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1

Podvalnyi, M. A. « Consensus and Power in Tabletop Role-playing Games ». Sociology of Power 32, no 3 (octobre 2020) : 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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Golonka, Marek. « OneBookShelf Community Content Programs and the Polish RPG Fandom ». Homo Ludens, no 1 (12) (15 décembre 2019) : 59–74. http://dx.doi.org/10.14746/hl.2019.12.3.

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The paper analyses the almost complete absence of Polish RPG designers from OneBookShelf’s community content programs for various tabletop RPG systems, proposing an explanation for this absence based on the development of the RPG fandom in Poland. A part of the argument is concerned with a relatively weak position of Dungeons & Dragons in Poland compared to the English market and with the Polish RPG players’ lack of interest in the market of digital materials for tabletop RPGs. The main hypothesis, however, connects the Polish absence from community content programs with how the long absence of professional systems and the permanently small market of commercial RPGs in Poland might have increased the intensity of prosumption of RPGs among Polish fans but simultaneously limited their chance to gain skills and knowledge necessary to publish and market the results of this prosumption on a professional or semi-professional level. Statements of Jan Sielicki – the only Polish RPG designer who published numerous and successful supplements under community content programs – are quoted to reinforce this hypothesis and show how Sielicki gained the necessary skills outside of the Polish RPG fandom.
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Weiner, Susan. « Case Studies as Tabletop RPGs ». International Journal of Role-Playing, no 8 (28 décembre 2018) : 21–25. http://dx.doi.org/10.33063/ijrp.vi8.262.

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For many college educators, case studies provide a relatively easy form of active learning to implement. Students connect with them and can see the application and value. There are resources for published case studies available for free online and they can be applicable to almost any topic. However, frequently, case studies mostly involve research that can be divided up among group members with perhaps a few thinking and discussing questions at the end. In this article, I introduce a method of implementing case studies using a tabletop framework, allowing students the agency to make decisions that have impact within the world of the case study. Approaching the case study like a tabletop role-playing game (RPG) provides a more interactive and realistic feeling format. In a tabletop RPG, generally the players specialize. They have roles that only they can provide. Similarly, students can become “specialists” on their part of the case study and bring that expertise back. They may take on the role of particular stakeholders within the issue they are addressing. This structure allows students to teach each other and also discourages “slacking” in which a few people do all the work for the group. This method can also allow for a “role-playing” aspect, in which a student is considering the decisions that are relevant to their specialty from the specialist’s perspective. Also, in a tabletop RPG, there are many points at which the players need to make decisions that affect what happens to their characters in the follow-up. While there are many divided case studies, most of them do not change based on decisions made in prior parts. Due to the interactive nature and direct responses to student decisions, students can feel like their answers matter and get feedback about their choices. Depending on class size, length, and preparation, the results may come within a class session or between class sessions. Either way, their actions matter. These pieces together can give students a sense of ownership and agency over their work and improve understanding of complicated topics.
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Mercante, David E., Diego Adão, Mariel Mendez, Kelsy C. N. Areco, Paulo B. Paiva, Dartiu Xavier Silveira et Thiago Marques Fidalgo. « Factors Related to Pathological Game Patterns Among Role-playing Game (RPG) Players ». Canadian Journal of Addiction 15, no 2 (juin 2024) : 33–39. http://dx.doi.org/10.1097/cxa.0000000000000179.

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ABSTRACT Objective: Role-playing games (RPGs) are a ludic and essentially cooperative activity performed in groups and characterized by verbal dramatization of fictional characters. The aim of this study was to identify the sociodemographic profile of tabletop RPG players and to examine the relationship between pathological game patterns among tabletop RPG players and sociodemographic characteristics, game habits, and psychopathological symptoms. Previously, research investigated the occurrence of psychopathological symptoms in RPG players, but none have investigated the relationship between pathological game patterns and psychosocial characteristics in tabletop RPG players. We hypothesize that a pathological relationship with the game is related to the players’ personal and social characteristics. Methods: One hundred fifteen subjects, ages 16 to 55 years old, 92.2% male and 7.8% female, were accessed, and 70 participants completed self-report questionnaires on gaming behaviours and preferences, sociodemographic characteristics, and psychological symptoms. Results: Having no emotional support, parents who were not interested in RPG and performing the role of player in the game were related to the high-risk group (P<0.05). No independent variables were identified for the low-risk group. All subjects in the high-risk group were also positive on the anxiety scale (P<0.05). Conclusions: Personal characteristics such as having no emotional support and parents who are not interested in RPG seems to play a more important role regarding the establishment of a pathological relationship to tabletop RPG playing. Therefore, this subgroup should be carefully evaluated. Objectif: Les jeux de rôle (JDR) sont une activité ludique et essentiellement coopérative pratiquée en groupe et caractérisée par la mise en scène verbale de personnages fictifs. L’objectif de cette étude était d’identifier le profil sociodémographique des joueurs de JDR sur table et d’examiner la relation entre les habitudes de jeu pathologiques chez les joueurs de JDR sur table et les caractéristiques sociodémographiques, les habitudes de jeu et les symptômes psychopathologiques. Des recherches ont déjà été menées sur l’apparition de symptômes psychopathologiques chez les joueurs de JDR, mais aucune n’a étudié la relation entre les habitudes de jeu pathologiques et les caractéristiques psychosociales des joueurs de JDR sur table. Nous émettons l’hypothèse qu’une relation pathologique avec le jeu est liée aux caractéristiques personnelles et sociales des joueurs. Méthodes: Cent quinze sujets, âgés de 16 à 55 ans, 92,2% d’hommes et 7,8% de femmes, ont été recrutés et 70 participants ont rempli des questionnaires d’auto-évaluation sur les comportements et les préférences en matière de jeu, les caractéristiques sociodémographiques et les symptômes psychologiques. Résultats: L’absence de soutien émotionnel, le manque d’intérêt des parents pour le JDR et le fait de jouer le rôle de joueur dans le jeu étaient liés au groupe à haut risque (P<0,05). Aucune variable indépendante n’a été identifiée pour le groupe à faible risque. Tous les sujets du groupe à haut risque étaient également positifs sur l'échelle d’anxiété (P<0.05). Conclusion: Les caractéristiques personnelles telles que l’absence de soutien émotionnel et le manque d’intérêt des parents pour les JDR semblent jouer un rôle plus important dans l'établissement d’une relation pathologique avec les JDR sur table. Par conséquent, ce sous-groupe devrait être soigneusement évalué.
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Bean, Anthony, et Megan Connell. « The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors ». Journal of Psychology and Psychotherapy Research 10 (2 mars 2023) : 1–12. http://dx.doi.org/10.12974/2313-1047.2023.10.01.

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Dungeons and Dragons (D&D) is a popular fantasy tabletop role-playing game (RPG) that has been enjoyed by millions of players since its creation in the 1970s. The game is played by a group of players, each of whom takes on the role of a character in a fantasy world. The players work together to complete quests, overcome obstacles, and defeat monsters while a "Dungeon Master" (DM) manages the story and controls the non-player characters (NPCs). In recent years, there has been an increasing interest in using D&D and other tabletop RPGs as a form of mental health therapy. This is because the game can provide a safe and supportive environment for players to explore and express their emotions, work on personal issues, and build social skills. Tabletop RPGs can help foster personal growth in several ways: Problem-solving, Decision-Making, Emotional Intelligence, Communication, Creativity, Self-Esteem, and even Confidence. Mental health professionals have begun incorporating Tabletop RPGs into their sessions as a way to engage their clients in a fun and interactive way and it should be used in conjunction with other forms of treatment.
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Mariucci, Andrea. « From Dungeons & ; Dragons to Dragon Quest : Cultural dialogue and material shifts ». Mutual Images Journal, no 11 (20 décembre 2023) : 27–50. http://dx.doi.org/10.32926/2023.11.3.

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Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such example is Wizardry (1981), which, together with Ultima (1981), was among the most successful computer role-playing games of its time (Barton & Stacks 2008). The two games served as the beginning for long-spanning series, which enjoyed wide success in Japan (Adams 1985), where the RPG genre as a whole was soon integrated, through various platforms, into the local media ecology (Steinberg 2015). Wizardry in particular was also among the games which influenced Horii Yūji (Horii 2018a. 2018b) to create Dragon Quest (1986), one of the earliest examples of JRPG. This article seeks to draw a connection between Dungeons&Dragons and the early JRPGs. First, I compare Dungeons&Dragons, a tabletop RPG, to its most well-known digital counterparts of the time, Wizardry and Ultima. By doing this, I expose the differences between ‘pen and paper’ and ‘screen and software.’ Then, I observe the differences between Wizardry, Ultima, and Dragon Quest in terms of both aesthetics and gameplay, in order to understand how Japanese developers and distributors negotiated the concept of RPG for the Japanese market. In both comparisons I consider how characters, avatar, gameplay, and narrative are mediated by the platform and the cultural milieu hosting them.
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Lasley, Joe. « Fantasy In Real Life : Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream ». International Journal of Role-Playing, no 11 (20 décembre 2021) : 48–71. http://dx.doi.org/10.33063/ijrp.vi11.283.

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This study investigated the experiences of people who claimed exposure to Critical Role, a web series featuring a group of voice actors playing a tabletop role-playing game (TRPG), impacted their lives in meaningful ways beyond entertain-ment. Building on previous research that documented players engaging in role-playing games, livestreaming, and role-playing game (RPG) fandom subculture, this study specifically explored the perspectives of individuals who reported a transformation-al impact of experiencing gaming vicariously through watching Critical Role. This paper reports a detailed narrative of one of the cases from qualitative interviews, which conveys major themes that illustrate the perspective of the individual watching. The paper compliments this detailed case description with a discussion of findings from seven in depth interviews to explore the experiences of the interviewee focused on in the context of the study sample. This study is primarily focused on the individ-ual watchers’ experience of gameplay and role-playing experiences, which they attribute to personal growth. The term paraso-cial gaming is introduced to characterize a part of vicarious experience associated with watching media figures playing games.
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Albom, Sarah. « The Killing Roll : The Prevalence of Violence in Dungeons & ; Dragons ». International Journal of Role-Playing, no 11 (20 décembre 2021) : 6–24. http://dx.doi.org/10.33063/ijrp.vi11.281.

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This research project explores the prevalence of violence and its facilitation in the popular tabletop role-playing game (TTRPG) Dungeons & Dragons (D&D). Violence within the system’s 5th edition core rulebook, the Player’s Handbook (Wizards of the Coast 2014b), is analysed using textual analysis with insight from previous research on common violence motivators of heroism, hatred, and sensation-seeking curiosity. Overall, the study concludes that the D&D system facilitates playing violence, specifically through heroic motivation based on androcentric perceptions of chivalric fantasy ideals. This study also finds that the system spotlights combat over nonviolent interactions. Future research could investigate how participant agency may affect violence in similar traditional RPG systems, and why choosing violence in a no-consequence game could reflect real-world behaviours.
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Shcherbakova, Milena Viktorovna, et Nikita Pavlovich Komlev. « Media linguistic features of the tabletop role-playing game text ». Litera, no 3 (mars 2024) : 183–89. http://dx.doi.org/10.25136/2409-8698.2024.3.70142.

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The subject of the study is the media linguistic features of the text of a tabletop role-playing game (TRPG). The purpose of the work is to identify the essential features of the media text and answer the question: can media accompaniment of a tabletop role–playing game be considered a media text? Despite the sufficient elaboration of the topic of media communications on the Internet, the research material is a little-studied phenomenon. The research material is transcripts of sessions of the board RPG "Dungeons & Dragons" from fragments of the TV show "Critical Role" on streaming platforms. The study examined the emergence and development of the media text concept, noting a significant expansion of this term semantics in the context of media globalization. Further, the typological properties of the media text as an object of linguistic media research were systematized and the text of the TRPG was analyzed for compliance with existing criteria. The article used descriptive and comparative methods; a statistical method to assess the popularity of the TRPG. When working with the transcript of the game, Python programming methods were implemented: to increase clarity and create a correct text transcription. As a result, conclusions were drawn about the presence of such media linguistic features in the media accompaniment of TRPG as collective authorship, hypertextuality, interactivity and etc., which constituted the scientific novelty of the study. Comparative analysis by criteria allowed us to trace qualitative changes in the typology of media texts. In addition, the expediency of expanding the terminological apparatus of media linguistics was emphasized, which correlates with the study of transmedia narration. The results of the observations can be applied to improve the text-generation that accompanies the gameplay, and can also be used to conduct similar studies based on the speech material of TRPGs.
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White, William J. « Playing House in a World of Night : Discursive Trajectories of Masculinity in a Tabletop Role-playing Game ». International Journal of Role-Playing, no 2 (27 mars 2011) : 18–31. http://dx.doi.org/10.33063/ijrp.vi2.192.

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This study uses excerpts from the transcript of a tabletop role-playing game (RPG) session to examine how male players enact ideas about masculinity. The game is a non-traditional, small-press “indie” game called Ganakagok designed by the author; in the game, the characters are men and women from a quasi-Inuit culture living on an island of ice in a world lit only by starlight. As the game begins, the imminent arrival of the Sun is announced, and game-play is about how the people of this culture deal with the approaching dawn. In one such game, the players of three male characters went through interesting character arcs in their interactions with each other and with female players; those arcs seemed to depict movement among different models of masculine identity. One implication of the study is that RPGs afford a fruitful site for reflecting upon ideas in discourse, and so it is possible for role-playing to serve as an aesthetic as well as an expressive medium—as art as well as play, in other words.
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Long, TiMar. « Character Creation Diversity in Gaming Art ». International Journal of Role-Playing, no 7 (2 décembre 2016) : 23–29. http://dx.doi.org/10.33063/ijrp.vi7.254.

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The artwork for a role-playing game can be one of the most important aspects of the gaming experience. Artwork helps to give role-players an idea of what the world looks like in that game. It helps to inspire the kinds of characters players might want to create. Finally, art can serve as a method for determining what is and is not normal for a setting. Dungeons & Dragons was the first tabletop roleplaying game (RPG) created and as such serves as the foundation of the gaming hobby (Fine 1983; Tresca 2011; Peterson 2012). Is the artwork in Dungeons & Dragons racially imbalanced? How has the artwork changed since the beginning of the hobby? Wizards of the Coast is praised for the diversity of their new 5th Edition line, but is it truly diverse? This project seeks to find out by examining the artwork in the Players Handbook for each edition of the game. By using the theory of symbolic annihilation, I explore whether or not racial minorities are adequately represented in the artwork.
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Farosa, Afif Wahyu, et Irfansyah Irfansyah. « BOARD GAME RPG SEBAGAI MEDIA PENGENALAN CERITA WAYANG MAHABHARATA VERSI JAWA UNTUK REMAJA ». Gorga : Jurnal Seni Rupa 12, no 1 (30 juillet 2023) : 237. http://dx.doi.org/10.24114/gr.v12i1.43689.

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Wayang in all forms of traditional art performances in Indonesia is full of values that are beneficial to everyday life. Through the story and its characters, which have a depiction of good and bad traits, as well as the implied meaning of each problem solved, as in the Mahabharata story. However, the younger generation or teenagers today are less familiar with it. More interactive introduction media like this will appeal to the younger generation, especially teenagers. Board games are one of the appropriate types of media, because a lot of social interaction and communication occurs when they are played. The new packaging, such as games as a medium for conveying wayang stories, aims to attract young people's interest in the culture of their country and can help preserve regional arts, namely wayang stories. Using the MDLC (Multimedia Development Life Cycle) design method with the stages of concept, design, material collecting, assembly, testing and distribution, as well as designing promotional media using a method consisting of the stages of exploration, experimentation, embodiment and evaluation. Efforts to introduce traditional culture of the archipelago which are still not widely highlighted by the public through new media other than games are expected to continue to emerge in response to technological advances. The form of traditional cultural packaging other than wayang still has quite a lot of scope to be applied to various products and has its own advantages, but producers, official institutions and agencies have not been active in responding to it.Keywords: boardgame, wayang, Java, RPG, games. AbstrakWayang dalam segala bentuk pertunjukan kesenian tradisi di Indonesia sarat akan nilai yang bermanfaat bagi kehidupan sehari-hari. Melalui cerita dan tokohnya yang memiliki penggambaran sifat baik maupun buruk, serta makna tersirat dari setiap masalah yang dipecahkan seperti pada cerita Mahabharata. Namun, generasi muda atau remaja saat ini kurang mengenalnya. Media pengenalan yang lebih interaktif seperti akan menarik bagi generasi muda terutama remaja. Board game merupakan salah satu jenis media yang sesuai, karena banyak interaksi sosial dan komunikasi yang terjadi ketika dimainkan. Kemasan baru seperti permainan sebagai media penyampaian cerita wayang ini bertujuan untuk menarik kembali minat remaja terhadap budaya yang dimiliki oleh negaranya serta dapat membantu kelestarian kesenian daerah yaitu cerita wayang. Menggunakan metode perancangan MDLC (Multimedia Development Life Cycle) dengan tahapan concept, design, material collecting, assembly, testing dan distribution, serta perancangan media promosi yang menggunakan metode yang terdiri dari tahapan eksplorasi, eksperimentasi, perwujudan dan evaluasi. Upaya untuk mengenalkan budaya tradisional nusantara yang masih belum banyak tersorot oleh umum melalui media baru selain permainan diharapkan terus bermunculan merespon kemajuan teknologi. Bentuk kemasan budaya tradisional selain wayang masih cukup banyak lingkupnya untuk bisa diaplikasikan kedalam berbagai produk dan memiliki keunggulan tersendiri namun produsen, lembaga resmi maupun instansi belum aktif untuk merespon itu.Kata Kunci: boardgame, wayang, Jawa, RPG, game. Authors:Afif Wahyu Farosa : Institut Teknologi BandungIrfansyah : Institut Teknologi BandungReferences:Agung, L., Kartasudjana, T., & Permana, A. W. (2021). Estetika Nusantara dalam Karakter Gim Lokapala. Gorga: Jurnal Seni Rupa, 10(2), 473-477. https://doi.org/10.24114/gr.v10i2.28556.Hanum, A., Azani, B., Purnomo, E., & Zaim, R. A. (2022). Perancangan Kemasan Rakik Mak Nis. Gorga: Jurnal Seni Rupa, 11(2), 379-286. https://doi.org/10.24114/gr.v11i2.38317.Heristian, M., Efi, A., & Budiwirman, B. (2022). Mengembangkan Karakter Anak Melalui Pembelajaran Seni Budaya. Gorga: Jurnal Seni Rupa, 11(2), 410-416. https://doi.org/10.46773/al%20ibtidaiyah.v2i1.169.Justin, M. R., Rohiman, R., & Darmawan, A. (2022). Desain Identitas Visual pada UMKM Ruang Keramik Studio Kota Metro Lampung. Gorga: Jurnal Seni Rupa, 11(1), 156-164. https://doi.org/10.24114/gr.v11i1.34948.Kaelola, A. (2010). Mengenal Tokoh Wayang Mahabharata. Jakarta: PT. Bhuana Ilmu Populer.Marwanto, S., & Muhanto, R. B. (2000). Apresiasi Wayang. Sukoharjo: CV Cendarawasih.Narimo, S., & Wiweko, A. (2017). Nilai-nilai Pendidikan Karakter dalam Tata Rias Wajah Punakawan Wayang Orang Sriwedari Surakarta. Jurnal Pendidikan Ilmu Sosial, 27(1), 41-48. https://journals.ums.ac.id/index.php/jpis/article/view/5121/3419.Paeni, M. (2009). Sejarah Kebudayaan Indonesia: Seni Pertunjukan dan Seni Media. Depok: Rajawali Pers.Pietrobruno, S. (2009). Cultural Research and Intangible Heritage. Culture Unbound, 1(1), 227-247. https://doi.org/10.3384/cu.2000.1525.09113227.Prilosadoso, B. H., Pujiono, B., Supeni, S., & Setyawan, B. W. (2020), December). Wayang beber animation media as an effort for preserving wayang tradition based on information and technology. In Journal of Physics: Conference Series (Vol. 1339, No. 1, p. 012109). IOP Publishing.https://iopscience.iop.org/article/10.1088/1742-6596/1339/1/012109/pdf.Rollins, B. (2018). What is a Tabletop Game? Retrieved from Brandon the Game Dev. https://brandonthegamedev.com/what-is-a-tabletopgame-this-is-everything-that-goes-into-making-aboard-game (diakses tanggal 01 Januari 2023).Sapriya, I. T., & Zulkifli, E. (2007). Pengembangan IPS di SD. Bandung: UPI PRESS.Sutedjo, A., & Prilosadoso, B. H. (2016). Perancangan Desain Permainan Materi Pendidikan Anak Usia Dini Berbasis Wayang Beber. Acintya, 8(1).Sutopo, H. (2009). Pengembangan evaluasi pembelajaran berbasis mulimedia dengan flash, php, dan mysql. Jurnal Informatika, 10(2), 79-85. https://doi.org/10.9744/informatika.10.2.79-85.Wiyono, K. M. (2009). Mengenal Pandawa dan Kurawa. Semarang: Aneka. https://doi.org/10.33153/acy.v8i1.1909.Zam, R., Dharsono, D., & Raharjo, T. (2022). Transformasi Estetik Seni Kriya; Kelahiran Dan Kriya Masa Kini. Gorga: Jurnal Seni Rupa, 11(2), 302-310. https://doi.org/10.24114/gr.v11i2.36026.
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Torner, Evan, Sarah Lynne Bowman, William J. White, Sarah Albom, Diana J. Leonard, Jovo Janjetovic, Maximilian Usman et al. « International Journal of Role-playing 11 -- Full Issue -- IJRP ». International Journal of Role-Playing, no 11 (20 décembre 2021) : 1–131. http://dx.doi.org/10.33063/ijrp.vi11.279.

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IJRP 11: Full Issue Table of Contents Evan Torner, Sarah Lynne Bowman, and William J. White, “Editorial Introduction to Issue 11” Some context for the current issue, especially with regard to current critiques of themes of violence and oppression in games, as well as this year’s Call for Papers on Applied Role-playing Games and the excellent articles submitted in response. Sarah Albom, “The Killing Roll: The Prevalence of Violence in Dungeons & Dragons” A textual analysis evaluating the language used in the Dungeons & Dragons 5th Edition Player’s Handbook. This article discusses the ways that the text incentivizes characters to take violent actions more often than offering peaceful solutions. Diana J. Leonard, Jovo Janjetovic, Maximilian Usman, “Playing to Experience Marginalization: Benefits and Drawbacks of ‘Dark Tourism’ in Larp” An examination of how playing characters with marginalizations the player does not share can lead to perspective taking and empathy, but can also cause harm if not done with care. Joe Lasley, “Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream” A qualitative study examining seven fans of the livestream show Critical Role, in which actors play Dungeons & Dragons. The fans described an increase in their well-being due to parasocial relationships with the fiction and players in the show. Kerttu Lehto, “Role-Playing Games and Well-Being” A secondary literature review discussing the main themes in role-playing game studies, as well as arts and well-being as fields of study. This author advocates for more dialogue between these fields as a fruitful line of inquiry, especially with regard to the design of games for personal development and well-being. Josephine Baird, “Role-playing the Self – Trans Self-Expression, Exploration, and Embodiment in Live Action Role-Playing Games” An autoethnography blending gender theory with personal experience exploring gender in role-playing games and other performance spaces. The author considers how best to design larps explicitly to help trans people embody their identities. Katrin Geneuss, “The Use of the Role-playing Technique STARS in Formal Didactic Contexts” A summary of Design-based Research on 16 educational live action role-playing games (edu-larps) created for German schools. This article offers several best practices for educators who seek to implement edu-larp in the classroom.
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Lehto, Kerttu. « Role-Playing Games and Well-Being ». International Journal of Role-Playing, no 11 (20 décembre 2021) : 72–93. http://dx.doi.org/10.33063/ijrp.vi11.284.

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Do role-playing games (RPGs) affect the player’s well-being? Several studies suggest that they might have an impact, but the topic of RPGs and well-being is usually only mentioned as a side note or curiosity. A clear, coherent picture on the topic of RPGs and well-being is missing. This review article aims to provide that picture by compiling the already existing knowledge in one place. I ask the questions: What can we learn from the already existing research? How should RPGs and well-being be studied? What questions need resolving? What can be gained from studying RPGs and well-being? RPG studies is a young academic interdisciplinary field of research, as is also the research of arts and well-being. They both are heterogeneous and related to a variety of academic traditions. They both are also dispersed, pragmatic, and until recently, scattered and lacking cohesive traditions or methodologies. Many basic ontological questions remain unsolved and the definitions of key concepts vary. They overlap in several discourses, such as the ones about (1) practices of sociodrama and replication therapy; (2) social, cultural, and digital capital; (3) leisure time research; (4) performance studies; (5) the topic of erotic role-play; (6) problematic vs. therapeutic gaming; and (7) health education. Previous research and practices focus mainly on live action role play (larp) and well-being, suggesting a positive impact. Online RPGs share their own traditions, but studies on tabletop RPGs and well-being are difficult to find. The studies are often case-studies or examine abstract topics such as human experiences. In these studies, it becomes evident that RPGs do indeed impact well-being. However, questions such as how, why, and what features in RPGs affect well-being remain unanswered. In addition, the research has mainly been executed from the perspective of either RPGs or arts and well-being. Interdisciplinary cooperation is the key to successfully diving into the world of RPGs and well-being. Doing so would offer both fields useful practices, interesting perspectives, new opportunities for publication and academic discussion. It would not only add knowledge about RPGs and well-being but offer perspective to the unresolved ontological questions of each field. Eventually, further study on RPGs and well-being could transfer into the usage of RPGs in the fields of well-being, health, and therapy in a similar manner that arts are currently being used.
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Prokeš, Radek, et Tomáš Trojek. « CALIBRATION OF A TABLETOP CONFOCAL MICROBEAM X-RAY FLUORESCENCE SPECTROMETER FOR A QUANTITATIVE DEPTH PROFILES EVALUATION ». Radiation Protection Dosimetry 186, no 2-3 (décembre 2019) : 268–73. http://dx.doi.org/10.1093/rpd/ncz216.

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Abstract Confocal micro-beam X-ray fluorescence analysis (confocal micro-XRF) is a non-destructive analytical tool for investigation of sample composition that enables acquiring three-dimensionally resolved information. This work describes a calibration procedure of a laboratory confocal micro-XRF setup, which leads to determination of its characteristic parameters. The calibration is performed using a tabletop confocal micro-XRF spectrometer designed recently at the Czech Technical University in Prague. The calibration procedure performed within this work comprises the essential steps of the setup characterization: excitation spectrum calculation, experimental determination of energy-dependent confocal volume size and integral sensitivity and calculation of the spectrometer sensitivity function. The results of the setup calibration will be used for development of a procedure enabling quantitative evaluation of the measured depth profiles.
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Trojek, Tomáš, Darina Trojková et Petr Mikysek. « DETERMINATION OF URANIUM AND THORIUM SURFACE DISTRIBUTION IN GEOLOGICAL SAMPLES : COMPARISON OF TABLETOP MACRO AND MICRO-XRF SCANNING ». Radiation Protection Dosimetry 198, no 9-11 (août 2022) : 654–60. http://dx.doi.org/10.1093/rpd/ncac114.

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Abstract This paper describes the identification and quantification of uranium, thorium and other chemical elements in a low-grade uranium ore, using macro and micro-X-ray fluorescence scanning. The result of such scanning is their surface distribution determined in flat samples. The basic parameters of both setups are described. The investigation was focused mainly on the improvement of the lateral resolution in the laboratory tabletop macro-XRF and its comparison with micro-XRF scanning. A standard reference material NIST 610 was used as a homogeneous reference silicate material of a known composition. The measurements have demonstrated how the macro-XRF with a quite wide X-ray beam can be competitive with the micro-XRF scanning. The capabilities of both devices were established, utilizing measurements of selected uranium-bearing sediments samples, from the Břevniště deposit in the Czech Republic.
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Cijo, Madathil, Kanakapura Basavaiah, Sameer Abdulrahman et K. B. Vinay. « Spectrophotometric determination of repaglinide in tablets based on charge-transfer complexation reaction with chloranilic acid and dichloro-dicyano benzoquinone ». Chemical Industry and Chemical Engineering Quarterly 17, no 4 (2011) : 469–76. http://dx.doi.org/10.2298/ciceq110528033c.

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Two simple, accurate, precise, inexpensive, selective and sensitive spectrophotometric methods are described for the determination of repaglinide (RPG) in bulk drug and its tablets. The methods were based on the charge- transfer complex reaction between RPG in acetonitrile with p-chloranilic acid (CAA) or 2,3-dichloro-5,6-dicyano-1,4-benzoquinone (DDQ) in dioxane and subsequent formation of intensely colored radical anions of the reagents which were measured at 520 nm (CAA) or 590 nm (DDQ). Several experimental variables affecting the complex formation, stability of the colored species and sensitivity of the reaction were optimized. Under the optimized conditions, Beer?s law was obeyed over the concentration ranges of 20-400 and 5-80 ?g ml-1 RPG for CAA and DDQ methods, respectively, and the corresponding correlation coefficients were 0.9995 and 0.9998. The apparent molar absorptivity values were 1.02x103 and 4.60x103 for CAA and DDQ methods respectively, with corresponding Sandell sensitivity values of 0.4438 and 0.0984 ?g cm-2. Limits of detection (LOD) were calculated to be 7.07 and 2.42 ?g ml-1 and the limits of quantification (LOQ) were 21.43 and 7.33 ?g ml-1 RPG, for CAA method and DDQ method, respectively. Validation results demonstrated that the inter day and intra day accuracy were up to 97.56%. The precision determined did not exceed 2.5% of RSD. The methods were successfully used for the determination of RPG in tablet form and the results were in good agreement with the label claims as shown by the recoveries which were in the range of 99.22- 102.8% with standard deviation values < 2%. The accuracy of the method was confirmed by recovery studies via standardaddition procedure with excellent recovery 98.24-104.0 ? 1.08-3.35.
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YAMAZAKI, Hiroyuki, Hideki FUJINO, Mizuho KANAZAWA, Taro TAMAKI, Fumiyasu SATO, Mikio SUZUKI et Masaki KITAHARA. « Pharmacological and pharmacokinetic features and clinical effects of pitavastatin (Livalo Tablet®) ». Folia Pharmacologica Japonica 123, no 5 (2004) : 349–62. http://dx.doi.org/10.1254/fpj.123.349.

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Baitello, Norval, et Helena Maria Cecília Navarrete. « ESCOLA, TABLET* E VÍNCULOS SOCIAIS ». REVISTA LATINOAMERICANA DE CIENCIAS DE LA COMUNICACIÓN. 3, no 1 (2017) : 12–24. http://dx.doi.org/10.31789/rpd-201808220003.

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Baitello, Norval, et Helena Maria Cecília Navarrete. « ESCOLA, TABLET* E VÍNCULOS SOCIAIS ». REVISTA LATINOAMERICANA DE CIENCIAS DE LA COMUNICACIÓN. 3, no 1 (2017) : 12–24. http://dx.doi.org/10.31789/rpd-201808220003r.

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Voutiras, Emmanuel. « À propos d'une tablette de malédiction de Pella ». Revue des Études Grecques 109, no 2 (1996) : 678–82. http://dx.doi.org/10.3406/reg.1996.2700.

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Shinozaki, Yutaka. « The novel bowel cleansing agent visiclear (Visiclear®Tablets) ». Folia Pharmacologica Japonica 131, no 4 (2008) : 301–4. http://dx.doi.org/10.1254/fpj.131.301.

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Goto, Yuji, Toshihiro Oikawa et Hiroshi Ashizawa. « Post-marketing Surveillance of Benzbromarone (Urinorm^|^reg ; Tablets) (The Second Report) ». GOUT AND NUCLEIC ACID METABOLISM 36, no 1 (2012) : 23–31. http://dx.doi.org/10.6032/gnam.36.23.

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Kurumatani, Hajimu. « Pharmacological profiles and clinical effects of oral sustained release beraprost sodium (Careload ®LA Tablets 60μg, Berasus®LA Tablets 60μg) ». Folia Pharmacologica Japonica 133, no 2 (2009) : 101–11. http://dx.doi.org/10.1254/fpj.133.101.

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Maghraby, A., et E. Salama. « Use of aspartame-based sweetener tablets in emergency dosimetry using EPR ». Radiation Protection Dosimetry 139, no 4 (12 janvier 2010) : 505–9. http://dx.doi.org/10.1093/rpd/ncp293.

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Kai, A., et M. Ikeya amd T. Miki. « ESR Accident Dosimetry Using Medicine Tablets Coated with Sugar ». Radiation Protection Dosimetry 34, no 1-4 (1 décembre 1990) : 307–10. http://dx.doi.org/10.1093/rpd/34.1-4.307.

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Olorunsola, Emmanuel O., et Stephen O. Majekodunmi. « Development of extended-release formulation of domperidone using a blend of Raphia hookeri gum and hydroxypropyl methylcellulose as tablet matrix ». Tropical Journal of Pharmaceutical Research 16, no 10 (14 novembre 2017) : 2341–47. http://dx.doi.org/10.4314/tjpr.v16i10.5.

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Purpose: To develop an extended-release formulation of domperidone using a blend of Raphia hookeri gum and hydroxypropyl methylcellulose as tablet matrix.Methods: Tablets (400 mg) containing 30 mg domperidone (DPD) were formulated using binary mixtures of hydroxypropyl methylcellulose (HPMC) and Raphia hookeri gum (RHG) as matrix former; and microcrystalline cellulose (MCC) as direct compression excipient. The proportions of the matrix formers (40 % of tablet weight) was varied as 100:0, 75:25, 50:50, 25:75 and 0:100. The composition of the matrix former was also kept constant (50:50) while MCC was varied as 40, 30, 20 and 10 %. The tablets were evaluated for compact density, tensile strength, friability and drug release over 24 h.Results: The tensile strength of tablets decreased while their friability increased with increase in the proportion of RHG. A similar trend was observed with decrease in the concentration of MCC. Tablets containing RHG alone as matrix former and 40 % MCC as direct compression excipient had tensile strength of 0.95 MNm-2, friability of 1.07 % and cumulative drug release of 83.2 % over a period of 24 h. Tablets containing equal proportions of HPMC and RHG as matrix former had the best release properties of 95.0 % over a period of 24 h.Conclusion: RHG is comparable with HPMC in terms of extending the release of domperidone for a once daily administration. A suitable combination of the two polymers for use as a matrix former is superior to either of the individual polymers.Keywords: Domperidone, Extended drug release, Hydroxypropyl methylcellulose, Raphia hookeri gum, Tablet properties
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Yu, Shi Ying. « Postmarketing Surveillance Study of OxyContin® ; Tablets for Relieving Moderate to Severe Cancer Pain ». Oncology 74, no 1 (2008) : 46–51. http://dx.doi.org/10.1159/000143218.

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Rodríguez Rodríguez, Jesús, et Ruth Miranda Guerrero. « Tablero de Alicia : diseño conceptual para la gobernabilidad de la Zona Metropolitana del Valle de México ». Investigaciones Geográficas, no 61 (15 février 2012) : 89. http://dx.doi.org/10.14350/rig.30000.

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En este documento se exponen los conceptos básicos que ayudan a entender otra forma de gestionar la Zona Metropolitana del Valle de México (ZMVM). Con el objetivo de descifrar el comportamiento de los agentes que intervienen en la ZMVM se abordan los conceptos de incertidumbre, toma de decisión y gobernabilidad metropolitana desde el marco de la denominada Ciencia Postnormal. Finalmente se propone una tabla de gestión en la que se trata de esquematizar las ideas que conducirían un cambio de rumbo metropolitano. A esta tabla le llamaremos “Tablero de Alicia”.
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Fan, Bi Fa. « Postmarketing Surveillance Study of OxyContin® ; Tablets for Relieving Moderate to Severe Postherpetic Neuralgia Pain ». Oncology 74, no 1 (2008) : 66–71. http://dx.doi.org/10.1159/000143222.

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Takada, Kanji, Yoshinori Nakahigashi, Toshinori Tanaka, Shu-ichi Kishimoto, Yoshiteru Ushirogawa et Tomohiro Takaya. « Pharmacological activity of tablets containing recombinant human granulocyte colony-stimulating factor (rhG-CSF) in rats ». International Journal of Pharmaceutics 101, no 1-2 (janvier 1994) : 89–96. http://dx.doi.org/10.1016/0378-5173(94)90079-5.

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Kok-Palma, Y., M. Leenders et J. Meulenbelt. « Dutch distribution zones of stable iodine tablets based on atmospheric dispersion modelling of accidental releases from nuclear power plants ». Radiation Protection Dosimetry 140, no 3 (23 mars 2010) : 234–41. http://dx.doi.org/10.1093/rpd/ncq114.

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Nomura, Shunji, Junichi Tabira, Toshiaki Hayashi et Yoshimasa Hamada. « Pharmacology profile and clinical findings of Selara® Tablets (eplerenone) ». Folia Pharmacologica Japonica 132, no 4 (2008) : 227–35. http://dx.doi.org/10.1254/fpj.132.227.

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Kobayashi, Minoru, Masanori Watanabe et Joji Nakamura. « Pharmacology and clinical results of topiramate (TOPINA® Tablets), a new antiepileptic drug ». Folia Pharmacologica Japonica 132, no 1 (2008) : 45–52. http://dx.doi.org/10.1254/fpj.132.45.

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Tao, Yi, Jiaqi Bao, Qing Liu, Li Liu et Jieqiang Zhu. « Application of Deep-Learning Algorithm Driven Intelligent Raman Spectroscopy Methodology to Quality Control in the Manufacturing Process of Guanxinning Tablets ». Molecules 27, no 20 (17 octobre 2022) : 6969. http://dx.doi.org/10.3390/molecules27206969.

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Coupled with the convolutional neural network (CNN), an intelligent Raman spectroscopy methodology for rapid quantitative analysis of four pharmacodynamic substances and soluble solid in the manufacture process of Guanxinning tablets was established. Raman spectra of 330 real samples were collected by a portable Raman spectrometer. The contents of danshensu, ferulic acid, rosmarinic acid, and salvianolic acid B were determined with high-performance liquid chromatography-diode array detection (HPLC-DAD), while the content of soluble solid was determined by using an oven-drying method. In the establishing of the CNN calibration model, the spectral characteristic bands were screened out by a competitive adaptive reweighted sampling (CARS) algorithm. The performance of the CNN model is evaluated by root mean square error of calibration (RMSEC), root mean square error of cross-validation (RMSECV), root mean square error of prediction (RMSEP), coefficient of determination of calibration (Rc2), coefficient of determination of cross-validation (Rcv2), and coefficient of determination of validation (Rp2). The Rp2 values for soluble solid, salvianolic acid B, danshensu, ferulic acid, and rosmarinic acid are 0.9415, 0.9246, 0.8458, 0.8667, and 0.8491, respectively. The established model was used for the analysis of three batches of unknown samples from the manufacturing process of Guanxinning tablets. As the results show, Raman spectroscopy is faster and more convenient than that of conventional methods, which is helpful for the implementation of process analysis technology (PAT) in the manufacturing process of Guanxinning tablets.
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Harada, Takuma, Yasuo Ochi et Hiroshi Ochi. « Pharmacology profile and clinical findings of Viviant® (bazedoxifene acetate) tablet ». Folia Pharmacologica Japonica 138, no 2 (2011) : 68–78. http://dx.doi.org/10.1254/fpj.138.68.

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Martins, Thais Rodrigues, et Cilene Maria Lima Antunes Maciel. « Multiletramento na Educação Infantil : uso da “Mesa Tablet” no desenvolvimento da Aprendizagem ». Revista Prática Docente 9 (6 avril 2024) : e24001. http://dx.doi.org/10.23926/rpd.2024.v9.e24001.id669.

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Este artigo objetiva verificar a importância do multiletramento na Educação Infantil, concentrando-se no uso da “mesa tablet” como ferramenta tecnológica e explorando como essa perspectiva impacta significativamente o processo de aprendizagem das crianças. Utilizando uma abordagem qualitativa com estudo de caso, a pesquisa busca resultados observados no ambiente escolar e analisa os dados por meio da Análise de Conteúdo de Bardin (2016). Os resultados destacam a interação das crianças com a “mesa tablet” no ambiente educacional. Conclui-se que é viável promover um processo de ensino-aprendizagem integral, envolvendo multiletramento para o desenvolvimento dos estudantes. Esta abordagem ressalta a importância de estratégias que incentivem a autonomia, interação social, criatividade e pensamento crítico, evidenciando a eficácia da introdução de tecnologias, como a “mesa tablet”, para novas oportunidades de aprendizagem e construção de conhecimento.
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Sakai, Takeo, Hiroyuki Mukohdaka, Osamu Nozawa, Hiroyuki Mineta et Michihiko Nozue. « Application of Morphine Sulfate Slow Releasing Tablet (MS-Contin^|^reg;) to Pain with Postoperative Treatment of Paranasal Sinuses Cancers ». Practica oto-rhino-laryngologica. Suppl. 1992, Supplement60 (1992) : 72–76. http://dx.doi.org/10.5631/jibirinsuppl1986.1992.supplement60_72.

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Patel, Pankaj, Rahul P. Patel, Susan Brandon, Stuart McLean, Raimondo Bruno et Barbara de Graaff. « Effects of Filtration on the Presence of Particulate and Oxycodone Content of Injections Prepared from Crushed OxyContin® ; Tablets ». Current Drug Safety 7, no 3 (1 septembre 2012) : 218–24. http://dx.doi.org/10.2174/157488612803251298.

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Kang, Shino, Nobuyuki Amino, Takumi Kudo, Eijun Nishihara, Mitsuru Ito, Mitsuyoshi Hirokawa, Akira Miyauchi, Daisuke Tamada et Takenori Yasuda. « Occurrence of thyroxine tablet (Thyradin S® ;) - induced liver dysfunction in a patient with subclinical hypothyroidism ». Endocrine Journal 62, no 8 (2015) : 719–24. http://dx.doi.org/10.1507/endocrj.ej15-0112.

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Kobayashi, Hiroyuki, et Etsuro Hamaya. « Raloxifene hydrochloride (Evista® ; Tablet 60 mg) for postmenopausal osteoporosis : mode of action and clinical efficacy ». Folia Pharmacologica Japonica 125, no 1 (2005) : 37–48. http://dx.doi.org/10.1254/fpj.125.37.

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Zhang, Yifan, Xiaoyan Chen, Yunbiao Tang, Youming Lu, Lixia Guo et Dafang Zhong. « Bioequivalence of generic alendronate sodium tablets (70 mg) to Fosamax® ; tablets (70 mg) in fasting, healthy volunteers : a randomized, open-label, three-way, reference-replicated crossover study ». Drug Design, Development and Therapy Volume 11 (juillet 2017) : 2109–19. http://dx.doi.org/10.2147/dddt.s138286.

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Ohhara, Tsuneharu, Masaaki Hirouchi et Michiko Oka. « Pharmacological profiles and clinical roles of acamprosate (Regtect^|^reg ; tablets 333 mg) for the maintenance of abstinence in alcohol-dependent patients ». Folia Pharmacologica Japonica 144, no 1 (2014) : 34–41. http://dx.doi.org/10.1254/fpj.144.34.

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Kusumoto, Keiji, Mitsuhiro Mori, Junichi Tanokashira et Nobuo Totsuka. « Pharmacological and clinical properties of ECARD® combination tablets LD & ; HD, fixed-dose combination of candesartan cilexetil and hydrochlorothiazide ». Folia Pharmacologica Japonica 134, no 4 (2009) : 217–24. http://dx.doi.org/10.1254/fpj.134.217.

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Rice, Judith. « (R.G.) Edmonds Myths of the Underworld Journey. Plato, Aristophanes, and the ‘Orphic’ Gold Tablets. Cambridge UP, 2004. Pp. xii + 276. £45. 0521834341. » Journal of Hellenic Studies 126 (novembre 2006) : 160–61. http://dx.doi.org/10.1017/s0075426900007849.

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Green, William, Jörg Kleine-Tebbe, Ludger Klimek, Julie Hahn-Pedersen, Jakob Nørgaard Andreasen et Matthew Taylor. « Cost-effectiveness of SQ® ; HDM SLIT-tablet in addition to pharmacotherapy for the treatment of house dust mite allergic rhinitis in Germany ». ClinicoEconomics and Outcomes Research Volume 9 (février 2017) : 77–84. http://dx.doi.org/10.2147/ceor.s115931.

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Bowden, Hugh. « The ‘Orphic’ Gold Tablets - (R.G.) Edmonds III (ed.) The ‘Orphic’ Gold Tablets and Greek Religion. Further along the Path. Pp. x + 385. Cambridge : Cambridge University Press, 2011. Cased, £60, US$99. ISBN : 978-0-521-51831-4. » Classical Review 62, no 2 (12 septembre 2012) : 374–76. http://dx.doi.org/10.1017/s0009840x12000194.

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Tsuda, Hisatsugu. « Pharmacological properties and clinical efficacy of garenoxacin mesilate hydrate (Geninax® Tablet 200 mg), a quinolone antimicrobial ». Folia Pharmacologica Japonica 132, no 2 (2008) : 111–18. http://dx.doi.org/10.1254/fpj.132.111.

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Oikawa, Toshihiro, Yuji Goto, Keiji Sato, Tomoo Kojima et Hiroshi Ashizawa. « Post-marketing Surveillance of Benzbromarone (Urinorm® ; Tablets) - Incidences of adverse drug reactions and changes in laboratory values relating to safety and efficacy under routine drug usage - ». GOUT AND NUCLEIC ACID METABOLISM 35, no 1 (2011) : 19–30. http://dx.doi.org/10.6032/gnam.35.19.

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Heine, Polly, Laura Sellar, Sue Whitten et Priti Bajaj. « A questionnaire-based audit to assess overall experience and convenience among patients using vaginal progesterone tablets (Lutigest® ;) for luteal phase support during IVF treatment ». Patient Related Outcome Measures Volume 8 (décembre 2017) : 169–79. http://dx.doi.org/10.2147/prom.s140678.

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