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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.
171

Exploring Game Design Pitfalls through patterns : Experiences when making our first game / Undersökning av fallgropar inom speldesign genom design mönster : erfarenheter från första spelprojektet

Hedenskog, Jens January 2012 (has links)
The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008. The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final. My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.
172

Kontinuita a kontakt:Ságy o současnosti a kulturní paměť / Continuity and Contact: The Contemporary Sagas and Cultural Memory

Korecká, Lucie January 2021 (has links)
The study is focused on the Old Norse "contemporary sagas" (texts composed with a short time distance from the events of the twelfth and thirteenth centuries that are recorded in them) and some of the bishops' sagas as images of the thirteenth- and fourteenth-century Icelanders' identity and their relationship to other lands, especially Norway. It aims at analysing the roles and meanings of various identity bearers portrayed in these sources - chieftains, royal representatives, ecclesiastical dignitaries, and saintly bishops. The approach to the sources is based on an analysis of how recent historical events were transformed into a narrative discourse, in which they were connected to the more distant past that formed the medieval Icelandic society's cultural memory. That way, these events themselves became a part of this society's cultural memory, and the given historical knowledge was endowed with specific meanings, which were not inherently present in the knowledge itself, but were based on its contextualization. The study shows how the narrativization of the recent events and their integration into the cultural memory creates a meaningful relationship between the past and the present. The objective of the study is to show how the narrative sources reflect the society's perception of its recent...
173

Biographien jüdischer Frauen: „Erlöserin der Sprache“? Nelly Sachs zum 125. Geburtstag und zum 50. Jahrestag der Literaturnobelpreisverleihung

Ludewig, Anna-Dorothea, Schneider, Ulrike 31 July 2019 (has links)
No description available.
174

The impact of parsing methods on recurrent neural networks applied to event-based vehicular signal data / Påverkan av parsningsmetoder på återkommande neuronnät applicerade på händelsebaserad signaldata från fordon

Max, Lindblad January 2018 (has links)
This thesis examines two different approaches to parsing event-based vehicular signal data to produce input to a neural network prediction model: event parsing, where the data is kept unevenly spaced over the temporal domain, and slice parsing, where the data is made to be evenly spaced over the temporal domain instead. The dataset used as a basis for these experiments consists of a number of vehicular signal logs taken at Scania AB. Comparisons between the parsing methods have been made by first training long short-term memory (LSTM) recurrent neural networks (RNN) on each of the parsed datasets and then measuring the output error and resource costs of each such model after having validated them on a number of shared validation sets. The results from these tests clearly show that slice parsing compares favourably to event parsing. / Denna avhandling jämför två olika tillvägagångssätt vad gäller parsningen av händelsebaserad signaldata från fordon för att producera indata till en förutsägelsemodell i form av ett neuronnät, nämligen händelseparsning, där datan förblir ojämnt fördelad över tidsdomänen, och skivparsning, där datan är omgjord till att istället vara jämnt fördelad över tidsdomänen. Det dataset som används för dessa experiment är ett antal signalloggar från fordon som kommer från Scania. Jämförelser mellan parsningsmetoderna gjordes genom att först träna ett lång korttidsminne (LSTM) återkommande neuronnät (RNN) på vardera av de skapade dataseten för att sedan mäta utmatningsfelet och resurskostnader för varje modell efter att de validerats på en delad uppsättning av valideringsdata. Resultaten från dessa tester visar tydligt på att skivparsning står sig väl mot händelseparsning.
175

Fauxtopia

Kampf, Raymond William 01 January 2004 (has links)
To all who come to this fictitious place:Welcome.Fauxtopia is your land. Here, age relives distorted memories of the past, and here, youth may savor the challenge of trying to understand the present. Fauxtopia is made up of the ideals, the dreams and the fuzzy facts which have re-created reality... with the hope that it will be a source of edutainment for all the world.Ray KampfFauxtopia DedicationApril 1st, 2004
176

The role of the priests in Israelite identity formation in the exilic/post-exilic period with special reference to Leviticus 19:1-19a / Rol van die priesters in die Israelitiese identiteitsvorming tydens die ballingskaps-/ na-ballingskapstydperk met spesiale verwysing na Levitikus 19:1-19a

Beer, Leilani 07 1900 (has links)
Bibliography: leaves 289-298 / Source-criticism of the Pentateuch suggests that the priests (Source P) alone authored the Holiness Code – the premise being that Source P forms one religious, literate and elite group of several. Through the endeavor to redefine Israelite identity during the Neo-Babylonian Empire of 626–539 BCE and the Achaemenid Persian Empire of 550–330 BCE, various ideologies of Israelite identity were produced by various religious, literate and elite groups. Possibly, the Holiness Code functions as the compromise reached between two such groups, these being: the Shaphanites, and the Zadokites. Moreover, the Holiness Code functions as the basis for the agreed identity of Israel as seen by the Shaphanites and the Zadokites. Specifically, in Leviticus 19:1-19a – as being the Levitical decalogue of the Holiness Code, and which forms the emphasis of this thesis – both Shaphanite and Zadokite ideologies are expressed therein. The Shaphanite ideology is expressed through the Mosaic tradition: i.e., through the Law; and the Zadokite ideology is expressed through the Aaronide tradition: i.e., through the Cult. In the debate between the supremacy of the Law, or the Cult – i.e., Moses or Aaron – the ancient Near Eastern convention of the ‘rivalry between brothers’ is masterfully negotiated in Leviticus 19:1-19a. / Old Testament and Ancient Near Eastern Studies / D. Phil. (Old Testament)
177

From Snow White to Frozen : An evaluation of popular gender representation indicators applied to Disney’s princess films / Från Snövit till Frost : En utvärdering av populära könsrepresentations-indikatorer tillämpade på Disneys prinsessfilmer

Nyh, Johan January 2015 (has links)
Simple content analysis methods, such as the Bechdel test and measuring percentage of female talk time or characters, have seen a surge of attention from mainstream media and in social media the last couple of years. Underlying assumptions are generally shared with the gender role socialization model and consequently, an importance is stated, due to a high degree to which impressions from media shape in particular young children’s identification processes. For young girls, the Disney Princesses franchise (with Frozen included) stands out as the number one player commercially as well as in customer awareness. The vertical lineup of Disney princesses spans from the passive and domestic working Snow White in 1937 to independent and super-power wielding princess Elsa in 2013, which makes the line of films an optimal test subject in evaluating above-mentioned simple content analysis methods. As a control, a meta-study has been conducted on previous academic studies on the same range of films. The sampled research, within fields spanning from qualitative content analysis and semiotics to coded content analysis, all come to the same conclusions regarding the general changes over time in representations of female characters. The objective of this thesis is to answer whether or not there is a correlation between these changes and those indicated by the simple content analysis methods, i.e. whether or not the simple popular methods are in general coherence with the more intricate academic methods. / <p>Betyg VG (skala IG-VG)</p>

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