Dissertations / Theses on the topic 'Tim Characters'

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1

Cedermalm, Rebecca. "Real-time Fur Deformations forFilm-Quality Characters." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-165668.

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In this thesis, the goal was to get a production ready fur groom to deform with the underlying subdivided and animated surface in real-time. The thesis investigates how to import a fur groom into Unity, how to render it, how to deform it and how to remove the most obvious of artefacts. When it came to rendering the fur, two different methods were investigated: rendering it as poly lines and as view facing triangle strips. Rendering the fur as view facing trian­gle strips was proven to be slower but the visual quality was a lot better. The deforming of the fur was done as transformations following the underlying subdivided surface. The subdivision of the surface was done using the open-source project OpenSubdiv which was found to be a very helpful tool when finding the hair strands positions on the surface. The methods of volumetric velocity smoothing together with Extended Position Based Dynam­ics were used to add hair-to-hair interactions and to simulate the stiffness of the fur. This removed artefacts of when for example bending an arm or a leg and the hair crashed into each other at the cost of performance. The performance of having 0.9 million hairs, built using 10.2 million hair vertices, de­forming with the underlying surface was measured to be around lOms depending on the way it was chosen to be rendered. Adding hair-to-hair interactions to that dragged the performance down to 332ms. As a conclusion, having a production ready fur groom deform with the underlying surface in real-time is possible. The hair-to-hair interactions part looks promising but will need further improvements and investigations to work in real-time for charaders with a lot of fur.
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2

Lloyd, Graeme T. "Character acquisition through geological time." Thesis, University of Bristol, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.505754.

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The study of tempo and mode in evolution is rooted in palaeontology and begins with the fossil record, our only empirical record of character acquisition through geological time. With the growth of cladistic methods and increased sampling of die fossil record the amount of character information has exploded. An initial question of this study is how did clades acquire tiieir characters, in a relatively rapid early burst as lungfishes did, or by steady, continual change as synapsids did?
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3

Kenwright, Benjamin. "Real-time biped character stepping." Thesis, University of Newcastle upon Tyne, 2014. http://hdl.handle.net/10443/2580.

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A rudimentary biped activity that is essential in interactive evirtual worlds, such as video-games and training simulations, is stepping. For example, stepping is fundamental in everyday terrestrial activities that include walking and balance recovery. Therefore an effective 3D stepping control algorithm that is computationally fast and easy to implement is extremely valuable and important to character animation research. This thesis focuses on generating real-time controllable stepping motions on-the-fly without key-framed data that are responsive and robust (e.g.,can remain upright and balanced under a variety of conditions, such as pushes and dynami- cally changing terrain). In our approach, we control the character’s direction and speed by means of varying the stepposition and duration. Our lightweight stepping model is used to create coordinated full-body motions, which produce directable steps to guide the character with specific goals (e.g., following a particular path while placing feet at viable locations). We also create protective steps in response to random disturbances (e.g., pushes). Whereby, the system automatically calculates where and when to place the foot to remedy the disruption. In conclusion, the inverted pendulum has a number of limitations that we address and resolve to produce an improved lightweight technique that provides better control and stability using approximate feature enhancements, for instance, ankle-torque and elongated-body.
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Burke, Robert Carrington 1976. "It's about time : temporal representations for synthetic characters." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61119.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes bibliographical references (p. 91-93).
Inspired by recent work in ethology and animal training, we integrate representations for time and rate into a behavior-based architecture for autonomous virtual creatures. The resulting computational model of affect and action selection allows these creatures to discover and refine their understanding of apparent temporal causality relationships which may or may not involve self-action. The fundamental action selection choice that a creature must make in order to satisfy its internal needs is whether to explore, react or exploit. In this architecture, that choice is informed by an understanding of apparent temporal causality, the representation for which is integrated into the representation for action. The ability to accommodate changing ideas about causality allows the creature to exist in and adapt to a dynamic world. Not only is such a model suitable for computational systems, but its derivation from biological models suggests that it may also be useful for gaining a new perspective on learning in biological systems. The implementation of a complete character built using this architecture is able to reproduce a variety of conditioning phenomena, as well as learn using a training technique used with live animals.
by Robert Carrington Burke.
S.M.
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5

Holmgren, Cecilia. "Hemingways kvinnor : stereotypa eller en spegling av sin tid?" Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9456.

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This essay is about the female characters in the books of Hemingway. Are they as simple as some critics say, or are they more complex beings, and which ones of the women in the life of Hemingway, can be noticed in his female characters? In the work with this essay, biographies of Hemingway as well as a few of his novels have been studied. The selected novels are Farewell to Arms, Across the River and into the Trees, The Sun also rises and the short story The Snows of Kilimanjaro. The selection was based on the fact that these stories contain good female characters. The result of the essay is that I don´t think that it is possible to divide the female characters in the works of Hemingway, in two categories. I think that they are more complex beings and a reflection of their time.
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6

Chang, Kenny 1975. "Character animation for real-time natural gesture generation." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80238.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, June 1999.
"May 21, 1999."
Includes bibliographical references (leaves 43-44).
by Kenny Chang.
M.Eng.
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7

Samuel, E. Sue Campbell. "Character, place and time in the narrative of Haggai." Thesis, University of Sheffield, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301272.

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8

Bergstrand, Johan. "Arm motion and deformation of a real-time character." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69590.

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The anatomy of the human body is important in both the video game and the VFX industry. Whenever a limb is bending or moving, there are several different muscles working for this to happen. This work will look at the re-topology of the arm and the moving anatomy around the bending and twisting areas of the arm. A method will be done were three different re-topologies of a muscular arm will be created. These arms will be deformed with common arm movements/animations to find better or worse retopology methods.
Anatomin i den mänskliga kroppen är viktig i både tv spels och VFX branschen. När en lem böjer eller rör sig, arbetar flera olika muskler på sig samtidigt för att detta skall hända. Detta arbete kommer undersöka den rörande anatomin omkring dom större böjnings och vridnings områdena i armen. En metod kommer att genomföras där tre olika om-topologier av en muskulös arm kommer att skapas. Dessa armar kommer att deformeras med vanliga arm rörelser/animeringar för att hitta bättre eller sämre om-topologi metoder.
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9

Karthikeyan, Muruganand. "Real Time Crowd Visualization using the GPU." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/34853.

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Crowd Simulation and Visualization are an important aspect of many applications such as Movies, Games and Virtual Reality simulations. The advantage with crowd rendering in movies is that the entire rendering process can be done off-line. And hence computational power is not much of an overhead. However, applications like Games and Virtual Reality Simulations demand real-time interactivity. The sheer processing power demanded by real time interactivity has, thus far, limited crowd simulations to specialized equipment. In this thesis we try to address the issue of rendering and visualizing a large crowd of animated figures at interactive rates. Recent trends in hardware capabilities and the availability of cheap, commodity graphics cards capable of general purpose computations have achieved immense computational speed up and have paved the way for this solution. We propose a Graphics Processing Unit(GPU) based implementation for animating virtual characters. However, simulation of a large number of human like characters is further complicated by the fact that it needs to be visually convincing to the user. We suggest a motion graph based animation-splicing approach to achieving this sense of realism.
Master of Science
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10

Greer, David Andrew. "Physics-based character locomotion control with large simulation time steps." Thesis, Bournemouth University, 2016. http://eprints.bournemouth.ac.uk/25038/.

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Physical simulated locomotion allows rich and varied interactions with environments and other characters. However, control is di cult due to factors such as a typical character's numerous degrees of freedom and small stability region, discontinuous ground contacts, and indirect control over the centre of mass. Previous academic work has made signi cant progress in addressing these problems, but typically uses simulation time steps much smaller than those suitable for games. This project deals with developing control strategies using larger time steps. After describing some introductory work showing the di culties of implementing a handcrafted controller with large physics time steps, three major areas of work are discussed. The rst area uses trajectory optimization to minimally alter reference motions to ensure physical validity, in order to improve simulated tracking. The approach builds on previous work which allows ground contacts to be modi ed as part of the optimization process, extending it to 3D problems. Incorporating contacts introduces di cult complementarity constraints, and an exact penalty method is shown here to improve solver robustness and performance compared to previous relaxation methods. Trajectory optimization is also used to modify reference motions to alter characteristics such as timing, stride length and heading direction, whilst maintaining physical validity, and to generate short transitions between existing motions. The second area uses a sampling-based approach, previously demonstrated with small time steps, to formulate open loop control policies which reproduce reference motions. As a prerequisite, the reproducibility of simulation output from a common game physics engine, PhysX, is examined and conditions leading to highly reproducible behaviour are determined. For large time steps, sampling is shown to be susceptible to physical inva- lidities in the reference motion but, using physically optimized motions, is successfully applied at 60 time steps per second. Finally, adaptations to an existing method using evolutionary algorithms to learn feedback policies are described. With large time steps, it is found to be necessary to use a dense feedback formulation and to introduce phase-dependence in order to obtain a successful controller, which is able to recover from impulses of several hundred Newtons applied for 0.1s. Additionally, it is shown that a recent machine learning approach based on support vector machines can identify whether disturbed character states will lead to failure, with high accuracy (99%) and with prediction times in the order of microseconds. Together, the trajectory optimization, open loop control, and feedback developments allow successful control for a walking motion at 60 time steps per second, with control and simulation time of 0.62ms per time step. This means that it could plausibly be used within the demanding performance constraints of games. Furthermore, the availability of rapid failure prediction for the controller will allow more high level control strategies to be explored in future.
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Chang, Christopher Isaac. "Real-time hand printed character recognition on a DSP chip." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37770.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.
Includes bibliographical references (p. 119-120).
by Christopher Isaac Chang.
M.S.
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12

Abdul, Karim Ahmad. "Procedural locomotion of multi-legged characters in complex dynamic environments : real-time applications." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10181/document.

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Les créatures à n-pattes, comme les quadrupèdes, les arachnides ou les reptiles, sont une partie essentielle de n’importe quelle simulation et ils participent à rendre les mondes virtuels plus crédibles et réalistes. Ces créatures à n-pattes doivent être capables de se déplacer librement vers les points d’intérêt de façon réaliste, afin d’offrir une meilleure expérience immersive aux utilisateurs. Ces animations de locomotion sont complexes en raison d’une grande variété de morphologies et de modes de déplacement. Il convient d’ajouter à cette problématique la complexité des environnements où ils naviguent. Un autre défi lors de la modélisation de tels mouvements vient de la difficulté à obtenir des données sources. Dans cette thèse nous présentons un système capable de générer de manière procédurale des animations de locomotion pour des dizaines de créatures à n-pattes, en temps réel, sans aucune donnée de mouvement préexistante. Notre système est générique et contrôlable. Il est capable d’animer des morphologies différentes, tout en adaptant les animations générées à un environnement dynamique complexe, en temps réel, ce qui donne une grande liberté de déplacement aux créatures à n-pattes simulées. De plus, notre système permet à l’utilisateur de contrôler totalement l’animation produite et donc le style de locomotion
Multi-legged characters like quadrupeds, arachnids, reptiles, etc. are an essential part of any simulation and they greatly participate in making virtual worlds more life-like. These multi-legged characters should be capable of moving freely and in a believable way in order to convey a better immersive experience for the users. But these locomotion animations are quite rich due to the complexity of the navigated environments and the variety of the animated morphologies, gaits, body sizes and proportions, etc. Another challenge when modeling such animations arises from the lack of motion data inherent to either the difficulty to obtain them or the impossibility to capture them.This thesis addresses these challenges by presenting a system capable of procedurally generating locomotion animations fordozens of multi-legged characters in real-time and without anymotion data. Our system is quite generic thanks to the chosen Procedural-Based techniques and it is capable of animating different multi-legged morphologies. On top of that, the simulated characters have more freedom while moving, as we adapt the generated animations to the dynamic complex environments in real-time. Themain focus is plausible movements that are, at the same time,believable and fully controllable. This controllability is one of the forces of our system as it gives the user the possibility to control all aspects of the generated animation thus producing the needed style of locomotion
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13

Polasek, Ashley D. "The evolution of Sherlock Holmes : adapting character across time and text." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/11076.

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The aim of this thesis is to introduce, justify, and apply a better framework for analysing Sherlock Holmes, one of the most adapted characters of all time. The project works to resituate the focus of those involved in studying adaptations of Sherlock Holmes from an examination of the discrete transition of a text from page to screen, to the evolution of the character as it changes across various intertexts and through time. The purpose is to show that it is the character specifically, and not the literary text with its narrative, genric, and aesthetic qualifications, that is being adapted, and that with this in mind, studying adaptations of Sherlock Holmes should involve a study of the various processes, pressures, and mechanisms that shape, change, and define the character throughout its hundreds of screen afterlives. This thesis then analyses many of these processes with the aim of contributing to our understanding of how a character like Holmes is moulded through remediation. It takes into account how the character’s indices shift and accumulate as they are variously performed. It also considers how the mechanisms of selection function to privilege certain incarnations of the character, and how that privileging becomes a part of future readings. Finally, it addresses how reception and perception by audiences influence how the character is read, and thus how it is understood. By considering all of these aspects of the evolutionary process, and by avoiding a chronological or even a linear organization of the texts under scrutiny, this work seeks to offer a more complete answer to the question of how a single source can support a multitude of varied, even contradictory adaptations and remain relevant and interesting through the years.
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Albin-Clark, Adrian. "Simulating characters for observation : bridging theory and practice." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/simulating-characters-for-observation-bridging-theory-and-practice(eb68b4be-2122-4512-b7ba-ae86262f1b18).html.

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Observations of young children are conducted in an educational setting by practitioners to plan and assess activities based on the individual development and needs of the child. Challenges include: recording, how to be an observer rather than a participant, and connecting developmental theory to observable behaviour.Several projects have simulated children in their learning environments, aimed mainly at pre-service teachers, but these have neither been for young children where the activity is play-based nor where the adult is supportive of the child's interests. Some simulations have used 3D graphics to represent a child via a role-playing adult but there have been few attempts to use autonomous characters.A novel real-time interactive 3D graphical simulation—Observation—was developed, providing a physical sandbox for users to: add autonomous characters (representing children), add objects, and customise the play-based environment. The definitions of the characters were informed by the findings from early childhood research. The simulation was evaluated using two complementary serious game frameworks and its utility was evaluated by professionals within the field of early childhood education comprising university students and educators, and local education authority advisors. An explorative, mixed methods approach was taken, triangulating across: a pilot study and a main study; different research instruments (simulation activity plus questionnaire, focus groups, interviews); and a range of participants. The simulation has utility because: it is an interesting way to explore the behaviours of young children, the theoretical understanding behind children's play can be deepened, and observational skills can be developed. The simulation has wide appeal because the perceived utility of the simulation is not influenced by: professional experience, number of real-life observations of young children, or time spent playing video games. Age is considered to be the most important omission from the abstract character in the simulation.
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Riley, Justin A. "Rethinking Candidate Character Trait Evaluations: Polynomial Curvature Modeling and Variation Over Time." Ohio University Honors Tutorial College / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1619032105711706.

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16

Husain, Adrian A. "Types of time and Shakespeare : a study of Machiavelli, man's character and power-plays." Thesis, University of East Anglia, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.316150.

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The thesis is primarily concerned with character in history. It takes a new look at the topic of the 'old' and 'new' prince. I have carried out a detailed analysis of The. Discourses and The Prince in relation to The. Twelve Caesars by Suetonius, showing how Machiavelli produces a character who can function efficiently in history by avoiding definition or closure. This is followed by a discussion on Castiglione's The. Courtier. Here the focus is on sorezzatura which demonstrates the evanescence and volatility of the courtly persona. The final section deals in detail with The. Tempest, with reference also to Richard 11 and mgt. This explores the genre of these plays in relation to power and power play. The argument here seeks to show how Machiavellian paradigms far removed from those traditionally highlighted operate in Shakespeare. The effect is to produce a reading of The. Tempest which foregrounds the character of Antonio and offers a new perspective on Prospero's power.
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Anderson, Eike F. "On the definition of non-player character behaviour for real-time simulated virtual environments." Thesis, Bournemouth University, 2008. http://eprints.bournemouth.ac.uk/11991/.

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Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games.
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Wang, Sean Yung-hsiang. "Lost in time : the concept of tempo and character in the music of Brahms /." May be available electronically:, 2008. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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Gous, Joané Facqueline. "Paul Auster's representation of invisible characters in selected novels." Thesis, North-West University, 2012. http://hdl.handle.net/10394/9028.

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In this dissertation I argue that invisible characters, as they appear in Paul Auster’s novels, serve a very specific function within the interpretative framework of a text and that they should be considered to play a functional role, in order to arrive at a more holistic interpretation of the text and a more accurate analysis of said texts. I argue that Auster knowingly includes these characters in his novels as part of his narrative technique, in order for them to serve specific functions and to contribute to the structure of postmodern fiction. I make use of a contextualized close reading of five of Auster’s novels and attempt a hermeneutic interpretation of these novels to arrive at a hermeneutic circle when combining these novels into an integrated whole, individual, work of fiction. Certain parallels can be drawn between Auster’s various novels and these parallels contribute to the various motifs and themes found throughout his work. The importance of space in Auster’s novels is also highlighted with emphasis on liminality which serves as an instigator for transgression to occur between different fictive worlds.
Thesis (MA (English))--North-West University, Potchefstroom Campus, 2013.
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Whittaker, Frieda Martina. "Characters in Conflict with Time: the Evolution and Exposition of Temporality in Historia de una escalera, El tragaluz, La Fundación, and La detonación." The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1041180170.

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21

Bonnici, Elias, and Per Arn. "The impact of Data Augmentation on classification accuracy and training time in Handwritten Character Recognition." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302538.

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This bachelor thesis was conducted at the Royal Institute of Technology with the purpose of examining several combinations of data augmentation methods and their impact on classification accuracy of a CNN model. Further, the study investigates the time taken to train the model using the different data augmentation methods as to decide which ones have the best impact on classification accuracy in relation to their computational cost. The results indicate that the best classification accuracy is achieved when applying all provided augmentation methods although this leads to the longest training time. The study shows that a feasible alternative to the latter is to use a combination of augmentation methods which include Affine and Morphological transformations and Noise injection/removal since they yield a positive impact on classification accuracy while at the same time keeping the resource cost viable.
Detta kandidatexamensarbete har utförts på Kungliga Tekniska Högskolan med syftet att undersöka ett antal kombinationer av dataaugmenteringar för att ta reda på dess effekt på träffsäkerheten hos en klassificeringsmodell, i denna studie ett Convolutional Neural Network (CNN). Vidare ämnar rapporten att undersöka den tid det tar att träna modellen med de olika dataaugmenteringarna i syfte att identifiera vilka av dem som ger bäst resultat i relation till dess resurskostnad. Resultatet tyder på att när alla augmenteringsmetoder tillämpas samtidigt uppnås den högsta träffsäkerheten hos modellen på ny okänd data. Samtidigt kräver dock den senare tillämpningen allra flest resurser vid träning av modellen, därav längre körningstid. Studien visar på att ett rimligt alternativ till detta är att använda sig utav en kombination augmenteringsmetoder som inkluderar Geometriska och Morfologiska transformationer samt injektioner/extraktioner av Gaussiskt brus då de i denna studie visar sig ge högst träffsäkerhet hos modellen i förhållande till den tid det tar att träna modellen med augmenteringsmetoden.
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Austin, Sophie. "Time-travel and Empathy: an Analysis of how Anachronous Narrative Structures Affect Character/Reader Empathy." Thesis, Stockholms universitet, Engelska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-169736.

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This study focuses on the relationship between the author’s narrative craft and the potential for the reader’s empathetic response. Specifically, it discusses how an anachronous narrative structure provides the author with different ways to promote empathy. The discussion of empathy is key in the discussion of narrative craft: great characters are those a reader can empathise with. But the discussion of empathy runs deeper than this, with many scholars turning to the wider effects literature can have on a reader’s moral compass (Nussbaum 1997) and even their real-world behaviour (Keen 2007). This study sets aside the question of how to produce empathy and turns instead to the author’s craft. I have assessed the author’s capability of promoting empathy by building a framework of tools for the author (dubbed The Empathy Toolbox) from several studies conducted by narratology theorists. I have then analysed this in relation to my own work and that of Audrey Niffenegger and Kurt Vonnegut with a particular focus on characterisation and how this is affected by anachrony. This study is of value to all writers of creative fiction, as anachronous timelines can be employed across a breadth of genres using plot devices like flashbacks, flash-forwards and dream sequences. Furthermore, it provides authors with tools to aid their craft and help their work resonate with any reader, not just those that might have a similar background to their protagonist.
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Juozaitytė, Daiva. "Antano Vaičiulaičio novelės „Prelato vynas“ lokacija." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130802_113230-42534.

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Bakalauro darbe analizuojama Antano Vaičiulaičio novelėje „Prelato vynas“ lokacija: veikėjai, laikas, erdvė. Iš kūrinio išrinkti 150 teksto fragmentai išanalizuoti taikant aprašomąjį, analizės, interpretavimo, skaičiavimo metodus. Išrinkti veikėjų įvardijimai suskirstyti į dvi grupes – vyrų ir moterų. Sudarytos ir išanalizuotos 7 nominacinės eilės vyrų bei 3 nominacinės eilės moterų. Išnagrinėjus pavyzdžius nustatyta, kad veikėjai įvardyti asmenvardžiais (Kazys, Albinas, Aldona, Stasė), bendriniais daiktavardžiais (vyras, sargas, vyrukas, pyplys, miegalius), rečiau – būdvardžiais (ilgesnysis, mažesnysis), asmeniniais (jis, ji), parodomaisiais (tas, anas, šitas) įvardžiais. Įvairiomis kalbos priemonėmis sukurti du ryškūs, realistiškai pavaizduotų veikėjų (Kazio ir Albino) paveikslai, spalvingi šalutinį vaidmenį atliekančių veikėjų (prelato, vikaro, policininko ir kt.) paveikslai. Išanalizavus kūrinyje rastus pagrindinių veikėjų Kazio ir Albino aprašymus galima pasakyti, kad juose sukurtas ne tik gana detalus veikėjų išorės vaizdas, bet ir išryškėja jų charakterio bruožai: Kazys – optimistas, siekiantis vadovauti, atkaklus, Albinas – linkęs nusileisti, paklusti, ramus, bailus. A. Vaičiulaičio novelėje „Prelato vynas“ vaizduojami įvykiai chronologiškai trunka dvi dienas, minimas vienas metų laikas – vasara. Išanalizuota novelės atvira (rugių laukas, pieva, sodas) ir uždara (kambarys, smuklė, kalėjimas) erdvė. Regimosiomis, girdimosiomis ir lytėjimo detalėmis kuriamas... [toliau žr. visą tekstą]
In Bachelor’s thesis the author analyzes the location of the short story “Prelato vynas” by Antanas Vaičiulaitis: the characters, time and space. There were 150 fragments of text selected from the story and analyzed using descriptive, analytical, interpretative and calculating methods. The designators of characters were selected and divided into two groups: masculine and feminine. There were 7 nominal rows of masculine and 3 nominal rows of feminine designators composed and analyzed. After having analyzed the examples it was revealed that the characters were designated by personal names (Kazys, Albinas, Aldona, Stasė), nouns (man, watcher, bloke, shrimp, sleeper) and less frequently by adjectives (the taller one, the smaller one), personal pronouns (he, she) and demonstrative pronouns (this, that). Using various means of language there were two vivid, realistic pictures of characters (Kazys and Albinas) created as well as colourful pictures of secondary ones (prelate, vicar, policeman and others). The analysis of the descriptions of the main characters Kazys and Albinas found in the story shows that not only rather detailed picture of external appearance is given, but also their personal traits are revealed: Kazys is an optimist, striving to command, persistent, while Albinas is ready to succumb, obedient, calm and timid. The events depicted in the short story “Prelato vynas” by Antanas Vaičiulaitis last two days in a chronological order; the only season mentioned is summer... [to full text]
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Evans, Mallory. "THE IMPACT OF PREFERRED CHARACTERS IN TEACHING COMMUNITY SIGN READING TO STUDENTS WITH MODERATE INTELLECTUAL DISABILITIES." UKnowledge, 2015. http://uknowledge.uky.edu/edsrc_etds/19.

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The purpose of this study was to determine the impact of using preferred characters with a constant time delay instructional procedure to teach community sign reading to three students with moderate intellectual disability with the definitions of the signs as non-targeted information. An adapted alternating treatments design was used to evaluate the effectiveness and efficiency of the preferred characters on acquisition of the community signs. Pre- and post- assessments were conducted on acquisition of the non-targeted definitions, as well as generalization of the signs and their meanings. The results indicated that all students learned the target signs and they learned all of the definitions of the signs when they were presented with a preferred character. Students did not generalize the meanings of the signs to community settings.
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Liaqat, Ahmad Gull. "Mobile Real-Time License Plate Recognition." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-15944.

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License plate recognition (LPR) system plays an important role in numerous applications, such as parking accounting systems, traffic law enforcement, road monitoring, expressway toll system, electronic-police system, and security systems. In recent years, there has been a lot of research in license plate recognition, and many recognition systems have been proposed and used. But these systems have been developed for computers. In this project, we developed a mobile LPR system for Android Operating System (OS). LPR involves three main components: license plate detection, character segmentation and Optical Character Recognition (OCR). For License Plate Detection and character segmentation, we used JavaCV and OpenCV libraries. And for OCR, we used tesseract-ocr. We obtained very good results by using these libraries. We also stored records of license numbers in database and for that purpose SQLite has been used.
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Ouzounian, Zena. "Childhood Witnessing of Domestic Violence and Its Impact On Character Development Across Time and Adulthood Relationships." Antioch University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1576091625968322.

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Goold, Lachlan A. "Space, time, creativity, and the changing character of the recording studio: Spatiotemporal attitudes toward 'DIY' recording." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/116473/1/Lachlan_Goold_Thesis.pdf.

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This thesis investigates new spatial relationships in music production triggered by the proliferation of low-cost digital music production tools and how they have changed factors of time and creativity for the record producer and recording artist. Research methods combine creative practice with participant observation through a comparative set of music production projects that compare recordings done in large-format recording studios with those done in DIY contexts, and with a hybrid approach combining both. The findings indicate a new recording paradigm in which DIY spaces have become a domesticated form of a once industrialised production process.
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Lear, Laury. "Personality Traits of Young Characters in Caldecott Award Winning Picture Books from Three Time Periods| 1950s, 1980s and 2000s." Thesis, Notre Dame of Maryland University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3706103.

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Educators have a responsibility to choose and share picture books with young children carefully, with a full understanding of the psychological, cultural and developmental potential that these books have for children. Picture books have a profound and lasting effect on children at a most impressionable age. Children identify with the characters in the picture books, sometimes through the personality of the characters, and that identification allows them to acquire ideas and emotions, conscious and unconscious, that promote developmental growth and teach social and cultural constructs.

This study employed a mixed methods research design using content analysis to describe the total personality of young characters in picture books from three decades: the 1950s, the 1980s, and the 2000s. This study looked for changes in the personalities of young characters in those time periods, including changes related to the gender of the characters.

This study found a consistent whole personality for the young characters in the picture books studied that can be described using the Big Five Personality Factors. There were statistically significant differences in the time periods for two of the Big Five Personality Factors. Although there were differences in personality between genders, those differences were not statistically significant.

Significant differences in the personality factors of extroversion and openness to experience in the time periods studied may be related to changes in society that have impacted the lives of children. The use of media, especially television, had exploded into the lives of children in the time periods studied. The relationship between children and nature had changed over the time periods.

Children may need adult intervention in terms of providing context, literary analysis, and discussion when reading picture books. Educators using picture books in instruction may need to carefully consider cultural standards, cultural ideals, and cultural change reflected in the books as part of instructional planning. Educational researchers need to examine the whole personality of characters in picture books so that the findings of their studies may inform and influence those in the home and the school using this powerful tool to help our children achieve their potential.

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Smit, Hendrik Christiaan. "Development of a time/temperature logging device to characterise the burning characteristics of biofuels." Thesis, Stellenbosch : University of Stellenbosch, 2011. http://hdl.handle.net/10019.1/6616.

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Thesis (MScFor (Forest and Wood Science))--University of Stellenbosch, 2011.
ENGLISH ABSTRACT: A lab scale combustion unit was designed, in order to characterise the performance of various woody and wood-based biofuels commonly used for energy production, cooking and heating. The unit was constructed in a way that it could be repeatedly reused and provide similar testing conditions, such as airflow for all samples. The requirements were that it was big enough to contain a fire large enough to yield good time/temperature profiles and at the same time easy to handle, operate and clean. It also had to allow the insertion of the thermocouples and flue gas probe. Time / temperature profiles were obtained and O2, CO2 and CO levels in the flue gas determined for each biofuel. The samples consisted of the five most commonly used fuel wood species in the Western Cape, namely Rooikrans, Camelthorn, Bluegum, Black wattle and vine stumps and five processed products, namely wood pellets, wood briquettes, commercial charcoal, commercial briquettes and handmade briquettes. Combustion time/temperature profiles were obtained for all samples and characteristic values, such as the maximum temperature and coal temperature compared. This allowed an indication of which product performed better than others in the different combustion phases and is more suitable for different requirements, such as industrial heating, or domestic cooking. Even though Bluegum and Camelthorn performed best overall they were not necessarily suited, for example, for large scale industrial use. It was found that wood pellets and charcoal were the best biofuel for industrial purposes, whereas Rooikrans was found to be the best option for small scale use.
AFRIKAANSE OPSOMMING: ‘n Laboratoriumskaal verbrandingseenheid was ontwerp vir die toets en karakterisering van verskeie houtgebaseerde biomassa soorte algemeen in gebruik vir energie opwekking, kook en verhitting. Daar was besluit om ‘n eenheid te bou vir herhaalde gebruik wat die omstandinghede vir elke toets konstant kan hou, bv. ‘n damper om lugvloei deur die sisteem the beheer. Die eenheid moet groot genoeg wees om veilig ‘n groot genoeg vuur the bevat waarmee ‘n goeie tyd/temperatuur profiel verkry kan word, maar terselfdetyd klein genoeg wees om te hanteer, operateer en skoon te maak. Die eenheid moes ook voorsiening maak vir die insteek van die termostate en gas peilstif. Tyd/temperatuur profiele is verkry en O2, CO2 en CO vlakke in die uitlaatgas is bepaal vir elke bio-brandstof. Die monsters was saamgestel uit vyf van die mees algemeen gebruikte brandhout spesies in die Wes Kaap, naamlik Rooikrans, Kameeldoring, Bloekom, Swartwattel en wingerdstompies, asook vyf geprosesseerde produkte naamlik houtpille, houtbrikette, kommersiële steenkool, kommersiële brikette and handgemaakte brikette. Verbranding tyd/temperatuur profiele is verkry vir al die monsters en verteenwoord waardes is daarvan afgelees, bv. die maksimum temperatuur wat bereik is of die temperatuur waar die vlamme uitgesterf het en slegs koolhitte gemeet word. Hierdie profiele het dit moontlik gemaak om te identifiseer watter produk het beter gevaar as ander gedurende die verskillende verbrandingsfases en is beter gepas vir verskillende gebruike, bv. huishoudelike kook en verhitting. Resultate het gedui dat die Bloekom en Kameeldoring die beste gevaar het oor all die toetse heen, maar was nie noodwendig ideaal vir elke spesifieke doel nie. Dit was bevind dat die steenkool en houtpille die beste gepas is vir industriele gebruik en dat die Rooikrans beter geskik is vir huishoudelike en kleinskaalse gebruik.
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Algemo, Bergfeldt Hanna, and Ahlin Josefin Sundling. "Livsplanering i en kortsiktig värld : En kvalitativ studie om tidsbegränsat anställdas möjligheter att planera." Thesis, Södertörns högskola, Sociologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-31739.

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This paper concerns the subject of temporary employments and how the employment status affects the personal life of the employee. The aspects of the personal life which are being investigated is the employees possibilities to plan their long term future as well as their short term future. Furthermore, the employees social relations and spare time are being investigated. The paper is qualitative and is based on semi-structured interviews with four people between the age of 25 and 35 who are experienced with temporary employment. The results of the interviews are analyzed in light of Richard Sennetts theory about ”The corrosion of character”, which shows upon a contradiction between the character-building and today's job market. The conclusions are that the employees possibilities concerning long term planning, as well as short term planning, is aggravated by their temporary employment status. Their spare time seems to become less extensive and the time devoted to the social relationships decreases. However, we can not draw any conclusions on the social relations patterns affected at a deeper level.
Denna uppsats berör ämnet tidsbegränsade anställningar och hur anställningsformen påverkar den anställdes privatliv. De aspekter av privatlivet som undersöks är den anställdes möjligheter till lång- samt kortsiktig planering och sociala relationer samt fritid. Studien är kvalitativ och resultatet bygger på semistrukturerade intervjuer med fyra personer mellan 25 år och 35 år vilka alla har erfarenhet av tidsbegränsade anställningsformer. Resultatet från intervjuerna analyseras i ljuset av Richard Sennetts teori ”När karaktären krackelerar”, som visar på en motsättning mellan mänskligt karaktärsbyggande och dagens arbetsliv. Slutsatserna som dras är att den långsiktiga och kortsiktiga planeringen försvåras av den tidsbegränsade anställningsformen. Fritiden blir mindre omfattande och de sociala relationerna ägnas det mindre tid åt; dock kan vi inte uttala oss om de sociala relationernas mönster påverkats på ett djupare plan.
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Teetsel, Sarah M. "Musical Memory of the Player, Characters, and World of The Legend of Zelda Video Game Series." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431710749.

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Slagh, Christopher. "Managing chaos, 140 characters at a time how the usage of social media in the 2010 Haiti crisis enhanced disaster relief /." Connect to Electronic Thesis (CONTENTdm), 2010. http://worldcat.org/oclc/648147065/viewonline.

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Killham, Jennifer E. "Exploring the Affordances of Role in the Online History Education Project "Place Out of Time:" A Narrative Analysis." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1416231926.

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Vokes, Elizabeth. "Playing with time: the relationship between theatrical timeframe, dramatic narrative and character development in the plays of Alan Ayckbourn." Thesis, University of the Western Cape, 2006. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_3786_1255506973.

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Alan Ayckbourn claims that he has always been facinated by time as an aid to dramatic story telling. The thesis examined how Ayckbourn manipulates the dramatic timeframe, often in an unconventional manner, as a device to aid both the development of dramatic narrative and the development of characterisation within his plays.

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Evaristo, Ana Cláudia Ferreira de Queiroz. "O tempo como antagonista na obra Somewhere in Time, de Richard Matheson." Universidade Presbiteriana Mackenzie, 2012. http://tede.mackenzie.br/jspui/handle/tede/2135.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
The novel Somewhere in Time (1975), by the American author Richard Matheson, presents time as the most relevant element in the elaboration of this novel which ranges between Fantasy and Science Fiction. Time appears in the novel through many perspectives not only as part of the narrative structure, as a character, but also connected to a musical element, more specifically to Gustav Mahler's symphonies. The main focus of this analysis is to reflect about Time and character in the narrative once time is the real antagonist in Matheson s story. In his battle against Time, the character Collier has no control over it, neither in the present time(1971) nor in the past time (1896), considering that he travels back to the past in search of a lost love. The time travel in the novel indicates a reflection about time irreversibility through an immersion into an imaginative world, exposing the intriguing feelings that strike the different historical subjects.
O romance Somewhere in Time (1975), do autor norte-americano Richard Matheson, apresenta o tempo como elemento de maior relevância no interior da construção narrativa, que transita entres os gêneros Fantasy e Ficção Científica. Tal elemento surge na obra por meio de várias perspectivas: como personagem, como parte da estrutura narrativa e, também, relacionado à questão musical, mais especificamente, às sinfonias do compositor Gustav Mahler. O enfoque principal deste trabalho é o estudo das categorias tempo e personagem na narrativa, sendo que o tempo é percebido como verdadeiro antagonista do herói, Richard Collier. Em sua batalha com tempo, a personagem Collier não tem controle sobre o tempo real, aquele no qual está imerso em 1971, nem do tempo passado em 1896, revestido pela aparência de presente. A viagem no tempo, proposta no romance, anuncia uma reflexão a respeito da irreversibilidade do tempo por meio de uma imersão em um mundo imaginativo, povoado pelos medos inerentes aos diferentes sujeitos históricos.
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Hoheisel, Antje [Verfasser], and Norbert [Akademischer Betreuer] Frank. "Evaluation of greenhouse gas time series to characterise local and regional emissions / Antje Hoheisel ; Betreuer: Norbert Frank." Heidelberg : Universitätsbibliothek Heidelberg, 2021. http://d-nb.info/1238361994/34.

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Bazzoli, Oíse de Oliveira Mattos [UNESP]. "O espaço na configuração das personagens em contos de Alice Munro." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/141499.

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Esta pesquisa tem como objetivo principal analisar, sob o ponto de vista da narratologia, três contos: “The Peace of Utrecht”, “Meneseteung” e “Fiction”, presentes, respectivamente, nas coletâneas Dance of the Happy Shades (1968), Friend of my Youth (1991) e Too Much Happiness (2009), da escritora canadense contemporânea Alice Munro, vencedora do Prêmio Nobel de Literatura em 2013, cujos contos, elaborados de forma renovada, são caracterizados pelos finais em aberto, contém descrições realistas do sudoeste de Ontário, retratam cenas familiares que facilitam a introdução do estranho, do misterioso, do desconhecido e até fantástico. Esta união, do familiar e do estranho, cria um senso de ironia e duplicidade de observação em relação a lugares e às pessoas, permitindo que se explore a luta canadense com a identidade evidenciada na escritora. A ambivalência que Munro sente como escritora é uma de suas preocupações pessoais que contribuem para essa profundidade emocional e vivacidade em sua ficção. Algumas de suas melhores histórias expressam sentimentos que provocam questionamentos em qualquer leitor mais sensível e que são, ao mesmo tempo, explorações e descobertas da própria emoção da autora. Para o desenvolvimento deste estudo, apoiamo-nos nas reflexões de Osman Lins, Bachelard, Ozíris Borges Silva no que diz respeito à espacialização da narrativa, como também em estudos de Bakhtin que explora a ideia de cronotopo. Também constitui objetivo identificar os momentos de epifania e os elementos góticos que atuam na configuração das personagens de Munro.
The main goal of this paper is to analyse, from the point of view of narratology, three short stories: “The Peace of Utrecht”, “Meneseteung” and “Fiction”, present, respectively, in the collections Dance of the Happy Shades (1968), Friend of my Youth (1991) and Too Much Happiness (2009), from the contemporary Canadian writer Alice Munro, winner of the 2013 Nobel Prize in Literature, whose short stories, elaborated in a renewed way, are characterized by open ends, have realistic descriptions of southwest Ontario, depict familiar scenes that facilitate the introduction of the strange, the mysterious, the unknown and even the fantastic. This connection of the familiar and the strange, creates a sense of irony and duplicity in observation concerning places and people, allowing that the Canadian fight for identity is evidenced. The ambivalence Munro feels as a writer is one of her personal concerns that contribute to emotional and vivacious depth in her fiction. Some of her best stories show feelings that raise a lot of questions in any sensitive reader and that are, at the same time, the writer´s explorations and discoveries. To the development of this study, we will base our reflections in Osman Lins, Bachelard and Ozíris Borges Silva concerning narrative space as well as Bakhtin that explores the idea of cronotopos. It is also the aim of the paper to identify the epiphanic moments and the gothic elements that act in the description of Munro´s characters.
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Whittaker, Frieda Martina. "Characters in conflict with time the evolution and exposition of temporality in Historia de una escalera, El tragaluz, La Fundacin̤, and La detonacin̤. /." Columbus, Ohio : Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1041180170.

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Thesis (Ph. D.)--Ohio State University, 2003.
Title from first page of PDF file. Document formatted into pages; contains viii, 298 p. Includes abstract and vita. Advisor: Samuel Amell, Dept. of Spanish and Portuguese. Includes bibliographical references (p. 283-298).
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Griffin, Edward. "The effects of time-perspective and character-strengths on the success, psychological health and subjective well-being of undergraduate students." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10622.

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The student experience is a unique journey of challenge and opportunity, for which their success, subjective well-being (SWB) and psychological health are key elements. In three related investigations, this mixed-methods research programme examined the effects of Time-Perspective (TP: An individual’s psychological relationship with time) and Character-Strengths (CS: 24-positive traits associated with good character) on these outcomes. Investigation 1 involved developing a Likert-type scale to measure students’ success in areas they felt were important to the construct. Qualitative content analysis identified that HE students and staff collectively defined success as a multifaceted construct, consisting of numerous academic, non-academic and social aspects. These informed the development of a reliable and valid questionnaire for measuring success perceptions in seven of these areas. This was used in the following investigation to assess a range of outcome variables pertaining to student success. Investigation 2 was a longitudinal study assessing the effects of TP and CS on the success, good/poor psychological health and SWB of Year-1 HE students. In line with previous research, excessive or insufficient use of certain TP orientations was associated with, and could predict multiple positive and negative outcomes. For example, Future and Past-Positive orientations were predictive of academic success, perceived student success and SWB. Student psychological problems were associated with a bias towards Past-Negative and Present-Fatalist orientations. Additionally, a new formula for calculating a continuous Balanced Time Perspective (BTP) variable was devised and tested. High levels of BTP were associated with many positive aspects of the HE experience. Strengths were mainly associated with SWB and perceptions of success. However, Hope and Self-Regulation were inversely related with depression, anxiety, stress and negative-affect. Investigation 3 was a follow-up interview study with six student participants, who presented interesting profiles in Investigation 2. They talked about their experiences of psychological ill-health/well-being and student success in relation to TP and CS. Five super-ordinate themes were identified, including ‘Living with negative past experiences’, ‘A balancing act’ and ‘Using my strengths’. Psychological difficulties represent an escalating problem in HE, and student success and SWB are important outcomes. Both TP and CS offer additional understandings of these areas, adding value in academic, practical and theoretical contexts. This research has indicated that interventions focused on TP modification (i.e. developing a BTP) and strength development, may potentially offer preventative mental-illness strategies for susceptible students and enhance their success and SWB.
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Nefian, Ara. "A hidden Markov model-based approach for face detection and recognition." Diss., Georgia Institute of Technology, 1999. http://hdl.handle.net/1853/13888.

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Thomazoni, Andresa Ribeiro. "Quando o computador se torna atelier de criação artística. Liana Timm : vida de artista e artista da vida." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/108581.

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A presente tese foi desenvolvida no Programa de Pós-Graduação Informática na Educação, inserindo-se na linha de pesquisa “Interfaces digitais em educação, arte, linguagem e cognição”. Trata-se de uma pesquisa interdisciplinar que buscou tramar um diálogo entre arte e tecnologia. Mais especificamente, foi realizada uma investigação a respeito da imagem digital, entendendo-a como produzida em um agenciamento maquínico entre computador, considerado como atelier, e o corpo-artista. Desta paisagem, a investigação sobre a imagem digital buscou explorar as possibilidades de indeterminação na imagem, ou seja, suas possibilidades de criação e invenção, numa espécie de escavação até visibilizar o pixel, como o menor elemento da imagem. Metodologicamente realizou-se uma cartografia, escolhendo-se os trabalhos de imagens digitais realizados pela artista gaúcha Liana Timm. Tomou-se Liana como uma personagem estética e suas obras como disparadoras da problematização sobre imagens digitais produzidas no embate criacionista com o computador-atelier. Buscamos, dessa forma, abrir outros espaços para problematizar a imagem digital e suas possíveis conexões, bem como afirmar o computador como uma potência para fomentar maquinismos produtores da diferença e invenção.
The present thesis was developed in the Computer in Education Postgraduate Program, as part of the "Digital interfaces in education, art, language and cognition" line of research. This is an interdisciplinary research that sought to weave a dialogue between art and technology. More specifically, an investigation was carried out regarding the digital image, comprising it as produced by a machinic assemblage between the computer considered as a workshop and the body-artist. From this landscape, the research on digital image sought to explore the possibilities of indeterminacy in the image, ie, its creation and invention possibilities, a kind of digging done to show the pixel as the smallest element of the image. Methodologically, it was done a cartography, picking up the pieces of digital images made by Brazilian artist, Liana Timm. We took Liana as an aesthetic character and her works as the trigger of the problematization about the digital images produced in a creationist clash with the computer-workshop. We seek, therefore, to open up other spaces to discuss the digital image and its possible connections as well as to firm the computer as a potency to foment machinisms producers of difference and invention.
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Santos, Liliane Silva dos. "Em torno da gênese de uma personagem proustiana: tia Léonie no caminho da descoberta de uma vocação." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8146/tde-22042015-164837/.

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NO ROMANCE DE MARCEL PROUST Em busca do tempo perdidodesfilam ante os olhos do leitorum compêndio de seres enigmáticos, fragmentários, que oferecem em si, ao longo da obra, uma gama de novas imagens e possibilidades. Desse complexo conjunto de seres imprevisíveis, há um caso particular de uma personagem secundária. Figuraaparentemente dentro da narrativa como um ser anedótico, apenas para compor um ambiente cômico, pueril dentro de Combray, a cidadezinha prosaica de infância do herói do romance: a tia Léonie. O objetivo do trabalho que apresentamos não é somente analisar esse ser aparentemente risório, a eterna doente de Combray. Sobretudo, pretende-se mostrar dentro dopróprio romance proustiano que Léonie, como os tantos personagens desse trajeto rumo à descoberta da verdadeira vocação do herói, também colocará sua pequena pedra na composição monumental da obra por vir, pois, ao seu modo, também contribuirá para a composição daquele que renunciará à vida, se reservando apenas o essencial, para compor seu romance.
IN THE NOVEL OF MARCEL PROUST\'S \"In Search of Lost Time\", parade before the reader\'s eyes, a compendium of enigmatic, fragmentary beings, offering itself, throughout the work, a range of new images and possibilities. In this complex set of unpredictable beings, there is a particular case of a secondary character, apparently figuring in the narrative as being anecdotal, just to make a comic, childlike environment in Combray, the prosaic town of the novel heros childhood: Aunt Léonie. The objective of the present work is not only to analyze this seemingly be risorius, \"the eternal sick of Combray.\" Above all, it presents in the Proustian novel itself that Léonie, as so many characters that path towards the discovery of the true vocation of the hero, also put your little stone in monumental composition of the work to come, for, in his own way, also contribute for the composition that he would resign to life, reserve to itself only the essentials, in order to compose his novel.
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43

Miller, Brenda Kay Kesterson David B. "Murky impressions of postmodernism Eugene Gant and Shakespearean intertext in Thomas Wolfe's Look homeward, angel and Of time and the river /." [Denton, Tex.] : University of North Texas, 2007. http://digital.library.unt.edu/permalink/meta-dc-5143.

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44

Tchernev, John Martin. "Creating and Maintaining Identification with Characters in Narrative Films: The Impact of Protagonist Motivations and Key Story Moments on Real-Time Audience Identification and Liking." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429807335.

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45

Malham, Albertine. "The classification and interpretation of tin smelting remains from South West England : a study of the microstructure and chemical composition of tin smelting slags from Devon and Cornwall, and the effect of technological developments upon the character of slags." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4906.

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Artefacts relating to tin smelting from tin mills or 'blowing houses' in Devon and Cornwall, plus material from smelting sites that cover a range of dates from the Bronze Age through to the 19th Century, were examined: these include metallic tin, furnace linings, ore samples and slag. Analysis of tin slags from over forty sites was carried out, to determine microstructure and chemical composition. Techniques employed included optical and scanning electron microscopy, X-ray fluorescence and ICP mass spectrometry. Analysis indicates that slag appearance and composition are heavily influenced by local geology. Composition, particularly iron content, is shown to have a strong effect on slag melting point and viscosity, and the implications for the purity of metal produced are discussed. Bringing together the evidence provided by slag chemistry, documentary sources and smelting remains in the archaeological record, changes in tin smelting technology through time, and the consequences thereof, are considered.
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46

Wilsenach, Coba†Maryn. "An examination of the relation of scientific thought to changing notions of time, space and character in 20th century drama: Chekov, Beckett, Foreman." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/13988.

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This study examines and investigates the relation of scientific thought to changing notions of time, space and character in twentieth†century drama. The aim of the study is to illustrate the influence scientific thought had on the zeitgeist of the twentieth†century and how this in turn is reflected through the drama in the treatment of the dramatic elements of time, space and character. The focus of the study rests on three case studies, each of which can be seen as a precursor to the following in a linear timeline of the development of twentieth†century drama. The analysis of the three texts, namely Anton Chekhov's The Cherry Orchard, Samuel Beckett's Waiting for Go dot and Richard Foreman's Bad Boy Nietzsche, will show how the philosophical notions of the twentieth†century, namely relativity, uncertainty, ambiguity, paradox, complexity and causality (which stemmed from the changing worldview offered by the theory of relativity) is reflected in the dramatists' handling of the notions of time, space and character.
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47

Santos, Maria da Graça Ribeiro da Mata dos. "Gonçalo M. Tavares: os pontos no mapa e a desrazão do mundo." Doctoral thesis, Universidade de Évora, 2016. http://hdl.handle.net/10174/18419.

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O projeto literário de Gonçalo M. Tavares apresenta-se como uma cartografia performativa em que as Séries demarcam territórios de implementação do pensamento por sua vez materializados nos Cadernos. O propósito do estudo é a análise desse espaço literário, primeiramente, na sua totalidade, num segundo tempo, da Série O Reino e, por último, destacar-se-á o quarto romance da tetralogia, Aprender a Rezar na Era da Técnica. Do fragmento ao romance, passando pela poesia, a epopeia a micro-narrativa e o ensaio, desta escrita ressalva-se a heterogeneidade e hibridez dos registos como marcas distintivas do autor, por isso damos conta da inespecificidade das formas e da aproximação a uma performance da escrita. Os romances, objeto principal da tese, veiculam um discurso de reiteração temática com acento na premissa contemporânea da legibilidade do mal e na racionalidade cujo modelo pós-Auschwitz se pretende questionar. As personagens, na sua caracterização e nas relações com o outro, servem o estrangulamento que esse tempo histórico e o espaço claustrofóbico de uma cidade como cenário transversal delimitam, confrontando-se, a todo o momento, com o medo da morte. Estes elementos, em conjunto com a linguagem, também um instrumento de poder, serão considerados para a reflexão sobre a criação literária, uma zona de compromisso ideológico e estético; ABSTRACT: The literary project of Gonçalo M. Tavares presents itself as a performative mapping in the Series demarcate territories of implementing the thought that, in turn, the Notebooks materialize. The purpose of the study is the analysis of this literary space, first, in its entirety, a second time, series The Kingdom and, lastly, will highlight it fourth novel of the tetralogy, Learning to Pray in the Era of Technology. Fragment of the novel, through poetry, epic micro-narrative and the test of this writing it is emphasized the heterogeneity and hybridity of records as distinguishing the author marks, so we realize the specificity of the forms and the approach to a performance writing. The novels, the main object of the thesis, convey a speech thematic reiteration accented in contemporary premise of readability of evil and rationality whose post- Auschwitz model intended question. The characters in his characterization and relationships with each other, serve the bottleneck that historical time and the claustrophobic space of a city like cross scenario, delimit, clashing, at all times, with the fear of death. These elements, together with language, also an instrument of power, will be considered for reflection on the literary creation, a zone of ideological and aesthetic commitment.
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Rhodin, Helge [Verfasser], and Christian [Akademischer Betreuer] Theobalt. "From motion capture to interactive virtual worlds : towards unconstrained motion-capture algorithms for real-time performance-driven character animation / Helge Rhodin ; Betreuer: Christian Theobalt." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2017. http://d-nb.info/1123071160/34.

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49

Reggiani, Maristela. "Um estudo da temporalidade nos romances: O amanuense Belmiro e Para sempre." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/8/8156/tde-27112009-153436/.

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O objetivo deste trabalho é, à luz da Literatura Comparada, tecer uma rede de vínculos entre os romances O Amanuense Belmiro, de Cyro dos Anjos, e Para Sempre, de Vergílio Ferreira, para cotejá-los, realçando suas semelhanças e dessemelhanças, e, conseqüentemente, compreendê-los melhor. Para isso, após breves considerações sobre determinados conceitos relativos à composição do romance, como enunciado e enunciação, narrador e narratário, o foco narrativo, o espaço e a personagem, centralizamos a discussão no conceito de tempo distinguindo três noções: tempo físico, tempo interior e tempo lingüístico, com destaque para as duas últimas e o utilizamos como eixo no estudo das obras, na intenção de verificar como os narradores-personagens vêem seu passado e vivem seu presente. No que tange ao tempo lingüístico, privilegiamos o estudo do uso dos verbos, dentre outras palavras temporais, a fim de verificarmos os efeitos de sentido nas escolhas dos dois autores; quanto ao tempo interior, que não é marcado pelo relógio, mas pela intensidade com que as personagens vivem diferentes momentos, enfatizamos o estudo da relação das personagens com o passado. Também, em virtude da clara diferença entre os tipos de romance analisados, destinamos considerável parte do trabalho ao estudo do gênero narrativo.
The aim of this paper is to weave a set of relations, at the light of the Comparative Literature, between the novels O Amanuense Belmiro (Cyro dos Anjos, 19XX) and Para Sempre (Vergílio Ferreira, 19XX), highlighting similarities and differences in a way such as to provide a deeper understanding of them. To cope with this task, after briefly considering some concepts related to the novel composition, like the enunciation and the enunciated, the narrator and the narrated, the point of view, the setting, and the character, we centered the discussion over the concept of time making a tripartite distinction among time notions: the physical, the internal, and the linguistic, with emphasis on the latter two using it as an axis in the study of the novels, seeking to verify how the character-narrators see through their past and live their present. With regard to the linguistic time, we gave particular attention to the study of verbs, detached from other temporal words, in order that we could note the meaning effects resulting from the authors verb choices; as for the internal time, which is not measured by the clock, but by the intensity with which the characters go through different moments, we focused our study on the relation of the characters with the past. Also, owing to the clear difference between the types of novel analyzed, we dedicated a considerable effort to the study of the narrative genre.
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Finger, Claudia [Verfasser], Erik H. [Gutachter] Saenger, Wolfgang [Gutachter] Friedrich, and Adrian [Gutachter] Immenhauser. "Potential of time-reverse imaging to locate and characterise microseismicity / Claudia Finger ; Gutachter: Erik H. Saenger, Wolfgang Friedrich, Adrian Immenhauser ; Fakultät für Geowissenschaften." Bochum : Ruhr-Universität Bochum, 2020. http://d-nb.info/1217859217/34.

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