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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.
151

The Evolving Role of the Editor in the Age of Digital Publishing

Gosney, Renee M. 12 May 2017 (has links)
No description available.
152

Inking Over the Glass Ceiling: The Marginalization of Female Creators and Consumers in Comics

Campbell, Maria E. 26 August 2015 (has links)
No description available.
153

Jan Petránek a jeho pozice v médiích. Životopisná studie. / Jan Petránek and his position in the media. A biographical study.

Fejtková, Pavlína January 2017 (has links)
The master thesis Jan Petránek and his position in media. A biographical study. is describing life and publishing activities of journalist Jan Petránek. Text is dedicated to extensive period of time, from the birth of Petránek in 1931 up to the current year 2016. In each chapter, you can find foreword describing political and social context, which influenced not only Czechoslovakia Radio but the journalist himself. The used key methodology was oral history, conversations with Jan Petránek, research and work with the archived materials from National Archive in Prague and Archive of Czechoslovakia Radio. The biggest emphasis is focused on Petránek's work in Czechoslovakia Radio, he started to work there in 1951 until 1970, when he was fired for his activity in anti-occupation broadcasts in 1968. In the thesis, you can find information about his family, signature of Charta 77, activity in Lidové noviny and in the company Šanson - věc veřejná, established to support self-immolation of Jan Palach. Taking into account, that Jan Petránek until today, 2016, is still external contributor in Czech Radio and often guest in television programs, last chapter is dedicated to his activity after fall of communistic regime in 1989. In the attachments is possible to see wide selection of photos, family letters,...
154

Rock ‘n’ Roll Took Me There: Its Effects Upon Individual and Communal Religious Experience

Wood, Matthew 14 November 2013 (has links)
From the claims of punk rocker GG Allin aiming to shed his own blood for Rock ‘n’ Roll to the religiously tinted narratives of Bruce Springsteen we come to find artists using religious references to color their artistic medium. A question arises: Could these utterances and narratives show a deeper meaning behind Rock ‘n’ Roll such that it can give individuals a way to obtain religious experience? This thesis aims at arguing for the ability of Rock ‘n’ Roll as having a way to incite feelings of religious experience and communitas. Through the usage of auto-ethnography coupled with subsidiary sources from academic to pop culture writers this thesis will investigate if such a creative form helps to enable individuals to experience transcendence and feelings of community while immersed in Rock ‘n’ Roll.
155

Návrh opatření pro posílení konkurenceschopnosti společnosti Škoda Auto Pvt. Ltd. v Indii / Proposal for Activities Improving Competitiveness of Skoda Auto Pvt. Ltd. in India

Mikolášek, Lukáš January 2013 (has links)
This thesis is focusing on increasing the competitiveness of Škoda Auto Pvt. Ltd. and its production in India. The theoretical part contains a definition of globalization, international business and cultural differences based on a theory of Dutch psychologist Geert Hofstede. The practical part is analyzing specifications of the automobile industry in India and its growth. Furthermore it investigates the positions of Czech car producer Škoda Auto and its competitiveness within this industry. The data obtained were used in preparation of several variants. These variants are designed to improve the competitive position of Škoda Auto Pvt. Ltd. on the market.
156

Rock ‘n’ Roll Took Me There: Its Effects Upon Individual and Communal Religious Experience

Wood, Matthew January 2013 (has links)
From the claims of punk rocker GG Allin aiming to shed his own blood for Rock ‘n’ Roll to the religiously tinted narratives of Bruce Springsteen we come to find artists using religious references to color their artistic medium. A question arises: Could these utterances and narratives show a deeper meaning behind Rock ‘n’ Roll such that it can give individuals a way to obtain religious experience? This thesis aims at arguing for the ability of Rock ‘n’ Roll as having a way to incite feelings of religious experience and communitas. Through the usage of auto-ethnography coupled with subsidiary sources from academic to pop culture writers this thesis will investigate if such a creative form helps to enable individuals to experience transcendence and feelings of community while immersed in Rock ‘n’ Roll.
157

Potenciál výjezdového cestovního ruchu Indů do zemí Visegrádské čtyřky / Potential of Indian Tourism Outbound to the Countries of Visegrad Group

Slívová, Vladimíra January 2012 (has links)
The diploma thesis "Potential of Indian Tourism Outbound to the Countries of Visegrad Group" deals with the recent trends in Indian outbound tourism, especially in relation to the countries of Visegrad Four. For a better understanding of the issue, the thesis seeks to analyze the consumer behaviour of the Indian tourists, especially on the trips to long-haul destinations, it also describes some of the conditions of travelling from India to the Visegrad Group countries such as transport and the offer of Indian travel agencies. The thesis also deals with the analysis of inbound tourism to the countries of the Visegrad Group from India and common promotional activity of these countries called The European Quartet - One Melody on Indian market. Important part of the thesis is the publication of results of my own survey conducted amongst Indian citizens in order to study the perception of the countries of Visegrad Group and the consumer behaviour of Indian people when travelling. In the very end, the potential of the development of Indian tourism outbound to the countries of Visegrad Group was evaluated.
158

Strategie přístupu v současné obchodní diplomacii: srovnání Číny a Indie / Strategy in commercial diplomacy: comparison of the approaches of China and India

Lauberová, Petra January 2012 (has links)
The aim of this thesis is to examine and evaluate the approaches of China and India towards their commercial diplomacy. The performance of these countries is compared in 4 broad areas: their involvement in the World Trade Organization, their approach towards regional and bilateral trade agreements and the architecture of their export and investment promotion systems. The comparison takes into account also the institutional set up of their commercial diplomacy at the government level. In the concluding section, we determine, which system is more efficient and we try to provide explanation for the same.
159

Vývoj "Indie Game" / Indie Game Development

Zachariáš, Michal January 2011 (has links)
This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
160

La pratique professionnelle des artistes-développeurs de jeu vidéo : une exploration de leur processus réflexif de design

Hawey, Dave 10 1900 (has links)
Cette thèse doctorale étudie la pratique des « artistes-développeurs » œuvrant dans le développement de jeux vidéo en industrie. Elle propose d’aborder cette pratique comme un phénomène complexe, au carrefour du développement de jeu vidéo, de l’agir professionnel et de la pensée des designers. Le développement de jeu vidéo se caractérise par le travail créatif, collaboratif et interdisciplinaire entre design, art, programmation et gestion. En raison de la complexification et de la rationalisation des produits et des processus vidéoludiques depuis les années 1990, des exigences considérables sont apparues pour les artistes, en termes d’adaptation, de spécialisation, de créativité et de productivité. Au cours de la phase de préproduction, des artistes expérimentés collaborent en équipe multidisciplinaire et contribuent à la conception et au prototypage des premières versions fonctionnelles des jeux. Alors que les industries canadienne et québécoise du jeu vidéo se sont rapidement développées au cours des vingt-cinq dernières années, les connaissances sur la pratique des artistes-développeurs demeurent limitées, en dehors de nous informer de l’expertise technique. Les studios développeurs exigent des besoins constants en main-d’œuvre compétente et en alignement des formations ; ils recherchent des compétences particulières (par ex. collaboratives, transversales, polyvalence), tel que constaté chez les petits et moyens studios émergents québécois. En tant qu’enseignant, artiste et chercheur, nous avons voulu développer une compréhension fine et contextuelle dans le but d’informer et guider la formation universitaire des futures artistes et la pratique en industrie. Des explorations pré-terrain au moyen d’entretiens et d’observations auprès d’artistes séniors ont servi à construire la problématique de l’étude, en fournissant une première compréhension de la pratique des artistes-développeurs. Notamment, cette pratique implique des activités individuelles et collaboratives de conception, ainsi que des habiletés réflexives intrinsèques. Ceci a conduit à apparenter leur pratique à celle du designer au sens large. Les va-et-vient entre les premières explorations et la littérature ont enrichi le questionnement pour l’étude jusqu’à conduire à un premier objectif : explorer la pratique réflexive « designlike » des artistes-développeurs expérimentés, durant la phase de préproduction et dans les petits et moyens studios québécois. Un second objectif vise à concevoir un modèle de pratique permettant de saisir la pratique professionnelle compétente des artistes-développeurs. Sur le plan théorique, l’étude se réfère aux théories constructivistes et pragmatistes de l’agir professionnel de la pensée des designers. Le cadre théorique permet d’élaborer une construction théorique avec laquelle il devient possible d’étudier un ensemble de dimensions structurant la démarche réflexive de design, à travers des cas situés et incarnés de pratique. Sur le plan méthodologique, l’enquête qualitative inspirée de l’ethnographie et du « shadowing » explore à travers trois cas de pratique (chaque cas = un artiste dans un petit studio). L’analyse interprétative vise à construire des catégories et à identifier des patterns réplicables d’un cas à l’autre. Chaque cas est analysé et interprété individuellement ; une synthèse transversale des trois cas permet de décrire un modèle provisoire de pratique, lequel est validé auprès des trois participants en entretien individuel. Nous proposons un modèle transférable et enseignable de pratique professionnelle compétent de l’artiste-développeur, en termes de situations et de compétences. Nous soulevons les besoins d’accompagner les artistes à mieux conceptualiser et expliciter leur pratique. Nous montrons comment la préproduction de jeu vidéo constitue un vecteur d’activités collaboratives de design et de prototypage. Nous concluons en proposant des recommandations à la formation des futurs artistes-développeurs, en revenant sur la démarche méthodologique utilisée et en proposant des pistes de recherches futures. / This doctoral thesis studies the practice of “artist-developers” working in video game development. It proposes to examine this practice as a complex phenomenon, at the intersection of video game development, professional practice and design thinking. Video game development is characterized by creative, collaborative and interdisciplinary work between design, art, programming and management. Due to the increasing complexity and rationalization of video game products and processes since the 1990s, considerable demands have been placed on artists in terms of adaptation, specialization, creativity and productivity. During the preproduction phase, experienced artists collaborate in multidisciplinary teams and contribute to the design and prototyping of the early functional versions of games. While the Canadian and Quebec video game industries have grown rapidly over the past twenty-five years, knowledge about the artist-developers’ practice remains limited, except in terms of technical expertise. Development studios have a constant need for qualified practitioners and well-adapted training; they are looking for specific skills (e.g. collaborative, cross-disciplinary, versatility), as seen in small and medium-sized emerging studios in Quebec. As a teacher, artist and researcher, we wanted to develop a fine-grained and contextual understanding in order to inform and guide the academic training of future artists and industry practice. Pre-field investigations based on interviews and observations with senior artists served to frame the study, providing an initial understanding of artist-developers’ practice. This was built on individual and collaborative design activities as well as intrinsic reflective skills. Through the pre-field study we have noticed some similarities between artists’ and designers’ practices. The back and forth between the first explorations and the literature enriched the questioning so to lead to a first objective: to explore the “designlike” reflective practice of experienced artist-developers, in the preproduction phase and in small and medium-sized Quebec studios. A second objective is to develop a model of practice to capture the competent professional practice of artist-developers. The theoretical approach refers to constructivist and pragmatist theories of professional practice and of design thinking. The theoretical framework allows to elaborate a theoretical construction with which we can study a set of dimensions that structures the reflective process of design, through which we can study situated and embodied cases of practice. The methodological approach draws on qualitative research and refers to ethnography and shadowing to explore through three cases of practice (each case = an artist in a small studio). Interpretive analysis is used to construct categories and identify patterns that can be replicated across cases. Each case is analyzed and interpreted individually; a cross-case synthesis is used to describe a provisional model of practice, which is then validated by the three participants during an individual interview. Based on the findings, the study proposes a transferable and teachable model of professional practice of the artist-developer, in terms of situations and skills. In addition, we raise the need to support artists in conceptualizing and making explicit their practice. We also show how the preproduction of video games can be considered as a vector for collaborative design and prototyping activities. In our conclusions, we make several recommendations for the pedagogical training of future artist-developers. We discuss the theoretical and methodological approaches used and suggest various avenues for future research.

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