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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.
91

Marketingová strategie mobilních operátorů v oblasti infotainmentu a entertainmentu

Urbánek, Tomáš January 2006 (has links)
Práce se zaměřuje na specifický obor mobilní komunikace ? infotainment&entertainment (též contentové služby), který představuje informačně zábavné služby v mobilním telefonu ? a na marketingovou strategii, kterou mobilní operátor aplikuje v rámci těchto služeb. Strategie je analyzována z hlediska modelu 4P. ?Product? představuje detailní zmapování služeb, ?Price? nejen celu ale i spotřební rozhodování na trhu contentových služeb, ?Promotion? nejdůležitější nástroje komunikačního mixu, ?Place? souhrn činností, které vedou k tomu, že je konečnému zákazníkovi poskytnuto perfektní plnění. Důraz je kladen také na aplikaci efektivních postupů při organizaci činností a moderních technologií využívaných pro mobilní služby.
92

Acting Shakespeare is Outrageous!: Playing the Bard for Beginners

Parker, Herb 09 July 2017 (has links)
Performing the work of William Shakespeare can be daunting to new actors. Author Herb Parker posits that his work is played easier if actors think of the plays as happening out of outrageous situations, and remember just how non-realistic and presentational Shakespeare’s plays were meant to be performed. The plays are driven by language and the spoken word, and the themes and plots are absolutely out of the ordinary and fantastic―the very definition of outrageous. With exercises, improvisations, and coaching points, Acting Shakespeare is Outrageous! helps actors use the words Shakespeare wrote as a tool to perform him, and to create exciting and moving performances. / https://dc.etsu.edu/etsu_books/1138/thumbnail.jpg
93

Reading the other: narrative constructions of Japan in the Australian and Chinese press

Sun, Wanning, University of Western Sydney, Nepean, Faculty of Humanities and Social Sciences January 1996 (has links)
This study is concerned with the way in which discourses of the Other are deployed in the media's narrative constructions of national imaginary. Operating on the assumption that news provides techniques and devices which enable the nation and its Other to be narrated and imagined, the analysis focuses on the structures and processes by which Japan is constructed in the news stories in some Australian and Chinese printed media. The analysis finds that othering is a dynamic and complex process engaged in by both the East and the West, for purposes of both cultural domination and cultural negotiation, and to serve both external and domestic political ends. The study shows that what seems to be an essential distinction between the Orient, or the East, and the Occident, or the West, in the discourses of the Other is constantly shifting, fluid and context-specific. The investigation points to the need of forsaking a framework of understanding media and identity which is based on a truth vs propaganda, or information vs entertainment dichotomy, and adopting an approach that takes into account the particularities of the cultural practices of each media system / Doctor of Philosophy (PhD) (Media and Cultural Studies)
94

Piratkopiering: en ekonomisk-teoretisk granskning av marknaden för dataspel / PIRACY: an economic-theoretical analysis of the market for entertainment software

Jacobsson, Tony January 2000 (has links)
<p>This essay analyzes the market for entertainment software by identifying and explain the products typical properties, in addition i clarifies the behavior of consumers and producers. One of the most important property related to software is the ease with which it can be reproduced. When such reproduction is done illicit it´s called piracy. The software industry often claims that piracy leads to big losses for the companies as well as in welfare, the essay clarifies that this doesn´t has to be the case. On the contrary the possibility to cheap production and distribution may lead to an increased welfare. The paper questions todays copyright law and suggests that a different legislation would lead to an increase in welfare.</p>
95

Piratkopiering: en ekonomisk-teoretisk granskning av marknaden för dataspel / PIRACY: an economic-theoretical analysis of the market for entertainment software

Jacobsson, Tony January 2000 (has links)
This essay analyzes the market for entertainment software by identifying and explain the products typical properties, in addition i clarifies the behavior of consumers and producers. One of the most important property related to software is the ease with which it can be reproduced. When such reproduction is done illicit it´s called piracy. The software industry often claims that piracy leads to big losses for the companies as well as in welfare, the essay clarifies that this doesn´t has to be the case. On the contrary the possibility to cheap production and distribution may lead to an increased welfare. The paper questions todays copyright law and suggests that a different legislation would lead to an increase in welfare.
96

A study of emotional motion description by motion modification rules using adjectival expressions

Yamaguchi, Atsushi, Yano, Yoshikazu, Doki, Shinji, Okuma, Shigeru January 2006 (has links)
No description available.
97

Behind the Mechanics : the Conveyance of Political Messages Through Video Games

Haglund, Vira January 2011 (has links)
This study is a response to the growing demand for more critical examinations of the video game as a communicative as well as interactive medium of mass culture. It reflects the game in regard to its potentials and abilities conveying a message to its audience and sets it into a broader discourse of mass communication. The analysis focuses on opinion forming games and their agendas whilst scrutinizing the methods through which certain messages are delivered to the player. The study is primarily based on qualitative research and analyzes the mechanisms of manipulation through examples with an emphasis on the mechanics and rules of the game, its visual aesthetics, its narrative structure and the emotional dimensions of the gameplay. The analysis illustrates that games are effectively used to render the image of war and to frame the enemy in a stereotypical manner in order to match certain political interests. They also function as a recruitment tool for the military as well as for political and ethnic fractions. In addition the study demonstrates the positive potentials of the medium by referring to serious games which offer complex perspectives and profound knowledge about certain topics and encourage the player to aim for creative and constructive solutions in order to finish the game successfully. The results of the study demonstrate that video games can no longer be categorized as a subculture of entertainment for young men. With the growing acceptance of the medium as a part of mass culture its influence especially on young people had been taken into account by certain groups which made use of the video game to convey their messages to an audience. The analysis shows the inner complexity of the medium and gives examples for attempts to use its potentials by concluding that these efforts are far from being utilized fully. In this regard the study offers impulses for further research which should fill the void and explore the possibilities games provide and how we can make good use of them.
98

Comics for Girls? A Study of Shojo and American Girlhood Culture

Kornfield, Sarah 2009 May 1900 (has links)
American entertainment often presents heroines who still conform to the confining stereotypes of passivity, docility, sexual objectification, and ultimate dependence on the hero, offering patriarchal narratives in popular culture. This thesis investigates American girlhood entertainment - a subset of popular culture - in comparison to the newly popular genre of Japanese comics, shojo manga, which also targets a girl audience. By focusing on gender issues - power distribution, agency, and gender roles - and utilizing a mixed methodology of rhetorical and quantitative analysis, my research explores the rhetorical devices and narrative structures that empower or constrain heroines, structure power distributions, and assign gender roles. To better understand shojo's recent popularity among teenage girls, this research provides 1) a close critical analysis of shojo texts to examine the messages and rhetorical devices featured in these narratives, and 2) an analysis of audience reception through a participant survey and an analysis of audience-generated message boards. This research participates in Girlhood Studies, Intercultural Studies, and Narrative Criticism as I analyze narratives that target an American girl audience and enact entertainment globalization. My analysis suggests that shojo develops from feminist motives, encourages a pro-feminist reality, and successfully markets itself to an audience of American girls, who form parasocial relationships and wishfully identify with the heroines because of their empowered characteristics and the portrayal of equality within romantic relationships.
99

Técnicas de construção na arquitectura manuelina

Figueira, Luis Manuel Mota dos Santos January 2001 (has links)
No description available.
100

Reverbrating architecture outdoor recreational equipment centre

Scheepers, Janine. January 2003 (has links)
Thesis (M. Arch.)--University of Pretoria, 2003. / Title from opening screen (viewed June 14, 2004). Includes bibliographical references.

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