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Artykuły w czasopismach na temat "Adventure"

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Clarke, Jasmine Fay, Josephine Previte i P. Monica Chien. "Adventurous femininities: The value of adventure for women travelers". Journal of Vacation Marketing 28, nr 2 (19.10.2021): 171–87. http://dx.doi.org/10.1177/13567667211038952.

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Adventure tourism has become a diverse and lucrative industry but is continually portrayed and advertised through its reflection of masculinity. Guided by the lack of studies on women in adventure tourism, the aim of this study is to examine behavioral diversity, the value gained from adventure experience, and the masculinity and femininity of female adventure tourists. A snowball sample of 420 female adventure tourists was collected through utilizing an internet-based survey methodology. Three clusters of women were identified based on their femininity and masculinity scores; Normatively Masculine Adventurers, Androgynous Adventurers, and Normatively Feminine Adventurers. Novel to this study is the validation of an integrated measurement of experiential value and that adventure tourism provides a spectrum of intrinsic and extrinsic value to women participants, most notably emotional value and functional value. Androgynous Adventurers in particular received stronger value experiences. These findings demonstrate that gender-aware tourism can inform and direct how adventure tourism can be advertised and marketed to women.
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Próchniak, Piotr, i Agnieszka Próchniak. "Adventure Recreation in Blue Spaces and the Wellbeing of Young Polish Adults". International Journal of Environmental Research and Public Health 20, nr 5 (2.03.2023): 4472. http://dx.doi.org/10.3390/ijerph20054472.

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The aim of this study was to assess the wellbeing of 248 young Polish adults between 18 and 26 years old (M = 22.35; SD = 2.20) involved in adventure blue space recreational activities. The adventure water recreational activities were measured by using a questionnaire specially designed for the purpose of this study. This questionnaire consisted of two subscales: adventure recreation associated with water risks and adventure recreation associated with weather risks. In turn, wellbeing was measured using six scales loaded in two factors: hedonic wellbeing and eudaimonic wellbeing. The regression analysis indicated that wellbeing (hedonic and eudaimonic) was positively predicted by adventure recreation associated with water risks. In turn, eudaimonic wellbeing was negatively predicted by adventure recreation associated with weather risks. Additionally, the cluster analysis revealed three distinct clusters of recreationists characterized by diverse results on the scales of adventure recreation dealing with water and weather risks: soft adventurers (low water risks/high weather risks), hard adventurers (high water risks/high water risks) and avoiders (low water risks/low weather risks). The hard adventurers had significantly higher means on hedonic wellbeing than that of the soft adventurers and the avoiders. Surprisingly, the soft adventurers had a significantly lower mean on eudaimonic wellbeing than that of the group of hard adventurers and the group avoiding risky activity in an aquatic environment.
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Mahendra, Okta, Yasnur Asri i Nurizzati Nurizzati. "POTRET PETUALANGAN NOVEL ANAK-ANAK MERAPI KARYA BAMBANG JOKO SUSILO KAJIAN SOSIOLOGI SASTRA". Jurnal Bahasa dan Sastra 5, nr 1 (7.09.2013): 87. http://dx.doi.org/10.24036/833420.

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The purpose of this research is to describe the portrait of adventure the novel that take place in the Children's Merapi Joko Susilo Bambang bouquet of. This research is a qualitative study using descriptive methods, technical content analysis. The data of this study is the portrait of a character in a novel of adventure Kid trim work Joko Susilo Bambang trace elements based characterizations. Based on the research results that the main character in search of adventure father destroyed by the eruption of Mount Merapi in Yogyakarta. Adventures of main character portraits and adventure events that occurred when Father the search.
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Gross, Sven, Manuel Sand i Theo Berger. "Examining the adventure traveller behaviour - Personality, motives and socio-demographic factors as determinants for German adventure travel". European Journal of Tourism Research 33 (20.01.2023): 3307. http://dx.doi.org/10.54055/ejtr.v33i.2795.

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Adventure tourism has established itself as a concept and a field of research within tourism. While the German tourism market is one of the biggest in the world, no evidence exists on the German adventure traveller. In adventure tourism research in general, there is little evidence on how personality, motives, and socio-demographic factors distinguish the choice for soft and hard adventure activities. Therefore, this quota-based survey among 1,500 German travellers does investigate demographics, motives and personality aspects. A logistic regression analysis is performed to categorize tourists into soft and hard adventure travellers. Gender and age are descriptive characteristics, as well as extraversion and going on adventures to get to know oneself better. This research helps to better understand German hard adventure travellers and enables operators to cater specifically to the needs of the target group.
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Đurin, Sanja. "The Influence of Digital Technologies on the Experience of Adventure among Outdoor Enthusiasts in Croatia". Narodna umjetnost 59, nr 2 (20.12.2022): 103–17. http://dx.doi.org/10.15176/vol59no205.

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This article investigates the influence of digital technologies on the experience of adventure in outdoor activities at a time when outdoor activities are becoming increasingly popular in Croatia. Based on ethnographic research conducted among outdoor enthusiasts and new adventurers, adventure tour guides, and adventure sports practitioners in Croatia, this paper aims to show some of the ways in which the widespread use of digital media and technologies, from social networks to smart watches, affects us and the perception, concepts, and practices of adventure in Croatia.
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Hennig, Anke. "Adventure in times of terror". Philosophy of Photography 14, nr 1 (1.04.2023): 49–65. http://dx.doi.org/10.1386/pop_00070_1.

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This article follows the history of the idea of adventure in the Soviet Union, which started as a dream of the great communist adventure but two decades into the revolution turned into the nightmare of the Great Terror. Adventure was implicated in the violent realities of Stalinism through tropes of the adventure genre, such as the loneliness of the adventurer in a precarious world impenetrable by reason. Understanding this situation requires a focus on philosophies of both adventure and terror. For instance, Hegel’s philosophy of adventure will help us to reveal features of the lived experience in times of terror, whilst Mikhail Ryklin’s philosophy of terror sheds light on the significance of the adventure genre in the Soviet 1930s. This double focus allows articulation of a primary feature of violence that is often overlooked, namely, the fundamental reciprocity that structures it. In the Soviet context, we find historically neglected but critically important reflections on the relation between violence and adventure in the life and works of Lev Kopelev. We also find a unique deliberation on the dialectics of violence (and counter-violence) in Evgeni Shvarc’s adventure tale The Dragon (1943) which can be fruitfully read in dialogue with Arendt’s vital distinction between violence and power. Reconsidering these sources is an important task for today given that Russian politics has once again, 30 years after perestroika, regressed into mass violence.
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BOYES, MIKE. "Outdoor adventure and successful ageing". Ageing and Society 33, nr 4 (17.04.2012): 644–65. http://dx.doi.org/10.1017/s0144686x12000165.

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ABSTRACTThis article explores how outdoor adventure activities in a New Zealand community-based programme are experienced and understood as successful ageing strategies. Outdoor adventures are seen as positive leisure experiences that include challenging physical activity, social engagement and the natural environment. Using a sequential exploratory mixed-methods design, a combination of seven interviews and a survey (N=80) were conducted with a Third Age adventures group. The research outcomes confirmed the attraction of adventure for this cohort. Risk engagement and uncertainty were perceived as less important in favour of emotional, social and environmental engagement through fun, excitement and pleasure. The natural environment was considered integral and defining of the experience with the participants demonstrating a strong environmental ethos. Opportunities for building social capital were plentiful and well illustrated. The benefits of engagement for health, wellbeing and successful ageing are identified through the physical, social and psychological domains. The research supports adventure participation as a successful ageing strategy that is relatively low cost, community based, has many preventative health benefits, builds communities and embraces the environment.
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Kane, Maurice J. "Professional adventure tourists: Producing and selling stories of ‘authentic’ identity". Tourist Studies 12, nr 3 (10.10.2012): 268–86. http://dx.doi.org/10.1177/1468797612461087.

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The ability to experience distinctive adventure appears limited today in comparison to the accounts of past exploring heroes. Even with these perceived limitations, there is continued growth in remote adventure tours. Guided by a Bourdieusian lens, this article examines the negotiation of authenticity, distinction and identity in the websites and blogs of companies and tourists during the 2010 spring Mt Everest climbing season. The interpretation suggests company blogs offer tourists an experience framed in mountaineering myth. The mountaineering guides’ capital derived from skill, experience and decision making ability make this experience possible. The tourists’ blogs offer authentically, recognisable environments, practices, and emotions disguising their limited mountaineering abilities. Tourist’s existential stories seek to transcend and appropriate mountaineering capital. For the females in this study, tour experience has supported careers based on mountaineering adventurer social identities. The companies’ tourism products facilitate the professional adventure tourist’s role model claims to ‘authentic’ adventurer identities.
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Álvares, Cristina. "Hergé dans la théorie des sphères". Revue Romane / Langue et littérature. International Journal of Romance Languages and Literatures 55, nr 1 (26.06.2019): 164–81. http://dx.doi.org/10.1075/rro.18022.alv.

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Abstract This paper aims at reading Hergé’s major work in the light of Sloterdijk’s theory of spheres and Agamben’s reflexions on adventure in order to examine the place and function of the island in the adventures of Tintin, a hero without insulation. Much attention is given to the boundery topology of adventure in our discussion of the ontological transitions (human, animal) taking place on the threshold between in and out and of their anthropogenetic significance. We defend that every adventure story is a variation on the anthropogenetic one, and that Hergé and Sloterdijk diverge on the matter of island and insulation.
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Sudana, I. Made Ari, i Made Sukana. "Penerapan Keselamatan Dan Kesehatan Kerja (K3) Di Daya Tarik Wisata Bali Treetop Adventure Park, Bedugul". JURNAL DESTINASI PARIWISATA 6, nr 2 (1.01.2019): 224. http://dx.doi.org/10.24843/jdepar.2018.v06.i02.p04.

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Bali Treetop Adventure Park is a tourist attraction, which is located in the Eka Bali Botanical Garden, Candi Kuning, Tabanan Regency. This tourist attraction offers adventure activities or adventures that are above the altitude.This researchaims toknow the application of Workplace Safety and Health on adventure activities in the tourist attraction of Bali Treetop Adventure Park The data used in this research is the type of qualitative data, while the data source is primary data and secondary data. Data was collected byobservation, interview and literature study, and assisted by data analysis technique. The results show that the application ofWorkplace Safety and Health in this tourist attraction has been excellent. From the personal aspect, there is training for all the staf to improve their knowledge and skills in preventing and handling accidents, staf also asks for health conditions of tourists before attempting adventure rides, safety checks of the equipment and checking of the adventure rides is also conducted on a daily basis. From The insitutional aspect, company also divides the staf into different tasks so that stafcan focus on their work. Environmental conditions such as weather conditions are also considered, during bad weather conditions this adventure vehicle will be closed. Every package purchased by tourists include the cost of insurance, in case of an accident involving the tourists then all the medical expenses will be covered by the insurance. Keyword: Occupational Safety and Health ,Adventure Tourism, Bali Treetop Adventure Park
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Rozprawy doktorskie na temat "Adventure"

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Burak, Phil G. "The nature of adventure in soft adventure tourism". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0001/MQ34302.pdf.

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Glover, Jeffrey T. "Adventure Movement Project| Building a sustainable adventure movement". Thesis, Prescott College, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1557871.

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This thesis introduces the question of how to intentionally build a sustainable adventure movement, which is a grassroots effort to intentionally and significantly increase the use of outdoor adventure education as an innovative educational tool for schools, communities and businesses in perpetuity. Taking a whole-systems approach and applying leading social movement and diffusion theories, the Adventure Movement Project (AMP) seeks to develop a framework for integrating outdoor adventure education into whole communities to inspire servant leadership, achieve sustainability, and drive innovation. A socially just and sustainable planet can thrive with outdoor adventure education acting as a highly effective catalyst, which drives social, economic, educational, and environmental change. To that end, this thesis presents original applications of diffusion models and social movement theories to outdoor adventure education. The research used an original Delphi study—of outdoor adventure education experts—which explored how to build a sustainable adventure movement. The study aimed to understand ideas related to best practices and successful strategies for expanding outdoor adventure education participation. Findings exemplified for increasing outdoor adventure education include embracing a clear, unified message that establishes why outdoor adventure education matters as a tool, which can lead to achieving sustainability, driving innovation, and inspiring servant leadership. A second key finding calls for outdoor adventure education to be part of something larger and through integration into the larger experiential education and sustainability movements it may reach critical mass.

Key Words: outdoor adventure education, sustainability, servant leadership, innovation, social movement, experiential education

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Vacek, Lukáš. "Adventure hra s inteligentními spolupracujícími postavami". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255404.

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The goal of this master's thesis is to design and implement framework that can be used for development of agent systems. Framework is implemented in Java and encapsulates JADE library. Framework is used for implementation of adventure game. There are several characters (agents) with specific roles who cooperate and try to achieve their goals.
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Bennie, Laurie, Cathy Jo McMaken, Karen R. Schetzina, Robin Fisher i Jill Fair. "A Rainy Day Adventure". Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/5128.

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McMaken, Cathy Jo, Karen E. Schetzina, Gayatri Jaishankar, Robin Fisher i Jill Fair. "A Harvest Day Adventure". Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/5129.

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McMaken, Cathy Jo, Karen E. Schetzina, Gayatri Jaishankar, Robin Fisher i Jill Fair. "A Safety Hero Adventure". Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/5130.

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Terblanche, Hanri. "Travel motives of adventure tourists : a case study of Magoebaskloof Adventure / Hanri Terblanche". Thesis, North-West University, 2012. http://hdl.handle.net/10394/8232.

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Adventure tourism involves travel and leisure activities pursued with the expectation that they will produce a rewarding, adventurous experience. Adventure tourism can be defined as travel to a destination to participate in adventurous activities in a natural environment. Two categories of adventure are distinguished, namely soft and hard adventure. Soft adventure includes activities such as bird–watching, hiking, camping and horseback riding, and it requires relatively little physical skill and little or no experience. Hard adventure includes activities such as rock climbing, mountaineering, survival games and caving. Hard adventure has high levels of risk and participants are more likely to engage in physically and mentally challenging outdoor activities. Magoebaskloof Adventures is one of many adventure destinations in South Africa where adventure tourists can participate in adventure activities. It is of great value for Magoebaskloof Adventures to ensure that the needs and expectations of adventure tourists are fulfilled. One way to ensure that these needs are met, is to determine what motivates adventure tourists to travel and participate in adventure activities. Knowledge of these motives will assist adventure tourism products to stay competitive and to develop relevant products. A number of researchers have found that certain travel motives can explain the existence of certain adventure tourism products. Motive can also influence or determine the behaviour of adventure tourists visiting different adventure products or destinations. Past research into adventure motives identified important motives such as escape, challenge, fun, social interaction and experience. As little research has been conducted on travel motives for adventure tourism in South Africa, the aim of this research was to determine the travel motives of adventure tourists to Magoebaskloof Adventures. iv A literature study provided the background for the empirical study. A quantitative research approach was followed, with a non–probability sampling method, namely convenience sampling. The research was conducted at Magoebaskloof Adventures for a period of nine months (March 2010 to December 2010). A total of 400 usable questionnaires were received back. The results of the study involved two sections: firstly the profile of the typical adventure tourist was determined; and secondly the travel motives of adventure tourists were determined. The profile indicated that adventure tourists are on average 33 years old, male and English–speaking. They are married, hold a diploma or degree and travel in groups of 1–5. The typical adventure tourist travels 1–3 times a year, drives a sedan vehicle and prefers self–catering accommodation. The factor analysis identified the following seven travel motives for adventure tourists: Factor 1 ? Prestige and status(an increased sense of personal growth, acquiring new skills, the feeling of success after completing the activity, overcoming fear, and interacting with people and/or the environment); Factor 2 ?Group togetherness(participation in a recreational opportunity, family recreation, spending time with someone special, experiencing fun and excitement, and spending time with friends); Factor 3 ?Knowledge seeking(learning about adventure, sharing in the challenge, and educating oneself); Factor 4 ?Escape and relaxation(exploring a new destination, getting away from routine, and relaxing); Factor 5?Photography and attraction(an opportunity to practice photography, continuing a habit of adventure that already started in childhood, and the desire to feel part of an adventure); Factor 6 ? Enhancing relations (participating because friends arranged the activity, participating in order to tell friends about the experience, and participating because the participant has the necessary experience to perform the activity); and Factor 7 ? Novelty(performing the activity before the participant is too old, enjoying the journey with family and friends, and doing ‘something different’). Escape and relaxation was the factor with the highest mean value, and this correlates with other adventure travel motive research as well as research regarding tourists’ motives for visiting nature–based attractions. An analysis of travel motives in v general indicates that Escape and relaxation is commonly an important travel motive. Magoebaskloof Adventure focuses more on soft adventure, and the travel motives of participants in this research will therefore differ from those of consumers of hard adventure products. The latter are motivated by aspects such as thrill, challenge, fear, terror, risk, daring, adrenaline, journey, expedition, excitement and success, to name a few. Group togetherness was also identified as a strong motivating factor, and existing nature–based research confirms this as an important motive to travel. In conclusion, this study found that there are differences between the travel motives of tourists to Magoebaskloof Adventures ? which provides soft adventure tourism products ? and the travel motives of tourists who pursue hard adventure activities. The results of this research can assist Magoebaskloof Adventures in the development of feature adventure tourism products and focused marketing material.
Thesis (MA (Tourism Management))--North-West University, Potchefstroom Campus, 2012.
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Ghurbal, Victoria A. "'Communicating adventure' : a semiotic investigation of the UK adventure subculture of motorcycling consumption". Thesis, University of Huddersfield, 2008. http://eprints.hud.ac.uk/id/eprint/2062/.

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Changing cultural trends and increasing pressures and constraints on everyday life have led to a proliferation in the uptake of adventure pursuits in Western society. People are increasingly drawn to involvement in subcultures of high-risk extremity and adventure, and manufacturers, marketers and the media are commonly reflecting a discourse that ‘commodifies’ adventure experience in their wider cultural products and brands. This growth in the consumption of adventure has created an opportunity, and a necessity, for researchers, academics and practitioners alike to become involved in the development of adventure-leisure research and theory. This study takes the UK motorcycling subculture of adventure consumption as a unit of analysis, and employs a ‘holistic’ cultural approach to investigate meaningful consumption processes within, and relative to it. Specifically, it focuses on the role of consumers in contributing to the cultural world of motorcycling adventure consumption as well as the significance of manufacturers, service suppliers and marketers in producing and conveying it. This is achieved through employment of an ‘interpretive semiology’ research philosophy, in which a number of pioneering semiotic and narrative techniques are used and developed, to identify the key communication codes and myths that drive the construction and movement of meaning within, and relative to this consumption subculture. An ‘outside in’ approach is employed to understand the subculture from a wide crosssection of related discourse, and this is combined with an ‘inside-out’ approach, which focuses on the motorcyclist consumer psyche, on consumer involvement in motorcycling activity and use of signifying props, spaces and stories for the construction and signification of meaningful motorcyclist self-identity. Also this approach examines the role of manufacturers, service suppliers and marketers in constructing and signifying brands that purvey cultural messages and construct categories of motorcycling subculture. The results highlight that although UK motorcycling adventure subculture is enshrined with a very rich cultural heritage, it is dynamic in nature, and cultural changes can be identified by analysis of key cultural communication codes and myths. These codes and myths are influenced, and driven, by an interrelationship that exists between consumers, manufacturers, service suppliers, marketers and wider popular cultural discourse and media. They all exist in the same culturally constituted world and meaning is generated and signified through common market places and market stimuli. Overall, this study provides a contribution to adventure-leisure and interpretive, cultural consumer behaviour research and it employs and develops pioneering semiotic and narrative methodologies. It demonstrates how the field of semiotics, with rich theoretical and sometimes complicated underpinnings, can be applied in this context to achieve significant theoretical and practical implications.
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Sharp, Jason Reid. "Adventure in the Classroom: Role and Practices of Adventure Therapy in School Counseling Curriculum". Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248494/.

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The purpose of this study was to explore the role and impact of adventure therapy (AT) on student development and to identify the greatest challenges to the implementation of AT in schools. The Delphi method was used to generate consensus of opinion within a group of experts in the field of adventure therapy and school counseling. Purposive sampling was used to identify the members of the expert panel and the definition of consensus was set at 80% for each item. Content and descriptive analysis were used to develop representative statements from participant responses between rounds. Ten Caucasian respondents, 6 men and 4 women, having met at least one of the expert criteria for the study, completed three rounds of participation which resulted in the attainment of consensus on 36 items addressing the role of adventure therapy in school counseling and the impact of AT in the areas of academic/career and social/emotional development. Twelve challenges to the implementation of AT in schools were identified and put in rank order. According to the results, experts believe adventure therapy has the greatest impact on social connectedness, problem solving, and student engagement in schools. Access to appropriate training in AT, administrative support, and funding were identified as the three greatest challenges to the implementation of adventure therapy in schools.
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Afram, Rabi. "Puzzle Design in Adventure Games". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.

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This thesis investigates the level of difficulty of puzzles in the adventure games and the implications thereof. The thesis contains an in-depth background, and a brief history about the genre. It brings up the main problem of the genre and looks into both the cause and effect that follows. To support this process, an analysis has been made of design documents and a survey was issued on the subject of adventure game puzzles.
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Książki na temat "Adventure"

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Adventure Double: Diving & Amazon Adventures (Adventure Double). Red Fox, 2005.

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Price, Willard. Adventure Double: Diving & Amazon Adventures (Adventure Double). Red Fox, 2005.

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Price, Willard. Adventure Double: South Sea & Volcano Adventures (Adventure Double). Red Fox, 2005.

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Adventure Double: South Sea & Volcano Adventures (Adventure Double). Red Fox, 2005.

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Scottish Highland Adventure Adventures. CF4kids, 2007.

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Lougheed, Vivien. Belize Pocket Adventures (New Pocket Adventure) (New Pocket Adventure). Hunter Publishing (NJ), 2005.

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Twain, Mark. The Adventures of Tom Sawyer Adventure Classic (Adventure Classics). HarperFestival, 2005.

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Conord, Bruce, i June Conord. Yucatan Pocket Adventures (New Pocket Adventure) (New Pocket Adventure). Hunter Publishing (NJ), 2005.

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Conan, Doyle Arthur. The Adventures of Sherlock Holmes Adventure Classic (Adventure Classics). HarperFestival, 2006.

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Twain, Mark. The Adventures of Tom Sawyer Adventure Classic (Adventure Classics). HarperFestival, 2005.

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Części książek na temat "Adventure"

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Jenkins, I. S. "New adventure, old adventure." W Adventure Tourism and Outdoor Activities Management: a 21st century toolkit, 91–102. Wallingford: CABI, 2018. http://dx.doi.org/10.1079/9781786390868.0091.

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Parkes, Christopher. "Adventure". W The Palgrave Encyclopedia of Victorian Women's Writing, 1–4. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-02721-6_149-1.

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Simpson, Anna. "Adventure". W The Brand Strategist’s Guide to Desire, 50–77. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137351821_3.

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Maunder, Andrew. "Adventure". W Enid Blyton, 139–72. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76332-9_6.

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Fernández-Vara, Clara. "Adventure". W The Routledge Companion to Video Game Studies, 302–9. Wyd. 2. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-43.

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Osher, Robert H. "Adventure!" W The Real ABCs, 77–83. Wyd. 2. Boca Raton: CRC Press, 2024. http://dx.doi.org/10.1201/9781003526261-17.

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Atkinson, Dennis. "Whitehead’s Adventure". W Art, Disobedience, and Ethics, 65–90. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-62639-0_5.

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Beames, Simon, Chris Mackie i Matthew Atencio. "Conceptualizing Adventure". W Adventure and Society, 1–13. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96062-3_1.

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Sutherland, Bruce. "Text Adventure". W C++ Game Development Primer, 69–74. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0814-4_6.

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Stemkoski, Lee. "Adventure Games". W Java Game Development with LibGDX, 271–96. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3324-5_12.

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Streszczenia konferencji na temat "Adventure"

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Wormell, Dean. "Cypress adventure". W ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. New York, New York, USA: ACM Press, 1996. http://dx.doi.org/10.1145/253607.253660.

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Rubin, Zak, i Sri Kurniawan. "Speech adventure". W the 6th International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2504335.2504373.

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Robertson, Judy, i Keiron Nicholson. "Adventure Author". W the 6th international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1297277.1297285.

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Kuang, Quincy, Jiaxin Zhang i Stefania Druga. "Ballbit Adventure". W CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356982.

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Unknown. ""Calakmul: the adventure"". W ACM SIGGRAPH 2008 new tech demos. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401615.1401624.

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Kamata, Yuichiro, i Nobu Masuda. "Cyber space adventure". W ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/259081.259189.

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Kadel, Mathias. "Adventure Art Construction". W Footbridge 2017 Berlin. Chair of Conceptual and Structural Design, Fachgebiet Entwerfen und Konstruieren – Massivbau, Technische Universität Berlin, 2017. http://dx.doi.org/10.24904/footbridge2017.09778.

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Bon, Louis. "The Pazflor Adventure". W Offshore Technology Conference. Offshore Technology Conference, 2012. http://dx.doi.org/10.4043/23173-ms.

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Marin, Gustavo, Agustin Paladines, Andreas Suter, Chip Corbett, Gustavo Ponce i Ivan Vela. "The Shushufindi Adventure". W SPE Western Venezuela Section South American Oil and Gas Congress. Society of Petroleum Engineers, 2013. http://dx.doi.org/10.2118/173486-ms.

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An, Yoo Jung, i Ned Wilson. "Tax Knowledge Adventure". W dg.o '16: 17th International Digital Government Research Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2912160.2912200.

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Raporty organizacyjne na temat "Adventure"

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Traill, Helen, Deirdre Shaw, Stephanie Anderson, Andrew Cumbers, Robert McMaster i Natalie Marr. Baltic Street Adventure Playground Establishing a Community Food Hub. University of Glasgow, 2020. http://dx.doi.org/10.36399/gla.pubs.217178.

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), kwiecień 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory of Us is a touching and emotional game that tells a story of friendship, love, and survival during a war.
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Paredes, Juan Roberto, María Clara Ramos, Marina Robles i Emma Näslund-Hadley. Motivating the School Community to Rise Up Against Climate Change. Inter-American Development Bank, kwiecień 2015. http://dx.doi.org/10.18235/0006239.

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There is nothing more stimulating than deciding to improve the space in which one lives and. In so doing, one can change the way one lives. Doing this alone, while possible, is extremely difficult. Doing it as a group isa great experience! Many traditional communities have social arrangements that facilitate collaborative work, such as indigenous communities in many Latin American and Caribbean villages. In Mexico this collective form of work is known as tequio; the inhabitants of a place come together to carry out the work, whether it be constructing a house for newlyweds, a church for the town, a collapsed bridge, or any other job that can be completed quickly and efficiently when done in collaboration. Would you like to initiate a similar adventure in your school?
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Бережна, Маргарита Василівна. Maleficent: from the Matriarch to the Scorned Woman (Psycholinguistic Image). Baltija Publishing, 2021. http://dx.doi.org/10.31812/123456789/5766.

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The aim of the research is to identify the elements of the psycholinguistic image of the leading character in the dark fantasy adventure film Maleficent directed by Robert Stromberg (2014). The task consists of two stages, at the first of which I identify the psychological characteristics of the character to determine to which of the archetypes Maleficent belongs. As the basis, I take the classification of film archetypes by V. Schmidt. At the second stage, I distinguish the speech peculiarities of the character that reflex her psychological image. This paper explores 98 Maleficent’s turns of dialogues in the film. According to V. Schmidt’s classification, Maleficent belongs first to the Matriarch archetype and later in the plot to the Scorned Woman archetype. These archetypes are representations of the powerful goddess of marriage and fertility Hera, being respectively her heroic and villainous embodiments. There are several crucial characteristics revealed by speech elements.
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DeNies, Ramona. Close Enough: Adventures in Fact-Checking. Portland State University Library, styczeń 2000. http://dx.doi.org/10.15760/etd.5553.

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Kosova, A. A., D. A. Kameshkov, N. O. Kuchkin, M. E. Mamaev i A. E. Makarov. Interactive simulator "Steve's adventures in Russia". SIB-Expertise, listopad 2021. http://dx.doi.org/10.12731/er0501.22112021.

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Электронный образовательный ресурс «Приключения Стива в России» (Игра) представляет собой диалоговый тренажер. Игра - некоммерческий продукт информационной и профилактической направленности, позволяющий сформировать у подростков приверженность к вакцинопрофилактике инфекционных болезней и укрепить безопасные стереотипы поведения в период пандемии СOVID-19.
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Fernández-Villaverde, Jesús, Grey Gordon, Pablo Guerrón-Quintana i Juan Rubio-Ramírez. Nonlinear Adventures at the Zero Lower Bound. Cambridge, MA: National Bureau of Economic Research, maj 2012. http://dx.doi.org/10.3386/w18058.

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Robinson, Shirley. Adventures in city data: An ethnographic story. Gauteng City-Region Observatory, grudzień 2022. http://dx.doi.org/10.36634/rplr3362.

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Harmon, Jennifer. On the Fringe: Adventures with Minimal Waste, Convertibility, and Budget. Ames: Iowa State University, Digital Repository, 2014. http://dx.doi.org/10.31274/itaa_proceedings-180814-976.

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Hirlekar, Aditya. Life Adventures- an interactive game-based learning application for children. Ames (Iowa): Iowa State University, maj 2024. http://dx.doi.org/10.31274/cc-20240624-956.

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