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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.
111

A Amazônia na ficção de José Veríssimo e Inglês de Sousa / The Amazon in the fiction of José Veríssimo e Inglês de Sousa

Juliano Fabricio de Oliveira Maltez 18 September 2018 (has links)
Este trabalho propõe uma leitura da obra ficcional de José Veríssimo (1857-1916) e Inglês de Sousa (1853-1918), especificamente, dos livros Cenas da Vida Amazônica (1886) e Contos Amazônicos (1893), que têm em comum a tomada ficcional do baixo Amazonas. Entendemos que o relato de viagem composto por expedicionários estrangeiros acarretou empréstimo estético e discursivo à narrativa amazônica, como os relatos produzidos por cientistas, por meio dos quais se vinculou o embate civilização e barbárie, o redescobrimento da paisagem amazônica e suas lendas. Além de uma análise mais geral dessas narrativas, traçando pontos de correlação com o relato de viagem, para Cenas da Vida Amazônica foi determinante o estudo da Revista Amazônica (1883-1884), no qual se pode verificar a correlação entre ficção e não-ficção, literatura e história, mito e ciência caminhando lado a lado, resultando nas características formais de O crime do tapuio, para Contos Amazônicos foi esclarecedor alguns texto de sua recepção, na medida em que se verificou uma crítica mais favorável às narrativas declaradas históricas, deixando em segundo plano as narrativas atreladas ao imaginário popular, como ficou renegado O gado do Valha-me-Deus, ainda que, alcançasse como outros textos em Contos Amazônicos uma forma mais refinada do gênero conto. / This work proposes a reading of the fictional work of José Veríssimo (1857-1916) and the Inglês de Sousa (1853-1918), specifically from the books Scenes of Amazonian Life (1886) and Amazonian Tales (1893) fiction of the Lower Amazon. We understand that the travel account made up of foreign expeditionary brought an aesthetic and discursive loan to the Amazonian narrative, such as the reports produced by scientists, through which civilization and barbarism was linked, the rediscovery of the Amazonian landscape and its legends. In addition to a more general analysis of these narratives, tracing correlation points with the travel account, for the Amazonian Life Scenes was determinant the study of the Amazon Magazine (1883-1884), in which the correlation between fiction and non-fiction can be verified , literature and history, myth and science walking side by side, resulting in the formal characteristics of \"The crime of tapuio\", for Amazonian Tales was illuminating some text of its reception, in the measure that a criticism was verified more favorable to the narratives declared historical , leaving in the background the narratives linked to the popular imagination, as was denied \"The cattle of Good damn it\", although, as other texts in Amazonian Tales reached a more refined form of the genre.
112

Character Balance in MOBA Games

Teodor, Norén, Emanuel, Palm January 2015 (has links)
As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. Overall we believe that Metagame Bounds is a valid way of looking at balance within the genre, but the data is not completely reliable on its own and should be compared with other statistics.
113

Auditiv kommunikation i det digitala spelet League of Legends

Ögren, Sam January 2017 (has links)
This paper is an attempt to replicate Kristine Jörgensen study of auditory functions of sound in the video game World of Warcraft, but doing so on a different game, and that game is League of Legends. By using social semiotic’s multimodal theory I hope not only to replicate the results of Jögensens study, but also come with some new insight in to the field of communication as well as contributing to sound studies which compared to visual representations are not as common. However, the focus is on communication through different semiotic representations. In the end, the results are quite positive although not ground breaking by any means.
114

De reis van Sint Brandaan : 'n interpretasie van geselekteerde temas (Afrikaans)

Smit, Derick-Louw 10 January 2007 (has links)
AFRIKAANS: Die uitgangspunt wat ten grondslag van hierdie studie lê, is die veronderstelling dat studies ten opsigte van die Middelnederlandse teks De reis van Sint Brandaan tot op hede min aandag geskenk het aan sekere belangrike temas. As gevolg van hierdie bepaalde leemtes, is die onderliggende betekenis van die teks moeilik bekombaar. Die doel van hierdie ondersoek is dus om die leemtes te vul wat nie voorheen in studies rakende hierdie teks ten volle aangespreek is nie, en veral dié in die Suid-Afrikaanse uitgawe deur De Klerk&Schutte (1996). In hoofstuk 1 word daar gefokus op Middeleeuse sienings oor die retoriek, met die proloog en die epiloog van De reis van Sint Brandaan as vertrekpunt vir nadere ondersoek. Die wêreld van die teks (die tekstuele wereld), sowel as die wêreld voor die teks (die wêreld van die hedendaagse leser) word primêr as invalshoeke gebruik. Om relevansie aan die invalshoeke te verleen, word daar gepoog om 'n verband aan te toon tussen Middeleeuse tegnieke van taaluitdrukking en modeme taalhandelingsbegrippe. Met al die faktore in gedagte, word daar ook ondersoek ingestel na die retoriek as manier van leserbeïnvloeding, en dat 'n resepsie-ondersoek nodig is om die moontlike gehoor van 'n teks te bepaal. In hoofstuk 2 word daar gefokus op die aanwesigheid van Middeleeuse simboliek en verskeie intertekste aanwesig in De reis van Sint Brandaan. Die invalshoek van hierdie hoofstuk berus hoofsaaklik by die wêreld agter die teks (die wêreld van die outeur), en die wêreld van die teks (die tekstuele wêreld). Dit kom ook aan die lig dat die betrokke teks deurtrek is met Christelike simboliek en intertekste wat op een of ander manier 'n verband met die Christelike geloof toon. Die strekking van die teks is primêr gewortel in Christelike simboliek, maar word ook sekondêr gekoppel aan ander soorte simboliek, soos dieresimboliek, plantsimboliek, geloofsimboliek (mites en legendes), getallesimboliek en natuursimboliek (son, maan, hitte, koue, wind, water). Baie van hierdie simboliek oorvleuel en sluit aan by die vele intertekste aanwesig wat 'n rol speel in die opbou van die verhaal. Deur die betrokke simboliek en intertekste aan te toon en te interpreteer, word 'n ryker betekenis aan hierdie teks verleen. Hoofstuk 3 en hoofstuk 4 is 'n uitvloeisel van hoofstuk 2. In hierdie twee hoofstukke word daar meer aandag verleen aan sekere belangrike aspekte wat tot dusver nie ten volle ontgin is nie, soos gesien in hoofstuk 2. Daar word gefokus word op die wêreld agter die teks (die wêreld van die outeur) en die wêreld van die teks (die tekstuele wêreld). In hoofstuk 3 word daar gepoog om die aard en rol van die duiwel en die hel in die Middeleeue aan te toon, soos gevind in De reis van Sint Brandaan. Daar word tot die slotsom gekom dat die duiwel in hierdie teks 'n verpersoonliking van die kwade (bose) is. 'n Bepaalde paradigmaverbreding word aangetoon wat daarop dui dat daar wegbeweeg word van net 'n spirituele konnotasie met die duiwel na 'n fisiese verpersoonliking. Daar word verder ondersoek ingestel na Middeleeuse voorstellings van die duiwel, strawwe en lokaliteite van die hel, die vagevuur, die hel as 'n tasbare ruimte, die verpersoonliking van die duiwel en die lot van 'n sondaar in die helse straf. In hoofstuk 4 word daar gepoog om die aard en rol van engele as boodskappers van God in die Middeleeue aan te toon, soos gevind in De reis van Sint Brandaan. Talle voorbeelde uit die betrokke teks dui op die rol van engele as tussengangers tussen God en die mens. Daar word verder ondersoek ingestel na die verskillende tipes engele gevind in die teks, en die verband tussen engele en visioene vanuit 'n Middeeuse tradisie en perspektief. Die aspekte van neutrale en gevalle engele, die begrip van "God sien" en die rol van engele as sielsbegeleiers na die hemel word aangetoon. ENGLISH: The point of departure which forms the basis of this study, is the supposition that studies with respect to the Middle Dutch text The voyage of Saint Brendan have, up to the present, paid little attention to certain important themes. As a result of this void the underlying meaning of this text is difficult to access. The purpose of this investigation is therefore to fill these gaps which former studies of this text have not fully addressed, most particularly those in the South African edition by De Klerk&Schutte (1996). In chapter 1 the focus is on medieval views on rhetoric with the prologue and epilogue of The voyage of Saint Brendan as the source for closer investigation. The point of departure used in this chapter lies mainly with the world of the text (the textual world) and the world in front of the text (the world of the modem reader). To give relevance to this angle of incidence, an attempt is made to show a connection between medieval concepts of speech act theory and modem speech act concepts. With all these factors in mind, rhetoric as a manner of reader influence is researched and an investigation of reception is necessary to determine the possible audience of a text. In chapter 2 the focus falls on the presence of medieval symbolism and various intertexts present in The voyage of Saint Brendan. The point of departure used in this chapter lies mainly with the world behind the text (the world of the author) and the world of the text (the textual world). It has come to light that this particular text is permeated with Christian symbolism and intertexts which, in one way or another, reveal a connection with the Christian faith. The tenor of this text is rooted primarily in Christian symbolism but is also, in a secondary way, coupled with other types of symbolism like animal symbolism, plant symbolism, symbolism of belief (myths and legends), number symbolism and symbolism in nature (sun, moon, heat, cold, wind, water). Much of this symbolism overlaps and joins the many intertexts present which playa role in the development of the story. By presenting and interpreting the particular symbolism and intertexts, a richer meaning of this text is achieved. Chapter 3 and chapter 4 arise as a result of what was set out in chapter 2. In these two chapters certain important aspects not covered in chapter two are addressed. The focus is on the world behind the text (the world of the author) and the world of the text (the textual world). In chapter 3 an attempt is made to present the nature and role of the devil and hell in medieval times with The voyage of Saint Brendan as example. The conclusion is reached that the devil in this text is a personification of evil. A broadening of this paradigm is demonstrated which suggests that there is a movement away from simply a spiritual connotation of the devil to a physical personification. Further research is instituted into medieval ideas concerning the devil, punishment and the location of hell, hell as a tangible space, the personification of the devil and the doom of the sinner in hell-fire. In chapter 4 an attempt is made to show the nature and role of angels as messengers of God in medieval times with the The voyage of Saint Brendan as example. Many examples from this text suggest the role of angels as that of mediators between God and man. Further investigation is instituted regarding the different types of angels found in the text and the connection between angels and visions from a medieval tradition and perspective. The aspects of neutral and fallen angels, the concept of "seeing God" and the role of angels as companions of the soul on its way to heaven are demonstrated. / Dissertation (MA (Afrikaans))--University of Pretoria, 2007. / Afrikaans / unrestricted
115

West Virginia Urban Legends and Their Impact on Cultures Both Local and Abroad

Elliott, Devin Michael 03 September 2021 (has links)
No description available.
116

Karaktärsskapande : En normkreativ undersökning av spelvärldens karaktärer utifrån en fokusgruppsintervju och eget gestaltande arbete / Character customization : A norm creative study of the gaming worlds characters from a focus group interview and my own creative work

Ranta, Camilla January 2021 (has links)
Studier av representationen av kvinnor och män i spel, som i många andra medier, faller ofta inom ramen av genusvetenskap och diskuteras flitigt inom den kontexten. Vilket inspirerade mig med denna studie att utforska hur spelkaraktärers utseenden, förmågor och representation påverkar individer och hur jag som framtida lärare skulle kunna arbeta med detta i skolan när vi talar om könsnormer och skönhetsideal.Syftet med studien är att undersöka hur två kvinnliga- och två manliga karaktärer ifrån MOBA spelet Leauge of Legends beskrivs och upplevs av en grupp bildlärarstudenter, men även hur deltagarna tycker en pedagogiskt skulle kunna arbeta med detta i skolan med elever. Jag har även undersökt spelkaraktärers utseende och representation i ett gestaltande arbete. I samband med det gestaltande arbetet har jag också tittat på hur spelet Leauge of Legends delat upp roller och förmågor hos sina karaktärer beroende på könstillhörighet.Studien har behandlat frågorna: Hur kan bildämnet problematisera könsstereotyper hos, och med hjälp av, spelkaraktärer? Hur uppfattas manliga och kvinnliga Leauge of Legends karaktärer av en grupp bildlärarstudenter? Och med vilka visuella strategier möjliggörs ett normkritiskt perspektiv med könsstereotyper i fokus?Det empiriska materialet består av en transkriberad fokusgruppsintervju, splash arts, spotlights och mitt eget gestaltande arbete. Studien som helhet är kvalitativ, och de teorier jag använt mig av för att tolka materialet är socialkonstruktionism, diskursanalys, performativitet, teorier om seende och situerade kunskaper, konvegrenskulturen och fenomenet proteus-effekten.Deltagarna i fokusgruppsintervjun beskrev urvalet av Leauge of Legends karaktärerna som könsnormativa med ett kommersiellt syfte, samt att de upplevde att spel kan ge en möjlighet till att utforska olika och alternativa identiteter.Studien visade att det finns en mängd olika sätt att arbete med spelkaraktärer i skolan och förhålla sig till frågor om könsroller, normer och skönhetsideal. Så som att gemensamt spela under temaveckor så att elever kan prata om dessa frågor med levda erfarenheter. Men också att det är viktig som lärare att inte glömma den stora bildvärlden som spel erbjuder.
117

Urban Legends - Wie moderne Mythen entstehen

Feger, Claudia 14 December 2005 (has links)
No description available.
118

Social interaktion inom e-sport : En kvalitativ studie av social interaktion inom e-sport / Social interaction in e-sports : A qualitative study of social interaction in e-sports

Söderström, Herman January 2020 (has links)
Syftet med studien var att belysa den sociala interaktionen inom e-sport. Detta gjordes genom att granska lagbaserad e-sport utifrån Goffmans dramaturgiska interaktionsperspektiv. En kvalitativ metod i form av intervjuer tillämpades då detta skapade förutsättningar för att få djupgående svar på syftet och de forskningsfrågor som formulerats för studien. Resultatet visar att e-sport är ett sätt för människor att uppvisa sina backstage beteenden vilket gör att e-sport fungerar som ett sätt för människor att lära känna varandra. Lagsammanhanget blir viktigt inom e-sport eftersom mötet med främmande människor över internet ofta kännetecknas av ett ovänligt klimat, i synnerhet för kvinnor. Avslutningsvis kan e-sport fungera som ett verktyg för människor att utveckla personliga egenskaper även utanför spelet, men det är upp till individen att själv skapa förutsättningar för detta.
119

The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface

Tseng, Te Hua January 2021 (has links)
Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice. / Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
120

Oberlin Local Legend

Albert, Laura Naomi January 1989 (has links)
No description available.

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