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1

Tan, Eduard Sioe-Hao. "Entertainment is Emotion: The Functional Architecture of the Entertainment Experience." Media Psychology 11, no. 1 (March 21, 2008): 28–51. http://dx.doi.org/10.1080/15213260701853161.

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2

Yu., Filipchuk, and Kubai R. "DESIGN RESULTS OF CULTURAL AND EDUCATIONAL, THEATRICAL AND ENTERTAINMENT BUILDINGS." Architectural Studies 6, no. 1 (September 1, 2020): 143–48. http://dx.doi.org/10.23939/as2020.01.143.

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theatrical and entertainment buildings, designed by teachers and students of the Department of architectural environmental design, Institute of Architecture, National University of Lviv Polytechnic. Nowadays, the theater architectural industry in Ukraine that specializes in youth audiences and students has no clear answer to the question of what the architecture of contemporary theater for children and young people should be and what functional colors and scenographic palette it should include. The theatrical architecture of buildings for children and youth in modern Ukraine continues to be a copy of the building since the Soviet Union. At the beginning of the 21st century nothing new appeared except analogs of the Theater of Young Spectators and the Puppet Theater of the former era. The analysis of more than 25 projects of all ranks has shown that most of them are based not only on the ideas of architects of the second half of the twentieth century but also those that made up a network of cultural and educational, theatrical and spectacular buildings in the former USSR. However, in recent years the projects of the Lviv School of Architecture, and especially after the creation of the Department of Architectural Environmental Design, have changed direction towards finding solutions for the architecture of the future. Evidence of the results of both educational, competitive design and the creation of special courses that reanimate the ideas of the architecture of futurists of the twentieth century - F. Kiesler, I. Leonidov and other architects of futurists in the applied sphere A. Quarmby, K. Tange, B. Fuller and those engaged in the search for architecture, which is at least partially called the architecture of the future - G. Holmin, Wolf D. Prix, G. Krieger. The materials of the article highlight the main principles of designing cultural and educational, theatrical, and entertainment centers in the 21st century. The author outlines the factors that continue to harm the future development of cultural and educational, theatrical, and entertainment centers in Ukraine. Highlighted experience of designing search, educational and competition projects on the example of the activity of the Department of architectural environmental design proves that it can find application in the applied architectural and construction industry of the country as a whole.
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3

Kreft, Lev. "Architecture through sport." SAJ - Serbian Architectural Journal 4, no. 2 (2012): 176–87. http://dx.doi.org/10.5937/saj1202176k.

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We can find certain parallelism between architecture and sport in history (Rome) and in contemporaneity with spectacular sport as most global kind of entertainment, and recognizable sport architecture as sign of its universal presence. London Olympic Games 2012 followed slogan "Architecture for Humanity", adding ecological and social concern to more traditional idea of sport objects as modern cathedrals. Sport architecture has become a statement, and it embodies ideology which turns sport into reason for hope. Sport architecture is created on the field where standardization of space (and time) exists for more than hundred years, together with concentration of power in sport associations which, during these hundred years, changed their identity from civil society movements into capital enterprise institutions. Original meaning of "sport" (desportes, deport) as activity deported beyond regular and ordinary everyday life was extended into new region of space and time where mass media entertainment is produced. Contemporary sport architecture has to follow specifically sport rules for playground space, and rules of media presence. Sport places are spaces where massive audience watches the game, and were it watches itself watching - to be seen by massive media audience whose virtual presence is perhaps today the most important concern of architectural design for sport.
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Nuffida, Nur Endah, Josef Prijotomo, and Murni Rachmawati. "Fenomena ‘Entertainment Architecture’ di Indonesia dan Perkembangan dalam Arsitektur." EMARA: Indonesian Journal of Architecture 2, no. 2 (February 13, 2017): 53. http://dx.doi.org/10.29080/emara.2016.2.2.53-60.

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Fenomena ‘entertainment architecture’ berkembang pada paruh akhir abad 20 di dunia yang ditandai dengan kehadiran karya-karya arsitektur yang dibangun dengan tujuan utama sebagai hiburan yang atraktif bagi penggunanya. Kajian ini merupakan upaya untuk menganalisis munculnya fenomena ‘entertainment architecture’ sebagai sebuah tipe dalam karya arsitektur, khususnya di Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan paradigma naturalistik Tujuan penelitian ini adalah untuk mengetahui dan menemukan pengertian ‘entertainment architecture’, berbagai karakteristik tertentu dalam bentuk rupa dan wujud arsitekturalnya dan bagaimana karakteristik tersebut dapat dibaca sebagai sebuah tipe dalam perkembangan arsitektur. Hasil kajian memberikan kesimpulan bahwa fenomena ‘entertainment architecture’ di Indonesia dapat dibaca sebagai perkembangan gagasan baru dalam paras berpikir dan membuat arsitektur melalui bahasa bangunan yang tertampilkan melalui sosok, tampang dan wujudnya yang berbeda dengan bahasa bangunan yang telah ada sebelumnya.
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Nuffida, Nur Endah, Josef Prijotomo, and Murni Rachmawati. "Fenomena ‘Entertainment Architecture’ di Indonesia dan Perkembangan dalam Arsitektur." EMARA: Indonesian Journal of Architecture 2, no. 2 (February 13, 2017): 53. http://dx.doi.org/10.29080/emara.v2i2.20.

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Fenomena ‘entertainment architecture’ berkembang pada paruh akhir abad 20 di dunia yang ditandai dengan kehadiran karya-karya arsitektur yang dibangun dengan tujuan utama sebagai hiburan yang atraktif bagi penggunanya. Kajian ini merupakan upaya untuk menganalisis munculnya fenomena ‘entertainment architecture’ sebagai sebuah tipe dalam karya arsitektur, khususnya di Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan paradigma naturalistik Tujuan penelitian ini adalah untuk mengetahui dan menemukan pengertian ‘entertainment architecture’, berbagai karakteristik tertentu dalam bentuk rupa dan wujud arsitekturalnya dan bagaimana karakteristik tersebut dapat dibaca sebagai sebuah tipe dalam perkembangan arsitektur. Hasil kajian memberikan kesimpulan bahwa fenomena ‘entertainment architecture’ di Indonesia dapat dibaca sebagai perkembangan gagasan baru dalam paras berpikir dan membuat arsitektur melalui bahasa bangunan yang tertampilkan melalui sosok, tampang dan wujudnya yang berbeda dengan bahasa bangunan yang telah ada sebelumnya.
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6

Palazzi, Claudio E., Marco Roccetti, and Stefano Ferretti. "An Intervehicular Communication Architecture for Safety and Entertainment." IEEE Transactions on Intelligent Transportation Systems 11, no. 1 (March 2010): 90–99. http://dx.doi.org/10.1109/tits.2009.2029078.

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7

Burke, Jeff, Jonathan Friedman, Eitan Mendelowitz, Heemin Park, and Mani B. Srivastava. "Embedding expression: Pervasive computing architecture for art and entertainment." Pervasive and Mobile Computing 2, no. 1 (February 2006): 1–36. http://dx.doi.org/10.1016/j.pmcj.2005.07.002.

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8

Kryftis, Yiannos, George Mastorakis, Constandinos X. Mavromoustakis, Jordi Mongay Batalla, Evangelos Pallis, and Georgios Kormentzas. "Efficient entertainment services provision over a novel network architecture." IEEE Wireless Communications 23, no. 1 (February 2016): 14–21. http://dx.doi.org/10.1109/mwc.2016.7422401.

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9

Sakamura, K. "Entertainment and Edutainment." IEEE Micro 19, no. 6 (November 1999): 15–19. http://dx.doi.org/10.1109/mm.1999.809373.

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10

Sun, Ying, and Guang Lin Gao. "Architecture Planning of Wetland Landscape." Applied Mechanics and Materials 584-586 (July 2014): 601–4. http://dx.doi.org/10.4028/www.scientific.net/amm.584-586.601.

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Wetland Park to establish a reasonable use of wetland resources, to meet the needs of visitors to leisure and entertainment life, while being overexploited to the wetland ecosystem restoration and the chance to rest, to protect the wetland environment provides an effective use patterns. Papers presented wetland landscape planning and construction methods and content, providing a distinctive local urban wetland park.
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11

Yanwen, Huang, Cao Qixin, Zhou Jingliang, Huang Yi, and Frank L. Lewis. "Multiagent cooperation based entertainment robot." Robotica 24, no. 5 (May 4, 2006): 643–48. http://dx.doi.org/10.1017/s0263574706002815.

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In recent years, cooperation of heterogeneous multiagents (HMAs) has achieved formidable results and gained an increasing attention by researchers. This paper presents an entertainment robot system based on the HMAs' cooperation. This robot is used to distinguish the basic information of a person from the audience and entertain him in the exhibition hall. The main agents include the Arbitration System (AS), the Face Recognition System (FRS), the Position Cognition System (PCS), and the Behavior Planner (BP), which are carved up according to their respective functions. Each agent completes its own task independently and the robot finishes the whole mission through their cooperation. The hybrid control architecture and the data-fusion algorithm based on Bayesian Belief Network are also discussed in this paper.
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12

Stavrev, Stefan, Todorka Terzieva, and Angel Golev. "CONCEPTS FOR DISTRIBUTED INPUT INDEPENDENT ARCHITECTURE FOR SERIOUS GAMES." CBU International Conference Proceedings 6 (September 25, 2018): 1166–72. http://dx.doi.org/10.12955/cbup.v6.1310.

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Serious games (SG) allow us to learn even when we are relaxing. These games are called “serious” because they allow us to be trained at domain-specific knowledge level. That is the main reason SG are gathering an even increasing research interest in recent years. In contrast with traditional, purely entertainment games, SGs architectures and design principles are under active investigation by researchers. Recent work in that field attempts to define how SG are structured, built, used and extended. However, there is still a lot of debate which design techniques are adequate or which techniques can be borrowed from other fields – such as computer science or mainstream entertainment games. The main objective of our research is three-fold: investigate and analyze current architectural approaches; summarize the top characteristics of a modern serious game; and propose an architecture that is coherent with current approaches. Following these principles, we determine that the prevailing views in the SGs area are that they should be distributed and modular, service-based and easily extendible. Building on top of that, we come up with a novel concept for creating serous games that are independent of their input devices and propose two ways that independence can be achieved. We briefly discuss the possible integration of 3-rd party services by using message queue brokers in a publish / subscribe manner. Finally, we summarize and propose different methods for extending our proposed approach.
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13

Sparacino, Flavia. "Natural interaction in intelligent spaces: Designing for architecture and entertainment." Multimedia Tools and Applications 38, no. 3 (April 17, 2008): 307–35. http://dx.doi.org/10.1007/s11042-007-0193-9.

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14

Inna, Gumennyk. "THE ROLE OF FREDERICK KIZLER'S CREATIVE ACHIEVEMENT IN THE DEVELOPMENT OF NATIONAL ARCHITECTURE OF LANDSCAPE THEATERS." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Arhìtektura 3, no. 1 (June 15, 2021): 53–59. http://dx.doi.org/10.23939/sa2021.01.053.

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The article is devoted to the study on the influence of the work of the outstanding architect-scenographer of Ukrainian origin Frederic Kizler on the formation of authentic features in the architecture of landscape theatres in Ukraine and the establishment of characteristic features present in modern national cultural and entertainment institutions. The author explores how the creative work in scenography and design of theatrical objects by F.Kizler forms the main trends in the development of the concept of the idea of correalism as the main philosophy of architecture in the future. The role of charisma and functionality in the scenography of Frederick Kizler on the solution of the architectural environment as a symbiosis of sound, light and colour of the theatre building on the perception of the average spectator is analyzed. The publication reveals the novelty of the ideas of the architect-designer F.Kizler for all theatrical architecture and the creation of futuristic buildings that connected the past and the present as a bridge created the architecture of the future with their buildings. The author pays special attention to the influence of F.Kizler's work on the formation of modern architecture of landscape theatres and the main trends in the development of cultural and entertainment institutions of this type in the XXI century in Ukraine and the world. The presented publication solves the problems associated with the formation of the basic principles of the typology of landscape theatres using the innovative ideas of the futurist architect Frederic Kizler.
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15

Kosutic, Tomislav, Miran Mosmondor, Ivan Andrisek, Mario Weber, Maja Matijasevic, and Igor Pandzic. "Personalized Avatars for Mobile Entertainment." Mobile Information Systems 2, no. 2-3 (2006): 95–110. http://dx.doi.org/10.1155/2006/139614.

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With evolution in computer and mobile networking technologies comes the challenge of offering novel and complex multimedia applications and end-user services in heterogeneous environments for both developers and service providers. This paper describes one novel service, called LiveMail that explores the potential of existing face animation technologies for innovative and attractive services intended for the mobile market. This prototype service allows mobile subscribers to communicate using personalized 3D face models created from images taken by their phone cameras. The user can take a snapshot of someone's face – a friend, famous person, themselves, even a pet – using the mobile phone's camera. After a quick manipulation on the phone, a 3D model of that face is created and can be animated simply by typing in some text. Speech and appropriate animation of the face are created automatically by speech synthesis. Furthermore, these highly personalized animations can be sent to others as real 3D animated messages or as short videos in MMS. The clients were implemented on different platforms, and different network and face animation techniques, and connected into one complex system. This paper presents the architecture and experience gained in building such a system.
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Lee, Keon-Myung, Sun-A. Lee, and Keun-Ho Ryu. "A Context-Aware Entertainment Information Service Framework Architecture and Knowledge Representation." Joural of the Korea Entertainment Industry Association 4, no. 3 (September 30, 2010): 62. http://dx.doi.org/10.21184/jkeia.2010.09.4.3.62.

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17

Thomas, Bruce. "Culture, Merchandise, or Just Light Entertainment? New Architecture at the Millennium." Journal of Architectural Education 50, no. 4 (May 1997): 254–64. http://dx.doi.org/10.1080/10464883.1997.10734732.

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18

Thomas, Bruce. "Culture, Merchandise, or Just Light Entertainment? New Architecture at the Millennium." Journal of Architectural Education (1984-) 50, no. 4 (May 1997): 254. http://dx.doi.org/10.2307/1425438.

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19

Zahoor, Saniya, and Shabir A.Sofi. "Internet of Things: A Review of Functionality, Applications, Architectures and Challenges." Journal of University of Shanghai for Science and Technology 23, no. 09 (September 25, 2021): 1216–24. http://dx.doi.org/10.51201/jusst/21/09676.

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The Internet of Things (IoT) is an emerging paradigm that embodies the vision of merging smart objects while utilizing the internet as the backbone of the communication system to establish a smart interaction among physical entities in pervasive environments. In IoT, data is generated in realtime and stored in permanent repositories. Additional data in the form of meta-data that describes things adds to the data volume and to manage this data, architecture is required. IoT finds its applicability in a plethora of applications such as transportation, smart city, smart health, smart environment, home entertainment, sports, etc. but there is no universal architecture for all IoT implementations. We have layered architectures and domain-specific architectures for different IoT applications. Besides a large number of architectures for IoT, it faces several potential challenges such as scalability, reliability, heterogeneity, etc. This paper presents an understanding of the Internet of Things in terms of its functionality, layered and domain-specific architectures, and its potential challenges.
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20

Zhiying Zhou, A. D. Cheok, Wei Liu, Xiangdong Chen, Farzam Farbiz, Xubo Yang, and M. Haller. "Multisensory musical entertainment systems." IEEE Multimedia 11, no. 3 (July 2004): 88–101. http://dx.doi.org/10.1109/mmul.2004.13.

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Rizali, Muhammad, and Nurfansyah Nurfansyah. "GALERI ANIMASI DI BANJARBARU." LANTING JOURNAL OF ARCHITECTURE 9, no. 1 (February 29, 2020): 204–11. http://dx.doi.org/10.20527/lanting.v9i1.558.

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The development of animation is growing rapidly every year, the use of animation which currently covers all fields, ranging from the world of entertainment to the world of business. The purpose of designing this Animation Gallery is to further introduce animation to the public. Animation Gallery will be designed using analogy methods and themed Hi-Tech Architecture. Animation is analogous to an architectural design by borrowing the principle of movement in the animation itself, namely how the stages of an object moving in an animation. Generally, movement in animation works with 2 elements, namely keyframe and in-between. If in architecture the keyframe is compared as a space and in-between as a circulation.
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Solodilov, M. "SOVIET ARCHITECTURE OF SPORTS AND ENTERTAINMENT BUILDINGS AS AN EXPERIENCE OF POPULARIZATION OF LATE MODERN ARCHITECTURE IN TOGLIATTI CITY." Technical Aesthetics and Design Research 3, no. 2 (June 14, 2021): 33–43. http://dx.doi.org/10.34031/2687-0878-2021-3-2-33-43.

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In the conditions of the lack of cultural and social resources of the largest non-regional city, there is a need to popularize and update the existing historical and architectural heritage of the Brezhnev period. This practice is increasingly becoming an effective strategy for improving the tourist attractiveness of the city, revising the semantic components of the city's brand and its identity. The methodological basis of the research is as follows: problem statement, historical and cultural research and analysis, combining disparate facts into an integral presentation model. This model forms the basis for city audio guides and landmarks mapping. As a result of the study, the author concludes that the Soviet historical and architectural heritage can become a valuable resource for transmitting information not only about the past but also a tool for transmitting valuable aesthetic and cultural attitudes into the future, which is in great demand in modern Russian realities. According to the author, it is not too late to stop the process of restructuring and destruction of valuable modernist architecture, while using such methods of heritage actualization as popularization, tourism and research activism, socio-project methods, myth-making as well.
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23

Pearson, Lynn F. "‘The Architecture of Entertainment Run Riot’: William Hope of Newcastle, 1862–1907." Northern History 27, no. 1 (January 1991): 184–97. http://dx.doi.org/10.1179/007817291790175790.

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Krueger, Ted. "This is Not Entertainment: Experiencing theDream House." Architectural Design 78, no. 3 (2008): 12–15. http://dx.doi.org/10.1002/ad.667.

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Liu, Chang Hua, Xiao Le Xu, and Guo Dong Ding. "Design and Implementation of Galaxian Game Based on FPGA Architecture." Applied Mechanics and Materials 490-491 (January 2014): 1047–52. http://dx.doi.org/10.4028/www.scientific.net/amm.490-491.1047.

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With the development of computer and network technology, the pace of peoples life is more and more fast. At the same time, the need in the entertainment is also growing. The game based on handheld is becoming more and more popular. It has been booming along with the development of its educational, fun, casual, easy to carry, easy to operate, highly interactive and many other features to meet the people's entertainment needs.This paper introduces the embedded systems based on general-purpose software development model and development process, including the design of hardware platform and software. The design of the hardware platform is the QuartusII10.1, the software platform is Nios II EDS 10.1 and the programming language is C and VHDL. Based on the SPOC Builder tool, we designed the reconfigurable IP cores of the VGA display, LTM touch screen. With Galaxian game as an example, we design a embedded game based on GUI. The results show that the game system is friendly human-computer interaction and quick response and action. This configurable IP core is highly flexibility, variability, plasticity and it can achieve more functional expansion and development in the same resource.
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Schneider, J., A. Klein, C. Mannweiler, and H. D. Schotten. "A context management system for a cost-efficient smart home platform." Advances in Radio Science 10 (September 18, 2012): 135–39. http://dx.doi.org/10.5194/ars-10-135-2012.

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Abstract. This paper presents an overview of state-of-the-art architectures for integrating wireless sensor and actuators networks into the Future Internet. Furthermore, we will address advantages and disadvantages of the different architectures. With respect to these criteria, we develop a new architecture overcoming these weaknesses. Our system, called Smart Home Context Management System, will be used for intelligent home utilities, appliances, and electronics and includes physical, logical as well as network context sources within one concept. It considers important aspects and requirements of modern context management systems for smart X applications: plug and play as well as plug and trust capabilities, scalability, extensibility, security, and adaptability. As such, it is able to control roller blinds, heating systems as well as learn, for example, the user's taste w.r.t. to home entertainment (music, videos, etc.). Moreover, Smart Grid applications and Ambient Assisted Living (AAL) functions are applicable. With respect to AAL, we included an Emergency Handling function. It assures that emergency calls (police, ambulance or fire department) are processed appropriately. Our concept is based on a centralized Context Broker architecture, enhanced by a distributed Context Broker system. The goal of this concept is to develop a simple, low-priced, multi-functional, and save architecture affordable for everybody. Individual components of the architecture are well tested. Implementation and testing of the architecture as a whole is in progress.
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Konzal, Woitek. "Entertainment Architecture: Constructing a framework for the creation of an emerging transmedia form." Cultural Science Journal 5, no. 2 (July 4, 2012): 120. http://dx.doi.org/10.5334/csci.50.

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Mastrogiovanni, Fulvio, and Antonio Sgorbissa. "A behaviour sequencing and composition architecture based on ontologies for entertainment humanoid robots." Robotics and Autonomous Systems 61, no. 2 (February 2013): 170–83. http://dx.doi.org/10.1016/j.robot.2012.09.028.

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RodWell, K. A. "The Architecture of Entertainment: Two examples of a late sixteenth-century building type." Archaeological Journal 148, no. 1 (January 1991): 269–95. http://dx.doi.org/10.1080/00665983.1991.11021379.

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Hesham, Omar, and Gabriel Wainer. "Explicit Modeling of Personal Space for Improved Local Dynamics in Simulated Crowds." ACM Transactions on Modeling and Computer Simulation 31, no. 4 (October 31, 2021): 1–29. http://dx.doi.org/10.1145/3462202.

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Crowd simulation demands careful consideration in regard to the classic trade-off between accuracy and efficiency. Particle-based methods have seen success in various applications in architecture, military, urban planning, and entertainment. This method focuses on local dynamics of individuals in large crowds, with a focus on serious games and entertainment. The technique uses an area-based penalty force that captures the infringement of each entity's personal space. This method does not need a costly nearest-neighbor search and allows for an inherently data-parallel implementation capable of simulating thousands of entities at interactive frame rates. The algorithm reproduces personal space compression around motion barriers for moving crowds and around points of interest for static crowds.
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Martinelli, Fabio, Fiammetta Marulli, Francesco Mercaldo, and Antonella Santone. "Neural Networks for Driver Behavior Analysis." Electronics 10, no. 3 (February 1, 2021): 342. http://dx.doi.org/10.3390/electronics10030342.

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The proliferation of info-entertainment systems in nowadays vehicles has provided a really cheap and easy-to-deploy platform with the ability to gather information about the vehicle under analysis. With the purpose to provide an architecture to increase safety and security in automotive context, in this paper we propose a fully connected neural network architecture considering position-based features aimed to detect in real-time: (i) the driver, (ii) the driving style and (iii) the path. The experimental analysis performed on real-world data shows that the proposed method obtains encouraging results.
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Jiang, Hao, Siqi Wang, Huikun Bi, Xiaolei Lv, Binqiang Zhao, Zheng Wang, and Zhaoqi Wang. "Synthesizing Indoor Scene Layouts in Complicated Architecture Using Dynamic Convolution Networks." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 1 (April 26, 2021): 1–16. http://dx.doi.org/10.1145/3451267.

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Synthesizing indoor scene layouts is challenging and critical, especially for digital design and gaming entertainment. Although there has been significant research on the indoor layout synthesis of rectangular-shaped or L-shaped architecture, there is little known about synthesizing plausible layouts for more complicated indoor architecture with both geometric and semantic information of indoor architecture being fully considered. In this paper, we propose an effective and novel framework to synthesize plausible indoor layouts in various and complicated architecture. The given indoor architecture is first encoded to our proposed representation, called InAiR, based on its geometric and semantic information. The indoor objects are grouped and then arranged by functional blocks, represented by oriented bounding boxes, using dynamic convolution networks based on their functionality and human activities. Through comparisons with other approaches as well as comparative user studies, we find that our generated indoor scene layouts for diverse, complicated indoor architecture are visually indistinguishable, which reach state-of-the-art performance.
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I., Kopylyak. "ARCHITECTURAL IDEAS OF F. KIESLER IN THE DESIGN OF CONTEMPORARY CULTURAL AND ENTERTAINMENT OBJECTS." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Arhìtektura 2, no. 2 (November 2020): 97–104. http://dx.doi.org/10.23939/sa2020.02.097.

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The life and career of Friedrich Kiezler is an example of constant research of world achievements in various fields of science and culture. This search was reflected in his own creative method of "flexible" architecture, based on the idea of the infinity of space, which later established itself in the direction of "correalism", which was based on constant interaction between people and the natural and technological environment.
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Yannakakis, Georgios N., and John Hallam. "Entertainment modeling through physiology in physical play." International Journal of Human-Computer Studies 66, no. 10 (October 2008): 741–55. http://dx.doi.org/10.1016/j.ijhcs.2008.06.004.

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Pane, Imam Faisal, and Rahmita Dewi Lubis. "Museum and Gallery of Contemporary Art Medan (Contemporary Architecture)." International Journal of Architecture and Urbanism 1, no. 1 (November 15, 2017): 82–90. http://dx.doi.org/10.32734/ijau.v1i1.265.

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The Museum is a place to see showpieces as art, artifacts, and other cultural relics. The purpose of the museum is not only for education but also as entertainment. This design takes the case study of a contemporary art museum. This museum has a gallery, which function is to sell and auction the contemporary art. This Museum and Gallery designed with contemporary architecture style, suitable for the main function of the building which is museum and gallery of contemporary art. The museum and gallery will also help to develop the tourism in Medan and to be an education facility to the public. There are few steps made in the process of completing the design; the first one is by collecting data from the literature, books, journal, magazine, the internet, survey, and interview. And from the data collected, the design for Museum and Gallery of Contemporary Art will be produced.
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Souza, Daniel F. L., Liliane S. Machado, and Tatiana A. Tavares. "3D Technologies to Extend Brazilian DTV Middleware." Journal on Interactive Systems 2, no. 1 (May 20, 2011): 1. http://dx.doi.org/10.5753/jis.2011.564.

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Entertainment and interactivity possibilities in Digital Television (DTV) can be extended to support 3D technologies. In this paper is described an architecture based on a middleware for DTV that incorporates 3D technologies on the Brazilian standard. The integration strategies will be presented and compared with other studies in the literature. As case study, it will be presented a virtual environment to analyze the advantages and disadvantages of this integration.
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37

Yang, Xiao Yan. "Research on the Development of College Sports Architecture." Applied Mechanics and Materials 644-650 (September 2014): 5129–32. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.5129.

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With the development of higher education, college sports architecture is no exception in the revolution. Due to many factors, such as economic, sports science and technology, the development of Europe and the United States and Japan and other countries of the sports building has been at the forefront of the world. At the same time as the Europe and the United States, Japan and other countries recognize in the mass sports, competitive sports and school sports are abundant, and established a relatively perfect sports club system, at the same time, many large-scale sports events and commercial events are held in Colleges and universities. These are vigorously promoting the construction of college sports architecture. Many college students in Europe and the United States, in the school the sports entertainment facilities in Colleges and universities are available as an important condition for the choice of schools, the quantity and quality of sports facilities has become one of the window to show the strength of the competition, promote the sports facilities in Colleges and universities to develop.
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38

Yaremenko, I. S. "MODERN TRENDS IN THE PLANETARIAN ARCHITECTURE." Problems of theory and history of architecture of Ukraine, no. 20 (May 12, 2020): 35–48. http://dx.doi.org/10.31650/2519-4208-2020-20-35-48.

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In the last decades of the twentieth century - the beginning of the twenty-first in the various countries of the world, the active construction of planetariums has continued. Modern planetariums are becoming multifunctional objects, where not only lectures and training sessions with a picture of the starry sky are held, but various social and scientific events, conferences, exhibitions, circle-studio classes, etc. can be held. Planetariums are often included in scientific, educational, museum -exhibition or entertainment complexes, while providing maximum comfort and a variety of additional services for visitors. The projection technique used in stellar halls has changed significantly - from optical-mechanical devices, the planetarium is moving to the use of optical-electronic devices, which opens up new possibilities for a more detailed and effective demonstration of the phenomena and processes occurring in the Universe. In this regard, the requirements for architectural and planning decisions have been changing; innovations in volumet-ric-compositional and constructive solutions of planetariums appear. Since recommendations on the design of this type of building were issued more than thirty years ago, it is necessary, based on an analysis of modern experience in the design, construction and operation of planetariums, to develop recommendations for improving the architectural and planning decisions of these objects for further use in modern design practice and educational design.
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Du, Lian Yan. "Column Design and Key Technology on Learning English Paradise Website." Applied Mechanics and Materials 543-547 (March 2014): 4577–80. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.4577.

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Interest is the best teacher. There are many issues on the current learning English website such as a huge amount of information in it, the complexly of content, the lack of features and unattractive and others. So this paper integrated enrich online English resources and advanced network technology to build learning English paradise for learners that you can learn, improve, leisure and entertainment. First, conducting column design which includes five one-level columns and twenty-seven two-level columns; then, architecture design is carried on. Three-layer architecture and the workflow of PHP three-layer architecture are represented simply by graphs; finally, studying the video on demand service, and the streaming process was designed based on selecting the software Real System in Realnetworks company. Content of this paper has an important role in raising interest in learning English and cultivating self-learning ability.
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40

Rufford, Juliet. "‘What Have We Got to Do with Fun?’: Littlewood, Price, and the Policy Makers." New Theatre Quarterly 27, no. 4 (November 2011): 313–28. http://dx.doi.org/10.1017/s0266464x11000649.

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Joan Littlewood blamed anti-socialist prejudice for Theatre Workshop's hostile treatment by the Arts Council. Yet her failure to secure the Council's backing for the Fun Palace – an open-ended project for an arts, entertainment, and education centre she developed with architect Cedric Price – may be better expressed as a collision between anarchy and bureaucracy. Following Nadine Holdsworth's 1997 article for New Theatre Quarterly, ‘“They'd Have Pissed on My Grave”: the Arts Council and Theatre Workshop’, in this article Juliet Rufford argues that the project fell victim to a form of programme censorship because it broke the rules of culture and professionalism as defined by the major funding body for the arts. The concept of ‘fun’ is seen as vital to understanding the cynicism of the policy makers towards Price and Littlewood's proposals, but also as driving explorations of intermediality, interactive performance, and performative architecture that have since been taken up successfully by artists working within and beyond the subsidized sector. Juliet Rufford is a post-doctoral research associate at the Victoria and Albert Museum, and is co-convenor of the International Federation of Theatre Research's Theatre Architecture Working Group. She has written on theatre architecture, site-specific performance, scenography, and the politics of space for publications including Contemporary Theatre Review and the Journal of Architectural Education.
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41

Zhivitsa, Victoriia, Victoriia Sidorova, and Dmitry Mosyakin. "Directions for preservation and popularization of cultural heritage objects of Crimea peninsula." E3S Web of Conferences 164 (2020): 05021. http://dx.doi.org/10.1051/e3sconf/202016405021.

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“Everyone is obliged to take care of the preservation of historical and cultural heritage, to preserve historical and cultural monuments” (Article 44 of the Constitution of the Russian Federation). The study is aimed at considering the most promising methods of safekeeping, maintenance, popularization and museum presentation of cultural heritage. When working on the study, the methods of theoretical analysis and synthesis and the analogy method were used. The authors have identified and analyzed applied areas of safekeeping, maintenance, popularization and modern use of cultural heritage objects, namely: monuments of archeology, architecture and urban planning. Various techniques for inclusion of such objects in the modern socio-cultural and architectural-urban context were analysed. Criteria are selected for choosing monuments of architecture, urban planning and archeology for museification, as well as for their introduction into the tourist and recreational infrastructure of the region. Also the scenario of attracting the population, in particular youth, to the problem of preservation of cultural heritage objects is considered. The authors propose improvement of territory and construction of modular youth centers, and organization of cultural and entertainment events (festivals, exhibitions, historical quests, thematic fairs, performances) near or in the territory of the monument protection zones.
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42

Condello, Annette. "Garish Luxury and the “Constructed Landscape”: Transcending the Colour of Opals in the Griffins’ Capitol Theatre." Arts 7, no. 4 (October 3, 2018): 58. http://dx.doi.org/10.3390/arts7040058.

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Walter Burley Griffin and Marion Mahony Griffin synthesized a modern crystallized interior within their Capitol Theatre design (1920–24) in Melbourne. The Capitol’s auditorium, a mine-like cavity, houses a constructed landscape, elucidating the link between architecture and geological references. Ornamented with prefabricated stepped plasterwork, the auditorium is inserted with opal-coloured light technologies. Through the concept of the “constructed landscape”, this article traces the garish luxury elements found within the Griffins’ Capitol auditorium to understand the design associations between Paul Scheerbart’s Expressionist writings on crystal-glass iconography and William Le Baron Jenney’s symbolic crystal cave. The Griffins’ architectural contribution to the Australian entertainment industry conveys both Jugendstil garden effects and Mesoamerican echoes through its elaborative prismatic ridges. Owing to its transcendental opal allusions, the Capitol’s auditorium shows a constructed landscape model and constitutes a form of garish luxury, exemplifying early Australian glamour.
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43

Ishida, Tatsuzo, and Yoshihiro Kuroki. "Sensor system of a small biped entertainment robot." Advanced Robotics 18, no. 10 (January 2004): 1039–52. http://dx.doi.org/10.1163/1568553042674699.

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44

Zaykova, Elena. "Formation methods of hybrid urban spaces in the historic city center." E3S Web of Conferences 97 (2019): 01031. http://dx.doi.org/10.1051/e3sconf/20199701031.

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Russian urban planning practice is experiencing an era of global changes. The appearance of architectural and landscape objects with different types of organization of public spaces in Moscow makes it possible to talk about the transition from standard city planning to objects that have no boundaries between nature, architecture and human environment. Functionally renewed Gorky Park with Crimean Quay and Zaryadye Park represent a new type of public space where nature and technology, education and entertainment, history and modernity are combined and complement each other. New objects have a positive effect on environmental changes using the latest construction technologies, offer citizens a variety of activities and have a powerful scientific resource in working on city aesthetics and ecology. Scientists describe such town-planning objects, as “hybrid spaces”. Hybridization of urban areas encompasses different urban planning levels: from integration of architectural landscape object with border elimination by nature in the historic city center (Zaryadye Park) to formation of the newest linear park with different types of public in the contour of the water area (Gorky Park and Crimean Quay). Due to the high interest of professionals in the new city objects, hybrid spaces deserve to be thoroughly studied, as they influence not only quality of urban environment in the use of landscape architecture tools and technologies, but also issues of managing urbanization and climate change in the near future.
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45

Casado, J., M. Barrientos, and J. Ramos. "Edificio de ocio y espectáculos. Plaza de toros en Móstoles, Madrid/España." Informes de la Construcción 48, no. 447 (February 28, 1997): 5–14. http://dx.doi.org/10.3989/ic.1997.v48.i447.971.

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46

Vatavu, Radu-Daniel. "Point & click mediated interactions for large home entertainment displays." Multimedia Tools and Applications 59, no. 1 (January 22, 2011): 113–28. http://dx.doi.org/10.1007/s11042-010-0698-5.

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47

Kessler, Robert, Mark van Langeveld, and Roger Altizer. "Entertainment arts and engineering(or how to fast track a new interdisciplinary program)." ACM SIGCSE Bulletin 41, no. 1 (March 4, 2009): 539–43. http://dx.doi.org/10.1145/1539024.1509049.

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48

Shen, Dan, and Yang Liu. "Design of Landscape Architecture for the Huaiyin Garden as Flower Theme Park to Inherit Flower Culture, Jinan City." Applied Mechanics and Materials 357-360 (August 2013): 2005–9. http://dx.doi.org/10.4028/www.scientific.net/amm.357-360.2005.

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On the basis of analyzing the location and scope of the project area and its natural environmental conditions, this design responded to the functional theme, satisfied park functions of sightseeing, visiting, leisure, entertainment, keeping fit, disaster prevention, production and marketing, formed seven design ideas: creating flower plants landscape mainly, promoting the "flower culture", building natural harmony with flowers, birds, insects and fishes, the destination of flowers, the originality of "flower" structural shape, people-centered, the creating concept of idioms on "flowers", and finally finished the design of landscape architecture of the park by the layout method of modern landscape architecture according to the thematic orientation of flower theme park, in order to inherit flower culture by the showing and creative concept of flower plants landscape, to call on the concern and pursue for the future of human residential environment, and to quest the development direction of landscape architecture and human residential environment.
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49

Bashirova, Elza, Elena Denisenko, Kamilla Akhmetova, and Vilnur Kadirov. "Museum and center for contemporary art: design principles and functional features." E3S Web of Conferences 274 (2021): 01019. http://dx.doi.org/10.1051/e3sconf/202127401019.

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The article discusses the topical issue of the establishment of museum and center for contemporary art. The objective of the research is to analyze the historical background of contemporary art museums; to review the world design practice of them according to urban planning, functional, architectural and expositional criteria; to reveal functional features’ trends and to identify the design principles of an advanced center for contemporary art. We collected more than 45 leading examples to compile a matrix using classification and analysis methods. As a result, we reached the museums’ functional features: administrative, exhibition, educational, recreational are fixed functions; storage and research functions are optional; cultural and entertainment are particularly additional functions. At first, art museums and centers are focused on adaption to visitors and intersection with them, secondly, on the exhibit. To sum up, we define the design principles of the ideal architectural model on the basis of urban planning, architectural, sociocultural and technological radicals. In conclusion, it is revealed that contemporary art centers have absorbed most of the historical functions of the museum and today are one of the developed types of the multifunctional architecture.
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Kim, Cheonshik, Bryan Kim, Joel J. P. C. Rodrigues, and James C. N. Yang. "Special issue: Advanced technology for smart home automation and entertainment." Personal and Ubiquitous Computing 22, no. 1 (December 14, 2017): 1–2. http://dx.doi.org/10.1007/s00779-017-1102-5.

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