• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • 1
  • 1
  • Tagged with
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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.
1

Cityscape Coaster

Jaensson, Ola January 2015 (has links)
Flykt i hög hastighet genom stadens raviner och klipplandskap, i en hängande berg-och-dalbanevagn med fötterna dinglande över stadslivet påverkas stadsuppfattningen av det visuella flödet. Hela tiden växlande g-krafter, ett lätt sommarregn och vinden i håret gör stadsupplevelsen fysisk på riktigt. Stockholms landmärken är välbekanta, där de glider i och ur synfältet, men ändå inte. Folk på marken tittar på dig, skrattar. Där! Visst var det din gamla fysiklärare i gathörnet? Borta! Projektet beskriver en berg-och-dalbana i Stockholms City. Banan förbinder Sergels Torg med Stureplan via loopar och svängar över tak, mellan hus, i gränder, över Kungsgatan och stannar till på ett par andra platser. Syftet är flerfaldigt; erbjuda en för storstäder unik typ av sightseeing, skapa möjlighet till den hisnande omedelbara glädjen som bara kan uppstå när kroppen utsätts för kontrollerade g-krafter, vara ett dekorativt slingrande fackverk med organiska stolpar i en hård stadsmiljö och frigöra de krafter som kan uppstå när människan möter staden på ett oväntat sätt. Som en del av projektet har ett flertal digitala verktyg utvecklats för att formge, analysera och simulera en rolig och njutbar berg-och-dalbanefärd. För generering av strukturens form, utifrån åkturens och stadens förutsättningar. För visualiseringar med planer, sektioner, animationer, bl.a. annat via kopplingar till karttjänster på internet. / Flying along the city canyons at high velocity, sitting in an inverted coaster car with feet dangling above the street life, the optical flow alters your visual perception of the city. Constantly changing g-forces, a light rain and the wind in your hair makes the city experience physical. The landmarks of Stockholm are recognized as they enter and exit your field of view, but they feel different. People look at you, laughing. There! Wasn’t that your old physics teacher at the street corner? Gone! The project describes a roller coaster in the CBD of Stockholm, Sweden. The circuit connects Sergels Torg with Stureplan, going through loops and turns, over roofs, between facades, into alleys, along Kungsgatan, making stops at a couple of other places. The purpose is manifold; to provide a unique type of city sightseeing, create an opportunity to experience the specific and immediate happiness that only an abundance of controlled g-forces can give you, to be a decorative, clinging and surprising space truss with organic steel pylons in an otherwise hard city environment, and to release the powers that can ignite, when people get to meet the city in unexpected ways. Part of the project has been the development of a digital toolset to design, analyse and simulate a fun and pleasant roller coaster ride, to generate the geometry of the space truss and pylons, based on the needs of the ride and the city, and to generate plan drawings, sections, animations and connections to geographic data services on the internet.
2

遊戲尚未結束:喬叟《坎特伯里故事集》中的遊戲元素 / The Game Is Not Over: The Elements of Play in Geoffrey Chaucer's The Canterbury Tales

吳哲硯, Wu, Che-yen Unknown Date (has links)
在《坎特伯里故事集》中,喬叟曾多次直接指出或間接暗示旅程中的故事競賽為一遊戲。然而,對此文本的研究文獻,卻鮮少從遊戲觀點切入分析。即便有,也多是從語言角度,來處理文本中各角色間的口語遊戲,或喬叟本人的文字遊戲,離真正的遊戲本身,似還有一段距離。有鑑於此,我試著以惠欽格及凱洛斯對遊戲的論述,做為理論框架,來分析《坎特伯里故事集》中的遊戲元素。我首先將找出證據,來證明整個朝聖之旅符合遊戲的定義,然後以其中三個故事為例,來分析四種遊戲範疇。本論文將分為五章,在第一章,我先說明遊戲長期以來被人忽視的地位,接著我將引入惠辛格及凱洛斯的論述。惠辛格提出遊戲的概念、定義,及功能;凱洛斯作為惠辛格在遊戲論述領域中的繼承人,則將惠辛格的成就,加以推展及補充,並將遊戲定義為四個範疇:競爭、機會、模仿、暈眩。所有的遊戲都可被歸納為這四類。在第一章的後半部,我將逐一從文本中,找出證據,來證明《坎特伯里故事集》在在都符合遊戲的定義。在第二章,我將討論<騎士的故事>中競爭與機會之運作。在第三章中,我將從模仿的層面來分析<赦罪修士的故事>。在第四章中,我將從暈眩的角度來看<修女院教士的故事>。在第五章中,我將總結前四章的要點,然後探討文學作為遊戲的可能性。最末,從遊戲的往復特性來看,我將主張《坎特伯里》遊戲尚未結束,它是遊戲昇華為藝術的最佳範本。 / In many places of The Canterbury Tales, Geoffrey Chaucer points out that this story-telling contest would be a game. However, researches on this text have scarcely been done from the perspective of game. In view of this, I try to apply Jonah Huizinga and Roger Caillois’ concepts of game as the main theoretical framework to The Canterbury Tales. In this thesis, I justify the pilgrimage as a big game first and then discuss the elements of play in three tales respectively. The thesis is divided into five chapters. In chapter one, I recount the subordinate position of game first and then introduce Huizinga and Caillois’ discourses. Huizinga comes up with the concept, definition, and function of game; Caillois modifies Huizinga’s notions and then categorizes games into four kinds: agon, alea, mimicry, and ilinx. In the following part of chapter one, I prove that The Canterbury Tales as a whole matches the notion of a game. In chapter two, I discuss the exercises of agon and alea in The Knight’s Tale. In chapter three, I analyze The Pardoner’s Tale from the aspect of mimicry. In chapter four, I see The Nun’s Priest’s Tale from the perspective of ilinx. In chapter five, I summarize the previous chapters first, and then explore the possibility of literature as the game. I argue that the game of The Canterbury Tales is not over and that it is the sublimation form of game into art.

Page generated in 0.0492 seconds