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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.
241

This shit gonna get real heavy - A quantitative study on the use of African-American Vernacular English in The Wire and The Princess and the Frog. : This shit gonna get real heavy - En kvantitativ studie om hur afroamerikansk engelska används i The Wire och Prinsessan och grodan.

Everstam, Viktor January 2021 (has links)
The purpose of this study is to investigate how the spoken variety African-American VernacularEnglish (AAVE) is used in entertainment. This is performed by comparing the spoken language oftwo fictional characters from two different sources of entertainment who are depicted as AAVEspeakers. The characters selected for the study are Stringer Bell from the TV-series The Wire andMama Odie from the movie The Princess and the Frog. Since the aim of this study is to compare andmeasure frequency of use of AAVE features amongst the two characters, a quantitative analysis hasbeen conducted. The findings show that the characters use similar features of AAVE but not to thesame extent. The results show that both characters use verb phrases, negations, and nominals. Theresults show that the characters have 6 grammatical features and 5 phonological features in commonin the selected material, where Stringer Bell uses more grammatical features and Mama Odie usesmore phonological features. Moreover, the results show that the depiction of the characters’ spokenlanguage varies due to the aim of the specific production and that the spoken language of the twocharacters is also affected by regional differences. / Syftet med denna studie är att undersöka hur den talade varianten afroamerikansk engelska (AAVE)används i underhållning. Detta utförs genom att jämföra det talade språket från två fiktivakaraktärer från två väldigt olika underhållningskällor där karaktärerna talar AAVE. Karaktärernasom är valda för studien är karaktären Stringer Bell från TV-serien The Wire och karaktären MamaOdie från filmen Prinsessan och grodan. Eftersom syftet med denna studie är att jämföra och mätafrekvensen av användandet av AAVE-funktioner mellan de två karaktärerna har en kvantitativinnehållsanalys tillämpats för detta ändamål. För att sammanfatta så använder sig karaktärerna avliknande särdrag men inte till samma utsträckning. Resultaten visar att båda karaktärerna användersig av verbfraser, negationer och nominaler. Resultaten visar att karaktärerna har 6 grammatiskafunktioner och 5 fonologiska särdrag gemensamt i det valda materialet, där Stringer Bells främstanvänder sig av grammatiska funktioner och Mama Odie använder främst fonologiska särdrag.Dessutom visar resultaten att skildringen av karaktärernas talade språk varierar beroende påproduktionens syfte. Följaktligen visar detta att det talade språket för de två karaktärerna också ärpåverkade av regionala varianter.
242

Dancing on the Dead: Death, Entertainment, and Respectability in Victorian London

Segal, Noa H. 29 July 2021 (has links)
No description available.
243

ICT ve strategickém řízení podniků / ICT in Strategic Management of Companies

Hovanová, Tatiana January 2020 (has links)
This master´s thesis deals with the design of business strategy and its support through ICT. The strategy is designed for the potentially new company operating in the Escape Games market. The basis for the proposal itself is an analysis of the general environment, market environment and analysis of competitors. The proposal can be divided into two parts. The first part is devoted to the design of the framework for business, the second part deals with how the business strategy will be supported by ICT technologies.
244

Saint Sony: Deliverer of Christian Content for the Evangelical Market

Patino, Stephen 08 1900 (has links)
Many evangelical Christians distance themselves from the mainstream commercial culture, because they perceive mainstream media and popular culture to promulgate immoral messages through representations such as sex and violence. This disconnect from Hollywood have made evangelicals a tough audience to market. Sony, however, has been able to connect with the evangelical market by producing a line of contemporary Christian films through their in-house division Affirm Films. By prioritizing the narratives of their films Heaven is for Real, War Room, and Miracles From Heaven to focus on contemporary Christian characters, conflicts, and settings, Sony is able to attract the evangelical audience with films that align with their conservative belief system.
245

Posílení konkurenceschopnosti lasergame rozšířením nabízených služeb o nekuřácký klub / Raising Competitiveness of Lasertag Business through Enriching the Product Range by Non-smoking Club

Atanasovský, Jiří January 2014 (has links)
Diploma thesis deals with competitiveness of lasertag facility. Costumer value creation is analysed based on value chain theory and compared with competition. Enriching of company product range by auxiliary services, mainly non-smoking club, is drawn up considering this and other analysis. Realization of these new ideas and evaluation of their success is also part of this thesis.
246

Diverti Family

Campos Rivera, Patricia Elizabeth, Candella Dávila, Jeniffer Eyleen, Castellano Burga, Diana Carolina, Solano Rodriguez, Frank Denis, Zamudio, Luis Fernando 17 February 2020 (has links)
El presente trabajo de investigación tiene como propósito validar y sustentar la implementación de nuestro servicio de integración familiar con juegos retro con alternativas para el compartir familiar. Diverti Family, es la mejor opción para unir a las familias, con tiempo de calidad y que a través del valor de nuestra propuesta trascienda en el tiempo. Además permitirá evocar juegos retro los cuales pueden elegir según sus preferencias y de igual manera aprovechar estos momentos de diversión para enseñar que estos sean aprendidos por las demás generaciones. Así mismo, se entregará a cada integrante de la familia polos con sus nombres, gorras y una foto familiar al culminar todas las actividades. Las fuerzas están enfocadas en cubrir segmentos A B Zona 6 de Lima Metropolitana quienes están dispuestos a recibir nuestro proyecto dentro de sus actividades familiares. La idea de negocio nace a partir de la necesidad de las familias en compartir tiempo de calidad con los integrantes de las familias mediante juegos retros, los cuales hacían que las familias se unan y compartan tiempo tanto adultos como con los niños. Hemos logrado obtener la información a partir de un estudio realizado en nuestro segmento AB zona 6 Lima Metropolitana, estos estudios nos han permitido evidenciar la viabilidad del proyecto. La estructura del trabajo es como sigue, desde el planeamiento estratégico, plan de Marketing, plan de Operaciones, y el plan económico con horizontes de análisis a tres años. / The purpose of this research project is to sustain and validate the implementation of our family integration service based on activities based on retro games which provide alternatives for family sharing. Diverti Family, is the best option to unite families, with quality time and that through the value of our proposal transcends in time. It will also allow to evoke retro games which you can choose according to your preferences, and also povides a big opportunity to take advantage of these fun moments to promote that these games are embraced by new generations. Likewise, each member of the family will be given t-shirts with their names, caps and a family photo at the end of all activities. Our efforts are focused on covering A and B segments from 6th Zone of Metropolitan Lima, who seem open to try our proposal within their family activities. The business idea was born from the need of families on sharing quality time with family members through retro games, which made families unite and share time between adults and children. This information has been obtained from the study carried out on A and B segments from 6th Zone of Metropolitan Lima, which has allowed us to demonstrate the viability of the project. The structure of the work starts from the Strategic Planning, followed by a Marketing plan, an Operations plan, and an Economic plan with a three-year horizon analysis. / Trabajo de investigación
247

Participatory Edutainment in Practice : A Case Study of Wan Smolbag, Vanuatu

Gibbons, Laura January 2020 (has links)
Entertainment-Education (EE), or ‘Edutainment’ as it has come to be known, is a prominent discipline and communicative practice, both in international and community development, and is utilised to address social issues and culturally specific norms, some of which may be taboo or harmful.  This research sets out to explore the application of edutainment, in particular Theatre for Development (TfD), through an examination of its practice in a Pacific context; namely, a case study of Wan Smolbag Theatre (WSB), a grassroots NGO based in Vanuatu. Using tangible examples of WSB’s theatre work, the interplay between listening, participation, and dialogue will be examined as they bear on WSB’s diverse operations in Vanuatu. It will also be suggested that edutainment and TfD sits at the intersection of communication, culture and development and in fact, requires all three elements in order to be realised.  Through its use of edutainment and TfD, WSB’s core strength lies in its sensitivity and responsiveness to both culture as aesthetic activity and as a way of life, enabling a dialogic, participatory approach that provides a stage for subaltern community voices to identify issues, and importantly, solutions to their own problems.  The Pacific Region poses a complex landscape for development research and the same applies in the area of communication for development and social change. Due to its vast geographical area but often small population sizes, Pacific-focused research and data can be difficult to source, both of a qualitative and quantitative nature. This study aims to address one such gap, while also attempting to situate this research in the wider historical context of edutainment.
248

Uvězněni v nekonečnu: Středoevropská panoramata a jejich role v procesech národní emancipace / Trapped in the Infinity: Central European Panoramas and Their Role in the National Emancipation Processes

Forejt, Matěj January 2020 (has links)
From pioneer times of C. W. Ceram on, many media-archaeology scholars' attention was attracted by on of the most monumental apparatuses - a panorama. Like in a case of many other optical toys, the panorama contains several phenomena of film medium a long time before its invention. In addition to that, the panorama is considered to be the first form of mass entertainment ever. All of its characteristics were defined already by Robert Barker, a British painter and an inventor of the panoramic painting. Contrary to an original way of its commercial exhibiting, a group of panoramas of the late 19th century was produced in a context of nationalist movements in Central Europe. This very group of panoramas is the main object of this thesis. Its main goal is to define an emancipatory-patriotic panorama as a specific media genre. Furthermore, related problems of media constancy, collective identity, and memory spaces are examined.
249

Biofeedback Interaction : Applying Physiological Methods to Entertainment Video Games

Navarro, Diego January 2020 (has links)
Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs. This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology. Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.
250

The role of film in maternal health communication in low-income countries : An analysis of ‘Di Kombra Di Krai (Cry of a Mother)’ – a maternal health drama in Sierra Leone

Gallo, Josie Eve January 2021 (has links)
Maternal mortality rates in low-income countries remain high and almost two thirds of global maternal deaths are in sub-Saharan Africa (WHO, 2019). Communications interventions such as media and entertainment education initiatives could help improve maternal health outcomes. The aim of this research is to explore this area further; focusing on the case study of ‘Di Kombra Di Krai (Cry of a Mother)’, a maternal health drama produced in Sierra Leone in 2020. The research utilises interviews with key stakeholders in the production, and content analysis, to understand why film is an appropriate medium of communication for maternal health, the processes involved, and the benefits to the participants. This research aims to provide further information that will be beneficial for communication for development professionals and organisations on the role of film in maternal health communication in low-income countries.

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