Literatura científica selecionada sobre o tema "Gader"

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Artigos de revistas sobre o assunto "Gader"

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Koch, Hanne Dahlerup, e Annette Lerche Trolle. "Middelalderens gader". Kuml 2000, n.º 14 (1 de maio de 2000): 239–306. http://dx.doi.org/10.7146/kuml.v2000i14.114022.

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Sperling, Vibeke. "Glimt fra kulturrevolutionen i Irans gader". Udenrigs, n.º 2 (1 de junho de 2009): 9–24. http://dx.doi.org/10.7146/udenrigs.v0i2.119372.

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Havrila, Milan, e Jakub Havrila. "Paleogeografické rozšírenie gaderského a ráztockého vápenca (vrchný pelsón – ilýr, hronikum, Západné Karpaty): rešerš". Geologické práce Správy 138 (24 de fevereiro de 2023): 3–28. http://dx.doi.org/10.56623/gps.138.1.

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49 localities situated in preserved parts of the tectonic unit Hronicum were examined. The obtained data on the occurrence of brachiopods, bivalve molluscs, cephalopods, conodonts, holoturias and foraminifers in the sediments of the Upper Pelsonian – Illyrian (Jasenie, Schreyeralm, Gader, Ráztoka and unnamed crinoidal limestone) were projected into the paleogeographic scheme of the Hronicum. In the period after the disintegration of the Gutenstein platform, the Hronicum area was divided into a number of differentially synsedimentary subsiding parts. The submerged parts were the sedimentation space of the mentioned types of limestones. Non-submerged parts – carbonate platforms were a source of organodetritus for subsiding areas and a sedimentation area for the Gader Limestone.
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Stieglitz, Robert R. "The Roman Baths of Hammat Gader. Yizhar Hirschfeld." Near Eastern Archaeology 62, n.º 1 (março de 1999): 56. http://dx.doi.org/10.2307/3210725.

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Dauphin, Claudine M. "The Roman Baths of Hammat Gader: Review Article". Palestine Exploration Quarterly 132, n.º 1 (janeiro de 2000): 71–75. http://dx.doi.org/10.1179/peq.2000.132.1.71.

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Nym, Ano. "Boganmeldelser". Vejhistorie 2019, n.º 33 (6 de fevereiro de 2023): 28–31. http://dx.doi.org/10.7146/vejhistorie2019no33pp28-31.

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Dehnits, Leif: Aarhusianske gadenavne Laigaard, Else Marie: På vej – Gader og veje i Ebeltoft Historisk Forening for Vestsjælland, årg. 105/2018 Vendsyssel Årbog 2018 Historisk Samfund for Præstø Amt, Årbog 2018 Sønderjysk Månedsskrift nr. 3 2018
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Craffonara, Lois. "Die geographische Bezeichnung “Gader”: Ursprüngliche Lokalisierung und etymologische Deutung". Ladinia 21 (1997): 153–78. http://dx.doi.org/10.54218/ladinia.21.153-178.

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Dyrbye, Martin. "En flytning i "Vinterens Hjerte"". Magasin fra Det Kongelige Bibliotek 27, n.º 1 (27 de março de 2014): 47–60. http://dx.doi.org/10.7146/mag.v27i1.66785.

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Det gik ikke ubemærket hen blandt københavnerne midt i julemåneden 1937, at der i kvarteret omkring Krystalgade og Fiolstræde, dvs. i Latinerkvarterets gader omkring Universitetsbiblioteket, lød en klasken og banken fra bøger, der blev renset og støvet af inden de blev pakket i kasser, for siden at blive kørt med flytteomnibusser med anhængere til Nørre Fælled.
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Henschen, Daniel. "Christen Lyngbo – Oprør mod normerne i 1905". Magasin fra Det Kongelige Bibliotek 30, n.º 1 (29 de março de 2017): 39–49. http://dx.doi.org/10.7146/mag.v30i1.66999.

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“Hvem er den høje, meget smukke blonde Herre, som med sit lysebrune store Fuldskæg, sin raske Gang og sin herkuliske Skikkelse ligner en kæmpende Apostel, og som i disse Dage spaserer rundt paa Kjøbenhavns Gader i lang flagrende Kappe, barhovedet og med Sandaler under de nøgne Fødder, altid efterfulgt af en Flok Nysgerrige, som han ikke lader til at ænse?”
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Berlin, Andrea M. "The Roman Baths of Hammat Gader: Final Report. Yizhar Hirschfeld." Bulletin of the American Schools of Oriental Research 314 (maio de 1999): 85–86. http://dx.doi.org/10.2307/1357458.

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Teses / dissertações sobre o assunto "Gader"

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Callegarin, Laurent. "Gadir/Gades et le <> : de la genèse à l'époque augustéenne". Toulouse 2, 2000. http://www.theses.fr/2000TOU20018.

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Durant le 1er millenaire av. J. -c. , gadir / gades (cadix actuelle) symbolise le finis orbis pour les civilisations mediterraneennes. Cette colonie phenicienne est parvenue aux environs des viiie-viie siecles av. J. -c. A creer autour d'elle une entite regionale homogene en extreme-occident : le << circuit du detroit >>, qui conservera ses structures phenicopuniques jusqu'a la periode tardorepublicaine romaine. Notre recherche consiste a definir ledit circuit, c'est-a-dire a tenter de delimiter son cadre geographique, d'apprehender son mode de fonctionnement et de relever ses specificites economiques et culturelles depuis sa genese jusqu'a l'evenement d'auguste. L'etude des monnaies et des amphores produites par le sud de l'iberie et par la mauretanie de l'ouest a permis de degager des periodes de rupture ou de profonds remaniements engendrees non seulement par des evenements macropolitiques (avenement de la thalassocratie carthaginoise au ve siecle, occupation barcide et conquete romaine au iiie siecle av. J. -c. ), mais aussi par des facteurs internes (fluctuations de l'exploitation des metaux, mise en valeur du potentiel productif local avec le developpement des salaisons de poisson a partir de la fin du vie siecle av j. -c. ). Cette trame evolutive a debouche sur un sondage du dialogue qui existait entre les deux rives du detroit de gibraltar et sur le constat d'un developpement quasi-simultane jusqu'au ile siecle av. J. -c. Sur la base de structures heritees des temps phenico-puniques. L'esprit et les productions de la zone du detroit ne changeront radicalement de facies qu'a partir du milieu du ier siecle av. J. -c. Pour s'adapter aux exigences du marche romain. La responsabilite de certaines oligarchies commercantes hispaniques dans cette adaptation s'est revelee particulierement haute.
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Calampa, Mas Chriatian, Flores María Soledad Díaz, Velásquez Luis Alfredo Injante e Sarmiento Gonzalo González. "Gamer". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/624826.

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GAMER desarrollará y gestionará una página web innovadora que tendrá como propuesta de valor un servicio online de información especializada sobre gaming y establezca contacto con personas que les gustan los videojuegos, con el fin lograr un alto tráfico de usuarios que permita a la empresa comercializar publicidad online para empresas. La empresa ofrecerá tres tipos de paquetes publicitarios online, con el fin de ofrecer distintas alternativas a las necesidades de los potenciales clientes. La investigación realizada determino que hay 150 empresas en el Perú para el sector Gamer actualmente en este mercado, de las cuales el 100% se ubican en Lima. Mediante la encuesta realizada se pudo identificar que tenemos 75 empresas como un mercado operativo dispuesto a la publicidad en la web de GAMER. Por lo que el objetivo el primer año es captar el 22.5% de ese mercado operativo, es decir 45 empresas para que al quinto año lograr un estimado de 100 clientes. Por otro lado, la inversión inicial necesaria es de S/. 92,167.45, destinando como capital de trabajo S/. 63,826.45 y como financiamiento S/. 28,341.00. Se obtendrá una rentabilidad de 18.25% en el quinto año. El TIR libre de 23.11% y del inversionista del 26.04%. El valor actual neto de ambos flujos es muy atractivo con S/. 90,251.81 soles en el flujo libre y S/. 85,878.76 soles en flujo inversionista. Finalmente consideramos que este proyecto tendrá éxito por las cifras e indicadores de rentabilidad mencionados.
GAMER will develop and manage an innovative web site that would have as a value proposition an online service of specialized information on gaming and establish contact with people who like video games, in order to achieve high user traffic that allow the company to commercialize online advertising for companies. The company will offer three types of online advertising packages, in order to offer different alternatives to the needs of potential customers. The research conducted determined that there are 150 companies in Peru for the Gamer sector currently in this market, of which 100% are located in Lima. Through the survey it was possible to identify that we have 75 companies as an operating market ready for advertising on the GAMER website. So the goal the first year is to capture 22.5% of that operating market, in other words, 45 companies for the fifth year to achieve an estimated 100 customers. On the other hand, the initial investment required is S/. 92,167.45, destined as working capital S/ 63,826.45 and as financing S/ 28,341.00. It will get a profitability of 18.25% in the fifth year. The free TIR of 23.11% and the investor of 26.04%. The net present value of both flows is very attractive with S/ 90,251.81 soles in the free flow and S/ 85,878.76 soles in investor flow. Finally, we consider that this project will succeed by the figures and indicators of profitability mentioned.
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Marroquin, Ferreyra Flavio Xavier, García Pablo Enrique López, Rodriguez Renato Andres Piñheiro e Ribeyro Jean Pierre Valera. "Portal gamer". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656966.

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En un mundo tan globalizado, el uso de las aplicaciones en el mundo actual es muy constante puesto que es un uso que se hace el día a día mediante los celulares, laptops, computadores, televisores y se volvió indispensable para nuestras vidas. El mundo de los juegos está en auge en los últimos años, con un crecimiento exponencial, ello se ve repercutido en las plataformas digitales como YouTube, Twitch y Mixer con cientos de miles de reproducciones y seguidores. En el Perú actualmente el mundo de la industria de videojuegos, siendo uno de los referentes en Dota 2, pero identificamos una escasez de potencial en otros juegos como FIFA, Call of Duty, Fortnite, entre otros. Por ello decidimos realizar una plataforma E-learning para impulsar las habilidades de los usuarios en los distintos juegos de E-sports, ayudarlos mediante las enseñanzas con profesores referente en la industria con habilidades únicas para los videojuegos que puedan traspasar sus conocimientos a los alumnos.
In such a globalized world, the use of applications in today's world is very constant since it is a use that is made every day through cell phones, laptops, computers, televisions and it has become essential for our lives. The world of games has been booming in recent years, with exponential growth, this is affected by digital platforms such as YouTube, Twitch and Mixer with hundreds of thousands of reproductions and followers. In Peru currently the world of the video game industry, being one of the benchmarks in Dota 2, but we identified a shortage of potential in other games such as FIFA, Call of Duty, War Zone, among others. For this reason, we decided to create an E-learning platform to boost the skills of users in the different E-sports games, help them through teaching with leading teachers in the industry with unique skills for video games that can pass on their knowledge to students.
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Joseph, Simone. "Pourquoi garder les papiers ? Que garder ? Comment garder ? Ethnologie des pratiques et des politiques d'archivage des entreprises". Paris 7, 1999. http://www.theses.fr/1999PA070116.

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La question des archives peut paraître anodine. Elle est liée pourtant à l'utilité du passé et à la nécessité de le conserver quand le contexte économique actuel place les informations, récentes de préférence, au coeur du système. Cette thèse est fondée sur une étude des pratiques d'archivage du centre de recherche d'une entreprise industrielle publique française. Elle est sur trois niveaux. Celui de "l'individu", pris dans un service d'une quarantaine de personnes, lieu de notre observation participante, celui du "local" que constitue ce service, partie du "global" que représente l'ensemble du centre. La législation, les normes, les comportements et les discours des employés, comme de la direction, ont été pris en compte. Si l'archivage est un moment particulier dans le quotidien du travail, nous n'assistons pas à un "rituel" commun. Il n'y a pas d'interprétation collective, quel que soit le niveau, des actes concernés. Interrogation sur la mémoire de l'entreprise, la place des archives renvoie par miroir à son fonctionnement et à sa politique, donc à ses perspectives d'avenir
The archives could seem an insignificant subject. It is still referring to past's utility and the need to conserve it, when our economic context place data, preferably recent, is at the system's heart. The present thesis is based on a study done in a French industrial public firm's research center. It is on three levels. The first level is the individual one, who works in about forty people department, where our participator observing took place. The second one is the "local" level which is this department itself, part of the third, the "global" one which is the whole center. We have taken care of the legislation, norms, behaviors and speeches, from the employees as well as from the management. If archiving is a special time in the everyday work life, we do not assist to a common "ritual". There is no collective interpretation, whatever the level, on these actions. Archive's position interrogate firm memory and sends back to its organization and its politics, and to its perpectives for the future
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Acosta, Corrales Nieves Mauricio Jesus, Flores Diego Andres Everett, Fiorentini Luis Diego Goicochea, Mago Mauricio Nagaro e Milligan Niccolo Noriega. "Proyecto Academia Gamer". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652261.

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El siguiente proyecto consiste en implementar un negocio que sea rentable, exitoso y pueda sacar beneficios a cada uno de los integrantes o dueños de la compañía. Academia Gamer, es un negocio que brinda todas las herramientas para aprender las principales mecánicas de juego de los más famosos videojuegos de la actualidad. Va dirigido a todas las personas, niños y adultos, de 18 a 35 años de edad que disfruten de jugar juegos de computadora, además de tener un asesoramiento personalizado en grupos de hasta cinco personas. En la actualidad el sector de videojuegos, fue incrementado su participación en cada uno de los países, sobretodo en Perú, que gracias a la pandemia, miles de personas accedieron a jugar en diferentes plataformas, los diversos videojuegos que existen. Por ello, se vió una oportunidad de negocio, fácil y accesible para fomentar en las personas de un mejoramiento en sus habilidades con los juegos.
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Forester, Gus. "Was Gawain a Gamer?" Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/249.

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Describes a theory of gaming inspired primarily by Jean Baudrillard’s claim that gaming is characterized by a “passion for rules.” Key elements of the theory include that games are an attempt to create a new reality, that games create a space for individuality even in an otherwise homogenized world, and that pain and happiness are not diametrically opposed concepts to the gamer. The theory also emphasizes the importance of the player’s meeting with the “superplayer,” the player’s own constructed ideal that he tries to imitate within the game world. This theory of gaming is then applied to the 14th century British poem, Sir Gawain and the Green Knight both as a demonstration of the theory and to offer a new perspective on the poem. Gawain’s character in the poem is argued as being the archetype of the modern gamer, escaping from an oppressive hegemony by daring to follow the superplayer’s seduction into the passionate world of gaming.
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Lidström, Michaela. "Identiteten Gamer : Livsberättelser från fyra unga män om hur de utvecklade identiteten gamer". Thesis, Karlstads universitet, Institutionen för sociala och psykologiska studier (from 2013), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66991.

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This study was conducted to explore the identity of gamers. The purpose of the survey was to: Explore the identity gamer. What it takes to develop this identity, and I answered this purpose with help from three questions. To answer these questions four life-stories were made were the interviewees told about their identity progression from childhood to adulthood. After all the information was received, it was sort out together with my four chosen theories: Identity, field/habitus, personal life and stigma.           Based on my analysis, I could draw some conclusions. In these cases, the identity begun early, but initially in a more playful manner that later developed to become part of their self-identity. There is also a difference between playing games and being a gamer, it must meet certain requirements in the form of capital to be included in this field. The identity gamer can be created both as self-identity but most importantly in social contexts. This identity has been stigmatized. The stigma was created based on a stereotype that does not represent a fair picture of what a gamer really is. Words such as: isolated, lonely and weird was common and these words did not fit the typical gamer. Gamers have over the years been more freed from this stigma and the interviewees present some means to fight it. This study wants to present gamers in their true identity of what it means to be a gamer.
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Cuba, Arturo. "El ocaso de un gamer peruano". Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/344523.

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Trabajo ganador durante en el Curso Taller de Periodismo Literario 2014-2, Facultad de Comunicación y Periodismo, Universidad Peruana de Ciencias Aplicadas - UPC. Lima, Perú
La vida de un gamer profesional es poco conocida en nuestro país y suele estar rodeada de prejuicios. Jean Marco «Saxu_un» Villafana, jugador experto en Defense of the Ancients 2 (DOTA 2), ha encontrado en este estilo de vida una oportunidad para practicar lo que más le gusta: batirse en combate por grupos y salir victorioso de la experiencia, aunque el éxito sea solo un pretexto del momento. Porque vivir una partida multijugador en línea pone al límite nuestras habilidades físicas y emocionales. Tensión, nerviosismo, cansancio, decepción, frustración y desahogo son emociones recurrentes a la hora de vivir una vida que no existe como tal, pero que emula serlo. Es lo que ocurre en la mente de un jugador, de un gamer que avanza sin vacilaciones, lo que hace de la ficción un acontecimiento real.
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Gahm, Fredrik. "Ventilering av brännbara gaser vid batteribränder". Thesis, Luleå tekniska universitet, Institutionen för samhällsbyggnad och naturresurser, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-82618.

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The use of lithium-ion batteries is something that is becoming more common in today’s society. They are found in a variety of electronic equipment such as mobile phones, laptops and tools. Several incidents have been reported due to lithium-ion batteries ending up in a state called thermal runaway. This in combination with the increasing demands for environmentally friendly and sustainable energy in the form of e.g. wind turbines and solar panels, can therefore lead to unforeseen consequences. Residual energy from wind or solar power can be stored in an energy storage, often a battery system of several interconnected lithium-ion batteries. In case of an incident in these storages where a large quantity of these batteries is located, there is a risk that an explosion will occur. This further leads to the interest if it’s possible to prevent an explosion with the help of mechanical ventilation.  The purpose of this report has been to investigate the reasons why these batteries are being able to cause an explosion, what gases are emitted in the event of a thermal runaway and how explosive they are. With the results given it’s possible to then perform calculations on ventilation capacity needed to maintain a non-explosive atmosphere. This was carried out through a literature study of currently available research combined with information from various authorities, hand calculations and calculations in Excel.  With the results of the literature study, it can be stated that the battery cell consisting of the cathode material lithium-nickel-manganese-cobalt oxide (NMC) is most reactive. The most common gases emitted from these cells during thermal runaway are hydrogen, carbon monoxide, carbon dioxide, methane, ethylene and ethane. These gases are also the most common gases during thermal runaway when the battery consists of a different cathode material, but the distribution may look different. All of these gases, with the exception of carbon dioxide, are flammable and can contribute to an explosive atmosphere.  Three different scenarios are developed where thermal runaway is assumed to take place at a battery cell inside battery storages of different sizes: two container-based energy storage and one battery storage for home use located in a garage space. In these respective scenarios, a certain number of cells are assumed to be in thermal runaway. The lower flammability limit for the ventilated gas mixture is determined to 8,53% based on the amount of emitted gas and the distribution of it due to thermal runaway. With the knowledge of the lower flammability limit of the emitted gas mixture, as well as other available data from each scenario, the desired capacity for ventilation is calculated at 0,23 m3/s for the two container-based battery storages and at 0,035 m3/s for the battery storage located in the garage space. If this capacity of the ventilation is present when thermal runaway occurs, it means that the concentration of combustible gases should remain below the lower flammability limit. It is worth noting that these calculations were performed to some extent based on assumptions and may therefore be judged more as approximate rather than exact.  The conclusions drawn by the performed calculations are that mechanical ventilation is a potential alternative to ensure that the atmosphere in a battery storage doesn’t become explosive if a thermal runaway occurs in the battery cells.
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Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games". Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.

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Due to the huge amount of smart-phone applications available nowadays,there is a need to check them in order to know if they are trustworthy, efficientand reliable. Furthermore, research on smart-phones is really intensive,so it is important to be able to easily profile applications and collect datathat researchers can use. In this thesis we have focused on Android gamesas they represent a big portion of Android applications and Android is themost used mobile operative system nowadays. The thesis work can be divided in two main tasks. The first task consistsof research on Android games in order to know how they are developed,which game design engines are used nowadays and how can we automatisethe execution of Android applications and, in particular, games. The secondstep consists of development of a program called Monkey Gamer that canplay Android games automatically and collect execution traces of the game. The Monkey Gamer analyses the screen shown on a device, recognises theplaces where the user should touch, and interacts with them. Then, consideringeach screen as a state of a state machine, the program tries to coverthe whole game, generating the highest possible number of execution traces. In order to test our solution we have compared the traces generated bythe Monkey Gamer with the ones obtained by some real players, achievinga significant similarity. The tests were executed on three games, coveringdifferent categories and implementation solutions.
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Livros sobre o assunto "Gader"

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Schönberger, Robi. Shomer gader. [Tel Aviv?]: ʻAkhshaṿ, 1986.

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Ḥibshush, Yeḥiʾel ben Aharon. Poretset gader. [Israel]: Mishpaḥat Ḥibshush, 1993.

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Ḥibshush, Yeḥiʼel ben Aharon. Poretset gader. [Israel]: Mishpaḥat Ḥibshush, 1993.

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Ron-Feder-ʻAmit, Galilah. Gader perutsah. Tel-Aviv: Adam, 1990.

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Schönberger, Robi. Shomer gader. [Tel Aviv?]: ʻAkhshaṿ, 1986.

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6

Rabinyan, Dorit. Gader ḥayah: Borderlife : roman. Tel Aviv: ʻAm ʻoved, 2014.

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Ẍezalî, Mîrxan ʻEbas, e Iḥsānī ʻAlī Aṣghar, eds. Le Mehabadewe ta Gader. Hewlêr [Kurdistan, Iraq]: Mektebî Rêkxistinî Pêşmerge, 2000.

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Hirschfeld, Yizhar. Ḥamat Gader u-merḥatseʾoteha: Madrikh. Yerushalayim: Rashut ha-ʻatiḳot, 1994.

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Selskab, Sporvejshistorisk, ed. På skinner - i storbyens gader. Kbh.]: Sporvejshistorisk Selskab, 2005.

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ha- Taninim shebe-Ḥamat Gader: Sipurim. [Israel]: Eldan Maʻarekhot, 2008.

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Capítulos de livros sobre o assunto "Gader"

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Rice, Robert. "Gamer Groups". In Video Games in Psychotherapy, 80–92. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003222132-7.

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Brookwell, Ilya. "A Politics of Being Gamers". In Gamer Citizens, 14–43. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003341079-2.

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Brookwell, Ilya. "Encountering Gamer Citizens". In Gamer Citizens, 44–63. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003341079-3.

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Brookwell, Ilya. "Ludic Divides". In Gamer Citizens, 86–116. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003341079-5.

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Brookwell, Ilya. "Introduction". In Gamer Citizens, 1–13. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003341079-1.

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Brookwell, Ilya. "Conclusion". In Gamer Citizens, 117–33. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003341079-6.

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Brookwell, Ilya. "Not a Game". In Gamer Citizens, 64–85. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003341079-4.

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Curwood, Jen Scott. "Reader, Writer, Gamer". In Bridging Literacies with Videogames, 53–66. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-668-4_4.

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Robson, Jon. "The Beautiful Gamer?" In The Aesthetics of Videogames, 78–94. New York : Routledge, 2018. | Series: Routledge research in aesthetics ; 2: Routledge, 2018. http://dx.doi.org/10.4324/9781315210377-6.

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Oechsle, Siegfried. "Gade Niels Wilhelm". In Metzler Komponisten Lexikon, 266–67. Stuttgart: J.B. Metzler, 1992. http://dx.doi.org/10.1007/978-3-476-03421-2_108.

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Trabalhos de conferências sobre o assunto "Gader"

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Traverso, Ignacio, Maria-Esther Vidal, Benedikt Kämpgen e York Sure-Vetter. "GADES". In SEMANTiCS 2016: 12th International Conference on Semantic Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2993318.2993343.

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Gupta, Surabhi, Tim Coles, Cedric Dumas, Simon J. McBride e DanaKai Bradford. "Gamer Style". In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2858036.2858461.

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Tarasova, Sofya, e Kseniya Surnina. "GAMER PROFILE". In XVII INTERNATIONAL INTERDISCIPLINARY CONGRESS NEUROSCIENCE FOR MEDICINE AND PSYCHOLOGY. LCC MAKS Press, 2021. http://dx.doi.org/10.29003/m2345.sudak.ns2021-17/366-367.

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Akram, Shoaib, Jennifer B. Sartor, Kathryn S. McKinley e Lieven Eeckhout. "Crystal Gazer". In SIGMETRICS '19: ACM SIGMETRICS / International Conference on Measurement and Modeling of Computer Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3309697.3331492.

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Yee, Nick. "The Gamer Motivation Profile". In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2967934.2967937.

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Vigato, Matija, e Tihana Babic. "Research on Gamer Motivation Factors Based on the Gamer Motivation Model Framework". In 2021 44th International Convention on Information, Communication and Electronic Technology (MIPRO). IEEE, 2021. http://dx.doi.org/10.23919/mipro52101.2021.9596942.

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Tarng, Pin-Yun, Kuan-Ta Chen e Polly Huang. "On prophesying online gamer departure". In 2009 8th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2009. http://dx.doi.org/10.1109/netgames.2009.5446225.

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Squire, Kurt, Sean Duncan, Ben DeVane, Moses Wolfenstein e Rik Hunter. "Gamer communities, design, and learning". In the 2008 ACM SIGGRAPH symposium. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401843.1401848.

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Lion, Brigitte. "Garder et protéger à Nuzi". In Le château de mon père – My home my castle. University of West Bohemia, Czech Republic, 2023. http://dx.doi.org/10.24132/zcu.2023.11672-63-81.

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Resumo:
Qu’y avait-il à garder ou protéger dans le royaume d’Arraphe ? L’examen du verbe /naṣāru/, « garder, protéger » et de ses dérivés (/maṣṣaru/, /maṣṣartu/) devrait aider à répondre à la question : de la protection physique des individus, y compris en cas de conflit, à la garde des portes de la ville ou à la surveillance de biens pouvant tenter des voleurs, on tentera de voir comment les habitants de Nuzi considéraient sécurité et insécurité.
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Denis, Sophie E. "Entre deux portes : garder contenance". In Le début et la fin. Roman, théâtre, B.D., cinéma. Fabula, 2007. http://dx.doi.org/10.58282/colloques.751.

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Relatórios de organizações sobre o assunto "Gader"

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Currie, K. L. Geology, Gander River-Gander Bay region, Newfoundland. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1997. http://dx.doi.org/10.4095/209111.

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Currie, K. L., e H. Williams. Geology, Gander River, Newfoundland. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1995. http://dx.doi.org/10.4095/205322.

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Dauber, Cori E. The Goose and the Gander. Fort Belvoir, VA: Defense Technical Information Center, abril de 2010. http://dx.doi.org/10.21236/ada517566.

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Kakulla, Brittne. 2024 Gamer Accessibility Survey: Methodology. Washington, DC: AARP Research, março de 2024. http://dx.doi.org/10.26419/res.00791.003.

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Kakulla, Brittne. 2024 Gamer Accessibility Survey: Annotated Questionnaire. Washington, DC: AARP Research, março de 2024. http://dx.doi.org/10.26419/res.00791.002.

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Kakulla, Brittne. 2024 Gamer Accessibility Survey: Annotated Questionnaire. Washington, DC: AARP Research, março de 2024. http://dx.doi.org/10.26419/res.00791.001.

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Kakulla, Brittne. The 50-Plus Gamer of Today and Tomorrow. AARP Research, abril de 2023. http://dx.doi.org/10.26419/res.00585.001.

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Nelson Kakulla, Brittne. Gaming Attitudes and Habits of the 50+ Gamer: Infographic. AARP Research, dezembro de 2019. http://dx.doi.org/10.26419/res.00328.002.

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Piasecki, M. A. J. Tectonics across the Gander-Dunnage boundary in northeastern Newfoundland. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1992. http://dx.doi.org/10.4095/133580.

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Williams, H., M. A. J. Piasecki e D. Johnston. The Carmanville Melange and Dunnage - Gander Relationships in Northeast Newfoundland. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1991. http://dx.doi.org/10.4095/132580.

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