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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.
101

L’esprit des institutions : le problème de la médiation institutionnelle dans la théorie critique contemporaine

Martin, Eric 10 January 2013 (has links)
Hegel réinscrit l’idée d’autonomie kantienne au sein d’une totalité organisée par des médiations qui constituent le sujet et lui livrent un contenu normatif venant mettre en forme sa pratique et lui assigner sa signification et sa place au sein du processus de reproduction de la société. La philosophie substitue à la morale abstraite une éthicité concrète (Sittlichkeit) objectivée au sein de médiation institutionnelle (l’esprit objectif). Cette conception incarnée de la moralité, exprimée par Hegel dans la Philosophie du droit sera l’objet d’une critique sévère par le marxisme au nom de l’émancipation de la puissance instituante de la société civile et des sujets, si bien que bon nombre d’interprètes contemporains de Marx le présentent comme un individualiste, un naturaliste et un économiciste. La théorie critique contemporaine, chez Axel Honneth, s’est-elle aussi repliée sur une conception naturaliste et intersubjectiviste de la théorie de la reconnaissance, puisée chez le jeune Hegel, où l’amour, l’amitié et la reconnaissance réciproque sont présentés comme des préalables à l’établissement d’une relation de communication, et servent de modèle pour penser l’ensemble du lien social. À l’encontre de ces approches, notamment à l’aide des travaux de Vincent Descombes et du sociologue québécois Michel Freitag, je cherche à revaloriser l’institutionnalisme hégélien et son concept d’esprit objectif. J’illustre aussi, avec Moishe Postone, comment toute théorie critique contemporaine doit, si elle espère réellement développer une critique des sociétés capitalistes avancées, pouvoir retrouver en Marx un penseur de la totalité et des médiations aliénées ou fétichisées (la forme-valeur) et articuler à la critique de la médiation des rapports sociaux par le travail abstrait une revalorisation de des médiations symboliques et politico-institutionnelles, de l’esprit objectif, en tant que seule la transcendance d’une dimension de sens objectivée peut suppléer à la régulation des rapports sociaux par la forme aliénée propre à la valeur abstraite. La revalorisation du concept d’esprit objectif hégélien, c’est-à-dire du pôle d’objectivité normative instituée, m’apparaît l’une des conditions sine qua non pour réorienter la théorie critique vers la dialectique qui, seule, lui évitera les écueils de l’intersubjectivisme, du dualisme et du nominalisme.
102

Att leda storföretag : en studie av social kompetens och entreprenörskap i näringslivet med fokus på Axel Ax:son Johnson och J. Sigfrid Edström, 1900-1950 /

Nordlund, Therese, January 2005 (has links)
Diss. Stockholm : Stockholms universitet, 2005.
103

Auto-realização de jogadores de Tibia : MMORPG

Heyde, Carla Junger January 2007 (has links)
Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”. / In order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
104

Auto-realização de jogadores de Tibia : MMORPG

Heyde, Carla Junger January 2007 (has links)
Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”. / In order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
105

Jämförelse av två konstruktionslösningar för en hjulaxel till en åkattraktion / Comparative study of two designs of an axle to a rollercoaster ride

Hedberg, Patrik, Shibli, Haidar January 2018 (has links)
Detta arbete genomförs på uppdrag av Skara Sommarland. Arbetet är till stor del baserat på att utföra en jämförande studie mellan två hjulaxlar till en åkattraktion. Den befintliga axeln består av tre delar, två axelpar och ett centerfäste, medan den nya designen av axeln enbart består av en del. Den befintliga axelns ändar som kopplas in i centerinfästningen utsätts för onödigt slitage. Arbetet belyser även orsaken som leder till nötningen samt möjligheter att minska nötningen. Den nydesignade axelns högre pris medför höga kostnader för företaget.I arbetet används Haigh-diagram för att undersöka om arbetspunkten för den nya axeln ligger under Haigh-diagram kurvan, som teoretiskt sett leder till oändlig livslängd. I arbetet utförs en FEM analys för att simulera båda axelkonstruktionerna och för att beräkna spänningarna i axeln under belastning.Resultatet av genomförda analyser visar att den befintliga axeln plasticerar medan den nya axeln inte når sträckgränsen för materialet. Varken den befintliga eller den nya axeln når brottgränsen. Eftersom brottgränsen inte nås finns ingen risk för sprickbildning enligt finite fracture mechanics. För den befintliga axeln visar resultatet att det uppstår en rörelse mellan axel och infäste som är tillräckligt stor för att klassificeras som en orsak för nötning.För att undvika eller minimera nötningen kan möjliga åtgärder genomföras vilka beskrivs i arbetet. Exempel på förbättringsförslag som skyddar mot korrosion och nötning ges som till exempel rengöring före ytbehandling och ökad korrosionshärdighet. / This thesis is performed on behalf of the amusement park Skara Sommarland. The work is based on a comparative study of two different shafts for a rollercoaster. An already existing shaft in three parts, two shafts and one hub, while the new shaft design consists of one homogenous part machined from a solid bloc of material. The ends of the shafts for the current shaft design that are mounted in the hub are exposed to unnecessary wear. The thesis partly focuses on the causes of the fretting wear and possible actions to prevent or minimalize the damaged caused by fretting. The new shaft design leads to increased costs, which leads to monetary losses for the client compared to before.Haigh-diagrams are used to evaluate if the critical point of the design is in the safe area of the diagram, theoretical leading to an infinite lifespan of the shaft. Finite element analyses were performed in 3D CAD to simulate the shaft design and calculate the stresses in the design when under the maximum operational load.The result of the analyses shows that the current shaft suffers from plastic deformation while the new shaft design does not reach the yield strength of the material. Neither the current nor the new shaft design reach the ultimate tensile strength. Because the ultimate tensile strength is not reached there is no risk of crack initiation through finite fracture mechanics. For the current shaft design the results show that there occur movement between shaft and hub with high enough magnitude to be classified as one of the causes of the fretting.To avoid or minimize fretting several actions can be performed. Examples of pre-emptive actions are cleaning of surfaces before surface treatment for corrosion resistance.
106

Sistema jurídico autopoiético, reificação e pena: uma reflexão crítica acerca dos imperativos sistêmicos reificantes que colonizam o direito penal a partir de Niklas Luhmann e Axel Honneth

Feldens, Gabriela Gerson January 2014 (has links)
Made available in DSpace on 2015-04-30T14:04:16Z (GMT). No. of bitstreams: 1 000467586-Texto+Parcial-0.pdf: 434851 bytes, checksum: 3fe4e22ee69d62614f9c4e059dc989bc (MD5) Previous issue date: 2014 / The present dissertation, developed in the research line Violence, Crime and Public Safety, is a critic reflection about the systemic imperatives that colonize the legal (criminal) system appearing as reifying social pathologies. For this, at first, we propose an analysis of systemic functional Niklas Luhmann's proposal, which we believe have the potential to reveal certain pathologies underlying the present society, especially when his speech is projected to legal and criminal matters. In this perspective, the critical theory of Axel Honneth appears in a second moment as a fruitful theoretical framework for the demonstration that functionalism-systemic effectively reveals expressively social pathologies in the form of reification. Reification, understood according to Honneth as forgetting of recognition, manifests itself in a particularly harmful way in the sphere of criminal law - in particular, it seems, at the time of application of the criminal penalty, which is taken in this work as a practical expression in which the reification unfolds and takes shape. / A presente dissertação, vinculada à linha de pesquisa Violência, Crime e Segurança Pública, busca articular uma reflexão crítica direcionada aos imperativos sistêmicos que colonizam de forma velada, sub-reptícia, o âmbito jurídico (penal), revelando-se como patologias sociais reificantes. Para isso, em um primeiro momento, propõe-se uma análise da proposta sistêmico-funcional de Niklas Luhmann, a qual entendemos ter o potencial de desvelar certas patologias que subjazem à sociedade atual, notadamente quando seu discurso é projetado no âmbito jurídico-penal. Nesta perspectiva, a teoria crítica de Axel Honneth aparece, em um segundo momento, como um arcabouço teórico frutífero para a argumentação no sentido de que o funcionalismo-sistêmico efetivamente revela de modo expressivo patologias sociais, na forma de reificação. Esta, compreendida consoante a leitura de Honneth como Esquecimento do Reconhecimento, se manifesta particularmente nociva na esfera do direito penal – em especial, nos parece, no momento de aplicação da pena, a qual é tomada nesse trabalho como uma expressão prática em que a reificação se revela e ganha corpo.
107

Auto-realização de jogadores de Tibia : MMORPG

Heyde, Carla Junger January 2007 (has links)
Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”. / In order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
108

Ärm och ärmhåls-konstruktioner i trikå : En undersökning i passformsproblem på trikåplagg med en förlängd axel

Eriksson, Emelie January 2017 (has links)
Syftet med studien är att försöka lösa passformsproblem på trikåmodeller till dam som har en förlängd axel. Studien skrivs i samarbete med ett stort svenskt klädföretag och undersöker ett problem som företaget själva har identifierat. Problemet gäller passformen på några av företagets trikåmodeller till dam som alla har en förlängd axel och en lösare passform. Passformsproblemen som trikåmodellerna upplevs ha uppstår vid just axeln, ärmhålet och överärmsvidden. Inom forskning och litteratur saknas det information kring passformsproblem och åtgärder vid konstruktion av trikåplagg med en förlängd axel. I dagsläget har inte företaget tid att själva testa och utveckla trikåmodellerna och studien har därför fokuserat på att försöka lösa problemet med passformen åt dem. För att uppnå syftet har en experimentell metod använts. Denna har utförts via digital mönsterkonstruktion, uppsömnad av provplagg och verifierats genom avprovningar på provpersoner och på provdocka. Resultatet av studien visar att en medel- till hög ärmkulle behövs till plagg med en förlängd axel för att uppnå en god passform på ärmen och kring ärmhålet. / The purpose of the study is to try to solve fit problems on women’s jersey models with a dropped shoulder. The study is written in collaboration with a large Swedish clothing company and investigates a problem that the company itself has identified. The problem concerns the fit of some of the company's jersey sweaters for ladies, each with a dropped shoulder and a looser fit. The fit problems that the jersey models are having occurred at the shoulder, the armhole and bicep. In research and literature there is no information about fitting problems and how to adjust the construction of jersey garments with a dropped shoulder. At present, the company does not have time to test and develop the jersey models, and the study has therefore focused on trying to solve the problem of the fit for them. To achieve the aim, an experimental method has been used. This has been done through CAD-based pattern construction, sewing test prototypes and verified by fittings on human fitting models and on a dummy. The result of the study shows that a medium to high sleeve crown is needed for clothes with an extended shoulder to achieve good fit on the sleeve and around the armhole.
109

L’esprit des institutions : le problème de la médiation institutionnelle dans la théorie critique contemporaine

Martin, Eric January 2013 (has links)
Hegel réinscrit l’idée d’autonomie kantienne au sein d’une totalité organisée par des médiations qui constituent le sujet et lui livrent un contenu normatif venant mettre en forme sa pratique et lui assigner sa signification et sa place au sein du processus de reproduction de la société. La philosophie substitue à la morale abstraite une éthicité concrète (Sittlichkeit) objectivée au sein de médiation institutionnelle (l’esprit objectif). Cette conception incarnée de la moralité, exprimée par Hegel dans la Philosophie du droit sera l’objet d’une critique sévère par le marxisme au nom de l’émancipation de la puissance instituante de la société civile et des sujets, si bien que bon nombre d’interprètes contemporains de Marx le présentent comme un individualiste, un naturaliste et un économiciste. La théorie critique contemporaine, chez Axel Honneth, s’est-elle aussi repliée sur une conception naturaliste et intersubjectiviste de la théorie de la reconnaissance, puisée chez le jeune Hegel, où l’amour, l’amitié et la reconnaissance réciproque sont présentés comme des préalables à l’établissement d’une relation de communication, et servent de modèle pour penser l’ensemble du lien social. À l’encontre de ces approches, notamment à l’aide des travaux de Vincent Descombes et du sociologue québécois Michel Freitag, je cherche à revaloriser l’institutionnalisme hégélien et son concept d’esprit objectif. J’illustre aussi, avec Moishe Postone, comment toute théorie critique contemporaine doit, si elle espère réellement développer une critique des sociétés capitalistes avancées, pouvoir retrouver en Marx un penseur de la totalité et des médiations aliénées ou fétichisées (la forme-valeur) et articuler à la critique de la médiation des rapports sociaux par le travail abstrait une revalorisation de des médiations symboliques et politico-institutionnelles, de l’esprit objectif, en tant que seule la transcendance d’une dimension de sens objectivée peut suppléer à la régulation des rapports sociaux par la forme aliénée propre à la valeur abstraite. La revalorisation du concept d’esprit objectif hégélien, c’est-à-dire du pôle d’objectivité normative instituée, m’apparaît l’une des conditions sine qua non pour réorienter la théorie critique vers la dialectique qui, seule, lui évitera les écueils de l’intersubjectivisme, du dualisme et du nominalisme.
110

Thinking outside the Baltic : Swedish ambitions in Norway at the height of the Great Power Era

Norgren, Elias January 2021 (has links)
The purpose of this study is to examine the seldom researched Swedish geopolitical interests inNorway in the first half of the 17th century, with the brief 1658 conquest of Trondheim as itscentral event of inquiry. Through the study of privy council protocols and chancellor AxelOxenstierna’s correspondence, the study builds a case for the confluence of security, commerce, andthe concepts of nations as the influencing factors that shaped Swedish imperial foreign policy in thedecades leading up to the dramatic war of 1658, yielding a theoretical construction of the Empire’sBaltic doctrine, or the Oxenstierna doctrine, as an explanatory model for Sweden’s early modernexpansion patterns. Subsequently through understanding of the Empire’s expansionist rationaleleading up to 1658, the conquest of the Norwegian province of Trondheim is put in a new light ashaving been an interruptive and complicated re-imagining of what the Swedish Empire should be.

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