911 resultados para Art and business -- Colorado -- Denver


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"The purpose of t his thesis is to present a history of stained glass used in the De.nver area in tbe past hundred years. It has been necessary to present a sufficient background on t he history of the art since its heritage in the twelfth century so that t he evolution can be properly understood. Differ.ent movements, first in Europe and later in America and Europe, have influenced the art and brought it to its present state in t he Denver area"

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The desire to create unique things and give free rain to one's imagination served as a powerful impetus to the development of digital art and design software. The commoner was the use of computers the wider variety of professional software was developed. Nowadays the creators and computer designers are receiving more and more new and advanced programs that allow their ideas becoming virtual reality. This research paper looks at the history of the development of graphic editors from the simplest to the most modern and advanced. This brief survey includes the history of different graphic editorsâ creation, their features and abilities. This paper highlights the two basic branches of graphic editors â these that are in free use and commercial graphic editors design software. The researcher selected the most powerful and influential graphic editors design software brands like Paint.NET and GIMP among free software and commercial Adobe Photoshop. This paper also dwells upon the way digital art transferred from the exclusively professional business into the hobby for ordinary users. This research paper bears implications for those who are interested in features and potentiality of most popular graphic editors design software.

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The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

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In this work we tried to produce a philosophic-ethic praise to the Martial Arts` combat practice, based in our years of Martial Arts training accompanied with studies of oriental and occidental Philosophy. Tracing a critical history of the changes happened to the Martial Arts we brought the concept of combat as a martial practice of life empowerment. Opposing this, we presented the notion of fight as a result of the capture that the war arts suffered because of the despotic empires. Besides, we demonstrated that the combat practice is simultaneously an artistic and educational activity, because it aims at the production of an immanence field witch is loyal to the event.

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ABSTRACT In this study, we demonstrate that the art infusion effect, in which the presence of visual art causes a positive impact on consumers' perceptions of products and advertising messages, might have a moderation effect on regulatory fit and non-fit messages. We investigate the impact of visual art on advertisement evaluations in regulatory (non-) fit conditions. Regulatory focus theory suggests that consumers rely on their motivational focus (prevention vs. promotion) for their evaluations and decisions. Usually, consumers prefer products that fit with their personal motivational focus. In the present study, the results of three experiments indicate that using visual art with a promotion or prevention fit message is recommended, while non-art images increase message persuasiveness when non-fit messages are presented. Therefore, not all information compatible with the consumer's motivational focus are best evaluated. When non-art images are presented, non-fit messages might be more persuasive.

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