Academic literature on the topic 'Adventure and adventures'

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Journal articles on the topic "Adventure and adventures"

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Raflis, Raflis, and Ester Rani Julchardilla Harita. "The Struggle of Finding Identity as Seen in Mark Twain’s The Adventures of Tom Sawyer." Jurnal Ilmiah Pendidikan Scholastic 7, no. 3 (December 18, 2023): 82–91. http://dx.doi.org/10.36057/jips.v7i3.640.

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The title of this research is "The Struggle to Find Identity as Seen in Mark Twain's Novel The Adventurs of Toms Sawyer". The problem of this research is focused on Tom's struggles using Kennedy's (2016) theory, Tom's adventures which reflect his true identity using Mark and June's (2012) theory and external conflicts experienced by Tom as reflected in Mark Twain's novel The Adventures of Tom Sawyer using Kenny's (1966) theory. The approach used in this research is psychology. This research is a qualitative descriptive research. The technique used in this study is a documentary based on Mason. The results of this study indicate that all of Tom's struggles in this novel are based on the majority of people who always think that Tom is a delinquent, naughty boy. And Tom's struggle to get the girl he loves so much. It took a struggle to prove that Tom was actually a good boy. The adventures of Tom, who is looking for his true identity, is caused by the people of evaluate, that Tom is a very naughty child and the attitude of the whole society, which is often unpleasant, finally makes him look for happiness or pleasure with adventure, which in the end, his adventures make his identity change from the beginning. always known as a naughty child who turns into a good, smart child and becomes a role model in the village. The external conflict occurs because sometimes humans disagree with other people because of their mischief.
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Mahendra, Okta, Yasnur Asri, and Nurizzati Nurizzati. "POTRET PETUALANGAN NOVEL ANAK-ANAK MERAPI KARYA BAMBANG JOKO SUSILO KAJIAN SOSIOLOGI SASTRA." Jurnal Bahasa dan Sastra 5, no. 1 (September 7, 2013): 87. http://dx.doi.org/10.24036/833420.

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The purpose of this research is to describe the portrait of adventure the novel that take place in the Children's Merapi Joko Susilo Bambang bouquet of. This research is a qualitative study using descriptive methods, technical content analysis. The data of this study is the portrait of a character in a novel of adventure Kid trim work Joko Susilo Bambang trace elements based characterizations. Based on the research results that the main character in search of adventure father destroyed by the eruption of Mount Merapi in Yogyakarta. Adventures of main character portraits and adventure events that occurred when Father the search.
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BOYES, MIKE. "Outdoor adventure and successful ageing." Ageing and Society 33, no. 4 (April 17, 2012): 644–65. http://dx.doi.org/10.1017/s0144686x12000165.

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ABSTRACTThis article explores how outdoor adventure activities in a New Zealand community-based programme are experienced and understood as successful ageing strategies. Outdoor adventures are seen as positive leisure experiences that include challenging physical activity, social engagement and the natural environment. Using a sequential exploratory mixed-methods design, a combination of seven interviews and a survey (N=80) were conducted with a Third Age adventures group. The research outcomes confirmed the attraction of adventure for this cohort. Risk engagement and uncertainty were perceived as less important in favour of emotional, social and environmental engagement through fun, excitement and pleasure. The natural environment was considered integral and defining of the experience with the participants demonstrating a strong environmental ethos. Opportunities for building social capital were plentiful and well illustrated. The benefits of engagement for health, wellbeing and successful ageing are identified through the physical, social and psychological domains. The research supports adventure participation as a successful ageing strategy that is relatively low cost, community based, has many preventative health benefits, builds communities and embraces the environment.
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Stoks, Gé. "Adventures In Het Moderne Vreemde Talenonderwijs." Computer-ondersteund talenonderwijs 33 (January 1, 1989): 47–53. http://dx.doi.org/10.1075/ttwia.33.07sto.

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An adventure is a new type of computer game which has become immensely popular in the course of the 1980s. This article is about the possible role of adventures in foreign language learning and teaching (FLL). First there is a brief explanation of what adventures are, the different types and the way communication within the game can take place in natural language. Examples are given for French, German and English. Adventures can play a role in FLL in several respects: -they stimulate discovery learning procedures -they encourage the use of certain reading strategies -they are suitable contexts for vocabulary learning -they can present contexts for communication. Moreover adventures can be looked upon as a new type of literary text, which learners can read as an alternative to a book (some adventures are known as interactive fiction). The article then presents a set of criteria for FLL: For advanced levels text adventures are more suitable than graphic ones from the point of view of language learning, because they present a rich language environment. Graphic ones may be more suitable for beginners. Adventures should accept a variety of syntactic patterns and provide adequate semantic analyses, so that the student gets appropriate feedback. A certain tolerance to spelling is needed, or easy correction options should be available. The program must show the student the type of language it accepts. Hint-files to help students when they get stuck are important and possibly an on-line glossary might be useful. The vocabulary used must not be too exotic and the plot not too complex. It is finally demonstrated that the Infocom adventure SHERLOCK meets these requirements to a large extent.
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Gross, Sven, Manuel Sand, and Theo Berger. "Examining the adventure traveller behaviour - Personality, motives and socio-demographic factors as determinants for German adventure travel." European Journal of Tourism Research 33 (January 20, 2023): 3307. http://dx.doi.org/10.54055/ejtr.v33i.2795.

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Adventure tourism has established itself as a concept and a field of research within tourism. While the German tourism market is one of the biggest in the world, no evidence exists on the German adventure traveller. In adventure tourism research in general, there is little evidence on how personality, motives, and socio-demographic factors distinguish the choice for soft and hard adventure activities. Therefore, this quota-based survey among 1,500 German travellers does investigate demographics, motives and personality aspects. A logistic regression analysis is performed to categorize tourists into soft and hard adventure travellers. Gender and age are descriptive characteristics, as well as extraversion and going on adventures to get to know oneself better. This research helps to better understand German hard adventure travellers and enables operators to cater specifically to the needs of the target group.
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Álvares, Cristina. "Hergé dans la théorie des sphères." Revue Romane / Langue et littérature. International Journal of Romance Languages and Literatures 55, no. 1 (June 26, 2019): 164–81. http://dx.doi.org/10.1075/rro.18022.alv.

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Abstract This paper aims at reading Hergé’s major work in the light of Sloterdijk’s theory of spheres and Agamben’s reflexions on adventure in order to examine the place and function of the island in the adventures of Tintin, a hero without insulation. Much attention is given to the boundery topology of adventure in our discussion of the ontological transitions (human, animal) taking place on the threshold between in and out and of their anthropogenetic significance. We defend that every adventure story is a variation on the anthropogenetic one, and that Hergé and Sloterdijk diverge on the matter of island and insulation.
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Kossuth, Karen C. "USING THE ADVENTURE FORMATS FOR CALI." CALICO Journal 3, no. 2 (January 14, 2013): 13–17. http://dx.doi.org/10.1558/cj.v3i2.13-17.

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Because adventure games can be highly interactive and so absorbing that users commonly spend hours in a session, they are well suited to CALI, as long as the level of language on the screen is low enough and as long as the parser can recognize naturally-formed commands. This article attributes the success of the adventure format to the Input Hypothesis and the Affective Filter Hypothesis and sets up criteria for instructional evaluation of foreign language adventures.
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Liulka, V. M., and N. I. Tarasova. "Genre specifics of «The Adventures of Tom Sawyer» by Mark Twain." Bulletin of Luhansk Taras Shevchenko National University, no. 2 (350) (2022): 95–104. http://dx.doi.org/10.12958/2227-2844-2022-2(350)-95-104.

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The article illustrates that “The Adventures of Tom Sawyer” has a number of features characteristic of the novel as a kind of epic: a fairly large volume of work, the epicness of the author's story, full of dialogues and monologues. It is noticed that the plot narrative is not as detailed as in the classic samples of novels, although it has three plot lines. The work is quite simple in compositional structure, and the characters at the time of the story are almost formed. Although “The Adventures of Tom Sawyer” tells of the protagonist's private life in inseparable connection with the life of society, there is no scale to its image. “The Adventures of Tom Sawyer” highlights the features of the following genres: 1) adventure – adventure themes, the saturation of the plot with unusual events and their unexpected turn; the presence of mystery and two groups of characters – heroes and villains; 2) autobiographical – specific facts of the writer's biography, the presence of most characters real prototypes; 3) family and household – the author touches on the life and everyday life of ordinary people, relationships in the family and society, moral values and immoral acts, education and upbringing, friendship and love; 4) school story – the dynamism of the plot from the life of school children; depiction of the activities of the educational institution and participants in the educational process, children's life in extracurricular activities; 5) literary parody – similarity of the internal structure of the work with Don Quixote by Cervantes and the main characters of these works about their lives according to the laws of books, as well as parodies of adventure novels about robbers through children's play, Sunday school books through the image of “bad boy” Tom and on the relationship of adults in love because of Tom's love for Becky; 6) humorous and satirical – Mark Twain considers the realities of life exclusively through the prism of laughter, using various means of comic – from light irony to sarcasm. It is proved that “The Adventures of Tom Sawyer” is an adventure and humorous story and a work that combines features of several genres, i.e. polygenre.
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Mendoza, Lynle N. "Marinduque Island: Where Culture and Adventure Meet for Sustainable Tourism." International Journal of Scientific and Management Research 06, no. 06 (2023): 115–21. http://dx.doi.org/10.37502/ijsmr.2023.6608.

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Marinduque Island is a unique destination that offers a combination of cultural experiences and adventure tourism. To assess the determinants of customer behavior in Marinduque Island, a survey was conducted, and the results were presented in three tables: Summary of Mean for Cultural Experiences, Summary of Mean Ratings for New Environment, and Summary of Mean Ratings for Adventure. The findings of the study indicate that tourists highly value cultural experiences, unique environments, and exciting adventures in Marinduque Island. Specifically, tourists agreed that the creation of natural learning experiences, cultural interactions, and pleasing cultural experiences are important factors that reinforce their intent to return to Marinduque Island. They also agreed that the new tourism destination provides a unique physical environment that encourages return visits and destination loyalty. Moreover, tourists perceived that physical environment changes and unique experiences in Marinduque Island promote exciting experiences in adventure tourism. This suggests that adventure tourism in Marinduque Island is an important factor that contributes to the growth and sustainability of the tourism industry in the area. Based on the results, the study recommends that Marinduque Island should focus on providing tourists with unique and memorable experiences, including cultural experiences, a distinct physical environment, and exciting adventures. The recommendations emphasize the importance of encouraging return visits, promoting destination loyalty, and contributing to the growth and sustainability of the tourism industry in Marinduque Island. In conclusion, Marinduque Island is a valuable destination for cultural experiences and adventure tourism, and the findings of the study provide insights for the development of sustainable tourism programs and initiatives in the area.
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Scherhag, Knut, Sven Gross, and Manuel Sand. "Adventures on two wheels – Comparative study of motorcycle adventure tourists in Germany, Austria and Switzerland." Zeitschrift für Tourismuswissenschaft 14, no. 3 (November 19, 2022): 303–32. http://dx.doi.org/10.1515/tw-2022-0017.

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Abstract In Western industrialized countries, the use of the motorcycle has changed from a means of transportation to a recreational device. As a result, this form of travel has gained more focus by destinations and specialized travel companies. In this context, the focus on adventure and experience is also increasingly used in customer communication. But there are only few contributions in the scientific literature which deal with motorcycle tourism in principle, a deeper consideration of the adventure character of motorcycle tourism is missing, except for a few travel reports. Based on these considerations, the relationship between adventure tourism and motorcycle vacations is shown and discussed with the help of an empirical study among German, Austrian and Swiss motorcyclists. Motorcycle tourism is a special form of drive tourism, which is connected with motorized tourism as well as with adventure and nature tourism. However, the landscape acts mainly as a backdrop, as the main feature that makes motorcycle tourism special are scenic and winding roads with little traffic. As a result, it can be stated that motorcycle travel can include elements that classify it as a subcategory of adventure tourism. As with other forms of adventure tourism, a distinction can be made here between soft and hard adventures, with the soft variety predominating.
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Dissertations / Theses on the topic "Adventure and adventures"

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Haworth, Brian D. "Adventures in parenting a comparison of child-directed parental affect and interest during an adventure-based activity and a typical family activity /." Theological Research Exchange Network (TREN) Access this title online, 2004. http://www.tren.com.

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Thesis (Psy. D.)--Wheaton College Graduate School, 2004.
Abstract. "In an attempt to bolster active family interaction, the Big Idea Foundation ... designed a set of activities based on the principles of experiential education"--Abstract. Includes bibliographical references (leaves 33-38).
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Bem, Isabella Vieira de. "Models of complexity in Robert Coover's John's wife and the adventures of Lucky Pierre." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2005. http://hdl.handle.net/10183/5841.

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Esta tese de doutorado analisa dois romances do escritor Norte-Americano Robert Coover como exemplos de escrita hipertextual e de hiperficção no suporte do livro de papel. A complexidade dos romances John's Wife e The Adventures of Lucky Pierre integra os elementos culturais característicos da atual fase do capitalismo e as práticas tecnologizadas que vêm forjando uma subjetividade diferente na escrita e leitura hipertextual, a subjetividade pós-humana. Os modelos da complexidade dos romances derivam do conceito de atratores estranhos da Teoria do Caos e de rizoma da Nomadologia. As transformações no grau de corporeidade dos personagens estabelecem o plano em que se discute a turbulência e a pós-humanidade. As noções de padrões dinâmicos e atratores estranhos e os conceitos do Corpo sem Órgãos e do Rizoma são interpretados para se revisar a narratologia e chegar a categorias apropriadas ao estudo dos romances. A leitura exercitada nesta tese põe em prática a proposta de leitura corpórea de Daniel Punday. As mudanças no grau de materialidade dos personagens são associadas aos estágios de ordem, turbulência e caos na estória, agindo sobre a constituição da subjetividade ao longo do processo de leitura. A inscrição dos planos de consistência que Coover realiza para se contrapor à linearidade e acomodar as feições hipertextuais nas narrativas em papel descreve a trajetória rizomática dos personagens. O presente estudo leva a concluir que a narrativa hoje se constitui antes como um regime numa relação rizomática com outros regimes na prática cultural do que como forma e gênero predominantemente literários. Também se conclui que a subjetividade pós-humana emerge alinhada a uma identidade de classe que tem nos romances hipertextuais a sua forma literária predileta.
This doctoral dissertation analyzes two novels by the American novelist Robert Coover as examples of hypertextual writing on the book bound page, as tokens of hyperfiction. The complexity displayed in the novels, John's Wife and The Adventures of Lucky Pierre, integrates the cultural elements that characterize the contemporary condition of capitalism and technologized practices that have fostered a different subjectivity evidenced in hypertextual writing and reading, the posthuman subjectivity. The models that account for the complexity of each novel are drawn from the concept of strange attractors in Chaos Theory and from the concept of rhizome in Nomadology. The transformations the characters undergo in the degree of their corporeality sets the plane on which to discuss turbulence and posthumanity. The notions of dynamic patterns and strange attractors, along with the concept of the Body without Organs and Rhizome are interpreted, leading to the revision of narratology and to analytical categories appropriate to the study of the novels. The reading exercised throughout this dissertation enacts Daniel Punday's corporeal reading. The changes in the characters' degree of materiality are associated with the stages of order, turbulence and chaos in the story, bearing on the constitution of subjectivity within and along the reading process. Coover's inscription of planes of consistency to counter linearity and accommodate hypertextual features to the paper supported narratives describes the characters' trajectory as rhizomatic. The study led to the conclusion that narrative today stands more as a regime in a rhizomatic relation with other regimes in cultural practice than as an exclusively literary form and genre. Besides this, posthuman subjectivity emerges as class identity, holding hypertextual novels as their literary form of choice.
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Marshall, Jonathan. "The Adventures of a Young Artist, and the Promise of the Digital Culture in Art." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2158.

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An analysis and explanation of my reasons for working in video, painting and drawing, and sculpture, considering the technological developments of the past decade; the possibility to use the internet as a distribution tool for works of art, and to shift the decision-making balance of the art-world; the ways that this approach is a democratic format for output in the arts and within communities of artists; an explanation of my studio practice while a graduate student at Virginia Commonwealth University.
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Furbank, Rachel. "The significance of gender in bush adventuring /." Title page, contents and abstract only, 1997. http://web4.library.adelaide.edu.au/theses/09ENV/09envf983.pdf.

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Stafford, Brooke Alyson. "Outside England : mobility and early modern Englishness /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/9326.

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Burak, Phil G. "The nature of adventure in soft adventure tourism." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0001/MQ34302.pdf.

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Glover, Jeffrey T. "Adventure Movement Project| Building a sustainable adventure movement." Thesis, Prescott College, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1557871.

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This thesis introduces the question of how to intentionally build a sustainable adventure movement, which is a grassroots effort to intentionally and significantly increase the use of outdoor adventure education as an innovative educational tool for schools, communities and businesses in perpetuity. Taking a whole-systems approach and applying leading social movement and diffusion theories, the Adventure Movement Project (AMP) seeks to develop a framework for integrating outdoor adventure education into whole communities to inspire servant leadership, achieve sustainability, and drive innovation. A socially just and sustainable planet can thrive with outdoor adventure education acting as a highly effective catalyst, which drives social, economic, educational, and environmental change. To that end, this thesis presents original applications of diffusion models and social movement theories to outdoor adventure education. The research used an original Delphi study—of outdoor adventure education experts—which explored how to build a sustainable adventure movement. The study aimed to understand ideas related to best practices and successful strategies for expanding outdoor adventure education participation. Findings exemplified for increasing outdoor adventure education include embracing a clear, unified message that establishes why outdoor adventure education matters as a tool, which can lead to achieving sustainability, driving innovation, and inspiring servant leadership. A second key finding calls for outdoor adventure education to be part of something larger and through integration into the larger experiential education and sustainability movements it may reach critical mass.

Key Words: outdoor adventure education, sustainability, servant leadership, innovation, social movement, experiential education

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Yee, Yan-yan. "An evaluation of an adventure based counseling (ABC) group in a Hong Kong primary school." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22706239.

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Vacek, Lukáš. "Adventure hra s inteligentními spolupracujícími postavami." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255404.

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The goal of this master's thesis is to design and implement framework that can be used for development of agent systems. Framework is implemented in Java and encapsulates JADE library. Framework is used for implementation of adventure game. There are several characters (agents) with specific roles who cooperate and try to achieve their goals.
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Jamieson, Helen Varley. "Adventures in cyberformance." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/28544/1/Helen_Jamieson_Thesis.pdf.

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This thesis examines the new theatrical form of cyberformance (live performance by remote players using internet technologies) and contextualises it within the broader fields of networked performance, digital performance and theatre. Poststructuralist theories that contest the binary distinction between reality and representation provide the analytical foundation for the thesis. A critical reflexive methodological approach is undertaken in order to highlight three themes. First, the essential qualities and criteria of cyberformance are identified, and illustrated with examples from the early 1990s to the present day. Second, two cyberformance groups – the Plaintext Players and Avatar Body Collision – and UpStage, a purpose-built application for cyberformance, are examined in more detailed case studies. Third, the specifics of the cyberformance audience are explored and commonalities are identified between theatre and online culture. In conclusion, this thesis suggests that theatre and the internet have much to offer each other in this current global state of transition, and that cyberformance offers one means by which to facilitate the incorporation of new technologies into our lives.
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Books on the topic "Adventure and adventures"

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Scottish Highland Adventure Adventures. CF4kids, 2007.

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Adventure Double: Diving & Amazon Adventures (Adventure Double). Red Fox, 2005.

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Price, Willard. Adventure Double: Diving & Amazon Adventures (Adventure Double). Red Fox, 2005.

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Coughlin, Shawn. Adventures of Ripley: 14 Adventures + 1 Bonus Adventure. Independently Published, 2019.

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ActivePAD Reading Adventures: Adventure Stories (ActivePAD Reading Adventures). Publications International Ltd., 2003.

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Price, Willard. Adventure Double: South Sea & Volcano Adventures (Adventure Double). Red Fox, 2005.

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Adventure Double: South Sea & Volcano Adventures (Adventure Double). Red Fox, 2005.

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Nowak, Patrick, and Kevin Siembieda. Mercenary Adventures: Adventure Sourcebook (Rifts). Palladium Books Inc, 2005.

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Hunt, Stacey T. Cascade Adventures: The Adventure Begins. CreateSpace Independent Publishing Platform, 2012.

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Cawyer, Mae'jon Dar, and Janet Dar King. Talon's Adventure: The Adventures Begin. CreateSpace Independent Publishing Platform, 2010.

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Book chapters on the topic "Adventure and adventures"

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Perocco, Daria. "L’immagine di Magellano nei primi racconti della circumnavigazione del globo." In Studi e saggi, 119–33. Florence: Firenze University Press, 2021. http://dx.doi.org/10.36253/978-88-5518-467-0.11.

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The journey of the Portuguese Magellan, one of the greatest adventures attempted by a man in the sixteenth century, had an inauspicious end for its deviser (Magellan died in Mactan on April 27, 1522). But even more inauspicious was the narration of his adventure because the only ship of the initial expedition, which returned home, was led by a Spaniard against him. The text retraces the first testimonies of the voyage, especially taking into consideration the press of the navigations and voyages that that adventure spread throughout the world.
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Suedfeld, Peter. "Adventures in Extreme Environments." In Adventure Psychology, 42–59. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003173601-5.

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Kessler, Katrina, and Eric Brymer. "Fear in Extended Adventures." In Adventure Psychology, 120–30. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003173601-10.

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Mendels, Philip, and Joep Frens. "The Audio Adventurer: Design of a Portable Audio Adventure Game." In Fun and Games, 46–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_5.

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Jenkins, I. S. "New adventure, old adventure." In Adventure Tourism and Outdoor Activities Management: a 21st century toolkit, 91–102. Wallingford: CABI, 2018. http://dx.doi.org/10.1079/9781786390868.0091.

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Parkes, Christopher. "Adventure." In The Palgrave Encyclopedia of Victorian Women's Writing, 1–4. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-02721-6_149-1.

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Simpson, Anna. "Adventure." In The Brand Strategist’s Guide to Desire, 50–77. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137351821_3.

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Maunder, Andrew. "Adventure." In Enid Blyton, 139–72. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76332-9_6.

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Fernández-Vara, Clara. "Adventure." In The Routledge Companion to Video Game Studies, 302–9. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-43.

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Osher, Robert H. "Adventure!" In The Real ABCs, 77–83. 2nd ed. Boca Raton: CRC Press, 2024. http://dx.doi.org/10.1201/9781003526261-17.

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Conference papers on the topic "Adventure and adventures"

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Teodorescu, Silvia, Aura Bota, and Sorin Serbanoiu. "EFFORT MONITORING IN ACUTE ALTITUDE EXPOSURE BY MEANS OF SUUNTO WEARABLE TECHNOLOGY." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-225.

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Currently, outdoor activities, especially trekking and mountaineering capture the interest of large populations, of all ages, despite rough conditions or deep exhaustion. The search of adventure can be equally rewarding and challenging/risky if limit situations are not properly managed to ensure personal safety and physical integrity. In this perspective using top notch technology becomes mandatory in view to having a successful experience. Therefore one of the major trends in sports training but also in recreational sports is the tendency to use smart wearables for activity monitoring, feedback, localization, external notification, in outdoor environmental conditions. The Suunto devices are one of the most comprehensive technologies, providing key features for sports and adventures activities. This paper emphasizes the way Suunto Ambit 3 Peak accesses some outdoor functions - GPS tracking and navigation, altimeter and weather conditions, as well as training functions - speed and distance, heart rate, training load and recovery. The main research method used was the study case for a non-athlete adult subject performing the ascent and descent from Uhuru 5895m peak in Kilimanjaro. The data offers cues in terms of gradual adaptation according to physiological principles in mountaineering, as references for those who practice this recreational, yet demanding activity. Concretely, five-days data were processed, correlating altitude, distance, heart rate, excess post- exercise oxygen consumption and the number of calories burned. Continuous monitoring of outdoor and training functions revealed a multistage adaptation for both effort and altitude constraints, proving that the aim to climb Uhuru peak was attainable without exhaustive costs also by an ongoing reinforcement feedback provided by technology.
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Spencer, Herbert. "The epic and poetics of the Travesía as a space of resistance in design education." In LINK 2023. Tuwhera Open Access, 2023. http://dx.doi.org/10.24135/link2022.v4i1.193.

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The "Travesías" are an emblematic practice of the PUCV School of Architecture and Design, recognised as a radical element in the training of designers and architects. They originated not from a pedagogical intentionality but from an artistic impulse inherent in the poetry-craft relationship (and, within the framework of a school, in the teacher-disciple relationship). Their systematisation as a permanent part of the curriculum is a later phenomenon due to their resounding success in disciplinary apprenticeship. The theoretical and poetic foundations of the travesías are multiple and varied, each essential to the school. These include contemplative observation as the primary action of the craft, the permanent question about America and being American, the collective sense in the epic of undertaking a shared adventure and the sense of the Work from its inaugural and gratuitous sense. These elements coexist and intersect and amplify each other, constituting the rich complexity that defines the experience of the voyages. The contemporary context poses severe challenges to these fundamental principles, both in the installation of new subjectivities and new ethos and in institutional and normative aspects. Greater psychological fragility among young people results in a much lesser willingness to engage in physical adventures in wild environments, with less focus and much more fragmented attention. At the institutional level, the judicialisation of education and the right to free education commodify time, threatening the viability of travesías as an enterprise that exceeds mere instruction, to name but a few aspects that threaten them. Moreover, in an age that advocates tackling more significant practical challenges such as energy sustainability, access to clean water, climate change or social inequality, to name but a few, a "poetic purpose" is indeed an oxymoron. Furthermore, it risks being misunderstood as irresponsible: in times of urgency, there is no room for poetry, apparently. The sense of design as a problem solver does not necessarily reveal the depth and richness of the possible. This presentation seeks, first, to critically examine the meaning of travesías in the light of contemporary challenges and, second, to open a dialogue with the academic and professional community to discuss whether these fundamental principles are still recognised as valuable. Also, explore new ways and means of reinventing travesías, especially when their core values are threatened by the cultural and systemic transformations of our time.
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Wormell, Dean. "Cypress adventure." In ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. New York, New York, USA: ACM Press, 1996. http://dx.doi.org/10.1145/253607.253660.

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Rubin, Zak, and Sri Kurniawan. "Speech adventure." In the 6th International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2504335.2504373.

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Sullivan, Anne, and Emily K. Johnson. "BeadED Adventures." In TEI '19: Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3294109.3300997.

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Robertson, Judy, and Keiron Nicholson. "Adventure Author." In the 6th international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1297277.1297285.

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Kuang, Quincy, Jiaxin Zhang, and Stefania Druga. "Ballbit Adventure." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356982.

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Wei Huang, Sin, and Wei Chi Chien. "Taking a Romantic Adventure Together: Explore the Design of Virtual Travelling for Couples in Long-Distance Relationships." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002076.

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This research explores the design possibility to create an online adventure for couples in long-distance relationships. Three missions – intensive eye contact, future planning, and cooperative work – were designed and realized on a virtual space on gather.town. Two couples participated in the user test. The result shows two different practices of couples to solve a joint problem and potential and concerns when designing adventurous experiences to enhance couples’ joint activities.
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Unknown. ""Calakmul: the adventure"." In ACM SIGGRAPH 2008 new tech demos. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401615.1401624.

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Kamata, Yuichiro, and Nobu Masuda. "Cyber space adventure." In ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/259081.259189.

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Reports on the topic "Adventure and adventures"

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DeNies, Ramona. Close Enough: Adventures in Fact-Checking. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.5553.

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Kosova, A. A., D. A. Kameshkov, N. O. Kuchkin, M. E. Mamaev, and A. E. Makarov. Interactive simulator "Steve's adventures in Russia". SIB-Expertise, November 2021. http://dx.doi.org/10.12731/er0501.22112021.

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Электронный образовательный ресурс «Приключения Стива в России» (Игра) представляет собой диалоговый тренажер. Игра - некоммерческий продукт информационной и профилактической направленности, позволяющий сформировать у подростков приверженность к вакцинопрофилактике инфекционных болезней и укрепить безопасные стереотипы поведения в период пандемии СOVID-19.
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Fernández-Villaverde, Jesús, Grey Gordon, Pablo Guerrón-Quintana, and Juan Rubio-Ramírez. Nonlinear Adventures at the Zero Lower Bound. Cambridge, MA: National Bureau of Economic Research, May 2012. http://dx.doi.org/10.3386/w18058.

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Robinson, Shirley. Adventures in city data: An ethnographic story. Gauteng City-Region Observatory, December 2022. http://dx.doi.org/10.36634/rplr3362.

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Traill, Helen, Deirdre Shaw, Stephanie Anderson, Andrew Cumbers, Robert McMaster, and Natalie Marr. Baltic Street Adventure Playground Establishing a Community Food Hub. University of Glasgow, 2020. http://dx.doi.org/10.36399/gla.pubs.217178.

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Harmon, Jennifer. On the Fringe: Adventures with Minimal Waste, Convertibility, and Budget. Ames: Iowa State University, Digital Repository, 2014. http://dx.doi.org/10.31274/itaa_proceedings-180814-976.

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Hirlekar, Aditya. Life Adventures- an interactive game-based learning application for children. Ames (Iowa): Iowa State University, May 2024. http://dx.doi.org/10.31274/cc-20240624-956.

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Pagano, Justin Kane, and Jaqueline Loetsch Kiplinger. Adventures in Actinide Chemistry: A Synthetic Journey at Los Alamos National Laboratory. Office of Scientific and Technical Information (OSTI), June 2018. http://dx.doi.org/10.2172/1441273.

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Baluyut, John. Cellulose and cellobiose. Adventures of a wandering organic chemist in theoretical chemistry. Office of Scientific and Technical Information (OSTI), April 2012. http://dx.doi.org/10.2172/1048525.

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Pagano, Justin. Adventures in Actinide Chemistry: A Year of Exploring Uranium and Thorium in Los Alamos. Office of Scientific and Technical Information (OSTI), January 2016. http://dx.doi.org/10.2172/1234493.

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