1,721,134 research outputs found

    Freaky Tales

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    This is a film review of Freaky Tales (2023), directed by Ryan Fleck

    Freaky!:Intensitet som kvalitetskriterium

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    En undersøgelse af intensitetskvaliteterne i Joyce Carol Oates' Freaky.</p

    Freaky!:Intensitet som kvalitetskriterium

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    En undersøgelse af intensitetskvaliteterne i Joyce Carol Oates' Freaky.</p

    Long Haired Freaky People Band

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    Handwritten information.The document is difficult to read.Cursive writing.This document discusses the Long Haired Freaky People Band and how they have been performing, writing and touring

    Freaky Shit

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    In this reflection paper, I will be discussing the in-depth process of filming my thesis film, Freaky Shit. I will cover the extensive journey of the pre-production to post-production process and the lessons I learned along the way. My experience at The University of New Orleans will be shared as well as the knowledge and resources the Film Production program gifted me. In closing, I will be speaking on my short-term and long-term goals post-graduation as a filmmaker

    Freaky: Collaborative Enactments of Emotion

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    The field of CSCW is increasingly drawing on theories and approaches from feminist philosophy of science. To date such efforts have focused on understanding users and their practices. We present a research prototype showing that feminist theories can lead to novel design solutions. Freaky is a mobile, interactive system that collaborates with its users in the enactment of emotion. Informed by the feminist literature, the system introduces a novel approach to emotion: designing for human-machine co-production of emotion

    Freaky

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    This paper explores the possibility of using statistical classification of physiological signals into emotion categories as a resource for open-ended human interpretation of emotion. Typically, design studies for affect assume either that it is possible for computers to objectively identify users' emotions, or that emotion is completely subjective and thus rely solely on human interpretation. By drawing on the feminist concept of performativity, we explain how to conceive of computational representations and human actors as coconstructing emotions. Through a case study of Freaky, a system that uses such models of emotion to support human interpretation, we demonstrate how machine learning models of affect can be constructed and incorporated in systems designed for open-ended user interpretation of affect. Qualitative results from a user deployment show that a performative approach to modeling emotion is possible. We thus demonstrate the potential of performative theories to be generative of new computational and design practices that support hybrid human-machine enactments of emotion.</p

    Chowder piece on Westbrook-based Freaky Bean coffee, owner of Maine Roasters C

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    Chowder piece on Westbrook-based Freaky Bean coffee, owner of Maine Roasters Coffee. Freaky Bean purchased Penguin Coffee Roasters outside Seattle, inheriting its account at the Cannes Film Festival

    The Long Haired Freaky People

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    Item is located in file hy-dm-weeks-wilson-1984-1987-001The item consists of two black and white photographs. The first consisting of six people accompanied by a dog whilst the other depicts five of the same people minus one member, all part of the "Long Haired Freaky People". The photograph has been taken outside a house and the other with a playground in the background

    Teaching Narrative Writing Using Freaky Fables Game: An Experimentation

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    This study is an experimentation of the idea of using game to teach narrative writing in one of private primary schools in Bandar Lampung. 21 students were grouped according to their class (6A &amp; 6B) into experimental and control.  The two groups were given pretest and post-test.  The experimental group was taught narrative writing using game called Freaky Fables, the control group was taught using the conventional method.  The experimental group also responded to a questionnaire which sought their reactions to the use of game in teaching narrative writing.  Data collected were analyzed.  Results shown that the experimental group performed significantly better than the control group due to treatment (the use of Freaky Fables game to teach narrative writing).  Consequently, the experimental group and the teachers involved showed favorable disposition to the continuous use of the method
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