850 resultados para Reality-TV
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Audiometer systems provide enormous amounts of detailed TV watching data. Several relevant and interdependent factors may influence TV viewers' behavior. In this work we focus on the time factor and derive Temporal Patterns of TV watching, based on panel data. Clustering base attributes are originated from 1440 binary minute-related attributes, capturing the TV watching status (watch/not watch). Since there are around 2500 panel viewers a data reduction procedure is first performed. K-Means algorithm is used to obtain daily clusters of viewers. Weekly patterns are then derived which rely on daily patterns. The obtained solutions are tested for consistency and stability. Temporal TV watching patterns provide new insights concerning Portuguese TV viewers' behavior.
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.
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In Invisible Cities (1972), Italo Calvino contrasts a rigid outline structure with a flexible textual content. The tension comprised by the numerical structure proposed in the table of contents stands out against the set of polissemic texts which make up the subject matter of the book. The opposition between form and content point to a fruitful dichotomy in the conception of the novel linked to the theories of the open and closed work. This essay will investigate the structural construction of Invisible Cities by looking at its table of contents, seeking to discuss some models of formalistic representation proposed by the criticism and the specific contribution they may, or may not, provide. The objective is to analyse the pertinence of such theories in the light of historical and cultural approaches. Aiming to uncover possible meanings which arise from the debate, this essay will question to what extent structural complexities can be considered literary if they are not ultimately related to the culture in which a text is found.
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Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the client’s computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Gestão Estratégica das Relações Públicas.
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ABSTRACT OBJECTIVE To describe the length of exposure to screens and the prevalence of consumption of meals and snacks by Brazilian adolescents in front of screens. METHODS We evaluated 74,589 12 to 17-year old adolescents from 1,247 schools in 124 Brazilian municipalities. A self-administered questionnaire was used. Its segment regarding nutrition contained questions about using TV, computers, and video game systems, having meals while watching TV, and consuming snacks in front of screens. Consumption of meals and snacks in front of screens was analyzed according to the following variables: geographical region, gender, age range, type of school (public or private), and school shift. The prevalences and their respective 95% confidence intervals were estimated under a complex sampling design. RESULTS A great deal of the adolescents (73.5%, 95%CI 72.3-74.7) reported spending two or more hours a day in front of screens. That habit was more frequent among male adolescents, private school students, morning shift students, and students from Brazil’s South region. More than half of the adolescents (56.6%, 95%CI 55.4-57.8) reported almost always or always having meals in front of TV, and 39.6% (95%CI 38.8-40.5) of them said they consumed snacks in front of screens exactly as often. Both situations were the most prevalent ones among the girls, who attended public schools and were from Brazil’s Midwest region. CONCLUSIONS Length of exposure to screens and consumption of meals and snacks almost always or always in front of screens are high among Brazilian adolescents. It is necessary to develop strategies aiming to reduce the length of screen use, considering the media reality that children and adolescents have been experiencing from earlier and earlier ages. That context must therefore be analyzed in an indissociable way.
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ABSTRACT - I will explore and present the portrayal of violence in some British plays that were staged between 1951 and 1965, in order to discuss the role, impact and aim of its representation. Thus, I will consider John Whiting’s Saint’s Day (1951), Ann Jelicoe’s The Sport of my Mad Mother (1956), Arnold Wesker (Chicken Soup with Barley (1958), Harold Pinter’s Birthday Party (1958), David Rudkin’s Afore Night Come (1962) and Edward Bond’s Saved (1965). My aim is to discuss the way how theatre in the post WWII changed the traditional ways of representing violence. On one hand, violence and reality became more and more familiar and domestic, permitting a representation of multiple and non-agonic violence; and, on the other hand, the violence that was depicted often changed the way one perceived reality itself, being part of a socially engaged artistic attitude.
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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.
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he expansion of Digital Television and the convergence between conventional broadcasting and television over IP contributed to the gradual increase of the number of available channels and on demand video content. Moreover, the dissemination of the use of mobile devices like laptops, smartphones and tablets on everyday activities resulted in a shift of the traditional television viewing paradigm from the couch to everywhere, anytime from any device. Although this new scenario enables a great improvement in viewing experiences, it also brings new challenges given the overload of information that the viewer faces. Recommendation systems stand out as a possible solution to help a watcher on the selection of the content that best fits his/her preferences. This paper describes a web based system that helps the user navigating on broadcasted and online television content by implementing recommendations based on collaborative and content based filtering. The algorithms developed estimate the similarity between items and users and predict the rating that a user would assign to a particular item (television program, movie, etc.). To enable interoperability between different systems, programs characteristics (title, genre, actors, etc.) are stored according to the TV-Anytime standard. The set of recommendations produced are presented through a Web Application that allows the user to interact with the system based on the obtained recommendations.
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Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.
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Com o consumismo de mais variedade e qualidade de informação, assim como, produtos interativos, surgiu a necessidade de apresentar mais conteúdos, para além da programação de televisão comum. Com os avanços tecnológicos ligados à indústria da televisão e sua distribuição nos lares portugueses pelos operadores de TV, a quantidade de oferta de canais deixou de ser um foco, passando a ser prioritário a melhoria da experiência do cliente. Com a introdução de novas funcionalidades nas caixas recetoras de sinais de transmissão de canais, como por exemplo, a capacidade de apresentar informações adicionais sobre os programas, desde da sua apresentação em modo trailer até ao elenco detalhado que o compõe, os clientes podem ter uma nova experiência de interação com os serviços de TV. A funcionalidade de gravação agendada de programas levou ao próximo ponto de melhoria de experiência do cliente. As gravações que resultavam em programas indevidamente cortados, quer no seu início quer no seu fim, foi um dos motivos que levou os operadores de TV a procurarem um melhor serviço de gestão de guias de programação digitais. A InfoPortugal, entidade detentora do seguinte projeto e EPG Provider de algumas operadoras de TV nacionais, viu-se obrigada a atualizar os seu sistemas de distribuição de conteúdos, para responder à evolução dos requisitos dos seus clientes.
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Trabalho de projecto para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Novos Media e Práticas Web
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The rhesus-human reassortant, tetravalent rotavirus vaccine (RRV-TV) was licensed for routine use in the United States of America but it was recently withdrawn from the market because of its possible association with intussusception as an adverse event. The protective efficacy of 3 doses of RRV-TV, in its lower-titer (4 x 10(4) pfu/dose) formulation, was evaluated according to the nutritional status of infants who participated in a phase III trial in Belém, Northern Brazil. A moderate protection conferred by RRV-TV was related to weight-for-age Z-scores (WAZ) greater than -1 only, with rates of 38% (p = 0.04) and 40% (p = 0.04) for all- and- pure rotavirus diarrhoeal cases, respectively. In addition, there was a trend for greater efficacy (43%, p = 0.05) among infants reaching an height-for-age Z-score (HAZ) of > -1. Taking WAZ, HAZ and weight-for-height Z-score (WHZ) indices <= -1 together, there was no significant protection (p > 0.05) if both placebo and vaccine groups are compared. There was no significant difference if rates of mixed and pure rotavirus diarrhoeal cases are compared in relation to HAZ, WAZ and weight-for-height Z-score (WHZ) indices. Although a low number of malnourished infants could be identified in the present study, our data show some evidence that malnutrition may interfere with the efficacy of rotavirus vaccines in developing countries.
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A Smart TV é um equipamento novo e em evolução que incorpora um computador e acesso à Internet em ecrãs de grande qualidade. Permite a implementação de serviços interactivos, acesso à Internet e televisão. À medida que a tecnologia melhora, muitos equipamentos estão a tornar-se tão capazes quanto os computadores normais quando se trata de navegação na web e até mesmo vídeo na Internet (Video-on-Demand e streaming de vídeo). O projecto de estágio “NONIUS.TV na Smart TV LG Pro:Centric” foi desenvolvido na empresa Nonius Software que está inserida no ramo das telecomunicações. Uma das suas áreas de actividade está relacionada com o desenvolvimento de plataformas de entretenimento para o mercado hoteleiro, combinando diversos serviços e funcionalidades a pensar no hóspede. Este projecto teve como finalidade implementar alguns dos serviços e funcionalidades já existentes em plataformas que usam uma Set-Top Box da Nonius Software, numa Smart TV, aproveitando também para inovar e criar novos serviços. Nesse conjunto está incluída a implementação de uma Caixa de Mensagens, Serviço de Quartos, Serviço de Desporto e Lazer, Serviços Informativos, um cliente RTSP, um despertador, um sistema de mudança de idioma e outras pequenas funcionalidades desenvolvidas ao longo de toda a aplicação. Esta dissertação apresenta um estudo sobre as tecnologias Smart TV existentes no mercado, assim como as vantagens e desvantagens da sua utilização para este projecto. Após uma análise de requisitos de forma a estruturar e desenhar os serviços e funcionalidades a serem criados para a aplicação, implementou-se um conjunto de serviços, usando a linguagem de programação ActionScript 2.0, que permitiram à empresa disponibilizar um novo produto baseado na televisão Pro:Centric da LG.