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Haugerø, Kai Rune. "Transformasjon av den gamle røde låven ved Reins Kloster". Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26718.

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Wehmer, Kathrine. "Oral helse i Gamle Lödöse : En osteologisk undersøkelse av det humane materiale". Thesis, Stockholms universitet, Osteoarkeologiska forskningslaboratoriet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190929.

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This Master ́s thesis focused on the oral health of people who lived in Old Lödöse, Sweden during the Middle Ages. Old Lödöse is approximately 4 miles northeast of Gothenburg. The town existed between 1100 and 1646, and within it you can find St. Peder ́s church, St. Olov ́s church and a monastery. The analyzed material was from these three places and consisted of 58 individuals affected by various oral pathology. From St. Peder ́s church there were 33 individuals, from St. Olov ́s there were 4 individuals and from the monastery there were 19 individuals. They were mostly young adults (20 – 35 year) and middle age adults (35 – 50 year), and there were more men (22) than women (14) in the material. Even though there were more individuals at St. Peder ́s church, the monastery’s individuals were more severely affected by various oral pathologies, furthermore the men were more severely affected with oral pathology than the women. In addition, there were two interesting discoveries. Seven individuals, three of them women, had black discoloring on their teeth, and there were six individuals, four of them men, that had special dental wear that may reflect “teeth as tools”, some in the form of grooves. Summarized, the oral health at Old Lödöse was poor.
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Paulsen, Frida Helen. "I Seppalas spor : Å prosjektere nytt med inspirasjon fra det gamle". Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26379.

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Kvaerndrup, Sigurd. "Den østnordiske ballade, oral teori og tekstanalyse : studier i Danmarks gamle folkeviser /". København : Museum Tusculanums forlag, 2006. http://catalogue.bnf.fr/ark:/12148/cb41005706t.

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Persson, Gunnel. ""Min gamle vän Elin" : En sociolingvistisk studie av bruket av adjektivets e-form". Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-68258.

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In the definite form an adjective in Swedish can end in either -a or -e, with the e-form being used in writing especially with masculine reference together with nouns of the n-gender. For a long time, however, there has been some variation in usage, so that the e-form is sometimes also employed with female reference or together with nouns of t-gender. Widmark shows in a study from 1992 that there is uncertainty among Swedish speakers about how the forms should be used. The aim of the present study is to investigate the extent to which speakers accept different uses in writing of the e-form of the adjective in the definite singular form, and to see whether the sociolinguistic vari­ables age, sex, dialect, education and familiarity with writing are of any significance in this. Another aim is to conduct a comparison with Widmark’s study to see whether there has been any change in usage in the last few decades. The study proceeds from sociolinguistic theory of linguistic variation and changes and uses a quantitative method. In a questionnaire the respondents were asked to judge a number of examples with the e-form of the adjective in different linguistic contexts. The number of respondents was 181; they constitute a convenience sample. To find material for the examples in the questionnaire, a corpus study was undertaken first. The result shows that acceptance of expressions that do not follow the norms of written language is in most cases low. A majority of the respondents think that the e-form should be used primarily with masculine or general reference. Younger respondents are more uncertain about usage, while older respondents follow the written standard to a higher extent. Women take a more negative view of non-standard uses; on the other hand, more men than women are positive towards examples where the e-form is used according to the norm. Dialect is significant in that respondents from parts of Sweden where final ‑a has become ‑e are more willing to accept non-standard uses. Respondents with a university education reply to a higher extent in accordance with the written norm. The result found no difference in usage compared with Widmark’s study.
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Skotnes, Liv Heidi. "Forstyrrelser i de nedre urinveier hos gamle på sykehejm : urininkontinens, residualurin, urinveisinfeksjon, samt inkontinenspleie". Doctoral thesis, Mittuniversitetet, Institutionen för hälsovetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16337.

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Det overordnede målet med denne avhandling var å få en oversikt over ulike forstyrrelser i de nedre urinveier hos gamle. Dernest var målet å beskrive oppfatninger og barrierer som influerte på personalets muligheter for å gi riktig inkontinenspleie til beboere i sykehjem. Avhandlingen består av en kvantitativ studie (artikkel I, II, III), og en kvalitativ studie (artikkel IV). Artikkel I var en tverrsnittstudie. Artikkel II og III var en prospektiv tidsdesignstudie med en oppfølgingsperiode på ett år. 183 beboere fra seks sykehjem deltok i den kvantitative studien. I artikkel I ble prevalensen av urininkontinens hos norske sykehjembeboere evaluert. I tillegg ble det forsøkt å identifisere faktorer som var assosiert med urininkontinens i denne populasjonen. I artikkel II ble det undersøkt om residualurin var en risiko for å utvikle urinveisinfeksjon hos gamle på sykehjem. I artikkel III ble det undersøkt om bleiebruk per døgn er en pålitelig metode for å kvantifisere urininkontinens hos sykehjemsbeboere. Det ble også studert om det var sammenheng mellom urinveisinfeksjon, bleiebruk per døgn og væskeinntak. I den kvalitative studien var målet å identifisere oppfatninger og barrierer som influerte på pleiernes muligheter for å gi riktig inkontinenspleie. Fem avdelingsledere, fem sykepleiere og fem hjelpepleiere ble intervjuet i til sammen tre fokusgruppeintervjuer.Analysen i artikkel I viste at 122 beboere (69 %) var inkontinent for urin og 144 (83 %) brukte bleier. 14 % brukte bleier for sikkerhets skyld. Lav ADL-skår, demens og urinveisinfeksjon var assosiert med urininkontinens (P = <0.01). I artikkel II hadde 98 beboere (63.3 %) residualurin mindre enn 100 ml, og 52 (34.7 %) hadde residualurin på 100 ml eller større. I løpet av oppfølgingsperioden hadde 51 beboere (34 %) utviklet en eller flere urinveisinfeksjoner. Forekomsten av urinveisinfeksjon var høyere hos kvinnene enn hos mennene (40.4 % versus 19.6 %; P = 0.02). Det ble ikke funnet noen signifikant forskjell i gjennomsnittlig residualurin mellom beboere som utviklet og som ikke utviklet urinveisinfeksjon (79 versus 97 ml, P = 0.26). Residualurin på 100 ml eller større var ikke assosiert med større risiko for utvikling av urinveisinfeksjon.I artikkel III brukte 118 (77 %) av beboerne bleier. Bleiebruk per døgn er et upålitelig mål på urininkontinens hos beboere i sykehjem. Beboere som brukte bleier hadde en økende risiko for å utvikle urinveisinfeksjon sammenlignet medvibeboere som ikke brukte bleier (41 versus 11 %; P = 0.001). Daglig væskeinntak var ikke assosiert med urinveisinfeksjoner (P = 0.46). Antall bleieskift viste ingen korrelasjon med risikoen for utvikling av urinveisinfeksjon (P = 0.62). Bleiene som beboerne brukte per døgn, viste stor variasjon i inkontinensvolum. I den kvalitative studien ledet innholdsanalysen fram til tre emner og åtte kategorier. Det første emnet, Oppfatninger og barrierer assosiert med beboerne, inneholdt en kategori ”fysiske og kognitive problemer”. Det andre emnet, Oppfatninger og barrierer assosiert med personalet, inneholdt tre kategorier: ”manglende kunnskaper”, ”holdninger og tro” og ”manglende tilgjengelighet”. Det tredje emnet, Oppfatninger og barrierer assosiert med den organisatoriske kulturen, inneholdt fire kategorier: ”rigide rutiner”, manglende ressurser”, ”manglede dokumentasjon” og ”svakt lederskap”. Resultatene i denne avhandlingen viser at forekomsten av urininkontinens i sykehjem er høy. Absorberende produkter er hyppig brukt uten en kjent historie av urininkontinens. Fysisk svekkelse, demens og urinveisinfeksjon er assosiert med urininkontinens. Residualurin er vanlig hos beboere i sykehjem. Det ble ikke funnet noen sammenheng mellom residualurin og urinveisinfeksjon. Bruk av absorberende bleier er assosiert med økt risiko for utvikling av urinveisinfeksjon. Bleiebruk per døgn og væskeinntak var ikke korrelert med økt risiko for utvikling av urinveisinfeksjon. Bleiebruk per døgn er et upålitelig mål på urininkontinens hos beboere i sykehjem. Funnene fra den kvalitative studien viser at det er mange barrierer som influerer på personalets evne til å gi riktig inkontinenspleie til beboere i sykehjem. Det kan likevel se ut som om personalets oppfatninger og holdninger, samt manglende kunnskaper om urininkontinens, er de viktigste barrierene for å gi riktig inkontinenspleie.
The overall aim of this thesis was to get an overview over different dysfunction in the lower urinary tract in the elderly. Also, we wanted to describe the perceptions and barriers that influence the nursing staff`’s ability to provide appropriate incontinence care in nursing home residents. The thesis includes one quantitative study (paper I, II, III), and one qualitative study (paper IV). Paper I was a cross-sectional study. Paper II and III were a prospective surveillance with a follow-up period of 1 year. 183 residents from six Norwegian nursing homes participated. In paper I, the prevalence of urinary incontinence in Norwegian nursing home residents was evaluated. The factors possibly associated with urinary incontinence were also studied. In paper II, we investigated whether residual urine was a risk factor for developing urinary tract infections in the elderly in nursing homes. In paper III, the objective was to determine whether pads per day usage is a reliable measure of urinary incontinence in nursing home residents. Furthermore, we wanted to study the association between urinary tract infections, pads per day usage and fluid intake. In the qualitative study, the aim was to identify perceptions and barriers that influence the ability of nursing staff to provide appropriate incontinence care. Five charge nurses, five registered nurses and five certified nursing assistants participated in the focus group interviews.The analysis in paper I, showed that 122 (69 %) of the resident were incontinent for urine and 144 used absorbent pads (83 %). 14 % of residents used absorbent pads ‘just to make sure’. They did not have a history of urinary incontinence. Low ADL score, dementia and urinary tract infection were significantly associated with incontinence for urine (P = <0.01). In paper II, 93 of the residents (65.3 %) had postvoid residual urine (PVR) < 100 mL and 52 residents (34.7 %) had a PVR 100 mL. During the follow-up period, 51 residents (34.0 %) had one or more urinary tract infections (UTI). The prevalence of UTI among females was higher than among men (40.4 % versus. 19.6 %; P = 0.015). There was no significant difference in mean PVR among residents that did or did not develop UTI (79 mL versus 97mL; P = 0.26). A PVR 100 mL was not associated with an increased risk of developing UTI`s (P = 0.59).In paper III, 118 (77 %) used absorbent pads. Residents that used absorbent pads were at increased risk of developing UTIs compared to residents that did notviiiuse pads (41 % versus 11 %; P = 0.001). Daily fluid intake was not associated with UTIs (P = 0.46). The number of pad shifts had no relation with the risk of developing UTIs (P = 0.62). Residents with a given pad per day (PPD) presented a wide range of incontinence volumes.In paper IV, three topics and eight categories were identified. The first topic, Perceptions and barriers associated with residents, consisted of one category: ‘physical and cognitive problems’. The second topic, Perceptions and barriers associated with nursing staff, consisted of three categories: ‘lack of knowledge’, ‘attitudes and beliefs’ and ‘lack of accessibility’. The third topic, Perceptions and barriers associated with organizational culture, consisted of four categories: ‘rigid routines’, ‘lack of resource’, ‘lack of documentation’ and ‘lack of leadership’.The results of the thesis show that the prevalence of urinary incontinence in nursing homes is high. Absorbent products are frequently used without a history of urinary incontinence. Physical impairment, dementia and urinary tract infections are associated with urinary incontinence. is common in nursing home residents. No association between PVR and UTI was found. The use of absorbent pads is associated with an increased risk of developing UTIs. PPD and daily fluid intake are not correlated with the risk of developing UTIs. PPD is an unreliable measure of urinary incontinence in nursing home residents. The findings from the qualitative study shows that there are many barriers that might influence the possibilities of nursing staff to provide appropriate incontinence care to residents in nursing homes. However, it can nevertheless seem like opinions and the attitude of nursing staff, together with a lack of knowledge about urinary incontince, are the most important barriers to provide appropriate incontinence care.
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Mahler, Marianne. "At holde balance Betingelser for og perspektiver i forhold tilforebyggelse af fald blandt gamle mennesker". Doctoral thesis, Nordic School of Public Health NHV, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:norden:org:diva-3768.

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Baggrund. Faldulykker blandt gamle mennesker er et folkesundhedsproblem i Danmark, Norden såvel som i den vestlige verden. Forebyggelse af fald har været grebet an i en befolkningsorienteret adfærdsmotiverendeog –regulerende modus. Denne faldforebyggelsestankegang er i opbrud. Formål. At beskrive hvorledes fald,faldhændelser og at miste balanceopleves og håndteres af gamle mennesker, der bor i selvstændig bolig. Studiet har ligeledes fokus på at undersøge sammenhænge i den faldforebyggende indsats med udgangspunkt i hvad de, der er faldet, har oplevet. Studiet bidragertil udvikling af sundhedsfremmende og faldforebyggende indsats i forhold til den enkelte og til den samlede indsats. Metode. Afhandlingenbygger på fire delstudier (I-IV). I de fire studier anvendes fortolkende fænomenologiskfilosofisk tilgang og analytisk metode. I et studie (III) sker det i en case study ramme og er suppleret med kritisk diskursanalytisk analyse og fortolkning af dokumenter. I alt blev ni kvinder og fire mænd (75-94 år) narrativt interviewetom at falde. To social-og sundhedshjælperen blev individuelt interviewet, de deltog også i fokusgruppeinterview sammen med to social-og sundhedsassistent kolleger og en sygeplejerske, der alle kom ihovedpersonernes hjem irelation til den faldforebyggende indsats. Resultater. For at kunne håndtere det sårbare, skrøbeligeog dødens nærhed ved fald udviklede fortællerne forskellige metoder til at klare situationer for at kunne tilpasse egne ressourcer til konteksten og opnå følelser af velvære (I). Frygt eller bekymring for at falde var altid usynligt tilstede og blev håndteret forskelligt. På den ene side blev frygten konkretiseret i en bekymring for at befinde sig i en nedværdigende situation på den anden side var frygten en eksistentiel udfordring og tegn på dødens nærhed (II). Hovedpersonerne forventede personlige relationer, indflydelse og valgmuligheder i samarbejdet med sundhedspersonale om forebyggelseaf fald. Løsninger skulle forhandles og balancerede mellem professionel og personlig omsorg (III). De, der var faldet viste ikke stor appetit på mad men spiste for at være i live. Appetitten viste sig i at have indflydelse i sociale relationer både til social-og sundhedspersonalet, til familie og naboer og med udgangspunkt i oplevelse af sociale tilhørsforhold have samfundsmæssig indflydelse. Konklusion. Forebyggelse af fald må fremover indebære også sundhedsfremmetankegang og tager udgangspunkt i betydninger og kontekst for på denne måde ikke blotat være multifaktoriel, men også multidimensionel med eksistentielt perspektiv
Background. Falls among older persons are a public health problem in Denmark, the Nordic countries and the rest of the Western world. In a population perspective fall-prevention has been characterised by an individual behavioural modificationand a regulating mode. This kind of fall-prevention discourseis nowbreaking up. Aim. To describe how community-dwelling older adults experience and handle falls, falling and loss ofbalance. The focus is also on examination offalls as contextual phenomena with the older adults’ experiences. This study will contribute to develop health promotion and fall-prevention to individuals and to the fall-prevention as so. Methodology. This thesis consists offour studies/articles (I-IV). Interpretative phenomenology as philosophical and analytical method was used. In one study (III) case study methodwas used as a framework,complemented bycritical discourse-analytic interpretation of documents. Within thefour studies nine women and four men (75-94 years old) were interviewed in narrative in-depth interviews about falling. In article III,five health and social workers and a nurse were interviewed. Results. In coping withfalling accidents, vulnerability, frailty and death imminence the participants developed various methods ofmanagingeveryday lifeat home. They describedadaptive resourcesused to achieve an adequate quality oflife andexperiencea feeling of well-being (I). Fear of fallingwas always present and was met in differentways. On one handwas worry aboutungraceful situationsnot able to manage on your own; on the other hand was the willto live with the fear.(II). The two protagonists, dependent onhome-care developed their own strategies for preventingfalls. The health professionals created a supportive network; a platform of continuity where the efforts of the older persons and the staff complemented each other. The staff had no clear approachto addressing issues raised by accidental falls or the prevention of falls (III).Eating and appetite on foodwerenot trivial everyday routines. The participants showed no particular interest in eating but ateto stay alive. Even if they had little appetite forfood, the participants showed great appetite forestablishing social relationships withfamily, neighbours and health care staff,as well as appetite forestablishing an influence in these relations and in local communities and society. Conclusion. In the future,fall-prevention must takea health promotion approach and contextualise falling accidents withexperiences and meanings as point of reference. Fall-prevention will be not only multifactorial,but also multidimenssional and existential
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Kristiansen, Heidi. "Gamle Sandvik båtbyggeri på Bankløkka : Er båtbyggeriet på Bankløkka viktig og i så fall for hvem?" Thesis, Uppsala universitet, Institutionen för kulturantropologi och etnologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-412410.

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This essay examines the old Sandvik boat factory at Bankløkka in Horten in Vestfold County, Norway, through conceptions of a place based on pictures. The essay examines the culture of everyday life, what is around us, local identity, and local community and investigates what is disappearing. The essay is about our experiences and what the pictures should convey and what they convey today. The purpose is based on the questions: What do the pictures show and what do the pictures convey? Is the boat factory at Bankløkka important and if so for whom? Is there a repeating similarity between the images that indicates which dominant images are produced? Has old Sandvik boat factory created a local identity? Who has the right to create identity in the area? I have chosen to use visuality, heritage and image analysis as theoretical points of departure. The essay describes what the pictures represent, what they convey and the contemporary context to show what family pictures convey, about how boatbuilding figures in everyday life, as part, and is part of the everyday life of the people, and which carries their meanings when you look back on the images, which make sense in the present. This perspective has significance for what a place/can be/ for its significance. The pictures are used as documentation and show that old Sandvik boat factory on Bankløkka exists, and that it looks the same, and threatened by Horten havneby. Images help to create common notions that are created through the visual along with, for example, stories. We get an understanding of the space and the use of the space. What is unique about this place are properties that are not everywhere. The survey as well shows that the old Sandvik boat factory on Bankløkka is a concrete place and events where “it actually happened”. The old Sandvik boat factory has not been designated as a cultural heritage. It should have to do with value adding, what is selected for cultural heritage and important history in Horten and what is chosen away. The old Sandvik boat factory has attached itself to memory and created a local identity. We must remember what is excluded, subordinate, disregarded and forgotten.
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Skou, Nielsen Lone. "Bruger ”gamle ”ældre flere og /eller andre hjælpemidler end ”unge” ældre? : En kortlægning af forbruget af kommunalt bevilgede hjælpemidler til 65+-årige i en dansk kommune, og en vurdering af forskellen i forbrug hos ”gamle ” og ”unge” ældre". Thesis, Nordic School of Public Health NHV, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:norden:org:diva-3229.

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Ældre udgør en stigende del af befolkningen. En del ældre får funktionsnedsættelser, både på grund af de naturlige aldersforandringer og på grund af kroniske sygdomme, der ofte forstærkes med alderen. Derved øges antallet af mennesker, der får behov for hjælpemidler. Formålet med undersøgelsen var, at kortlægge forbruget af hjælpemidler hos den ældre del af befolkningen i en dansk kommune, med henblik på at undersøge om der var forskel i antal og typer af hjælpemidler hos de yngste og de ældste af befolkningen over 65 år. Data blev indsamlet via registre i kommunen og blev inddelt i aldersgrupper fra 65 – 99 år. Undersøgelsen omfattede i alt 736 personers hjælpemiddeldata. Data blev analyseret og resultatet viste, som forventet, at behovet for hjælpemidler stiger med alderen, men at forbruget ikke stiger lige meget for alle typer af hjælpemidler. Behovet for specielt ganghjælpemidler, bade-/toilethjælpemidler og inkontinenshjælpemidler stiger markant mere end andre typer af hjælpemidler. Endvidere viste undersøgelsen, at der bruges flere personlige hjælpemidler end genbrugshjælpemidler blandt de ”unge” gamle, og at det omvendte gælder for de ”gamle” ældre. Resultatet kan bruges til at forudsige den økonomiske udgift på hjælpemiddelområdet i de kommende år, samt til at give en indikation af, hvor der kan sættes ind med træningstilbud for at opnå et bedre funktionsniveau i hverdagen og dermed mindre forbrug af hjælpemidler.
The elderly in the population are increasing. Some old people get disabilyties caused by natural changes due to age and by cronical diseases, which will often increase with increasing age. Thus the number of people, who needs assistive devices, are also increasing. The purpose of the study was to investigate the consumption of assistive devices by the elderly in a Danish municipality, to see if there was any difference in the number and type of assistive devices in the younger and older part of the population passed the age of 65 years. Data were collected via files in the municipality and was then divided in groups according to age between 65-99 years of age. The investigation included all data of assistive devices from 736 persons. The data were analysed and the result showed as expected that the need of assistive devices increases with age but that the consumption does not increase equally for all types of assistive devices. The need for especially assistive devices concerning walking, bathing and problems with incontinens was increasing much more than other types of assistive devices. Furthermore the investigation showed that the younger part of the target group used more of personal assistive devices than of recycled assistive devices. The facts are reversed when concerning the oldest part of the target group. The result may be used to predict the economically expense on the field of assistive devices in the years to come, and to indicate where rehabilitation could be offered in order to get a higher level of function in daily life and thereby less use of assistive devices.

ISBN 978-91-85721-05-4

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Seberg, Peter. "Den Litterära Hemligheten i Havet : Ett uppmärksammande av konventioner i läsningen av The Old Man and the Sea för att främja elevers litterära kompetensutveckling". Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-15054.

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Syftet med det här arbetet var att ta reda på vad jag som lärare kan lyfta fram i exempeltexten The Old Man and the Sea för att främja elevers förmåga att tolka innehållet i en text. Detta har jag framfört i en analys av romanen med hjälp av Peter J. Rabinowitz teori om konventionella regler i hans bok Before Reading (1997) genom att tydliggöra hur romanen kan förstås med hjälp av de konventioner som Hemingway såväl som hans läsare har att förhålla sig till. Vad jag visat är hur dessa konventioner som jag framlagt i analysen, till exempel avvikande detaljer i texten, förhåller sig till ett mera litterärt kompetent sätt att tolka genom att koppla dem till Örjan Torells (2002) teoretiska modell för litterär kompetens.
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Cordischi, Camilla. "Den gamle och filmen : Om den nya generationen äldre och dess plats i det cinematiska rummet. En representationsstudie". Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-87384.

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Within the field of cinema studies, the question of visual representation is a fundamental pillar. An immense volume of theoretical work has been written on the subject, with various academic approaches such as feministic, postcolonial and gay/lesbian. Yet there is a large social group that seems to have been overlooked within the representational discourse: the elderly. This group of people appears to be a blind spot on the multicultural retina, too often neglected within the area of cultural studies. But as the baby boomer generation, who has always redefined the different stages of life (youth, adulthood, middle age), is entering old age, things are slowly changing. Utilizing a post-structural framework, this essay investigates the visual representation of elderly within the cinematic landscape of the western world. Since the subject is somewhat uncharted territory, a broad interdisciplinary approach is necessary where modern social gerontology meets the field of cinema studies. In a cultural context, social grouping based on age implies a distinct position versus the normative, compare to other types of minorities. Changes of sex, skin colour or sexual preference are uncommon, whereas changing age is the fate of every human being. The elderly as the “the Other” is thus every man’s future destiny. This rather unique position carries an immanent paradox since the only way to avoid the periphery in question is death. As a philosophical counterpoint to this rather dystopian outlook, Gilles Deleuze’s theory of becoming is brought into the discussion. The theoretical part of the essay ends with the ontology of age, a historical review of the field of gerontology and the concept of ageism. After a descriptive section, where contemporary examples of film and other media with old age as a main theme are identified, the analytical part of the essay ensues. With the French sociologist Pierre Bourdieu as a theoretical frame of reference, a close reading of the films Avalon (Axel Petersén, 2011), About Schmidt (Alexander Payne, 2002) and RED (Robert Schwentke, 2010) are performed, emphasising aging identity and imposed age-normative behaviour. The semiotics of the aged body is discussed through Jacques Lacans mirror stage and Julia Kristevas abject theory, exemplified by the works of Donigan Cumming. The final part of the essay concerns the great eternal questions within film philosophy: life, death, time and memory, which for the elderly are not merely philosophical concerns but rather notable existential realities. Using Deleuze as a philosophical toolbox, these grand topics are illuminated with examples from The Curious Case of Benjamin Button (David Fincher, 2008), Amour (Michael Haneke, 2012) and Ingmar Bergmans classical works, such as Smultronstället (1957), Saraband (2003) and Gycklarnas afton (1953).
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12

Lågbu, Øivind. "Hekkesuksess i gamle og nye kolonier hos gråhegre (Ardea cinerea) i Sørøst-Norge : Kan forskjeller forklares ut fra økonomisk teori?" Thesis, Högskolan Dalarna, Biologi, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:du-1670.

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13

Gamble, Alexander William. "Between tourist and traveler exploring the threshold between fast and slow /". Thesis, Montana State University, 2010. http://etd.lib.montana.edu/etd/2010/gamble/GambleA0510.pdf.

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Speed in relation to traveling leads to the loss of a direct engagement with the physical environment. Tourists travel as quickly as possible to see as much as they can, and after arriving at a station or airport they will leave the terminal in the travel mindset and still be focused on efficiency and speed, preventing them from connecting with the character of their destination on a deeper level. It is my goal to create a transition space for travelers that mediates between the intimate character of place and the ubiquitous nature of high speed travel. By designing for a traveler's inertia I believe that architecture has the potential to better transition people between speed space and the experiential realm. Slowing down the tourist can allow for more meaningful experiences of place and let the traveler engage more deeply with one's physical environment.
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14

Gale, Steven Burton. "Entrainment losses of westslope cutthroat trout into screened and unscreened irrigation canals on Skalkaho Creek, Montana". Thesis, Montana State University, 2005. http://etd.lib.montana.edu/etd/2005/gale/GaleS0805.pdf.

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15

Gaile-Irbe, Agnese. "Réformer la tyrannie : étude du Hiéron de Xénophon". Strasbourg, 2011. http://scd-theses.u-strasbg.fr/2482/01/GAILE-IRBE_Agnese_2011.pdf.

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Le premier volume présente une étude du Hiéron ou sur la tyrannie, dialogue écrit par Xénophon d'Athènes, auteur prolifique du IVe siècle av. J. C. Le second volume présente le texte grec, une nouvelle traduction, des notes et un index répertoriant les mots grecs. L’étude poursuit plusieurs objectifs. Elle propose une réflexion sur la méthodologie d’approche de Xénophon ; une analyse de sa structure rhétorique ; une analyse de sa place dans le corpus xénophontique ; une étude du message historique ; une analyse du texte dans le contexte de la tradition des épinicies et du genre de Fürstenspiegel grec ; des biographies des prototypes choisis par l'auteur ; et des rapprochements avec les textes parallèles écrits par d'autres théoriciens politiques, Platon, Isocrate et Aristote. Selon nous, le dialogue de Xénophon doit être lu comme une réaction consciente et motivée au portait du tyran platonicien décrit dans les livres VIII et IX de la République. Nous soutenons aussi qu'Aristote a lu le Hiéron et que les chapitres de sa Politique consacrés aux méthodes de sauvegarde de la tyrannie élaborent les idées proposées par Xénophon. Après avoir examiné toutes les hypothèses proposées par les historiens et tous les candidats du prototype, nous concluons que c'est à Denys l'Ancien, tyran de Syracuse entre 403 et 376 av. J. C, que Xénophon a pensé. Un ensemble d'observations et d'arguments nous font placer la date de la composition après 358. L'étude examine aussi la réception du Hiéron faite par le philosophe américain Leo Strauss (1899-1973) qui a proposé une lecture radicalement ironique du Hiéron qui ne nous semble pas pertinente
The first volume contains an elaborate study of the Hiero or Tyrannicus, dialogue written by Xenophon, a prolific author of the IVth century BC. The second volume presents a new translation in French, notes and an index of greek words. The study itself has several aims: it proposes a reflection on the methodology of reading Xenophon; an analysis of the rhetorical structure of the text; an analysis of its place in the corpus xenophonticum; a study of its political message in the historical context of the Greek IVth century; an analysis in the context of the epinician tradition, as well as the tradition of the Greek Fürstenspiegel. It also provides biographies and studies of the two prototypes of the persons of the dialogue, looks into the established topoi about the tyranny that Xenophon worked on and provides detailed comparisons with parallel texts written by important political theorists, Isocrates, Plato and Aristotle. I try to show that the dialogue must be read as a conscious and motivated reaction to the tyrant's portrait in books VIII and IX of the Republic. I also believe that Aristotle had read the Hiero, and the chapters of the Politics that deal with the methods of preserving the tyranny are influenced by some of the Xenophon's ideas. After a detailed study of different historians' hypotheses concerning the prototype tyrant, I conclude that Xenophon must have thought about Dionysius the Elder, tyrant of Syracuse between 403 and 376 BC. A certain amount of observations and arguments seem to prove that the dialogue was written shortly after 358 BC. The last part is devoted to the reception of the Hiero made by the american philosopher Leo Strauss (1899-1973) who proposed a radically ironic reading of the Hiero that is not historically plausible
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Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

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This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data. The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics. This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.
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Björklund, Benjamin, i Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience". Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.

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A graphical user interface (GUI) is the bridge between the software and the user. In video games the user interface must be easily understandable and apprehensive. In fact, if a user interface is poorly done it will often break the game and make the user choose another game. If a user has the ability to configure and change the look of the user interface, will it then result in improved game experience? That’s what we investigated in this thesis. To carry out the investigation we developed a fully customisable user interface to a game called “World of Warcraft”. We then compared the original “World of Warcraft” GUI with our own developed customisable GUI; this was conducted with a usability test with five participants. The result of the investigation showed that the participants in fact noticed an improvement in game experience and were intrigued to continue playing. With the customisable GUI the users felt that they could make more important abilities more accessible by either position them in a certain way or change the size of them.
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Nissinen, J. (Joonas). "Game usability in Northern European game industry". Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405281548.

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In today’s heavily competitive game market making a game that stands out from the huge amount of available games has become very important. Even though the game might not be the most unique one out there, it still can offer a better playing experience than a similar competitor’s product by having better usability. Usability research could provide game companies with the tools needed to improve their games usability. The aim of this survey was to find out if game companies are doing usability research and investigate their views on game usability. This research was conducted by sending a survey to Northern European game companies’ and the results were analyzed using descriptive statistics and content analysis. Game companies regarded game usability to be very important in games and saw it as a broad concept. Their view corresponded well with the literature view that emphasises user experience. Companies used multitude of usability methods to improve their games usability but these methods and their usage has not stabilized. The most used methods were playtesting and observation whereas heuristic evaluation was one of the least used methods which seemed to be unknown method among the respondents
Pelin nostaminen esille tämän päivän kovasti kilpailluilla pelimarkkinoilla on todella tärkeää. Vaikkei peli olisi kaikista omaperäisin, se voi silti tarjota paremman pelikokemuksen kuin kilpailijan samankaltainen peli, omaamalla paremman käytettävyyden. Käytettävyystutkimus voi tarjota tarvittavat työkalut, joilla pelin käytettävyyttä voidaan parantaa. Tämän tutkielman tavoitteena on selvittää missä määrin pohjoiseurooppalaiset peliyritykset hyödyntävät käytettävyystutkimusta sekä tarkastella heidän näkemystä pelikäytettävyydestä. Tutkimus tarkastelee yritysten käyttämiä käytettävyysmenetelmiä ja eritoten heuristisen evaluoinnin hyödyntämistä, sillä se on ollut suosittu tutkimuskohde kirjallisuudessa, mutta aikaisemman tutkimuksen valossa vähän käytetty menetelmä peliyrityksissä. Tutkimuksen aineisto kerättiin käyttäen verkkokyselyä, johon pohjoiseurooppalaiset peliyritykset pääsivät heille lähetetyn osallistumispyynnön mukana olleesta linkistä. Saatu tutkimusaineisto analysoitiin käyttäen kuvailevaa tilastollista analyysiä ja aineistolähtöistä sisällönanalyysiä. Yritykset ovat kokeneet käytettävyystutkimuksen hyödylliseksi ja ilmaisseet tekevänsä sitä liian vähän. Kaikki yritykset eivät kuitenkaan tee käytettävyystutkimusta resurssien ja asiantuntemuksen puutteen vuoksi. Yritykset pitävät pelikäytettävyyttä todella tärkeänä asiana ja näkevät sen laajana konseptina. Heidän näkemys pelikäytettävyydestä vastaa kirjallisuuden käyttäjäkokemusta korostavaa näkemystä. Yritykset käyttävät useita käytettävyysmetodeja parantaakseen peliensä käytettävyyttä, mutta nämä metodit ja niiden käyttötavat eivät ole vakiintuneet. Yleisimmin käytettyjä metodeja olivat pelitestaus ja havainnointi kun taas heuristinen evaluointi oli yksi vähiten käytetyistä metodeista, vaikka kirjallisuuden perusteella se on yksi yleisimmistä ja tehokkaimmista metodeista. Valtaosalle kyselyyn vastanneista yrityksistä se oli kuitenkin tuntematon metodi. Tulosten perusteella yrityksillä on puutteita käytettävyysmetodien tietämyksessä ja suurin osa käytettävyystutkimusta tekemättömistä yrityksistä on mahdollisesti kiinnostunut tekemään sitä, joten informaatiota käytettävyysmetodeista, niiden käytöstä ja hyödyistä tulisi saattaa peliyritysten tietoisuuteen entistä paremmin. Matala vastausprosentti ja heuristiikkoja käyttävien yritysten vähyys vaikeuttavat päätelmien tekemistä heuristisesta evaluoinnista, joten peliheuristiikkojen tarkempi tutkiminen tulevaisuudessa olisi paikallaan
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19

Rich, Mary. "Women who gamble". Click here for text online. The Institute of Clinical Social Work Dissertations website, 1998. http://www.icsw.edu/_dissertations/rich_1998.pdf.

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Dissertation (Ph.D.) -- The Institute for Clinical Social Work, 1998.
A dissertation submitted to the faculty of the Institute of Clinical Social Work in partial fulfillment for the degree of Doctor of Philosophy. Includes bibliographical references.
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20

Bengtsson, Jens. "Grad : Game design document for the game Grad". Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.

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21

Gursoy, Ayse. "Game worlds : a study of video game criticism". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
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22

Tapani, J. (Juho). "Game usability in North American video game industry". Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

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Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting survey answers from 59 North American video game companies. The results indicated that usability is very important to the companies. Playtesting and observation were the most used evaluation methods, but the methods and the way they are used have not yet stabilized in most companies. The respondents emphasized the importance of intuition and the lack of frustration in their game usability definitions. The companies that utilize heuristic evaluation use their own heuristic lists to suit specific games.
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Choi, Sujung. "Norie (Game) /". College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/6640.

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Thesis (D.M.A.)--University of Maryland, College Park, 2007.
Thesis research directed by: Music. Title from t.p. of PDF. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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24

Mills, Criss Bentley. "War game". Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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Novak, K. "Game theory". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/46882.

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Game theory is a section of applied mathematics that studies various mathematical models of optimal decision making in conflict situations. J. Von Neumann and O. Monhenshternom in 1944 wrote the work "Theory of Games and Economic Behavior." From the very beginning of its development, it was aimed at solving economic problems. Later it began to be applied in other areas related to the conflict. Theoretical and playing methods of optimal solutions are widely used in medicine, in economic and social planning and forecasting, and other matters of science and technology.Today, the game theory is widely used in various sciences such as economic, political, computer, social, etc. Game theory attempts to identify strategic behavior in different situations mathematically in which success is the subject of the decision-making and depends on the moves of other players.
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26

GU, JIN. "Game Complex". Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277849.

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This project is a new type of game center in the "game paradise" Akihabara, Tokyo. In Japan, anime, cosplay, Game industry and virtual world have developed very mature and attractive, while in the reality society, most people are under great pressure. Those lead to the Otaku culture, refer to people like to stay at home, obsessed with virtual world and avoid the real social activities. Game and game center tend to become negative things in many ways. So in this project I want to add new fun circulations in the building, and create new games which help people have better interaction with spaces, to encourage those "negative""lazy" gamer to go out to look around the real world.
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Bertram, David. "Game-Space". Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31140.

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Game-space presents the development of a student game-hall on the campus of Virginia Polytechnic Institute and State University in Blacksburg, Virginia. The architectural theory that guided the development asserts that an intelligent translation of a building's physical and conceptual needs into a matrix of well defined layers provides a strong foundation for the creation of a cultivated space.
Master of Architecture
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28

Marker, Stephanie Ann. "The Game". Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1269021476.

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Whitehurst, Lauren M. "Home Game". University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522342103693997.

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Maurer, Jaclyn, i Linda Houtkooper. "Game Food". College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.

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Blake, Greyory. "Good Game". VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic developments must be framed within the post-Internet sphere.
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Andersen, Kat L. "Lonely Game". ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2686.

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Lonely Gameis a collection of short stories exploring different manifestations and consequences of loneliness. Secondary thematic elements include perceptions based on unique life experiences, and how different perspectives play with one’s concept of reality.
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33

Vadi-Dris, David, i Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"". Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.

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This is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself has taken more than a year since the complexity of the game has required extensive technical research and graphical designing.


Detta är en rapport som beskriver utförandet av ett datortekniskt examensarbete på Örebro universitet. Mer specifikt handlar den om hur två studenter utvecklat ett datorspel som ett bidrag till Swedish Game Awards, en tävling för spel utvecklade utan inblandning av kommersiella företag. Spelet, titulerat ”Winds of Kahlara”, är skrivet för PC och låter deltagarna spela mot varandra över nätverk i en 3D-värld. Det grafiska temat är fantasy och spelarna använder sig av bland annat magiska attacker för att döda sina motståndare. Själva utvecklingen har tagit mer än ett år då spelets komplexitet har krävt omfattande teknisk efterforskning och grafisk formgivning.

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34

Sundström, Ylva. "Game design and production : frequent problems in game development". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1793.

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This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team’s work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a survey about game design documentation and communication sent out to game developers and game design students.
Den här uppsatsen behandlar vanliga problem som kan uppstå under spelprojekt. Den är fokuserad kring produktionscykeln och hur industrin behandlar produktionscykelns olika delar. Den beskriver framförallt problem rörande kommunikationen inom team som utvecklar spel, problem kopplade till planering av spelprojekt och hur designprocessen påverkar spelutvecklares arbetsprocesser och effektivitet. Den inkluderar en analys av vanliga problem jag har funnit då jag studerat litteratur som beskriver spelindustrin, en kort studie av post mortems skrivna av spelutvecklare och en undersökning om speldesigndokumentation jag skickat ut till spelutvecklare och spelstudenter.
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35

Falconi, Robert F. "Usability and game design : improving the MITAR Game Editor". Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61283.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 59-60).
Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the means to effectively create MITAR games, however, there were several areas that needed improvement. This motivated the development of several other incarnations of MITAR editor, each with its own unique usability strengths. However, these editors haven't seen much use by the game designers, and so much of the usability research that went into their development has gone to waste. In this project a new MITAR editor, the Full Editor, was developed. It combines the most usable portions of the newer editors together with the features of the original Game Editor into one game development solution. In addition, the Full Editor also introduces a new feature, the Flow View, which increases its usability further. Heuristic analysis and informal testing suggest that the Full Editor is a highly usable MITAR editor that will replace the Game Editor as the primary development platform for MITAR games.
by Robert F. Falconi.
M.Eng.
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36

Gkritsi, Aikaterini. "Agile game : a project management game for agile methods". Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.

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Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.
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37

Weimar, Rolf. "A simplified game engine for a game development course". Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/9202.

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Includes bibliographical references.
The Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the requirements of such a system. We found that such a game engine would need to be extensible, reusable, modular, be easy to learn, and be open source. It would also need to at least include graphics, audio, networking and path-finding components. Our analysis found that no game engine currently exists that fulfills all these requirements. We designed and implemented a game engine to fulfill all these requirements. Our game engine is built around a module framework, where each task of the game engine is handled by a module. This modular design allows us to easily change functionality by adding, removing or updating modules.
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38

Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptuels et des outils logiciels aient été développés pour les assister, il manque une étude approfondie sur la pratique de ces outils. En prenant le point de vue d’un « Game Designer », notre étude se base sur une étude de terrain, menée par un participant–observateur, utilisant les outils sur 5 études de cas.Nous analysons dans un premier temps les pratiques du Game Design : les différentes activités impliquées et leur mise en œuvre dans le processus de conception. Nous nous intéressons plus particulièrement aux développe-ments et tendances actuelles.Le Chapitre 3 positionne le Game Design dans le contexte plus général des travaux en cours sur la critique et l’analyse du Design (Design Studies). Nous en concluons que le Game Design se situe plus comme dans le domaine de la conception artisanale (« craft-based ») et que l’utilisation d’outils serait une évolution vers une conception réflexive (« self-conscious »). Cette évolution constitue donc, à notre avis, une rupture par rapport aux pratiques actuelles.Le chapitre 4 retrace l’histoire du développement des outils de Game Design tant du point de vue de la recherche que de l’industrie. Ceci nous permet, au chapitre 5, de donner une définition plus précise et comparative des outils de Game Design.Le chapitre 6 formalise les questions de recherche de cette thèse et la nécessité d’une évaluation basée sur la pratique. Le point de vue méthodologique de notre travail est ensuite développé dans le chapitre 7.Nous présentons ensuite nos observations et analyses d’expériences réali-sées en utilisant une sélection d’outils reposant sur différentes approches. Parmi ces outils citons: « Articy:Draft », « Ludoscope » et « Progression Planning ». Nos critères d’évaluations sont tirés des publications sur le « Design Support » et le « Creativity Support Tool ».Au chapitre 12 nous décrivons et discutons les expériences effectuées avec un outil de design que nous avons développé dans le but d’évaluer et d’étendre l’approche « progression planning ». Nous explicitons les choix de conception de l’outil issus en partie du travail d’analyse mené dans cette thèse.La conclusion résume nos observations et introduit des principes d’amélioration des outils de « Game Design » et propose d’étendre nos travaux sur différents types d’outils et contextes d’utilisation non abordés ici
This thesis contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.Game designers, unlike most other design practitioners, typically do not use design tools in their work. While conceptual models and software tools have been developed to address this, we lack discussion and critique of how tools work in practice.Taking the point of view of a practitioner, this study of game design tools is based on longitudinal, practice-led evaluation research conducted as a par-ticipant-observer, applying game design tools to 5 contrasting game design case studies.Design tools support game design practice. In Chapter 2 I set out what that practice is today, reviewing the game design process and design activities, and giving particular attention to contemporary trends and directions.Chapter 3 situates game design within the broader context of Design Studies. After reviewing relevant ideas from this literature, I conclude that game design is best characterised as a crafts-based design discipline, and that adoption of design support would mean a shift towards “self-conscious” design. I argue that, within this context, the adoption of tools into current practice would represent a significant and disruptive change to current practice.Chapter 4 traces the history of development of game design tools within the game design and research communities. Chapter 5 goes on to offer a more precise definition of game design tools and presents a comparative review of the tools within this scope.In Chapter 6 I argue for the need bring practice-led evaluation research to this question. Here I set out my research goals and questions, before specifying the particular tools I practiced with for this study. Chapter 7 discusses methods used in relevant research fields and outlines the method used for this project.Chapter 8 introduces the game projects I used as case studies and describes how I worked with each. Chapters 9 and 10 present observations and anal-yses of my experiences using a selection of tools that vary in their approaches. These include (though not exclusively): Articy:Draft (Nevigo GMBH 2011), Machinations (Joris Dormans 2009), Ludoscope (Joris Dormans and Leijnen 2013), and “progression planning” (Butler et al. 2013). Evaluation themes and criteria are drawn from the Design Support and Creativity Support Tool literature. Chapter 11 refocuses attention on the practicalities, addressing the question of how game design tools integrate into the wider context of practice.In Chapter 12 I present and discuss my experiences with my own game de-sign tool, which I prototyped in order to evaluate and extend one of the tool approaches under study. I explain my tool design choices, some of which reflect the knowledge I have acquired through the course of this study.Chapter 13 summarises my conclusions in relation to how design tools might best support game designers, and offers ideas for further practice-led evaluation research related to this question
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39

Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptuels et des outils logiciels aient été développés pour les assister, il manque une étude approfondie sur la pratique de ces outils. En prenant le point de vue d’un « Game Designer », notre étude se base sur une étude de terrain, menée par un participant–observateur, utilisant les outils sur 5 études de cas.Nous analysons dans un premier temps les pratiques du Game Design : les différentes activités impliquées et leur mise en œuvre dans le processus de conception. Nous nous intéressons plus particulièrement aux développe-ments et tendances actuelles.Le Chapitre 3 positionne le Game Design dans le contexte plus général des travaux en cours sur la critique et l’analyse du Design (Design Studies). Nous en concluons que le Game Design se situe plus comme dans le domaine de la conception artisanale (« craft-based ») et que l’utilisation d’outils serait une évolution vers une conception réflexive (« self-conscious »). Cette évolution constitue donc, à notre avis, une rupture par rapport aux pratiques actuelles.Le chapitre 4 retrace l’histoire du développement des outils de Game Design tant du point de vue de la recherche que de l’industrie. Ceci nous permet, au chapitre 5, de donner une définition plus précise et comparative des outils de Game Design.Le chapitre 6 formalise les questions de recherche de cette thèse et la nécessité d’une évaluation basée sur la pratique. Le point de vue méthodologique de notre travail est ensuite développé dans le chapitre 7.Nous présentons ensuite nos observations et analyses d’expériences réali-sées en utilisant une sélection d’outils reposant sur différentes approches. Parmi ces outils citons: « Articy:Draft », « Ludoscope » et « Progression Planning ». Nos critères d’évaluations sont tirés des publications sur le « Design Support » et le « Creativity Support Tool ».Au chapitre 12 nous décrivons et discutons les expériences effectuées avec un outil de design que nous avons développé dans le but d’évaluer et d’étendre l’approche « progression planning ». Nous explicitons les choix de conception de l’outil issus en partie du travail d’analyse mené dans cette thèse.La conclusion résume nos observations et introduit des principes d’amélioration des outils de « Game Design » et propose d’étendre nos travaux sur différents types d’outils et contextes d’utilisation non abordés ici
This thesis contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.Game designers, unlike most other design practitioners, typically do not use design tools in their work. While conceptual models and software tools have been developed to address this, we lack discussion and critique of how tools work in practice.Taking the point of view of a practitioner, this study of game design tools is based on longitudinal, practice-led evaluation research conducted as a par-ticipant-observer, applying game design tools to 5 contrasting game design case studies.Design tools support game design practice. In Chapter 2 I set out what that practice is today, reviewing the game design process and design activities, and giving particular attention to contemporary trends and directions.Chapter 3 situates game design within the broader context of Design Studies. After reviewing relevant ideas from this literature, I conclude that game design is best characterised as a crafts-based design discipline, and that adoption of design support would mean a shift towards “self-conscious” design. I argue that, within this context, the adoption of tools into current practice would represent a significant and disruptive change to current practice.Chapter 4 traces the history of development of game design tools within the game design and research communities. Chapter 5 goes on to offer a more precise definition of game design tools and presents a comparative review of the tools within this scope.In Chapter 6 I argue for the need bring practice-led evaluation research to this question. Here I set out my research goals and questions, before specifying the particular tools I practiced with for this study. Chapter 7 discusses methods used in relevant research fields and outlines the method used for this project.Chapter 8 introduces the game projects I used as case studies and describes how I worked with each. Chapters 9 and 10 present observations and anal-yses of my experiences using a selection of tools that vary in their approaches. These include (though not exclusively): Articy:Draft (Nevigo GMBH 2011), Machinations (Joris Dormans 2009), Ludoscope (Joris Dormans and Leijnen 2013), and “progression planning” (Butler et al. 2013). Evaluation themes and criteria are drawn from the Design Support and Creativity Support Tool literature. Chapter 11 refocuses attention on the practicalities, addressing the question of how game design tools integrate into the wider context of practice.In Chapter 12 I present and discuss my experiences with my own game de-sign tool, which I prototyped in order to evaluate and extend one of the tool approaches under study. I explain my tool design choices, some of which reflect the knowledge I have acquired through the course of this study.Chapter 13 summarises my conclusions in relation to how design tools might best support game designers, and offers ideas for further practice-led evaluation research related to this question
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40

Lamoine, Laurent. "Le pouvoir local en Gaule romaine /". [Clermond-Ferrand] : Presses universitaires Blaise-Pascal, 2009. http://catalogue.bnf.fr/ark:/12148/cb41473693z.

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Texte remanié de: Thèse de doctorat--Histoire--Clermont-Ferrand 2, 2003. Titre de soutenance : Représentations et réalité du pouvoir local en Gaule romaine : substrat gaulois et modèle romain, IIe siècle avant J.-C.-IIIe siècle après J.-C.
Bibliogr. p. 387-428. Notes bibliogr. Index.
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41

Bengts, Eric, i Robert Jansson. "Modellering av gamla Lidingöbron". Thesis, KTH, Bro- och stålbyggnad, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-36999.

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På uppdrag av Lidingöstad har en undersökning av gamla Lidingöbrons nuvarande tillstånd inletts. Uppdraget har gått till Carlbro AB, Stockholm som har anlitat Institutionen för byggvetenskap vid KTH för att utföra töjningsmätningar vid tågpassage över bron vilka gjordes under början av oktober 2003, [1]. Detta examensarbete gjordes i samband med dessa undersökningar. Lidingöbron är i huvudsak en fackverksbro med i regel 50 m spannindelning med undantag av ett bågspann och ett längre fack på 70 m. Den har en totallängd på ca 730 m. Lidingöbron togs i bruk 1925. Den var ursprungligen dimensionerad för att bära järnvägs-, spårvägs-, landsvägs-, cykel- samt gångtrafik. Trafikintensiteten på bron ökade kraftigt under årens lopp då den tjänade som Lidingös enda permanenta förbindelse till fastlandet. Under åren har flera olika renoveringar och ombyggnader gjorts, den senaste 1986. Trafiken är idag mindre än tidigare med spår på ena sidan och gång- och cykelväg på andra sidan mot tidigare dubbelspår. Vid byggnationen förväxlades de olika stålsorterna i fackverket. Bristfälligt stål användes på konstruktiva delar och flera bristfälliga reparationer har gjorts. Bron har till dags dato använts i snart 80 år och bedöms vara i relativt dålig kondition. Den har utsatts för ett stort antal på- och avlastningar med motsvarande stora spänningar. Lidingöbron har fyllt en viktig funktion för lidingöborna och flertalet undersökningar av alla brons delar har tidigare genomförts. Avsikten med undersökningen är att fastställa stålets nuvarande kondition samt att föreslå eventuella åtgärder för brons fortlevnad. Till grund för skattningen av brons kvarvarande livslängd ligger töjningsmätningarna som gjorts på i förväg valda balkar. Intressant är hur stora spänningar dagens belastning ger upphov till samt vilken spänningsvidd som råder. I undersökningen kommer även en likadan studie med mätningar som ska utföras under kommande vinter. Detta examensarbete syftar till att i första hand ta fram en pålitlig finit elementmodell av gamla Lidingöbron. Som underlag har original- och renoveringsritningar och egna mätningar från byggställning använts. Ritningarna finns hos tekniska kontoret och arkivet på Lidingö kommun. En kalibrering av modellen har gjorts med hjälp av de data som fåtts från de töjningsmätningar som gjorts. Bron består av flera leder och fogar vilka kan misstänkas ha bristande funktion. Därtill görs en undersökning av vad vinterförhållanden skulle kunna innebära. Modellen har begränsats till att omfatta en del av bron, med start från bågspannet till landfästet på Lidingö. Modellen som tagits fram över Lidigöbron, har vid jämförelse med de aktuella töjningsmätningarna och en tidigare undersökning av bron från 1967 visat att modellens resultat överensstämmer väl med dessa. En liten avvikelse från töjningsmätningarna uppträder i fackverket på gångbanesidan. Denna skillnad beror på att gångbanan styvar upp konstruktionen, vilket leder till att spänningarna i modellen blir något större på den sidan. Med detta i beaktande har FE-modellen används för att göra ytterliggare undersökningar av Lidingöbrons tillstånd. Inga av de beräkningar som gjorts med hjälp av SOLVIA har visat på så stora spänningar att det aktuella stålets flytgräns uppnås.
By order of the city of Lidingö has an examination being started to determine the current state of the old Lidingö bridge, citied just outside the city of Stockholm. The assignment went to Carlbro AB, Stockholm. They have engaged the department of structural engineering at the Royal Institute of Technology to perform measurements of the stresses during the crossing of trains. The measurements were made in the beginning of October 2003, [1]. This master thesis has been made in addition to these measurements in purpose to develop a finite element model of the bridge. The Lidingö bridge is mainly a truss bridge with in general 50 m spans with the exception of an arc span and a longer span of 70 m. The bridge has a total length of approximately 730 m. The Lidingö bridge began to be used in 1925. It was originally dimensioned for railroad-, tramway- and car traffic and bicycles and pedestrians. The traffic intensity on the bridge increased over the years when it served as the only permanent connection to the mainland. Over the years have many renovations and rebuildings been made, the latest in 1986. The traffic today is less than it once was with rails on one side and pedestrians and bicycles on the other, when it earlier was a double railroad. During the construction were there confusions between the different types of steel in the framework. Insufficient steel was used in constructive parts and several reparations have been made to correct this error. The bridge has to this day been used for nearly 80 years and is assumed to be in relatively bad condition. It has been exposed to a large amount of on- and off loadings with high stresses. The Lidingö bridge has filled an important function for the island and several examinations have earlier been made to ensure its state. The purpose of the examination is to determine the steels present condition and to present measures for its future use. As a base for the determination of the bridges future lies the stress measurements which has been made in choosed beams. Interesting is how high stresses and stress spans there is under to days load. The examination also involves future measurements under the coming winter. This master thesis aims primarily to develop a reliable finite element model of the bridge. The model is based on original- and renovation drawings and self made measurements from platforms. The drawings are located in the technical office and the city archive, both citied on Lidingö. The model has been refined with help from the measurements of the stresses. The bridge has a couple of hinges and joints which can have insufficient condition. In addition to that there is a simulation of how winter state effects the beams. The model is limited to the part starting from the end of the arc span and ends at the abutment on Lidingö, Figure 1.1. The results from the model have shown good correspondence to the strain measurements and an earlier examination done in 1967. A small difference appears on the pedestrian side. It could be explained with the fact that the superstructure stiffens the construction which leads to larger stresses on that side. With that in mind has the model been used to make further examinations of the Lidingö bridges condition. The made calculations in SOLVIA has not shown any stresses close to the steels yield point.
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42

Carlsson, Ulf. "Nya kunskapskrav - gamla läromedel". Thesis, Malmö högskola, Lärarutbildningen (LUT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-27475.

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I detta arbete undersöks ett läromedel i engelska 5 för gymnasiet. Läromedlet är publicerat före 2011. Därför är det undersökningens syfte att analysera hur väl läromedlet förhåller sig till de skrivningar i styrdokumenten som gäller för Lgy11.Undersökningen har försökt koppla styrdokumenten i engelska till relevant teori för att sedan undersöka om samma teoretiska underbyggnad finns i själva läromedlet och om detta speglas i läromedlets innehåll och upplägg. Läromedlet undersöks i förhållande till styrdokument och forskning inom språkinlärningsteorier. Resultatet av undersökningen visar att läromedlet, Read and React, engelska 5 för gymnasiet, trots att det inte är författat med hänsyn till de senaste styrdokumenten erbjuder fullgod övning inom de flesta områden som kunskapskraven ska bedöma. Men undersökningen identifierar också områden där läromedlet behöver kompletteras med ytterligare undervisningsmaterial för att elever ska ges möjlighet att visa sitt lärande enligt kunskapskraven.
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43

Rudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

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Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game using a turn based game order would not. The digital game Doom III was used to create the prototype and eight analog games of different types and genres were examined to collect more unique game mechanics. All were suited for a multiplayer type of gameplay. To get an understanding of what game elements were well liked in both digital and analog games, a questionnaire was created with twelve questions. The participants answered questions on the subjects of their favourite genre, missing game mechanics in both digital and analog games, well liked game mechanics, and also what the participants thought was impossible to create in a game in terms of game mechanics. The results of both the analysis of the eight analog games and the answers from the participants created the base plan for the development of the prototype focusing on low downtime, re-playability, and an average amount of luck. Several game mechanics were discussed and some of them were play tested. This resulted in keeping some game mechanics while others were removed because these game mechanics did not provide a rewarding gameplay. Several game mechanics were nearly impossible to implement without the use of a digital representation. An example on this type of issue was the first person view in the digital game. The perception of skill based game mechanics could be moved to an analog board game but would have to be determined by other game mechanics instead of the player’s physical capabilities. The conclusion lead to a prototype that could be played in an hour, which is a low game time for games in this genre. The FPS gameplay mechanics was converted to an analog game, but all game mechanics could not be transferred to the prototype without a conversion.
Gränsvägen 29 372 37 Ronneby Phone +46(0)708 35 04 45
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44

Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes". Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of the rules of the game. Changes to the rules are invoked in an attempt to remove their fringe of incompleteness in governing game-conduct and in the interests of creating and sustaining a viable game. These case-studies and a typification of game-rules provides the basis for analysis of the constituting of institutionalised 'invasion' games such as basketball, rugby union, soccer, rugby league, and netball. Interview material and documentary evidence is provided to argue that rule-changes are principally the outcome of a dynamic between legislators and players. Players explore the insufficiency of rules in precisely determining conduct in the game, and legislators respond by modifying the rules, to consolidate the game and thereby preserve characteristic features of game-identity and game-viability. This is elaborated by applying Elias's figurational analysis: changes to game rules are conceived as an unintended and unanticipated consequence of powerbalances and the different interests of the functionally interdependent groups who produce game-processes. By virtue of their separate functions in this process, each group seeks to mobilise their power and resources in pursuit of their interests in the game-process. Confirmation for the perspective upon game-constitution developed in this project is sought in an analysis of one contemporary initiative to establish an invasion game as constituted by a set of hybrid rules from Australian Rules and Gaelic Football. This analysis of game-processes and game-rules is designed to both exemplify and inform social theory, and also to make a significant contribution to sociological analysis of the development of contemporary sport.
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45

Blomqvist, Jesper. "Evaluating the Game Approachability Principles for Designing Strategy Game Tutorials". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-177546.

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The approachability of a game is determined by the ease of which a player may learn how to play it. Most often, the player is taught how to play a game during a specially designed first level, called the tutorial level. In order to evaluate the approachability of a game, Desurvire et al. created the Game Approachability Principles (GAP) and suggested that GAP could potentially also be used to design game tutorials. This was tested in this paper by using GAP during an iterative design process of a strategy game tutorial. Each tutorial iteration was user-tested and heuristically evaluated. This study suggested that the use of GAP during the design process had resulted in a successful game tutorial. However, as there was a difference between identifying and solving an issue, some revisions to GAP were suggested to improve the usage during design processes’.
Desto större och mer avancerat ett spel är, desto svårare kan det vara att lära sig. Moderna spel böjar ofta med att låta spelaren spela en övningsbana,  även kallad “tutorial”, för att lära spelaren spelet. För att mäta hur väl ett spel går att lära sig tog Desurvire et al. fram “speltillgänglighetsprinciperna”, eller “The Game Approachability Principles” (GAP). Det föreslogs även att GAP skulle vara användbara vid skapandet av övningsbanor. I den här rapporten utvärderades det påståendet genom att applicera GAP vid skapandet av en övningsbana till ett strategispel. Slutsatsen blev att användandet av GAP resulterat i en framgångsrik övningsbana, men att principerna är möjliga att anpassa ytterliggare för användandet vid designprocesser. Därför föreslogs en reviderad version av principerna.
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46

Beaudet, Alexandre, i Alexandre Beaudet. "La spécialisation des métiers de la production en Gaule de 450 à 700". Master's thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/37161.

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Dans cette recherche, nous étudions l'évolution de la spécialisation et de la division du travail pour la Gaule du Ve au VIIe siècle. Après la chute de l'Empire, on a longtemps cru que l'économie de la Gaule s'était à ce point effondrée et que les structures sociales avaient tant changé que le travail spécialisé avait presque disparu. En recherchant plusieurs centaines de noms de métier romain dans les sources hagiographiques, juridiques, épistolaires et patristiques qui ont été numérisées, nous avons constitué une liste de 113 vocables de métiers, pour les années 450 à 700. Nous avons ensuite croisé ces dénominations de métier avec ce que l'archéologie nous a appris de leurs pratiques ; nous avons ainsi pu montrer que certains termes latins pouvaient avoir des sens différents de ceux qu'on leur attribue généralement. Ceci nous a permis de relativiser la perte de la spécialisation des métiers, depuis l'époque impériale romaine. De plus, nous avons comparé, avec la période impériale romaine, la prime à la spécialisation, ainsi que la hiérarchie entre les métiers. Les résultats de cette comparaison suggèrent une certaine similitude entre le monde du travail romain et mérovingien. Ainsi, nous croyons que, malgré quelques différences et une certaine diminution, la spécialisation du travail semble être davantage en continuité avec la période impériale qu'en rupture avec cette dernière.
Dans cette recherche, nous étudions l'évolution de la spécialisation et de la division du travail pour la Gaule du Ve au VIIe siècle. Après la chute de l'Empire, on a longtemps cru que l'économie de la Gaule s'était à ce point effondrée et que les structures sociales avaient tant changé que le travail spécialisé avait presque disparu. En recherchant plusieurs centaines de noms de métier romain dans les sources hagiographiques, juridiques, épistolaires et patristiques qui ont été numérisées, nous avons constitué une liste de 113 vocables de métiers, pour les années 450 à 700. Nous avons ensuite croisé ces dénominations de métier avec ce que l'archéologie nous a appris de leurs pratiques ; nous avons ainsi pu montrer que certains termes latins pouvaient avoir des sens différents de ceux qu'on leur attribue généralement. Ceci nous a permis de relativiser la perte de la spécialisation des métiers, depuis l'époque impériale romaine. De plus, nous avons comparé, avec la période impériale romaine, la prime à la spécialisation, ainsi que la hiérarchie entre les métiers. Les résultats de cette comparaison suggèrent une certaine similitude entre le monde du travail romain et mérovingien. Ainsi, nous croyons que, malgré quelques différences et une certaine diminution, la spécialisation du travail semble être davantage en continuité avec la période impériale qu'en rupture avec cette dernière.
In this research, we studied the specialization of labour in Vth to VIIth century Gaul. It was thought that, after the fall of the Empire, the Gaulish economy was so crumbling and that social structures were so changed, that labour specialization had almost disappeared. However, by researching hundreds of Roman craft's name through digitalized letters, law codes, hagiographic and patristic texts, we have put together a list of 113 craft's term, for the years 450 to 700. Afterwards, we have validated these terms with archeological knowledge of craft's techniques. This shown that some Latin terms had a different meaning than what is generally accepted. This has let us relativize the loss of labour specialization, that had occurred since the Late Empire. We have also compared, with Late Empire's sources, the skill premium and the hierarchy of crafts. The results of this comparative approach suggest a strong resemblance between Roman and Merovingian labour. Despite some differences and a relative reduction, we think that the specialization of labour followed similar lines then that of the Late Empire.
In this research, we studied the specialization of labour in Vth to VIIth century Gaul. It was thought that, after the fall of the Empire, the Gaulish economy was so crumbling and that social structures were so changed, that labour specialization had almost disappeared. However, by researching hundreds of Roman craft's name through digitalized letters, law codes, hagiographic and patristic texts, we have put together a list of 113 craft's term, for the years 450 to 700. Afterwards, we have validated these terms with archeological knowledge of craft's techniques. This shown that some Latin terms had a different meaning than what is generally accepted. This has let us relativize the loss of labour specialization, that had occurred since the Late Empire. We have also compared, with Late Empire's sources, the skill premium and the hierarchy of crafts. The results of this comparative approach suggest a strong resemblance between Roman and Merovingian labour. Despite some differences and a relative reduction, we think that the specialization of labour followed similar lines then that of the Late Empire.
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47

Denimal, Christine. "Dynamique du peuplement du IVe au VIIe siècle dans le nord-ouest de la Gaule (Civitates Bononinsium, Morinorum, Atrebatum, Camaracensium et Turnacensium)". Paris 4, 2005. http://www.theses.fr/2005PA040163.

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Les données archéologiques de l'Antiquité Tardive et de l'époque mérovingienne complétées par les mentions de lieux dans les textes, constituent la base de l'étude de l'évolution de l'occupation des villes et des campagnes dans le nord-ouest de la Gaule. La recherche des éléments de continuité et de rupture au niveau des sites d'une part, des terroirs d'autre part, permettent d'aborder la dynamique du peuplement dans une vision diachronique et de mesurer l'impact de différents facteurs sur cette évolution : facteurs économiques, ethniques, politiques, administratifs, religieux, climatiques, géographiques et démographiques. Ils aboutissent à la mise en évidence de mutations lentes et progressives empreintes de l'héritage antique et de nouveautés, de particularismes régionaux, variables au fil du temps, auxquelles participent selon des degrés divers les populations gallo-romaines et germaniques et dont résulte l'organisation de l'occupation à l'époque mérovingienne
Archaeological information from the Late Roman Antiquity and of the Merovingian epoch completed by the mention of places in the texts form the basis of the study of the evolution occupation of towns and countryside's in the north-west of the Gaul. The research of elements, continuity and the ruptures at the level of sites on one hand and the rural accent on the other, permit a dynamic approach to the population in a diachronic vision and measure the impact of different factors on this evolution : factors economic, ethnic, politic, administrative, religious, climatic, geographic and demographique state. They succeed in the evidence of slow progressive impression tranformations on the antique heritage and the new releases, specific characteristics regional, changeable in the passage of time, to which the population gallo-romans and germanics participate according to the different levels of the population. Therefore the result of the organisation of the occupation at the merovingian epoch
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48

Ameli, Jacopo. "Visualizing Game Mechanics". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Visualizzare le meccaniche di gioco è un modo importante per consentire di definire, rivedere e migliorare lo sviluppo di videogiochi, specialmente in situazioni dove è necessaria una migliore comunicazione tra molti programmatori e designer. Sono stati sviluppati diversi approcci manuali ed automatici negli ultimi anni, ma alcuni sono troppo astratti e distaccati dal contesto di gioco, altri troppo vicini al codice vero e proprio, altri ancora non hanno alcun collegamento ad esso. In questa dissertazione proponiamo l’architettura di un sistema modulare che potrebbe automaticamente costruire e visualizzare una rappresentazione grafica leggibile in grado di stimolare analisi delle meccaniche di gioco e ragionamenti causali sulle dipendenze tra le variabili del codice. Presentiamo inoltre un’implementazione iniziale dello strumento di visualizzazione, capace di importare un grafo da un file utente e partizionarlo secondo parametri personalizzabili. Infine, riporteremo i risultati della valutazione delle capacità e dell’utilità dello strumento come supporto allo sviluppo creativo.
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49

Mehta, Aranyak. "Algorithmic Game Theory". Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7220.

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The interaction of theoretical computer science with game theory and economics has resulted in the emergence of two very interesting research directions. First, it has provided a new model for algorithm design, which is to optimize in the presence of strategic behavior. Second, it has prompted us to consider the computational aspects of various solution concepts from game theory, economics and auction design which have traditionally been considered mainly in a non-constructive manner. In this thesis we present progress along both these directions. We first consider optimization problems that arise in the design of combinatorial auctions. We provide an online algorithm in the important case of budget-bounded utilities. This model is motivated by the recent development of the business of online auctions of search engine advertisements. Our algorithm achieves a factor of $1-1/e$, via a new linear programming based technique to determine optimal tradeoffs between bids and budgets. We also provide lower bounds in terms of hardness of approximation in more general submodular settings, via a PCP-based reduction. Second, we consider truth-revelation in auctions, and provide an equivalence theorem between two notions of strategy-proofness in randomized auctions of digital goods. Last, we consider the problem of computing an approximate Nash equilibrium in multi-player general-sum games, for which we provide the first subexponential time algorithm.
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50

Eliasson, Daniel. "Game contingent claims". Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical finance. In Part II, we present a new algorithm for valuing game contingent claims. This algorithm generalises the least-squares Monte-Carlo method for pricing American options of Longstaff and Schwartz (2001). Convergence proofs are obtained, and the algorithm is tested against certain GCCs. A more efficient algorithm is derived from the first one using the computational complexity analysis technique of Chen and Shen (2003). The algorithms were found to give good results with reasonable time requirements. Reference implementations of both algorithms are available for download from the author’s Github page https://github.com/del/ Game-option-valuation-library
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