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1

Downs, Christian. "Ready Player One." Oncology Issues 27, no. 4 (2012): 2. http://dx.doi.org/10.1080/10463356.2012.11884199.

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2

Hibschman, Andrew. "Ready Player One by Steven Spielberg." Arthuriana 28, no. 4 (2018): 98–100. http://dx.doi.org/10.1353/art.2018.0041.

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3

Krantz, Seth B. "Commentary: Ready Player One: A new “reality?”." JTCVS Techniques 7 (June 2021): 322–23. http://dx.doi.org/10.1016/j.xjtc.2021.03.034.

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4

Fryer, T. "Big Screen - Ready player one: Virtually possible." Engineering & Technology 13, no. 3 (2018): 72–73. http://dx.doi.org/10.1049/et.2018.0327.

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5

Moldovan, Rareș. "The State of Play: Geektopia in Ready Player One." Caietele Echinox 32 (June 20, 2017): 242–51. http://dx.doi.org/10.24193/cechinox.2017.32.20.

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6

Wicaksono, Bryan Pandu Prakoso. "A Hero’s Journey in Ernest Cline’s Ready Player One." Tell : Teaching of English Language and Literature Journal 8, no. 1 (2020): 19. http://dx.doi.org/10.30651/tell.v8i1.4404.

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7

Putra, I. Putu Angga Andika, Ni Nyoman Deni Ariyaningsih, and I. Wayan Juniartha. "Flouting of Conversational Maxims In ‘Ready Player One’ Movie." International Journal of English Learning and Applied Linguistics (IJELAL) 1, no. 2 (2021): 16. http://dx.doi.org/10.21111/ijelal.v1i2.5633.

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8

BULUT, Levent, Ömer Faruk ZARARSIZ, and Ahmet Selman SEYHAN. "Kimlik, Haz ve Metaverse: Ready Player One Filmi Göstergebilimsel Çözümlemesi." Yeni Medya Dergisi 2022, no. 12 (2022): 258–82. http://dx.doi.org/10.55609/yenimedya.1115859.

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Kimlik, benlik, haz ve tüketim arasındaki ilişki literatürde çeşitli alanlarda sıklıkla tartışılmaktadır. Teknolojinin gelişmesi ile birlikte gündelik yaşama dâhil olan birçok yenilik insanın kendisini yeniden tanımlamasına olanak sağlamış, kimlik, benlik ve tüketim gibi unsurların da yeni boyutlar kazanmasına neden olmuştur. Teknolojinin sağladığı en son yenilik olan ve Mark Zuckerberg’in 2021 yılında duyurusunu yapmış olduğu metaverse evreninin erişilmez olana görece daha kolay erişme imkânını beraberinde getirmesi beklenmektedir. Bununla birlikte gündelik hayatta yaşanan birçok teknolojik y
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9

Wiederhold, Brenda K. "Ready (or Not) Player One: Initial Musings on the Metaverse." Cyberpsychology, Behavior, and Social Networking 25, no. 1 (2022): 1–2. http://dx.doi.org/10.1089/cyber.2021.29234.editorial.

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10

Kristiyono, Jokhanan, and Hernani Sirikit. "MENELISIK SIASAT CERITA DIGITAL REALITY PADA FILM READY PLAYER ONE?" Bricolage : Jurnal Magister Ilmu Komunikasi 5, no. 02 (2019): 159. http://dx.doi.org/10.30813/bricolage.v5i02.1885.

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<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making f
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11

Chung, Tae-Sub. "Reality Space and Digital Actor : Focused on ‘Avatar’, ‘Ready Player One’." Journal of Next-generation Convergence Technology Association 5, no. 1 (2021): 141–48. http://dx.doi.org/10.33097/jncta.2021.05.01.141.

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12

Imre, Attila. "Rendering Science Fiction, Culture, and Language While Translating Ready Player One." Acta Universitatis Sapientiae, Philologica 12, no. 3 (2020): 70–87. http://dx.doi.org/10.2478/ausp-2020-0024.

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AbstractThe amazing science fiction setting and plot depicted by Ernest Cline in his Ready Player One may constitute a real challenge to translators and subtitlers alike as his book was also turned into a movie by Steven Spielberg. We have collected hundreds of terms from the original book (2011), its Hungarian translation (2012), the Hungarian dubbed version (March 2018), the most popular Hungarian fansub (2018), and the professional subtitle (July 2018, from the same person who translated the script for the dubbing). Having classified the collected terms into various categories, we have mana
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13

Duan, Xian, Bo Chen, Yanan Cui, et al. "Ready player one? Autophagy shapes resistance to photodynamic therapy in cancers." Apoptosis 23, no. 11-12 (2018): 587–606. http://dx.doi.org/10.1007/s10495-018-1489-0.

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14

Akbar, Danu Ilham. "An Analysis of Narrative Structure in Interstellar and Ready Player One." Humanitatis : Journal of Language and Literature 10, no. 1 (2023): 93–108. http://dx.doi.org/10.30812/humanitatis.v10i1.2855.

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This article explores science fiction films, a popular genre known for its depiction of technology as a symbol of the future. The future depicted in these science fiction films is a sign of hope and critics of a particular social problem. Using Interstellar and Ready Player One as case studies, this research aims to explore the broader and deeper meanings conveyed through the narrative structure of the films, including language, issues discussed, and the use of other elements. The analysis uses a qualitative method, which involves observing the movie, recording important data, and connecting t
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15

Monteith, Andrew. "Transhumanism, Utopia, and the Problem of the Real in Ready Player One." Journal of Religion and Popular Culture 34, no. 1 (2022): 1–15. http://dx.doi.org/10.3138/jrpc.2018-0054.

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Ann Taves’s argument about “special things” permits religion scholars to analyze secular texts fruitfully. Notably, Ernest Cline’s Ready Player One speculates about humanity’s possible future and how technological advancement could reshape it. Although the narrative assumes an atheistic stance, its central, conceptual tensions are categorically religious. Cline’s imagined cyberworld sensorily immerses users into an alternative kind of space and allows them to inhabit bodies of their own choosing; this represents a kind of transhumanist, utopian impulse similar to shamanism. However, Ready Play
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16

Stanford, Claire. "Ready Player One and the Reassertion of US Economic and Technological Supremacy." MFS Modern Fiction Studies 68, no. 2 (2022): 201–18. http://dx.doi.org/10.1353/mfs.2022.0009.

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17

Ue, Tom. "Ludus, World Building, and the Prescience of Ernest Cline's Ready Player One." South Central Review 38, no. 2-3 (2021): 149–55. http://dx.doi.org/10.1353/scr.2021.0046.

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18

Seo, Y. S., and Austin Kang. "Negative Attributes of the Metaverse Based on Thematic Analysis of Movie “belle” and “ready Player One”." International Journal of Computer Graphics & Animation 13, no. 01 (2023): 01–10. http://dx.doi.org/10.5121/ijcga.2023.13101.

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This study aims to examine the potential negative attributes of the metaverse in which multiple users conduct social, cultural, and economic activities, interacting with each other through avatars. We analyzed movies about the metaverse, "Belle" and "Ready Player One," showing some negative attributes of the metaverse platform using thematic analysis. In "Belle," privacy-related threats and security-related threats were derived. On the other hand, in "Ready Player One," privacy-related threats, security-related threats, economy, and addiction issues were derived. Therefore, it is necessary to
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19

Duan, Xian, Bo Chen, Yanan Cui, et al. "Correction to: Ready player one? Autophagy shapes resistance to photodynamic therapy in cancers." Apoptosis 24, no. 1-2 (2018): 204. http://dx.doi.org/10.1007/s10495-018-1494-3.

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20

Jhodi Januarta, Fajar Permadi, and Eva Dwi Kurniawan. "Dampak Virtual Reality terhadap Identitas Individu dalam Novel Ready Player One Karya Ernest Cline." Mutiara : Jurnal Ilmiah Multidisiplin Indonesia 2, no. 1 (2024): 197–208. http://dx.doi.org/10.61404/jimi.v2i1.137.

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Ernest Cline's novel Ready Player One depicts the impact of Virtual Reality (VR) on individual identity. The aim of this research is to analyze how VR is constructed as a space for testing individual identity in the novel Ready Player One. This research uses qualitative methods with a discourse analytic approach to examine how virtual identities are constructed in novels. Research data was obtained through novel analysis. Analysis was carried out by re-reading the novel and noting each scene that symbolized virtual identity. The research results show that Virtual Reality can be a place for ind
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21

Frazzoni, Leonardo. "Patient education for colonoscopy in the time of computers: are you ready, player one?" Endoscopy 53, no. 03 (2021): 264–65. http://dx.doi.org/10.1055/a-1261-9632.

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22

Hu, Long, Yuanwen Tian, Jun Yang, Tarik Taleb, Lin Xiang, and Yixue Hao. "Ready Player One: UAV-Clustering-Based Multi-Task Offloading for Vehicular VR/AR Gaming." IEEE Network 33, no. 3 (2019): 42–48. http://dx.doi.org/10.1109/mnet.2019.1800357.

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23

Alexander, Jonathan. "The Uses and Abuses of Pop Culture in Ready Player One and Grandmother's Gold." Journal of Popular Culture 53, no. 3 (2020): 525–46. http://dx.doi.org/10.1111/jpcu.12924.

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24

Ginting, Henny Belgrita. "MORAL VALUES OF THE CHARACTERS AND CHARACTERS ANALYSIS IN THE NOVEL ‘READY PLAYER ONE’ BY ERNEST CLINE." INFERENCE: Journal of English Language Teaching 4, no. 3 (2021): 281. http://dx.doi.org/10.30998/inference.v4i3.6840.

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<p><strong>Abstract</strong>: The purpose of the research is to demonstrate the moral values and characters in the novel “Ready Player One” by Ernest Cline. This research is designed as qualitative research. The approach that the writer used is the qualitative approach. The data are collected by analyzing the data found in the novel. The analysis of the novel is observed in the text and dialogues. The results of the research are in the form of moral values and characters analysis. 1) The moral values in the novel are: Justice is 34,62%, honesty is 26,92%, responsibility is 23
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25

AYDINALP, Prof Dr Şükran Güzin Ilıcak. "Gerçek Dünya’da Kendini Evinde Hissetmeyenlere Yeni Bir Dünya: "Başlat: Ready Player One" Filmine Bir Bakış." TRT Akademi 8, no. 17 (2023): 488–95. http://dx.doi.org/10.37679/trta.1245306.

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“OASIS’i yarattım çünkü gerçek dünyada kendimi hiç evde hissetmedim, insanlarla nasıl bağ kurulur bilemedim. Gerçeklik çok korkutucu ve acı veren bir yer olsa da düzgün bir yemek yiyebildiğim tek yer. Gerçeklik gerçektir”. OASIS dünyasının mucidi dahi James Halliday (Mark Rylance) “Ready Player One” filmin son sahnelerindeki repliğiyle aslında filmi ve vermek istediği mesajı çok güzel bir biçimde özetliyor. Film yalnız, arayış içinde, mutsuz ve kendini gerçek dünyaya ait hissetmeyen bireylerin, haz yaşamak üzere ütopik bir dünyaya adım atması ve sonrasında bu dünyayı da eleştirmelerini ele
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26

Rafif, Muhammad Iman, and Achmad Munjid. "Questioning Popular Culture: Future Technology In <em>Ready Player One</em>." Lexicon 8, no. 2 (2022): 85. http://dx.doi.org/10.22146/lexicon.v8i2.74316.

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This study investigates the impact of future technology products, as one of the parts of popular culture, on society in the science fiction novel Ready Player One by Ernest Cline (2011) and on our current society. The primary data of this study were taken from the novel. The results reveal that the effects of popular culture, specifically the products of technology, on modern society are enormous compared to the society in the novel. The similarities and differences between the technological aspects portrayed in the story compared to the current modern world are revealed to know what really ha
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27

Cenizo, Coral. "La evocación de la nostalgia en las ficciones audiovisuales: el caso de Ready Player One." Redmarka. Revista de Marketing Aplicado 25, no. 2 (2021): 24–43. http://dx.doi.org/10.17979/redma.2021.25.2.8706.

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La nostalgia es un rasgo inherente en la sociedad posmoderna cuyo arraigo se ha afianzado con el desarrollo del llamado retromarketing. El objetivo de la investigación es analizar qué elementos se utilizan en la película Ready Player One para transmitir nostalgia al espectador y de qué forma estos son utilizados para generar este sentimiento. Para ello, se lleva a cabo un análisis de contenido de cuatro componentes de la mencionada ficción audiovisual: situaciones dramáticas, personajes, escenarios y objetos. Los resultados demuestran que estos cuatro elementos se utilizan de forma constante p
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28

Ue, Tom. "Self and Other Dossier Introduction: Reading, Empathy, and Activism: Reality Checked in Ready Player One." Film Matters 9, no. 3 (2018): 133–37. http://dx.doi.org/10.1386/fm.9.3.133_1.

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29

Putra, Emil Eka. "Propp morphological analysis on Ready Player One novel: An attempt at defining sci-fi fiction." Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa 16, no. 2 (2022): 118. http://dx.doi.org/10.24036/ld.v16i2.117175.

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As a genre, science fiction is still in its defining stage. This happens because of the nature of science fiction which adopts story outlines from other fiction subgenres. The adoption of this story outline result in wide variations of stories that are considered as science fiction. In the midst of this wide variety of science fiction, the question of whether science fiction has its own narrative is one of the questions that arise in the discussion of defining science fiction as a genre. This study is aimed at providing additional discourse at defining science fiction, especially discourse rel
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30

Araujo, Fernanda Martins Ferreira de, and Líliam Cristina Marins. "A adaptação da narrativa-game de Halliday’s Easter Egg Hunt para o filme Ready Player One." Tradterm 38 (February 23, 2021): 217–33. http://dx.doi.org/10.11606/issn.2317-9511.v38p217-233.

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O videogame fictício Halliday’s Easter Egg Hunt, presente no romance Ready Player One (Cline, 2011), é uma ode ao universo geek da década de 1980, uma vez que apresenta, no formato de Easter Eggs, elementos culturais (principalmente filmes e jogos) da década mencionada. No ano de 2018, o estúdio Warner Brothers lançou a adaptação cinematográfica desse romance, questionando a afirmação de Cline sobre a inadaptabilidade de sua obra. O presente trabalho propõe uma análise das soluções encontradas pelos adaptadores, considerados como co-criadores nesta abordagem (Hutcheon, 2013), ao adaptar a narr
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31

Park, Kwangtaek, and Sangjoon Bae. "Parody in the Film Viewed through the Theory of Individuation: The Shining in Ready Player One." Academic Association of Global Cultural Contents 39 (May 31, 2019): 66–94. http://dx.doi.org/10.32611/jgcc.2019.5.39.66.

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Parody which used as the way of creating for a long time has stood out by the spread of postmodernism. Parody that is defined as ‘repetition that includes difference’ by Linda Hutcheon structure the new semantic network in the process of transforming the original text. This paper focuses on the generation process of parody from the perspective of Gilbert Simondon, the theory of individuation. Likewise, technics and technical object, also the elements of culture have potential energy causing the transduction to the other individual, and individuation is occurred to form the new meanings. That i
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32

Park, Kwangtaek, and Sangjoon Bae. "Parody in the Film Viewed through the Theory of Individuation: 〈The Shining〉 in 〈Ready Player One〉." JOURNAL OF GLOBAL CULTURAL CONTENTS 39 (May 31, 2019): 66–94. http://dx.doi.org/10.32611/jgcc.2019.05.39.66.

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33

Jeong, Mi-Suk. "The Value of Human Existence Read through Extended Reality in the Movie: based on the Movie <Ready Player One>." Film Studies 89 (September 30, 2021): 177–97. http://dx.doi.org/10.17947/fs.2021.9.89.177.

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34

Chae, Hee-Sang. "A Study on the Representation of Game World in Cinema : Focusing on 〈Ready Player One〉 & 〈Fabricated City〉." Korean Journal of animation 15, no. 4 (2019): 141–63. http://dx.doi.org/10.51467/asko.2019.12.15.4.141.

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35

Ue, Tom. "Resocialization and regeneration in Ernest Cline’s ‘The Omnibot Incident’." Short Fiction in Theory & Practice 13, no. 1 (2023): 97–102. http://dx.doi.org/10.1386/fict_00078_7.

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This report contributes to scholarship on the bestselling American writer Ernest Cline by examining his critically neglected short story ‘The Omnibot Incident’ (2014). It begins by revealing continuities between ‘Incident’ and his ambitious novels Ready Player One (2011) and Ready Player Two (2020). Across these works, we meet, for example, characters who turn to popular culture for compensation, and in the more recent titles, robots who go (or appear to go) rogue. I go on to suggest that the story’s form, particularly its economy, makes it especially hospitable for exploring how the central c
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36

Kim, Seonggyu. "Seeking a New Way of Labor in the Era of Homo Fadens : Focusing on Steven Spielberg’s Ready Player One." Journal of East-West Comparative Literature 46 (December 31, 2018): 31–50. http://dx.doi.org/10.29324/jewcl.2018.12.46.31.

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37

Nordstrom. "“A Pleasant Place for the World to Hide”: Exploring Themes of Utopian Play in Ready Player One." Interdisciplinary Literary Studies 18, no. 2 (2016): 238. http://dx.doi.org/10.5325/intelitestud.18.2.0238.

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38

Xiong, Ruoyan. "The Use of Game Elements in Hollywood Science Fiction Films, Taking Ready Player One and Free Guy as Examples." Communications in Humanities Research 3, no. 1 (2023): 435–42. http://dx.doi.org/10.54254/2753-7064/3/20220398.

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Film and game integration is a new phenomenon in today's multimedia era, and Hollywood science fiction films become a good carrier for the use of game elements with advanced production technology and virtual visual presentation. Based on current research, this paper uses the method of image analysis to explore the use of game rule elements and goal elements in two representative science fiction films, namely, Ready Player One and Free Guy. It looks into the formulaic effect of the rule elements on films world construction and their innovativeness in terms of humanistic worldviews. Furthermore,
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39

Xin, Guo, and Jong-Han Lee. "A Study of the Impact of Game Mechanics on Film Narrative : The Movie “Ready Player One” as an Example." Korean Journal of animation 19, no. 4 (2023): 21–37. http://dx.doi.org/10.51467/asko.2023.12.19.4.21.

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40

Condis. "Playing the Game of Literature: Ready Player One, the Ludic Novel, and the Geeky “Canon” of White Masculinity." Journal of Modern Literature 39, no. 2 (2016): 1. http://dx.doi.org/10.2979/jmodelite.39.2.01.

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41

Majorosi, Anna. "Ready player one – Lernjournale/Lerntagebücher in der Ausbildung von Daf/Daz-Lehrenden. Ein Praxisbeitrag für Erfahrungen und Vorschläge für neue Experimente." Acta Periodica 20 (2020): 40–50. http://dx.doi.org/10.47273/ap.2020.20.40-50.

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In meinem Praxisbeitrag geht es um den Einsatz von Lerntagebüchern/Lernjournalen im universitären Kontext, in der Ausbildung von DaF/DaZ-Lehrenden. Es werden vor allem konkrete Erfahrungen und Vorschläge aus der Praxis beschrieben, die die Leserinnen und Leser (Hochschulangehörige) zum Experimentieren einladen möchten.
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Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready
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43

Bańkosz, Ziemowit, and Sławomir Winiarski. "Using Wearable Inertial Sensors to Estimate Kinematic Parameters and Variability in the Table Tennis Topspin Forehand Stroke." Applied Bionics and Biomechanics 2020 (May 11, 2020): 1–10. http://dx.doi.org/10.1155/2020/8413948.

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The study examined kinematic parameters and their inter- and intrasubject variability in the topspin forehand of seven top-level table tennis players. A wireless inertial measurement unit (IMU) system measured the movement of the playing hand to analyze the Ready position, Backswing, and Forward events, and a racket-mounted piezoelectric sensor captured the racket-ball Contact. In a four-phase cycle (Backswing, Hitting, Followthrough, and Back to Ready position), body sensors recorded the cycle and phase duration; angles in the sagittal plane at the shoulder, elbow, and wrist of the playing ha
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44

Hadisopiyan, Aris, Christian Dwi Suhendra, and Parma Hadi Rantelinggi. "Membuat Game 3d Survival Horror “Suanggi Survival Papua” Berbasis Desktop Menggunakan Unity." INFORMAL: Informatics Journal 5, no. 3 (2020): 96. http://dx.doi.org/10.19184/isj.v5i3.21235.

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Game is an activity that aims to have fun, light exercise, fill spare time, and sometimes used as a means of education. One of the most downloaded desktop games is a game made in Indonesia with the survival horror genre made with Unity. Unity is a user-friendly game engine that supports more than 25 platforms and provides many ready-to-use assets. The authors made a desktop-based 3d game with the survival horror genre made with Unity. The method used in this game's manufacture and design is the Multimedia Development Life Cycle, which has six stages, namely Concept, Design, Material Collecting
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45

Cruz, Pedro de Carvalho, and Talitha Ferraz. "Steven Spielberg e a construção de narrativas nostálgicas no audiovisual." Anagrama 15, no. 1 (2021): 1–18. http://dx.doi.org/10.11606/issn.1982-1689.anagrama.2021.176767.

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A pesquisa busca estudar expressões de nostalgia no audiovisual, tendo como foco as narrativas e estéticas ligadas às obras do cineasta norteamericano Steven Spielberg. A análise debruça-se especificamente sobre quatro filmes realizados pelo cineasta em quatro décadas diferentes: “E.T: O Extraterrestre” (1982), “Jurassic Park” (1993), “Prenda-me se for Capaz” (2002) e “Ready Player One” (“Jogador N.°1°”) (2018), que, segundo nossa hipótese mais preliminar, possuem aspectos nostálgicos intrínsecos às produções do diretor. O estudo tem como objetivo investigar como o viés nostálgico é explorado
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46

Nicoliello, Mario, and Davide Zampatti. "Football clubs’ profitability after the Financial Fair Play regulation: evidence from Italy." Sport, Business and Management: An International Journal 6, no. 4 (2016): 460–75. http://dx.doi.org/10.1108/sbm-07-2014-0037.

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Purpose In 2009, the Union of European Football Associations approved the Financial Fair Play (FFP) regulations. These regulations refer to the requirements of transparency and financial conditions for football clubs participating in European competitions. The purpose of this paper is to combine the managerial and the economic points-of-view in order to understand if Italian football clubs are ready to comply with the new FFP rules. Design/methodology/approach In the analysis, the authors focus on the main Italian football league, Serie A. Using business model analysis, the authors determine w
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Qi, Weijie. "The Investment Value of Metaverse in the Media and Entertainment Industry." BCP Business & Management 34 (December 14, 2022): 279–83. http://dx.doi.org/10.54691/bcpbm.v34i.3026.

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With the launch of the film Ready Player One, more investors start to notice the potential of the metaverse. This will lead to a revolution in consumer goods, technology, entertainment and almost all industries. The entertainment metaverse is growing at a fast speed with the production of many new economies. Although people are worried about the stalled development of metaverse and crimes derived from virtuality, many enterprises have brought a surprise to the public. The author gives many examples of potential companies to illustrate technology and application developments. Shortly, it is exp
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PÉREZ VALERO, Vicente Javier, and Michelle Lucy COPMANS. "La ucronía simulada: desde la nostalgia a la retrotopía. Un análisis a través de "Ubik" de Philip K. Dick, "Ready Player One" de Ernest Cline y "El Bosque" de M. Night Shyamalan." Impossibilia. Revista Internacional de Estudios Literarios, no. 25 (May 30, 2023): 101–14. http://dx.doi.org/10.30827/impossibilia.252023.26903.

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El artículo tiene como objetivo establecer un vínculo entre la retrotopía y la nostalgia, por un lado y el creciente auge del recurso narrativo de la ucronía en las diferentes artes, sobre todo en el cine, por otro. Para revelar esta conexión, se analizarán diferentes vías teóricas, relacionadas con las Ciencias Humanas, así como obras cinematográficas que, no por proceder del ámbito comercial de la producción audiovisual, dejan de tener un trasfondo a considerar para intentar comprender nuestra época y las advertencias veladas que contienen. En conjunto, la visión que aquí proponemos es la de
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Gurav, Yogesh, Vinod Ingawale, Hrishikesh Bhagat, and Aakash Yadav. "Marketing on metaverse : An emerging trend in digital marketing." Journal of Statistics and Management Systems 26, no. 7 (2023): 1735–43. http://dx.doi.org/10.47974/jsms-1138.

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The contemporary global market has experienced a lot of innovations recently in the context of Digital Market and the business activities therein such as buying, selling, promoting the products etc. The same is manifested in the emergence of virtual worlds where number of users from different places can connect with each other in real time and do their job effectively. The virtual worlds may be described as a persistent online computer-generated environment that facilitates people’s interactions, working, playing games, hanging out in a park etc. These virtual worlds are created by using a tec
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Fallmann, Jörg, Pavankumar Videm, Andrea Bagnacani, et al. "The RNA workbench 2.0: next generation RNA data analysis." Nucleic Acids Research 47, W1 (2019): W511—W515. http://dx.doi.org/10.1093/nar/gkz353.

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Abstract RNA has become one of the major research topics in molecular biology. As a central player in key processes regulating gene expression, RNA is in the focus of many efforts to decipher the pathways that govern the transition of genetic information to a fully functional cell. As more and more researchers join this endeavour, there is a rapidly growing demand for comprehensive collections of tools that cover the diverse layers of RNA-related research. However, increasing amounts of data, from diverse types of experiments, addressing different aspects of biological questions need to be con
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