788,603 research outputs found
Entertainment Center di Purwokerto
Saatini Indonesia menjadinegaraberkembangdenganpertumbuhanekonomi yang pesat. Meningkatnya pula tingkat stress pekerja yang membukakesempatanmembuatfasilitas-fasilitashiburanuntukpendudukkota. Hiburanmerupakansuatukonseprekreasi yang berhubungandengansuatufenomenaatauaktifitas yang dapatmenarikperhatiandanmenyenangkanbagi orang yang melakukannya. Jenishiburan yang dibutuhkanpendudukkota juga beragamdarihiburankeluarga, private, grup, maupunkomunitas, denganfasilitas-fasilitasnya pun bermacam-macamsepertipusatperbelanjaan, tamanhiburan, tamanterbuka, single building entertainment.
Entertainment Center merupakan solusi menjawab permasalah kebutuhan hiburan di Purwokerto yang sangat potensial untuk mengembangkan pusat-pusat hiburan, baikdalamsisikomersilyaknisebagaisalahsatubentuk entertainment untukmasyarakat modern yang berkembang di Purwokertotetapi juga sebagaiwadahkomunitasberkumpulmencarihiburan, baikkeluarga, grup, ataukomunitas-komunitaslainnya. Konsep One Stop Entertainment yang diterapkanmemudahkanmasyarakatmendapatkanbanyakhiburanhanyadalamsatutempat.Penekanandesainpada Entertainment Center iniadalaharsitektur modern, dimanafokusdalamarsitektur modern adalahbagaimanamemunculkansebuahgagasanruang, kemudianmengolahdanmengelaborasinyasedemikianrupa, hinggaakhirnyadiartikulasikandalampenyusunanelemen-elemenruangsecaranyata.
Kajiandiawalidenganmempelajaripengertiandanhal-halmendasarmengenaihiburan, jenis-jenishiburan yang akanadapada Entertainment Center sepertibioskop, karaoke, game center, billiard, dan resto, sertaarsitektur modern. Setelahitudilakukanstudi banding ketempathiburan lain untukmengetahuifasilitasatausaranaprasaranalengkap Entertainment Center. Seluruhhasilkajiandituangkandalambentuk program ruangdankonsep-konsepperancangan yang diaplikasikankedalamdesain yang dipresentasikankedalambentukgambar-gambararsitektur
Entertainment Education and Health in the United States
Discusses the history of "entertainment education" -- the use of entertainment media as a means of educating viewers about health and social issues -- and provides several examples of entertainment education from American television
Digital Entertainment to Support Toddlers' Language and Cognitive Development
This current research aimed at seeing how English nursery rhymes and kids' songs as learning media support toddlers who are not living in an English speaking country (Indonesia) but exposed to the English language media during their normal baby-sitting times to learning English. To observe how two Indonesian toddlers learned English language in their early critical period of language acquisition through co-watching activity, Early Development Instrument which focuses on language and cognitive development domain with reading awareness and reciting memory subdomain was applied to observe two subjects after 15 month treatments (from age 10-24 months). The results show that the media and the co-watching activity are able to support the toddlers' understanding of the English words spoken and their ability to produce the intelligent pronunciation of those words. The interesting fact reveals that English which is normatively learned merely as a foreign language to most Indonesian people is no longer something far-off to the toddlers who are exposed to it through English nursery rhymes and kids' songs online since they are at the very young age. They naturally tend to be bilingual since at the same time they learn their mother tongue
Back to Broadway
https://larc.cardozo.yu.edu/flyers-2021-2022/1013/thumbnail.jp
Movies, Music, and Sports: U.S. Entertainment Spending, 2008-2013
[Excerpt] This Beyond the Numbers article examines entertainment spending from 2008 to 2013 and breaks the spending down into its four parts: fees and admissions; audio and visual equipment and services; pets, toys, hobbies, and playground equipment; and other entertainment supplies, equipment, and services. This article also analyzes the relationships between entertainment spending and 1) income, 2) education, and 3) age
Introduction: law, technology, and entertainment in … Pittsburgh???
What do law, technology and entertainment have to do with Pittsburgh? Unless you work in the entertainment industry, the answer may surprise you
From Nascar to Cirque du Soleil: Lessons in Audience Development
Examines marketing trends and principles in entertainment and performance. Case studies include nonprofit arts organizations, mega-concert promoters, for-profit entertainment conglomerates, sports promoters and religious organizations
The Cardozo Arts & Entertainment Law Journal Presents the Piracy Paradox in an Era of Disruption!
This post was originally published on the Cardozo Arts & Entertainment Law Journal website on April 19, 2021. The original post can be accessed via the Archived Link button above
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