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Investigation of Community Annoyance as Invoked by a High School Stadium and a Train Horn Proximal to Residentially Zoned HomesBaker, Aubrey Anne 17 July 2015 (has links)
The effects of two different noise sources upon their surrounding communities were investigated with both quantitative and qualitative measures. A high school football game, which presents continuous noise over a relatively short duration on a predictable schedule was found to have a slight annoyance on its surrounding community. In contrast, a train horn blow at a residential intersection was investigated. This sound was unpredictable and could occur at any time. Residents in this community were found to have a moderate level of annoyance. It was found that each of the noises studied violated suggested noise levels for common household activities, in addition to many local, state, and federal noise regulations. It is recommended that both of the sounds studied herein be reduced or eliminated altogether. Limiting the level of sound produced by the PA system at the football game and using a noise reducing barrier would help in the case of the football game. Converting the railroad intersection into one with sufficient safety features, especially a crossing quad-gate that no longer requires trains to blow their horns would be the optimal solution, with the added benefit of precluding vehicles from entering the crossing when a train is present. / Master of Science
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Fantasy football participation and media usageComeau, Troy O., January 2007 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 2007. / The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 31, 2008) Vita. Includes bibliographical references.
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Deception in Super Bowl advertisements : an analysis of deceptive story lines /Near, Christopher R., January 2008 (has links) (PDF)
Thesis (M.A.)--Brigham Young University. Dept. of Communications, 2008. / Includes bibliographical references (p. 58-65).
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Srovnání herních ukazatelů v ději utkání / Comparison game activities in the matchKain, Václav January 2011 (has links)
Title: Comparasion game acitivities in the match. Goal of the project: Process the results of quantitative analysis firm Panini Digital and compare gaming performance between successful and unsuccessful football teams in World Cup 2011 in South Africa. Determine where gaming activities, the difference between these groups. At the same time in the processing of data to check accuracy and correctness of analysis results Panini company and assess whether the importance of using the services of the company. Method: Observational analysis of quantitative and qualitative evaluation by disinterested observation. Results: An objective assessment of the gaming experience of successful and unsuccessful teams in the quantitative evaluation. Key words: Game strategy, football, Panini Digital, game systems
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Robotický stolní fotbal / Robotic Table FootballJediný, Lukáš January 2016 (has links)
The focus of this thesis is design and production of a robotic table football. The aim of the thesis is to select a camera and a lens and to devise lighting. The data from the camera require proper processing to assess the location of the ball, based on which the game algorithm controls the movement of the robotic players. Inherent part of the thesis is testing the player control algorithm using a simple simulation.
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L’intersubjectivité dans les communications entraîneur-entraînés dans le football des jeunes de haut niveau : accéder au vécu subjectif en situation / Intersubjective relationship in communication between managers and young players in professionnal football during matchesTuron, David 13 December 2018 (has links)
Le rôle des entraîneurs pendant le match au sein du football de jeunes de haut niveau fait débat. En effet, au sein de la littérature scientifique, le sens, les procédures et les processus psychologiques sous-jacents, ainsi que l’efficacité des communications des entraîneurs en situation de match ne sont pas clairement analysés dans toute leur richesse. Notre travail questionne l’intersubjectivité au sein des communications entraîneurs joueurs pendant les matchs. Nous avons dégagé les savoirs d’action mis en œuvre par les entraîneurs pour communiquer et transformer la pratique des joueurs. Nous avons étudié deux types de phases de jeu à savoir, les phases de jeu en mouvement de transition et les phases arrêtées, à travers une approche multiméthodes (observations et entretiens) lors d’études de cas. Notre étude est centrée sur une méthode de triangulation de données qui met en avant le vécu subjectif des acteurs. Les résultats montrent que plusieurs niveaux de contexte structurent la subjectivité des acteurs et le processus d’intersubjectivité lors des communications entraîneurs joueurs. Dans ces deux types de phases de jeu, des styles de communications se sont dégagés et nous avons pu déterminer des indicateurs pertinents relevés par les entraîneurs à propos de l’intersubjectivité, ainsi que des récurrences de fonctionnement. Nous avons mis en exergue les processus psychologiques mis en œuvre par les joueurs pour mieux comprendre comment ils perçoivent les consignes et leur sens. Nos résultats catégorisent trois temporalités de construction de l’intersubjectivité au regard des communications entraîneurs joueurs en situation de match de football. / The role of coaches during top youth league football games is an issue which is discussed.Indeed, through the scientific literature that we have examined, the sense, the procedures and the underlying psychological processes, as well as the efficiency of coaches ' communications during a game has not been clearly analyzed in all their wealth.Our work questions intersubjectivity within the communications between players and coaches during high-level youth games. We cleared the implemented knowledges of action by the coahes to communicate and improve the players' practice. We have studied two types of game phases, namely the phases when players perform transition moves, and phases when they are not in movement, through an approach multimethods (observations and interviews) during case studies. Our study is centered on data triangulation that highlights the subjective perception of the actors. The results show that several levels of context structure the subjectivity of the actors and intersubjectivity process during communicative exchanges between coaches and players. In these two types of game phases, distinctive communication styles have emerged and we were able to identify relevant indicators reported by coaches regarding intersubjectivity, also we determined réccurences of functioning. We highlighted the players' psychological processes so as to better understand how they perceive instructions and how these make sense to them. Our results categorize three temporalities of construction of intersubjectivity in relation to communications in a football game situation between coaches and players.
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Fenomén fotbalu / The phenomenon of footballPůček, Ondřej January 2018 (has links)
Despite the reducing number of active players football remains an important factor in social life of a village. A homeground itself is a distinctive place with its own folklore comparable to a historic village center. The design works with existing identities in the micro-region around the Litava River. New type of competition called The Litava League is created.
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