753 resultados para nonprofessional audience
Resumo:
Through the analysis of American TV show Game of Thrones, this dissertation will focus on the linguistic issues concerning the adaptation from books to television, the power of language over the audience, and the creation of two languages, with all the linguistic and cultural implications related to this phenomenon.
Resumo:
L’avvento di Internet e delle innovazioni tecnologiche hanno determinato una rivoluzione nel panorama della comunicazione e dell’informazione soprattutto in quello pubblicitario. La pubblicità online (in inglese Advertising Online o Internet Advertising) è un fenomeno in continua crescita. Rispetto ai media tradizionali come la stampa e la televisione dove i contenuti sono trasmessi in modo generico e di massa, l’Advertising Online sfrutta la capacità del World Wide Web al fine di raggiungere una quantità notevole di persone permettendo di attuare campagne pubblicitarie verso un target mirato. In questo settore la facilità di misurare l'effetto nei confronti del pubblico permette alle aziende di investire in questo tipo di mercato rispetto a quello tradizionale poiché, in quest'ultimo l’assenza di strumenti di misurazione è basata su rilevanze teoriche. In riferimento a quanto citato, un’oggetto di studio e di analisi presentato in questa tesi riguarda la start-up TAGGALO un sistema ideato e sviluppato da un gruppo di ricercatori del CNR Puglia. Questa soluzione tecnologia è applicata nel campo pubblicitario del Digital out of Home e del Digital Signage dove la comunicazione del messaggio viene percepita dal potenziale cliente mentre è fuori casa mediante l’uso di schermi elettronici disposti nella maggior parte dei luoghi pubblici. Attraverso questa tecnologia è possibile rilevare il reale impatto della pubblicità online, rappresentando una soluzione efficace per misurare il reale ritorno per chi investe ovvero il ROI.
Resumo:
The aim of this dissertation is to analyze the adaptation of food realia and food-related terms from English into Italian in the world of screen translation. Food has always been at the heart of every human being’s life and is an essential lens of analysis when trying to understand culture. With the awareness of what has been done in the past in American TV series dubbed into Italian and looking at how translations have been changing in the last decade, my thesis demonstrates how strategies are more inclined to an overt approach, which leaves the audiovisual text deeply tied to its source language and culture. The work will also include a practical subtitling exercise of three episodes of the currently most famous YouTube cooking show: Nerdy Nummies by Rosanna Pansino. The fact that the show is published weekly on a YouTube channel gives me the opportunity to comment on the evolution of media in the third millennium and how this implies an improvement as far as the knowledge, the skills and the possibilities for audiovisual translators are concerned.
Resumo:
Primates as a taxonomic Order have the largest brains corrected for body size in the animal kingdom. These large brains have allowed primates to evolve the capacity to demonstrate advanced cognitive processes across a wide array of abilities. Nonhuman primates are particularly adept at social learning, defined as the modification of behavior by observing the actions of others. Additionally, primates often exploit resources differently depending on their social context. In this study, capuchin monkeys (Cebus apella) were tested on a cognitive task in three social contexts to determine if social context influenced their performance on the task. The three social contexts included: alone, having a dominant individual in an adjacent compartment, and having a subordinate individual in the adjacent compartment. The benefits to this design were thatthe social context was the only variable influencing performance, whereas in previous studies investigating audience effects other animals could physically and directly influence a subject's performance in an open testing situation. Based on past studies, Ipredicted that the presence of a dominant individual would reduce cognitive task performance compared to the other conditions. The cognitive test used was a match-tosample discrimination task in which animals matched combinations of eight geometric shapes. Animals were trained on this task in an isolated context until they reached a baseline level of proficiency and were then tested in the three social contexts in a random order multiple times. Two subjects (Mt and Dv) have successfully completed trials under all conditions. Results indicated that there were no significant difference in taskperformance across the three conditions (Dv x^2 (1) = 0.42, p=0.58; Mt x^2 (1) = 0.02, p=0.88). In all conditions, subjects performed significantly above chance (i.e., 39/60 trials determined by a binomial distribution). Results are contrary to previous studies thatreport low status monkeys 'play dumb' when testing in a mixed social context, possibly because other studies did not account for aggressive interference by dominants while testing. Results of this study suggest that the mere presence of a dominant individualdoes not necessarily affect performance on a cognitive task, but rather the imminence of physical aggression is the most important factor influencing testing in a social context.
Resumo:
Encephalitozoon cuniculi is an obligate intracellular, spore-forming parasite belonging to the microsporidia that can cause disseminated infection in immunocompromised persons. E. cuniculi spores infect host cells by germination, i.e., by explosively everting the polar filament, through which the spore contents (sporoplasms) are subsequently injected into the cytoplasm. In addition, we observed intracellular, nongerminated spores in various nonprofessional phagocytes. In MRC5 cells, the number of internalized spores was approximately 10-fold higher than the number of injected sporoplasms. Compared to the rate of uptake by human monocyte-derived macrophages, internalization rates by A549 cells, MRC5 cells, and 293 cells were 0.6, 4.4, and 22.2%, respectively. The mechanism of uptake was studied in MRC5 cells. Killed spores were internalized at the same rate as live spores, indicating that nongerminated parasites do not actively participate in cell entry. Cytochalasin D inhibited uptake of spores by 95%, demonstrating an actin-dependent process. By electron and epifluorescence microscopy, intracellular spores were found in a tightly fitting membrane-bound compartment. The vacuole containing the spores was positive for the lysosomal membrane protein LAMP-1 and colocalized with the late endosomal-lysosomal content marker rhodamine dextran. Our results show that, in addition to the unique way in which microsporidia infect cells, E. cuniculi spores enter nonprofessional phagocytes by phagocytosis and traffic into a late endosomal-lysosomal compartment.
Resumo:
Researchers have long believed the concept of "excitement" in games to be subjective and difficult to measure. This paper presents the development of a mathematically computable index that measures this concept from the viewpoint of an audience. One of the key aspects of the index is the differential of the probability of "winning" before and after one specific "play" in a given game. If the probability of winning becomes very positive or negative by that play, then the audience will feel the game to be "exciting." The index makes a large contribution to the study of games and enables researchers to compare and analyze the "excitement" of various games. It may be applied to many fields especially the area of welfare economics, ranging from allocative efficiency to axioms of justice and equity.
Resumo:
Quizzes are among the most widely used resources in web-based education due to their many benefits. However, educators need suitable authoring tools that can be used to create reusable quizzes and to enhance existing materials with them. On the other hand, if teachers use Audience Response Systems (ARSs) they can get instant feedback from their students and thereby enhance their instruction. This paper presents an online authoring tool for creating reusable quizzes and enhancing existing learning resources with them, and a web-based ARS that enables teachers to launch the created quizzes and get instant feedback from the class. Both the authoring tool and the ARS were evaluated. The evaluation of the authoring tool showed that educators can effectively enhance existing learning resources in an easy way by creating and adding quizzes using that tool. Besides, the different factors that assure the reusability of the created quizzes are also exposed. Finally, the evaluation of the developed ARS showed an excellent acceptance of the system by teachers and students, and also it indicated that teachers found the system easy to set up and use in their classrooms.