• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 83
  • 59
  • 29
  • 10
  • 6
  • 5
  • 5
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 224
  • 52
  • 42
  • 34
  • 32
  • 30
  • 21
  • 20
  • 19
  • 19
  • 18
  • 18
  • 18
  • 18
  • 18
  • 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.
221

Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle / Dogs in video games : Archaeology, filiation and development of a virtual reality

Goubault, Sébastien 17 January 2018 (has links)
Cette thèse a pour objet d’étude un sujet : les chiens. Après le phénomène des tamagotchis, la sortie du jeu vidéo Nintendogs en 2005 a créé un animal inédit : le chien virtuel « réaliste ». En tant que nouveau loisir, les jeux vidéo représentent aujourd’hui une industrie internationale puissante au croisement des arts d’une culture populaire : la bande dessinée, l’animation, etc. Plus généralement, la révolution numérique en cours dans nos sociétés témoigne de la place centrale des écrans et de la communication. Comment ces médias ont permis de redéfinir nos rapports aux chiens, ont influencé et éduqué notre perception du « genre animal », allant jusqu’à lui conférer une toute nouvelle dimension est la question soulevée par cette thèse. Nous avons eu recours à un large éventail de références médiatiques, allant du grand au petit écran, en l´occurrence du cinéma à la Game Boy, en passant par la publicité, des classiques de la littérature à l´album de vignettes autocollantes Panini, en passant par la bande dessinée, des œuvres célèbres dans le monde entier aux œuvres méconnues. Les multiples représentations du chien nous annoncent l’avènement du chien virtuel.En somme, le but est de comprendre l’histoire de l’illusion du mouvement, de l’illustration des livres à l’interaction avec un animal virtuel : faire l’archéologie du chien des jeux vidéo. Écrire une histoire du chien où la réalité et la virtualité s’entremêlent. / The topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable.
222

Polyfunkční dům ve Frýdku-Místku / Multifunkcional building in Frýdek-Místek

Suchý, Petr January 2015 (has links)
The subject of this thesis is the preparation of project documentation multifunctional building. It is a five-storey building with a basement. The roof structure is designed as a single-layer, flat roof. The building is divided into three working parts. Prví part is used for housing. It consists of 18 housing units, one of which is designed for wheelchair use. The second part of the building is intended for the public. This area retail sales. Includes store books, toys shop, newsagent and a hairdressing salon. The last part of it is public garage. It is intended for users of residential units.
223

Reimagining the Story of Lu You and Tang Wan: Ge Gan-ru's Wrong, Wrong, Wrong! and Hard, Hard, Hard!

Goh, Yen-Lin 10 October 2012 (has links)
No description available.
224

Association between Parental Engagement and Learning Materials towards the Cognitive and Social-Emotional Development of Children 3 to 4 years of age in Zimbabwe – a Cross Sectional Study

Matziaraki, Lydia January 2021 (has links)
Aim: The aim of this work was to broaden the understating of the role of parental engagement and learning materials at home, in promoting high cognitive and social emotional development. The study assessed the connection between maternal and paternal engagement, having 3 or more books and 2 or more types of playthings, towards the cognitive and social-emotional development of children. Methods: Data from the Multiple Indicator Cluster Surveys (MICS) was used, involving 2517 children in Zimbabwe. Unadjusted logistic regression was conducted to assess the possible confounders. Logistic regression was performed between parental engagement, children having 3 or more books and 2 or more types of playthings, towards the outcome of interest. Results: The results indicate that 91% of the children acquired high cognitive development and 63.4% social emotional. There has not been a significant association between maternal engagement and children’s cognitive or social-emotional development. Similarly, no correlation was found between paternal engagement and children’s development. Nevertheless, households having 3 or more books, reported increased odds of children having high cognitive development and lower odds of social-emotional development. Similarly, children with 2 or more types of playthings, depicted a positive association for social-emotional growth, whereas cognitive development decreased further. Conclusion: The association between having 3 or more books and 2 or more types of playthings remained significant, although parental engagement was insignificant. Future research on parenting practices in different cultural contexts is suggested, concerning the developmental status of children. In addition, more developmental, age-related assessment items are needed.

Page generated in 0.0403 seconds