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1

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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6

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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Jamieson, Helen Varley. "Adventures in cyberformance." Queensland University of Technology, 2008. http://eprints.qut.edu.au/28544/.

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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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Fleetwood, Carolyn. "Imarill of the star : an illustrated children's novel." Honors in the Major Thesis, University of Central Florida, 2002. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/273.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Arts and Sciences
Liberal Arts
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13

Kuhlen, Michael. "Adventures in numerical cosmology /." Diss., Digital Dissertations Database. Restricted to UC campuses, 2006. http://uclibs.org/PID/11984.

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Murray, Claire. "Adventures in supramolecular chemistry." Thesis, University of Reading, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.606405.

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The work presented in this thesis is divided into three distinct chapters covering the chemistry high-nuclearity palladium cages, the many structures of Najera's catalyst compounds and the crystal structures of molecular tweezers and their compounds. The o-palladated, chloro-bridged dimers [Pd2-phenylpyridine(-H) -u-Cl]2 and [pdN,N-dimethylbenzylamine(-H)-Cl]2 react with cyanuric acid in the presence of base to afford closed, chiral cage-molecules in which 12 organo-Pd(11) centres, located in pairs at the vertices of an octohedron, are linked by four tetrahedally arranged cyanurator(3-) ligands.
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McCallum, Terry. "Radical Adventures in Photochemistry." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37825.

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A field in bloom: photoredox catalysis has allowed chemists access to highly reactive intermediates via the photo-mediated excitation of transition metal complexes and organic dyes for the mild generation of free radicals. These complexes and dyes are designed based on Nature’s blueprints of light-harvesting biomolecules that transform solar energy (photons) into chemical energy during photosynthesis. Light-mediated chemical activation is regarded as one of the most sustainable forms of chemical activation being that the energy provided by the sun is considered renewable and largely underutilized and presents an attractive avenue for research and development of new transformations that are mild, efficient, and waste-limiting in organic synthesis. Radical chemistry and photochemistry are united in their inherent ability to undergo single (or photoinduced) electron transfers by one-electron reaction modes. Combining these unique fields, photoredox catalysis has emerged as a mild and efficient alternative to classic alkyl radical generation using hazardous initiators and organostannanes. Photoredox catalysis has been dominated by ruthenium- and iridium-based polypyridyl complexes. These complexes are limited by their inherent redox potentials, restricting their reactivity towards relatively activated bonds. Nonactivated bromoalkanes and arenes are considered challenging substrates to engage using redox chemistry and typically only accessible in the realm of organostannane chemistry. Described herein are the efforts towards the discovery of free radical based organic transformations derived from nonactivated bromoalkanes and arenes mediated by photochemical excitation of polynuclear gold(I) complexes as photoredox catalysts. This work represents some of the first uses of a photoredox catalyst in the reduction of substrates having such high reduction potentials and offers a practical and useful alternative to classic radical reactions mediated by initiators (peroxides, persulfates, and azo compounds) and toxic organostannanes (Bu3SnH). Using gold based photoredox catalysts, the research conducted has provided many methodological advancements for the mild and efficient formation of carbon-carbon bonds using nonactivated bromoalkanes and a large collection of radical acceptors. Establishing the use of these photoexcited polynuclear gold(I) complexes in the context of classic radical reactions in organic synthesis was important for their validation as useful photocatalysts. First, the Ueno-Stork cyclization of nonactivated bromoalkanes was used to demonstrate the powerful reducing capabilities of the excited-state gold(I) complexes. Next, a photo-mediated variant of the Appel reaction was described, where the transformation of an alcohol to a bromoalkane was achieved using carbontetrabromide and N,N-dimethylformamide through the intermediacy of a Vilsmeier-Haack reagent. In combination with the hydrodebromination chemistry developed with photoexcited polynuclear gold(I) complexes, a photo-mediated one-pot formal deoxygenation reaction of alcohols was described; a useful alternative to the organostannane mediated Barton-McCombie deoxygenation reaction. Finally, in the field of medicinal chemistry, the functionalization of heteroarenes is of high interest for the discovery of drug candidates and bioactive molecules. In this respect, one of the most useful reactions for the functionalization of heteroarenes by alkyl radicals is the Minisci reaction using silver salts, carboxylic acids, and persulfates. Detailed are the efforts for the development of a photo-mediated redox-neutral improvement of the Minisci reaction, needing only gold(I) photocatalyst and nonactivated bromoalkane in the presence of heteroarenes. Overall, the work described in this thesis represents the push for mild and efficient alternatives to the relatively harsh conditions and/or toxic reagents and byproducts associated with classic radical chemistry. These studies demonstrate the ability to control highly reactive alkyl radical intermediates with the goal of their broader application in synthetic organic chemistry. The use of photoexcited polynuclear gold(I) complexes as potent reductants compared to ruthenium- and iridium-based polypyridyl complexes is illustrated through the genesis of highly reactive alkyl radicals from nonactivated bromoalkanes.
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Aguas, Alexandra. "Tesla's Totally True Adventures." Digital Commons at Loyola Marymount University and Loyola Law School, 2021. https://digitalcommons.lmu.edu/etd/977.

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A half-hour adult animated pilot partially based on eccentric inventor Nikola Tesla. Logline: Brilliant engineering student Dot must keep her boss, famed eccentric inventor Nikola Tesla, out of trouble as his unhinged contraptions wreak havoc on 1920s New York City while he battles his longtime rival, Thomas Edison.
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Syrell, Ryan. "Adventures Close to Home." VCU Scholars Compass, 2017. http://scholarscompass.vcu.edu/etd/4819.

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My work articulates experiences of intimacy and porosity with regard to domestic space. I think of these paintings as fields of interrelatedness which work to dismantle the perceived thresholds between things. The following text brings together the research of my studio practice and a survey of artists, writers, and filmmakers who have charted related spaces of the ordinary, domestic, and porous.
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Bennie, Laurie, Cathy Jo McMaken, Karen R. Schetzina, Robin Fisher, and Jill Fair. "A Rainy Day Adventure." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/5128.

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McMaken, Cathy Jo, Karen E. Schetzina, Gayatri Jaishankar, Robin Fisher, and Jill Fair. "A Harvest Day Adventure." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/5129.

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McMaken, Cathy Jo, Karen E. Schetzina, Gayatri Jaishankar, Robin Fisher, and Jill Fair. "A Safety Hero Adventure." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/5130.

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Tatoušek, Petr. "Na příkladu jednoduché hry demonstrujte principy vývoje aplikací pro platformu Android." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-204061.

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This thesis aims to demonstate Andoid game development principles using an sample ap-plicatiion. The practical part of this work is a standalone implementation of a Java-based text adventure game wirh SQLite for game-data storage. A game framework has been de-veloped which enables you to enter various game-related data and thus play different ga-mes based on the specifics of the input.
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Tatoušek, Petr. "Na příkladu jednoduché hry demonstrujte principy vývoje aplikací pro platformu Android." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-261763.

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Demonstration of the Android application development principles explained on a simple game is a thesis describing in it's theoretical part Android OS. It also briefly describes it's history and especially it's architecture emphasizing on my thesis' part relevant to the practi-cal part of my dissertation. It also focuses on the general applications' architecture princi-ples for this operating system. In the practical part of the thesis I tend to describe the application development principles for Android OS. This is achieved on an sample application. This sample application is an implementation of a text-based adventure game in the Java language. It uses SQLite data-base for storing the game data. There is a game framework which enables entering diffe-rent game data to the database and thus playing different games with divergent game plays.
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Terblanche, Hanri. "Travel motives of adventure tourists : a case study of Magoebaskloof Adventure / Hanri Terblanche." Thesis, North-West University, 2012. http://hdl.handle.net/10394/8232.

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Adventure tourism involves travel and leisure activities pursued with the expectation that they will produce a rewarding, adventurous experience. Adventure tourism can be defined as travel to a destination to participate in adventurous activities in a natural environment. Two categories of adventure are distinguished, namely soft and hard adventure. Soft adventure includes activities such as bird–watching, hiking, camping and horseback riding, and it requires relatively little physical skill and little or no experience. Hard adventure includes activities such as rock climbing, mountaineering, survival games and caving. Hard adventure has high levels of risk and participants are more likely to engage in physically and mentally challenging outdoor activities. Magoebaskloof Adventures is one of many adventure destinations in South Africa where adventure tourists can participate in adventure activities. It is of great value for Magoebaskloof Adventures to ensure that the needs and expectations of adventure tourists are fulfilled. One way to ensure that these needs are met, is to determine what motivates adventure tourists to travel and participate in adventure activities. Knowledge of these motives will assist adventure tourism products to stay competitive and to develop relevant products. A number of researchers have found that certain travel motives can explain the existence of certain adventure tourism products. Motive can also influence or determine the behaviour of adventure tourists visiting different adventure products or destinations. Past research into adventure motives identified important motives such as escape, challenge, fun, social interaction and experience. As little research has been conducted on travel motives for adventure tourism in South Africa, the aim of this research was to determine the travel motives of adventure tourists to Magoebaskloof Adventures. iv A literature study provided the background for the empirical study. A quantitative research approach was followed, with a non–probability sampling method, namely convenience sampling. The research was conducted at Magoebaskloof Adventures for a period of nine months (March 2010 to December 2010). A total of 400 usable questionnaires were received back. The results of the study involved two sections: firstly the profile of the typical adventure tourist was determined; and secondly the travel motives of adventure tourists were determined. The profile indicated that adventure tourists are on average 33 years old, male and English–speaking. They are married, hold a diploma or degree and travel in groups of 1–5. The typical adventure tourist travels 1–3 times a year, drives a sedan vehicle and prefers self–catering accommodation. The factor analysis identified the following seven travel motives for adventure tourists: Factor 1 ? Prestige and status(an increased sense of personal growth, acquiring new skills, the feeling of success after completing the activity, overcoming fear, and interacting with people and/or the environment); Factor 2 ?Group togetherness(participation in a recreational opportunity, family recreation, spending time with someone special, experiencing fun and excitement, and spending time with friends); Factor 3 ?Knowledge seeking(learning about adventure, sharing in the challenge, and educating oneself); Factor 4 ?Escape and relaxation(exploring a new destination, getting away from routine, and relaxing); Factor 5?Photography and attraction(an opportunity to practice photography, continuing a habit of adventure that already started in childhood, and the desire to feel part of an adventure); Factor 6 ? Enhancing relations (participating because friends arranged the activity, participating in order to tell friends about the experience, and participating because the participant has the necessary experience to perform the activity); and Factor 7 ? Novelty(performing the activity before the participant is too old, enjoying the journey with family and friends, and doing ‘something different’). Escape and relaxation was the factor with the highest mean value, and this correlates with other adventure travel motive research as well as research regarding tourists’ motives for visiting nature–based attractions. An analysis of travel motives in v general indicates that Escape and relaxation is commonly an important travel motive. Magoebaskloof Adventure focuses more on soft adventure, and the travel motives of participants in this research will therefore differ from those of consumers of hard adventure products. The latter are motivated by aspects such as thrill, challenge, fear, terror, risk, daring, adrenaline, journey, expedition, excitement and success, to name a few. Group togetherness was also identified as a strong motivating factor, and existing nature–based research confirms this as an important motive to travel. In conclusion, this study found that there are differences between the travel motives of tourists to Magoebaskloof Adventures ? which provides soft adventure tourism products ? and the travel motives of tourists who pursue hard adventure activities. The results of this research can assist Magoebaskloof Adventures in the development of feature adventure tourism products and focused marketing material.
Thesis (MA (Tourism Management))--North-West University, Potchefstroom Campus, 2012.
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Ghurbal, Victoria A. "'Communicating adventure' : a semiotic investigation of the UK adventure subculture of motorcycling consumption." Thesis, University of Huddersfield, 2008. http://eprints.hud.ac.uk/id/eprint/2062/.

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Changing cultural trends and increasing pressures and constraints on everyday life have led to a proliferation in the uptake of adventure pursuits in Western society. People are increasingly drawn to involvement in subcultures of high-risk extremity and adventure, and manufacturers, marketers and the media are commonly reflecting a discourse that ‘commodifies’ adventure experience in their wider cultural products and brands. This growth in the consumption of adventure has created an opportunity, and a necessity, for researchers, academics and practitioners alike to become involved in the development of adventure-leisure research and theory. This study takes the UK motorcycling subculture of adventure consumption as a unit of analysis, and employs a ‘holistic’ cultural approach to investigate meaningful consumption processes within, and relative to it. Specifically, it focuses on the role of consumers in contributing to the cultural world of motorcycling adventure consumption as well as the significance of manufacturers, service suppliers and marketers in producing and conveying it. This is achieved through employment of an ‘interpretive semiology’ research philosophy, in which a number of pioneering semiotic and narrative techniques are used and developed, to identify the key communication codes and myths that drive the construction and movement of meaning within, and relative to this consumption subculture. An ‘outside in’ approach is employed to understand the subculture from a wide crosssection of related discourse, and this is combined with an ‘inside-out’ approach, which focuses on the motorcyclist consumer psyche, on consumer involvement in motorcycling activity and use of signifying props, spaces and stories for the construction and signification of meaningful motorcyclist self-identity. Also this approach examines the role of manufacturers, service suppliers and marketers in constructing and signifying brands that purvey cultural messages and construct categories of motorcycling subculture. The results highlight that although UK motorcycling adventure subculture is enshrined with a very rich cultural heritage, it is dynamic in nature, and cultural changes can be identified by analysis of key cultural communication codes and myths. These codes and myths are influenced, and driven, by an interrelationship that exists between consumers, manufacturers, service suppliers, marketers and wider popular cultural discourse and media. They all exist in the same culturally constituted world and meaning is generated and signified through common market places and market stimuli. Overall, this study provides a contribution to adventure-leisure and interpretive, cultural consumer behaviour research and it employs and develops pioneering semiotic and narrative methodologies. It demonstrates how the field of semiotics, with rich theoretical and sometimes complicated underpinnings, can be applied in this context to achieve significant theoretical and practical implications.
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Lynch, Donald F. "An Examination of the Scope and Variety of Adventure Therapy Services within the State of Maine." Fogler Library, University of Maine, 2005. http://www.library.umaine.edu/theses/pdf/LynchDF2005.pdf.

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Dindar, Samima. "Alexandre goes south: A novel – and – An essay, ‘The modern adventure novel’." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2017. https://ro.ecu.edu.au/theses/2008.

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When asked what sort of novel I was writing, I always said ‘a modern adventure novel’. And then I began to question myself about the meaning of these three words together, the substance and the definition of a modern adventure novel. Does such a thing exist? In my novel ‘Alexandre Goes South’, Alexandre is a thirty-year-old Parisian from a family that enjoy wealth and privilege, facts that provide a setting but play only incidental roles in the events that unfold. Alexandre goes through a series of crises, which propel the journey that launches him onto the road to manhood. The novel begins at the exact moment of suffering, after a break-
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Sharp, Jason Reid. "Adventure in the Classroom: Role and Practices of Adventure Therapy in School Counseling Curriculum." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248494/.

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The purpose of this study was to explore the role and impact of adventure therapy (AT) on student development and to identify the greatest challenges to the implementation of AT in schools. The Delphi method was used to generate consensus of opinion within a group of experts in the field of adventure therapy and school counseling. Purposive sampling was used to identify the members of the expert panel and the definition of consensus was set at 80% for each item. Content and descriptive analysis were used to develop representative statements from participant responses between rounds. Ten Caucasian respondents, 6 men and 4 women, having met at least one of the expert criteria for the study, completed three rounds of participation which resulted in the attainment of consensus on 36 items addressing the role of adventure therapy in school counseling and the impact of AT in the areas of academic/career and social/emotional development. Twelve challenges to the implementation of AT in schools were identified and put in rank order. According to the results, experts believe adventure therapy has the greatest impact on social connectedness, problem solving, and student engagement in schools. Access to appropriate training in AT, administrative support, and funding were identified as the three greatest challenges to the implementation of adventure therapy in schools.
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Lapin, Joseph A. "The Adventures of James Tully." FIU Digital Commons, 2011. http://digitalcommons.fiu.edu/etd/349.

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THE ADVENTURES OF JAMES TULLY is a novel in stories depicting James Tully's experience growing up in the light of his mother's mental illness and the discovery that his family has secrets important to his understanding of himself. After trying to negotiate these difficulties in his working class home town of Clinton, Massachusetts, he embarks on a search for the place where he really belongs. THE ADVENTURES OF JAMES TULLY spans the protagonist’s life from the age of ten through the period following his graduation from college at twenty-one. The book is divided into three sections. As is typical in the bildungsroman form, the protagonist is a young man who forsakes his home in the search for experience and spiritual enlightenment. Ultimately, James builds a new sense of self as he moves from seeing his world as horrible and frightening to finding in it the promise of beauty.
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Afram, Rabi. "Puzzle Design in Adventure Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.

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This thesis investigates the level of difficulty of puzzles in the adventure games and the implications thereof. The thesis contains an in-depth background, and a brief history about the genre. It brings up the main problem of the genre and looks into both the cause and effect that follows. To support this process, an analysis has been made of design documents and a survey was issued on the subject of adventure game puzzles.
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Huisman, Ronald. "Adventures in international financial markets." [Amsterdam] : Maastricht : Thela-Thesis ; University Library, Maastricht University [Host], 1999. http://arno.unimaas.nl/show.cgi?fid=6716.

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Gladstone, Ryan. "Ubu Roi : a directorial adventure." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/46672.

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This thesis explores the process undertaken and the challenges encountered in staging Alfred Jarry’s Ubu Roi as part of the UBC Department of Theatre and Film’s season at the Frederic Wood Theatre, March 20 to April 5, 2014. As outlined in the following pages, I attempted to find a way to honor the controversy wrought by the original production in 1896 in a theatrical ecology where shocking an audience is extremely challenging. By drawing inspiration from Ubu’s Paris premiere and also from the plays origins in a collective schoolboy imagination, I created a framework within which we presented our interpretation of Jarry’s classic play.
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Pfeiffer, Markus Johannes. "Adventures in applying iteration lemmas." Thesis, University of St Andrews, 2013. http://hdl.handle.net/10023/3671.

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The word problem of a finitely generated group is commonly defined to be a formal language over a finite generating set. The class of finite groups has been characterised as the class of finitely generated groups that have word problem decidable by a finite state automaton. We give a natural generalisation of the notion of word problem from finitely generated groups to finitely generated semigroups by considering relations of strings. We characterise the class of finite semigroups by the class of finitely generated semigroups whose word problem is decidable by finite state automata. We then examine the class of semigroups with word problem decidable by asynchronous two tape finite state automata. Algebraic properties of semigroups in this class are considered, towards an algebraic characterisation. We take the next natural step to further extend the classes of semigroups under consideration to semigroups that have word problem decidable by a finite collection of asynchronous automata working independently. A central tool used in the derivation of structural results are so-called iteration lemmas. We define a hierarchy of the considered classes of semigroups and connect our original results with previous research.
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Matthews, Susan C. "Adventure Playgrounds vs Traditional Playgrounds." UNF Digital Commons, 1985. http://digitalcommons.unf.edu/etd/55.

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A comparison between the traditional American playground with the adventure playground clearly shows the superiority of the latter in meeting the play needs of children. This study explores the history and characteristics of both types of playgrounds. Research also focuses on children's play needs and how playground design affects these needs. Adventure playgrounds as public school playgrounds offer a wider range of play experiences than can the traditional school playground and can enhance academic learning. Inservice training for educators can facilitate an understanding of the concept of the adventure playground and the teacher's role as play leader. Enlisting community support and involvement may lead to the use of the playground after school hours and during the summer which would result in maximum benefit for the children.
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Dundee, George Benjamin. "Adventures in Heterotic String Phenomenology." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1281461483.

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Mohlman, Nate. "A TECHNICAL DIRECTOR'S EVERLASTING ADVENTURE." OpenSIUC, 2021. https://opensiuc.lib.siu.edu/theses/2849.

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This thesis is intended to guide the reader through the production process for Southern Illinois University Department of Theater’s 2021 production of Tuck Everlasting: The Musical. The document follows the journey of a technical director’s process through preproduction, design development, production process, and postproduction reflection. By joining the adventure through the backstage experience of the production process one should come to understand the work needed to produce a theatrical production.
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Eleftheriadou, Ioulia. "Intra-Adventure : Choreographing Arctic Landscapes." Thesis, Umeå universitet, Arkitekthögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-133145.

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37

Silverman, Joel Samuel. "Adventures in group 13 chemistry /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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38

Kirk, Andrew. "Arbitration: Choose your own adventure." Thesis, Kirk, Andrew (2012) Arbitration: Choose your own adventure. Masters by Research thesis, Murdoch University, 2012. https://researchrepository.murdoch.edu.au/id/eprint/22779/.

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This thesis explores the competing jurisdiction of courts and tribunals in situations of an alleged arbitration agreement. The primary purpose of this thesis is to illustrate how careful dispute planning at the front-end of a commercial arrangement can reduce the harm caused by any future dispute. In particular, this thesis illustrates how a well-considered arbitration clause will provide flexibility to suit the individual circumstances of each party and increase the likelihood of an enforceable award. A case study is introduced in Chapter Three and referred to throughout subsequent chapters to demonstrate some of the problems which parties may experience when future disputes are not carefully planned for in advance. This thesis provides a detailed discussion of: • arbitration in both a global and Australian context; • the law which will govern the arbitration agreement, the arbitration proceedings and the enforcement of any award; • the requirements of a valid arbitration agreement; • the preliminary jurisdiction dispute which may emerge when the nature of the jurisdiction objection raises issues as to whether the court or the tribunal should hear that jurisdiction objection; • the jurisdiction dispute itself, in particular the consent requirement in light of the doctrine of separability; and • the remedies and reviews available in arbitration.
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Kane, Maurice J., and n/a. "New Zealand�s adventure culture : In Hillary�s steps : a Bourdieusian exploration." University of Otago. Department of Tourism, 2009. http://adt.otago.ac.nz./public/adt-NZDU20090422.141858.

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Historically adventure has been associated with successful, yet, dangerous endeavours that expand the knowledge, wealth, reputation, or safety of society. Previous research would suggest that the practices and stories of adventure have guided and benchmarked societal morals and ideas considered common �truths�. In New Zealand, society�s understandings of adventure are entwined with a mythologised cultural identity based on the egalitarian minded and physically active, outdoor pioneering male. These ideals were complimented and presented as a global representation of New Zealand by Sir Edmund Hillary�s successful climb of Mount Everest in 1953. The purpose of this thesis is to examine New Zealand�s understandings of adventure since 1953. The thesis centres its enquiry on a group of individuals who have obtained social distinction as adventurers, seeking to scrutinize in their adventure practice and narratives, adventure understandings that are legitimised or invalidated. Sociologist Pierre Bourdieu�s theoretical concepts guide the enquiry approach. Bourdieu sought to transcend the false antinomy of sociology that presented dualist perspectives, such as the individual and society, conceptualising all practice in a dynamic matrix of relational social space. The individuals with distinction as adventurers personify the socially recognised and valued features of adventure. Equally, however, an amalgamation of features does not infer a definitive understanding. The substance of understandings, Bourdieu suggests, is in the relational strategies, consistencies, transformations, and knowing misrecognitions that frame the features of a practice in a social space. The research process adopted to examine the adventure understandings was a biographical narrative approach. The contention of this approach being, that in stories of life experience individuals with adventure distinction construct self and social meaning. The published autobiographical adventure narratives, media interviews, and related accounts of 12 New Zealand adventurers provided the initial research material. Additionally, nine of the adventurers took part in research interviews. The interpretation of the research material was framed by three of Bourdieu�s prominent conceptual ideas; the development of �habitus�, the struggle for �capital� in the field of adventre and the legitimacy of �distinction�. This interpretation was facilitated by theories related to adventure and leisure practice, the risks and contexts of adventure, and to individual, subcultural, and social identity. By applying a Bourdieusian lens on the practice and narratives of New Zealand adventurers with distinction, this thesis illuminates new aspects of New Zealand�s cultural understandings of adventure. It revealed a contested and relational struggle to have some practices legitimised as adventure and others devalued as contrived common thrills, or fortuitously survived reckless epics. A practice that typifies the thrill spectrum is �Bungy Jumping�, the contemporary global representation of adventure in New Zealand. In regard of epic practices, topical through the period of adventure interviews was the 2004 motion picture �Touching the Void�. Although this involved English climbers in South America in the 1980s, it has retained global prominence as a modern adventure/survival epic. The interpretation of this contested adventure space details the valued and recognised features that construct New Zealand�s understandings of adventure. The findings also provide an empirical basis for the equally valued misrepresented adventure understandings related to injury, exclusivity, and normalisation of practice. Additionally, the research interpretation indicates the potential for transformation of adventure understandings. Finally, although the study is situated within a specific social and historical context, it contributes to the on-going exchange of meanings about adventure, especially in relation to outdoor practice, in contemporary society.
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Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.

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In this paper, I survey past and present tools available to text adventure game authors, and then describe a new product: the Text Adventure Design Assistant (TA DA!), a visual programming system for creating text adventure games. My system consists of two parts: an abstract framework which defines an archetypical game, and a user interface which allows for the construction of games in a visual manner by manipulating the elements of the abstract game to produce a concrete design. The two most popular contemporary programming languages for creating text adventure games, TADS and Inform, are compared and contrasted, and my abstract framework is adapted to both of these languages. The traditional pencil-and-paper design process used by adventure game authors is studied and its application to the development of TA DA! is described. Finally, the implications of TA DA! and similar advances in visual programming are discussed and I predict future trends in the design of both adventure games and other application domains based on this work.
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Jansson, Robin. "Silence in Adventure Games and Space." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5033.

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As video games have evolved, the focus on impressive graphics and surround-sound has become increasingly prominent. Stepping away from their roots, video games have toned down the interaction and put the cinematic parts of the experience on the forefront. However, some games stand outside the norm, taking down the sound-level to a minimum, even going as far as removing text entirely. In my essay, I explore the functions of silence, specifically in two works: the computer game Machinarium, and 2001: A Space Odyssey, the film, along with the novel. By analyzing these works, I highlight how silence can have widely different effects on how the users experience the work. Employing different techniques, the authors manipulate the experience, using visuals as well as audio to increase the sense of immersion and connectedness to the characters on screen. In my essay, the close ties between video games and film is central, and it discusses how the former has been influenced by the latter. Comparing the use of silence to techniques found in literature, I discover surprisingly many similarities to the narrative techniques used there. My research shows that video games employing silence can, even while being influenced by more cinematic media, still retain its core essentials and provide an experience that encourages exploration and imagination of the individual user.
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42

Barter, Christopher. "The Existential Adventures of Sal Jones." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BarterC2007.pdf.

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43

Buckles, Mary Ann. "Interactive fiction : the computer storygame adventure /." Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.

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44

King, Christopher Paul. "Emotion and adventure therapy : A model." Thesis, University of Canterbury. Psychology, 1998. http://hdl.handle.net/10092/6967.

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The cognitive zeitgeist within the psychotherapy literature of the last decades has tended to obscure the role of emotion, emphasising instead the role of cognition and behaviour in psychotherapeutic change. It seems anomalous that clinically oriented psychologists should have neglected emotion to such a degree, as emotional distress of one type or another is the currency of psychotherapy. Concurrent with the neglect of emotion in the psychotherapy literature, within general psychology there has been a resurgence of interest in emotion as a fundamental aspect of human experience. Following the course set by Jeremy Safran & Leslie Greenberg, the individuals who have alerted the psychotherapeutic community to the need for cognisance of the general psychology work on emotion, an attempt has been made to form an amalgam which acknowledges both the therapeutic and academic knowledge about emotion. That is the first element of the discussion presented below. The second major element is Adventure Therapy. Adventure Therapy, as a means of addressing difficulties of various sorts, has been a part of the therapeutic landscape for almost one hundred years. There has been a recent resurgence of interest in Adventure Therapy, particularly as the need for alternatives to traditional ‘talking’ therapies for some populations has been recognised. The view taken here is that Adventure Therapy is indeed a form of psychotherapy and not merely a specialised form of recreation undertaken with particular populations. In much the same way as many other forms of therapy, Adventure Therapy is partially defined by the environment, procedures and techniques which constitute the practical aspect of the approach. Behind this is the theory that provides the rationale for the more tangible aspects. For instance, classical psychoanalysis has the unconscious, free association, and the ubiquitous couch, while Adventure Therapy has the outdoors and activities such as climbing, abseiling, kayaking, and tramping. As will become apparent, for Adventure Therapy, it is the activities and the environment within which they take place that is crucial to the therapeutic effect. Most psychotherapeutic schools, to greater or lesser degrees, have attempted, in the course of their theorising, to say something about the role of emotion. This does not appear to be the case for Adventure Therapy. By way of redressing this notable deficiency, the discussion below draws on the implications that stem from a synthesis emerging from both the therapeutic and academic literatures. Chapter 1 is an introduction to Adventure Therapy with particular emphasis on the existing theoretical models which have been applied to Adventure Therapy. Also discussed are the types of programs which exist and the populations to which they are directed. Similarly, Chapter 2 delineates a number of features of emotion drawing on the general academic research and theory. Chapter 3 outlines the ways in which various psychotherapeutic schools have conceptualised emotion. The emotional change processes which contribute to the purported psychotherapeutic effect are also examined. Chapter 4 describes the general therapeutic implications that emerge from the synthesis of the therapeutic and academic literatures. Chapter 5 is an examination of two particular bodies of research that relate to both emotion and adventure; coping and risk-taking. The purpose of this chapter is to demonstrate that the academic research provides some useful signposts as to the role of emotion in Adventure Therapy particularly with regard to the complexity of the factors which may need to be considered when examining adventure specifically. However, what also becomes apparent are the limitations of scope and methodology that will need to be addressed for research within the Adventure Therapy context. Chapter 6 presents a model of the role of emotion in Adventure Therapy. The model, essentially an ecological constructivist analysis, draws on the preceding chapters and is designed to provide a starting point from which a research program can be undertaken. It suggests that the activities and processes which are inherent parts of Adventure Therapy provide an adaptive context within which emotion plays a central therapeutic role by way of its ability to penetrate multiple aspects of being.
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45

Varley, Peter. "The rationalisation and commodification of adventure." Thesis, Manchester Metropolitan University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.422403.

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This thesis contrasts the ideal of the adventure as drawn from historical-theoretical sources with the new socio-cultural form of the commodified adventure, exemplified in outdoor leisure products such as guided white water rafting, rock climbing courses and commercialb ungeej umps. It is proposedt hat, whilst the original form generatesa `taken for granted' meaning of adventure involving responsibility for ones self, the experience of uncertaintya nd personalc ommitment,t he latter kind of `adventure-as-commodityi's one of bounded responsibility, managed risks (removed uncertainty) and mere financial commitment. The meaningo f adventure,i t is suggestedh, as beenh ollowed out in order to make it palatable for consumption in the competitive marketplace. In an effort to understand the place of the adventure in late modernity, the plight of the individual is considered as they search for some respite from the monolithic structural constraints of `high' modernity. The classicala ccountso f disenchantmenitn Weber's iron cagea re contrastedp rimarily with the work of Georg Simmel, underpinned throughout by Nietzsche's ideas on the need for tensions between Apollonian and Dionysian social forms in healthy societies. The escapea ttemptso f the leisure adventurersa re thus characterizedin the study as part of the messy, complex aspect of modernity which thrives in between the regulative structural aspects which impinge on everyday life. This is the so-called forgotten broken ground of the other modernity as Lash describes it. In an effort to better understand the meanings derived from such escape behaviours, this empirical study of adventurers-atleisure examines the world of the sea kayakers on the Isle of Anglesey in North Wales. A selection of data from studies of members of informal kayaking groups and consumers/professionaplr oviders is presented.T his is then analysedi n terms of the paradoxical problem of the `original' meaning of adventure contrasted with the commodified,r isk-removedv ersionss old to consumersa nd the form createdb y the independents eak ayakersw ho choosen ot to use the servicesf or sale. The conclusion is that there are adventure-like experiences available to all in all kinds of adventures ettings,a nd that momentaryf eelings of belongingnessa nd collective excitementa re accessibleth rough membershipo f temporary leisure protocultures (thiasos). The original adventure, however, is far more elusive, demanding as it does a willingness to break through beyond the expert systems and support structures which comfort the consumer of commodified adventure. Moments of letting-go; of self and of othersa re realiseablee ven in the commercial situation, but responsibility for the outcome is taken by a paid professional. Commodified adventure threatens to succumb to the Apollonian progression toward control and regulation, so that those who seek adventure but do not find its authentic form may increasingly turn toward more dangerous and socially damaging outlets for their spirit.
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46

Konečný, Michal. "Interaktivní prostředí pro vývoj adventure her." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-235463.

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The aim of this thesis is to develop PC-based integrated development environment that would allow to interpret the resulting adventure game on the Android platform. This thesis describes the theory of adventure games and their history. It deals with the design and implementation of a library, that is used in other applications developed in this thesis, a development environment and platform interpreter for Android. It also describes the sample game created in the development environment. At end it contains testing of development environment and sample game on interpreter for the Android platform.
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Antognini, Joseph M. "Adventures in the Kozai-Lidov Mechanism." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1450697815.

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48

Armenov, Roman. "Strategická analýza společnosti Adventure World, s.r.o." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-264361.

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This thesis focuses on strategic analysis of the company Adventure World s. r. o. operating escape games in Prague. The goal of the thesis is to suggest strategic recommendations for further company development. The theoretical part deals with defining basic terminology and describing process of strategy formulation. In the practical part analytical tools described earlier are applied to analysis. In order to analyze external environment, the PEST framework is used. To illustrate the industry environment, 5 competitive forces analysis, map of strategic groups is used. In examining the internal firms conditions, the strategic resources and capabilities are identified through the value chain framework. Analyses findings are summarized in SWOT matrix, then strategy alternatives are generated. In conclusion, the author suggests the wording of the organization mission and updated vision, strategic goals, then author specifies actions, that are meant to fulfill those goals.
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Molino, Nicolene Chloe. "Dog wars : a Victorian steampunk adventure." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1001815.

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We're in an alternate universe, circa Dickensian London. Leofric Lieven, a local crime lord, is about to find the past catching up on him. The Romany Carnival has come to town, and a gypsy woman, his former lover and partner in crime, demands from him a favour which will redress his betrayal of years before: he must secure a stolen object and return it to her. But things go horribly wrong when local delivery boy Cards Bennish is kidnapped by Leofric’s competitor before he can deliver the goods that will cover Leofric's debt to the gypsy. In this world, humans can shape shift into animals, entirely or only partially, dog fighting is the favourite pastime for high stakes betting, and power belongs to the highest bidder. The gypsy’s final bet, for the highest stakes yet, will seal the fates of a number of people, for better or worse
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50

Haussmann, Philip Christof. "Some adventures in dynamic covalent chemistry." Diss., Restricted to subscribing institutions, 2008. http://proquest.umi.com/pqdweb?did=1782063151&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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