• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 6
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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

Komunita League of Legends jako součást fenoménu E-Sports / League of legends community as part of E-sports phenomenom

Jurčík, Jakub January 2014 (has links)
The main objective of this thesis is the description and characterization of media content generated within the community around the game League of Legends inside the phenomenon of e-sports. The central issue is the definition of metagame term and anchoring its functions in different types of media content rising in the community around the game League of Legends. The output of this work is analysis of different types of media content, in which the term metagame is designed, interpreted and transmitted to the audience.
2

Počítačové hry a bojová mechanika v hře League of Legends: Zkoumání analogie mezi reálným válčením a počítačovými hrami / Computer Games and Battle Mechanics in League of Legends: Investigating analogies between real warfare and computer games

Ravi, Sai Shashanka January 2020 (has links)
: BATTLE MECHANICS IN LoL: Investigating Analogies Between Real Warfare and Computer Games My Masters' thesis will be about how one can draw parallels between the e-sports scene in competitive online games, and the all-too real military situations that come up ever so often. Not just that, but also the possibility of running battle simulations is much more convenient in the case of e-sports, as there is no life/death scenario involved, which makes it much more suitable for implementing the more unconventional, or even some downright outrageous strategies for victory. The game I have in mind at present is League of Legends, which is a MOBA game [Multiplayer Online Battle Arena]. In LoL, battles take place between two teams of 5 vs 5, involving 10 unique characters out of a total game roster of 140+ possible character choices, each with different sets of abilities and playstyles suited for different [or in some cases, the same] situations. The battles take place on the map called Summoner's Rift, a terrain with various obstacles, bushes and whatnot to deny total vision to either of the competing teams. The methodology I would choose for my paper would be statistical analysis; since LoL is an online competitive game, statistics are easily available for the games played, either on the official game...
3

Caracterização de perfis de comportamento de equipes em League of Legends.

NASCIMENTO JUNIOR, Fernando Felix do. 31 August 2018 (has links)
Submitted by Emanuel Varela Cardoso (emanuel.varela@ufcg.edu.br) on 2018-08-31T19:40:20Z No. of bitstreams: 1 FERNANDO FELIX DO NASCIMENTO JUNIOR – DISSERTAÇÃO (PPGCC).pdf: 3433404 bytes, checksum: b5c42ff5d239a6628e636523baabae45 (MD5) / Made available in DSpace on 2018-08-31T19:40:20Z (GMT). No. of bitstreams: 1 FERNANDO FELIX DO NASCIMENTO JUNIOR – DISSERTAÇÃO (PPGCC).pdf: 3433404 bytes, checksum: b5c42ff5d239a6628e636523baabae45 (MD5) Previous issue date: 2017-12-15 / Capes / Apesar da crescente popularidade dos esportes eletrônicos (eSports), ainda há uma escassez de trabalhos acadêmicos que exploram o comportamento de jogo das equipes. Compreender as características que ajudam discriminar entre equipes bem-sucedidas e malsucedidas poderia ajudar as equipes a melhorar suas estratégias, como determinar métricas de desempenho a serem alcançadas. Nesta dissertação, identificamos e caracterizamos padrões de comportamento de equipes com base nos dados de histórico de partidas de League of Legends, um eSport muito popular. Ao aplicar métodos de mineração de dados, como aprendizado da máquina e análise estatística, agrupamos o desempenho das equipes e investigamos para cada grupo como e em que medida essas características influenciam o sucesso e fracasso das equipes. Alguns grupos são mais propensos a terem equipes mais vencedoras do que outros, os resultados do nosso estudo ajudaram a descobrir as características que estão associadas a essa propensão e permitiram modelar métricas de desempenho de perfis de equipe bem sucedidas e malsucedidas. Encontramos ao todo 7 perfis, que foram categorizados em quatro grandes níveis em termos de proporção de equipes vencedoras: Fraco, Mais ou Menos, Bom e Top. / Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this dissertation, we identify and characterize team behavior patterns based on historical matches data from League of Legends, a very popular eSport. By applying methods from data mining, such as machine learning and statistical analysis, we clustered teams’ performance and investigate for each cluster how and to what extent these features have an influence on teams’ success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to define performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four big levels in terms of winning team proportion: Weak, So-So, Good and Top.
4

Voyeurisme et obsession : de la femme-objet et de sa reduction au silence dans La Jalousie'Alain Robbe-Grillet et Le Ravissement de Lol V. Stein de Marguerite Duras.

Ruyer, Justine 14 July 2021 (has links)
No description available.
5

Still-Lifestock

Lidén, Konrad January 2021 (has links)
Howdoyoudo (HDYD): How do you do, Howdy! Howdy (HD): Howdy, Howdoyoudo! HDYD: Vi ser ut att få en fin dag idag, tycker du inte? Synd att den måste befläckas med det vanliga smutsgörat. En efterlysning har kommit in. HD: Det har hänt igen? HDYD: Ja, det är samma visa varje gång. En luststyrd elev som oaktsamt klivit in på högskoleterritorium och inte tänkt på konsekvenserna... men räkenskapens tid kommer till alla: textförklaringen måste fram.
6

« Quelque chose en moi n’a jamais été là » : écriture de la dépersonne dans Putain, Folle et À ciel ouvert de Nelly Arcan

Flipot Meunier, Gabrielle 08 1900 (has links)
Les trois premiers récits de Nelly Arcan présentent des narratrices (Putain, 2001 ; Folle, 2004) et des protagonistes (À ciel ouvert, 2007) habitées par un état d’absence à soi et au monde. Paraissant n’être jamais tout à fait là, elles ont en commun une présence au monde spectrale ainsi qu’un sentiment de vacuité dont émerge le désir de pousser à son paroxysme l’effacement de soi. C’est à ces personnages féminins dont la subjectivité paraît rompue d’emblée que s’intéresse ce mémoire, en proposant de qualifier cet état trouble de « dépersonne », terme employé par Marguerite Duras pour décrire l’héroïne de son roman Le ravissement de Lol V. Stein (1964) avec qui les personnages d’Arcan partagent plusieurs ressemblances mais aussi certaines divergences. Il s’agira d’interroger, dans une perspective féministe et à la lumière des concepts psychanalytiques de l’inquiétante étrangeté et du stade du miroir, les manifestations et conséquences de la « dépersonne » en postulant qu’elles s’articulent principalement autour du rapport qu’entretiennent ces figures féminines à leur corps-objet et à l’altérité. Il sera question du décalage entre la conscience et le corps que produit « l’acharnement esthétique » qui cristallise l’image d’un vide intérieur et inscrit sur le corps et dans la psyché le paradoxe spectral d’une présence/absence. De cette obsession du corps naît également une difficulté à se différencier de l’autre féminin, de sorte que se profilent l’inquiétante figure du double ainsi qu’une conception sérielle de la féminité, lesquelles compliquent un rapport à autrui déjà fragilisé par un besoin désespéré, chez ces personnages, d’être vues et désirées, comme pour éprouver leur propre réalité sans cesse remise en doute. / Nelly Arcan’s first three publications feature narrators (Putain, 2001; Folle, 2004) and characters (À ciel ouvert, 2007) afflicted by a state of absence from themselves and the world. Seemingly never quite there, they share a spectral presence, and a sense of emptiness from which emerges a desire to bring their self-effacement to its completion. This dissertation focuses on these female characters whose subjectivity seems fractured from the outset, proposing to name this troubled state “dépersonne”, a term used by Marguerite Duras to describe the protagonist of her novel Le ravissement de Lol V. Stein (1964), with whom Arcan’s characters share many similarities but also some divergences. From a feminist perspective, and in light of the psychoanalytical concepts of the uncanny and the mirror stage, this research will examine the manifestations and consequences of this “dépersonne”, postulating that they mainly revolve around these female figures’ relationship to their bodies and to others. It will analyse the offset between the conscience and the body that is produced by the relentless work the characters operate on their physical appearance, which is called by Arcan “l’acharnement esthétique” and which crystallizes the image of an inner void and inscribes on the body and psyche the spectral paradox of a presence/absence. This obsession also creates a difficulty in differentiating oneself from the feminine Other: this evokes the troubling figure of the double and a serial conception of femininity, both of which complicate a relationship to alterity that is already fragilized by a desperate need in Arcan’s characters to be seen and desired, as to test their own reality constantly called into question.

Page generated in 0.0257 seconds