199 resultados para amusement arcade


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Arcade SFX is a sound effect of an arcade with games being played.

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In this paper we present a complete interactive system en- abled to detect human laughs and respond appropriately, by integrating the information of the human behavior and the context. Furthermore, the impact of our autonomous laughter-aware agent on the humor experience of the user and interaction between user and agent is evaluated by sub- jective and objective means. Preliminary results show that the laughter-aware agent increases the humor experience (i.e., felt amusement of the user and the funniness rating of the film clip), and creates the notion of a shared social experience, indicating that the agent is useful to elicit posi- tive humor-related affect and emotional contagion.

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Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal

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Recent proliferation and popularity of personal computer and console games has meant that scholarship around video arcade games has been largely ignored. Arcade games had their halcyon days during the 1970s and 1980s when 'Space Invaders', 'Pong' and 'Donkey Kong' were household names. The inception of scholarship into games occurred in the 1990s; a time when arcade games were writ small in the cultural imagination, at least compared to the newer home computer and video games. Thus in games theory they are typically discussed only in terms of their role as antecedents to their more popular kin. Moreover, they seem innocuous because they are so publicly accessible. Against this assumption, and lack of scholarship, this paper explores a selection of contemporary arcade games which we describe as 'hunting' games. Arcade hunting games are first-person shooter (FPS) involving one or more players shooting simulated wild animals. They are commonly situated in cinema foyers, hotels, and family entertainment centres. However, despite a presumption of institutional moderation afforded by the public accessibility of these spaces, this paper argues that this genre works through a range of political modalities that require more scholarly consideration than currently given.

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Plotting the evolution of the dark amusement park ride is important in understanding the hybrid nature of the entertainment industry we see today. This paper looks specifically at two amusement park rides and shows how they form an important landmark in the evolution of immersive technology. The investigation focuses on Pittsburgh's Old Mill Ride (1905) in the USA and Blackpool's River Caves (1907) in the UK. Two rides which were the first of their kind and represent the solidification of technical and conceptual approaches being developed on both sides of the pacific. Whilst these rides are mentioned in isolation in a small number of academic texts, their connection and importance in the timeline of popular media has been overlooked. A combination of field and historical research examines how these rides were unique and influenced other media that preceded them.

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par M. Campe. Traduction revue et corrigée d'après la dernière édition originale, enrichie de notes allemandes et d'un vocabulaire complet. Par J. B. Engelmann