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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.
651

Study of Persistent and Flaring Gamma-Ray Emission from Active Galactic Nuclei with the MAGIC Telescopes and Prospects for Future Open Data Formats in Gamma-Ray Astronomy

Nigro, Cosimo 17 October 2019 (has links)
Angetrieben durch die Akkretion von Materie in ein super massives Schwarzes Loch in ihrem Zentrum, stellen aktive Galaxien die stärksten und beständigsten Strahlungsquellen im Universum dar. Ihre elektromagnetische Emission kann sich bis in den Gammastrahlenbereich ausbreiten. Das Ziel dieser Arbeit ist, diese Mechanismen und die Orte jenseits der hoch energetischen Emission zu charakterisieren. Dafür werden die Observationen von zwei Aktiven Galaxien im Bereich von hunderten von GeV verwendet, welche mit den Cherenkov Teleskopen MAGIC aufgenommen wurden. Die physikalische Interpretation wird durch Beobachtungen mit dem Fermi Gamma-ray Space Teleskop und durch Multiwellenlängendaten unterstützt. Es werden zwei Aktive Galaxien mit Jet untersucht: PKS 1510-089 und NGC 1275. Die MAGIC Teleskope, welche PKS 1510-089 seit 2012 immer wieder beobachten, detektieren eine signifikante Emission über dutzende von Observationsstunden, was auf schwache aber kontinuierliche Gammastrahlung aus dieser Quelle hinweist. NGC 1275 zeigte in der Periode von September 2016 bis Februar 2017 einen großen Ausbruch im Gammerstrahlenbereich: MAGIC zeichnete eine Variabilität in der Größenordnung von wenigen Stunden und die erstmalige Emission von TeV Photonen. Aus beiden untersuchten Quellen ist ersichtlich, dass die Kombination von Daten aus verschiedenen Instrumenten die physische Diskussion entscheidend beeinflusst. Der Übergang zu zugänglichen und interoperablen Daten wird zu einem zwingenden Thema für Gammastrahlenastronomen, und diese Arbeit stellt das technische Bestreben dar, standardisierte hochrangige Daten für Gammastrahleninstrumente zu erzeugen. Ein Beispiel für eine zukünftige Analyse, die einheitliche High-Level-Daten von einem Gammastrahlensatelliten und vier Cherenkov-Teleskopen kombiniert, wird vorgestellt. Der neue Ansatz, der vorgeschlagen wird, führt die Datenanalyse durch und verbreitet die Ergebnisse, wobei nur Open-Source-Ressourcen verwendet werden. / Powered by the accretion of matter to a supermassive black hole, active galactic nuclei constitute the most powerful and persistent sources of radiation in the universe, with emission extending in the gamma-ray domain. The aim of this work is to characterise the mechanisms and sites beyond this highly-energetic radiation employing observations of two galaxies at hundreds of GeV, conducted with the MAGIC imaging Cherenkov telescopes. The physical interpretation is supported with observations by the Fermi Gamma-ray Space Telescope and with multi-wavelength data. Two peculiar jetted galaxies are studied: PKS 1510-089 and NGC 1275. The first source, monitored by MAGIC since 2012, presents a significant emission over tens of observation hours, in what appears to be a low but persistent gamma-ray state. The second source has instead shown, in the period between September 2016 and February 2017, a major outburst in its gamma-ray activity with variability of the order of few hours and emission of TeV photons. The broad band emission of jetted galaxies is commonly modelled with the radiative processes of a population of electrons accelerated in the jet. While PKS 1510-089 conforms to this scenario, modelling the gamma-ray outburst of NGC 1275 requires placing the acceleration and radiation of electrons close to the event horizon of the black hole. From both the sources studied it is evident that the combination of data from different instruments critically drives the physical discussuion. Moving towards accessible and interoperable data becomes a compelling issue for gamma-ray astronomers and this thesis presents the technical endeavour to produce standardised high-level data for gamma-ray instruments. An example of a future analysis combining uniformed high-level data from a gamma-ray satellite and four Cherenkov telescopes is presented. The novel approach proposed performs the data analysis and disseminates the results making use only of open-source assets.
652

Kaligrafie na blízkovýchodních kovových předmětech / Calligraphic Inscriptions on Middle Eastern Metalwork

Hartman, Tomáš January 2019 (has links)
Islamic ritual bowls are one of the most overlooked phenomena of Islamic metalwork. Their design is comprised of a mixture of textual, geometric and mystical patterns and symbols. The main goal of this thesis is to examine, describe and interpret these elements to the highest extent possible. This work is based on the collection of National Museum - Náprstek Museum of Asian, African and American Cultures that is the owner of a collection of fourteen bowls whose origin is ranging from 13th to 20th century. Thirteen of them are being examined in this thesis.
653

Perceptions of the serpent in the Ancient Near East : its Bronze Age role in apotropaic magic, healing and protection

Golding, Wendy Rebecca Jennifer 11 1900 (has links)
In this dissertation I examine the role played by the ancient Near Eastern serpent in apotropaic and prophylactic magic. Within this realm the serpent appears in roles in healing and protection where magic is often employed. The possibility of positive and negative roles is investigated. The study is confined to the Bronze Age in ancient Egypt, Mesopotamia and Syria-Palestine. The serpents, serpent deities and deities with ophidian aspects and associations are described. By examining these serpents and deities and their roles it is possible to incorporate a comparative element into his study on an intra- and inter-regional basis. In order to accumulate information for this study I have utilised textual and pictorial evidence, as well as artefacts (such as jewellery, pottery and other amulets) bearing serpent motifs. / Biblical and Ancient Studies / M.A. (Ancient Near Eastern Studies)
654

From Women and Magic to Men and Medicine: The Transition of Medical Authority and Persecution of Witches During the Late Middle Ages

Doty, Gabrielle 03 August 2023 (has links)
No description available.
655

From Structured Guidance to Self-Directed Play : Applying Self-Determination Theory in Game Design

Yuheng, Liang January 2024 (has links)
This thesis investigates the use of scaffolding techniques in video game design to increase player engagement and satisfy psychological needs as defined by self-determination theory (SDT). It focuses on how games use scaffolding mechanisms to improve player autonomy, competence, and relatedness—the three fundamental needs proposed by SDT as ways to promote intrinsic motivation. The study also examines self-scaffolding strategies employed by players, exploring how they independently leverage game features to meet their psychological needs. Through case studies on games including Hearthstone, Magic: the Gathering Arena, and Path of Exile, the research analyzes the application of scaffolding and self-scaffolding using formal analysis of game tutorials and systems, as well as discourse analysis of player and specialist discussions about these aspects. The findings indicate that Hearthstone's tutorial, which effectively uses scaffolding, is well received by players, while the scaffolding in Magic: the Gathering Arena is not as effective. Path of Exile's complex skill tree promotes self-scaffolding, highlighting the importance of self-directed learning in intricate game environments. The study concludes that effective scaffolding design is essential for onboarding players, but tutorials should be skippable to accommodate experienced players. At the same time, games should provide sufficient structure to guide player learning while allowing freedom for exploration, innovation, and self-directed learning.
656

Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience

Back, Jon January 2016 (has links)
This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement. The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science. The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design. The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths. Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.
657

Tasawwuf (Sufism) : its role and impact on the culture of Cape Islam

Hendricks, Seraj 30 November 2005 (has links)
The primary focus of this dissertation is to establish the extent to which ta§awwuf, commonly referred to as Islamic Spirituality, impacted on Cape Muslim culture. The study spans the time period between the arrival of the first significant political exiles at the Cape in 1667 to the founding of the Muslim Judicial Council in 1945. To this end a short historical review of ta§awwuf as it unfolded since its inception in the Muslim world is given in order to provide the necessary background against which any study of ta§awwuf at the Cape must be measured. This, in the authorÕs opinion, has not been attempted before in local studies in any systematic way. To further augment this study, a review of the nature and character of ta§awwuf as it emerged in the geographical areas from whence the political exiles and slaves were brought to the Cape is also engaged. As part of the conclusion to this dissertation an ÒafterwordÓ is provided that briefly sketches the post-1945 theological milieu that increasingly witnessed the emergence of new anti-ta§awwuf pressures within the Muslim community. / Religious Studies and Arabic / MA (Arabic)
658

The fortifying and destructive power of love in J.K. Rowling’s Harry Potter series

Gani, Safiyyah 03 1900 (has links)
The aim of this study is to explore the importance of love in its various manifestations in the lives of the Harry Potter characters and its power to consequently influence the paths that they eventually choose to walk. Love is investigated as the reason behind the choice between good and evil as well as paradoxically both a fortifying as well as a destructive force. Furthermore, it attempts to examine the importance that love plays in the healthy or dysfunctional development of the characters. Numerous philosophies and theories that span two different eras will form the theoretical framework of this research paper. There will be a constant interplay between the theories and the main text, that is, the seven Harry Potter books that together represent the Harry Potter series. Additionally, the author‟s opinion acquired from invaluable fan interviews will be utilized in order to improve the understanding of the characters motivations. The introduction is a brief explanation of key terms and theories that are essential to the exploration of love in the Harry Potter series. The study comprises five chapters. The first three chapters are concerned with the three main manifestations of love represented in the series, namely; parental love, friendship and romance respectively. Chapter Four focuses on the adaptation of the novels into movies and the subsequent result that this has on the depiction of love. Chapter Five highlights the finding of the study conducted. / English Studies / M.A. (English)
659

Contest and community : wonder-working in Christian popular literature from the second to the fifth centuries CE

Schwartzman, Lauren J. January 2013 (has links)
In this thesis, I hope to demonstrate that what I call the magic contest tradition, that is the episodes of competitive wonder-working that appear in a wide variety of apocryphal and non-canonical Christian texts, made an important contribution to the development of Christian thought during the second to the fifth centuries CE. This contribution was to articulate ‘the way’ to be a Christian in a world which was not isolated from the secular, and not insulated from the reality of the Roman empire. First, I demonstrate that a tradition of texts which feature magic contests exists within the broader scope of non-canonical Christian literature (looking at this literature across communities, regions and time periods). Second, I identify what the major features of the traditions are, e.g. what form the narratives take, what the form for a magic contest is, and what the principles used to build the magic contests are, and how these principles feature in the texts. The principles I identify are power, authority, ritual, and conversion, as well as their use as historical exempla. Third, I discuss what the texts did in the context of the time period, and for the communities that produced and read them: in other words, how did the this tradition work? I show that they served multiple purposes: as tests of faith, religious truth and ways to proclaim such; as constructors and markers of group identity (and the perilous task of identifying the insiders and those who should be outsiders); as calls to unity within the overarching diversity of the times and places, and a unified front for the ‘battle’ against evil. I suggest that the texts present a model for how one could decide what the ‘true faith’ was and how one could practice it in the turbulent environment that early Christians faced both before and after Constantine.
660

De l’espace de jeu au temps du joueur : une épistémologie engagée du jeu en général, et du jeu vidéo en particulier

Bonmati-Mullins, Charlotte 10 1900 (has links)
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de certains documents visuels et audio-visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal. / La constitution du jeu en objet de science et l’institutionnalisation du jeu vidéo font en sorte d’évincer l’essence, et donc le sens du sujet qu’elles entendent définir. L’objet jeu et l’espace de la représentation ludique ont pris le pas sur l’expérience du jouer. Le phénomène jeu reste un objet subjectif: en définissant l’objet, on minimise cette dimension subjective et ses variables expérientielles, et tout particulièrement le temps et le mouvement. En s’appuyant sur des théories pluridisciplinaires telles que la phénoménologie, la sémiologie et la linguistique cognitive, ce mémoire cherche à réhabiliter le temps, le joueur et l’expérience vécue du jouer. Le premier chapitre examine l’ambiguïté du mot jeu, qui renvoie à la fois à l’objet jeu et à l’activité jouer, et interroge la primauté du game sur le play au sein des études du jeu. Le deuxième chapitre questionne la conception dualiste du jeu, telle que véhiculée par le modèle du cercle magique, qui oppose le jeu au réel. Le chapitre trois propose la métaphore conceptuelle du temps suspendu dans l’espace afin d’expliquer d’une part, le rôle structurant de l’espace dans le processus cognitif, et d’autre part la surenchère spatiale des discours vidéoludiques. Finalement, il s’agit de tenir et de maintenir l’équilibre dynamique entre la structure du game et l’expérience du play, et de souligner l’importance de l’unité espace-temps. / The game constitution as an object of science and the institutionalization of the video game oust the essence, and therefore the meaning of the subject they intend to define. The game itself and its playful representation took precedence over the experience of the player. The game phenomenon remains a subjective object: when defining the object, this subjective dimension and its experiential variables are subjectively minimized, especially time and movement. Based on multidisciplinary theories such as phenomenology, semiotics and cognitive linguistics, this paper seeks to rehabilitate the time, the player and the experience of playing. The first chapter examines the ambiguity of the word game, which refers to both the object and the game playing activity, and questions the primacy of game over play in the game studies. The second chapter questions the dualistic conception of game, as conveyed by the magic circle model, which opposes gaming to reality. Chapter three provides the conceptual metaphor of time suspended in space to explain firstly, the structuring role of space in the cognitive process, and also the spatial outbid of the video game discourse. Finally, it is about holding and maintaining the dynamic balance between the gaming structure and the experience of playing, and stress the importance of space-time unity.

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