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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.
101

University School Playground Inventory and Safety Evaluation

Dotterweich, Andy R. 01 January 2012 (has links)
No description available.
102

Sokolovna, Okříšky / Sokol house, Okříšky

Hobzová, Klára January 2020 (has links)
This diploma thesis deals with the design of sokol house located in the cadastre unit of Okříšky (709778). The building is designed as two-storey building rectangular shape with parking for visitors. The main feature of the sokol house is the multipurpose playground, which also serves as a parquet for social events and as an auditorium for cultural events. The structural systém is consists of wooden CLT panels for walls, wooden elements for the floor and roof and arched truss. The tesis contains the drawings as the documentation for construction.
103

Sportovně rekreační centrum Vsetín, Ohrada / Sports and Relaxation Centre Vsetín, Ohrada

Zifčáková, Tatiana January 2021 (has links)
The topic of this master's thesis is the revitalization of the former Spartakiad stadium. Nowadays it functions as a sports complex Ohrada, which is in neglected condition and not widely used. The area is located at the southern edge of the city Vsetín and is defined by a 1st class road from the northeast, Vsetínská Bečva from the western and agricultural areas from the southern side. Above Bečva, the Bečevná hill rises and together they create a pleasant, out-of-town atmosphere with a great potential. The priority of the proposal was to create an attractive place with a variety of sports and recreational activities for all ages. However, at the beginning it was necessary to somehow insulate the area from the overpass. Therefore a sports and recreation facility was designed at the entrance to the area - it copies the shape of the road and forms an imaginary entrance gate to the zone. A car park was designed under the overpass, so the rest of the area remained exclusively for pedestrians. Sufficient distances among the individual sports grounds are supplemented by recreational areas of greenery. Most playgrounds are designed as multi-purpose, for greater variability of the territory. The buildings have a maximum of two floors and they are located in a way not to disturb the views of the recreational areas. They contain sports facilities as well as a wide range of interior activities. Three materials are used on all the buildings - wood, steel and glass, complemented by neutral white plaster. Therefore, the area operates in a comprehensive and uniform manner.
104

Novostavba polyfunkční budovy Brno, Sadová / Newly-built mixed-use building Brno, Sadová

Babáček, Jindřich January 2016 (has links)
The subject of this thesis is newly built multifunctional building that will be built in Brno. The part of Brno is called Sadová. The building will have five floors above ground and one underground floor. The underground floors will be used for car parking. The first floor will be located several shops. It will be hairdresser, florist's, supermarket and a cafeteria. Between the second and the fifth floor will be dwelling units. There will be 14 dwelling units with an area > 100 m2 and 8 dwelling units with an area
105

Studentský dům na Starém Brně / Student House in the Neighbourhood Old Brno

Burešová, Jana January 2009 (has links)
Concept: creating new "quiet street" in oposition with the Křížová Street, creating new public and semipublic colorfull spaces with green rest areas.
106

Alla barns lekplats : En studie om tillgängligheten på lekplatser / Every Child's Playground : A Study on Availability at Playgrounds

Abdul Al, Fatima January 2017 (has links)
Sverige har länge varit ledande inom tillgänglighet. Genom införandet av begreppen ”tillgänglighet” och ”användbarhet” har man genom Plan- och bygglagen och Boverkets riktlinjer ställt krav på den fysiska miljön. Ca 7 000 barn i Sverige är rörelsehindrade. Ungefär hälften av dessa barn använder en rullstol. Trots att alla barn har rätt till lek, är det intressant att undersöka huruvida alla barn ges möjlighet att utnyttja denna rättighet. Efter att ha uppmärksammat Helsingborgs stads kreativa lekplatsbyggen, dök frågan kring huruvida alla barn har möjlighet att leka på dessa lekplatser, upp. Syftet med arbetet är att belysa vikten av tillgängliga lekplatser, samt att undersöka hur tillgängligheten på lekplatser kan förbättras och vilka anpassningar som krävs för att förbättra tillgängligheten för rullstolsburna barn. I detta arbete görs en litteraturstudie, med fokus på regelverk och litteratur kopplad till tillgänglighet. En fallstudie görs i form av platsbesök på 8 lekplatser i Helsingborg, som underlag för en jämförelse. En intervju görs med Johanna Elgström, landskapsarkitekt på Helsingborgs stad. Slutsatsen av detta arbete är att lekplatser där man fokuserat mer på tillgänglighet ofta är mer tillgängliga och användbara för barn i rullstol. Dock krävs incitament för att säkerställa en tillgänglig och användbar lekplatsmiljö, samt tydligare definition av dessa begrepp. Genom att ha en lekplats som är tillgänglig och användbar för de flesta, gynnas den sociala hållbarheten. Slutsatsen av detta arbete blir således att säkerställandet av tillgängliga och användbara lekplatser gynnar rullstolsburna barns möjlighet till socialt samspel. / Sweden is one of the leading countries when it comes to availability in the physical environment. Approximately 7 000 children in Sweden are disabled. Half of these children use a wheelchair. It is every child’s right to play, and it’s thereby interesting to know whether every child is given the opportunity to use a playground. In the county of Helsingborg there are playgrounds appealing to many children, although the question is whether every child is given the chance to play at these playgrounds. The aim of this study is to highlight the importance of availability at playgrounds and outline ways to improve the availability. The method used in this thesis is a literature study, focusing on legal framework and literature about availability, usability and playgrounds. The case study provides information about eight playgrounds in Helsingborg. There is also an interview with landscape architect Johanna Elgström. Playgrounds where availability has been prioritized are often more available and useable for wheelchair-bound children. Still, the legal framework is in need of a more precise definition of availability and usability to ensure that playgrounds are suitable for children using a wheelchair. The playgrounds that are more available and useable can favor children using a wheelchair and give them the opportunity to socially interact with other children.
107

Children's power over play: A cultural geography of playspaces in America

Luken, Eleanor 04 December 2009 (has links)
No description available.
108

Optimizing Developer Experience: Component Playground Integration in Software Development

Engberg, Tilda January 2024 (has links)
The component-driven approach in software development has become a favored approach when developing web applications. Developing and maintaining components are central when using the component-driven approach and it has a lot of advantages. On the other hand, developing and maintaining the components within an Integrated Development Environment can be challenging due to the lack of a visual overview of the components in extensive projects. A component playground could address this issue through its features such as implementing components in isolation that could make the development more efficient and productive in different areas. With that said, it can improve the Developer Experience which is also an understudied area.  This project aims to investigate how a component playground affects the Developer Experience focusing on component creation, development workflow, and overview of the component library. Furthermore, how the integration of a component playground in the Software Development Life Cycle affects the Developer Experience. The chosen methodology was primarily user tests of an implemented web application with the component playground Storybook integrated into it. Besides the user tests, a literature review and interviews were made to support the results of the user tests. The data from the user test were used to answer the research question and the four hypotheses of this project. The results from the user test showed that the overall Developer Experience and the overview of the component library were improved using a component playground, especially for less experienced developers. It also showed a strong indication of improved component creation and more efficient development workflow.  To conclude the Developer Experience is improved by using a component playground. However, it is important to analyze each project and developer's needs. Future research could explore a component playground's long-term effects in real projects. Furthermore, there is a lack of how to measure Developer Experience which could also be investigated.
109

Utveckling av vippgunga för barn i åldrarna 1-3 år / Development of seesaw for children aged 1-3 years

Andersson, Emilia January 2013 (has links)
Under våren år 2013 har Emilia Andersson, en designingenjörsstudent på Högskolan i Skövde, utfört ett produktutvecklingsprojekt i samarbete med HAGS Aneby AB. Syftet med projektet var att utveckla en vippgunga vars storlek skulle vara anpassad för barn i åldrarna 1-3 år. Målet var att vippgungan ska kunna säljas över hela världen samt uppfylla den amerikanska standarden och europastandarden för lekredskap. Projektet inleddes med en förstudie och teori-fas, där bland annat litteraturstudie och konkurrentanalys genomfördes och annan information samlades in för att få djupare kunskaper inom ämnet. Därefter började idéer och koncept genereras, som sedan genomgick utvärderingar, så som användartester, vilket ledde till ett slutkoncept. Konceptet utvärderades med hjälp av bland annat hållfasthetsberäkningar och en antropometrisk analys. Den slutgiltiga vippgungan kan trots anpassningen för åldersgruppen, inte bara användas av 1-3-åringar utan också av äldre barn, tack vare att konstruktion och framförallt handtag ger extra lekvärden. / During the spring of 2013, Emilia Andersson, a student in product design engineering at University of Skövde, carried out a product development project in cooperation with HAGS Aneby AB. The aim of the project was to develop a seesaw adapted for children aged 1-3 years. The goal was to develop a seesaw that could be sold worldwide and meet the American standard and European standard for playground equipment. The project began with a pre study and a theory phase, which included literature review and competitor analysis and information were gathered to gain a deeper knowledge of the subject. Later on ideas and concepts were generated, which then through evaluations as user testing lead to a final concept. The concept was evaluated with for example strength calculations and an anthropometric analysis. The final seesaw can, despite adjustment for the age group, not only be use by 1-3-year-olds, but also by older children, this thanks to the design and the handles that provide extra play values.
110

Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience

Back, Jon January 2016 (has links)
This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement. The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science. The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design. The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths. Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.

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