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1

Dufraigne, Pierre. "Adventus Augusti, Adventus Christi. Recherche sur l'exploitation idéologique et littéraire d'un cérémonial dans l'Antiquité tardive." Paris 4, 1991. http://www.theses.fr/1990PA040134.

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On étudie dans un premier temps le développement du cérémonial de l'aduentus a Rome depuis les origines jusqu'à la fin de l'Empire. On insiste particulièrement sur l'organisation du cérémonial a l'époque impériale, sous une forme civile et sous une forme militaire. La dynastie des sévères voit l'emporter ce dernier aspect d'où un rapprochement entre l'aduentus et le triomphe. Quand la conversion de l'Empire au christianisme élimine la célébration officielle du trilmphe, c'est une sorte d'aduentus trilmphal qui le remplace. Dans la bible, l'aduentus apparait aussi, sous des formes spécifiques. Dans la littérature païenne des IIIe et IVe siècles, l'aduentus est devenu matière a description ; on peut en établir une thématique, et constater son application dans différents genres littéraires. Cette thématique s'étend à l'accueil de l'âme aux enfers et a l'apothéose. La conversion de l'Empire au christianisme entraîne une christianisation de l'aduentus. Difficile à cerner dans le cas de l'aduentusaugusti, elle est manifeste dans la réception des dignitaires de l'église, des saints hommes, des hôtes dans les monastères, des reliques. Appliquée au Christ, la notion d'aduentus prend une toute autre ampleur. Dans la littérature patristique, on constate l'influence de l'aduentus augusti sur les représentations de l'aduentus christi, mais on sent toujours le souci de bien les distinguer, voire de les opposer. On remarque à l'égard de tels rapprochements, une reticence
The author first deals with the development of the ceremony of aduentus in Rom from the ancient times to the end of the Empire. He lays stress on the organisation of the ceremony in imprial times, when it assumes a civil and military form. This latter form prevails during the severian dynasty, and the aduentus looks like a triumph. When the conversion of the roman state to christianity makes an end to the traditional celebration of the triumph, a triumphal aduentus becomes a substitute for ti. In the bible also, there are particular forms of aduentus. In pagan latinity of the iiid and ivth centuries, the aduentus has become a descriptive matter. It is possible to make up a "thematic" of it and to find an applying ofit in various forms of literature. This "thematic" is used also in descriptions of the descent to hell and the apotheosis. With the conversion of the roman world to christianity, there is a "christianisation" of yhe aduentus. Difficult to detect in the aduentus augusti, it is clearly noticeable in the welcome of ecclesiastical dignitaries, of holy men, of relics. When it concerns christ himself, the aduentus becomes much more significant. The aduentus christi is sometimes pictured as an aduentus augusti, but the author is always worry about expressing the disparity between them. About such comparisons can be noticed a kind of reticence which lessens with the more and more effective
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Twyman, Susan Erica. "Papal ceremonial in the twelfth century with special reference on Adventus." Thesis, Queen Mary, University of London, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.267289.

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Lloyd-Jones, Glyn Francis Michael. "Britain after the Romans : an interdisciplinary approach to the possibilities of an Adventus Saxonum." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1019806.

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In the fifth century, after the departure of the Romans, according to tradition, which is based on the ancient written sources, Britain was invaded by the Angles and Saxons. This view has been questioned in the last century. The size of the ‘invasion’, and indeed its very existence, have come into doubt. However, this doubting school of thought does not seem to take into account all of the evidence. An interdisciplinary, nuanced approach has been taken in this thesis. Firstly, the question of Germanic raiding has been examined, with reference to the Saxon Shore defences. It is argued that these defences, in their geographical context, point to the likelihood of raiding. Then the written sources have been re-examined, as well as physical artefacts. In addition to geography, literature and archaeology (the disciplines which are most commonly used when the coming of the Angles and Saxons is investigated), linguistic and genetic data have been examined. The fields of linguistics and genetics, which have not often both been taken into consideration with previous approaches, add a number of valuable insights. This nuanced approach yields a picture of events that rules out the ‘traditional view’ in some ways, such as the idea that the Saxons exterminated the Britons altogether, but corroborates it in other ways. There was an invasion of a kind (of Angles – not Saxons), who came in comparatively small numbers, but found in Britain a society already mixed and comprising Celtic and Germanic-speaking peoples: a society implied by Caesar and Tacitus and corroborated by linguistic and genetic data.
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Carcas, Gillian Ruth. "Commentary on compositions : Gyroscope, Song for Joy, The stones of Swinside Fell, Triskele, Adventus amori, The ladies' defence, Ascension, In the glow of the inner light, The fires of being women." Thesis, Durham University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.392819.

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Platts, Adrian. "Seventh-day Adventism and the sanctuary doctrine : deconstructing Adventist identity via a soteriology of hospitality." Master's thesis, University of Cape Town, 2006. http://hdl.handle.net/11427/11297.

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Includes bibliographical references.
The purpose of this dissertation is to upset exclusive and sectarian tendencies in the Seventh-day Adventist Church via an application of Jacques Derrida's notion of hospitality to Adventist soteriology.
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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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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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8

Lazic, Tihomir. "Remnant in koinonia : towards an Adventist version of communio ecclesiology." Thesis, University of Oxford, 2016. https://ora.ox.ac.uk/objects/uuid:96ee05e6-8a4c-4dc0-80de-fefc73a8c009.

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In the last two decades, Seventh-day Adventist scholars have been attempting to articulate a balanced and distinct ecclesiology, aimed at helping the denomination to retain its global unity, maintain its relevance and enable a more fruitful and meaningful interaction with others. No comprehensive account of the church has been developed yet, however. This thesis is intended to facilitate a more rounded and systematically articulated concept of church from an Adventist perspective. Part I presents a thumbnail history of the denomination and considers the advantages and limitations of its standard claim to be the 'remnant', awaiting a pre-millennial parousia. Part II engages with the ideas of some of the ablest communio ecclesiologists of the twentieth and twenty-first centuries and considers their ecclesiological system, built around the concept of koinonia, while Part III examines ways in which their theoretical framework can assist the Adventist community to deal with practical ecclesial issues. Four major proposals are made for deepening Adventist understanding of the nature of church. Whereas the formal structure of communio framework can help Adventists move beyond one-sided, single-metaphor communal self-descriptions, the idea of the church as essentially a koinonia of believers in God can supplement their predominantly functionalist portrayal of the church as herald or messenger. Thirdly, the Adventist notion of truth can be enriched by viewing the community of believers not only as a messenger, but also as an organic part of divine revelation. This makes ecclesiology central to the theological enterprise, intrinsic to the grounding of theological claims and the interpretation of biblical texts. Finally, the development of a richer interpretation of the Spirit's activity in the church is seen as one of the key prerequisites for a fuller, more nuanced account of the church's participation in the life of the triune God. The highlighting of these four aspects, hitherto neglected or underdeveloped in Adventism, and the presentation of tentative solutions to its ongoing ecclesiological problems, form the principal contribution of this monograph.
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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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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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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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Fink, Jerrell N. "Perceptions of seventh-day adventist church ministers toward seventh-day adventist schools." Diss., Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/71197.

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The Seventh-Day Adventist (SDA) Church operates one of the largest private educational systems in the United States. However, throughout the past ten years, there has been a steady decrease in the enrollment of Seventh-Day Adventist schools, although church membership has increased. Previous research has shown that SDA ministers have considerable influence, and have proved particularly influential in decisions regarding SDA schools. Since the educational values of SDA schools are conveyed to the church members by their ministers, it is important for Church leaders to have a knowledge of the values held by their ministers. The primary purpose of this study was to identify the perceptions of the SDA Church ministers concerning the values, effectiveness, fiscal status, and future structure of the SDA schools.
Ed. D.
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15

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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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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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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Medunová, Helena. "Komunikační strategie CK Adventura." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-12469.

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The main objective of the thesis is to outline an advertising campaign for the travel agency Adventura. The paper contains a description of marketing itself, marketing mix and marketing in tourism. Subsequently, it focuses on competitive analysis with competitors' communication behavior, an analysis of the target audience and its definition. The recommended media mix follows, including the detailed budget.
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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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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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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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28

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

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32

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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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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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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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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36

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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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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Thor, Tittin. "Advent i waldorfförskolan." Thesis, Stockholm University, The Stockholm Institute of Education, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-7522.

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Detta är en etnografisk studie i hur adventstiden gestaltas i waldorfförskolan. Syftet är att undersöka hur innebörden i advent tolkas och förmedlas till barngruppen av olika waldorfpedagoger. I waldorfförskolan grundar sig verksamheten på årsrytmen och de högtider och fester som följer den. En övergripande fråga i studien är hur dessa högtider och fester gestaltas i waldorfförskolan när barngruppen representeras av olika religioner och kulturer. Studien baseras på kvalitativa intervjuer med waldorfpedagoger, litteraturstudier samt observationer av sedvänjor och artefakter. I diskussionsdelen redogörs för nya frågor som uppkommit och vidare forskning förelås.

This is an ethnographic research study in how advent is expressed in Waldorf preschool. The purpose is to look into how the meaning of advent is interpreted by the Waldorf preschool teachers and presented to the children. In Waldorf preschool the activities and festivals follow the seasons. My overall question in this study is how the teachers in Waldorf preschools express these festivals when different religions and cultures are represented among the children. The study is based on qualitative interviews with Waldorf preschool teachers, literature studies and observations of manners and customs and artefacts. In the discussion part I describe new questions that have occurred and suggest further research.

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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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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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42

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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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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44

DeNies, Ramona Wynne. "Close Enough: Adventures in Fact-Checking." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/3669.

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These days, fact-checking is a fashionable term in the worlds of both politics and the media. On broadcast news, tickers run below the speeches of politicians, with claims annotated in real-time and occasionally labeled as false. In newspapers like the Washington Post and online information hubs like Politifact.com, writers invoke the term to flag reporting that aims to correct or clarify the public record. At times, "fact-checking" efforts are themselves called out for partisan bias or personal gain. The term is now practically mainstream, used in everyday conversation to indicate disbelief. ("I'm going to have to fact-check you," CNN anchor Jake Tapper said to former Baltimore mayor Stephanie Rawlings-Blake in August 2016, expressing surprise that she was the mother of a 12-year-old.) Given the proliferating parties of interest that now claim to be engaged in some sort of fact-checking endeavor--from policy think tanks to Facebook--it's no wonder that a term originally reserved for the pursuit of journalistic accuracy now suffers from muddied public understanding. This study focuses on fact-checking in the context of print magazines: the media genre that innovated a formal version of the practice nearly a century ago. Magazine fact-checking, unlike the "fact-checking" tickers of broadcast news and newspaper postmortems, focuses not on setting the record straight after the fact, but rather on getting the story right before it goes to print. If a magazine fact-checker does her work well, she'll remain invisible to the reader. And that's because the published story, after her fact-checking, will afford the reader an experience uninterrupted by questionable logic, unreliable sources, or suspect data. Magazine fact-checkers aim for this level of perfection by employing a rigorous process that goes far beyond the verification of names, dates, and numerical figures. To illustrate this process, and explain my personal investment in this craft, I share my own experience working as the head of a city magazine's fact-checking department. To gain perspective on magazine fact-checking as practiced elsewhere in the nation, I interview other fact-checkers, writers, and academics. I also draw on case studies, media history, and personal anecdotes to examine some of the fundamental questions that inform the practice. (Among them: what is a fact? When does information become true? And what are the limits of a fact-checker's pursuit of truth?) In the world of fact-checking, there are best practices in the craft, and nuances to consider. Fact-checking also wades into deeper waters: those of philosophy, ethics, and social bias. But at its core, fact-checking is quite simply an application of critical thinking skills: skills that can be honed, and used for good. At a time when the media has lost the faith of many Americans, the magazine fact-checker can play a critical role in building that trust, one scrupulously vetted story at a time.
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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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47

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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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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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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