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ShareScore release 0.9.0
Dataset results
47 results for “entertainment”
Dataset: Hall of Fame Resort & Entertainment Company (HOFVW) Stock Performance
This dataset provides historical stock market performance data for specific companies. It enables users to analyze and understand the past trends and fluctuations in stock prices over time. This information can be utilized for various purposes such as investment analysis, financial research, and market trend forecasting.
Dataset: Hall of Fame Resort & Entertainment Company (HOFV) Stock Performance
This dataset provides historical stock market performance data for specific companies. It enables users to analyze and understand the past trends and fluctuations in stock prices over time. This information can be utilized for various purposes such as investment analysis, financial research, and market trend forecasting.
메리트카지노 ▷railart.org◁ Unter den Geschäftsaktivitäten von Entertainment
<p>메리트카지노 Unter den Geschäftsaktivitäten von Entertainment Gaming Asia versteht man das Leasing von elektronischen Spielmaschinen (EGMs) an die Spielindustrie in Asien. Das Unternehmen hat sein Geschäft umstrukturiert und im vergangenen Jahr seine Vermögenswerte im Zusammenhang mit Spielprodukten und all seinen Glücksspielvermögen in Kambodscha verkauft und hat nun nur auf den Philippinen Geschäfte.</p> <p>Aber Entertainment Gaming Asia 메리트카지노 sagte in der Klage am Donnerstag, dass sie ein unverbindliches Memorandum of Understanding (mit einer nicht offenkundigen Partei) geschlossen hatte, um ihre verbleibenden operativen Vermögenswerte auf den Philippinen für eine Kassensumme von etwa 1,9 Millionen US-Dollar zu verkaufen.</p> <p>Die Firma sagte, dass die Vereinbarung einen geschätzten 메리트카지노 Vorsteuergewinn von rund 1,3 Mio. US-Dollar erbringen würde. Der Verkauf wird voraussichtlich innerhalb des zweiten Quartals 2017 geschlossen, fügte er hinzu.</p> <p>Entertainment Gaming Asia meldete im April einen Nettoverlust von fast 9,7 메리트카지노 Millionen US-Dollar für das ganze Jahr 2016.</p>
TikTok dataset - Current affairs on TikTok. Virality and entertainment for digital natives
<p>Tiktok network graph with 5,638 nodes and 318,986 unique links, representing up to 790,599 weighted links between labels, using Gephi network analysis software.</p> <p>Source of:</p> <p>Peña-Fernández, Simón, Larrondo-Ureta, Ainara, & Morales-i-Gras, Jordi. (2022). Current affairs on TikTok. Virality and entertainment for digital natives. Profesional De La Información, 31(1), 1–12. <a href="https://doi.org/10.5281/zenodo.5962655">https://doi.org/10.5281/zenodo.5962655</a></p> <p>Abstract:</p> <p>Since its appearance in 2018, TikTok has become one of the most popular social media platforms among digital natives because of its algorithm-based engagement strategies, a policy of public accounts, and a simple, colorful, and intuitive content interface. As happened in the past with other platforms such as Facebook, Twitter, and Instagram, various media are currently seeking ways to adapt to TikTok and its particular characteristics to attract a younger audience less accustomed to the consumption of journalistic material. Against this background, the aim of this study is to identify the presence of the media and journalists on TikTok, measure the virality and engagement of the content they generate, describe the communities created around them, and identify the presence of journalistic use of these accounts. For this, 23,174 videos from 143 accounts belonging to media from 25 countries were analyzed. The results indicate that, in general, the presence and impact of the media in this social network are low and that most of their content is oriented towards the creation of user communities based on viral content and entertainment. However, albeit with a lesser presence, one can also identify accounts and messages that adapt their content to the specific characteristics of TikTok. Their virality and engagement figures illustrate that there is indeed a niche for current affairs on this social network.</p> <p> </p>
샌즈카지노 [ railart.org/sands ] Die Nasdaq-Liste Entertainment
<p>Die Nasdaq-Liste Entertainment Gaming Asia Inc berichtete über einen Nettoverlust von 2,04 Mio. US-Dollar im ersten Quartal 2017 im Vergleich zu einem Nettoverlust von 1,48 Mio. US-Dollar im Vorjahr.</p> <p>Das 샌즈카지노 Unternehmen sagte in einem Donnerstag-Artikel, dass die konsolidierten Einnahmen aus den fortgeführten Aktivitäten in den drei Monaten bis zum 31. März 416 000 US-Dollar betrugen, ein Rückgang gegenüber dem Vorjahr um 31 Prozent.</p> <p>Der Konzernumsatz für den Zeitraum betrug 379.000 US-Dollar aus den Spielgeschäften 샌즈카지노 des Unternehmens auf den Philippinen und 37.000 US-Dollar aus der kommerziellen Prüfung seiner Social-Gaming-Anwendung.</p> <p>샌즈카지노 Entertainment Gaming Asia sagte, dass sich seine Verkaufs-, General- und Verwaltungsausgaben in den ersten drei Monaten 2017 mehr als verdoppelten, um etwa 1,81 Mio. US-Dollar gegenüber 758 000 US-Dollar im ersten Quartal 2016. Der Anstieg der Ausgaben war in erster Linie mit der Aufstockung seiner sozialen Spieloperationen verbunden, sagte das Unternehmen. 샌즈카지노</p>
Efficacy of Immersive Entertainement Glasses in Magnetic Resonance Imaging (MRI)
ClinicalTrials.gov study NCT05304143. IPD Sharing: NO. Countries: 1. Publications: 9.
STI Prevention Program for Entertainment Establishments in Singapore
ClinicalTrials.gov study NCT02780986. IPD Sharing: Not stated. Countries: 1. Publications: 9.
Using a Theory-based SMS/VM Intervention to Improve Sexual and Reproductive Health of Female Entertainment Workers in Cambodia
ClinicalTrials.gov study NCT03117842. IPD Sharing: NO. Countries: 1. Publications: 36.
Happy Teeth for Hopi Tots: Cultural Adaptation of an Oral Health Entertainment-Education Intervention
ClinicalTrials.gov study NCT05297526. IPD Sharing: NO. Countries: 1. Publications: 1.
Entertainement and Training After a Hip Fracture
ClinicalTrials.gov study NCT03515395. IPD Sharing: UNDECIDED. Countries: 1. Publications: 5.
Fatigue, Anxiety, Music, and Entertainment (FAME) Study
ClinicalTrials.gov study NCT03955003. IPD Sharing: NO. Countries: 1. Publications: 12.
PRESENCE 2: Predicting Sedentary Entertainment Choices and Effects
ClinicalTrials.gov study NCT01523795. IPD Sharing: Not stated. Countries: 1. Publications: 1.
Arm Motor Rehabilitation, Entertainment and Cognition System for the Elderly
ClinicalTrials.gov study NCT04252170. IPD Sharing: NO. Countries: 1. Publications: 1.
Dataset: Dolphin Entertainment, Inc. (DLPN) Stock Performance
This dataset provides historical stock market performance data for specific companies. It enables users to analyze and understand the past trends and fluctuations in stock prices over time. This information can be utilized for various purposes such as investment analysis, financial research, and market trend forecasting.
Dataset: Chicken Soup for the Soul Entertainment, Inc. (CSSE) Stock Performance
This dataset provides historical stock market performance data for specific companies. It enables users to analyze and understand the past trends and fluctuations in stock prices over time. This information can be utilized for various purposes such as investment analysis, financial research, and market trend forecasting.
Pediatric Anxiety Intervention With an Entertaining Video Game: Feasibility Study
ClinicalTrials.gov study NCT02713425. IPD Sharing: NO. Countries: 1. Publications: 0.
90 DAYS: An Entertainment Education Intervention to Evaluate a Short Film About HIV Status Disclosure
ClinicalTrials.gov study NCT03898063. IPD Sharing: NO. Countries: 1. Publications: 0.
Nintendo Entertainment System - 85' Scene
This is a scene based on how it was back in the 80's, relaxing days as kids, playing the first NES and its amazing games at night, before dinner, alongside the people who love you in the living room, in a comfy sofa. Unfortunately, I was not born in that year, but I tried to reimagine on how it was. This was made in Autodesk Maya and Substance Painter. This scene, or you could call it a collection, contains: A plane that is supposed to be part of a room; An armchair; A commode/chest of drawers; A CRT Panasonic TV; A couple of windows; Cables all around the room; The Nintendo Entertainment System; A couple of games/cartridges lying around; A couple of boxes from those games lying around; A couple of Nintendo's famous magazine, Nintendo Power; The controllers; The Zapper guns; The boxes of the controllers and of the NES; A plug; Hopefully, a sense of nostalgia to all of you! Source: Objaverse 1.0 / Sketchfab
Nintendo Entertainment System (NES)
Nintendo Entertainment System (NES) Year: 1983 Developed in conjunction with the Australian Centre for the Moving Image [(ACMI)](http://https://www.acmi.net.au/) Source: Objaverse 1.0 / Sketchfab
Improvement of Anxiety Management During a Venous Puncture About Children with a Participatory Entertainment Method
ClinicalTrials.gov study NCT04200196. IPD Sharing: YES. Countries: 1. Publications: 0.
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These curated guides explain access requirements, typical timelines, costs, and reuse considerations for widely used research datasets.
Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
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DANDI Archive for NWB datasets
DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.
International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.