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Journal articles on the topic 'Web-based entertainment'

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1

Et.al, Diondy Kusuma. "Web-Based Information and Entertainment Portal Development Using Igniter Code Framework." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 4139–45. http://dx.doi.org/10.17762/turcomat.v12i3.1705.

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The purpose of making this web-based information and entertainment portal application is to develop a portal that can be used by the public in obtaining entertainment and information about trends and lifestyle. In addition, this application is also made with the aim of developing information and entertainment portals that can facilitate content contributors so that they can share ideas and participate in the production of content available on this portal. The method used to develop this web-based information and entertainment portal application is the waterfall method using the Code Igniter fr
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Jain, Ansh, and Jyotika Teckchandani. "The Impact of Social Media on Political Activism – A Comparative Analysis." International Journal of Research in Interdisciplinary Studies 1, no. 3 (2024): 1–3. https://doi.org/10.5281/zenodo.10818808.

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This paper presents a relative examination of the effect of virtual entertainment on political activism across various settings. Drawing on existing writing and contextual analyses, it analyzes the benefits and drawbacks of virtual entertainment in assembling people, arranging efforts, enhancing voices, bypassing government constraint, and encouraging worldwide fortitude. The examination features the complicated elements at play, remembering the job of virtual entertainment for dispersing data, working with on the web and disconnected activism, and molding political talk. By investigating thes
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Kumar, S. Dinesh, K. Soundarapandiyan, and S. Meera. "Sentience of Career Opportunities and Career Development using Social Media – a Study with reference to Tamil Nadu." Journal of Big Data Technology and Business Analytics 1, no. 1 (2022): 7–14. http://dx.doi.org/10.46610/jbdtba.2022.v01i01.002.

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Online entertainment is intense medium to make awareness of our usefulness to the whole world. Over the most recent twenty years web-based entertainment turning out to be more well known among the general public regardless old enough, sex, rich, poor, and so on. According to ‘Statist a Digital Market Outlook (2019)’ 3.2 billion individuals utilize virtual entertainment on the planet and in India 351.4 million are in online entertainment. India is second biggest country, youth using social media next to China. Indian youth rate is constantly increasing for the past 15 years (34.5% of the total
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RAY, MALLIKA, and Sanchita Chatterjee. "Effects of libraries in the service of advertising in Mass communication: A scenario." INTERNATIONAL JOURNAL OF HUMANITIES, ENGINEERING, SCIENCE AND MANAGEMENT 4, no. 2 (2023): 01–09. http://dx.doi.org/10.59364/ijhesm.v4i2.253.

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The objective of this study is to find the utilization, reason, significance, and issues looked at by library and data experts in promoting online entertainment through advertising. For this review, state-funded colleges, confidential colleges, and extraordinary libraries were chosen as an exploration test. The discoveries of this paper showed that most libraries use Facebook and LinkedIn for advertising library and data administration. Most libraries utilize virtual entertainment for promoting library items and administrations, sharing library news and occasions, video conferencing, and comme
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Muh Riandi Widiyantoro, Salahudin Robo, and Lora Yuliani Nikijuluw. "Soundsystem Rental Information System Design, Web-Based Band Equipment and Bands." Journal of Computer Science and Visual Communication Design 8, no. 1 (2023): 243–52. http://dx.doi.org/10.55732/jikdiskomvis.v8i1.890.

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The manual system at Dhira Entertainment results in customer information and transactions only recorded in books or receipts, price errors, data processing irregularities, delays, and misinformation related to reports required in ineffective and efficient data recording. One of the management companies that offers rental services is Dhira Entertainment. Building a web-based sound system rental information system, band equipment, and bands was the goal of this study. System development using waterfall method, direct observation and literature study are two data collection techniques used. Use c
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Savanth, Sowjanya G., and Geetha M. "Digital Tormenting Identification ON Web-based Entertainment Utilizing Machine Learning." International Journal for Research in Applied Science and Engineering Technology 10, no. 7 (2022): 911–21. http://dx.doi.org/10.22214/ijraset.2022.45358.

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Abstract: Cyber bullying is a major problem encountered on internet that affects teenagers and also adults. It has led to mishappenings like suicide and depression. Regulation of content on Social media platforms has become a growing need. The following study uses data from two different forms of cyber bullying, hate speech tweets from Twittter and comments based on personal attacks from Wikipedia forums to build a model based on detection of cyber bullying in text data using Natural Language Processing and Machine learning. Three methods for Feature extraction and four classifiers are studied
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Dhamija, Ms Simran, and Dr Rubaid Ashfaq. "An Analysis of the Impact of Malpractices on Social Media Platforms on Society: Examining the Role of Social Media Platforms Mitigating Misinformation, Cyberbullying, and Privacy Breaches." April-May 2023, no. 33 (May 31, 2023): 19–30. http://dx.doi.org/10.55529/jmcc.33.19.30.

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This paper will analyze the effect of misbehaviors via web-based entertainment stages on society, zeroing in on the job of these stages in moderating falsehood, cyberbullying, and security breaks. With the developing universality of web-based entertainment in present day culture, these misbehaviors have become progressively pervasive, and the results can be critical, going from mischief to people to more extensive cultural outcomes. Information investigation strategies will incorporate both expressive and inferential measurements, as well as satisfied examination and topical examination of sub
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Kim, Dong, and JingTao Yao. "A Treasure Hunt Model for Inquiry-Based Learning in the Development of a Web-based Learning Support System." JUCS - Journal of Universal Computer Science 16, no. (14) (2010): 1853–81. https://doi.org/10.3217/jucs-016-14-1853.

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One of the main problems of web-based learning is staying motivated at a sufficientlevel. Learning games offering challenges and entertainment may stimulate student motivation for learning and mitigate this problem. Web-based learning support systems combined with learninggames may efficiently promote learning by encouraging student participation in learning. This study introduces a treasure hunt model, which represents the idea of inquiry-based learning usingset theory. We demonstrate this via a prototype of a web-based learning support system called OTHI, which employs an online treasure hun
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Sukma, Andhi, Keni Kaniawati, and Desy Oktaviani. "Social Media Integration in SMEs: A Study on Business Performance Enhancement in Indonesia." JOURNAL OF HUMANITIES SOCIAL SCIENCES AND BUSINESS (JHSSB) 4, no. 1 (2024): 100–116. https://doi.org/10.55047/jhssb.v4i1.1482.

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The background of this article emphasizes the significance of social media adoption and innovation for small and medium-sized enterprises (SMEs) in Indonesia, with a view to enhancing business performance in the context of technological and competitive challenges. This study explores what web-based entertainment reception and innovation similarity mean for presenting little and medium-sized endeavors (SMEs) in Indonesia. It analyzes how SMEs utilize virtual entertainment to support business execution amid mechanical difficulties and rivalry. Information was gathered from 450 SMEs across four h
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Meillano, Zico Fachreza, Donni Richasdy, and Hasmawati Hasmawati. "Web-Based Movie Recommendation System Using Content-Based Filtering and Cosine Similarity." Indonesian Journal of Artificial Intelligence and Data Mining 7, no. 1 (2023): 157. http://dx.doi.org/10.24014/ijaidm.v7i1.27390.

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Movie are one of the most popular entertainment media among people and are often chosen as activities during weekend holidays. As time goes by, world cinema continues to develop with various interesting and entertaining genres, stories and visuals. Because film is one of the entertainment media that can relieve stress from work assignments or lectures and now film production is also growing so that more and more films are being produced until finally people are confused about choosing the film they will watch. To resolve the obstacles faced, movie information is needed that can help people fin
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Sriharyati, Rani, and Intan Sari Ramdhani. "PENYIMPANGAN PRINSIP KESOPANAN PADA WEB SERIES INDONESIA TELUK ALASKA PRODUKSI MD ENTERTAINMENT." Hasta Wiyata 5, no. 2 (2022): 146–53. http://dx.doi.org/10.21776/ub.hastawiyata.2022.005.02.05.

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This study aims to describe deviations from the principle of politeness in the Indonesian Bay of Alaska Web Series dialogue. This research method uses descriptive qualitative method. The data of this research is in the form of character speech in the dialogue of the Web Series. . The data collection technique used by the researcher is the technique of documentation, listening and taking notes. The data analysis technique in this study went through three stages, namely data reduction, data presentation, and drawing conclusions. Based on the results of the research, it shows that there is a devi
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Li, Ge, and Sunyoung Kim. "A Study on the Effect of Chinese Generation Z’s Satisfaction with Web Novels on Psychological Well-being: Based on the Expectancy-Value Theory." Korean Society of Culture and Convergence 45, no. 1 (2023): 217–31. http://dx.doi.org/10.33645/cnc.2023.01.45.01.217.

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Recently, with the market size and number of subscribers of Web Novels increasing in China, the growth trend is remarkable, mainly centered on Generation Z. Therefore, we applied Expectancy -Value Theory to empirically identify the relationship between seeking satisfaction and acquisition satisfaction of Chinese generation Z users who use Web Novels on their psychological stability. As a result, we found that the higher the expectation for the four factors of entertainment, sociality, quality excellence, and ease of use, the higher the correlation with satisfaction after use. In addition, whil
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Dai, Peiyi. "The Evolution of Chinese Internet Culture: A Study on the Social Media Platforms Role and Their Impact on Online Trends." Communications in Humanities Research 12, no. 1 (2023): 255–63. http://dx.doi.org/10.54254/2753-7064/12/20230117.

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This study examines how social media platforms have shaped Chinese internet culture and how they influence online trends. This papers introduction to internet culture and how it affects society focuses on the unique characteristics of internet culture in China because of the countrys social, technological, and political context. From the early utilization of the web in the last part of the 1990s through the coming of critical online entertainment stages like WeChat, Weibo, Douyin, and Xiaohongshu, the historical backdrop of Chinese web culture is chronicled. The strength of these stages in the
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Ginting, Melia Br, Muhammad Irwan Padli Nasution, and Nurbaiti Nurbaiti. "The Role of Tiktok Social Media in Increasing Student’s Interest In Entrepreneurship." Widya Cipta: Jurnal Sekretari dan Manajemen 8, no. 2 (2024): 117–24. http://dx.doi.org/10.31294/widyacipta.v8i2.22917.

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Business ventures can be carried out by taking advantage of existing online innovation and entertainment, because currently everyone can access and even have a virtual entertainment account that can be used to share data in the form of photos and recordings. TikTok is an online entertainment that is generally popular among millennials for doing business. The reason for this exploration is to find out the extent of the role of social media TikTok in increasing students' interest in entrepreneurship . The population in this study were students at UIN North Sumatra with a total of 100 respondents
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Umetani, Tomohiro, Ryo Mashimo, Akiyo Nadamoto, Tatsuya Kitamura, and Hirotaka Nakayama. "Manzai Robots: Entertainment Robots Based on Auto-Created Manzai Scripts from Web News Articles." Journal of Robotics and Mechatronics 26, no. 5 (2014): 662–64. http://dx.doi.org/10.20965/jrm.2014.p0662.

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<div class=""abs_img""><img src=""[disp_template_path]/JRM/abst-image/00260005/18.jpg"" width=""300"" />Manzai robots</div> This paper introduces manzai robots – entertainment robots that automatically create manzai scripts from Internet articles based on keywords given by the audiences and perform manzai based on created manzai scripts. The robot consists two robots connected to the Internet that automatically create manzai scripts from Web news articles in response to a user’s keywords using data mining and manzai techniques. After manzai scripts are created, the two robots
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Sahu, Chiranjeev, Kranti Kumar Dewangan, and Reena Sahu. "Stock Market Prediction using Twitter." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, no. 10 (2023): 1–11. http://dx.doi.org/10.55041/ijsrem26273.

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This study centers around dissecting the Twitter opinion of financial exchange conversations utilizing Python. With the rising impact of web-based entertainment on monetary business sectors, it has become fundamental to figure out the feeling of Twitter clients towards explicit stocks. In this examination, we gather tweets referencing different stock images and utilize normal language handling procedures to characterize the opinion as sure, negative, or impartial. Our model is trained and evaluated using sentiment analysis libraries and machine learning algorithms. The outcomes uncover signifi
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Rana, Jyotsna Singh, and Shweta Shukla. "IMPACT OF CYBERBULLYING ON SOCIAL MEDIA PRIVACY AND CYBERSECURITY: A CRITICAL APPRAISAL." ShodhKosh: Journal of Visual and Performing Arts 5, no. 6 (2024): 1617–21. http://dx.doi.org/10.29121/shodhkosh.v5.i6.2024.2482.

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Another rush of online dangers and assaults has been welcomed on by the development of social media. People and organizations are turning out to be progressively defense less against web gambles, for example, harassing, information robbery, fraud, and phishing tricks. This paper researches the various impacts of virtual entertainment on network protection and takes a gander at guard instruments that could be utilized to defend against these security dangers. We’ll likewise examine how pivotal client mindfulness and schooling are to protecting network safety. In numerous parts of healthy, scien
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Hayatin, Nur, Rizky Ade Mahendra, Dwi Arif Al-mubarok, et al. "Anapedia – An Open Web-based Encyclopedia for Indonesian Children." Journal of Information Systems Engineering and Business Intelligence 5, no. 1 (2019): 48. http://dx.doi.org/10.20473/jisebi.5.1.48-56.

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Background: The limited number of web and child applications becomes a challenge especially providing web or education app that can be a source of information referral to help the school task, especially for the needs of children in Indonesia.Objective: This study answers the challenge by designing a special encyclopedia for children called Anapedia, an open web-based encyclopedia for children.Methods: Anapedia designed for the quality of content for education and design for entertainment that is suitable for children's needs by considering the children cognitive abilities.Results: The feature
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M.Naganjali, Kranthi M.Pooja, M.Chaitanya, and Vasa Rao P.Srinu. "Influence of Social Media on Business." International Journal of Innovative Science and Research Technology (IJISRT) 9, no. 3 (2024): 3. https://doi.org/10.5281/zenodo.10793089.

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In recent years social media has increased its impact on business. Online entertainment assumes a huge part in business execution and makes two-way correspondence among clients and organizations. Social media helps business people to interact with people from different domains which can leads to content sharing for better ideas. The success of a business depends on effective implementation and providing services to reach customer expectations. Web-based entertainment can assist your business with drawing in clients, get client criticism and assemble client loyalty, increase your business reach
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Uematsu, Yuko, and Hideo Saito. "Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality." Advances in Human-Computer Interaction 2008 (2008): 1–14. http://dx.doi.org/10.1155/2008/145363.

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This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tableto
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Asyahra, Anissa, and Alimuddin Rizal Rivai. "Pengaruh Social Media Marketing terhadap Purchase Intention dengan Brand Image Sebagai Intervening (Studi pada Pengguna Wardah Kosmetik)." J-MAS (Jurnal Manajemen dan Sains) 9, no. 1 (2024): 306. http://dx.doi.org/10.33087/jmas.v9i1.1602.

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This exploration expects to test and decide the impact of virtual entertainment promoting on buy goals with brand picture as an interceding variable for clients and purchasers of Wardah items. The strategy utilized in this examination is a quantitative technique utilizing essential information got through a poll. The example for this exploration was 103 respondents utilizing a purposive inspecting procedure. The information was then investigated utilizing the SPSS variant 23 information handling application. The study found that social media marketing has a significant impact on brand image an
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Setiaji, Pandu, Langgra Mayrezka Pradipta, and Agus Budhi Utomo. "Web-Based Village Information System in Dalegan Village – Panceng District - Gresik Regency." Kontribusia (Research Dissemination for Community Development) 2, no. 2 (2019): 39. http://dx.doi.org/10.30587/kontribusia.v2i2.1008.

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The development of information technology has made the internet as a very important requirement to explore various information needed. The benefits of the internet are quite large especially in the world of business, entertainment and education. Dalegan Village is a village that has a lot of natural wealth such as white sand beach tourism, hill prohibit, legen drinks, fish crackers and various other fish preparations, but all these riches have not been fully exposed in cyberspace. This program aims to build a web-based village information system to expose the history and profile of the village
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Rau, Pei-Luen Patrick, Jenwen Chen, and Duye Chen. "A study of presentations of mobile web banners for location-based information and entertainment information websites." Behaviour & Information Technology 25, no. 3 (2006): 253–61. http://dx.doi.org/10.1080/01449290500222009.

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Chawla, Suruchi. "Web Page Recommender System using hybrid of Genetic Algorithm and Trust for Personalized Web Search." Journal of Information Technology Research 11, no. 2 (2018): 110–27. http://dx.doi.org/10.4018/jitr.2018040107.

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The main challenge to effective information retrieval is to optimize the page ranking in order to retrieve relevant documents for user queries. In this article, a method is proposed which uses hybrid of genetic algorithms (GA) and trust for generating the optimal ranking of trusted clicked URLs for web page recommendations. The trusted web pages are selected based on clustered query sessions for GA based optimal ranking in order to retrieve more relevant documents up in ranking and improves the precision of search results. Thus, the optimal ranking of trusted clicked URLs recommends relevant d
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Lin, Chiuhsiang Joe, Shiau Feng Lin, Rou Wen Wang, et al. "A Skill-, Rule-, and Knowledge-Based Interaction Design Framework for Web-Based Virtual Reality Training Systems." Key Engineering Materials 450 (November 2010): 564–67. http://dx.doi.org/10.4028/www.scientific.net/kem.450.564.

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Virtual Reality (VR) systems have been applied for education, training and entertainment purposes in the areas of military, safety training and flying simulators. In particular, Web-based VR training systems (WBVRTS) have been claimed to have great potential for many applications in training. However, WBVRTS are more complex compared with the traditional training methods which rely on manuals, instructions, and videos. Since VR not only reinforces the visual presentation of the training materials but also provides ways to interact with the training system, it becomes more flexible and possibly
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Oya, Makoto, and Taku Okuno. "A Middleware Framework for Loose Robot Communication over the Internet." Journal of Robotics and Mechatronics 17, no. 1 (2005): 11–16. http://dx.doi.org/10.20965/jrm.2005.p0011.

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Paralleling with the expansion of robot technology to social activities such as home use, community work, and entertainment, robot communication technology must expand from closed networks to the Internet. Unlike closed networks, robot communication over the Internet must be based on loose process coupling between robots. Web Services technology fits this requirement, but requires middleware supporting Web Services for robot communication to implement robot application software in this environment. Most existing middleware does not fully conform to this requirement because it mainly targets en
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Kumar, Periketi Shashi. "Movie Review Sentiment Analysis and AI-Story Generation Web Application." International Journal for Research in Applied Science and Engineering Technology 12, no. 3 (2024): 310–16. http://dx.doi.org/10.22214/ijraset.2024.58826.

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Abstract: This paper presents a web application designed to enhance the interaction between users and multimedia content through two innovative platforms: "MOVIE REVIEW SENTIMENT ANALYSIS" and "AI-STORY GENERATION." The first platform leverages the Fastai library and LSTM networks to perform sentiment analysis on user-submitted movie reviews, determining their polarity as positive or negative. This analysis directly influences the movie's aggregate rating, with the system capable of processing extensive textual input with high accuracy. Ratings are dynamically updated and stored in JSON format
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Mejia-Escobar, Christian, Miguel Cazorla, and Ester Martinez-Martin. "A Large Visual, Qualitative, and Quantitative Dataset for Web Intelligence Applications." Computational Intelligence and Neuroscience 2023 (October 10, 2023): 1–21. http://dx.doi.org/10.1155/2023/1094823.

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The Web is the communication platform and source of information par excellence. The volume and complexity of its content have grown enormously, with organizing, retrieving, and cleaning Web information becoming a challenge for traditional techniques. Web intelligence is a novel research area to improve Web-based services and applications using artificial intelligence and automatic learning algorithms, for which a large amount of Web-related data are essential. Current datasets are, however, limited and do not combine visual representation and attributes of Web pages. Our work provides a large
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Dr., H. B. Patelpaik. "Machine Learning-Based Optimization of Web Caching: A Support Vector Machine Model." International Journal of Advance and Applied Research S6, no. 18 (2025): 282–88. https://doi.org/10.5281/zenodo.15259563.

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<em>In the era of information technology, the Internet serves as a critical medium for accessing information globally. The World Wide Web (WWW) facilitates a diverse range of Internet-based services, including e-commerce, online banking, entertainment, education, and e-governance. However, the exponential growth in web applications has led to a substantial increase in network traffic, causing congestion and elevating server loads. This, in turn, results in higher response times, thereby negatively impacting user experience. Web caching has emerged as an effective solution to mitigate latency i
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K L, Prashanth, and Divya K. Murthy. "Analyzing the Impact of Social Media and Developing Strategies to Leverage Social Media for Customer Loyalty and Customer Engagement with Special Reference to VRL Logistics, Bangalore." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 12 (2024): 1–9. https://doi.org/10.55041/ijsrem40206.

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The quick development of online entertainment stages has essentially changed the manner in which organizations convey, connect, and draw in with clients. For organizations like VRL Planned operations, understanding and utilizing web-based entertainment can prompt upgraded client faithfulness and commitment, which are fundamental for keeping an upper hand in the coordinated factors area. This study means to examine the effect of virtual entertainment on VRL Coordinated factors' tasks, zeroing in on its job in cultivating client connections and further developing help conveyance. Through an asse
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Chandra, Vaibhav, Quazi Syed Zahiruddin, Sonali Choudhari, and Abhay Gaidhane. "A cross-sectional study of the association of exposure to web-based streaming platforms on the psychosocial behaviour and the sleep pattern of Indian youth." F1000Research 13 (April 23, 2024): 312. http://dx.doi.org/10.12688/f1000research.144933.1.

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Background The rapid proliferation of web-based streaming platforms has become a ubiquitous aspect of contemporary life, especially among the youth in urban areas. This study seeks to delve into the usage patterns and discern potential associations between web-based streaming platforms and the psychosocial behaviour, sleep patterns, and work and study routines of Indian youth in the Wardha District of Maharashtra and Central India. With the escalating prevalence of digital entertainment, understanding the impact on this demographic's mental well-being and lifestyle is imperative. Methods Emplo
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Chawla, Suruchi. "Intelligent Information Retrieval Using Hybrid of Fuzzy Set and Trust." Oriental journal of computer science and technology 10, no. 2 (2017): 311–25. http://dx.doi.org/10.13005/ojcst/10.02.09.

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The main challenge for effective web Information Retrieval(IR) is to infer the information need from user’s query and retrieve relevant documents. The precision of search results is low due to vague and imprecise user queries and hence could not retrieve sufficient relevant documents. Fuzzy set based query expansion deals with imprecise and vague queries for inferring user’s information need. Trust based web page recommendations retrieve search results according to the user’s information need. In this paper an algorithm is designed for Intelligent Information Retrieval using hybrid of Fuzzy se
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Mirchandani, Suvir P. "Fuzzy Logic Based Eye-Brain Controlled Web Access System." Computer and Information Science 8, no. 4 (2015): 77. http://dx.doi.org/10.5539/cis.v8n4p77.

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&lt;div class="page" title="Page 1"&gt;&lt;div class="layoutArea"&gt;&lt;div class="column"&gt;&lt;p&gt;&lt;span&gt;Accessing the Web is crucially important in today’s society because of communication, education, and entertainment opportunities. Paralyzed or paretic individuals are unable to capitalize on these opportunities using traditional human-computer interaction methods. Thus, I develop a low-cost web browsing system for such individuals, integrating eye and brain control in a novel fashion to relay and interpret navigation commands. The system combines gaze position estimates obtained
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Kalogeras, Stavroula. "Media-Education Convergence." International Journal of Information and Communication Technology Education 9, no. 2 (2013): 1–11. http://dx.doi.org/10.4018/jicte.2013040101.

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In the era of media convergence, transmedia (cross-media/cross-platform/multi-platform) narratives are catering to users who are willing to immerse themselves in their favorite entertainment content. The inherent interactivity of the Internet and the emotional engagement of story can lead to innovative pedagogies in media rich environments. This paper focuses on Web-Based Transmedia Storytelling Edutainment as a pedagogical practice in higher education.
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Syafira, Dinda, Suhairi Suhairi, Juwita Putri Wulandari, Putri Iswanti, and Said Ihsan Fauzi. "Analisis Etika Komunikasi Bisnis Dalam Strategi Pemasaran Produk Di Sosial Media." Jurnal Ekonomika Dan Bisnis (JEBS) 3, no. 2 (2023): 379–84. http://dx.doi.org/10.47233/jebs.v3i2.1036.

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The purpose of this study is to analyze corporate communication ethics in product marketing strategies on social media. This study examines the literature on the principles of business ethics and marketing communications. The method used is descriptive research, collecting information from primary and secondary sources. The analysis was carried out using a qualitative approach to identify the ethical aspects of product marketing in social networks. The aftereffects of this study demonstrate that there are several moral perspectives that need consideration in web-based entertainment business co
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Wang, Yanyan, Yann-Jou Lin, and Bau-Show Lin. "The Factors that Affect Usage Intentions and Travel Intentions of Travel-Related WeChat Official Accounts." Sustainability 12, no. 15 (2020): 6108. http://dx.doi.org/10.3390/su12156108.

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WeChat Official Accounts (WOAs)—a feature of WeChat—are thriving. However, studies on travel-related WOAs remain scarce and lack depth. This study aimed to identify the factors that influence usage intentions and travel intentions in regard to travel-related WOAs. Based on the Uses and Gratifications (U&amp;G) theory, this study developed a theoretical model and examined the model through a web-based questionnaire. The questionnaire was distributed through the online survey tool Sojump. After analyzing the obtained data via structural equation modeling, the results revealed that: (1) social, e
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Nihayati, Arsyada, and Lilia Indriani. "EFL STUDENTS’ PERSPECTIVE ON WHATSAPP AS MEDIA OF ONLINE TEACHING AND LEARNING IN COVID-19 PANDEMIC." Journal of Research on Language Education 2, no. 1 (2021): 44. http://dx.doi.org/10.33365/jorle.v2i1.898.

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The COVID-19 Pandemic indicated a unique challenge to the educational system. The Centers for Disease Control and Prevention recently advised doing social distancing. Many applications were developed and web-based. One of them was developed and become famous was WhatsApp. WhatsApp is one of the mobile phone applications and web-based social network that integrates with various features used to communicate with other users, ranging from education, business, and entertainment developed this social networking site. This study aimed to explore the EFL student’s perspective on WhatsApp as media on
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Purwanto, Hendri, and Indah Susilawati. "Web-Based Expert System Chatbot Determines The Best Cheap Camera For New Users Using The Vikor Method." International Journal of Informatics Engineering and Computing 1, no. 1 (2024): 29–39. http://dx.doi.org/10.70687/ijimatic.v1.i1.27.

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In this technological era, a variety of new products have emerged, including in transportation, industry, health, entertainment and business. Cameras are an example of an increasingly diverse range of products, especially in mobile devices. However, the wide variety of cameras can be confusing. The VIKOR method is an approach to ranking the closest solution to the ideal solution in ranking. This is useful in situations where criteria conflict with each other, helping to find the optimal solution through a multicriteria ranking index. Especially in discrete decision making, VIKOR helps determin
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Astragina, Dini, and Abdurrohman Abdurrohman. "ANALISIS DAMPAK KECANDUAN MENONTON WEBSERIES TERHADAP AKTIVITAS BELAJAR [ANALYZING THE IMPACT OF ADDICTION WATCHING WEBSERIES ON LEARNING ACTIVITIES]." Kumpulan Artikel Ilmiah Rumpun Ekonomi dan Ilmu Sosial 3, no. 2 (2023): 18–31. https://doi.org/10.19166/kairos.v3i2.7307.

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The increasingly massive development of information communication technology makes it easier for people to access information and knowledge quickly. In addition, the development of information communication technology also presents a variety of digital-based entertainment that can be accessed anytime and anywhere by using gadgets. Various digital-based entertainment channels using these gadgets such as watching web series have turned out to be interesting and captivating for the digital generation, especially students, even to the point of addiction. This study aims to determine the activity o
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Aldahash, Thoraya, and Abdulhameed Alenezi. "The Success Factors of Implementing Web-Based Gamification According to the Viewpoint of Female English Teachers for Public Education Stages." International Journal of Information and Education Technology 11, no. 12 (2021): 603–14. http://dx.doi.org/10.18178/ijiet.2021.11.12.1571.

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Currently, one of the main concerns among teachers is to prepare a generation that emulates the knowledge society, and has the ability to keep pace with the renewed global changes; during creating socially interactive and constructivist learning environments such as gamified environments. The implementation of gamification in education needs to be carefully designed, which assures the importance of investigating the factors affect its use in education. Thus, this study aims to identify the factors that influence the success of applying web-based gamification in the educational process using a
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Narita, Masahiko, Makiko Shimamura, and Makoto Oya. "Reliable Robot Communication on Web Services." Journal of Robotics and Mechatronics 18, no. 1 (2006): 36–43. http://dx.doi.org/10.20965/jrm.2006.p0036.

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Remote-robot-control study and standardization have mainly focused on real-time mission-critical communication. As robot technology expands in non-industrial areas such as entertainment and home use, a more flexible communication is required to realize communication between robots and between robots and computers in open/public network space, which need not be real-time or mission-critical. The RoboLink Protocol, developed as a standardized protocol for such communication, is based on Web services technology to ensure flexibility. We discuss requirements for robot communication reliability, an
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Singh, Pankaj Kumar, and Yogendra Pratap Singh. "Realistic Realism in TVF's Web Series Panchayat: A Study of Experimental Genre in New Cinema." Creative Launcher 9, no. 6 (2024): 112–17. https://doi.org/10.53032/tcl.2024.9.6.12.

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With the emergence of high-speed internet and OTT platforms, Web Series emerged as a very popular and strong audio-visual medium of entertainment. This new mode of entertainment has provided a tremendous scope of experiments in new cinema. That's why it proved to be the best platform for the talented and skilled artists, who cannot get a chance or make a place in the mainstream cinema even after great struggle, to prove their talent. In the last few years, various experiments have been done. This new cinema is generally famous for violence and vulgarity in both scenes and speeches. Among all t
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Lestari, Sinta. "The Existence of Youtube Web Series in the Film Industry in Indonesia." Ultimacomm: Jurnal Ilmu Komunikasi 14, no. 1 (2022): 1–15. http://dx.doi.org/10.31937/ultimacomm.v14i1.2232.

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This study explores audience interactivity and change, motivation and satisfaction of web series creators, and the preservation of YouTube as a YouTube Web Series Creative Channel as part of the presence of web series in the film industry in the case study. While the research subject is a producer of YouTube Web Series from Production House (PH) PIM Pictures. Data collection is done through interviews. At the interview stage of this research, the answers are then recorded according to the series of questions that will be discussed. In addition, this study also collects, and examines any data w
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Ayaz, A. Salman, Jaya A. Venkat, and Zameer Gulzar. "Recommendation-Based Meta-Search Engine for Suggesting Relevant Documents Links." International Journal of Information and Communication Technology Education 16, no. 4 (2020): 86–99. http://dx.doi.org/10.4018/ijicte.2020100106.

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The information available online is mostly present in an unstructured form and search engines are indispensable tools especially in higher education organizations for obtaining information from the Internet. Various search engines were developed to help learners to retrieve the information but unfortunately, most of the information retrieved is not relevant. The main objective of this research is to provide relevant document links to the learners using a three-layered meta-search architecture. The first layer retrieves information links from the web based on the learner query, which is then fe
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Nimkoompai, Apichaya, Worapat Paireekreng, and Suwannit Chareen Chit. "Enhancing User Experience for Mobile Learning Using Augmented Reality and Learning Style." JOURNAL OF UNIVERSITY OF BABYLON for Pure and Applied Sciences 27, no. 1 (2019): 345–55. http://dx.doi.org/10.29196/jubpas.v27i1.2178.

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Current m-learning media are available in both native application and web-based application forms which create different user experience. Also, as the learners generally have diverse preferences and needs, a single style of m-learning may not meet such requirements. In order to formulate better and more attractive interaction between the learner and m-learning system, this study introduces augmented reality (AR) to both native and web applications as a means to improve captivation and create new user experience. A single group of learners is selected to try both types of application. The resea
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Nour, Mohamed Abdalla. "An Empirical Study of the Effect of Internet Services on the Preferential Adoption of Mobile Internet." International Journal of E-Business Research 10, no. 1 (2014): 53–73. http://dx.doi.org/10.4018/ijebr.2014010104.

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The revolution in wireless and cellular communications has led to a remarkable growth in smart mobile cellular devices capable of Internet access and mobile web browsing. This study empirically examined the emerging role of the mobile Internet as an alternative access channel for a growing list of applications and services. Based on a survey of 220 undergraduate students in a major university in the Middle East, we developed and tested a model where the mobile advantage of e-communication, e-transactions, e-entertainment, and e-learning were posited to influence the choice of Internet access c
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Anggraini, Adisty, and Zuhrinal M. Nawawi. "Pengaruh Pemanfaatan Media Sosial, Kreativitas dan Modal Usaha terhadap Keberlanjutan Bisnis UMKM Milenial di Kota Medan." ManBiz: Journal of Management and Business 2, no. 1 (2022): 30–45. http://dx.doi.org/10.47467/manbiz.v2i1.1791.

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his examination was expected to research the impact of the utilization of virtual entertainment, imagination, and business capital on the supportability of the Millennial Micro, Small and Medium Enterprises (SMEs) business in Kota Medan. All SMEs in Kota Medan were picked as the populace and 73 respondents were utilized in this examination. Information was tried through a few cycles, for example, legitimacy test, dependability tests, the exemplary supposition test as the ordinariness test, heteroscedasticity test and multicollinearity test. For testing the speculation, numerous straight relaps
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Anggraini, Adisty, and Zuhrinal M. Nawawi. "Pengaruh Pemanfaatan Media Sosial, Kreativitas dan Modal Usaha terhadap Keberlanjutan Bisnis UMKM Milenial di Kota Medan." ManBiz: Journal of Management and Business 2, no. 1 (2024): 14–36. http://dx.doi.org/10.47467/manbiz.v2i1.5541.

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This examination was expected to research the impact of the utilization of virtual entertainment, imagination, and business capital on the supportability of the Millennial Micro, Small and Medium Enterprises (SMEs) business in Kota Medan. All SMEs in Kota Medan were picked as the populace and 73 respondents were utilized in this examination. Information was tried through a few cycles, for example, legitimacy test, dependability tests, the exemplary supposition test as the ordinariness test, heteroscedasticity test and multicollinearity test. For testing the speculation, numerous straight relap
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Dahiwade, Prerana, Disha Diyewar, Ishan Kshirsagar, Shubham Kothe, and Prof Ms Shubhangi Chaware. "“Real Time Twitter Sentimental Analysis”." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (2022): 851–55. http://dx.doi.org/10.22214/ijraset.2022.41390.

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Abstract: This Project represents the work related to Real-Time Twitter Sentimental Analysis. In this paper, we present a framework for Real-time opinion investigation of Twitter information. The proposed framework depends on highlight extraction from tweets, utilizing both morphological elements and semantic data. For the feeling examination task, we embrace a managed learning approach, where we train different classifiers in light of the removed elements. At last, we present the plan and execution of an ongoing framework engineering in Storm, which contains the component extraction and order
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Korgaonkar, Pradeep, Bay O’Leary, and Ronnie Silverblatt. "Critical Factors to Successful Website Development." International Journal of E-Business Research 5, no. 4 (2009): 39–54. http://dx.doi.org/10.4018/jebr.2009040603.

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This study was conducted to help understand the factors involved in building a successful website. A national survey of professionals in the areas of Web site design and development were contacted. Based on past published writings in the literature eight factors were identified as critical to the success of website functionality. The factors that are consistently posited in the literature are: 1) Entertainment and Visual Appeal, 2) Reliability, 3) Cost Reductions Attained, 4) Back-End Processes Enabled, 5) Personalization, 6) Information Quality, 7) User Empowerment, and 8) Privacy/Security. S
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