Academic literature on the topic 'Citations, maxims'

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Journal articles on the topic "Citations, maxims"

1

Rabb, Intisar. "Islamic Legal Maxims as Substantive Canons of Construction: Hudūd-Avoidance in Cases of Doubt." Islamic Law and Society 17, no. 1 (2010): 63–125. http://dx.doi.org/10.1163/092893809x12472107043920.

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AbstractLegal maxims reflect settled principles of law to which jurists appeal when confronting new legal cases. One such maxim of Islamic criminal law stipulates that judges are to avoid imposing hudūd and other sanctions when beset by doubts as to the scope of the law or the sufficiency of the evidence (idra'ū'l-hudūd bi'l-shubahāt): the "hudūd maxim." Jurists of all periods reference this maxim widely. But whereas developed juristic works attribute it to Muhammad in the form of a prophetic report (hadīth), early jurists do not. Instead, they cite the maxim as an anonymous saying of nonspecific provenance in a form unknown to hadīth collectors of the first three centuries after Islam's advent. This difference in the jurists' citations of the maxim signals a significant shift in claims to legal authority and the asserted scope of judicial discretion, as jurists debated whether and how to resolve legal and factual doubt. While political authorities exercised increasingly wide discretion over criminal matters and used it to benefit the elite, most jurists promoted an egalitarian "jurisprudence of doubt" through insisting on criminal liability for high-status offenders and heightening claims of the authoritativeness and scope of the hudūd maxim as a hadīth.
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Efimov, P. G. "Additions to the orchidaceous part of the «Catalogues of the type specimens of the vascular plants» from Central and East Asia, Siberia and the Russian Far East kept in the Herbarium of the Komarov Botanical Institute (LE)." Novitates Systematicae Plantarum Vascularium, no. 49 (2018): 42–50. http://dx.doi.org/10.31111/novitates/2018.49.42.

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The article represents a description of 23 taxa of orchidaceous plants, which are absent from the «Catalogues of the type specimens of the vascular plants, kept in the Herbarium of the Komarov Botanical Institute» in the sector of Central and East Asia and in the sector of Siberia and the Russian Far East. For one more taxon (Listera savatieri Maxim. ex Kom.), which is mentioned in the published catalogues, we cite missing specimens, which are important for the understanding of this critical taxon. For every name, we give a nomenclatural citation, full data from the herbarium labels of type specimens in LE, and the provenance data from the protologue. The majority of the taxa were described from China and Japan, three taxa were described from Russia, and solitary type specimens originate from North Korea, South Korea. Lectotypes of 2 names are designated: Herminium alaschanicum Maxim., and H. alaschanicum var. tanguticum Maxim.
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SCHIAVINATO, DARIO J., DIEGO G. GUTIÉRREZ, and ADRIANA BARTOLI. "Typifications and nomenclatural clarifications in South American Tagetes (Asteraceae, Tageteae)." Phytotaxa 326, no. 3 (October 27, 2017): 175. http://dx.doi.org/10.11646/phytotaxa.326.3.2.

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During the course of the revision (in progress) of the South American species of Tagetes, we detected the need for nomenclatural clarifications and typifications in order to correct application of taxa´s names. We analyzed protologues, biographies of authors and collectors, original and common materials, and morphological traits. As a result we clarified author citations of T. anisata and T. pseudomicrantha, and type localities of several taxa. In addition, we designated 12 lectotypes and two epitypes for the following plant names: T. anisata, T. bonariensis, T. campanulata, T. dianthiflora, T. mandonii, T. maxima, T. microglossa, T. multiflora var. rupestris, T. peduncularis, T. porophyllum, T. pseudomicrantha, T. tenuifolia, and T. zypaquirensis.
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Chevallier, Max-Alain. "Sur un Silence du Nouveau Testament: l'Esprit de Dieu a l'Oeuvre dans le Cosmos et l'Humanite." New Testament Studies 33, no. 3 (July 1987): 344–69. http://dx.doi.org/10.1017/s0028688500014326.

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‘L'Esprit du Seigneur a rempli l'Univers et lui qui maintient tout dans l'unité, il connaît toute parole.’ Tel est l'introït de la fête de la Pentecôte dans la liturgie de l'Eglise catholique latine; c'est une citation du livre de la Sagesse (1. 7). La thèse d'une omniprésence de l'Esprit saint s'est trouvée, au cours des siècles, développée dans différentes directions. Sensible à la question de la vérité, le Moyen-Age aimait commenter une maxime datant du 4e siècle: ‘Toute vérité, quel que soit celui qui la dise, vient du Saint-Esprit.’ Préoccupé de la sécularisation contemporaine, le Concile Vatican II disait: ‘L'homme, sans cesse sollicité par l'Esprit de Dieu, ne sera jamais tout à fait indifférent au problème religieux.’ Et, soucieux comme toute notre génération de la justice dans la société, il affirmait: ‘L'Esprit de Dieu qui, par une providence admirable, conduit le cours des temps et rénove la face de la terre, est présent à [l'] évolution [des mentalités dans le sens du progrès social].’
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5

Holstein, Norbert, Sarah el Tamer, and Maximilian Weigend. "The nutty world of hazel names – a critical taxonomic checklist of the genus Corylus (Betulaceae)." European Journal of Taxonomy, no. 409 (February 28, 2018). http://dx.doi.org/10.5852/ejt.2018.409.

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Hazelnuts (Corylus L.) are the source of one of the globally most important nut crops. Despite their economic and cultural importance, taxonomic knowledge is poor, even the number of species is equivocal. Weak morphological differentiation, the inconsistent taxonomic treatment of horticultural selections and cultivars, and uncritical regional treatments generated a multitude of names. The situation is further complicated by an ancient history of use (at least 10 400 years), trade (at least 4000 years) and domestication (at least 2000 years). Here, we present an annotated checklist of the taxa in the genus Corylus based on an extensive literature review, electronic database research, and visits to some European herbaria. Full citations are given for all names, typifications are provided for the majority of them. Cultivars are listed if described under the rules of the ICN. We designate lectotypes and neotypes for 28 names, and discuss the identity of enigmatic C. maxima Mill., a taxon not known from the wild.
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Maroyi, Alfred. "Short Communication: Ethnobotanical study of wild and cultivated vegetables in the Eastern Cape Province, South Africa." Biodiversitas Journal of Biological Diversity 21, no. 9 (August 8, 2020). http://dx.doi.org/10.13057/biodiv/d210908.

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Abstract. Maroyi A. 2020. Short Communication: Ethnobotanical study of wild and cultivated vegetables in the Eastern Cape Province, South Africa. Biodiversitas 21: 3982-3988. Vegetables are an important component of agricultural biodiversity required for providing a wide range of ecosystem goods and services. The current study was undertaken in the Eastern Cape Province, South Africa to document wild and cultivated vegetables. Research data were collected by means of interviews and field surveys carried out in different seasons with one hundred and thirty-eight randomly selected participants. During the interviews, we documented information on names of edible vegetables, uses, plant parts consumed, and their preparation. A total of 32 species belonging to 26 genera and 15 families were recorded in the study area. The plant families with highest number of vegetable species were Amaranthaceae, Asteraceae, and Solanaceae with at least four species each. The main uses of vegetables identified in the study area were leafy vegetables (59.4%), edible fruits and tubers (21.9% each), culinary herbs or spices (12.5%), edible seeds (9.4%) and edible stems (6.3%). The species which were categorized as important with relative frequency of citation (RFC) values >0.3 were Brassica oleracea, Solanum tuberosum, Cucurbita moschata, Spinacia oleracea, and Cucurbita maxima. Both vegetable species collected from the wild and conventional vegetables cultivated in home gardens are important to livelihoods needs of the local people.
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7

Leishman, Kirsty. "At Our Convenience." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1730.

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I have recently resigned from my casual job at a convenience store where I worked for over five years. During the farewells that took place as I finished my last shift, one of my co-workers asked me if I had any regrets about leaving, and whether there were any fond memories I could recall from the period of my employment. For those of you who have had the somewhat dubious pleasure of working at the lower end of the retail food chain, you'll know that my co-worker could not possibly have been expecting a serious answer to her enquiry. Working in a convenience store is mind-numbing at the best of times, and even if you think you have an iota of intelligence, there are plenty of customers and employers willing to disabuse you of this self-deluding pretension on your part. Despite the facetious quality of my co-worker's question, this article does offer her an answer, but my approach has less to do with memories about the work as such, as it does about the play that went on alongside the work, in order to endure the work. In The Practice of Everyday Life, Michel de Certeau speaks of the art of making do as practiced by individuals as they go about their everyday life. He introduces a clear distinction between his understanding of the concepts of 'strategies' and 'tactics'. De Certeau argues that while systems may implement 'strategies' to designate particular activities to specific places, 'tactics' offer innumerable ways to evade or traverse this imposed "law of the place" (29). Tactics are "a clever utilization of time" (39) that take advantage of the opportunities that momentarily present themselves as cracks in the strategies that are enacted by the "surveillance of the proprietary powers" (37). De Certeau illustrates how the mobilisation of tactics is in effect the mobilisation of "ways of using the constraining order of the place" (30) where an individual has little choice but to live and work. In this regard, de Certeau advocates the notion of a creative approach to everyday life, where the individual resorts to artisan-like inventiveness, trickery and "guileful ruse" (37), and thus introduces play into the foundations of power (39), so that she or he may survive the strategies enacted by power. Since for financial reasons I had to work in a convenience store, I always hoped, I admit rather naively, that it would be of the kind that I saw in the movies. I liked the film Grosse Point Blank for a number of reasons. First, for the point in the script where the central character, played by John Cusack, returns to his hometown and attempts to revisit the house he grew up in; in place of his family home he finds a convenience store. Aside from the poetic resonance of this scene with my own life (after five years I began to feel as though I lived at the shop, and even had the front door keys), I envied the guy who worked there -- at least initially, before the shop was turned into a fireball. The convenience store's employee had taken advantage of the absence of an owner or manager to introduce into the workplace an activity usually associated with not-working, with being a customer. He had literally introduced play into the workplace, taking the opportunity to use the shop's video game as his own personal arcade. He was ensconced in a world of his own making, complete with headphones, defiantly oblivious to the customers and the low flying bullets around him. The explicit introduction of play into the workplace is also apparent in Clerks, the film that first highlighted the dissatisfaction of the convenience store employee. In this film, work as a place is transcended in a flagrant example of 'tactics' winning bet on time over place (39), as the employee closes the shop during working hours, and takes to the roof to play a pre-organised game of hockey. Central to the antics of the characters in both films is the absence of power in the form of the owner, or a manager. In my own case, the first four years of working were invariably in the presence of the owner of the store. Given this potentially punitive restraint it was difficult to inject much in the way of overt play into the workplace; however, as soon as the owner was away from the shop, the opportunity to play was seized with both hands. I remember walking into the shop one day, and finding one of my co-workers sitting on one of the benches, formulating questions for another co-worker in anticipation of a quiz game they were going to play, based upon knowledge about the idiosyncrasies of the shop and its customers. A sample question went something like this: What are the names of [insert the name of the bread delivery man here]'s children? For extra points tell me their ages. No doubt the prize was going to be a generous, though unwitting donation from the store's owner. Until the reorganisation of my boss's schedule I had merely wished that I could stand behind the counter and indulge in the leisurely activity of reading the magazines like the employee in Clerks. The opportunities to make use of my employer's time were very fine cracks indeed, so it was true, in accordance with de Certeau, that a particular kind of inventiveness was called for. An example of a creative use of the work place in the face of considerable restraint was the existence of the 'staff lollies' jar. The jar, a re-used plastic confectionery container, appeared one day; someone had gathered all the half-opened packets of lifesavers and chewing gum scattered about under the counter, and labelled them. The effect of the appearance of this container was to sanction the consumption of confectionery that was not paid for, under the ruse that somehow if you didn't either take home, or personally finish the packet of sweets that you had opened, then you weren't stealing them. It was even more okay to finish a packet that someone else had opened, because you couldn't be held remotely responsible. The establishment of a 'staff lollies' jar is not entirely explained by de Certeau's understanding of la perruque, where an employee essentially uses the time and equipment of an employer for her or his own means, without actually stealing goods; that's what reading the New Weekly, then returning it to the magazine rack is about. Having a 'staff lollies' jar is an extension of using "tactical ruses and surprises: clever tricks of the weak on the adversary on his [sic] own turf, hunter's tricks, maneuverable, polymorph mobilities, jubilant, poetic and warlike discoveries" (40), which arise in response to a particular rational system. Although when one first begins to work in the type of shop I have been discussing, one is the proverbial kid in a candy store, the conditions of employment are such that it is not acceptable, or even legal, to freely consume the goods. There were however, a variety of refinements of the practice of not-stealing in my former workplace that made it possible to play further, but within the expectations of compliance to legal constraints. Such trickery extended to the trial of new products; how could we respond effectively to customer enquiries about newly arrived products if we hadn't sampled them? In the most subtle manifestation of this ruse, the first aid kit, although ostensibly provided by my employer, was in fact stocked from the shelves by the employees. All in the name of workplace health and safety we provided ourselves with a never-ending supply of nail polish remover, cotton balls, under-arm deodorant and body sprays, tampons, vitamin C and garlic tablets, glucodin energy supplements (like we needed more sugar!), and at any given time, at least three boxes each of the more usual fare of Band-Aids and headache relief capsules. A less subtle and more obviously jubilant manifestation of our ways of using the store's goods resulted in a meandering trail of Australian salamander species -- toys procured from the Kinder surprise-like Yowies -- which were blu-tacked to the inside of a window frame behind the shop's counter in a semi-permanent ligne d'erre: a squiggle of our consumption, our way of using the constraining order of the work place. There are many more examples of play, insofar as that means taking delight in inventiveness, trickery, guile, and ruse, than I can explore within the limits of this article, that the convenience store employee utilises to make do within the framework of subservience in which she or he operates. While I have only dealt with aspects of the employer and employee relationship here, there are certainly many tactics that are employed by the employee to deal with her or his similarly subservient position to the store's customers. For an insight into the dynamics of this relationship Clerks provides an all too brief expose of weird and unreasonable customer behaviour, in response to which the convenience store employee must, at least on the surface, appear to adopt the maxim 'the customer is always right'. Of course, as maxims go, this one is patently not true, but I'll leave it to you to reflect on your own experiences in the convenience store, so that you might ascertain how the person serving you is using tactics. References De Certeau, Michel. The Practice of Everyday Life. Trans. Steven Rendall. Berkeley and Los Angeles: U of California P, 1984. Clerks. Dir. Kevin Smith. Artificial Eye: 1994. Grosse Point Blank. Dir. George Armitage. Buena Vista: 1997. Citation reference for this article MLA style: Kirsty Leishman. "At Our Convenience: Working and Playing in the Convenience Store." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/store.php>. Chicago style: Kirsty Leishman, "At Our Convenience: Working and Playing in the Convenience Store," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/store.php> ([your date of access]). APA style: Kirsty Leishman. (1998) At our convenience: working and playing in the convenience store. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/store.php> ([your date of access]).
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8

Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no. 2 (March 1, 2004). http://dx.doi.org/10.5204/mcj.2346.

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Video games are predicated on representations of space, and those spaces are depicted and delimited by specialised visual markings that specify how the game can be played in those areas. For games to present a sense of space, they must display some sense of spatiality beyond that of merely virtualizing a simple game, in the way that puzzle and card games like Tetris and computerized Solitaire do. For games to present space, the games must contain immersive play environments. Many games present immersive environments for play and these spaces can come in many forms: from cityscapes to general play environments in games of various genres and game play styles like Grand Theft Auto 3 (GTA3), Warcraft III, and Super Mario Brothers. Given the many video game genres, this article focuses on games that present some type of virtualized environments. Although video games that present play spaces or environments can be divided into walls, ceilings, and floor or ‘turf’ sections, turf sections prove the most pivotal of the in-game elements to game play. The game turf sections are any part of the game space that the player can use as a basis for spatial exploration. In games like Resident Evil where movement is restricted to walking and running across the floor, only the floors are turf areas. In games like Spiderman—where the player can climb the walls and ceilings with equal ease—the walls, ceilings, and floors all merge into a heterogeneous turf. These game turfs often employ codes such as green for safe and red for danger and create a basic gaming rhetoric for spatial representation and a method for reading video game spaces. In this way, video game turfs serve to mark boundaries and borders for methods of exploration and play. The internal game spaces and delimitations and the external delimitations of the play spaces constitute game turfs. This article also argues that debates over violence in video games misunderstand these turf boundaries and maintains that the violence in video games can be perceived not as random desensitising violence, but as violence within a specific space—that of game play. Media theorists like Dave Grossman and Gloria DeGaetano (Stop Teaching Our Kids to Kill ) and educators like Jeanne B. Funk (“Violent Video Games: Who's at Risk?”) both argue that violent video games can lead to an increase in violent behaviour or desensitization towards violence. These debates over violence in video games ignore the rhetoric of gaming created through markings like turf, and they ignore the physical turf on which video games are most often played. The arguments against violence in video games assume a simple causal relationship between people playing video games and actual violence. These arguments neglect the rhetoric of gaming, which establishes borders and spaces of acceptable action as well as setting the moral turf for actions. Similarly, players rely on the game turfs to indicate game play methods and spatial usage. When the turfs are incorrectly represented, video game players suffer frustration during game play; games also purposely complicate these turfs at times to increase game play difficulty, or to intentionally frustrate players. The internal game space of a video game cannot be examined outside of the space of play because the space of play dictates how the game is played and how the game space is to be read. This interrelationship of game to play space can be seen through the concept of cheating. Johan Huizinga notes that The player who trespasses against the rules or ignores them is a ‘spoil-sport.’ The spoil-sport is not the same as the false player, the cheat; for the latter pretends to be playing the game... It is curious to note how much more lenient society is to the cheat than to the spoil-sport. This is because the spoil-sport shatters the play-world itself. (11) The significance of the play-world to the video game space still holds as true as with other games. While the games have internal rules for game play, the games are played within spaces of play which encompass more than just the rules within the game. The complex relationship of video game internal space as it exists within a field of play requires that any valid discussion of video games and violence must acknowledge the acts and functions within the game and within the play space. For constructing the internal game space, Mark Wolf notes in his article “Abstraction and the Video Game” that video game imagery can be discussed in terms of both appearance and function: “Since the substance of video games is both simultaneously imagery and events, their elements can be abstracted in both appearance and behavior” (49). Wolf’s comment illustrates the multiple levels of significance that accompany seemingly simple video game representations. The simplest level of video game representation is clearly illustrated with games like the Legend of Zelda series, which depicts roads and towns as safe (or safer), and wilderness areas, like forests, swamps, and mountains, as unsafe. The level of ‘safe’ for any area determines how many fights, also called random encounters, occur. The Final Fantasy game series also uses the same distinction with road areas as more secure than wild areas. In addition to security, the area types--desert, forest, swamp--indicate the type of monsters to be encountered. In similar ways, simulation and colonization games like SIMCITY and Warcraft III depict controlled and well developed areas in particular ways while depicting undeveloped areas with markings to indicate the resources or game space type for those areas. The game music also sets the score for the game space, with games like Resident Evil using one score only for the save rooms, a rare safe space in Resident Evil, where the player can save the game and store the items. These game space delimitations help players in reading the game spaces and how the game spaces will operate. These turf types also indicate the acceptable levels of play—that is, how to play appropriately in the game—which both children and adults learn in other types of organised play like sports, board games, card games, and other organised play activities – that is, how to play appropriately in the game. These turf types all indicate internal game space creation. Internal game space rules are also established through the game narrative. These space divisions are not always marked by the same visual language that marks the basic turfs of other games. Instead, these spaces are defined by the visual language as combined with the game narrative. In fact, the game that has sparked the most recent violence and video game controversy, Grand Theft Auto 3, has some of the most exacting narratively defined turfs. GTA3 presents an amoral world of gangsters, crooked cops, prostitutes, and others of similar character. GTA3 further delimits its game space by setting certain areas as turfs for the different criminal elements, including Chinatown for the Chinese gangs, Yakuza areas for the Japanese mafia, and a Mob area for the Italian mafia. Within these turfs, the violence–in-video-games controversy notes violence in terms of blood spilt, but it fails to recognise how the fighting is contextualised within the scope of the game narrative, a turf in itself. Fighting certainly constitutes violence, but in video games it primarily remains violence as self-defense and as violence against non-human creatures. The division between human and non-human may seem grossly arbitrary, but children’s cartoon regulations allow for violence against non-humans while violence against humans remains regulated. Violent turfs, then, also relate to the narrativised nature of the characters against whom the violence is directed. Game narratives also divide games into narrativised turfs with spaces of acceptable action. Within a game like Legend of Zelda or Diablo the player can interact with the villagers, but the player cannot hurt or kill the villagers. The village or town space is a safe place for the player and for the villagers, as are many areas outside of the towns and villages where villagers reside. This safe space also prevents the player from hurting the villagers when they demand inflated prices for goods that would help the player to save the town. This sort of enforced morality based on the game turf is neglected in the debate over violence in video games as with articles like Craig A. Anderson and Karen E. Gill’s, which seek to examine the game as divorced from the play space and from the game narrative even though it shows how video game violence is most often situated within a moral landscape (“Video Games and Aggressive Thoughts”). Distinctions within game spaces are evident in all games that present environments of play because games require borders of play to function. In addition to the visual and narrative turfs within them, video games are played within a physical play space. The game space is the space of the immersive game environment—the story space of Diablo II, for instance. The play space is the space in which the game is played – often a living room or bedroom in a home. The debate over violence in video games neglects the multiple landscapes over which they argue. Furthermore, although this debate focuses on the possibility of children playing video games and then becoming violent, it ignores the fact that the play space of video games is a physical and mental space of unreality and make-believe where players are most often heroes fighting against evil monsters. Arguments over violence in video games collapse these levels of game space and the play space within which the games are played. Although the internal game space may be filled with mobsters, blood, and killing, the play space is most often defined by patience, quiet attention, and sharing with other players as the games are played communally with siblings and friends. In confusing the game space by viewing it as solely defined by the narrative of the actual game, the debate over violence in video games also fails to recognise that the use of media varies with different play styles, which also influences the overall play space. While video games do often have violent narratives, video game spaces and play are composites of the actual game and the spaces in which the games are played, which are heavily controlled by how the players play. Video game spaces cannot be reduced to merely the game narratives or game spaces because video game play requires the interaction of play. Considering play requires considering both the internal game spaces and the exterior environment of where and how the players play. Thus, an awareness and examination of game turfs provides a different perspective on the debate over violence and video games that embraces the multiple spaces and multiple uses of space in video games. Works Cited Anderson, Craig A. and Karen E. Dill. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life.” Journal of Personality and Social Psychology. 78:4 (April 2000): 772-790. Blizzard Entertainment. Warcraft III: Reign of Chaos. (PC). Irvine, CA: Blizzard Entertainment, 2002. Funk, Jeanne B. “Violent Video Games: Who's at Risk?” Kid Stuff : Marketing Sex and Violence to America's Children. Eds. Diane Ravitch and Joseph P. Viteritti. Baltimore: Johns Hopkins University Press, 2003. 168-192. Grossman, Dave and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence. New York: Crown, 1999. Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press, 1955. Maxis (EA). SIMCITY 3000 Unlimited. (PC). Redwood City, CA: Maxis (EA), 2000. Nintendo. Super Mario Brothers. (Nintendo Entertainment System). Redmond, WA: Nintendo, 1985. Rockstar North. Grand Theft Auto 3 (GTA3). (Playstation2, PC) New York: Rockstar Games, 2001. Sucker Punch. Sly Cooper and the Thievius Raccoonus. (Playstation2). San Mateo, CA: SCEA, 2002. Wolf, Mark. “Abstraction and the Video Game.” Eds. Mark Wolf and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. 47-65. Citation reference for this article MLA Style Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/09-video.php>. APA Style Taylor, L. (2004, Mar17). Video Game Internal Turfs and Turfs of Play. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/09-video.php>
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Burgess, Jean, Joy McEntee, and Emma Nelms. "How to Pick a Fight." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2131.

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In a post September 11 era “the fight”, as a cultural construct, could hardly be more pertinent. We are seemingly forever poised on the edge of controversial U.S. led attacks on wayward Middle Eastern states and unexamined oppositions between the concepts of ‘good’ and ‘evil’ are evoked as valid justifications for battle. Our leaders muster us into wars of vigilance and national cohesion against unseen, unknown and uncomprehended terrorists hiding where communists once lurked under our beds. The articles in this issue examine fights in terms of media strategies and cultural divides in a range of contexts. Our feature article is a work of a fiction, an extract from the sharply beautiful novella Moving by Julienne van Loon, describing a fight between friends, maybe lovers. Set against the harsh backdrop of urban working-class Sydney, the fight here is personal, a spontaneous response to a hurt done, an expression of anger and frustration. Loon’s work explores the nature of physical struggle, the bond of shared physicality between opponents and the potential for frustration and resolution. Perhaps a little akin to Fight Club in its affirmation of the distinctive intensity of violent contact Loon shifts the nuances to a female character living in a male dominated environment. Mark Mullen’s detailed analysis of the politics of death in computer games is a timely intervention into the debates over the relationship between ‘virtual’ and ‘real world’ violence. Contrary to the conservative and neo-Marxist theses that games routinise killing and desensitise us to violence, his work suggests that gamers regularly make conscious choices that are unavailable to people in “real life:” most importantly, gamers can sometimes choose to put death or killing on hold in order to find alternatives. Mullen goes so far as to propose that gaming literacy may even provide a set of ethical tools for avoiding the acute situations that, it seems, “inevitably” result in violence or war. Meanwhile, back in the “real” world, ex- war correspondent Chris Vaughan quotes the news maxim “If it bleeds, it leads” to open his often personal account of the journalistic imperative to get up close to violence. Vaughan’s essay reminds us that the news media’s focus on the acutely violent, explosive events that signify “ war” does not proceed directly from an amorphous “ideology” that simply expresses and safeguards the material interests of dominant groups. Rather, such representations are at the same time selected and shaped according to the conventions and constraints (whether economic or political) of the professions that produce them. “To be nobody-but-yourself—in a world which is doing its best, night and day, to make you everybody else—means to fight the hardest battle which any human being can fight; and never stop fighting.” (e. e. cummings) It is of course important to remember (as our feature story demonstrates) that fights can also be personal, local, part of everyday life—and these ordinary fights require as much rhetorical justification as any war. Paul Scott’s analysis of the fights between surfers at Australian surf breaks—superficially enacted as struggles for territory, but also functioning to police the boundaries of what may seem to participants of surf cultures to be the last vestige of subcultural authenticity—refracts two key problems of postmodern Western culture through the lens of surfing: firstly, he offers insight into how citizens and consumers manage the tensions between localism and (corporate) globalism and, secondly, his discussion of surf rage throws the articulation between normative masculinity and physical aggression into stark relief. “In accordance with our principles of free enterprise and healthy competition, I'm going to ask you two to fight to the death for it.” (Monty Python) Moving from the personal to the political, Louis Kaplan examines John Lennon and Yoko Ono’s astute blend of radicalism, humour, stylistic flair and media negotiation in their battle for peace during the Vietnam War. The fight is depicted as a marketing campaign by the celebrity couple aimed at promoting peace as a desirable ‘product’ to the public and politicians whilst weathering criticism that it was mere self-promotion. Kaplan reveals their fight to be composed of both struggle and promotion of self and stance, hence making the personal political. Looking to a more recent campaign in the music world Axel Bruns scrutinizes the 2002 legal battles over royalty rates between America’s powerful recording industry (RIAA) and the emerging Webcasters of online radio, battling to survive and serve their audiences with alternative music fare. Bruns traces the stages in the campaign and studies the rival hostilities and motivations. This issue has a substantial concentration of articles devoted to the film Fight Club. Our authors have found it instructive to return to that nasty little fable about characters that turn to the fight as a way of assuaging an obscure sense of alienation from contemporary, capitalist society. They were all interested in how the particularly blokey sense of anomie depicted in Fight Club continues the tradition of Falling Down (Dir. Joel Schumacher, 1993) in creating a permanent sense of crisis about a perceived “masculine impotence in the face of a loss suffered but not remembered.” (Gatens 86) Melissa Iocco examines how this sense of crisis, this sense of men being divided from themselves, is somatically represented in spectacular screen displays of suffering, of damage. She looks at how fighting writes protest and resistance on the male—through the scars, the bleeding, and the destruction inflicted by fighting. She also reflects on how analogous crises may be displaying themselves culturally off-screen, as the kind of talented, disaffected young men responsible for flying planes into the Twin Towers seem to be helping remake the world we inhabit in the image of project mayhem. Kate Greenwood pursues the question of how doing things to the male body inflects the construction of masculine identity construction. She discusses Tyler’s assertion that the “real pain,” the total temporary immanence experienced by the men engaged in fighting, is a path back to an “authentic” experience of masculinity. Tracy Caldwell turns from exteriorities to interiorities, to conduct a psychoanalytic reading of how the film exploits grotesque confusion of boundaries and of gender identities to dramatise a contemporary struggle surrounding the construction of masculine subjectivity. She uses Creed’s readings of Kristeva to analyse how the ‘abject’ is used in Fight Club as an urgent warning about the danger of not finding a way to repair masculine identity. Taken together, these three articles illustrate how Fight Club extends a grand old American tradition of using the fight, the exchange of blows, as a way of constructing identity. Faulkner’s Addie lays out its virtues in As I Lay Dying: I would look forward to the times when they faulted, so I could whip them. When the switch fell I could feel it upon my flesh; when it welted and ridged it was my blood that ran, and I would think with each blow of the switch: Now you are aware of me! Now I am something in your secret and selfish life, who have marked your blood with my own for ever and ever. That the ‘fight’ described here is hugely asymmetrical—one party whips and the other is whipped—does not diminish the effectiveness of the assault for the one using it as a device for constructing identity, and asserting a particular relationship between the parties to the ‘fight.’ Perhaps this is why George W. Bush appears to be so eager, at the moment, to find that Iraq may have “faulted”… There is, in this issue, a thunderous silence about this most pressing and obvious fight. We were somewhat surprised, given the number and diversity of submissions to this issue, that none chose to directly discuss the politics of the U.S. led war on terrorism and campaign to attack Iraq. It seems a ready example of the construct of a ‘fight’ involving the framing of an opposition, the build up and exchange of hostilities and the development of a cultural discourse of security, national cohesion and identity. Yet perhaps this fight’s proximity renders it too immediate and disturbing for comfort, accentuating the closeness, the almost inevitable physical and deep emotional resonance of fights themselves. Which is why Julienne van Loon’s direct, credible and evocative prose seems such a good place to begin. Let’s rumble. Works Cited Gatens, Moira. "Corporeal Representation in/and the Body Politic." Cartographies: Poststructuralism and the Mapping of Bodies and Spaces. Rosalyn Diprose and Robyn Ferrell. eds. Sydney: Allen & Unwin, 1991. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Burgess, Jean; McEntee, Joy and Nelms, Emma. "How to Pick a Fight" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/01-editorial.php>. APA Style Burgess, J., McEntee, J. & Nelms, E., (2003, Feb 26). How to Pick a Fight. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/01-editorial.html
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Kaplan, Louis. "“War is Over! If You Want It”." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2140.

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According to media conglomerate CNN, John Lennon and Yoko Ono’s peace crusade began in 1971. CNN’s on-line news group Showbiz on June 22, 1997 frames John and Yoko’s campaign for peace: “Former Beatle John Lennon was honoured posthumously Friday for his contributions to world peace at a star-studded ceremony in London for the 22nd Silver Clef awards. Lennon’s song “Imagine” has been a leading anthem for the peace movement”. This is a rather limited selection that overlooks a number of earlier (and more radical) possibilities in the Lennon-Ono musical arsenal. A 1969 article in Newsweek entitled “The Peace Anthem” records the phenomenal success of “Give Peace a Chance” in mobilizing the protesting masses against the war in Vietnam. Newsweek relates how “Chance” became the chant for anti-war protestors in Washington on November 15, 1969. On that day, 250,000 marchers demonstrated at the American nation’s capitol for a Moratorium to stop the fighting in Vietnam. Led by folk singer Pete Seeger, the crowd was swept up in the endless repetition of the Lennon dictum, “All we are saying is give peace a chance.” When Lennon tuned into the signals from Washington, he dubbed it one of the “biggest moments of my life” (Wiener 97). Dodging the immigration authorities that would not let John and Yoko physically into the United States, John and Yoko’s anti-war signals had been transmitted over the border from the “Bed-in” in Montreal where the song originated, to rally the masses marching on the mall in Washington. The story concluded: “The peace movement had found an anthem” (Newsweek 102). “Give Peace a Chance”—and the Vietnam War against which it raised its voice—have been deleted from CNN’s selective memory. Its brand of political dissent and anti-war activism does not fit the rubric of a 90’s Showbiz column. Yet, this is how the avant-garde performance artist and the hippie rock and roller conceived their peacemaking efforts—as the invasion and intervention of “showbiz” and media hype into the space of mass politics. In their fight for peace, the newly wed John and Yoko staged a series of art and media events in the form of interviews, songs, ads, concerts, demonstrations and happenings. Many of these media-savvy events took place in Canada in 1969. For example, John and Yoko’s The Plastic Ono Band played Varsity Stadium in Toronto in September at the concert known as “Live Peace” which included performances of “Give Peace a Chance” and Yoko’s intense lament “John, John (Let’s Hope for Peace).” With these events, Yoko’s avant-garde strategies of Fluxus and Conceptual art combined forces with John’s energies of rock and roll rebellion to forge a program of media activism and political dissent. Biographer Jon Wiener recalls that John and Yoko’s anti-war campaign represented a new chapter in New Left politics and its relation to mass media. Rather than reject newspapers and TV as “exclusively instruments of corporate domination,” John and Yoko sought “to work within the mass media, to use them, briefly and sporadically, against the system in which they functioned” (89). Umberto Eco pointed to this in his 1967 essay “Towards a Semiological Guerrilla Warfare,” suggesting that “the universe of Technological Communication” (i.e., mass media) be patrolled by “groups of communications guerrillas” who would engage in “future communications guerrilla warfare” to restore a critical dimension involving “the constant correction of perspectives, the checking of codes, and the ever renewed interpretation of mass messages” (143-144). Eco’s formulation provides a possible frame of reference for John and Yoko’s media war and their series of events countering, checking and, to quote Yoko, “criticizing the establishment” and its pro-war propaganda (Giulano 71). The 1969 “Bed-Ins” were media events that used the publicity around John and Yoko’s honeymoon as a lure for the press to report on their anti-war campaign. The first took place in Amsterdam in late March and John and Yoko staged a second honeymoon in Montreal in late May. As non-stop salespeople for their peace product, John and Yoko gave ten hours of press interviews every day invoking the media maxim that repetition induces belief. Blurring art and life, the “Bed-Ins” illustrate the strategies of happenings and Fluxus performance at the heart of Yoko’s aesthetic. At the Amsterdam press conference, Yoko framed their work as an avant-garde performance piece electrified by mass communications media. “Everything we do is a happening. All of our events are directly connected with society. We would like to communicate with the world. This event is called the ““Bed Peace”, and it’s not p-i-e-c-e, it’s p-e-a-c-e. Let’s just stay in bed and grow hair instead of being violent” (Giulano 46). The word plays of “Bed Peace” and “Hair Peace” pasted above their nuptial bed appealed to both Yoko and John’s punster sensibilities, their express aim being to play the world’s clowns for peace and mobilize the subversive power of laughter. The “Bed-Ins” must be situated against the background of the sit-ins on American college campuses at that time of anti-Vietnam war protests. Indeed, John referred to the event as “the bed sit-in” showing that this connection was in his mind. The direct links to the student revolt were further underscored in the telephone exchange between John and Yoko in Montreal and the rioters in People’s Park in Berkeley when Lennon played peace guru, encouraging the demonstrators to avoid violence at all costs (Wiener 92-93). Around the same time, John and Yoko also began their playfully named “Nuts for Peace” campaign by sending acorns to fifty heads of state and asking them to plant them as a symbolic gesture for peace. Another John and Yoko media blitz took over billboards as the sites to wage communications guerrilla warfare. When asked at a press conference to explain the “War is Over Poster Campaign”, the peace PR man stated: “It’s part of our advertising campaign for peace” (Giulano 83). This particular aspect of the media war recalls the international dissemination of the poster “War is Over! If You Want It. Happy Christmas from John and Yoko” in twelve urban centres. Since the mid-sixties, Beatle John had been delivering promotional peace and good will messages on vinyl to his fans at Christmas. In 1969, he and his new partner in art prepared a visual Christmas card using public space to blur the boundaries between art, activism, and advertising. The glaring headline stated the fantasy as if already fulfilled (War is Over!). This was followed by the empowering call to mass action reminding the viewer of what was needed to attain the goal (If You Want It). To kick off the campaign, the international peace politicos gave a “Christmas for Peace” charity concert in London for the United Nations Children’s Fund. When asked about the costs of the poster, Lennon sidestepped the issue, saying he didn’t want to think about it, but joking, “I’ll have to write a song or two to earn me money back” (Giulano 83). The critics attacked this statement as evasive and not willing to own up to how the promoters were direct beneficiaries of the marketing of peace. Rather than focusing on how this campaign would afford free publicity to John and Yoko and promote further demand for their products, Lennon focused on extensive outlays of capital. This recalls another rather hostile exchange at a November 1969 press conference having the look of an all-out media war on the occasion of Lennon returning his M.B.E. Medal of Honour to the Queen. Lennon’s letter read in part: “Your Majesty, I am returning this M.B.E. in protest against Britain’s involvement in the Nigeria-Biafra thing, against our support of America in Vietnam, and against ‘Cold Turkey’ slipping down the charts” (Wiener 106). Numerous critics sought to deflate Lennon’s claim that this was an act of political protest in the fight for peace, characterising it as a mere self-serving publicity stunt for his latest single. John: “Well, we use advertising.” Reporter: “You’re an advertisement.” John: “Will you shut up a minute!” (Giulano 109) In the heat of exchange, Lennon breaks his cool at the reporter who underscores that there is no way to differentiate between the use of advertising to promote peace and to promote John and Yoko. This concurs with Graeme Turner’s argument in Fame Games that “the celebrity’s ultimate power is to sell the commodity that is themselves” (Turner 12). At the point that would convert this speaking subject into a walking advertisement, the hippie peacenik snaps and reveals a violent temper not befitting someone who would follow Gandhi’s way of non-violence. Engaging with the mass media, John and Yoko’s media war packaged and promoted their peace product as art and advertising, as information and entertainment, as a discourse of political dissent and of self-promotion. With a slogan like “War is Over! If You Want It,” these two media warriors supplied youth culture at the end of the 60’s with the peace product and process that was lacking. Their consuming images and anthems anticipated the “collusional critique” of eighties art and its appropriation of media images that function as “both critical manifesto and the very commodity it critiques” (Sussman 15). In this case, John and Yoko’s media war provided a critique of the official war program while capitalizing upon the very commodity against which war had been declared. For if John seriously wanted to “make peace big business for everybody” (Newsweek 102), this could be achieved only in a parasitic relationship with a war economy making John and Yoko both peace prophets and profiteers. But even if one acknowledges the profit motive in the peace campaign—and this assumes that John was not misappropriated as a “peace capitalist” by the establishment press—there was something else fluxing up the media machine and the war program. John and Yoko understood how their star power and international celebrity gave them a privileged and almost unlimited access to a mass media that wanted to soak up their Pop star aura to satisfy its own instrumentalist agenda. The press and the public wanted John and Yoko, and these two media stars fed this desire and then some. They complied with the pop star demand, but spiked it with the dangerous supplements of political dissent and subversive humour. They fed this desire with a feedback loop and interventionist strategy, with an anti-war army surplus provided at no extra charge. The year 1969 concluded with another savvy media event that lent John and Yoko’s media war more political credibility and gave the American establishment something they had not bargained for: a photo-op and peace dialogue with Prime Minister Pierre Trudeau of Canada. Once again, John and Yoko’s media war had added an extra twist and an extra shout that the war programmers would have preferred not to hear, the message “War is Over (If You Want It!)” and “War is Over” whether they wanted it or not. Imagine that. Works Cited “The Peace Anthem,” Newsweek, December 1, 1969. Eco, Umberto. Travels in Hyperreality, San Diego, CA: Harcourt Brace Jovanovich, 1987. Giulano, Geoffrey and Brenda. The Lost Lennon Interviews, Holbrook, MA: Adams Media Corporation, 1996. Sussman, Elizabeth. On the Passage of a Few People Through a Brief Moment of Time: The Situationist International 1957-1972, Boston: M.I.T. Press and Institute of Contemporary Art, 1989. Turner, Graeme, Frances Bonner and David Marshall. Fame Games: The Production of Celebrity in Australia, New York: Cambridge University Press, 2000). Wiener, Jon. Come Together: John Lennon in His Time (New York: Random House, 1984). Links http://www.cnn.com/SHOWBIZ/9706/21/lennon.award Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Kaplan, Louis. "“War is Over! If You Want It”" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/06-warisover.php>. APA Style Kaplan, L., (2003, Feb 26). “War is Over! If You Want It”. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/06-warisover.html
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Dissertations / Theses on the topic "Citations, maxims"

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Inowlocki, Sabrina. "La citation comme méthode apologétique: les auteurs juifs dans l'Apodeixis d'Eusèbe de Césarée." Doctoral thesis, Universite Libre de Bruxelles, 2002. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/211381.

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Bosquet, Clément. "Commerce international et économie de la science : distances, agglomération, effets de pairs et discrimination." Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM1097/document.

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Cette thèse rassemble principalement des contributions en économie de la science à laquelle les deux premières parties sont consacrées. La première teste l'importance des choix méthodologiques dans la mesure de la production scientifique et étudie les canaux de diffusion de la connaissance. La deuxième s'intéresse aux déterminants individuels et locaux de la productivité des chercheurs et au différentiel de promotion entre hommes et femmes sur le marché du travail académique. Sont établis les résultats suivants : les choix méthodologiques dans la mesure de la production scientifique n'affectent que très peu les classements des institutions de recherche. Les citations et les poids associés à la qualité des journaux mesurent globalement la même productivité de la recherche. La localisation des chercheurs a un impact sur leur productivité dans la mesure où certaines universités génèrent davantage d'externalités que d'autres. Ces externalités sont plus importantes là où les chercheurs sont homogènes en terme de performances, où la diversité thématique est grande, et dans une moindre mesure dans les grands centres de recherche, lorsqu'il y a plus de femmes, de chercheurs âgés, de stars et là où les chercheurs sont connectés à des co-auteurs à l'étranger. Si les femmes sont moins souvent Professeur des Universités (par opposition à Maître de Conférences) que les hommes, ce n'est ni parce qu'elles sont discriminées dans le processus de promotion, ni que le coût de promotion (mobilité) est plus important pour elles, ni qu'elles ont des préférences différentes concernant le salaire et le prestige des institutions dans lesquelles elles travaillent
The core of this thesis lies in the field of economics of science to which the two first parts are devoted. The first part questions the impact of methodological choices in the measurement of research productivity and studies the channels of knowledge diffusion. The second part studies the impact on individual publication records of both individual and departments' characteristics and analyse the gender gap in occupations on the academic labour market. The main results are the following: methodological choices in the measurement of research productivity do not impact the estimated hierarchy of research institutions. Citations and journal quality weights measure the same dimension of publication productivity. Location matters in the academic research activity: some departments generate more externalities than others. Externalities are higher where academics are homogeneous in terms of publication performance and have diverse research fields, and, to a lower extent, if the department is large, with more women, older academics, stars and co-authors connection to foreign departments. If women are less likely to be full Professor (with respect to Assistant Professor) than men, this is neither because they are discriminated against in the promotion process, neither because the promotion cost (mobility) is higher for them, nor because they have different preferences for salaries versus department prestige. A possible, but not tested, explanation is that women self-select themselves by participating less in or exerting lower effort during the promotion process
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Books on the topic "Citations, maxims"

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Bégoc, Damien. Dictionnaire des citations politiques. Paris: Pensée universelle, 1993.

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Aphorismes et citations politiques. Paris: Presses de la Fondation nationale des sciences politiques, 2011.

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Delattre, Eric. Petit dictionnaire des citations économiques. Bruxelles: De Boeck, 2008.

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Boumédiene, Houari. Citations du président Boumédiene. 4th ed. Algérie: Editions Karim Mameri, 1993.

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Boumédiene, Houari. Citations du président Boumédiene. Alger: Edition El Othmania, 2014.

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Boumédiene, Houari. Citations du président Boumédiene. 4th ed. Algérie: Editions Karim Mameri, 1993.

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Lelarge, Gérard. Dictionnaire thématique de citations économiques et sociales. Paris: Hachette, 1993.

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Troxler, H. J. Dictionnaire des citations pour l'Alsace. Bouxwiller: Editions du Bastberg, 1987.

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Bluche, François. Dictionnaire des citations et des mots historiques. [Monaco]: Editions du Rocher, 1997.

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Dictionnaire des citations québécoises. Montréal, Québec: Editions Québec/Amérique, 1994.

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Book chapters on the topic "Citations, maxims"

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Iyengar, Venkatesh, and S. Vijayakumar Bharathi. "Bibliometric Analysis of Lean, Agile, and Leagile Supply Chains in Automobile Industry (1990 - 2017)." In Sustainable Business, 1746–70. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9615-8.ch079.

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This article describes how organizations embrace various supply chain strategies aiming at effective and efficient performance outcomes for gaining competitive advantage. The authors conducted an extensive search for academic publications on lean, agile, and leagile (hybrid) supply chains in context with automobile industries, published since year 1990 in reliable repositories such as Google Scholar, Scopus and ResearchGate. None of these papers used bibliometric analysis on the topic. This paper systematically maps, publications on lean, agile, and legal strategies in automobile industry published during 1990–2017. A five-step process is followed, namely (i) defining appropriate search terms, (ii) initial search results, (iii) refinement of search results, (iv) initial data, statistics, and (v) data analysis; adopted for inclusion of relevant documents for publication and citation analysis. Selected documents include primary search term ‘automobile' along with associated secondary terms such as ‘lean', ‘agile', ‘lean and agile', and ‘leagile' as part of the title, abstract, or keywords. The analysis finds several documents on lean or agile strategies, but only one document exists on ‘leagile' paradigm. Maximum articles are contributed on engineering subjects followed by business, management and accounting and computer sciences. Large publication and high citation counts were observed for lean from United States and Chinese authors, whereas Indian authors contributed in agile studies. This article identifies areas of current research interests discussing crucial contributions by several authors' and provides potential directions for further research investigations in the field.
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Conference papers on the topic "Citations, maxims"

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Milne, Garth, M. Soijer, S. Juliana, MR Hermansyah, and J. Mulder. "Maximum likelihood stability and control derivative identification of a Cessna Citation II." In AIAA Atmospheric Flight Mechanics Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2001. http://dx.doi.org/10.2514/6.2001-4013.

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Hussain, Anwar, Xinrong Cao, and Rizwan Ahmed. "The Conceptual Design Study of a TRISO Fueled Compact PWR Core." In 16th International Conference on Nuclear Engineering. ASMEDC, 2008. http://dx.doi.org/10.1115/icone16-48834.

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A conceptual study has been carried out for the design of a compact PWR reactor core which employs TRISO fuel particles in zirconium-sheathed fuel rods. This study is focused on reactor core optimization which can be a potential source of energy for a sea going vessel. This compact design can also be used for power production, heating and desalination facilities in a remotely located research facility. This light water cooled and moderated core will be smaller in size as compared to a typical PWR of the same rating. Standard reactor neutronics simulation codes WIMS-D/4 and CITATION have been used for the parametric analysis and to optimize the core. TRISO fuel has been chosen for the current design study because of its superior reliability against the release of fission fragments and high negative temperature coefficient. The selected TRISO fuel particle has 0.40 mm fuel kernel outer diameter in overall 0.870 mm outer diameter. Beryllium has been chosen as reflecting material due to its better reflection properties. Fuel pitch and reflector thickness are optimized to 4 cm and 8 cm respectively. Considering the proliferation issues, a maximum 9% fuel enrichment has been selected with the total fuel inventory of 200kg of uranium. These constraints on fuel enrichment and inventory limit the maximum power to only 25MWth for one year full power operation. This designed PWR core would be compact in size due to the default design of the TRISO fuel; fission neutrons are moderated and reflected by graphite in the fuel itself which causes the increase in reactivity. This additional increment in reactivity would give flexibility to optimize the size of reactor core.
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