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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.
11

Försvaret som glömdes bort : en studie av Per-Albin linjen/Skånelinjen och potentialen i modern arkeologi. / The lost defensive line : a study of the Per-Albin linjen/Skånelinjen and the potential of modern archaeology

Frigård, Kevin January 2019 (has links)
The Swedish memory is often strong about things that happened during the Second World War where the Atlantic Wall is often an remembered example. But many parts of our own history surrounding this conflict is more or less forgotten. One such part is the Per-Albin line in Skåne and Blekinge that was Swedens first line of defence against the Third Reich. The remains of these fortifications have today can still be found in the Swedish terrain. But when the Per-Albin line have been described it has been out of a historical perspective but not from an archaeological perspective. Because of this we miss the information that the remains of these once important structures made of concrete meant for Sweden during a dark time of the 20th-century. Remains from the Per-Albin line will be analyzed with archaeological methods and maps to find removed and forgotten defensives made of concrete and other materials to see the preservation conditions of the defensive line today. The background material consists of the history of the defensive line and the men and women that inhabited places in the Per-Albin linje and. The material that is presented in the text is from different places in Blekinge,Vägga Udde,Boön and Kärringaberget. The text attempts to incorporate the use of using maps to find the remnants of the the constructions. This work also takes up the methods that the government uses to preserve parts the line for the future and also the methods the government uses to handle the structures in other ways. The main point of this paper is to bring the practices of battlefield archaeology into light by showing how it can be used and the gains of using it on modern remnants of war.
12

The Digital Myth of Women on The Battlefield : A Reception Analysis of Female Soldiers in the Online Discourse of Battlefield V

Gauteul, Loraine January 2019 (has links)
Lately, the trailer for the game “Battlefield V” received a massive backlash from the players of the Battlefield franchise due to the fact that the game inspired by World War II featured a woman as the main character. This research set out to investigate how female elements are interpreted in a traditional male-dominated digital space, and aims to highlight the elements to consider when introducing a female lead character in a video game. The method employed was the critical discourse analysis method (CDA) which interprets discourse by drawing out the implicit meanings in texts. The analysis sought to discern the elements depicting the woman soldier in the online discourse around the game that originated from the controversy. The interpretation of the results is based on the reception theory, as well as the concept of identification and develop around the theory of gender and media and game theory (ludology). The results revealed that the perception of women as a role, from a presence and aesthetic perspective in a virtual space, is influenced by gender roles and the reception of History. Another conclusion is that when giving a female character the main role, with all the attributes of a male character, it seems to confuse the players, resulting in that they cannot identify themselves with the avatar. In addition, the physical appearance contributes to the identification with a character and confirms the precedent studies about male players identifying with male players. The findings support the autonomy of historical understanding and its connection to visual culture in order to explain the phenomenon. As a consequence, the rejection of the main character has led to the creation of a community built around the online discourse and the imbalance of gender values, favorising masculinity over femininity.
13

Employing concepts of the SDN paradigm to support last-mile military tactical edge networks / Empregando conceitos de redes definidas por software para apoio à redes táticas militares de última milha

Zacarias, Iulisloi January 2018 (has links)
Em um futuro próximo, “dispositivos inteligentes” serão massivamente empregados em campos de batalha. Essa já é uma realidade, porém, o número de dispositivos utilizados em campos de batalha tende a aumentar em ordens de magnitude. As redes de comunicação de dados serão essenciais para transmitir os dados que esses dispositivos coletam e transformá-los em informações valiosas utilizadas como suporte à atuação humana. O suporte à tomada de decisão, ou mesmo níveis de autonomia, permitindo que estes dispositivos coordenem outros dispositivos, exigem comunicação contínua. Desafios relacionados à comunicação surgirão devido à dinamicidade do ambiente. A configuração da rede deve refletir decisões superiores automaticamente. A grande escala das redes conectando os altos escalões, tropas, veículos e sensores, aliada à falta de padronização dos dispositivos, tornará a integração destes desafiadora. Em um ambiente tão heterogêneo, muitos protocolos e tecnologias coexistirão. As redes de campo de batalha são um elemento de suma importância nas operações militares modernas e conceito de guerra centrada em rede é uma tendência sem volta e influencia desde os altos escalões até o controle de tropas Embora estudos tenham sido realizados nessa área, a maioria deles aborda redes estratégicas de alto nível e portanto não levam em conta as “redes táticas de última milha” (TEN), que compreendem dispositivos de comunicação com recursos limitados, como sensores ou ainda pequenos veículos aéreos não tripulados. Em uma tentativa de preencher esta lacuna, esse trabalho propõe uma arquitetura que combina conceitos dos paradigmas de redes definidas por software (SDN) juntamente com redes tolerantes à atraso/disrupçoes (DTN), para aplicação em redes táticas de última milha. O uso de SDN em cenários com nodos móveis é avaliado considerando uma aplicação de vigilância que utiliza streaming de vídeo e medidas de Qualidade de Experiência (QoE) de usuário são coletadas. Com base nos resultados obtidos, uma aplicação em conjunto dos conceitos de SDN e DTN é proposta, além disso abordamos a escolha do nodo que atuará como controlador SDN na rede. Os experimentos foram executados utilizando um emulador de redes. Apesar de pesquisas adicionais serem necessárias – considerado requisitos de segurança, por exemplo – os resultados foram promissores e demonstram a aplicabilidade destes conceitos no cenários das TENs. / The future battlefield tends to be populated by a plethora of “intelligent things”. In some ways, this is already a reality, but in future battlefields, the number of deployed things should be orders of magnitude higher. Networked communication is essential to take real advantage of the deployed devices on the battlefield, and to transform the data collected by them into information valuable for the human warfighters. Support for human decision making and even a level of autonomy, allowing devices to coordinate and interact with each other to execute their activities in a collaborative way require continuous communication. Challenges regarding communication will arise from the high dynamics of the environment. The network adaption and management should occur autonomously, and it should reflect upper-level decisions. The large scale of the network connecting high-level echelons, troops on the field, and sensors of many types, beside the lack of communication standards turn the integration of the devices more challenging. In such a heterogeneous environment, many protocols and communication technologies coexist. This way, battlefield networks is an element of paramount importance in modern military operations Additionally, a change of paradigm regarding levels of autonomy and cooperation between humans and machines is in course and the concept of network-centric warfare is a no way back trend. Although new studies have been carried out in this area, most of these concern higher-level strategic networks, with abundant resources. Thus, these studies fail to take into account the “last-mile Tactical Edge Network (TEN) level,” which comprises resource constrained communication devices carried by troopers, sensor nodes deployed on the field or small unmanned aerial vehicles. In an attempt to fill this gap, this work proposes an architecture combining concepts from software-defined networking (SDN) paradigm and the delay-tolerant approach to support applications in the last-mile TEN. First, the use of SDN in dynamic scenarios regarding node positioning is evaluated through a surveillance application using video streaming and Quality of Experience (QoE) measures are captured on the video player. We also explore the election of nodes to act as SDN Controllers in the TEN environment. The experiments use emulator for SDN with support to wireless networks. Further investigation is required, for example, considering security requirements, however the results are promising and demonstrate the applicability of this architecture in the TEN network scenario.
14

To be a muse or to be amusing : En källkritisk granskning av datorspelet Battlefield 1

Svensson, Philip January 2019 (has links)
This essay’s main purpose is to analyze the historical facts and data that are presented to the player during the game’s main missions and their use of history. This will mainly be done through source criticism of the historical events that occured during the great war’s time era and trying to connect these events with the ones in the missions. However this turned out to be harder than expected because no dates are presented in the game and rerely the exact geagraphic location so alot of research about the different battles of the war had to be done to complete this task. Even though most of the ”hard facts” such as when the battles takes place are accurate, there are some less impactful facts on a lower level such as characteristics of vehicles and weapons that hurts the historical authenticity by a tiny fraction but increases the player experience by alot.  The conclusion, of what I managed to analyze from the game, is that alot of apects of the game is made out of pure comercial intentions. That’s not necessarily a bad thing since more people are therefor willing to buy the game and experience the great war, but the the facts that the players encounters seems to aim to satisfy historical stereotypes. Overall it’s a relatively historical corretct game in the sense of historical authenticity and the intentionally exaggerated stereotypes does not have much of an impact on the storytelling and as a player you rarely even notice, it rather makes the game more playable and enjoyable.
15

Improving asset readability in top-down VR games

Johansson, Lucas January 2017 (has links)
With this work I wanted to examine how to improve readability of battlefields in top-down gamesfor VR by increasing the visual distinction between units. I analyzed three successful PC gameswithin the genre and created three different user tests to come up with my results and conclusions.The results from my VR test is compared to my non-VR tests to see what one has to do to reachthe same level of readability or better in VR. It turns out you need to put more time in to yourassets for improving readability in VR than without VR on a non-stereo display.
16

Extending a battlefield simulator with large scale terrain rendering and flight simulator functionality

Johansson, Daniel January 2005 (has links)
<p>Simulation of modern battlefield scenarios on consumer PC:s deal with a number of limitations, many of them related to the limited performance of a normal PC compared to workstations and servers. Specifically, the visualization of realistic large scale outdoor environments is problematic because of the large amount of data required to describe its contents. This becomes especially problematic in simulations of fast moving vehicles such as aircrafts, where one needs to maintain high frame rates while having high visual detail for orientation and targeting. This thesis proposes a method of generating realistic outdoor environments from actual geological data and then rendering it efficiently using an improved level of detail algorithm within a proprietary battle simulation framework. We also show how to integrate an open source Flight Dynamics Model (FDM) into the simulation framework for future hybrid simulations involving aircrafts.</p>
17

Slagfälten : slagfältsarkeologins möjligheter och begränsningar / The Battlefields : Possibilities and Limitations of Battlefield archaeology

Ekengren, Erik William January 2011 (has links)
This paper explores the theoretical and practical uses and limitations of battle-field archaeology. The author aims to paint a big picture of the subject of exca-vating, understanding and theorising about historical battlefields done every day by archaeologists. Its approach places much weight on a quantity of examples rather than exploring specific excavations in every detail, in an effort to give the reader an understanding about how battlefield archaeology works. It stresses the need for battlefield archaeology as a way of obtaining and securing impor-tant archaeological and historical information before it is lost to science. The author tries to evaluate the subject in a critical and pragmatic fashion in order to establish a clear understanding about the facts of battlefield archaeology.
18

Employing concepts of the SDN paradigm to support last-mile military tactical edge networks / Empregando conceitos de redes definidas por software para apoio à redes táticas militares de última milha

Zacarias, Iulisloi January 2018 (has links)
Em um futuro próximo, “dispositivos inteligentes” serão massivamente empregados em campos de batalha. Essa já é uma realidade, porém, o número de dispositivos utilizados em campos de batalha tende a aumentar em ordens de magnitude. As redes de comunicação de dados serão essenciais para transmitir os dados que esses dispositivos coletam e transformá-los em informações valiosas utilizadas como suporte à atuação humana. O suporte à tomada de decisão, ou mesmo níveis de autonomia, permitindo que estes dispositivos coordenem outros dispositivos, exigem comunicação contínua. Desafios relacionados à comunicação surgirão devido à dinamicidade do ambiente. A configuração da rede deve refletir decisões superiores automaticamente. A grande escala das redes conectando os altos escalões, tropas, veículos e sensores, aliada à falta de padronização dos dispositivos, tornará a integração destes desafiadora. Em um ambiente tão heterogêneo, muitos protocolos e tecnologias coexistirão. As redes de campo de batalha são um elemento de suma importância nas operações militares modernas e conceito de guerra centrada em rede é uma tendência sem volta e influencia desde os altos escalões até o controle de tropas Embora estudos tenham sido realizados nessa área, a maioria deles aborda redes estratégicas de alto nível e portanto não levam em conta as “redes táticas de última milha” (TEN), que compreendem dispositivos de comunicação com recursos limitados, como sensores ou ainda pequenos veículos aéreos não tripulados. Em uma tentativa de preencher esta lacuna, esse trabalho propõe uma arquitetura que combina conceitos dos paradigmas de redes definidas por software (SDN) juntamente com redes tolerantes à atraso/disrupçoes (DTN), para aplicação em redes táticas de última milha. O uso de SDN em cenários com nodos móveis é avaliado considerando uma aplicação de vigilância que utiliza streaming de vídeo e medidas de Qualidade de Experiência (QoE) de usuário são coletadas. Com base nos resultados obtidos, uma aplicação em conjunto dos conceitos de SDN e DTN é proposta, além disso abordamos a escolha do nodo que atuará como controlador SDN na rede. Os experimentos foram executados utilizando um emulador de redes. Apesar de pesquisas adicionais serem necessárias – considerado requisitos de segurança, por exemplo – os resultados foram promissores e demonstram a aplicabilidade destes conceitos no cenários das TENs. / The future battlefield tends to be populated by a plethora of “intelligent things”. In some ways, this is already a reality, but in future battlefields, the number of deployed things should be orders of magnitude higher. Networked communication is essential to take real advantage of the deployed devices on the battlefield, and to transform the data collected by them into information valuable for the human warfighters. Support for human decision making and even a level of autonomy, allowing devices to coordinate and interact with each other to execute their activities in a collaborative way require continuous communication. Challenges regarding communication will arise from the high dynamics of the environment. The network adaption and management should occur autonomously, and it should reflect upper-level decisions. The large scale of the network connecting high-level echelons, troops on the field, and sensors of many types, beside the lack of communication standards turn the integration of the devices more challenging. In such a heterogeneous environment, many protocols and communication technologies coexist. This way, battlefield networks is an element of paramount importance in modern military operations Additionally, a change of paradigm regarding levels of autonomy and cooperation between humans and machines is in course and the concept of network-centric warfare is a no way back trend. Although new studies have been carried out in this area, most of these concern higher-level strategic networks, with abundant resources. Thus, these studies fail to take into account the “last-mile Tactical Edge Network (TEN) level,” which comprises resource constrained communication devices carried by troopers, sensor nodes deployed on the field or small unmanned aerial vehicles. In an attempt to fill this gap, this work proposes an architecture combining concepts from software-defined networking (SDN) paradigm and the delay-tolerant approach to support applications in the last-mile TEN. First, the use of SDN in dynamic scenarios regarding node positioning is evaluated through a surveillance application using video streaming and Quality of Experience (QoE) measures are captured on the video player. We also explore the election of nodes to act as SDN Controllers in the TEN environment. The experiments use emulator for SDN with support to wireless networks. Further investigation is required, for example, considering security requirements, however the results are promising and demonstrate the applicability of this architecture in the TEN network scenario.
19

Extending a battlefield simulator with large scale terrain rendering and flight simulator functionality

Johansson, Daniel January 2005 (has links)
Simulation of modern battlefield scenarios on consumer PC:s deal with a number of limitations, many of them related to the limited performance of a normal PC compared to workstations and servers. Specifically, the visualization of realistic large scale outdoor environments is problematic because of the large amount of data required to describe its contents. This becomes especially problematic in simulations of fast moving vehicles such as aircrafts, where one needs to maintain high frame rates while having high visual detail for orientation and targeting. This thesis proposes a method of generating realistic outdoor environments from actual geological data and then rendering it efficiently using an improved level of detail algorithm within a proprietary battle simulation framework. We also show how to integrate an open source Flight Dynamics Model (FDM) into the simulation framework for future hybrid simulations involving aircrafts.
20

Battlefield Tourism in South Africa with Special Reference to Isandlwana and Rorke's Drift KwaZulu-Natal

Moeller, Maricki 22 August 2006 (has links)
Battlefield Tourism in South Africa is an increasingly important tourism product in northern KwaZulu-Natal. Rising visitor numbers to the famous Anglo-Zulu battlefields of Isandlwana and Rorke’s Drift over the past ten years have created certain challenges to the management of the area. Thanatourism is a form of Cultural Heritage Tourism that comprises visits to battlefields. Thanatourism sites often attempt to interpret sensitive events of the past. This requires management skills different to those needed by other heritage attractions. One of the issues faced by management is dissonance in heritage, which refers to dilemmas associated with reconciling the interests of rival groups with separate stakes in the development of controversial sites. This study attempts to investigate the level of dissonance present at the battlefields of Isandlwana and Rorke’s Drift and to identify ways of reducing it. A qualitative approach was applied to capture the different opinions of four major stakeholder groups as present in Seaton’s Force Field Model (2001): the subject groups (Zulu and British), visitor groups, owners/controllers of heritage and the host community. An ethnographic investigation combined with an analysis of the tourism situation on the battlefields revealed that the levels of dissonance between the stakeholders are much lower than expected. This is achieved through the prioritisation of heritage at provincial level, the balanced narratives of tour guides, increasing economic prosperity and the participation of the host community in heritage development. The findings imply that despite South Africa’s colonial and apartheid past, Isandlwana and Rorke’s Drift manage their dissonance successfully. It is suggested that in order to sustain this development, cooperation between tourism and heritage should be improved and the guiding environment should be more regulated and controlled. Also, new memorials on the battlefields have to be authentic and subject groups must be able to relate to them. / Dissertation (MPhil (Tourism Management))--University of Pretoria, 2007. / Tourism Management / unrestricted

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