Auswahl der wissenschaftlichen Literatur zum Thema „Mary's Gate“

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Zeitschriftenartikel zum Thema "Mary's Gate"

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Ernst, Eldon G. „The Emergence of California in American Religious Historiography“. Religion and American Culture: A Journal of Interpretation 11, Nr. 1 (2001): 31–52. http://dx.doi.org/10.1525/rac.2001.11.1.31.

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On Sunday, October 23, 1983, a notable event occurred in San Francisco. A celebration of music, word, and prayer commemorated the five-hundredth birthday of the great Protestant reformer, Martin Luther. Leaders of the Episcopal, Baptist, Methodist, Presbyterian, Congregational, and Lutheran traditions took part in the service. Representatives of many other denominations marched in the processional singing “A Mighty Fortress Is Our God.” Choral settings from the Greek Orthodox service framed the liturgy. Most remarkable, the Roman Catholic archbishop of San Francisco opened the ceremony, and the event took place in St. Mary's Cathedral. Reformation-rooted Protestant Christianity thus was recognized by a broad panorama of world Christian traditions that had lived side by side for well over a century in the strongly Catholic City of Saint Francis by the Golden Gate.
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Shen, Shaotong. „Play Labor from the Perspective of Marx's Alienated Labor“. Journal of Education and Educational Research 4, Nr. 3 (24.08.2023): 39–42. http://dx.doi.org/10.54097/jeer.v4i3.11341.

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The play labor under Marx's alienated labor vision refers to the play as the purpose of the labor, this kind of labor is affected by consumer culture, street sports activities, electronic games and so on. This article through the analysis of Marx's alienated labor theory, and from the daily life of the selection of electronic games this case to explain the alienation mechanism behind the play labor, pointing out the new situation of players being exploited by capital. This paper analyzes Marx's alienated labor theory and makes an in-depth analysis of "play labor from the perspective of Marx's alienated labor". Through the analysis, it can be seen that play labor is a special form of alienated labor which is influenced by consumer culture, street sports activities and electronic games. It not only makes people feel "invisibly enslaved", but also affects the way of behavior and thinking in People's Daily life. In the current social environment, people are used to accepting the fast-food culture, lack of judgment and self-control, it is easy to become a free worker in the game industry chain under the cover of the casual meaning of online games. With the deep integration and development of platform capitalism and information capitalism, digital media technology has gradually erased the boundaries between reality and virtual, leisure and labor. Scholars have attributed this behavior of participating in online games for the purpose of entertainment and leisure and generating a large amount of surplus value for game companies to a new form of digital labor -- play labor.
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Jin, Dongji, Ziqi Ruan und Han Wen. „Research on Pop Mart's Marketing Strategy and Future Development“. BCP Business & Management 34 (14.12.2022): 511–19. http://dx.doi.org/10.54691/bcpbm.v34i.3056.

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The market size for pop toys retailing globally has a bright future, driven by the rise in disposable income, the rapid expansion of the pop culture business, and particularly the successful incubation of more high-quality IPs in the market. A lot of related industries and enterprises have transformed to the pop toy industry. However, since a unified industry standard and management norm has not yet been formed, the level of industry development is uneven. In this article, we conduct a case study on pop toy industry at Pop Mart, a key pioneer and promoter of pop toy industry in China. Since its creation 12 years ago, Pop Mart has succeeded in transforming from a simple and small toy collection shop to a famous IP brand that primarily develops its pop toy products. This study contributes to the present literature from two aspects. First, based on the 4P marketing theory, we analyze the marketing strategy of Pop Mart and explore its success, to make recommendations for the growth of China's pop toy culture game industry. Second, Pop Mart's internal strengths and internal weaknesses, external opportunities and external threats are examined using the SWOT model analysis to propose ideas and suggestions for its future development strategies in accordance with the circumstances of the moment and the prevailing economic climate.
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Pereira, Larissa Silva. „O VALOR SEMÂNTICO ATRIBUÍDO AOS VERBETES VERÃO, REDONDO, FELICIDADE E GATO EM SLOGANS PUBLICITÁRIOS“. EntreLetras 12, Nr. 2 (23.11.2021): 396–407. http://dx.doi.org/10.20873/uft2179-3948.2021v12n2p396-407.

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Este artigo tem como objetivo apresentar e analisar as metáforas presentes em slogans publicitários, bem como o valor semântico dos verbetes que as compõem. Como corpus, foram selecionadas as propagandas das marcas: Itaipava, Skol, Coca-Cola e Pet & Shopping. O aparato teórico para o desenvolvimento da pesquisa encontra-se nos estudos de Aulete (2020), Biderman (1998), Cançado (2008), Depecker (2012), Ferreira (2010), Ilari (2001) e Saussure (2006).
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Phillip, Olivia Yuriko, und Wulan Purnama Sari. „Kelas Sosial dalam Serial Drama Squid Game (Studi Semiotika Roland Barthes dari Perspektif Karl Marx)“. Koneksi 7, Nr. 2 (05.10.2023): 437–45. http://dx.doi.org/10.24912/kn.v7i2.21484.

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A film is a complex piece of mass media. Movies consist of audio and video that can affect the audience's emotions. There are various categories in film, one of which is drama series. This study uses Karl Marx's theory to describe and analyze the social class in the drama series 'Squid Game.' The research method used is semiotics, according to Roland Barthes. Karl Marx defines the concept of social class based on the integration of economic relations, occupation, and education. Based on the results of Roland Barthes' semiotic analysis that has been carried out in the drama series 'Squid Game,' it can be seen that there is a description of social class like Karl Marx's theory. Scenes and symbols in the drama series show a picture of social class based on the integration of economic relations where people with lower social status will be treated arbitrarily by those with higher social status. Film terdiri dari audio dan video yang dapat mempengaruhi emosi penonton. Ada berbagai macam kategori dalam film, salah satunya yaitu serial drama. Penelitian ini ingin memberikan gambaran dan menganalisis kelas sosial yang ada dalam serial drama ‘Squid Game’ dengan menggunakan teori milik Karl Marx. Metode penelitian yang digunakan adalah semiotik menurut Roland Barthes. Karl Marx mengartikan konsep kelas sosial didasarkan pada integrasi hubungan ekonomi, pekerjaan, dan pendidikan. Berdasarkan hasil analisis semiotika Roland Barthes yang telah dilakukan dalam serial drama ‘Squid Game’, dapat diketahui bahwa terdapat gambaran mengenai kelas sosial seperti teori Karl Marx. Adegan dan symbol dalam serial drama menunjukkan gambaran kelas sosial yang didasarkan pada integrasi hubungan ekonomi di mana orang-orang yang memiliki status sosial yang lebih rendah akan diperlakukan secara semena-mena oleh mereka yang memiliki status sosial lebih tinggi.
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Fernandes, Izabella Bueno, Ricardo Teixeira Veiga und Fábio Roberto Ferreira Borges. „A Efetividade das Estratégias de Advergaming: um Estudo Experimental comparando Advergames e In-game Advertisings“. Revista Brasileira de Marketing 17, Nr. 2 (22.03.2018): 187–203. http://dx.doi.org/10.5585/remark.v17i2.3534.

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Objetivo: Este artigo objetivou explicitar o efeito gerado por estratgias de advergaming na atitude dos jogadores em relao marca, assim como a frequncia de lembrana e recordao proporcionadas. Mtodo: Foram comparadas as caractersticas das principais estratgias do advergaming, os advergames (jogos com temtica de marcas) e os in-game advertisings (jogos com insero de marcas). Para testar as hipteses de pesquisa foi realizado experimento com amostra de 165 estudantes universitrios, dividida de forma randmica em trs grupos que jogaram jogos criados na plataforma GameSalad para o estudo, com diferentes nveis de exposio de marca: jogo sem insero de marca, jogo com insero da marca fictcia no background (in-game advertising) e jogo com temtica da marca fictcia (advergame). Originalidade/Relevncia: Tendo em vista o escasso nmero de trabalhos sobre o tema advergaming, sobretudo em peridicos nacionais onde ainda no foram publicados trabalhos realizando experimentoa acerca de sua efetividade, este artigo contribui para melhor compreenso do tema, apresentando uma reflexo sobre a efetividade dos in-game advertisings e advergames. Resultados: Os resultados mostraram que advergames e in-game advertisings provocam uma mudana significativamente positiva na atitude em relao marca e que as frequncias observadas de lembrana e recordao da marca so significativamente maiores em advergames em comparao a in-game advertisings. Contribuies tericas/metodolgicas: O artigo apresenta evidncias de que a utilizao de advergaming efetiva na construo de uma atitude favorvel em relao marca, assim como no aspecto da construo da conscientizao de marca.
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Wilujeng, Panggio Restu, und Nurvita Wijayanti. „Religion Simulacrum in Open World Video Game“. BELIEF: Sociology of Religion Journal 1, Nr. 2 (31.12.2023): 114. http://dx.doi.org/10.30983/belief.v1i2.7859.

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<em>Apart from being a medium for entertainment simulation, video games also provide a representation of the social world. Game industry developers always carry out research to provide socio-cultural, historical and philosophical system content to enrich the content in the game. The story background in video games aims to provide experiences and impressions for the players. This research aims to qualitatively explore forms of religious representation that are simulated in open world video games. So players can play role characters in the game to experience spirituality and religiosity. Either through latent and manifest narratives or through moral choices in the context of developing the storyline and Player character in the Game. This research uses Emile Durkehim's sociological perspective of religion regarding Karl Marx's totemism and commodity fetishism to observe the incarnation of the gaming industry as an altar of worship for its players, as well as Jean Baudrillard's postmodernist perspective with his simulacrum concept to analyze the form of simulation and representation of religious symbols that appear in the game. these open world games... This research finds that the use of simulations and the distribution of representations of religious signs or symbols in games forms a religion simulacrum or a blurring of spiritual boundaries between the pseudo and the real. Video games build the Player's construction of religiosity and spirituality virtually in a simulated world that contains ritual practices, ethics, morality, cosmology, metaphysics, and theology.</em>
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Monteiro da Silva, Jonathan, und Vorster Queiroga Alves. „Um estudo da ação de marketing invisível no Playstation 4 com o game de futebol Pro Evolution Soccer 2017“. REVISTA INTERDISCIPLINAR E DO MEIO AMBIENTE (RIMA) 2, Nr. 1 (30.06.2020): e66. http://dx.doi.org/10.52664/rima.v2.n1.2020.e66.

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Com o crescimento da concorrência e a competitividade organizacional, novas ações de mercado surgem para propiciar um diferencial às empresas, com diferentes ações de marketing. O objetivo do trabalho é verificar ações de marketing invisível empregadas por empresas em jogos eletrônicos voltados para os consoles do Playstation 4 por meio do game de futebol Pro Evolution Soccer 2017. Este estudo utiliza-se de figuras para ilustrar a teoria, e se classifica como descritiva, explicativa, dedutiva. As imagens mostram marcas e produtos das empresas que utilizaram essa ação de marketing invisível, com o intuito de atingir seu público alvo por meio de jogos eletrônicos do Playstation 4. Nota-se que as imagens ilustram como as empresas expuseram suas marcas e produtos, no contexto do jogo, sem demonstrar um anúncio ou propaganda tradicional. Uma visão que passe aos olhos do jogador e não pareça um apelo pela marca ou produto do anunciante. Logo, o marketing invisível, expõe marcas e produtos em jogos, por meio de figuras, demonstrando uma nova ação que as organizações utilizam para atingir seu público alvo, além de divulgação da marca e produto.
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Zhang, Jinwei. „Analysis of Pop Mart based on STP, 4P and PSESTEL“. BCP Business & Management 34 (14.12.2022): 176–83. http://dx.doi.org/10.54691/bcpbm.v34i.3011.

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Contemporarily, the success of Bubble Mart can be attributed to the "blind box". In fact, it is problematic since there are no secrets or barriers in the blind box game and mechanism itself, and this cannot be the core driver of a fast-rising company. Therefore, this study will use Segmentation, Targeting, Positioning (STP), Product, Price, Promotion, Place (4P) and Political, Economic, Sociocultural, Technological, Environmental, Legal (PESTEL) to analyze the internal and external environment of Pop Mart in depth. To be specific, the strengths and weaknesses of Pop Mart's development are demonstrated and compared accordingly. Afterwards, the investment recommendations for Pop Mart are proposed. Moreover, the limitations of the current study and guideline further researches are offered. These results shed light on guiding further exploration of similar corporation in the industry.
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Ripstein, Arthur. „Rationality and Alienation“. Canadian Journal of Philosophy Supplementary Volume 15 (1989): 449–66. http://dx.doi.org/10.1080/00455091.1989.10716807.

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Two decades ago, problems of alienation and fetishism were the focus of most English speaking studies of Marx’s philosophy. More recent work on Marx and Marxist themes has tended to avoid these questions in favor of discussions of explanation, exploitation, distributive justice and problems of class formation and co-ordination. The latter set of problems seem more readily addressable, if not always more tractable, using contemporary tools drawn from the philosophy of science, as well as methods of decision theory, game theory, and welfare economics. But the change in emphasis has not been without costs; gains in clarity and rigor have come at the price of abandoning Marx's most fundamental criticism of capitalism as a way of life. I shall argue that it is no coincidence that the shift to ‘rational choice’ Marxism has had precisely that cost.
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Dissertationen zum Thema "Mary's Gate"

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Kaba, E. „Marcus Persson“. Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40368.

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Marcus Persson is a famous video game designer and programmer. He owns the video games company 'Mojan' which he co-founded in 2010. He has received many accolades and recognition for his contributions to the video game industry.
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Stengel, Michael [Verfasser], und Marcus [Akademischer Betreuer] Magnor. „Gaze-contingent Computer Graphics / Michael Stengel ; Betreuer: Marcus Magnor“. Braunschweig : Technische Universität Braunschweig, 2017. http://d-nb.info/1175817767/34.

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Stengel, Michael Verfasser], und Marcus [Akademischer Betreuer] [Magnor. „Gaze-contingent Computer Graphics / Michael Stengel ; Betreuer: Marcus Magnor“. Braunschweig : Technische Universität Braunschweig, 2017. http://nbn-resolving.de/urn:nbn:de:gbv:084-17021510479.

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Iser, Markus [Verfasser], und C. [Akademischer Betreuer] Sinz. „Recognition and Exploitation of Gate Structure in SAT Solving / Markus Iser ; Betreuer: C. Sinz“. Karlsruhe : KIT-Bibliothek, 2020. http://d-nb.info/1209199122/34.

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Ongaro, Marta <1997&gt. „Beyond 19th Century Guidebooks: John Ruskin’s Gaze on St Mark’s Square from “The Stones of Venice” to “St. Mark’s Rest”“. Master's Degree Thesis, Università Ca' Foscari Venezia, 2022. http://hdl.handle.net/10579/21277.

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This thesis constitutes an attempt to study two of John Ruskin’s main works: "The Stones of Venice" (1851-1853) and "St. Mark’s Rest" (1877). Written during very different periods of his life, in these works he provides a reconstruction of the image of Venice guiding travellers to visit it properly. By investigating these two works together with the beginning of mass tourism and the rise of guidebooks popularity, I shall examine how Ruskin enters the tourist scene and evolves his gaze proposing new solutions to “the few travellers who still care for her monuments”. From varied descriptions of St Mark’s Square found in Murray’s famous series of "Handbook for Travellers in Northern Italy" and Ruskin’s works, this thesis deals with the way the "the drawing room of Europe" is differently described over the years.
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Sun, Miao [Verfasser], und Markus [Akademischer Betreuer] Missler. „The relationships of neurexins and voltage-gated calcium channel in neurotransmission / Miao Sun ; Akademischer Betreuer: Markus Missler“. Münster : Universitäts- und Landesbibliothek Münster, 2021. http://d-nb.info/1232843431/34.

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Sailer, Markus [Verfasser]. „Histopathologie der Leber, Lunge und Niere des Schweins im hämorrhagischen Schock unter früher Gabe von H2S / Markus Sailer“. Ulm : Universität Ulm, 2017. http://d-nb.info/1133544320/34.

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Gebauer, Corinna Mirjam [Verfasser], Markus [Akademischer Betreuer] Löffler und ? [Akademischer Betreuer] ? „Ein mathematisches Kompartimentmodell der murinen Erythro- und Granulopoese unter simultaner Gabe von Erythropoietin und G-CSF / Corinna Mirjam Gebauer. Gutachter: ? ?. Betreuer: Markus Löffler“. Leipzig : Universitätsbibliothek Leipzig, 2011. http://d-nb.info/1020088508/34.

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Dankerl, Markus [Verfasser], Ariza José Antonio [Akademischer Betreuer] Garrido und Friedrich [Akademischer Betreuer] Simmel. „Electronic properties of electrolyte-gated diamond FETs for bioelectronic applications / Markus Dankerl. Gutachter: Jose Antonio Garrido Ariza ; Friedrich Simmel. Betreuer: Jose Antonio Garrido Ariza“. München : Universitätsbibliothek der TU München, 2012. http://d-nb.info/1031515275/34.

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Brill, Markus [Verfasser], Felix [Akademischer Betreuer] Brandt und Jérôme [Akademischer Betreuer] Lang. „Set-Valued Solution Concepts in Social Choice and Game Theory : Axiomatic and Computational Aspects / Markus Brill. Gutachter: Felix Brandt ; Jérôme Lang. Betreuer: Felix Brandt“. München : Universitätsbibliothek der TU München, 2012. http://d-nb.info/1031512683/34.

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Bücher zum Thema "Mary's Gate"

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Cathedral, St Mary's (Episcopal), Hrsg. Welcome to the Labyrinth: The gate of the year [at] St Mary's Episcopal Cathedral. [Edinburgh]: [St Mary's Episcopal Cathedral], 2002.

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Baker, A. E. Miscellany of Mark's Gate in the parish of Dagenham, nr Romford, Essex. Barking: Barking and Dagenham Libraries Department, 1990.

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Elliot, Elisabeth. Chuan yue rong yao zhi men: Through gates of splendor. Beijing: Zhongguo dian ying chu ban she, 2007.

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Field, Cyrus W. Europe & America: Reports of proceedings at an inauguration banquet given by Mr. Cyrus W. Field, of New York, at the Palace Hotel, Buckingham Gate, London, in commemoration of the renewal by the Atlantic Telegraph Company after a lapse of six years of their efforts to unite Ireland and Newfoundland by means of a submarine telegraph cable ... [London?: s.n., 1987.

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Field, Cyrus W. Europe & America: Reports of proceedings at an inauguration banquet given by Mr. Cyrus W. Field, of New York, at the Palace Hotel, Buckingham Gate, London, in commemoration of the renewal by the Atlantic Telegraph Company after a lapse of six years of their efforts to unite Ireland and Newfoundland by means of a submarine telegraph cable .. [London?: s.n., 1987.

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Gutierrez, Amy. Smarty Marty's got game. 2013.

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Smarty Marty's Got Game: ¡en Español! Cameron + Company, 2017.

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Hoffmann, Veronika, Ulrike Link-Wieczorek und Christof Mandry, Hrsg. Die Gabe. Verlag Karl Alber, 2017. http://dx.doi.org/10.5771/9783495817698.

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Die Gabe hat sich in den letzten Jahren zu einem interdisziplinären Forschungsfeld par excellence entwickelt. Untersucht wurden nicht nur die soziale Struktur und die Ambivalenz des Gebens und Empfangens sowie die Bedeutung von Großzügigkeit, sondern auch anerkennungstheoretische und ethische Problemstellungen. Religionswissenschaftlich und theologisch wurde die Bedeutung der Gabe etwa für ein erneuertes Verständnis des Opferns oder der göttlichen Gnade diskutiert und wurden gabetheoretische Lesarten von Vergebungs- und Konfliktlösungsvorgängen entwickelt. Mit Beiträgen von Christof Auffarth, Christine Büchner, Markus Enders, Daniela Falcioni, Hans-Martin Gutmann, Marcus Held, Veronika Hoffmann, Bo K. Holm, Burkhard Liebsch, Ulrike Link-Wieczorek, Christof Mandry, Joachim Negel, Tobias Weger, Claudia Welz, Knut Wenzel, Jürgen Werbick, Kurt Wolf.
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Elliot, Elisabeth. Through Gates of Splendor. Hovel Audio, 2005.

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Elliot, Elisabeth. Through Gates of Splendor. Tyndale House Publishers, 2015.

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Buchteile zum Thema "Mary's Gate"

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Marak, Katarzyna. „Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts“. In Paratextualizing Games, 213–36. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-009.

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Katarzyna Marak's chapter focuses on the manner in which performative play-paratextual Let's Play videos-can contribute to a better understanding of digital games in scholarly research and attempts at close reading of the given game text. Using selected examples, the paper demonstrates how a scholar, using Let's Plays, can expand their knowledge concerning possible gameplay experiences of other players, as well as explore the relevant cultural and linguistic limitations of the analyzed game.
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Grigoriadis, Lazaros G. „Exhaustion of Trademark Rights and Legality of Parallel Imports Under the GATT 1994“. In Trade Marks and Free Trade, 103–21. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04795-9_4.

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Anderson, R. C., L. Jandura, A. B. Okon, D. Sunshine, C. Roumeliotis, L. W. Beegle, J. Hurowitz et al. „Collecting Samples in Gale Crater, Mars; an Overview of the Mars Science Laboratory Sample Acquisition, Sample Processing and Handling System“. In Mars Science Laboratory, 57–75. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-6339-9_4.

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Parno, Travis G., und Timothy B. Riordan. „“The most bewitching Game”“. In Unearthing St. Mary's City, 165–82. University Press of Florida, 2021. http://dx.doi.org/10.5744/florida/9780813066837.003.0010.

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For colonists living on the seventeenth-century frontier, drinking, gaming, and other forms of entertainment often went hand-in-hand. Games involving dice, cards, tables, and gaming pieces could be found at most ordinaries. Outdoor entertainment, such as horse racing, bowling, and animal blood sport, were also popular attractions. This chapter surveys the documentary and archaeological evidence for seventeenth-century gaming in St. Mary’s City with a focus on the site’s proliferation of ordinaries. Of particularly emphasis is an oval-shaped animal baiting ring discovered at the Leonard Calvert House site, a property that was home to Maryland’s first governor and later served as the colony’s first statehouse and largest ordinary.
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PARNO, TRAVIS G., und TIMOTHY B. RIORDAN. „“The most bewitching Game”:“. In Unearthing St. Mary's City, 165–82. University Press of Florida, 2021. http://dx.doi.org/10.2307/j.ctv1k76hm5.16.

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Galbraith, John Kenneth. „The Grand Assault“. In Economics in Perspective. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691171647.003.0011.

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This chapter examines Karl Marx's critique of the classical tradition in economics. The classical tradition postulated an equilibrium that would come to be known as equilibrium economics. No change occurred in the basic relationship between employer and worker, between land, capital and labor. The change in the supply of labor and capital only gave rise to a new and similar equilibrium. Understanding that final equilibrium was the essence of economic science. The chapter considers Marx's rejection of the most fundamental assumptions of classical economics. It first discusses Friedrich Engels's influence on Marx before analyzing Marx's views on capitalism and other subjects such as distribution of power, wages, unemployment, labor, production, and property rights. It concludes with an assessment of the flaws of the Marxian system.
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Burt, Ronald S. „Creativity and Learning“. In Brokerage and Closure, 58–92. Oxford University PressOxford, 2005. http://dx.doi.org/10.1093/oso/9780199249145.003.0003.

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Abstract Bernie Marcus caught it from Jack Welch, the legendary CEO of General Electric. It was during a game of golf, in Florida, in 1995. Marcus, co-founder and then CEO of Home Depot, was exchanging golf-game tid bits with friend Welch about how things were going at Home Depot. Home Depot had been dramatically successful; shares in the company had increased in value by 28,000% since it went public in 1981, and the company continued by a large margin to be the most admired retail company in America.
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Germov, John. „The rules of the essay-writing game“. In Get Great Marks, 11–17. Routledge, 2020. http://dx.doi.org/10.4324/9781003115809-2.

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9

Cohen, G. A. „Reply to Elster on “Marxism, Functionalism, and Game Theory”“. In Lectures on the History of Moral and Political Philosophy, herausgegeben von Jonathan Wolff. Princeton University Press, 2013. http://dx.doi.org/10.23943/princeton/9780691149004.003.0010.

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In this chapter, the author responds to Jon Elster's criticism of his use of functional explanation in his account of historical materialism. Elster rejects the association between Marxism and functional explanation, arguing that there is no scope for functional explanation in social science. He therefore concludes that the Marxist theory of society and history should abandon functional explanation and that it should, instead, draw for its explanations on the resources of game theory. The author offers an explanation of historical materialist theory that he attributes, on a textual basis, to Karl Marx, and that he articulates and defends in his book Karl Marx's Theory of History. He asserts that game theory cannot replace functional explanation within Marxist social analysis and that it has no place at the heart of historical materialism, alongside functional explanation.
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Ivancu, Emilia. „The Raven and the White Dove“. In Advances in Linguistics and Communication Studies, 285–300. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6458-5.ch014.

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Starting with mid-19th century, song collecting in Brittany has remained important especially as the status of the Breton language depreciated in favour of French. Today the traditional Breton ballads (gwerziou) are an important instrument of remembering and understanding of both the past of the Breton people, and of their culture, as well as treasure of folk Breton language. The present chapter aims at analysing the representations of women in the traditional Breton ballads, ranging from witches, such as in Janik Kokard's leprotic lover, sinners such as Mari Kelen or saints like Bertet, Virgin Mary's kind midwife, all with the end of understanding the engines that led to (un)customary representations in which the woman is portrayed as both by the gaze of male sovereignty and the restrictions and projections of Catholicism.
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Konferenzberichte zum Thema "Mary's Gate"

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Poorvasha, S., und B. Lakshmi. „Analytical Approximation of Quantum Mechanical Tunneling and Characterization of Nano-Scale Heterojunction Double Gate Tunnel FETs“. In 2019 International Conference on Manipulation, Automation and Robotics at Small Scales (MARSS). IEEE, 2019. http://dx.doi.org/10.1109/marss.2019.8860906.

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José e Silva, Silvia Ap, und Valdir Heitor Barzotto. „Língua, leitura e escrita nos Jogos Digitais: marcas de uma história“. In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.235389.

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Este artigo tem a finalidade de apresentar resumidamente uma tese. Ela tinha como objetivo principal investigar os modos a partir dos quais os alunos do curso de Jogos Digitais de uma faculdade pública do interior de São Paulo tratam a escrita, a língua e a leitura em sala de aula. Para isso, foi realizada uma pesquisa bibliográfica e um estudo experimental de abordagem qualitativa. Utilizamos um corpus composto por tarefas realizadas e apresentadas em classe entre 2019 e 2020. Na análise da primeira atividade, adaptação do causo, observamos que quanto mais próxima a transposição se encontrava do texto fonte, menos a variedade linguística se alterava. Na tarefa de escrever um novo final para um conto, os estudantes se mostram defensores de um mundo mais justo. Por fim, a adaptação de um conto para um game. Foi um trabalho criativo que interferiu na história original. Os alunos fizeram várias alterações em nome da interatividade e jogabilidade, criando assim um jogo estimulante para seu público. Os estudantes responderam aos desafios de modo diversificado, evidenciando que não há uma resposta única para tratar da língua, da escrita e da leitura, no desenvolvimento de Jogos Digitais, mas caminhos a serem trilhados conforme seus objetivos.
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Wang, Chuanyang, Shuai Hu, Qiubo Qian und Xuanxuan Shen. „Design and Simulation of Injection Mold for the Shell of Switch“. In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-38061.

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The 3D models of gating system, ejection mechanisms and cooling system of the swtich shell for injection mold are designed by using Pro/ENGINEER software. MOLDFLOW is utilized for CAE analysis. Three schemes are obtained by changing the gate location during the injection molding process. After comparing the volume shrinkage during injection, shrink marks index, filling time and the injection pressure, the best scheme is obtained. According to the optimal scheme, the injection mold is designed. The results showed that simulation analysis method can not only improve the successful probability of mold trial, but also shorten the production development cycle of developing product.
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Sanchez, Luis Rafael, Shannon Peterson, Carl G. Simonsen und Abrar Satar. „An Interferometer Based Experimental Technique to Evaluate Large Strains and Springback on Sheet Metal“. In ASME 2013 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/imece2013-66373.

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A technique was successfully developed to measure large tensile, compressive strains, springback and strain reversal effects on sheet metal bent to small radii. Vertical Scanning Interferometry (VSI) was used to measure three dimensional data from surfaces with sides varying from 160 nm to 2 mm. Software algorithms were utilized to determine surface topography maps from three-dimensional curved locations and to represent them in a two dimensional plane. Fine reference marks were engraved on both sides of sample. The sample was bent /unbent to small radii under a pure bending moment. Outer strains were calculated from VSI two-dimensional measurements of the original and final lengths between the reference marks. Strain gages, applied at locations close to the reference marks, gave additional information at the elasto-plastic range. Experimental data collected included bending moment as a function of strain, 3-D curvature profiles, springback and reverse bending effects. The technique was proved useful for the experimental evaluation and theoretical validation of bending and springback properties of sheet metal. Experimental results for aluminum and steel alloys are presented.
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Vermillion, Sean D., Richard J. Malak, Rachel Smallman und Sherecce Fields. „Serious Gaming for Design and Systems Engineering Research“. In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35219.

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In this paper, we investigate the use of serious gaming as a research tool for design and systems engineering research. Design and systems engineering research produces theories and methods aimed at bettering the engineering process and improving the quality of end products. However, the engineering process is largely human-driven and thus the way in which theories and methods are implemented and used depends greatly on the human element. Serious gaming provides a fully controllable environment in which to test and validate theories and methods against human behavior. To evaluate the viability of serious gaming as a research tool, we construct a game to study the sunk cost effect in the context of a manned Mars mission, and compare game results with results from a survey centered on the scenario. We observe a difference in results between the game and survey; those in the game fall victim to the sunk cost effect despite treatment whereas those in the survey do not fall for the sunk cost effect in a control treatment. We hypothesize that this may be caused by a preference for continued gameplay as opposed to the objectives in the narrative. Therefore, we conclude that gaming, at least in our case, induces behavior that may not be representative of real-world engineer behavior and must be mitigated.
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Liu, Yue-Yang, und Xiangwei Jiang. „Physics of hole trapping process in high-k gate stacks: A direct simulation formalism for the whole interface system combining density-functional theory and Marcus theory“. In 2018 IEEE International Electron Devices Meeting (IEDM). IEEE, 2018. http://dx.doi.org/10.1109/iedm.2018.8614672.

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GĂLUȘCĂ, Lilia. „Didactic game in the teaching-learning process of syntax concepts“. In Ştiință și educație: noi abordări și perspective. "Ion Creanga" State Pedagogical University, 2023. http://dx.doi.org/10.46727/c.v3.24-25-03-2023.p92-97.

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It is known that the teaching-learning of Romanian grammar as a non-native language is not an easy process, it focuses, in the didactic approach, on its functional character. The assimilation of a grammatical phenomenon, including the notions of syntax, involves multiple activities, organized by applying different methods and techniques that contribute to the formation of automatisms. A sufficient number of hours are reserved for the study of the syntax of the Romanian language in the process of training Romanian language teachers (300h: 150 - direct contact and 150 - individual work), because, without knowledge of the grammar, the functional rules of the language, we cannot obtain a cultured speaker of the. Romanian language, a good knowing of the rules regarding the modification of words and their joining into syntactic units, the correct use of punctuation marks and able to develop these skills to his students. Studying syntax, working with abstract units, establishing laws, rules, which is carried out in modern education both inductively and deductively, contributes to the development of students’ logical and abstract thinking.
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Pardo García, Cristina, Vicent Caballer-Tarazona und María Caballer-Tarazona. „Rubrics for academic dissertation assessment. Does peer assessment work?“ In INNODOCT 2018. València: Editorial Universitat Politècnica de València, 2018. http://dx.doi.org/10.4995/inn2018.2018.8835.

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In the recent context of student-centered learning, they are more involved in the whole learning process, while the teacher is only a guide through their learning. This implies that students must be also involved in the assessment process. Following this idea, the peer assessment tries to give the students the opportunity to be in the evaluator position and maybe experience a reflexion about the criteria, what an external person sees in what he/she has to assess. When students have the role of assessing their classmates work, they pay more attention to the content and formal details of the presentation; therefore they can easily identify key points involved in an academic dissertation. This is a good opportunity to actively learn some basic transversal skills for any kind of presentation. Under this context, we present in this paper a comparison of the marks given by both students and teachers, to the same academic dissertation. In addition, we provide the rubric provided to students as a guide for the assessment. As results show, the students’ final decision to assess their peers’ work is quite close to the teacher’s decision. Only light differences were identified, on average, students gave a slightly higher mark to their classmates than the teacher did. However, a correlation on students and teacher marks was found.
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Schoenmaekers, Catho, Chloë De Laet, Ludmila Kornilova, Dmitrii Glukhikh, Steven Moore, Hamish MacDougall, Ivan Naumov et al. „The effect of spaceflight on the otolith-mediated ocular counter-roll“. In Symposium on Space Educational Activities (SSAE). Universitat Politècnica de Catalunya, 2022. http://dx.doi.org/10.5821/conference-9788419184405.122.

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The otoliths of the vestibular system are seen as the primary gravitational sensors and are responsible for a compensatory eye torsion called the ocular counter-roll (OCR). The OCR ensures gaze stabilization and is sensitive to a lateral head roll with respect to gravity and the Gravito-Inertial Acceleration (GIA) vector during e.g., centrifugation. This otolith-mediated reflex will make sure you will still be able to maintain gaze stabilization and postural stability when making sharp turns during locomotion. To measure the effect of prolonged spaceflight on the otoliths, we measured the OCR induced by off-axis centrifugation in a group of 27 cosmonauts before and after their 6-month space mission to the International Space Station (ISS). We observed a significant decrease in OCR early post-flight, with first- time flyers being more strongly affected compared to frequent or experienced flyers. Our results strongly suggest that experienced space crew have acquired the ability to adapt faster after G-transitions and should therefore be sent for more challenging space missions, e.g., Moon or Mars, because they are noticeably less affected by microgravity regarding their vestibular system.
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Barskiy, A. B. „A NEURAL NETWORK METHOD FOR CONSTRUCTING RELIABLE TRAILS OF APPROACHING SPACE OBJECTS“. In Intelligent transport systems. Russian University of Transport, 2024. http://dx.doi.org/10.30932/9785002446094-2024-43-53.

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This task can be considered in the light of the fascinating plot of Star Wars. More "mundane" it should be included in many tasks of Anti-Space Defense. In any case, this is the transport task of detecting the tracks of objects approaching in a gated area of space. A route is understood as a sequence of points in three-dimensional space, ordered in accordance with the tactile observation time. The problem is solved using a "deep" multilayer neural network, where the connection between the layers serves to increase or decrease the reliability of marks about one object, conditionally passing through the layers of the neural network. The output layer indicates the found traces with a confidence equal to one. A neural network can be executed within the framework of a specialized primary information processing device, but it can be represented by a software procedure.
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Berichte der Organisationen zum Thema "Mary's Gate"

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Joseph, Rhawn. Mars: Algae, Lichens, Fossils, Minerals, Microbial Mats, and Stromatolites in Gale Crater. Journal of Astrobiology and Space Science, März 2020. http://dx.doi.org/10.37720/jassr.03082020.

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Gasda, Patrick, Nina Lanza, Meslin Pierre-Yves, Lamm Sarah, Cousin Agnes, Anderson Ryan, Forni Olivier et al. Manganese-rich sandstones as an indicator of ancient oxic lake water conditions in Gale crater, Mars. Office of Scientific and Technical Information (OSTI), November 2023. http://dx.doi.org/10.2172/2377937.

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Berger, B., D. Blaney, J. Bridges, A. Cousin, O. Forni, O. Gasnault, J. Lasue et al. POSSIBLE ALTERATION OF ROCKS OBSERVED BY CHEMCAM ALONG THE TRAVERSE TO GLENELG IN GALE CRATER ON MARS. Office of Scientific and Technical Information (OSTI), April 2013. http://dx.doi.org/10.2172/1077020.

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