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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
661

A prática da hidroginástica na promoção da saúde

Pereira, Patrícia Lisandra Almeida January 1999 (has links)
No description available.
662

Validação do questionário de Baecke por actigrafia na avaliação da actividade física habitual de mulheres e homens

Shamsherally, Karim January 1999 (has links)
No description available.
663

O impacte do turismo no litoral de Caminha

Matos, António Carlos Coelho Meneses January 2000 (has links)
No description available.
664

Estilo de vida, atividade física e práticas de lazer em adolescentes do gênero feminino da cidade do Recife - PE, Brasil

Mélo, Valeska Limeira January 2001 (has links)
No description available.
665

Transformations actuelles des loisirs sportifs : Extension des pratiques adolescentes et apparition d'une offre hybride de loisirs

Hanula, Ghislain 18 October 2011 (has links)
Notre étude s’est passée en deux temps: une partie quantitative dont le souci a été de réaliser un constat statistique sur la nature et le sens de la participation au loisir sportif d’un échantillon large d’individus de l’académie d’Aix-Marseille. Une partie qualitative où une approche statistique et ethnographique a été réalisée à partir d’une activité de loisir caractéristique des pratiques hybrides récemment apparues dans le secteur marchand du loisir: les parcs aventure. Nous définissons les pratiques hybrides comme des activités développées par le secteur marchand se situant entre une offre instituée classique et la pratique libre. En basant leurs arguments de séduction sur la vente d’un espace naturel sécurisé et domestiqué où les sensations et l’expérience partagée sont mises en avant, le secteur des pratiques hybrides connaît un engouement de plus en plus important. Force est de constater que l’offre proposée dans cette activité est en phase avec les motifs les plus avancées par l’échantillon de sportifs interrogés lors de notre enquête quantitative. L’enquête qualitative sur les motifs qui poussent les individus à fréquenter les pratiques hybrides confirme la place dominante des valeurs de sociabilité et de jeu aux limites dans ce loisir sportif. Les observations outillées et l’analyse des discours des participants permettent de mettre à jour la suprématie d’une expérience combinant sensations, défi et partage. Cette recherche d’expérience aux multiples facettes nous semble en rupture avec les modèles sportifs traditionnels. Ces derniers ont souvent des significations plus univoques, plus tranchées. Axés principalement sur la performance, les repères fédéraux peuvent paraître en décalage avec ce qui motive les individus à pratiquer une activité physique et sportive. Ainsi, à la lumière de nos résultats, il est cohérent de constater une baisse du taux de pratique instituée. Cette baisse serait à interpréter comme un signal de décalage entre l’offre des uns et la recherche des autres. Si les motifs dominants les plus mis en avant se basent sur une recherche combinant sociabilité, performance et expérience émotionnelle, il est normal de voir régresser quantitativement le nombre d’adhérents aux structures proposant une offre à la signification univoque. / Our study happened in two stages: a quantitative part was to make a statistical statement about the nature and meaning of participation in leisure sports of a large sample of individuals from the Aix –Marseille’s district. A qualitatively or a statistical approach and ethnographic was made from a leisure activity characteristic of hybrid practices recently appeared in the market sector of leisure: adventure parks. We define hybrid as the practical activities developed by the commercial sector ranging from formal sport and informal sport. Basing their arguments on the sale of seduction of a natural area where domesticated and secure feeling and shared experience are put forward, the sector is experiencing a practical hybrid craze increasingly important. It is clear that the offer in this activity is consistent with the reasons advanced by the sample of athletes surveyed in our quantitative survey. The qualitative survey on the reasons that motivate people to attend practices hybrids confirms the dominant values of sociability and play limits in this recreational sport. Equipped observations and analysis of discourse allows participants to update the supremacy of an experiment combining sensations, challenge and sharing. This research experience with many facets seems at odds with the traditional sports models. These meanings are often more unequivocal, more trenches. Focused primarily on performance, benchmarks may seem Federal sync with what motivates people to engage in physical activity and sports. Thus, in light of our results, it is consistent to find a lower rate of established practice. This decrease is interpreted as a signal of mismatch between supplies of both the research of others. If the most dominant reasons put forward are based on research combining social skills, performance and emotional experience, it is normal to see decline quantitatively the membership structures to offering a single meaning.
666

Detraditionalization and differentiation in UK rock climbing

Hardwell, Ashley George January 2007 (has links)
The central theme of this study is detraditionalization and differentiation of rock climbing in the UK. The type of climbing in the UK known as traditional climbing is taken as the "pregiven or natural order of things" (Heelas, 1996: 2) and how more contemporary rock climbing types interact with traditional climbing is explored. In line with detraditionalization, the study's premise is a loss of the 'traditional approach' to climbing in favour of more contemporary practices. For the purposes of this study rock climbing in the UK is differentiated by five climbing types; traditional climbing, sport climbing, indoor climbing, assortment climbing and bouldering. The study assumes the functioning of these climbing types to be underpinned by five cultural domains: ethics, practices, motivations, subcultural identity and lifestyle identity. Cultural domains are actions, behaviours and feelings associated with different types of rock climbing. The study explores the existence of the proposed cultural domains and hypothesises that different rock climbing types appeal to participants because within these more emphasis is placed on certain cultural domains. The study has four important theoretical pillars. First, detraditionalization and differentiation are justified as important concepts. Both are associated strongly with superficial and deeper meanings within the study. Second, an historical perspective adds context to the study and affirms the differentiated nature of UK rock climbing at a number of levels. Here, the 'great divide' (Donnelly, 2003) between traditional climbing and sport climbing is scrutinised and a history of traditional climbing developed. An exploration of values in rock climbing as well as its wider societal context forms the third theme. Subculture forms the final theoretical pillar where contemporary post-subcultural studies are explored and rock climbing differentiation aligned with a postmodern perspective. The study has two research phases: the quantitative phase is positivist in paradigm and seeks to establish a baseline for the study through establishing cultural domain existence. The qualitative phase observes their manifestation. A Liked style questionnaire was designed in the first study phase based on the initially identified cultural domains with 639 responses received from rock climbers categorising themselves into one of five given climbing types. Factor analysis did not substantiate the proposed five cultural domains. A more complex domain structure was evidenced with all sub-groups clearly showing differences in cultural domain priority. The qualitative phase observed cultural domain manifestations of fifteen climbers, twelve of whom may be described as primary subculture members (Donnelly, 1981). Four qualitative tools were developed: participant observation; recorded discussion; snapshot camera work and visual diaries. The qualitative phase tells the participants' story. Their life worlds are reflected upon using the four tools and a strong narrative exists that is the participants' climbing lives. Both research phases reveal complexity of cultural domain by climbing type and new taxonomies were offered as more accurate representations. Congruence between study phases was recorded developing three important cultural domain issues for future consideration. First, cultural domains of traditional climbing are markedly different because of the difficulty of focusing on the physicality of climbing given the nature of ascent. In contrast, contemporary climbing types (bouldering, sport and indoor climbing) easily identify with physicality and concentrated on climber's technical ability to complete difficult rock climbing sequences in relative safety. Physicality represented an important reward for contemporary climbers, whereas for traditional climbers, being in the outdoors, and the holistic experience associated with this, was held in high regard. The outdoor experience was less important in other types of climbing Second, skills of traditional climbing developed through an 'outdoor apprenticeship' are attached to specific outcomes embedded in the natural environment. It forms an essential element of safe traditional climbing practice, particularly if mountain crags are preferred. For sport climbing, indoor climbing and bouldering many of these skills are no longer necessities. This is linked strongly with a more utilitarian value base underpinning cultural domains in contemporary climbing. Finally, the complexity of the 'great divide' (Donnelly, 2003) involving other rock climbing types as well as sport climbing and traditional climbing is recognised. Assortment climbers are seen as the conduit through which climbers with broad experience may regularly bridge the great divide given the necessary skills and inclination. Assortment climbers are underrepresented in this study and account for a growing number of climbers with a flexible approach to rock climbing. Establishing cultural domains by climbing type in rock climbing remains complex. While there is a clear distinction of cultural domain manifestation in traditional rock climbing compared with contemporary rock climbing types, the common notion of what constitutes a legitimate ascent across all rock climbing types still rests within a traditional climbing interpretation. The study recommends further exploration of the interplay between identifiable rock climbing types in the UK.
667

Volnočasové aktivity žáků 1. stupně ZŠ / The Leisure Time Activities at the First Stage of Basic School

TOMANOVÁ, Ivana January 2011 (has links)
Leisure is part of our everyday lives. His name makes us feel comfortable. We introduce a space that is designed only to us, we can devote to activities that interest us, while the rest. The current development allows the development of leisure activities, which can be paid. Emerging leisure facilities, which are mediated by different menu of activities from which each selects just the area that satisfies him, calming and fulfilling. The aim of this work is to map the problem of free time, 1st degree students of primary schools and offer a variety of leisure activities, which pupils can take. In the theoretical part of the converged, leisure and recreational activities for their problems and opinions of various authors on them. Closer look at the distribution activity, according to the content of activities and institutions providing leisure activities. The practical part of the surveyed range of leisure activities in selected institutions through questionnaires received by the directors of these institutions. The survey will also focus on parents' views and satisfaction with these offerings, which also received questionnaires.
668

Lazer sério e envelhecimento : explorando a carreira de corredores de longa distância em um grupo de corridas de rua no sul do Brasil

Oliveira, Saulo Neves de January 2016 (has links)
O problema central desta tese está na carreira de corredores participantes em um grupo de corridas no sul do Brasil o que levou à reflexão sobre como ela se relaciona com seu envelhecimento. Fez-se uma tentativa por explicar esse elemento aproximando-o da proposta conceitual de lazer de Robert A. Stebbins (2008) dentro de um contexto ainda pouco conhecido e explorado. Foram propostos os seguintes objetivos específicos para a exploração: 1. aproximar a perspectiva de lazer de Stebbins (2008) ao contexto estudado, com ênfase no conceito de carreira; 2. identificar as características das práticas de lazer dos corredores do grupo de corridas; 3. analisar as inter-relações entre as práticas de lazer dos corredores e suas carreiras com o seu envelhecimento. Para a compreensão do lazer no grupo de corredores, foram feitas observações diretas e participantes, incluindo conversas informais com os atores do meio social e mantendo-se seus registros em diário de campo. Adicionalmente, foram feitas entrevistas semi-estruturadas, com o objetivo de captar informações que não eram alcançáveis pelas observações. Para a construção dos dados, as entrevistas foram transcritas e codificadas e, cruzadas com as informações obtidas nas observações, sendo possível identificar temas relevantes para os corredores. Com a concatenação de tais temas, foi possível conceber um modelo teórico que explica e evidencia os possíveis delineamentos das carreiras dos corredores dentro de um contexto que engloba seus elementos mais amplos, como os processos que envolvem a constituição de grupos de corridas e configuram o lazer e envelhecimento dos corredores; elementos que se relacionam com a forma de interpretação e interação dos corredores com o contexto em que experimentam o lazer, como a relativização de valores e o humor; e, finalmente, elementos que são parte inerente do lazer que elegeram por realizar, como a aprendizagem das habilidades necessárias ao desenvolvimento das atividades. Como forma de aproximar o modelo à educação, há uma síntese propositiva de elementos educacionais que bem poderiam ser aprofundados por futuras pesquisas e discutidos em relação ao envelhecimento e carreira dos corredores do grupo. / The core problem in this thesis is on the career of runner who participates in a running group in Southern Brazil which led to reflection about how it relates to their aging. It was done an attempting to explain this element in an unexplored and almost unknown field as part of serious leisure perspective, the theoretical framework proposed by Robert A. Stebbins (2008). As specific objectives it was proposed: 1. to get the group activities close to the serious leisure perspective, emphasizing on career; 2. to identify the features of runners leisure in the running group; 3. to analyze the interrelations among leisure practices of runners, their careers and aging. Aiming to comprehend the leisure of the running group, direct and participant observations were held, including informal talking with social actors, and they were recorded in a field notebook. Additionally, semi structured interviews were held intending to catch information not reachable just through observations. To data construction, the interview were transcribed and coded and crossed with information obtained in observations, being it possible to identify relevant themes on runners’ careers. Concatenating these themes, it was possible to develop a theoretical model to explain the runners’ career and its possible designs in a context which includes its broader elements, as the processes of constitution of the running group which configures leisure and aging of runners; elements related to the way runners interpret and interact with the context they experience their leisure, as the values relativization and humour; and, finally, elements which are inherent part of the kind of leisure they chose to do, as learning required abilities and skills. As a way of put close the model and education it was done a propositional synthesis of educational issues which could be detailed in future investigations and discussed in their relation to aging and career in the running group.
669

Crafting content : the discovery of Minecraft's invisible digital economy

Koutsouras, Panagiotis January 2018 (has links)
This thesis presents an ethnographic study that aims at explicating the work of creating content in Minecraft. The existing literature paves the way in understanding Minecraft’s community by providing fragments of what players do. However, the game is studied mainly from a ludic perspective or is treated as a resource to explore distinct research agendas, instead of a field of study in itself. As such, particular phenomena that are situated inside Minecraft’s community are lost. The conducted fieldwork discovered the invisible digital economy that is part of this community. More specifically, the chapters to follow elaborate on the actors involved in this economy, covering their roles, responsibilities and goals. Furthermore, the lived work of content production is unpacked by presenting the various work practices members attend to in commissioning, creating, and delivering Minecraft content. It also becomes evident that there is a complex division of labour at play, which is based on a fragmented infrastructure as Minecraft itself does not support the wide range of activities that are necessary for carrying out the work. Essentially, actors bootstrap the market’s infrastructure by appropriating or even creating bespoke systems for conducting the various work practices that are entailed in this business. On top of that, these systems are utilised for articulation work, which is necessary for tracking progress between the geographically dispersed actors, accounting for conducted work and addressing contingent scenarios. The main contribution of this PhD project is the discovery of this digital economy, which evidently plays a significant role in Minecraft’s current form and development. Additionally, prevailing understandings of Minecraft’s ecosystem are re-visited, re-examined, and re-specified, based on the empirical evidence presented in this thesis. Finally, a number of design implications are raised with regard to addressing the game’s lack of CSCW support.
670

Concurrent engineering in the context of the composite leisure boatbuilding industry

Sobey, Adam James January 2010 (has links)
Leisure boatbuilding is an industry that has tight profit margins and growing competition due to the global nature of the industry. It is a growth market with the number of high-earning potential customers increasing worldwide. For British boatbuilding to retain and increase its high standing within these global markets investment is required to develop larger profits and market share. Concurrent engineering is a method of design that has given large benefits to a multitude of industries but is ill-defined within leisure boatbuilding. This thesis investigates the nature of British boatbuilding and develops concurrent engineering within this context. To develop faster design while increasing quality this thesis concentrates on automated communication. A number of tools are developed focusing on structures and production. These include a mass and cost multi-objective optimisation tool further developing first principles rules using a Genetic Algorithm, a reliability tool to increase the speed of iterative design and a design history tool focusing on data mining using neural networks within a grid computing structure. Furthermore, a concurrent engineering methodology specific to leisure boatbuilding has been developed leading to a design environment for use within this sector. The resulting work develops techniques that increase the knowledge available to engineers in an intuitive, quantitative, manner.

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