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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.
31

"Du ser inte ut som en hockeytjej!?" : En kvalitativ intervjustudie om kvinnliga ishockeyspelare / "You don't look like a girl who plays ice hockey?" : a qualitative interview study of female ice hockey players

Ivarsson Hamberg, Hilda January 2018 (has links)
Background: Historically, female sports have been something strange and different from men's sports, and it has mainly been physical team sports that were considered most inappropriate for women to participate in because of its masculinized effects. Ice hockey is such a team sport that is described as tough and hard with much close contact, and it is still very male dominated today. Purpose: The purpose of this study is to investigate which notions and norms linked to gender that surround female ice hockey players within the masculine coded sport of ice hockey, and also how they handle and are affected by these. Method: This has been studied through qualitative method and through six semi-structured interviews with female ice hockey players who play or have played at a high level in Sweden. Result: In my result I can distinguish two beliefs linked to gender that surround female ice hockey players, those are that everyone is lesbian and masculine. The notion of the female ice hockey player as a lesbian and masculine can be described as a stereotyping. This stereotyping further strengthens the image of female ice hockey players as aberrant in relation to the normative men's hockey, but also in relation to normative femininity. When it comes to body and ideals, all informants agree that the normative and ideal female body is a slim but trained body, but also that it differs from the strong and muscular ice hockey body.
32

Experiência de jogo como a afinação em uma tonalidade afetiva lúdica: Stimmung, LARGs e reencantamento do mundo no Ingress

Reis, Breno Maciel Souza January 2018 (has links)
Esta Tese possui como objeto teórico de investigação a experiência de jogo a partir de um viés fenomenológico, compreendendo o fenômeno lúdico e suas manifestações – no caso, o jogo – em nós, humanos, em seus aspectos ontológicos e relacionados à nossa capacidade de estabelecermos relações significativas com nosso próprio ser, com os outros e com as coisas do mundo em sua totalidade enquanto um processo de abertura de mundo. Partimos das premissas fenomenológicas e, em especial, da obra de Martin Heidegger, para caracterizar a existência, a natureza e a estrutura da experiência de jogo como um processo de afinação do homem no que chamamos de tonalidade afetiva ou Stimmung lúdica. O percurso teórico é iniciado pela abordagem do fenômeno lúdico e do jogo como problema ontológico, relacionado aos modos a partir dos quais estamos no mundo; em seguida, apresentamos o Ingress (2012), LARG utilizado para exemplificar e aplicar os possíveis efeitos que a afinação lúdica que a Stimmung pode desencadear na experiência de jogo em relação ao contexto urbano material, social, espacial e temporal no qual o jogo digital em questão ocorre. Deste modo, abordamos a experiência e a percepção também a partir da fenomenologia, principalmente relacionadas à espacialidade humana Para demonstrar o efeito que a Stimmung lúdica pode desencadear no Ingress, situamos o processo de desencantamento do mundo e suas tensões em relação às possibilidades de reencantamento a partir das experiências do jogador neste LARG. Ao aprofundar o conceito de tonalidade afetiva em Heidegger, também estabelecemos a sua estrutura existencial tríplice: um a priori lúdico; o comprometimento humano com o fenômeno lúdico enquanto antecipação futura; e a concretização da experiência de jogo na afinação da tonalidade afetiva lúdica enquanto atualização dos dois primeiros. Após, apresentamos o exercício de aplicação do conceito de Stimmung lúdico no Ingress, identificando possibilidades de reencantamento, utilizando uma metodologia inspirada na etnografia, com um questionário online e entrevistas presenciais com outros jogadores, além do relato do autor em relação ao mesmo. Por fim, são apresentadas as considerações finais e as referências bibliográficas consultadas para a realização desta Tese. / This Thesis has, as theoretical object of investigation, the experience of play from the phenomenological bias, comprising the play phenomenon and its manifestations - in this case, the game - in us, humans, in their ontological aspects and related to our ability to establish meaningful relationships with our own being, with others and with the things of the world as a process of world-opening. We start from the phenomenological premises, and especially from the work of Martin Heidegger, to characterize the existence, the nature and the structure of the game experience as a process of man's attunement in what we call playful attunement or Stimmung. We start our theoretical framework approaching the play phenomenon and the game as an ontological problem, related to the ways from which we are in the world; and so we introduce the LARG Ingress to exemplify and apply the possible effects that the playful Stimmung can trigger in the players’ experience in relation to the material, social, spatial and temporal urban context in which this game occurs. Therefore, we approach the experience and the perception also from the phenomenology, mainly related to the human spatiality In order to characterize the effect that the playful Stimmung can trigger in Ingress (2012), we approach the idea of the disenchantment of the world promoted by Modernity and situate its tensions in relation to the possibilities of re-enchantment from the players’ experiences in relation to this LARG. With the presentation of the concept of Stimmung in Heidegger, we establish the existential threefold structure of the same: an a priori ludic; the human commitment to the playful phenomenon as future anticipation; and the realization of the game experience as an attunement of the playful Stimmung as an concretion of the first two. After this, we present an exercise of application of the concept of playful Stimmung in the Ingress (2012), identifying the ways in which the re-enchantment it can trigger in the players’ experience, using an methodology inspired by ethnography, with an online survey and also interviews with other players, in addition to the author's report in relation to it. Finally, we present the final considerations and bibliographical references consulted for the accomplishment of this Thesis.
33

Hej? Hejdå? Eller vad menar du? : En kvalitativ studie om hur gester och kroppsspråk kan standardiseras för att skapa trovärdiga Non Player Characters

Rickle, Kimberly January 2018 (has links)
The study is aimed to map the gestures of Non Player Characters to make it easier for developers in the future to find fitting gestures for their characters to make sure they retain their believability. By making a survey with open questions and animations of the different gestures, the respondents were asked what they thought the characters in the animation wanted to convey. By counting how many times the respondents used the same, or similar words, each question were summarized into a table. The results were that many of the gestures that were used to convey a feeling, were better suited to another type of gesture, and by mapping these the goal is to create a lexikon with gestures that makes it easier for future developers to apply the correct gesture in the right situation. / Studien avser att kartlägga gesterna hos Non Player Characters för att underlätta för framtida utvecklare att hitta passade gester för olika situationer som gör att karaktärerna i spelet bibehåller sin trovärdighet. Genom att formulera en enkät med öppna frågor och animeringar för att gestalta gesterna tillfrågades respondenterna vad de trodde att karaktären försökte förmedla. Genom att räkna hur många gånger respondenterna valde att beskriva gesterna i enkäten med samma eller liknande ord, sammanfattades varje fråga i en tabell. Resultatet blev att många gester som används i vissa syften passar bättre för att gestalta andra typer av känslor, och genom att kartlägga dessa gester är syftet att bygga upp ett lexikon med gester som utvecklare i framtiden kan använda för att applicera rätt typ av gest i rätt situation.
34

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games

2013 April 1900 (has links)
Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of ‘playing like a team’ which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework’s utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements.
35

Online Gaming and Teamwork

Jagad, Lakshmi, Ms. 01 December 2011 (has links)
This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
36

Utvärdering och jämförelse av olika fälttester för fotbollsspelare

Lindfors, Marielle, Holmgren, Sara January 2012 (has links)
Different field tests are currently used in a wide extent in different levels of soccer teams. To be able to assess the players’ physiological status the tests must have high validity, reliability and external validity. Many different tests have been developt, but currently only five of these tests are most commonly used: Yo-Yo intermittent recovery test (YIRT), Yo-Yo intermittent endurance test (YIET), Multi-sprint-test, Beep-test and Cooper-test. Presently there is no definitive conclusion regarding which of these tests is most suitable for soccer players. Therefore the present study aimed to, on the basis of previous studies evaluate the advantages and disadvantages of the five most commonly used field test; to analyze the physiological requirements on soccer players with respect to their aerobic and anaerobic capacity; and last to compare among the five field tests and evaluate the validity of the field tests through comparison of field tests results with results from laboratory and soccer matches. During soccer match about 75-96 % of the energy is provided by the aerobic systems, while the rest, 4-25 %, is provided by the anaerobic systems. This fits approximately most of the results from both field tests and laboratory tests through measurement of either pulse, running distance, VO2max or lactate. Among the five tests, Yo-Yo tests (YIRT and YIET) has the best correlation to soccer match with respect to physiological demands on both aerobic and anaerobic capacities. Among the different Yo-Yo tests YIRT2 seems to be the best compared to YIET1, YIET2 and YIRT1.
37

Injury incidence and injury patterns among male elite football players when playing in the national team

Gustafsson, Timmy January 2011 (has links)
Background: An increased load on the European elite football players is seen; both physically, with more matches with the national teams and the club teams, but also mentally. To play football on the highest level induce a high injury risk with injury incidences very high, both in the national team and in the club teams. Objective: To investigate the injury risk among elite football players in UEFA Champions League when playing in their clubs compared to international matches with their national team respectively. Further the objective also was to study the injury incidence and injury pattern differences between national team players and non national team players. Materials and methods: In this study 3233 player seasons were registered for 6141 injuries from 134 UEFA Champions League team seasons, during the seasons 2001/2002 to 2009/2010. Existing data from UEFA research group consisted of injuries, exposure, anthropometric data etc. The author collected data regarding national team exposure. Definitions of injury severity, injury categorization, injury incidence are standard definitions and the definition of being national team player or not were given by the author. Results: The baseline data showed that the national team players played more matches, had more match injuries, had a higher match exposure and were younger. No large differences are seen in injury incidence in the type of injuries. Some specific injuries as Achilles tendon, low back pain and ACL are more common in matches whit the non national team players, while knee MCL injuries are more common among the national team players. The non national team players had more absence from injuries. When comparing the both groups in injury incidence in total, there were no differences. Discussion: The results of this study can be compared to other similar studies, because of the same procedure regarding injury incidence etc. as consensus. The figures in this study show the same figures as other studies in the same subject. Conclusions: The injury incidence and injury pattern do not diverge from one another or from earlier studies on the same topic. The noteworthy finding is that the players who play for the national team have not a higher injury incidence than the players who do not play for the national team.
38

Implementation & Performance Analysis of MP3 Player over ARM9 Platform

Huang, Zih-Cheng 06 July 2005 (has links)
This paper has mentioned the detailed process in which MP3 has been porting so as to being executed on the plate of ARM9 and working device of AACI¡BMMU¡BI-Cache¡BD-Cache¡BDMA¡BI-TCM¡BD-TCM on the developing board of Versatile VPB926EJS; the device has reduced clock Rate of ARM926EJ CPU. On the basis of lowest Clock Rate, the software of MP3 player could be executed smoothly with the little hardware resource.
39

DVD Authoring

Heik, Andreas 27 April 2005 (has links)
DVD-Authoring am Beispiel von Digital Video (DV) und digitalisierten Bildern. Generierung von DVD-Video Menüs mit OpenSource Werkzeugen.
40

iPod people experiencing music with new music technology /

Burton, Justin Daniel, January 2009 (has links)
Thesis (Ph. D.)--Rutgers University, 2009. / "Graduate Program in Music." Includes bibliographical references (p. 170-176).

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