association between having had a same-sex partner and partner violence remained significant. Neither gender nor migration status was associated with any of the outcomes. Conclusion High-end entertainment centre workers in China are at risk for sexual violence and should be targeted with employment-based interventions. PMID:23809910
Trait humor and longevity: do comics have the last laugh?
Rotton, J
1992-01-01
Four sets of biographical data were analyzed in order to test the hypothesis that the ability to generate humor is associated with longevity. Although steps were taken to ensure that tests had high levels of statistical power, analyses provided very little support for the idea that individuals with a well-developed sense of humor live longer than serious writers and other entertainers. In addition, a subsidiary analysis revealed that those in the business of entertaining others died at an earlier age than those in other lines of endeavor. These findings suggest that researchers should turn their attention from trait humor to the effects of humorous material.
Using Entertainment-Education to Promote Cervical Cancer Screening in Thai Women
Love, Gail D.; Tanjasiri, Sora Park
2015-01-01
Southeast Asian women in California have high cervical cancer incidence and mortality rates, but low levels of Pap screening. No published reports have addressed screening among Thai women. Entertainment-education (EE) is a useful strategy for low-literacy, culturally diverse populations. This quasi-experimental study determined whether a soap-opera-themed, Thai-language EE video was superior to a print handout for increasing knowledge, attitudes, and behavioral intention toward Pap testing. No uniform differences were found between the intervention group (video) and the control group (brochure). Both educational modalities appeared to result in selected increases in knowledge and attitudes. PMID:22581487
Effects of televised alcohol messages on teenage drinking patterns.
Atkin, C K
1990-01-01
This paper presents an overview of theoretical perspectives applicable to the effects of television drinking portrayals on adolescent audiences, focusing on the influence of beer and wine advertising and entertainment depictions of drinking behavior. A critical review of survey research evidence indicates that alcohol commercials contribute to a modest increase in overall consumption by teenagers and may have a slight impact on alcohol misuse and drunk driving. There are no studies measuring the effects of entertainment programming on adolescents, but content analyses suggest the potential for increased prodrinking attitudes and behaviors. Policy implications for addressing the deleterious effects of televised drinking are discussed, and priorities for future research are identified.
The Lessons Oscar Taught Us: Data Science and Media & Entertainment.
Gold, Michael; McClarren, Ryan; Gaughan, Conor
2013-06-01
Farsite Group, a data science firm based in Columbus, Ohio, launched a highly visible campaign in early 2013 to use predictive analytics to forecast the winners of the 85th Annual Academy Awards. The initiative was fun and exciting for the millions of Oscar viewers, but it also illustrated how data science could be further deployed in the media and entertainment industries. This article explores the current and potential use cases for big data and predictive analytics in those industries. It further discusses how the Farsite Forecast was built, as well as how the model was iterated, how the projections performed, and what lessons were learned in the process.
A Woman in Transition: can drama deliver a cancer awareness message?
Cheney, Lydia C; Kohler, Connie; Legge Muilenburg, Jessica
2006-01-01
Entertainment education is a field of health communication that utilizes a variety of entertainment to change health behaviors. In this article, we describe a pilot project in which we measured the effectiveness of drama as a health communication tool. Attendees completed a pretest and posttest measuring knowledge, attitudes, and behavior related to breast cancer screening. At posttest, more women indicated breast self-exam rather than mammogram to be the "best method of early detection." Researchers who use drama as a communication tool cannot be assured of the final health message delivered. Careful evaluation to monitor the effectiveness of drama as a cancer awareness tool is vital.
Cognitive behavioral game design: a unified model for designing serious games
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858
Houghton, Frank; Toms, Jeremy; Meratnia, Ghazal; Loney, Krista; Hopkins, Edward; Del Monte, Katie
2017-08-01
Entertainment-education has proved to be an engaging medium through which to explore health and social issues in populations. Given the popularity of the zombie theme in popular culture it is no surprise therefore that the Centers for Disease Control and Prevention adopted this theme in an effort to engage youth and young adults in emergency preparedness. However, an earlier observational study involving elementary school children based on this premise raised concerns that it may have unexpectedly promoted a focus on firearms. A randomized control study involving 89 children (average age 10.4 years) was therefore conducted to explore this possibility in more depth. One group was exposed to a natural disaster scenario, while the other group was exposed to the zombie pandemic theme. When subsequently asked to prepare emergency kit lists, participants in the zombie themed scenario were 15.84 times as likely to include firearms in their lists compared with participants who were exposed to the natural disaster scenario. Although the sample size in this study was small, it is suggested that future interventions using entertainment-education need to explore all aspects of the messages implicit in their chosen medium, rather than just focusing on one element.
Harrison, Tyler R; Morgan, Susan E; Chewning, Lisa V
2008-01-01
While great strides have been made in persuading the public to become potential organ donors, actual behavior has not yet caught up with the nearly universally favorable attitudes the public expresses toward donation. This paper explores the issue by situating the social marketing of organ donation against a broader backdrop of entertainment and news media coverage of organ donation. Organ donation storylines are featured on broadcast television in medical and legal dramas, soap operas, and other television serials approximately four times per month (not including most cable networks), and feature storylines that promote myths and fears of the organ donation process. National news and other non-fictionalized coverage of organ donation are even more common, with stories appearing over twenty times a month on average. These stories tend to be one-dimensional and highly sensationalized in their coverage. The marketing of organ donation for entertainment essentially creates a counter-campaign to organ donation, with greater resources and reach than social marketers have access to. Understanding the broader environmental context of organ donation messages highlights the issues faced by social marketing campaigns in persuading the public to become potential donors.
NASA Astrophysics Data System (ADS)
El-Nasr, Magy Seif; Bishko, Leslie; Zammitto, Veronica; Nixon, Michael; Vasiliakos, Athanasios V.; Wei, Huaxin
The interactive entertainment industry is one of the fastest growing industries in the world. In 1996, the U.S. entertainment software industry reported 2.6 billion in sales revenue, this figure has more than tripled in 2007 yielding 9.5 billion in revenues [1]. In addition, gamers, the target market for interactive entertainment products, are now reaching beyond the traditional 8-34 year old male to include women, Hispanics, and African Americans [2]. This trend has been observed in several markets, including Japan, China, Korea, and India, who has just published their first international AAA title (defined as high quality games with high budget), a 3D third person action game: Ghajini - The Game [3]. The topic of believable characters is becoming a central issue when designing and developing games for today's game industry. While narrative and character were considered secondary to game mechanics, games are currently evolving to integrate characters, narrative, and drama as part of their design. One can see this pattern through the emergence of games like Assassin's Creed (published by Ubisoft 2008), Hotel Dusk (published by Nintendo 2007), and Prince of Persia series (published by Ubisoft), which emphasized character and narrative as part of their design.
aCGH Analysis to Estimate Genetic Variations among Domesticated Chickens
Lin, Mengjie
2016-01-01
Chickens have been familiar to humans since ancient times and have been used not only for culinary purposes but also for cultural purposes including ritual ceremonies and traditional entertainment. The various chicken breeds developed for these purposes often display distinct morphological and/or behavioural traits. For example, the Japanese Shamo is larger and more aggressive than other domesticated chickens, reflecting its role as a fighting cock breed, whereas Japanese Naganakidori breeds, which have long-crowing behaviour, were bred instead for their entertaining and aesthetic qualities. However, the genetic backgrounds of these distinct morphological and behavioural traits remain unclear. Therefore, the question arises as to which genomic regions in these chickens were acted upon by selective pressures through breeding. We compared the entire genomes of six chicken breeds domesticated for various cultural purposes by utilizing array comparative genomic hybridization. From these analyses, we identified 782 regions that underwent insertions, deletions, or mutations, representing man-made selection pressure in these chickens. Furthermore, we found that a number of genes diversified in domesticated chickens bred for cultural or entertainment purposes were different from those diversified in chickens bred for food, such as broilers and layers. PMID:27525263
Cognitive behavioral game design: a unified model for designing serious games.
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.
Entertainment-education radio serial drama and outcomes related to HIV testing in Botswana.
Pappas-DeLuca, Katina A; Kraft, Joan Marie; Galavotti, Christine; Warner, Lee; Mooki, Maungo; Hastings, Phil; Koppenhaver, Todd; Roels, Thierry H; Kilmarx, Peter H
2008-12-01
Makgabaneng is an entertainment-education radio serial drama written and produced in Botswana to promote prevention of HIV. This effort is part of the national response to HIV/AIDS. Broadcast of the serial drama began in August 2001, and two new 15-minute episodes air each week. We examined associations between exposure to Makgabaneng and outcomes related to HIV testing, including stigmatizing attitudes, intention to be tested, talking with a partner about testing, and testing for HIV, among 555 sexually active respondents. The four measures of exposure to Makgabaneng were frequency of listening, duration of listening, talking about the program, and attentiveness to and identification with relevant characters. Data were collected approximately 18 months after the drama began airing. We found positive associations between exposure to the program and intermediate outcomes, including lower level of stigmatizing attitudes, stronger intention to have HIV testing, and talking to a partner about testing. Although associations were identified with all four measures of exposure, increased duration of listening was associated with more positive outcomes than the other measures. This finding suggests that longer term exposure to entertainment-education programming may be important for behavior change.
Associations between content types of early media exposure and subsequent attentional problems.
Zimmerman, Frederick J; Christakis, Dimitri A
2007-11-01
Television and video/DVD viewing among very young children has become both pervasive and heavy. Previous studies have reported an association between early media exposure and problems with attention regulation but did not have data on the content type that children watched. We tested the hypothesis that early television viewing of 3 content types is associated with subsequent attentional problems. The 3 different content types are educational, nonviolent entertainment, and violent entertainment. Participants were children in a nationally representative sample collected in 1997 and reassessed in 2002. The analysis was a logistic regression of a high score on a validated parent-reported measure of attentional problems, regressed on early television exposure by content and several important sociodemographic control variables. Viewing of educational television before age 3 was not associated with attentional problems 5 years later. However, viewing of either violent or non-violent entertainment television before age 3 was significantly associated with subsequent attentional problems, and the magnitude of the association was large. Viewing of any content type at ages 4 to 5 was not associated with subsequent problems. The association between early television viewing and subsequent attentional problems is specific to noneducational viewing and to viewing before age 3.
Three near term commercial markets in space and their potential role in space exploration
NASA Astrophysics Data System (ADS)
Gavert, Raymond B.
2001-02-01
Independent market studies related to Low Earth Orbit (LEO) commercialization have identified three near term markets that have return-on-investment potential. These markets are: (1) Entertainment (2) Education (3) Advertising/sponsorship. Commercial activity is presently underway focusing on these areas. A private company is working with the Russians on a commercial module attached to the ISS that will involve entertainment and probably the other two activities as well. A separate corporation has been established to commercialize the Russian Mir Space Station with entertainment and promotional advertising as important revenue sources. A new startup company has signed an agreement with NASA for commercial media activity on the International Space Station (ISS). Profit making education programs are being developed by a private firm to allow students to play the role of an astronaut and work closely with space scientists and astronauts. It is expected that the success of these efforts on the ISS program will extend to exploration missions beyond LEO. The objective of this paper is to extrapolate some of the LEO commercialization experiences to see what might be expected in space exploration missions to Mars, the Moon and beyond. .
Brody, Carinne; Chhoun, Pheak; Tuot, Sovannary; Pal, Khuondyla; Chhim, Kolab; Yi, Siyan
2016-02-09
In Cambodia, there has been an increase in entertainment work as a result of the breakdown of the traditional brothel-based sex industry, presenting new challenges to addressing the health issues and needs of people working in the entertainment industry. This study aims to identify factors associated with psychological distress among female entertainment workers (FEWs) in Cambodia. A two-stage cluster sampling method was used to randomly select 657 FEWs from entertainment establishments in Phnom Penh and Siem Reap in April and May 2014 for interviews using a structured questionnaire. Psychological distress was measured using the General Health Questionnaire (GHQ-12), and multivariate logistic regression analysis was conducted. Almost half of FEWs (43.2 %) had a higher level of psychological distress (GHQ-12 > 3), while 19.5 % reported having suicidal thoughts, and 7.3 % reported having attempted to commit suicide in the past 3 months. Controlling for confounding factors, women with a higher level of psychological distress were significantly more likely to rate their overall health (AOR = 1.88, 95 % CI 1.20 to 2.94) and quality of life (AOR = 2.39, 95 % CI 1.47 to 3.87) as poor. They were also significantly more likely to have suicidal ideation (AOR = 2.41, 95 % CI 1.45 to 3.76), rate their HIV risk as higher than the general population (AOR = 0.48, 95 % CI 0.31 to 0.74), have been forced to drink at work (AOR = 1.77, 95 % CI 1.19 to 2.62), have had clients requesting not to use a condom (AOR = 3.48, 95 % CI 1.14 to 10.62), be not able to find condoms when they needed it (AOR = 0.64, 95 % CI 0.45 to 0.93), have had a family member who said hurtful things to them during childhood (AOR = 1.84, 95 % CI 1.24 to 2.75), and have had a parent or guardian who had been physically abused (AOR = 1.93, 95 % CI 1.34 to 2.82). FEWs in Cambodia experience high levels of psychological distress, which likely stems from both past negative experiences and current working conditions. For women that are experiencing psychological distress, intervention programs aimed at improving mental health should specifically address substance use, condom availability and negotiation skills, and suicide risk.
Selling sex in unsafe spaces: sex work risk environments in Phnom Penh, Cambodia
2011-01-01
Background The risk environment framework provides a valuable but under-utilised heuristic for understanding environmental vulnerability to HIV and other sexually transmitted infections among female sex workers. Brothels have been shown to be safer than street-based sex work, with higher rates of consistent condom use and lower HIV prevalence. While entertainment venues are also assumed to be safer than street-based sex work, few studies have examined environmental influences on vulnerability to HIV in this context. Methods As part of the Young Women's Health Study, a prospective observational study of young women (15-29 years) engaged in sex work in Phnom Penh, we conducted in-depth interviews (n = 33) to explore vulnerability to HIV/STI and related harms. Interviews were conducted in Khmer by trained interviewers, transcribed and translated into English and analysed for thematic content. Results The intensification of anti-prostitution and anti-trafficking efforts in Cambodia has increased the number of women working in entertainment venues and on the street. Our results confirm that street-based sex work places women at risk of HIV/STI infection and identify significant environmental risks related to entertainment-based sex work, including limited access to condoms and alcohol-related intoxication. Our data also indicate that exposure to violence and interactions with the police are mediated by the settings in which sex is sold. In particular, transacting sex in environments such as guest houses where there is little or no oversight in the form of peer or managerial support or protection, may increase vulnerability to HIV/STI. Conclusions Entertainment venues may also provide a high risk environment for sex work. Our results indicate that strategies designed to address HIV prevention among brothel-based FSWs in Cambodia have not translated well to street and entertainment-based sex work venues in which increasing numbers of women are working. There is an urgent need for targeted interventions, supported by legal and policy reforms, designed to reduce the environmental risks of sex work in these settings. Future research should seek to investigate sex work venues as risk environments, explore the role of different business models in mediating these environments, and identify and quantify exposure to risk in different occupational settings. PMID:22099449
Code of Federal Regulations, 2013 CFR
2013-01-01
... and wholesale trade, advertising, accounting, construction, design, engineering, management consulting, real estate, professional services, entertainment, education, and health care. (h) International...
Code of Federal Regulations, 2014 CFR
2014-01-01
... and wholesale trade, advertising, accounting, construction, design, engineering, management consulting, real estate, professional services, entertainment, education, and health care. (h) International...
15 CFR 801.7 - General definitions.
Code of Federal Regulations, 2012 CFR
2012-01-01
..., transportation, communications and data processing, retail and wholesale trade, advertising, accounting, construction, design, engineering, management consulting, real estate, professional services, entertainment...
15 CFR 801.7 - General definitions.
Code of Federal Regulations, 2011 CFR
2011-01-01
..., transportation, communications and data processing, retail and wholesale trade, advertising, accounting, construction, design, engineering, management consulting, real estate, professional services, entertainment...
Role of Humor in the Persuasiveness of Entertainment Narratives on Unprotected Sexual Behavior.
Futerfas, Michelle L; Nan, Xiaoli
2017-04-01
Past research involving the persuasive impact of entertainment narratives on health attitudes and behavior has largely been limited to dramatic narratives. The current research focuses on humorous narratives related to unprotected sex. We conducted an experiment (N = 161) in which female viewers were exposed to a humorous story line about unprotected sex, an identical story line with humor edited out, or a story line unrelated to unprotected sex. Our findings suggested that humor increased perceived severity of unintended pregnancy, while having no effect on counterarguing. Also, the presence of humor reduced behavioral intentions to engage in unprotected sex. Implications of the findings for safe sex communication are discussed.
Simulation games that integrate research, entertainment, and learning around ecosystem services
DOE Office of Scientific and Technical Information (OSTI.GOV)
Costanza, Robert; Chichakly, Karim; Dale, Virginia
Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment andmore » develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called Lagom Island to test the proposition that gaming can be used to reveal the value of ecosystem services. Ultimately, our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.« less
Simulation games that integrate research, entertainment, and learning around ecosystem services
Costanza, Robert; Chichakly, Karim; Dale, Virginia; ...
2014-11-07
Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment andmore » develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called Lagom Island to test the proposition that gaming can be used to reveal the value of ecosystem services. Ultimately, our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.« less
Hubbard, Phil; Colosi, Rachela
2015-01-01
Abstract The night‐time economy is often described as repelling consumers fearful of the ‘undesirable Others’ imagined dominant within such time‐spaces. In this paper we explore this by describing attitudes towards, and reactions to, one particularly contentious site: the ‘lap dance’ club. Often targeted by campaigners in England and Wales as a source of criminality and anti‐sociality, in this paper we shift the focus from fear to disgust, and argue that Sexual Entertainment Venues (SEVs) are opposed on the basis of moral judgments that reflect distinctions of both class and gender. Drawing on documentary analysis, survey results and interview data collected during guided walks, we detail the concerns voiced by those anxious about the presence of lap dance or striptease clubs in their town or city, particularly the notion that they ‘lower the tone’ of particular streets or neighbourhoods. Our conclusion is that the opposition expressed to lap dance clubs is part of an attempt to police the boundaries of respectable masculinities and femininities, marginalizing the producers and consumers of sexual entertainment through ‘speech acts’ which identify such entertainment as unruly, vulgar and uncivilized. These findings are considered in the light of ongoing debates concerning the relations of morality, respectability and disgust. PMID:27708460
Workplace and HIV-related sexual behaviours and perceptions among female migrant workers.
Yang, H; Li, X; Stanton, B; Fang, X; Lin, D; Mao, R; Liu, H; Chen, X; Severson, R
2005-10-01
Data from 1,543 female migrants working in eight occupational clusters in Beijing and Nanjing, China were analysed to examine the association of workplace with HIV-related behaviours and perceptions. For sexually experienced women (n = 666, 43.2%), those working in entertainment establishments or personal service (e.g., nightclubs, dancing halls, barbershops, beauty salons, massage parlours, etc.) engaged in risky sexual practices twice as frequently as those working in non-entertainment establishments (e.g. restaurants, stalls, domestic service, factories, etc.). About 10% of women in the entertainment establishments reported having sold sex, 30% having multiple sexual partners and 40% having sex with men with multiple sexual partners. The rate of consistent condom use was less than 15%. They also tended to have a higher level of perceptions of both peer risk involvement and positive expectancy of risk behaviours, and lower perceptions of severity of STDs and HIV. For women who were not sexually experienced, those working in 'stalls' or 'domestic service' tended to perceive higher peer risk involvement, less severity of HIV infection, and less effectiveness of protective behaviour. The occupational pattern of sexual risk behaviours and perceptions observed in the current study indicates employment conditions are associated with HIV risk. Intervention strategies should be tailored to address occupational-related factors.
Use of Entertainment Elements in an Online Video Mini-Series to Train Pharmacy Preceptors.
Cox, Craig D; Cheon, Jongpil; Crooks, Steven M; Lee, Jaehoon; Curtis, Jacob D
2017-02-25
Objective. To create an entertaining approach to training pharmacy preceptors. Design. A training program was developed to provide an innovative, entertaining, and flexible continuing education program for pharmacy preceptors. Three instructional design principles - providing an authentic context, offering a diversity of content, and engaging and maintaining attention - were foundational to this concept. The mini-series consisted of 12 online video episodes. Participants completed three reflective questions and one evaluation after watching each episode. Three months following completion of the training, a survey was distributed to analyze the long-term impact of the mini-series on precepting skills. Assessment. Two hundred two participants completed all 12 episodes. After completing the training series, the participants' confidence level in their knowledge pertaining to the objectives was significantly greater than before they started. Among the 32% of participants who responded to the three-month follow-up survey, the mean score for precepting confidence was 6.8 on a scale of 1 to 10 on which 1=no increase to 10=big increase. Also, 99% of participants indicated they would complete a similar training program and recommend to others. Conclusions. Feedback from the mini-series provides evidence of the effectiveness of its delivery format and use as a preceptor learning tool.
Mobile-media pragmatism: innovation excellences and encumbrances
NASA Astrophysics Data System (ADS)
Lin, Chen-Ju
2017-10-01
Establishing two pragmatic models of enhancing entertainment and job-performance, this study aims to elaborate on how people adopt and perceive innovation excellences and encumbrances of modern mobile-media services through reflecting on their intrinsic expectancy. A survey methodology was executed to examine the hypothesised variable relationships using the purposive sampling method. CHT's Taipei think-tank head-office provided this study with a representative sampling frame and assisted to collect data from 725 focused subjects (with normative characteristics) who subscribed to HiNet or MOD, or predominantly used 4G telecommunication services. As a result of adopting the structural equation modelling test, the models of perceived innovation excellences and innovation encumbrances were affirmatively established to interpret the two applicative scenarios: entertainment and job-performance enhancement. Several valuable findings were generated. When a consumer targets entertainment technology pragmatism, he or she may stress the importance of innovative excellences, especially on product novelty. For the sake of pursuing job-performance enhancement, a customer was actively willing to invest his or her energy to meet and deal with the learning cost, customer unfamiliarity and complexity of telecom products and services. Importantly, the adopter's previous experiences with telecom products in the IT domain could effectively moderate the effect of pursuing new telecom innovation, adopting the product, and then strengthening self-evaluation.
Transform coding for space applications
NASA Technical Reports Server (NTRS)
Glover, Daniel
1993-01-01
Data compression coding requirements for aerospace applications differ somewhat from the compression requirements for entertainment systems. On the one hand, entertainment applications are bit rate driven with the goal of getting the best quality possible with a given bandwidth. Science applications are quality driven with the goal of getting the lowest bit rate for a given level of reconstruction quality. In the past, the required quality level has been nothing less than perfect allowing only the use of lossless compression methods (if that). With the advent of better, faster, cheaper missions, an opportunity has arisen for lossy data compression methods to find a use in science applications as requirements for perfect quality reconstruction runs into cost constraints. This paper presents a review of the data compression problem from the space application perspective. Transform coding techniques are described and some simple, integer transforms are presented. The application of these transforms to space-based data compression problems is discussed. Integer transforms have an advantage over conventional transforms in computational complexity. Space applications are different from broadcast or entertainment in that it is desirable to have a simple encoder (in space) and tolerate a more complicated decoder (on the ground) rather than vice versa. Energy compaction with new transforms are compared with the Walsh-Hadamard (WHT), Discrete Cosine (DCT), and Integer Cosine (ICT) transforms.
Use of Entertainment Elements in an Online Video Mini-Series to Train Pharmacy Preceptors
Cheon, Jongpil; Crooks, Steven M.; Lee, Jaehoon; Curtis, Jacob D.
2017-01-01
Objective. To create an entertaining approach to training pharmacy preceptors. Design. A training program was developed to provide an innovative, entertaining, and flexible continuing education program for pharmacy preceptors. Three instructional design principles – providing an authentic context, offering a diversity of content, and engaging and maintaining attention – were foundational to this concept. The mini-series consisted of 12 online video episodes. Participants completed three reflective questions and one evaluation after watching each episode. Three months following completion of the training, a survey was distributed to analyze the long-term impact of the mini-series on precepting skills. Assessment. Two hundred two participants completed all 12 episodes. After completing the training series, the participants’ confidence level in their knowledge pertaining to the objectives was significantly greater than before they started. Among the 32% of participants who responded to the three-month follow-up survey, the mean score for precepting confidence was 6.8 on a scale of 1 to 10 on which 1=no increase to 10=big increase. Also, 99% of participants indicated they would complete a similar training program and recommend to others. Conclusions. Feedback from the mini-series provides evidence of the effectiveness of its delivery format and use as a preceptor learning tool. PMID:28289302
Workplace and HIV-related sexual behaviours and perceptions among female migrant workers
YANG, H.; LI, X.; STANTON, B.; FANG, X.; LIN, D.; MAO, R.; LIU, H.; CHEN, X.; SEVERSON, R.
2007-01-01
Data from 1,543 female migrants working in eight occupational clusters in Beijing and Nanjing, China were analysed to examine the association of workplace with HIV-related behaviours and perceptions. For sexually experienced women (n = 666, 43.2%), those working in entertainment establishments or personal service (e.g., nightclubs, dancing halls, barbershops, beauty salons, massage parlours, etc.) engaged in risky sexual practices twice as frequently as those working in non-entertainment establishments (e.g. restaurants, stalls, domestic service, factories, etc.). About 10% of women in the entertainment establishments reported having sold sex, 30% having multiple sexual partners and 40% having sex with men with multiple sexual partners. The rate of consistent condom use was less than 15%. They also tended to have a higher level of perceptions of both peer risk involvement and positive expectancy of risk behaviours, and lower perceptions of severity of STDs and HIV. For women who were not sexually experienced, those working in ‘stalls’ or ‘domestic service’ tended to perceive higher peer risk involvement, less severity of HIV infection, and less effectiveness of protective behaviour. The occupational pattern of sexual risk behaviours and perceptions observed in the current study indicates employment conditions are associated with HIV risk. Intervention strategies should be tailored to address occupational-related factors. PMID:16120499
2018-01-01
Background Low-income Caribbean transmigrant women face unique health challenges during pregnancy that set forth multidimensional implications for the design of mobile health (mHealth). Acknowledgment of the unique health needs of low-income Caribbean immigrant women in the United States and what that entails regarding technology design remains rarely examined in the literature of mHealth technologies. Objective The goal of this study was to reveal the needs and gaps in mHealth interventions for pregnant immigrant women not yet realized in this field. These understandings reveal design opportunities for mHealth. Methods The use of the qualitative participatory action research approach of codesign workshops in this study resulted in design solutions by the participants after reflecting on their earlier focus group discussions. The highlights are not the resulting designs per se but rather the inferences derived from the researcher reflecting on these designs. Results The designs exposed two themes relevant to this paper. First, the participants desired the inclusion and rebuilding of social and organizational relationships in mHealth. The resulting designs formulate an understanding of the women’s health-related social support needs and how technology can facilitate them. Second, the participants wanted entertainment with an element of social participation incorporated in mHealth pregnancy management interventions. This brings attention to the role entertainment can add to the impact mHealth can deliver for pregnancy well-being. Conclusions The study concluded with an examination of social and entertainment design implications that reveal pregnant immigrant women’s virtual health-related sharing habits, choice of sharing interaction scenarios during pregnancy (eg, local, long distance, one-way, two-way, and many-many), and choice of sharing media (eg, text, voice, and video). Additionally, the study revealed exclusions to social sharing capabilities in health technologies for these women. PMID:29653919
AlJaberi, Hana
2018-04-13
Low-income Caribbean transmigrant women face unique health challenges during pregnancy that set forth multidimensional implications for the design of mobile health (mHealth). Acknowledgment of the unique health needs of low-income Caribbean immigrant women in the United States and what that entails regarding technology design remains rarely examined in the literature of mHealth technologies. The goal of this study was to reveal the needs and gaps in mHealth interventions for pregnant immigrant women not yet realized in this field. These understandings reveal design opportunities for mHealth. The use of the qualitative participatory action research approach of codesign workshops in this study resulted in design solutions by the participants after reflecting on their earlier focus group discussions. The highlights are not the resulting designs per se but rather the inferences derived from the researcher reflecting on these designs. The designs exposed two themes relevant to this paper. First, the participants desired the inclusion and rebuilding of social and organizational relationships in mHealth. The resulting designs formulate an understanding of the women's health-related social support needs and how technology can facilitate them. Second, the participants wanted entertainment with an element of social participation incorporated in mHealth pregnancy management interventions. This brings attention to the role entertainment can add to the impact mHealth can deliver for pregnancy well-being. The study concluded with an examination of social and entertainment design implications that reveal pregnant immigrant women's virtual health-related sharing habits, choice of sharing interaction scenarios during pregnancy (eg, local, long distance, one-way, two-way, and many-many), and choice of sharing media (eg, text, voice, and video). Additionally, the study revealed exclusions to social sharing capabilities in health technologies for these women. ©Hana AlJaberi. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 13.04.2018.
Mishina, Kaisa; Kaakinen, Johanna K; Holm, Suvi K; Vahlo, Jukka; Kirjonen, Markus; Pekurinen, Virve; Tenovuo, Olli; Korkeila, Jyrki; Hämäläinen, Heikki; Sarajuuri, Jaana; Rantanen, Pekka; Orenius, Tage; Koponen, Aki
2018-01-01
Background Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation. Objective The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI. Methods A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered. Results The effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients’ self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group). Conclusions We did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI. Trial Registration ClinicalTrials.gov NCT02425527; https://clinicaltrials.gov/ct2/show/NCT02425527 (Archived by WebCite at http://www.webcitation.org/6esKI1uDH) PMID:29555622
Pem, Deki; Nidup, Tshewang; Wangdi, Ugyen; Pelzom, Dorji; Mirzazadeh, Ali; McFarland, Willi
2018-02-12
Emergency contraceptive pills (ECP) were recently made available over the counter in Bhutan. We evaluated knowledge, attitudes, and practices concerning ECP in 2 populations at risk for HIV and STI (sexually transmitted infections): entertainment women (drayang) and male truck drivers and helpers (truckers). Of 179 drayang and 437 truckers intercepted at venues, 73.7 and 21.1%, respectively, had heard of ECP; 47.0% of drayang had used them. Their concerns about ECP use included harm to the body, impact on future pregnancy, side effects, and HIV/STI risk. Education programs are needed in Bhutan to increase awareness of ECP for unplanned pregnancy and condoms to prevent HIV and STI.
Smith-Dektor, Asha H; Young, Sean D
2014-07-01
Although technologies have provided new forms of entertainment and improved our work efficiency, they have also reduced our need to engage in healthy physical activities. We believe that the psychological principles that make sedentary entertainment technologies (such as television and video games) engaging can be incorporated into new technologies to make new technologies both engaging and promote healthy behaviors. This short report aims to 1) describe how technology has traditionally reduced motivation to engage in health behaviors, 2) discuss key elements that may make sedentary technology (in this case, television) engaging, and 3) provide examples of how these same elements can be incorporated into new technologies to increase engagement and promote health behaviors.
Occupational UVR skin protection by make-up.
Bonner, R; Khazova, M; O'Hagan, J B; Squire, H
2012-03-01
New legislation has been introduced in the Member States of the European Union, covering worker exposure to artificial optical radiation. Use of make-up could reduce the ultraviolet hazard level and provide additional protection for skin against UV radiation (UVR). This is particularly important in entertainment and filming where intentional exposure of the actors and presenters to the very intense light sources may be required for extended periods of time. This document presents the assessment of UVR protection of make-up used in entertainment and demonstrates that the protection level varies considerably for different luminaires and application techniques. An important practical implication of this finding is that make-up alone cannot be considered as a reliable protection measure against skin exposure to actinic UV.
Volcanic Infrasound - A technical topic communicated in an entertaining way
NASA Astrophysics Data System (ADS)
Kerlow, Isaac
2017-04-01
Volcanic Infrasound is a 9-minute film about using infrasound waves to detect and measure volcanic eruptions as they unfold. The film was made by an interdisciplinary team of filmmakers and scientists for a general audience. The movie explains the basic facts of using infrasound to detect volcanic activity, and it also shows volcano researchers as they install infrasound sensors in a natural reserve in the middle of the city. This is the first in a series of films that seek to address natural hazards of relevance to Singapore, a country shielded from violent hazards. This presentation reviews the science communication techniques and assumptions used to develop and produce this entertaining scientific documentary short. Trailer: https://vimeo.com/192206460
Moyer-Gusé, Emily; Mahood, Chad; Brookes, Sarah
2011-12-01
Past research has examined the effects of entertainment narratives on story-related behaviors, but most has focused primarily on dramatic genres rather than comedy. The present study examines how the presence or absence of pregnancy-related humor influences viewers' counterarguing, perceived severity, and intentions to engage in unprotected sexual behavior. Results were consistent with expectations in that related humor reduced counterarguing while also trivializing the severity of the consequences of sexual behavior. When the pregnancy storyline was presented in its original humorous context, viewers reported greater intentions to engage in unprotected sex than when pregnancy was presented in a more serious tone. Model testing clarified this finding by revealing the underlying mechanisms. Practical and theoretical implications are discussed.
NASA Technical Reports Server (NTRS)
Brooks, Frederick P., Jr.
1991-01-01
The utility of virtual reality computer graphics in telepresence applications is not hard to grasp and promises to be great. When the virtual world is entirely synthetic, as opposed to real but remote, the utility is harder to establish. Vehicle simulators for aircraft, vessels, and motor vehicles are proving their worth every day. Entertainment applications such as Disney World's StarTours are technologically elegant, good fun, and economically viable. Nevertheless, some of us have no real desire to spend our lifework serving the entertainment craze of our sick culture; we want to see this exciting technology put to work in medicine and science. The topics covered include the following: testing a force display for scientific visualization -- molecular docking; and testing a head-mounted display for scientific and medical visualization.
Physics collaboration and communication through emerging media: *odcasts, blogs and wikis
NASA Astrophysics Data System (ADS)
Clark, Charles W.; Williams, Jamie
2006-05-01
The entertainment and news industries are being transformed by the emergence of innovative, internet-based media tools. Audio and video downloads are beginning to compete with traditional entertainment distribution channels, and the blogosphere has become an alternative press with demonstrated news-making power of its own. The scientific community, and physics in particular, is just beginning to experiment with these tools. We believe that they have great potential for enhancing the quality and effectiveness of collaboration and communication, and that the coming generation of physicists will expect them to be used creatively. We will report on our experience in producing seminar podcasts (google ``QIBEC'' or search ``quantum'' on Apple iTunes), and on operating a distributed research institute using a group-based blog.
Jules Stein, MD: Ophthalmologist, Entertainment Magnate, and Advocate for Vision.
Straatsma, Bradley R; Weeks, David F
2016-04-01
To report the lifetime activities and accomplishments of Jules Stein, MD. Retrospective review. Assessment of published and unpublished biographical material. Jules Stein combined his love of music and medicine with organizational skills to achieve successive careers as a musician, an ophthalmologist, an entertainment magnate, and an advocate for vision. To preserve vision, he founded Research to Prevent Blindness, founded the Jules Stein Eye Institute at the University of California, Los Angeles, and led a multiyear campaign to establish the National Eye Institute. With successive careers and extraordinary achievements, Jules Stein created an enduring legacy of benefits to ophthalmology, vision research, and the prevention of blindness. Copyright © 2016 American Academy of Ophthalmology. Published by Elsevier Inc. All rights reserved.
Media violence: advice for parents.
Muscari, Mary
2002-01-01
By the time they reach age 18, American children will have seen 16,000 simulated murders and 200,000 acts of violence (American Psychiatric Association, 1998). Media violence can be hazardous to children's health, and studies point overwhelmingly to a causal connection between media violence and aggressive attitudes, values and behaviors in some children (Congressional Public Health Summit, 2000). Through education in clinics, schools, and primary care offices, pediatric nurses can minimize the impact of media violence. They can obtain comprehensive media histories on children and families. They can teach children and parents about the effects of media violence and advise them how to avoid exposure. Nurses can also encourage the entertainment industry to exercise more responsibility in the ways they entertain children.
Code of Federal Regulations, 2011 CFR
2011-07-01
...) Professional sports instructors and entertainers. (h) The following employees, when approved by the Director... supply of available labor; employees whose employment requires special or technical training or skill...
Code of Federal Regulations, 2010 CFR
2010-07-01
... livestock. (d) Detectives, watchmen, guards, and caretakers. (e) Bona fide executives or department heads...) Professional sports instructors and entertainers. (h) The following employees, when approved by the Director...
15 CFR 310.4 - Action on application.
Code of Federal Regulations, 2013 CFR
2013-01-01
.... (3) The relative merit of the applications in terms of their qualifications as tourism destination... industry experts representing tour developers, the transportation, entertainment and hotel/motel industries...
15 CFR 310.4 - Action on application.
Code of Federal Regulations, 2011 CFR
2011-01-01
.... (3) The relative merit of the applications in terms of their qualifications as tourism destination... industry experts representing tour developers, the transportation, entertainment and hotel/motel industries...
15 CFR 310.4 - Action on application.
Code of Federal Regulations, 2012 CFR
2012-01-01
.... (3) The relative merit of the applications in terms of their qualifications as tourism destination... industry experts representing tour developers, the transportation, entertainment and hotel/motel industries...
Dong, Yanyan; Zhang, Hongbo; Wang, Yongyang; Tao, Haidong; Xu, Song; Xia, Junrui; Huang, Wen; He, Huan; Zaller, Nickolas; Operario, Don
2015-01-01
We conducted a survey of 358 young migrant women working in entertainment venues in China to explore the prevalence of and factors associated with two indicators of sexual and reproductive health: (1) multiple abortions and (2) the dual risk of sexually transmitted infections (STI) and abortion history. One quarter (25.4 percent) of the women in this sample had multiple abortions during their lifetime and, of those with any abortion history, 18.3 percent had had an abortion outside of a regulated health clinic. One-third (33.0 percent) of the sample had had an STI during the past year, and approximately one-fourth (23.7 percent) of those women did not receive STI treatment in a public hospital. Approximately one-fourth (23.5 percent) of the sample reported both a history of abortion and an STI during the past year. Women with a history of multiple abortions had significantly lower income levels, were more likely to have sex with clients and with husbands, and tended more to use alcohol before sex. Women who experienced both abortion and STI risks were more likely to report having had unprotected sex, genitourinary tract infections symptoms, anxiety, illicit drug use, and suicidal ideation. Enhanced efforts are needed to improve reproductive and sexual health for female migrants in urban China, particularly those working in entertainment venues.
Personality Traits, Motivations, and Emotional Consequences of Social Media Usage.
Lin, Jhih-Syuan; Lee, Yen-I; Jin, Yan; Gilbreath, Bob
2017-10-01
This study explores social media users' personality traits and motivations for the usage of two different social media platforms, Facebook and Pinterest, as well as how the varied uses impact users' negative emotional experiences. The findings suggest that the intensity of social media usage is positively related to negative emotions. For Facebook users, socialization, entertainment, and information seeking motivations significantly influence their platform use intensity and, subsequently, lead to negative emotions. Self-status seeking also has a direct effect on Facebook users' negative emotions. For Pinterest users, socialization is not a significant motivation for usage of that platform. However, entertainment, information seeking, and self-status seeking significantly predict their platform use intensity, which subsequently lead to negative emotions. Similarly, all four motivations for Facebook and Pinterest uses are influenced by users' personality traits: extraversion and openness. Yet, openness has a greater impact on using Pinterest than Facebook in terms of fulfilling socialization needs. Neuroticism has a positive impact on socialization and information seeking motives for use of both platforms, while conscientiousness and agreeableness have a negative influence on fulfilling self-status seeking needs. In addition, agreeable social networking site users are less likely to use Facebook than Pinterest for fulfilling self-status related gratifications, while they are likely to use Pinterest instead of Facebook for entertainment and information needs. Implications of the findings and suggestions for future research are discussed.
Influence of technology on magnetic tape storage device characteristics
NASA Technical Reports Server (NTRS)
Gniewek, John J.; Vogel, Stephen M.
1994-01-01
There are available today many data storage devices that serve the diverse application requirements of the consumer, professional entertainment, and computer data processing industries. Storage technologies include semiconductors, several varieties of optical disk, optical tape, magnetic disk, and many varieties of magnetic tape. In some cases, devices are developed with specific characteristics to meet specification requirements. In other cases, an existing storage device is modified and adapted to a different application. For magnetic tape storage devices, examples of the former case are 3480/3490 and QIC device types developed for the high end and low end segments of the data processing industry respectively, VHS, Beta, and 8 mm formats developed for consumer video applications, and D-1, D-2, D-3 formats developed for professional video applications. Examples of modified and adapted devices include 4 mm, 8 mm, 12.7 mm and 19 mm computer data storage devices derived from consumer and professional audio and video applications. With the conversion of the consumer and professional entertainment industries from analog to digital storage and signal processing, there have been increasing references to the 'convergence' of the computer data processing and entertainment industry technologies. There has yet to be seen, however, any evidence of convergence of data storage device types. There are several reasons for this. The diversity of application requirements results in varying degrees of importance for each of the tape storage characteristics.
Medhi, G K; Mahanta, J; Hazarika, I; Armstrong, G; Adhikary, R; Mainkar, M; Paranjape, R S
2013-03-01
This paper describes the sex work characteristics and factors associated with syphilis among female sex workers (FSWs) in Dimapur district of high HIV prevalence Indian state, Nagaland. The study recruited 426 FSWs in 2006 using respondent-driven sampling. The prevalence of syphilis was 21.1% and HIV prevalence was 11.7%. Approximately half were under 25 years of age. Clients were solicited mainly in public places (32.7%), while hotels/lodges/rented rooms were the most common places of entertainment (57.2%). Condom use during the last sex was 36.5% with occasional and 27% with regular clients. Being married, being widowed/divorced/separated, being illiterate or having a history of drug use increased the likelihood of syphilis infection. Entertaining clients in bars/booze joints decreased the probability of syphilis. FSWs who moved between soliciting in public places or bars/booze joints and then entertaining in hotels/lodges/rented rooms had a higher vulnerability to syphilis. In summary, we found that the vulnerability to syphilis among mostly young FSWs in Dimapur varied according to their sex work characteristics, marital and educational status and drug use habits. They may be more vulnerable to HIV and sexually transmitted infections (HIV/STIs) due to the low rate of condom use. The findings have direct implications for HIV/STI prevention programmes in Northeast India.
Integrating entertainment and scientific rigor to facilitate a co-creation of knowledge
NASA Astrophysics Data System (ADS)
Hezel, Bernd; Broschkowski, Ephraim; Kropp, Jürgen
2013-04-01
The advancing research on the changing climate system and on its impacts has uncovered the magnitude of the expectable societal implications. It therefore created substantial awareness of the problem with stakeholders and the general public. But despite this awareness, unsustainable trends have continued untamed. For a transition towards a sustainable world it is, apparently, not enough to disseminate the "scientific truth" and wait for the people to "understand". In order to remedy this problem it is rather necessary to develop new entertaining formats to communicate the complex topic in an integrated and comprehensive way. Beyond that, it could be helpful to acknowledge that science can only generate part of the knowledge that is necessary for the transformation. The nature of the problem and its deep societal implications call for a co-creation of knowledge by science and society in order to enable change. In this spirit the RAMSES project (Reconciling Adaptation, Mitigation and Sustainable Development for Cities) follows a dialogic communication approach allowing for a co-formulation of research questions by stakeholders. A web-based audio-visual guidance application presents embedded scientific information in an entertaining and intuitive way on the basis of a "complexity on demand" approach. It aims at enabling decision making despite uncertainty and it entails a reframing of the project's research according to applied and local knowledge.
Coomber, Kerri; Mayshak, Richelle; Hyder, Shannon; Droste, Nicolas; Curtis, Ashlee; Pennay, Amy; Gilmore, William; Lam, Tina; Chikritzhs, Tanya; Miller, Peter G.
2017-01-01
This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews (n = 4016) were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC), pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries. PMID:28085105
Coomber, Kerri; Mayshak, Richelle; Hyder, Shannon; Droste, Nicolas; Curtis, Ashlee; Pennay, Amy; Gilmore, William; Lam, Tina; Chikritzhs, Tanya; Miller, Peter G
2017-01-12
This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews ( n = 4016) were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC), pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.
A Robust Camera-Based Interface for Mobile Entertainment
Roig-Maimó, Maria Francesca; Manresa-Yee, Cristina; Varona, Javier
2016-01-01
Camera-based interfaces in mobile devices are starting to be used in games and apps, but few works have evaluated them in terms of usability or user perception. Due to the changing nature of mobile contexts, this evaluation requires extensive studies to consider the full spectrum of potential users and contexts. However, previous works usually evaluate these interfaces in controlled environments such as laboratory conditions, therefore, the findings cannot be generalized to real users and real contexts. In this work, we present a robust camera-based interface for mobile entertainment. The interface detects and tracks the user’s head by processing the frames provided by the mobile device’s front camera, and its position is then used to interact with the mobile apps. First, we evaluate the interface as a pointing device to study its accuracy, and different factors to configure such as the gain or the device’s orientation, as well as the optimal target size for the interface. Second, we present an in the wild study to evaluate the usage and the user’s perception when playing a game controlled by head motion. Finally, the game is published in an application store to make it available to a large number of potential users and contexts and we register usage data. Results show the feasibility of using this robust camera-based interface for mobile entertainment in different contexts and by different people. PMID:26907288
Software of Seismic Proportions Promotes Enjoyable Learning
NASA Technical Reports Server (NTRS)
2005-01-01
While working for NASA, Jack Sculley and Terry Brooks had a revelation. They wanted to find a novel and unique way to present the scientific principles of NASA research to the public, so as to not only enlighten, but entertain. Suddenly, their revelation morphed into something even grander. "Why stop at NASA?" they asked themselves. With this thought, Sculley and Brooks left NASA and set out to convey voluminous scientific findings from different organizations in the form of digital, interactive media that would enhance the exploration and adventure interests of people of all ages. Sculley, a former researcher at Ames Research Center, the Jet Propulsion Laboratory (JPL), and Apple, Inc. s and LucasFilm Ltd. s multimedia labs, and Brooks, a former public information officer at JPL and an Emmy award-winning documentary film producer, founded Seismic Entertainment in 1989 to communicate their "edutainment" ideas. The two acknowledge that NASA has provided much of the inspiration and content for Seismic Entertainment over the past decade and a half. Additionally, Sculley s experience as a virtual reality and Mars specialist and Brooks s experience creating NASA public access programs were significant to the San Francisco-based company s success. Its most recent project, "Inside NASA," provides virtual tours of NASA s field centers and allows for a comprehensive focus on the broad range of NASA programs for the benefit of the general public
Code of Federal Regulations, 2010 CFR
2010-01-01
... entertainment software and equipment; recreational sports equipment; tobacco; wine and other alcoholic beverages... items meeting subsistence needs) intended for the benefit of the North Korean people; items in support...
38 CFR 21.7622 - Courses precluded.
Code of Federal Regulations, 2012 CFR
2012-07-01
... are: (i) Any photography course or entertainment course; or (ii) Any music course, instrumental or... courses, except courses of applied music, physical education, or public speaking which are offered by...
38 CFR 21.7622 - Courses precluded.
Code of Federal Regulations, 2014 CFR
2014-07-01
... are: (i) Any photography course or entertainment course; or (ii) Any music course, instrumental or... courses, except courses of applied music, physical education, or public speaking which are offered by...
38 CFR 21.7622 - Courses precluded.
Code of Federal Regulations, 2013 CFR
2013-07-01
... are: (i) Any photography course or entertainment course; or (ii) Any music course, instrumental or... courses, except courses of applied music, physical education, or public speaking which are offered by...
The Language Arts Curriculum Goes Hollywood.
ERIC Educational Resources Information Center
Pollock, Cristine O'Brien
1980-01-01
The use of Captioned Entertainment Films' movie classics as language arts aids for deaf students is discussed in terms of thought organization, reading skills, and language and composition development. (CL)
The Interplay of Reader Goals, Working Memory, and Text Structure During Reading
Bohn-Gettler, Catherine M.; Kendeou, Panayiota
2014-01-01
In the current study we examined the complex interactions of instructional context, text properties, and reader characteristics during comprehension. College students were tasked with the goal of reading for study versus entertainment (instructional context) while thinking-aloud about four different expository text structures (text properties). Working memory also was assessed (reader characteristics). Reading goals and working memory interacted to influence paraphrasing and non-coherence processes when thinking aloud. Reading goals, working memory, and text structure all interacted to influence text-based inferences. Text structure also influenced knowledge-based inferences. Post-reading recall was highest for those with the instructional goal of reading for study (compared to entertainment), as well as for problem-response and compare-contrast texts (compared to descriptive and chronological texts). Implications of the findings are discussed. PMID:25018581
Indian tick typhus presenting with gangrene: a case report from an urban slum of Delhi.
Kumar, Manish; Singh, Raghvendra; Yadav, Mukesh
2014-01-01
Indian Tick Typhus has been rarely reported in children from Delhi. A 10-y-old male child from Delhi presented with fever, non specific gastrointestinal symptoms, petechial rash and gangrene of all the toes. Possibility of rickettsial infection was entertained after the child failed to improve with best of the antibiotics. Sample for serology for rickettsial infection was sent and Doxycycline was started empirically. He became afebrile within 72 h of starting Doxycycline. Later, diagnosis of Indian Tick Typhus was confirmed on the basis of IgM positivity against Rickettsia conori. Possibility of rickettsial infection should be entertained in children with history of fever and skin rash, especially if the child fails to improve with a course of antibiotics and common infectious etiologies have been ruled out.
A David and Goliath story: tobacco advertising and self-regulation in Australia.
Chapman, S
1980-11-01
A small group of health workers succeeded in getting the largest tobacco advertising campaign in Australia banned by testing a clause in the advertising industry's voluntary code of self-regulation. The group complained about a series of cigarette advertisements that featured an Australian entertainer who was popular with the young. Though the tobacco company denied the entertainer's major appeal to the young, the chairman of the Advertising Standards Council ruled that the campaign did breach the code. The delay before the complaint was adjudicated--18 months--contrasted with the speed with which a series of antismoking advertisements had been withdrawn after complaints by a tobacco company's advertisers. MOP UP's victory in this case contains several lessons for people interested in restricting the promotional activities of multinational tobacco companies.
Röhm, Alexander; Hastall, Matthias R; Ritterfeld, Ute
2017-03-01
Mass media shape not only public, but also healthcare professionals' attitudes towards individuals with a mental illness. This study investigates how watching a movie about schizophrenia affects stigma-related attitudes of rehabilitation science students, who are likely to work with affected individuals. Participants watched an entertainment movie portrayal of schizophrenia. Stigma-related attitudes and social distance were assessed one week before watching the movie, directly afterwards, and one week later. No significant differences in stigmatization emerged between viewers and non-viewers. Enjoyment, appreciation, and general movie evaluation mediated viewers' transportation into the story on changes in stigmatization. Results are discussed with respect to media effects on stigma-related attitudes and their implications for mental health nursing practice and education.
Do, Mai P; Kincaid, D Lawrence
2006-01-01
Shabuj Chaya is a weekly television drama broadcast during a 13-week period in Bangladesh in 2000. It used an entertainment-education format to increase health knowledge and to promote visits to health clinic and modern contraceptive use. The purpose of this article is to demonstrate how a relatively new statistical technique, propensity score matching in conjunction with structural equation modeling, can be used to obtain an unbiased estimate of changes in health outcomes that can be attributed to exposure to the drama. The analysis is conducted with data from an after-only, cross-sectional survey of 4,492 men and women from the intended audience. The results from propensity score matching approximate what would be expected from a randomized control group design.
[The effects of media violence on affective, cognitive, and physiological reactions of viewers].
Yukawa, S; Yoshida, F
1998-06-01
The present study investigated the effects of media violence on affective, cognitive, and physiological reactions of viewers. Eighty undergraduate student (male = 40, female = 40) participated in the experiment. First, subjects were exposed to one of four violent films whose levels of violence and entertainment were based on ratings taken in a previous study (Yoshida & Yukawa, 1996). Immediately after viewing the film, subjects described their thoughts which occurred during watching the film and rated their affective reactions toward the film. Heart rate and eyeblink rate as indicators of physiological arousal were measured continuously before, during, and after the film. Results showed that the film high in violence elicited more negative and empty-powerless affects, while the film high in entertainment evoked more positive affects.
Välimäki, Maritta; Mishina, Kaisa; Kaakinen, Johanna K; Holm, Suvi K; Vahlo, Jukka; Kirjonen, Markus; Pekurinen, Virve; Tenovuo, Olli; Korkeila, Jyrki; Hämäläinen, Heikki; Sarajuuri, Jaana; Rantanen, Pekka; Orenius, Tage; Koponen, Aki
2018-03-19
Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation. The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI. A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered. The effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients' self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group). We did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI. ClinicalTrials.gov NCT02425527; https://clinicaltrials.gov/ct2/show/NCT02425527 (Archived by WebCite at http://www.webcitation.org/6esKI1uDH). ©Maritta Välimäki, Kaisa Mishina, Johanna K Kaakinen, Suvi K Holm, Jukka Vahlo, Markus Kirjonen, Virve Pekurinen, Olli Tenovuo, Jyrki Korkeila, Heikki Hämäläinen, Jaana Sarajuuri, Pekka Rantanen, Tage Orenius, Aki Koponen. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 19.03.2018.
McCloud, Rachel F; Okechukwu, Cassandra A; Sorensen, Glorian; Viswanath, Kasisomayajula
2016-03-03
Important gaps remain in our knowledge of how individuals from low socioeconomic position (SEP) use the Internet for resources and in understanding the full range of activities they perform online. Although self-report data indicate that low SEP individuals use the Internet less than high SEP people for health information and for other beneficial capital-enhancing activities, these results may not provide an accurate overall view of online use. The aim of this study was to determine the ways in which low SEP individuals use the Internet, including for entertainment, social networking, and capital-enhancing functions, and how they are associated with health information seeking. Detailed Web tracking data were collected from 118 low SEP individuals who participated in the intervention group of a randomized controlled trial that provided Internet access. Websites were grouped by topic, including categories of capital-enhancing websites that provided access to resources and information. Different types of online activities were summed into an Internet use index. Single and multiple negative binomial regression models were fitted with the Internet use index as the predictor and health information seeking as the outcome. Next, models were fitted with low, medium, and high Web usage in capital-enhancing, entertainment, and social network categories to determine their associations with health information seeking. Participants used the Web for diverse purposes, with 63.6% (75/118) accessing the Internet for all defined types of Internet use. Each additional category of Internet use was associated with 2.12 times the rate of health information seeking (95% CI 1.84-2.44, P<.001). Higher use of each type of capital-enhancing information was associated with higher rates of health information seeking, with high uses of government (incident rate ratio [IRR] 8.90, 95% CI 4.82-16.42, P<.001) and news (IRR 11.36, 95% CI 6.21-20.79, P<.001) websites associated with the highest rates of health information seeking compared to their lowest use categories. High entertainment website use (IRR 3.91, 95% CI 2.07-7.37, P<.001) and high social network use (IRR 2.06, 95% CI 1.08-3.92, P=.03) were also associated with higher health information seeking. These data clearly show that familiarity and skills in using the Internet enhance the capacity to use it for diverse purposes, including health and to increase capital, and that Internet usage for specific activities is not a zero sum game. Using it for one type of topic, such as entertainment, does not detract from using it for other purposes. Findings may inform ways to engage low SEP groups with Internet resources.
Okechukwu, Cassandra A; Sorensen, Glorian; Viswanath, Kasisomayajula
2016-01-01
Background Important gaps remain in our knowledge of how individuals from low socioeconomic position (SEP) use the Internet for resources and in understanding the full range of activities they perform online. Although self-report data indicate that low SEP individuals use the Internet less than high SEP people for health information and for other beneficial capital-enhancing activities, these results may not provide an accurate overall view of online use. Objective The aim of this study was to determine the ways in which low SEP individuals use the Internet, including for entertainment, social networking, and capital-enhancing functions, and how they are associated with health information seeking. Methods Detailed Web tracking data were collected from 118 low SEP individuals who participated in the intervention group of a randomized controlled trial that provided Internet access. Websites were grouped by topic, including categories of capital-enhancing websites that provided access to resources and information. Different types of online activities were summed into an Internet use index. Single and multiple negative binomial regression models were fitted with the Internet use index as the predictor and health information seeking as the outcome. Next, models were fitted with low, medium, and high Web usage in capital-enhancing, entertainment, and social network categories to determine their associations with health information seeking. Results Participants used the Web for diverse purposes, with 63.6% (75/118) accessing the Internet for all defined types of Internet use. Each additional category of Internet use was associated with 2.12 times the rate of health information seeking (95% CI 1.84-2.44, P<.001). Higher use of each type of capital-enhancing information was associated with higher rates of health information seeking, with high uses of government (incident rate ratio [IRR] 8.90, 95% CI 4.82-16.42, P<.001) and news (IRR 11.36, 95% CI 6.21-20.79, P<.001) websites associated with the highest rates of health information seeking compared to their lowest use categories. High entertainment website use (IRR 3.91, 95% CI 2.07-7.37, P<.001) and high social network use (IRR 2.06, 95% CI 1.08-3.92, P=.03) were also associated with higher health information seeking. Conclusions These data clearly show that familiarity and skills in using the Internet enhance the capacity to use it for diverse purposes, including health and to increase capital, and that Internet usage for specific activities is not a zero sum game. Using it for one type of topic, such as entertainment, does not detract from using it for other purposes. Findings may inform ways to engage low SEP groups with Internet resources. PMID:26940637
... Sesame Street” creator Jon Stone, boxing champion Ezzard Charles, NBA Hall of Fame basketball player George Yardley, ... photographer Eddie Adams, entertainer Dennis Day, jazz musician Charles Mingus, former vice president of the United States ...
Wei, Shan-Bo; Chen, Zhong-Dan; Zhou, Wang; Wu, Feng-Bo; Li, Si-Ping; Shan, Jian-Guo
2004-01-01
Commercial sex is illegal in China but there are still many hospitality girls (HGs) working at licenced entertainment establishments in many places in the country. Hospitality girls can be categorised as sex-HGs and non-sex-HGs. To understand the proportion of sex-HGs and non-sex-HGs, the prevalence of HIV and sexually transmitted infections, and the high-risk behaviours among HGs. A total of 257 HGs at 29 entertainment establishments (13 sauna/massage parlors, 10 dancing/karaoke bars and six barbershops) from seven urban districts in Wuhan were investigated and studied with a two-step sampling frame during November and December 1999. Information on sexual practices, drug abuse, condom use and other related factors were collected by anonymous interviewer-administered questionnaires. Anonymous laboratory testing was performed on 185 (72%) serum samples obtained for HIV-1 and HSV-2 by enzyme-linked immunosorbent assay. Of the 257 HGs, the mean age was 22.7 years (range 16-36 years); 147 (57.2%) stated they were sex-HGs, 15 (5.8%) were drug users, of whom 12 (80%) were injecting and 3 (20%) were inhaling. Sex-HGs was significantly correlated with drug abuse (P < 0.01, OR = 11.47). Among the 147 sex-HGs, 29 (19.7%) had sex with male clients more than seven times per week, 76 (51.7%) claimed to have used condoms consistently. The sero-prevalence survey of 185 HGs revealed that none tested HIV seropositive, and 40 (21.6%) were HSV-2 seropositive, which was positively correlated with sex-HGs (P < 0.01, OR = 3.13). Although the HIV epidemic in Wuhan has not yet reached a high level, HIV/AIDS prevention and control must be taken into account in entertainment establishments because of the existing high risk-taking behaviours and high STI incidence among HGs. It is feasible to carry out epidemiological investigations, which are concerned with sensitive topics such as sex, drug abuse, etc, among community-based female sex workers if designed and implemented prudently.
The Heartbreak of Cyberphobia.
ERIC Educational Resources Information Center
Anderson, John J.
1983-01-01
Discusses the potential of microcomputers, indicating that, like an automobile, they can be used without knowing how they operate. Considers the microcomputer role in education, entertainment, telecommunications, and other areas such as artificial intelligence. (JN)
Preparedness 101: Zombie Pandemic
... graphic novel, “Preparedness 101: Zombie Pandemic” demonstrates the importance of being prepared in an entertaining way that ... a surprising twist that will drive home the importance of being prepared for any emergency. Included in ...
19 CFR 200.735-105 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2013 CFR
2013-04-01
... obvious family or personal relationships (such as those between parents, children, or spouse of the... special occasion such as marriage, illness, or retirement. (d) An employee shall not accept a gift...
11 CFR 7.8 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2011 CFR
2011-01-01
...) Paragraph (a) of this section shall not apply: (1) Where obvious family or personal relationships govern..., holiday, marriage, illness, or retirement. (d) A Commissioner or employee shall not accept a gift, present...
26 CFR 1.274-5 - Substantiation requirements.
Code of Federal Regulations, 2012 CFR
2012-04-01
... indirectly to the employer through credit cards or otherwise) for travel, entertainment, gifts, and the use... for the driver, or only for the driver plus a folding jump seat. (I) Dump trucks (including garbage...
26 CFR 1.274-5 - Substantiation requirements.
Code of Federal Regulations, 2014 CFR
2014-04-01
... indirectly to the employer through credit cards or otherwise) for travel, entertainment, gifts, and the use... for the driver, or only for the driver plus a folding jump seat. (I) Dump trucks (including garbage...
26 CFR 1.274-5 - Substantiation requirements.
Code of Federal Regulations, 2013 CFR
2013-04-01
... indirectly to the employer through credit cards or otherwise) for travel, entertainment, gifts, and the use... for the driver, or only for the driver plus a folding jump seat. (I) Dump trucks (including garbage...
26 CFR 1.274-5 - Substantiation requirements.
Code of Federal Regulations, 2011 CFR
2011-04-01
... indirectly to the employer through credit cards or otherwise) for travel, entertainment, gifts, and the use... for the driver, or only for the driver plus a folding jump seat. (I) Dump trucks (including garbage...
The Frederick National Laboratory for Cancer Research (formerly known as NCI-Frederick) quarterly newsletter, the Poster, is a forum which aims to contribute to a well-informed workforce by presenting information designed to educate, entertain, and enlighten.
ERIC Educational Resources Information Center
Skalkin, V. L.
1973-01-01
The author differentiates eight types of verbal communication: (1) Socioeconomic, (2) Domestic, (3) Professional, (4) Sociocultural, (5) Public, (6) Legal-Administrative, (7) Recreational, (8) Entertaining. (HK)
77 FR 17458 - Marine Mammals; File No. 17159
Federal Register 2010, 2011, 2012, 2013, 2014
2012-03-26
... Simon Nash, Parthenon Entertainment Ltd, 34 Whiteladies Road, Bristol, BS8 2LG, United Kingdom, has... Animal Planet in the U.S. and elsewhere internationally. The initial filming period is scheduled for two...
77 FR 65052 - Submission for OMB Review; Comment Request
Federal Register 2010, 2011, 2012, 2013, 2014
2012-10-24
... respect to business travel, entertainment, and gift expenses be substantiated with adequate records in... settlement of merchant card and third party network transactions for purchases of goods and/or services made...
13 CFR 302.17 - Conflicts of interest.
Code of Federal Regulations, 2010 CFR
2010-01-01
... costs (e.g., procurement of goods or services) by or to the Recipient. A conflict of interest generally... shall also not, directly or indirectly, solicit or accept any gift, gratuity, favor, entertainment or...
11 CFR 7.8 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-01-01
... persons concerned which are the motivating factors; (2) To the acceptance of food, refreshments, and... as pens, pencils, note pads, calendars; and (4) To the acceptance of loans from banks or other...
Purple or Colorless--Which Way Up? An Entertaining Solubility Demonstration.
ERIC Educational Resources Information Center
Kitson, Trevor M.
2003-01-01
Presents an experiment that is quick and easy to prepare, visually striking, and amusing to students. Relates to several key chemical concepts including polarity, intermolecular forces, solubility, and spectrophotometry. (Author/NB)
Public Relations Program for a Shopping Mall.
ERIC Educational Resources Information Center
Feigley, David A.
1980-01-01
An account is given of a highly successful sports, health, and recreation exhibit run by Rutgers University (New Jersey) in a public shopping mall. Organization and entertainment were the keynotes of the success. (LH)
25 CFR 700.519 - Gifts, entertainment and favors.
Code of Federal Regulations, 2010 CFR
2010-04-01
... above: (1) An employee may accept unsolicited advertising or promotional material with the name of the...) Other circumstances may arise in which it would be to the Commission's advantage for an employee to...
van Leeuwen, Lonneke; Renes, Reint Jan; Leeuwis, Cees
2013-04-01
Alcohol use among adolescents is a concern in the Netherlands because of its high prevalence and risks. To discourage adolescents from drinking alcohol, a televised entertainment-education (E-E) intervention was developed. This study investigated responses of adolescents on perceived realism and enjoyment of the E-E intervention, as well as its impact on alcohol drinking behavior. Viewers perceived the E-E narratives to be credible and enjoyable but did not relate to the characters in the narratives. However, exposure to the E-E intervention predicted desired changes in alcohol drinking behavior, intentions to decrease alcohol use, and perceived normative pressure, especially in less educated viewers. These findings demonstrate that E-E is a promising strategy to target adolescent alcohol use. Future research will focus on the individual processes and story elements that account for the positive results.
Promoting organ donation through an entertainment-education TV program in Korea: Open Your Eyes.
Byoung Kwan Lee; Hyun Soon Park; Choi, Myung-Il; Cheon Soo Kim
2010-01-01
The purpose of this study is to investigate the effects of the characteristics of the program, Open Your Eyes, an entertainment-education TV program in Korea, on parasocial interaction and behavioral intention for organ donation. The results indicated that affective evaluation positively affected parasocial interaction with the program but cognitive evaluation negatively affected involvement with beneficiaries in the program. Also, it was found that cognitive evaluation of Open Your Eyes had a significant positive effect on behavioral intention. In addition, a significant positive effect of program engagement on the behavioral intention was found. Thus, the results indicate that individuals who feel program engagement of Open Your Eyes will be more likely to proceed with organ donation. However, no direct effect of involvement with the beneficiary and program hosts was found.
Fixture Design for Motion Picture and Theatrical Lighting
NASA Astrophysics Data System (ADS)
Dandridge, Susan
1987-02-01
I am the Marketing Manager for a fairly good-sized company in a very small industry which is dependent on the efforts of the kind of people attending this conference. Strand Lighting and other companies like mine supply the lighting needs of the entertainment industry. We listen to people like Dan Flannery and Bran Ferrren as well as thousands of other creative, artistic designers, manufacturing the tools they need to bring you everything from Hamlet to Dynasty, from Masterpiece Theatre to The Price is Right. We design and manufacture dimmers, computerized control equipment for the dimmers, and lighting fixtures.It it the issue of lighting fixtures for our industry that brings me here today. The total yearly volume of the entire entertainment lighting industry is estimated at only $70 million. Compare that to the billions of the defense or medical industries.
A David and Goliath story: tobacco advertising and self-regulation in Australia.
Chapman, S
1980-01-01
A small group of health workers succeeded in getting the largest tobacco advertising campaign in Australia banned by testing a clause in the advertising industry's voluntary code of self-regulation. The group complained about a series of cigarette advertisements that featured an Australian entertainer who was popular with the young. Though the tobacco company denied the entertainer's major appeal to the young, the chairman of the Advertising Standards Council ruled that the campaign did breach the code. The delay before the complaint was adjudicated--18 months--contrasted with the speed with which a series of antismoking advertisements had been withdrawn after complaints by a tobacco company's advertisers. MOP UP's victory in this case contains several lessons for people interested in restricting the promotional activities of multinational tobacco companies. Images FIG 1 FIG 2 PMID:7427631
Content and ratings of mature-rated video games.
Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin
2006-04-01
To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Harvard University, Boston, Mass. Authors and 1 hired game player. M-rated video games. Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen"). Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.
Lim, Kathryn; Kilpatrick, Claire; Storr, Julie; Seale, Holly
2018-06-05
As a communications strategy, education entertainment has been used to inform, influence, and shift societal and individual behaviors. Recently, there has been an increasing number of entertainment-education YouTube videos focused on hand hygiene. However, there is currently no understanding about the quality of these videos; therefore, this study aimed to explore the social media content and user engagement with these videos. The search terms "hand hygiene" and "hand hygiene education" were used to query YouTube. Video content had to be directed at a health care professional audience. Using author designed checklists, each video was systematically evaluated and grouped according to educational usefulness and was subsequently evaluated against the categories of attractiveness, comprehension, and persuasiveness. A total of 400 videos were screened, with 70 videos retained for analysis. Of these, 55.7% (n = 39) were categorized as educationally useful. Overall, educationally useful videos scored higher than noneducationally useful videos across the categories of attractiveness, comprehension, and persuasiveness. Miscommunication of the concept of My 5 Moments for Hand Hygiene was observed in several of the YouTube videos. The availability of educationally useful videos in relation to hand hygiene is evident; however, it is clear that there are opportunities for contributors using this medium to strengthen their alignment with social media best practice principles to maximize the effectiveness, reach, and sustainability of their content. Copyright © 2018 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.
Yang, Qiaohong; Operario, Don; Zaller, Nickolas; Huang, Wen; Dong, Yanyan; Zhang, Hongbo
2018-01-01
Among the dramatic increased internal migration in China in past three decades, a considerable proportion of young females migrated to urban areas and found employment in "entertainment venues", who may be vulnerable to psychological distress. This study examines the prevalence of depression and explores its associations with health-risk behaviors and social capital among this subgroup. 358 female migrants were recruited from entertainment venues in a rapidly growing urban city in China. A survey which included measures of depressive symptoms, health-risk behaviors, social capital, and socio-demographic characteristics was administered. Multivariable logistic regression was conducted to identify the independent correlates of depression. Of participants, 31.0% had clinically significant depressive symptoms (CES-D score ≥ 16). In multivariable models, greater likelihood of depressive symptoms was associated with working in massage centers/hotels (OR = 3.20, 95% CI: 1.80-5.70), having probable alcohol dependence (OR = 2.25, 95% CI: 1.22-4.16), self-reported lifetime use of illicit drugs (OR = 2.98, 95% CI: 1.26-7.06), growing up in a non-nuclear family (OR = 2.46, 95% CI: 1.18-5.16), and poor social capital (OR = 6.01, 95% CI = 2.02-17.87). Intervention strategies to address the high prevalence of depression among female migrants are needed, and should also aim to reduce problematic alcohol and drug use, improve social capital, and target women working in massage centers or hotels.
An Interactive Immersive Serious Game Application for Kunyu Quantu World Map
NASA Astrophysics Data System (ADS)
Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.
2015-08-01
In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.
The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician
Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun
2013-01-01
Purpose Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. Methods News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity’s suicide. The period with a significantly increased number of suicides immediately after the celebrity’s suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. Results News reports were more numerous and they contained more positive definitions about the entertainer’s suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks) than for the politician (4 weeks). The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. Conclusions Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea. PMID:24386428
Federal Register 2010, 2011, 2012, 2013, 2014
2013-08-19
.... In Lake Charles, Ameristar's Mojito Pointe will be located directly adjacent to Pinnacle's existing... maintain the premerger competition between Lumi[egrave]re and Ameristar St. Charles and [[Page 50419
Geo-Cultural Analysis Tool (trademark) (GCAT)
2008-03-10
Construction Engineering Research Laboratory (CERL) Champaign, IL Cold Regions Researc and Engineering Laboratory (CRREL) Hanover, NH European...Point B? Time/Day: Mid afternoon, Friday Mosque Leisure Market /Retail Area Entertainment District Departure Point Destination Point Transportation
The Rise and Rise of Harry Potter.
ERIC Educational Resources Information Center
Tucker, Nicholas
1999-01-01
Claims that although the Harry Potter stories--with their old-fashioned plots, settings, and characterizations--entertain richly, they rarely provoke, question, or inform. Suggests other contemporary writers who are pushing forward are equally exciting. (NH)
How to Put Together Community Coverage.
ERIC Educational Resources Information Center
Wilson, Marjorie
1980-01-01
Suggests that school newspapers pursue out-of-school news in areas such as school-related concerns, government, community agencies and services, entertainment, service agencies and programs, sports, first-person accounts, national problems, and problem investigation. (TJ)
38 CFR 21.4252 - Courses precluded; erroneous, deceptive, or misleading practices.
Code of Federal Regulations, 2013 CFR
2013-07-01
... justification for their pursuit. (1) Any photography course or entertainment course, or (2) Any music course... athletic courses, except courses of applied music, physical education, or public speaking which are offered...
38 CFR 21.4252 - Courses precluded; erroneous, deceptive, or misleading practices.
Code of Federal Regulations, 2012 CFR
2012-07-01
... justification for their pursuit. (1) Any photography course or entertainment course, or (2) Any music course... athletic courses, except courses of applied music, physical education, or public speaking which are offered...
25 CFR 20.308 - What does earned income include?
Code of Federal Regulations, 2010 CFR
2010-04-01
... SOCIAL SERVICES PROGRAMS Direct Assistance Determining Need and Income § 20.308 What does earned income... and entertainment expenses, personal transportation, capital equipment purchases, or principal payments on loans for capital assets or durable goods. ...
ERIC Educational Resources Information Center
Cutshall, Sandy
2003-01-01
Describes several programs in entertainment technology: the AV Tech Online Project, a curriculum for audiovisual technology career preparation and certification; a program for careers in the music recording industry; and another preparing students in digital visual media and sound. (JOW)
Federal Register 2010, 2011, 2012, 2013, 2014
2012-03-19
.../12 (Workers). 81351 Quanex Corporation/Truseal Barbourville, KY...... 02/21/12 02/18/12 Technologies.../12 81369 Versatile Entertainment, Los Angeles, CA....... 02/27/12 02/24/12 Inc. (Company). 81370...
"Seven Ideas" and "Entertainment and the Arts": Two Courses for the Non-Science Major
ERIC Educational Resources Information Center
Spielberg, N.; Christensen, S. H.
1977-01-01
Discusses the course content and teaching techniques of two one-quarter descriptive physics courses which have been particularly successful. Reports on large enrollments and positive reception by students and faculty. (MLH)
Ames Lab 101: Real-Time 3D Imaging
DOE Office of Scientific and Technical Information (OSTI.GOV)
Zhang, Song
2010-08-02
Ames Laboratory scientist Song Zhang explains his real-time 3-D imaging technology. The technique can be used to create high-resolution, real-time, precise, 3-D images for use in healthcare, security, and entertainment applications.
Ames Lab 101: Real-Time 3D Imaging
Zhang, Song
2017-12-22
Ames Laboratory scientist Song Zhang explains his real-time 3-D imaging technology. The technique can be used to create high-resolution, real-time, precise, 3-D images for use in healthcare, security, and entertainment applications.
Private sector deployment of intelligent transportation systems : current status and trends
DOT National Transportation Integrated Search
2006-02-01
This report summarizes the current state of deployment of Intelligent Transportation Systems and related technologies by the private sector in the United States. Coverage is focused primarily on in-vehicle entertainment, information and communication...
ERIC Educational Resources Information Center
Crosson, Lesley
1989-01-01
Points out the power that television has in shaping opinions and in promoting and banishing stereotypes. Presents examples of positive role models in both entertainment and news programing. Emphasizes the importance of reflecting a pluralistic society in news reporting. (LS)
19 CFR 200.735-105 - Gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-04-01
... the business of the persons concerned which are the motivating factors; (2) The acceptance of food and... trip, where an employee may properly be in attendance. (3) The acceptance of loans from banks or other...
25 CFR 20.308 - What does earned income include?
Code of Federal Regulations, 2011 CFR
2011-04-01
... SOCIAL SERVICES PROGRAMS Direct Assistance Determining Need and Income § 20.308 What does earned income... and entertainment expenses, personal transportation, capital equipment purchases, or principal payments on loans for capital assets or durable goods. ...
Is It Deductible? Sound Tax Advice for Board Members.
ERIC Educational Resources Information Center
Spence, Robert W.; Dakan, T. Teal
1982-01-01
Discusses school board members' expenses that may be tax deductible, including newsletter funds and such business expenses as those for travel, telephone calls, organizational dues, professional publications, cards, gifts, entertainment, and a home office. (JM)
Code of Federal Regulations, 2010 CFR
2010-07-01
...-fourth acre of surface, smelters, sand, gravel and aggregate processing plants, fabricating plants... entertainment. (c) Protection of roadsides. Provisions to protect natural scenic qualities and maintain... standard. (d) Protection of shorelines. Provisions to protect scenic qualities and reduce potentials for...
Vendors: Gifts Are the Exception to the Rule.
ERIC Educational Resources Information Center
Natale, Jo Anna
1992-01-01
Informal interviews with several people working in different industries reveal that, without exception, the vendors say companies do not routinely offer school officials gifts and entertainment to sway purchasing decisions, but that it does happen. (MLF)
Day-Black, Crystal; Merrill, Earline B; Konzelman, Lois; Williams, Tammie T; Hart, Natalie
2015-01-01
Serious games have "re-emerged" as innovative teaching-learning strategies that researchers have shown to be effective in improving student learning outcomes. "Serious games" refer to games that are driven by educational goals, not entertainment. The use of serious games as part of the teaching-learning experience in nursing education fits into the philosophy and strategies of active learning. The "digital" nursing student needs engagement, stimulation, realism, and entertainment not more readings and Powerpoint supplements in the classroom to support learning. Nursing faculty at a mid-Atlantic Historical Black College and University introduced "serious gaming" technology into a Community Health Nursing course by using two web-based gamed simulations, Outbreak at WatersEdge: A Public Health Discovery Game, and EnviroRisk. This innovation proved to be effective in reinforcing learning and improving student learning outcomes.
Entertainment-education and recruitment of cornea donors: the role of emotion and issue involvement.
Bae, Hyuhn-Suhck
2008-01-01
This study examined the role of emotional responses and viewer's level of issue involvement to an entertainment-education show about cornea donation in order to predict intention to register as cornea donors. Results confirmed that sympathy and empathy responses operated as a catalyst for issue involvement, which emerged as an important intermediary in the persuasion process. Issue involvement also was found to be a common causal antecedent of attitude, subjective norm, and perceived behavioral control, the last two of which predict intentions unlike attitude, which does not. The revised path model confirmed that involvement directly influences intention. The findings of this study suggest that adding emotion and involvement in the Theory of Planned Behavior (TPB) enhances the explanatory power of the theory in predicting intentions, which indicates the possibility of combining the Elaboration Likelihood Model (ELM) and the TPB in the prediction of human behaviors.
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.
Broadcasting presence: immersive television
NASA Astrophysics Data System (ADS)
Harrison, David; Lodge, Nicholas
2000-06-01
Being present at a live event is undeniably the most exciting way to experience any entertainment. This is true whether we are talking about a musical concert, a theatrical performance, a cricket match, or even a firework display. The ability to direct your gaze where you wish, to hear sounds from all around you, to experience the immediacy and expectation of an unscripted happening, to feel the buzz of the crowd and to smell the grass or smoke, are all sensory cues which contribute to the powerful experience of being there. This paper examines the ways in which entertainment media have attempted to recreate experiences which encourage the viewer to suspend disbelief and become part of a remote or recorded event. We introduce the concept of immersive television and look at some of the research, spanning many disciplines of science and art, which the ITC is conducting to explore the potential of this new medium.
Entertainment and Pacification System For Car Seat
NASA Technical Reports Server (NTRS)
Elrod, Susan Vinz (Inventor); Dabney, Richard W. (Inventor)
2006-01-01
An entertainment and pacification system for use with a child car seat has speakers mounted in the child car seat with a plurality of audio sources and an anti-noise audio system coupled to the child car seat. A controllable switching system provides for, at any given time, the selective activation of i) one of the audio sources such that the audio signal generated thereby is coupled to one or more of the speakers, and ii) the anti-noise audio system such that an ambient-noise-canceling audio signal generated thereby is coupled to one or more of the speakers. The controllable switching system can receive commands generated at one of first controls located at the child car seat and second controls located remotely with respect to the child car seat with commands generated by the second controls overriding commands generated by the first controls.
Population-Based Assessment of Exposure to Risk Behaviors in Motion Pictures.
Sargent, James D; Worth, Keilah A; Beach, Michael; Gerrard, Meg; Heatherton, Todd F
2008-01-01
The aim of most population-based studies of media is to relate a specific exposure to an outcome of interest. A research program has been developed that evaluates exposure to different components of movies in an attempt of assess the association of such exposure with the adoption of substance use during adolescence. To assess exposure to movie substance use, one must measure both viewing time and content. In developing the exposure measure, the study team was interested in circumventing a common problem in exposure measurement, where measures often conflate exposure to media with attention to media. Our aim in this paper is to present a validated measure of exposure to entertainment media, the Beach method, which combines recognition of a movie title with content analysis of the movie for substance use, to generate population based measures of exposure to substance use in this form of entertainment.
Effects of Perceived Values on Continuance Usage of Facebook
NASA Astrophysics Data System (ADS)
Yang, Heng-Li; Lai, Cheng-Yu
Facebook is one of the renowned social networking sites (SNS) on the Internet. As compared to the conventional SNS, it not only provides social interaction features, but has more entertainment elements on the website. Many Facebook users use the website for the purpose of playing the embedded games rather than use its original social features, i.e., individual's perceived values about the usage of Facebook may have changed. Consequently, it is an interesting issue to know individual's perceived values and satisfaction toward continuance usage of the new style SNS like Facebook. Based on prior literatures, three different value orientations, including social orientation, entertainment orientation and fashion orientation, were adopted in this study to examine their influence on individual's satisfaction and continuance intention to use Facebook. An empirical survey and partial least squares (PLS) technology was utilized to test the proposed hypotheses. Several empirical results were found. Both academic and practical implications are discussed.
At last...?: Michelle Obama, Beyoncé, race & history.
Griffin, Farah Jasmine
2011-01-01
In this essay, Griffin brings to the fore two extraordinary black women of our age: First Lady Michelle Obama and entertainment mogul Beyoncé Knowles. Both women signify change in race relations in America, yet both reveal that the history of racial inequality in this country is far from over. As an Ivy League-educated descendent of slaves, Michelle Obama is not just unfamiliar to the mainstream media and the Washington political scene; during the 2008 presidential campaign, she was vilified as angry and unpatriotic. Beyoncé, who controls the direction of her career in a way that pioneering black women entertainers could not, has nonetheless styled herself in ways that recall the distinct racial history of the Creole South. Griffin considers how Michelle Obama's and Beyoncé's use of their respective family histories and ancestry has bolstered or diminished their popular appeal.
Pedagogical Techniques Employed by the Television Show "MythBusters"
NASA Astrophysics Data System (ADS)
Zavrel, Erik
2016-11-01
"MythBusters," the long-running though recently discontinued Discovery Channel science entertainment television program, has proven itself to be far more than just a highly rated show. While its focus is on entertainment, the show employs an array of pedagogical techniques to communicate scientific concepts to its audience. These techniques include: achieving active learning, avoiding jargon, employing repetition to ensure comprehension, using captivating demonstrations, cultivating an enthusiastic disposition, and increasing intrinsic motivation to learn. In this content analysis, episodes from the show's 10-year history were examined for these techniques. "MythBusters" represents an untapped source of pedagogical techniques, which science educators may consider availing themselves of in their tireless effort to better reach their students. Physics educators in particular may look to "MythBusters" for inspiration and guidance in how to incorporate these techniques into their own teaching and help their students in the learning process.
Population-Based Assessment of Exposure to Risk Behaviors in Motion Pictures
Sargent, James D.; Worth, Keilah A.; Beach, Michael; Gerrard, Meg; Heatherton, Todd F.
2008-01-01
The aim of most population-based studies of media is to relate a specific exposure to an outcome of interest. A research program has been developed that evaluates exposure to different components of movies in an attempt of assess the association of such exposure with the adoption of substance use during adolescence. To assess exposure to movie substance use, one must measure both viewing time and content. In developing the exposure measure, the study team was interested in circumventing a common problem in exposure measurement, where measures often conflate exposure to media with attention to media. Our aim in this paper is to present a validated measure of exposure to entertainment media, the Beach method, which combines recognition of a movie title with content analysis of the movie for substance use, to generate population based measures of exposure to substance use in this form of entertainment. PMID:19122801
Kuhlmey, J; Lautsch, E
1980-01-01
In our 2. information on the investigation of the need for cultural entertainments of inhabitants in geriatric nursing homes we tested the influence of the factors age, sex, kind of work and during of stay in the geriatric nursing home singly and successively for each single indicator of this complex need. In this 3. information the influence of this four factors was investigated in these contradictory dependency on the indicators under synchronous consideration of their contradictory dependency. The contradictory dependency of the factors was presented by typisation (cluster analysis). As a result of the cluster analysis same classes arose--similar disposed inhabitants belong to same classes. The average coinage in this classes was obtained and differences were analysed by statistical methods multidimensional analysis of variance and analysis of discriminance).
Chan, Michael; Wu, Xuan; Hao, Yinqi; Xi, Rui; Jin, Tian
2012-07-01
In 2011, China's Internet population reached over half a billion users and the popular Twitter-like social networking service, Weibo, has been adopted by half of the users since its launch in August 2009. Given the potential of the Internet to facilitate a civic culture in the authoritarian state, the use of Weibo and its effects on citizens' political attitudes and behaviors are of important concern. A survey of 499 Weibo users found that intensity of use was related to increased willingness to express opinions about government and politics, the perception that one has the ability to participate in politics, and feelings that the government is not responsive to the demands of citizens. Moreover, the above relationships were moderated by the motivations of Weibo use, such that information motives strengthened the relationships while entertainment motives weakened the relationships.
Celestial-themed Cartoons Captivate Children
NASA Astrophysics Data System (ADS)
Cappelli, V.; di Benedetto, C.
2010-12-01
Attivamente: Big discoveries with Galileo and Phineas & Ferb, an educational entertainment project for children, was a collaboration between Disney Television Italy and the Education and Public Outreach office of the INAF Astronomical Observatory of Padua, Italy. The project started during the International Year of Astronomy 2009 and came to an end in June 2010. It consisted of a cartoon series, several articles in a Disney magazine and an educational kit focused on Galileo Galilei and the Moon. The kit, called the First Astronomical Kit, was distributed to 30 000 children in Italy, and included a board game about the Moon, an observation diary and a lunar fact card. The aim of the kit was to give children some basic astronomical knowledge and to demonstrate the essential role that observation plays in understanding the heavens. This article discusses how a research institute and a major entertainment company -- each with very different working practices -- were able to work together to form a successful partnership.
Effects of an entertainment-education radio soap opera on family planning behavior in Tanzania.
Rogers, E M; Vaughan, P W; Swalehe, R M; Rao, N; Svenkerud, P; Sood, S
1999-09-01
An entertainment-education radio soap opera introduced in Tanzania in 1993 was evaluated by means of a field experimental design in which the radio program was broadcast by seven mainland stations of Radio Tanzania. An eighth station broadcast alternative programming from 1993 to 1995, its listenership serving as a comparison area in which contemporaneous changes in family planning adoption were measured. The soap opera was subsequently broadcast nationwide from 1995 to 1997. Data about the effects of the radio soap opera were gathered in five annual surveys of about 2,750 households in the comparison and the treatment areas and from a sample of new family planning adopters in 79 health clinics. The soap opera had strong behavioral effects on family planning adoption; it increased listeners' self-efficacy regarding family planning adoption and influenced listeners to talk with their spouses and peers about contraception.
2016-01-01
The genre of “computer art” began in the 1950s, when long exposure photography was used to capture images created by an oscilloscope manipulating electronic waves on a small fluorescent screen. Through the 1960s, most works of computer art were created using plotters and impact printers by the scientists and engineers who had access to emerging computing technology. By the 1970s, artists were learning to program, and some universities began to integrate computers into the fine arts curriculum. The widespread adoption of computers and the availability of off-the-shelf paint programs in the 1980s brought computer art to the masses. At the same time, computer graphics and special effects were beginning their takeover of the entertainment industry through Hollywood films, TV shows, and video games. By the 1990s, the term computer art was fading, and computers were becoming a mainstream part of arts and entertainment.
The Two Cultures of Electricity: Between Entertainment and Edification in Victorian Science
NASA Astrophysics Data System (ADS)
Morus, Iwan Rhys
2007-06-01
Reviewing Fleeming Jenkin's Electricity and Magnetism in Nature in 1873 an anonymous reviewer (probably James Clerk Maxwell) remarked that "at the present time there are two sciences of electricity — one that of the lecture-room and the popular treatise; the other that of the testing-office and the engineer's specifications." In this paper I want to look behind Maxwell's remark and examine the relationship between the "two sciences" of electricity during the third quarter or so of the 19th century. In particular I want to look at them in terms of their instrumental technologies. How did apparatus travel between the lecture-room or exhibition-hall and the testing-office or the laboratory? How did skills cross between these different spaces? How did the earlier Victorian culture of electricity as "entertainment and edification" become transformed into late 19th century metrological culture? How did these cultures overlap and how did they differ?
Kline, Kimberly N; Montealegre, Jane R; Rustveld, Luis O; Glover, Talar L; Chauca, Glori; Reed, Brian C; Jibaja-Weiss, Maria L
2016-06-01
Diabetes self-management education can improve outcomes in adults with Type 2 diabetes mellitus (T2DM). However, Hispanics, a group that carries a large burden of disease, may not participate in diabetes education programs. Audience engagement with entertainment-education has been associated with improved health education outcomes and may engage and empower Hispanic users to active self-care. Successful use of entertainment-education relies on the use of characters and situations with whom the viewers can feel some sense of involvement and for Hispanic audiences is encouraged when storylines and characters are culturally sensitive. In this study, we used a mixed methods approach that included descriptive statistics of closed-ended and content analysis of open-ended questions to measure the cultural sensitivity of the telenovela portion of a novel technology-based application called Sugar, Heart, and Life (SHL). Specifically, we analyzed the responses of 123 male and female patients diagnosed with uncontrolled T2DM to determine viewer involvement with characters and situations in the telenovela, viewer perceived self-efficacy in following recommendations, as well as viewer satisfaction with the program. Our findings indicate that the SHL application achieved its goal of creating a user-friendly program that depicted realistic, culturally sensitive characters and storylines that resonated with Hispanic audiences and ultimately fostered perceived self-efficacy related to following recommendations given about healthy lifestyle changes for diabetes self-management. These findings suggest that the SHL application is a culturally sensitive health education intervention for use by Hispanic male and female individuals that may empower them in self-management of T2DM.
Instruments for analysing the influence of advertising on children's food choices.
Gwozdz, W; Reisch, L A
2011-04-01
The aim of this report was to present methodological aspects of assessing the effects of advertising on children's food choices and preferences. Two instruments have been used: first, a choice experiment on children's food knowledge and preferences, and second, a questionnaire on children's knowledge about and attitudes towards advertising. The choice experiment employed 10 matched pairs of food items, each represented in two magazines, one that tested knowledge and the other food preferences. The children's questionnaire contained four dimensions that tested children's credibility and suspiciousness of, as well as entertainment by, advertising. Although based on already developed tools, both instruments were modified to suit the young target group and ensure cross-cultural comparability. The questionnaire was validated via Cronbach's alpha and factor analysis. A total of 393 children aged 5-11 years from seven European countries participated in the study. Both instruments proved to be valid and reliable to analyse the food knowledge and preferences of children, as well as knowledge about and attitudes towards advertising. While 92.2% of the children predominantly recognised the healthier food, only 33.2% also preferred the healthier food. The Cronbach's alpha values for the dimensions were 0.470 for credibility, 0.409 for suspiciousness and 0.295 for entertainment factor. The gathered data revealed that children are rather critical and suspicious of advertising and only moderately entertained. Both instruments are applicable for the 5- to 11-year-old age group in different European countries. Descriptive results indicate additional insights into the effects of advertising on children's food knowledge, preferences and food choice.
Yang, Qiaohong; Operario, Don; Zaller, Nickolas; Huang, Wen; Dong, Yanyan
2018-01-01
Objectives Among the dramatic increased internal migration in China in past three decades, a considerable proportion of young females migrated to urban areas and found employment in “entertainment venues”, who may be vulnerable to psychological distress. This study examines the prevalence of depression and explores its associations with health-risk behaviors and social capital among this subgroup. Methods 358 female migrants were recruited from entertainment venues in a rapidly growing urban city in China. A survey which included measures of depressive symptoms, health-risk behaviors, social capital, and socio-demographic characteristics was administered. Multivariable logistic regression was conducted to identify the independent correlates of depression. Results Of participants, 31.0% had clinically significant depressive symptoms (CES-D score ≥ 16). In multivariable models, greater likelihood of depressive symptoms was associated with working in massage centers/hotels (OR = 3.20, 95% CI: 1.80–5.70), having probable alcohol dependence (OR = 2.25, 95% CI: 1.22–4.16), self-reported lifetime use of illicit drugs (OR = 2.98, 95% CI: 1.26–7.06), growing up in a non-nuclear family (OR = 2.46, 95% CI: 1.18–5.16), and poor social capital (OR = 6.01, 95% CI = 2.02–17.87). Conclusion Intervention strategies to address the high prevalence of depression among female migrants are needed, and should also aim to reduce problematic alcohol and drug use, improve social capital, and target women working in massage centers or hotels. PMID:29489826
Schroepfer, Kara K.; Rosati, Alexandra G.; Chartrand, Tanya; Hare, Brian
2011-01-01
Chimpanzees (Pan troglodytes) are often used in movies, commercials and print advertisements with the intention of eliciting a humorous response from audiences. The portrayal of chimpanzees in unnatural, human-like situations may have a negative effect on the public's understanding of their endangered status in the wild while making them appear as suitable pets. Alternatively, media content that elicits a positive emotional response toward chimpanzees may increase the public's commitment to chimpanzee conservation. To test these competing hypotheses, participants (n = 165) watched a series of commercials in an experiment framed as a marketing study. Imbedded within the same series of commercials was one of three chimpanzee videos. Participants either watched 1) a chimpanzee conservation commercial, 2) commercials containing “entertainment” chimpanzees or 3) control footage of the natural behavior of wild chimpanzees. Results from a post-viewing questionnaire reveal that participants who watched the conservation message understood that chimpanzees were endangered and unsuitable as pets at higher levels than those viewing the control footage. Meanwhile participants watching commercials with entertainment chimpanzees showed a decrease in understanding relative to those watching the control footage. In addition, when participants were given the opportunity to donate part of their earnings from the experiment to a conservation charity, donations were least frequent in the group watching commercials with entertainment chimpanzees. Control questions show that participants did not detect the purpose of the study. These results firmly support the hypothesis that use of entertainment chimpanzees in the popular media negatively distorts the public's perception and hinders chimpanzee conservation efforts. PMID:22022503
Women performers and prostitutes in Medieval India.
Bano, Shadab
2012-01-01
Music and dance, the esoteric performing arts, were markers of culture in medieval India. A number of these differing forms developed into well-recognized and reputed arts over time. The practitioners were, accordingly, regarded as agents of refinement and culture. At the same time, music and dance were also among the most popular forms of entertainment and physical pleasure. This aspect remained crucial in classifying musicians, singers and dancers as entertainers, alongside prostitutes. While the labelling together might have reduced the status of performers at times, the labelling hardly remained fixed. Certain practitioners, even if involved in practices otherwise considered immoral, could remain within the elite circle, while for others the ‘evil’ characteristics got emphasized. There were, within the class of women who prostituted themselves, courtesans trained in the skills of music and dancing and educated in the fine arts, who were treated more as embodiments of culture. These categories—artists, skilled entertainers, courtesans—were quite fluid, with the boundaries seemingly fused together. Still, there were certainly some distinctions among the categories and those did not totally disappear, affording sanctity and purity to certain kinds of performers and allowing them to claim distinctiveness. Notably, the class of courtesans clearly stood apart from the common prostitutes. The attempt in this article is to look at different categories of women performers and prostitutes, their apparent coalescing boundaries and specialities as a separate group, their societal position, their shifting roles and the changes that affected their status. In this, it is worthwhile to consider the state’s attitude towards them, besides societal views that remained quite diverse.
77 FR 40082 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof...
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-06
... Commission remands for the ALJ to (1) apply the Commission's opinion in Certain Electronic Devices With Image Processing Systems, Components Thereof, and Associated Software, Inv. No. 337-TA-724, Comm'n Op. (Dec. 21...
NASA Technical Reports Server (NTRS)
Proctor, B. W.; Reysa, R. P.; Russell, D. J.
1975-01-01
Technical data collected for housekeeping, off-duty activities, and medical appliances considered for the shuttle orbiter are presented. Equipment cleaning, refuse management, garment/linen maintenance, entertainment, physical conditioning, sterilization, and physical monitoring were analyzed.
ERIC Educational Resources Information Center
Lawrence, Michael A.
1985-01-01
"Narrowcasting" is information and entertainment aimed at specific population segments, including previously ignored minorities. Cable, satellite, videodisc, low-power television, and video cassette recorders may all help keep minorities from being "information poor." These elements, however, are expensive, and study is needed to understand how…
31 CFR 1021.330 - Exceptions to the reporting requirements of 31 U.S.C. 5331.
Code of Federal Regulations, 2011 CFR
2011-07-01
...-gaming businesses (such as shops, restaurants, entertainment, and hotels) at casino hotels and resorts... customer in payment for accommodations provided to that customer at Casino B's hotel. Casino C receives $15...
Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-29
... Lottery Services, Inc., Sino-Bon Entertainment, Inc., Tamir Biotechnology, Inc., and Techmedia Advertising... concerning the securities of Techmedia Advertising, Inc. because it has not filed any periodic reports since...
Holographic Imaging In Dense Artificial Fog
NASA Technical Reports Server (NTRS)
Liu, Hua-Kuang; Marzwell, Neville
1996-01-01
Artificial fog serves as volume-projection medium for display of three-dimensional image. Projection technique enables display of images for variety of purposes, possibly including entertainment, indoor and outdoor advertising, medical diagnostics and image representations for surgical procedures, and education.
9 CFR 203.5 - Statement with respect to market agencies paying the expenses of livestock buyers.
Code of Federal Regulations, 2011 CFR
2011-01-01
... sales conducted by such market agencies, such as, expenses for meals, lodging, travel, entertainment and... competition between similarly engaged market agencies and results in undue and unreasonable cost burdens on...
Nick Jonas on Type 1 Diabetes | NIH MedlinePlus the Magazine
... Talks Life On Stage and Off with Type 1 Diabetes Entertainment superstar Nick Jonas is a hit singer, ... Would you share the circumstances of your type 1 diabetes diagnosis? What were your initial thoughts? My thoughts ...
77 FR 45520 - Reimbursed Entertainment Expenses
Federal Register 2010, 2011, 2012, 2013, 2014
2012-08-01
... or other expense allowance arrangements. The proposed regulations clarify the definition of... court's definition is inaccurate to the extent it relies on the accountable plan rules, which cover... plan. Explanation of Provisions 1. Definition of Reimbursement or Other Expense Allowance Arrangement...
ERIC Educational Resources Information Center
Onstad, Torgeir
1991-01-01
After a brief historical account of Leonardo Pisano Fibonacci, some basic results concerning the Fibonacci numbers are developed and proved, and entertaining examples are described. Connections are made between the Fibonacci numbers and the Golden Ratio, biological nature, and other combinatorics examples. (MDH)
Pssst! There Is Literacy at the Laundromat.
ERIC Educational Resources Information Center
Proudfoot, Gail
1992-01-01
Advocates looking around and discovering the real literacy exhibited in everyday activities. Describes the literacy observed at a laundromat. Finds that everyone there was literate in this situation, able to both follow directions and entertain themselves with reading. (SR)
32 CFR 538.2 - Use of military payment certificates.
Code of Federal Regulations, 2013 CFR
2013-07-01
... Force sales and services installations and activities. (2) Theaters and other entertainment facilities operated by Department of Defense. (3) Officers' and enlisted personnel messes and clubs, including..., services, and facilities to members of the United States Armed Forces. ...
Fire behavior of e-tablets stored in aircraft galley carts.
DOT National Transportation Integrated Search
2015-04-01
The use of electronic-tablets (e-tablets) as replacements for conventional in-flight entertainment systems has gained popularity : among airlines globally. Innovative methods of storing and charging e-tablets in galley carts have been suggested or ar...
Federal Register 2010, 2011, 2012, 2013, 2014
2011-05-05
...., Gener8xion Entertainment, Inc., Group Long Distance Inc., HiEnergy Technologies, Inc., and Holter... securities of HiEnergy Technologies, Inc. because it has not filed any periodic reports since the period...
Virtual Reality: Ready or Not!
ERIC Educational Resources Information Center
Lewis, Joan E.
1994-01-01
Describes the development and current status of virtual reality (VR) and VR research. Market potentials for VR are discussed, including the entertainment industry, health care and medical training, flight and other simulators, and educational possibilities. A glossary of VR-related terms is included. (LRW)
Barter System for Researchers: A Proposal. Opinion Paper
ERIC Educational Resources Information Center
Tebbutt, Arthur V.
1970-01-01
The barter system for researchers consists of two parts: a list linking various research areas with researchers willing to entertain collegial inquiriies, and a clerk to note the number of hours that participants give and receive in the information exchange. (MF)
45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.
Code of Federal Regulations, 2010 CFR
2010-10-01
... special severance payment in anticipation of this or her serving in the Government. This proposal would be... clear that the severance pay is in payment for past services not in anticipation of the future services...
77 FR 47528 - International Trademark Classification Changes
Federal Register 2010, 2011, 2012, 2013, 2014
2012-08-09
..., ventilating, water supply and sanitary purposes. 12. Vehicles; apparatus for locomotion by land, air or water.... Treatment of materials. 41. Education; providing of training; entertainment; sporting and cultural... providing food and drink; temporary accommodation. 44. Medical services; veterinary services; hygienic and...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-01-26
...: January 20, 2010. Mark E. Brown, Chief Financial Officer, Office of Oceanic and Atmospheric Research... decide to entertain: (1) What are NOAA's unique and important scientific roles in addressing ocean health...
'Botanic Man:' Education or Entertainment?
ERIC Educational Resources Information Center
Freeman, Richard
1979-01-01
The experience of Thames Television in presenting an educational series during prime time is described. "The Botanic Man," a series on ecology, is a rating success. Several difficulties encountered in collaboration efforts and follow-up activities, including courses and workbook publications, are identified. (JMF)
Code of Federal Regulations, 2013 CFR
2013-04-01
.... (2) Credit balances must have sufficient digits to accommodate the design of the game. (3) Accounting..., during entertaining displays of game results. (2) Progressive prizes may be added to the player's credit...
Code of Federal Regulations, 2014 CFR
2014-04-01
.... (2) Credit balances must have sufficient digits to accommodate the design of the game. (3) Accounting..., during entertaining displays of game results. (2) Progressive prizes may be added to the player's credit...
Federal Register 2010, 2011, 2012, 2013, 2014
2013-08-01
... separations are attributable to decreased demand for movies and trailers that are printed on 35mm film. With... the eligibility requirements of the Trade Act of 1974, as amended. Conclusion After careful review of...
DOT National Transportation Integrated Search
2005-02-25
This project took a two-pronged approach to addressing college student drinking and driving. Its initial focus was on providing entertainment and transportation alternatives to University of Rhode Island students,thus emphasizing the harm reduction p...
Federal Register 2010, 2011, 2012, 2013, 2014
2011-02-10
... names as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer...
Federal Register 2010, 2011, 2012, 2013, 2014
2012-01-10
... cases, and entertainment systems; (6) bedroom furniture made primarily of wicker, cane, osier, bamboo or...: Scope Ruling on a White Toy Box,'' dated July 6, 2009, the dimensional ranges used to identify the toy...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-12-30
... systems, book cases, and entertainment systems; (6) bedroom furniture made primarily of wicker, cane... Bedroom Furniture from the People's Republic of China: Scope Ruling on a White Toy Box,'' dated July 6...
ERIC Educational Resources Information Center
Podgor, Ellen S.
1976-01-01
The concept of symbolic speech emanates from the 1967 case of United States v. O'Brien. These discussions of flag desecration, grooming and dress codes, nude entertainment, buttons and badges, and musical expression show that the courts place symbolic speech in different strata from verbal communication. (LBH)
Educational Systems Design Implications of Electronic Publishing.
ERIC Educational Resources Information Center
Romiszowski, Alexander J.
1994-01-01
Discussion of electronic publishing focuses on the four main purposes of media in general: communication, entertainment, motivation, and education. Highlights include electronic journals and books; hypertext; user control; computer graphics and animation; electronic games; virtual reality; multimedia; electronic performance support;…
ERIC Educational Resources Information Center
Newby, Gregory B.
1993-01-01
Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…
Multimedia: The Future of Information Delivery to Homes and Businesses.
ERIC Educational Resources Information Center
Katz, Matthew
1993-01-01
Provides an overview of developments in bringing affordable interactive multimedia services to homes and businesses. Viewpoints and efforts of leaders in the movement toward an electronic superhighway are described, including cable companies, telephone companies, entertainment, and publishing industries. (EAM)
37 CFR 6.1 - International schedule of classes of goods and services.
Code of Federal Regulations, 2012 CFR
2012-07-01
...; entertainment; sporting and cultural activities. 42. Scientific and technological services and research and design relating thereto; industrial analysis and research services; design and development of computer...-operated); cutlery; side arms; razors. 9. Scientific, nautical, surveying, photographic, cinematographic...
37 CFR 6.1 - International schedule of classes of goods and services.
Code of Federal Regulations, 2014 CFR
2014-07-01
...; entertainment; sporting and cultural activities. 42. Scientific and technological services and research and design relating thereto; industrial analysis and research services; design and development of computer...); cutlery; side arms; razors. 9. Scientific, nautical, surveying, photographic, cinematographic, optical...
37 CFR 6.1 - International schedule of classes of goods and services.
Code of Federal Regulations, 2013 CFR
2013-07-01
...; entertainment; sporting and cultural activities. 42. Scientific and technological services and research and design relating thereto; industrial analysis and research services; design and development of computer...); cutlery; side arms; razors. 9. Scientific, nautical, surveying, photographic, cinematographic, optical...
Spoken Records. Third Edition.
ERIC Educational Resources Information Center
Roach, Helen
Surveying 75 years of accomplishment in the field of spoken recording, this reference work critically evaluates commercially available recordings selected for excellence of execution, literary or historical merit, interest, and entertainment value. Some types of spoken records included are early recording, documentaries, lectures, interviews,…
78 FR 78816 - Export Trade Certificate of Review
Federal Register 2010, 2011, 2012, 2013, 2014
2013-12-27
... Independent Film & Television Alliance, Application no. 89- 9A001. SUMMARY: The U.S. Department of Commerce issued an amended Export Trade Certificate of Review to Independent Film and Television Alliance (``IFTA... (Hollywood, CA), Entertainment One (Toronto, Ontario, Canada), Exclusive Films International, Limited...