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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.
1

Die altdeutschen Glaubensbekenntnisse seit Honorius Augustodunensis Mit einem Abdruck des Heidelherger Bekenntnisses ...

Matz, Werner Hermann Friedrich, January 1932 (has links)
Inaug.-diss.--Halle-Wittenberg. / "Literatur": p. 7.
2

Entre jogador e leitor : análise semiótica da adaptação de Assassin's Creed para romance

Souza Júnior, Paulo Cesar de 21 February 2017 (has links)
Submitted by Josimara Dias Brumatti (bcgdigital@ndc.uff.br) on 2017-02-21T18:21:25Z No. of bitstreams: 1 Dissertação de mestrado - Paulo Cesar de Souza Júnior.pdf: 2459023 bytes, checksum: 4b4941032a78bd858db015bb30cbf6dd (MD5) / Made available in DSpace on 2017-02-21T18:21:25Z (GMT). No. of bitstreams: 1 Dissertação de mestrado - Paulo Cesar de Souza Júnior.pdf: 2459023 bytes, checksum: 4b4941032a78bd858db015bb30cbf6dd (MD5) / O objetivo deste trabalho é analisar a adaptação para romance do videogame Assassin’s Creed II e evidenciar que essa tradução intersemiótica promove um distanciamento do projeto global do texto original. A abordagem do corpus se fundamenta na metodologia proposta pela Semiótica francesa e em conceitos de game studies e do cibertexto. Após a investigação das estratégias discursivas do videogame, constatamos que Assassin’s Creed II tem seu fazer persuasivo calcado em estratégias enunciativas que atravessam diferentes aspectos das categorias de pessoa, espaço e tempo. Essas estratégias são atenuadas ou excluídas pelo enunciador do romance, o que corresponde a um enfraquecimento do efeito de interação mobilizado pelo projeto enunciativo original. Pela comparação entre os níveis de análise de objeto e estratégia, concluímos que este processo de adaptação apaga uma visão mais abrangente do papel dos acontecimentos históricos para a trama e descaracteriza o efeito de unidade construído pela série de videogames. / The goal of this study is to analyze the adaptation of the videogame Assassin's Creed II to a novel and to show that this intersemiotic translation promotes a detachment from the global project of the original text. The analysis is based on the methodology proposed by the French Semiotics and on concepts from the game studies and the cybertext. After an investigation of the videogame's discursive strategies, we found that Assassin's Creed II has its persuasive project supported by enunciative strategies that traverse distinct aspects of person, space and time categories. These strategies are either attenuate or excluded by the novel's enunciator, which weakens the interaction effect mobilized by the original enunciation. By comparing two levels of analysis, object and strategy, we conclude that this adaptation process unmake a broader understanding of the role of historical events for the plot and mischaracterizes the unity effect built by the video game series.
3

"Jag kände igen mig på platser och det gav mig en starkare upplevelse" : En studie om verklighetsbaserade spels påverkan på turism

Engskär, Camilla, Vacari, Marina January 2016 (has links)
Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity.  This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places.  This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games. / Spelbranschen expanderar allt mer från år till år och skapar nya trender. Speciellt nu när spel erbjuder så mycket mer än bara tidsfördriv blir spelandet allt mer attraktivt.  Denna kandidatuppsats presenterar en undersökning av spel som är utformade efter en verklig plats, och om de på så sätt lockar spelaren att besöka den riktiga platsen. Syftet är att se om det finns en koppling mellan turismnäringen och spelbranschen. De metoder som används är både kvalitativa, i form av intervjuer, samt kvantitativa. Den kvantitativa studien genomförs med en enkätundersökning riktad till spelare, och vilka effekter det får på användarens upple-velse, både i spelet men även vid ett eventuellt besök på den verkliga platsen. För att ta reda på detta ställs frågor som rör användarens upplevelse av platsen som spelet är utformat i, och i vilken mån det framkallar en vilja att besöka den fysiska platsen.  Genom analys av den insamlade datan har man kommit till en slutsats som visar att spelaren påverkas i positiv mening av att spelvärlden existerar i verkligheten. Detta visar sig både ge-nom att spelet upplevs mer verkligt, men också att spelaren tar andra beslut på destinationen, än den hade gjort om hen inte spelat.
4

Frihet, lekfullhet och berättarskap : Historiebruk och meningsskapande i det historiska dataspelet Assassin’s Creed: Unity

Skalstad, Johan January 2020 (has links)
This essay explores the usage of history in the historical video game Assassin’s Creed: Unity. Taking a theoretical approach from Nordgren, Karlsson and Landsbergs theories on historical consciousness, historical meaning and the usage of history, the game is analysed from the perspective of the content creator. The essay looks at the perspective of the gamer, through Chapmans theory of reading and doing as a basis for interaction within the game world. The results show that Assassin's Creed: Unity’s narration contains messages that can be linked to genetic functions that intend to link the past, through development, to the present and vice versa. The usage of history in Assassin's Creed: Unity can be seen as mostly scientific and it usually comes from what Bordwell calls an explicit level. This in the sense that the historical content of the gaming world and the elements based on real historical events are clearly presented by the game developer with the aim of offering players, with a need to learn about the French revolution, factual knowledge. In other words, the game assumes the role of a kind of teacher and the player can choose to absorb this content or ignore it to focus only on the game’s ludicrous aspects and drama of the game's action. Reading and doing creates a sense of empathy in the gaming world. It invites the player to take part in a kind of museum visit where one can, based on the rules of the game and an inherent randomness in the gaming world, create one’s own historical narrative and through this, make sense of the historical content of game world. However, this element is partially destroyed by a constantly recurring element of violence.
5

The Khawaarij and the creed of takfeer : declaring a muslim to be an apostate and its effects upon modern day Islaamic movements

Green, Craig Anthony 02 1900 (has links)
Islaam as a world religion is most often associated with terrorism and numerous bombings and conflicts around the globe. While, Islaam does not encourage these actions there exists movements within the Muslim community which use violence as a means of political expression similar to the early extremist Khawaarij sect who abused the concept of takfeer. Many modern day ideologues seem to adopt the main tenets of the Khawaarij creed and as a result exhort and carrying out actions of violence under the guise of Islaam. In addition, Western media, secularists, and United States policy also appears to have a direct role in fostering the growth of these movements. Therefore, there is a need for further study into the ideological roots of these groups, their actions, and how societies can look for solutions to combat their ideals before they evolve into terrorist actions. / Religious Studies and Arabic / M. A. (Islamic Studies)
6

Sociální práce jako významný rys metodistického hnutí v jeho počátcích / Social Work as a significant Feature of Methodism in its Origins

Rendošová, Lenka January 2012 (has links)
This graduation thesis deals with the manifestations of social activity Methodism in its origins. It starts with a description of the period in which the Methodist movement was born, it focuses mainly on the description of the life and works of John Wesley. The next section describes the basic concepts related to social work and provides an overview of particular social activities of the first Methodists. Finally, the author presents a brief description of the documents Social principles and Social creed and provides a brief overview of the social activities of the Methodist Church in Slovakia and the Czech Republic.
7

Datorspel som digitalt verktyg i årskurs 7-9 : En analys av den historiedidaktiska potentialen hos Assassins Creed Origins

Sundelin, Mattias January 2019 (has links)
Den här studien analyserar datorspelet Assassins Creed Origins, dess historiedidaktiska potential, samt dess multimodala resurser. Studien visar att Assassins Creed Origins har stor didaktisk potential och kan bidra till ökade historiekunskaper, förståelse för historiebruk och historiemedvetande. Spelets multimodala resurser är många och användbara i historieundervisningen. Studien visar på att det behövs mer forskning inom området, men att datorspel med historiedidaktisk potential kan användas i skolverksamheten. / <p>Betygsdatum 2019-06-11</p>
8

Crater Lake: A Study of the Monster Within.

Wearne, Olivia, oliviawearne@hotmail.com January 2008 (has links)
For my project I shall be writing a feature length screenplay in the horror genre. The screenplay will be entitled
9

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin’s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

Johansson, Martin, Johansson, Tina January 2014 (has links)
The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin’s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student’s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn’t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn’t played at all, which indicates that computer games can be a good source for learning. Another purpose was to investigate the students’ attitude towards using computer games in their education. Interestingly all the students we interviewed, even those who are not interested in computer games were positive to the use of computer games in some form in their education, either themselves playing, or the teacher using it as a form of interactive media to show a certain event or person. Our conclusion shows that computer games are a good source of learning, and the use of computer games as a pedagogic tool in the education definitely should be a subject for further research.
10

The Khawaarij and the creed of takfeer : declaring a muslim to be an apostate and its effects upon modern day Islaamic movements

Green, Craig Anthony 02 1900 (has links)
Islaam as a world religion is most often associated with terrorism and numerous bombings and conflicts around the globe. While, Islaam does not encourage these actions there exists movements within the Muslim community which use violence as a means of political expression similar to the early extremist Khawaarij sect who abused the concept of takfeer. Many modern day ideologues seem to adopt the main tenets of the Khawaarij creed and as a result exhort and carrying out actions of violence under the guise of Islaam. In addition, Western media, secularists, and United States policy also appears to have a direct role in fostering the growth of these movements. Therefore, there is a need for further study into the ideological roots of these groups, their actions, and how societies can look for solutions to combat their ideals before they evolve into terrorist actions. / Religious Studies and Arabic / M. A. (Islamic Studies)

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