Academic literature on the topic 'Colosseum'

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Journal articles on the topic "Colosseum"

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Gravit, Marina, Ekaterina Kirik, Egor Savchenko, Tatiana Vitova, and Daria Shabunina. "Simulation of Evacuation from Stadiums and Entertainment Arenas of Different Epochs on the Example of the Roman Colosseum and the Gazprom Arena." Fire 5, no. 1 (February 1, 2022): 20. http://dx.doi.org/10.3390/fire5010020.

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Space-planning decisions of two sports and entertainment arenas with large crowds—the Roman Colosseum (Italy) and the modern Gazprom Arena stadium (St. Petersburg, Russia)— were analyzed to compare the flow of people during evacuation by simulation. It was shown that the space-planning decisions of the Colosseum seem more advantageous compared with the Gazprom Arena in calculation of evacuation time and evacuation organization process: the capacity of the stairs of the Colosseum with a width of 2.8 m is comparable with the capacity of the Gazprom Arena’s stairs (4 m). In the Colosseum the average specific flow is qaverage = 1.14 person/s/m, while in the Gazprom Arena the average specific flow is qaverage = 0.65 (with a march width of 2.6 m) and qaverage = 0.8 person/s/m (with a march width of 4 m). It was found that the Colosseum complies with current standards for on-time evacuation; while modern sports and entertainment arenas are currently designed with additional services, infrastructure, comfort and, in general, high commercialization. The antique arenas are currently being reborn and used for concerts and other public events, so the obtained results have practical significance.
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Croci, Giorgio. "Structural History of the Colosseum, Rome." Structural Engineering International 3, no. 1 (February 1993): 14–16. http://dx.doi.org/10.2749/101686693780607985.

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Giovampaola, Irma Della. "SyPEAH: The WebAPP System for Protection and Education to Archaeological Heritage in the Parco Archeologico del Colosseo." Geosciences 11, no. 6 (June 5, 2021): 246. http://dx.doi.org/10.3390/geosciences11060246.

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Archaeological sites are affected by changes due to a natural deterioration process over time. If not prevented, this may compromise the functionality of the cultural property, and in turn become pathological and result in degradation. Monitoring through innovative technologies paves the way towards an effective planned maintenance activity and therefore preventive conservation. The monitoring project of the Parco Archeologico del Colosseo was inspired by the desire to build a system of protection and conservation at the service of sustainable exploitation. Established by Ministerial Decree 12 January 2017 in art. 3, the park is an independent cultural site of the Ministry of Culture. It includes the central area of Rome—the Roman Forum, the Palatine, the Colosseum and the Domus Aurea—and has an extension of about 77 hectares, of which about 32 are buildings. With these objectives, the Parco Archeologico del Colosseo has launched a static and dynamic monitoring project consisting of six fundamental levels of activities. The project involves the creation of a multi-parameter system of permanent control of the entire archaeological area, with the associated indicators of the level of risk, for which it is necessary the combined use of innovative technologies.
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Gutierrez, Diego, Bernard Frischer, Eva Cerezo, Ana Gomez, and Francisco Seron. "AI and virtual crowds: Populating the Colosseum." Journal of Cultural Heritage 8, no. 2 (April 2007): 176–85. http://dx.doi.org/10.1016/j.culher.2007.01.007.

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Crapper, Martin. "How Roman engineers could have flooded the Colosseum." Proceedings of the Institution of Civil Engineers - Civil Engineering 160, no. 4 (November 2007): 184–91. http://dx.doi.org/10.1680/cien.2007.160.4.184.

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Loikkanen, Oskari, Risto Lahdelma, and Pekka Salminen. "Multicriteria evaluation of sustainable energy solutions for Colosseum." Sustainable Cities and Society 35 (November 2017): 289–97. http://dx.doi.org/10.1016/j.scs.2017.07.019.

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Pau, A., and F. Vestroni. "Vibration analysis and dynamic characterization of the Colosseum." Structural Control and Health Monitoring 15, no. 8 (December 2008): 1105–21. http://dx.doi.org/10.1002/stc.253.

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Mote, Miranda. "Exquisite odor: the Colosseum, a garden of serendipitous procreation." Studies in the History of Gardens & Designed Landscapes 35, no. 2 (March 2, 2015): 124–43. http://dx.doi.org/10.1080/14601176.2014.979582.

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Silva, D. A., H. R. Wenk, and P. J. M. Monteiro. "Comparative investigation of mortars from Roman Colosseum and cistern." Thermochimica Acta 438, no. 1-2 (November 2005): 35–40. http://dx.doi.org/10.1016/j.tca.2005.03.003.

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SATO, Tsutomu, Yutaka NAKAMURA, and Jun SAITA. "Dynamic characteristics against earthquakes for a column #40 of Colosseum." Journal of JAEE 15, no. 7 (2015): 7_463–7_473. http://dx.doi.org/10.5610/jaee.15.7_463.

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Dissertations / Theses on the topic "Colosseum"

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Cetin, Yunus. "Beyond Built Form: The Colosseum." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613836/index.pdf.

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This thesis investigates the Flavian Amphitheatre, better known as the Colosseum, in its relation to setting, symbolic meaning and its afterlife. Crucial to the discussion is the ancient art of memory, through which the Colosseum&rsquo
s ambivalent role as a means of Imperial power is elucidated. Equally important, the buildings&rsquo
iconographic connotations are studied in terms of the architectural orders employed on the faç
ade. The Colosseum&rsquo
s extended use and its later emblematic significance comprise the concluding discussion of the thesis.
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Tan, Adrian Hadipriono. "A Computer-Generated Model of the Construction of the Roman Colosseum." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1354683991.

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Nilsson, Jonas. "Att balansera eller inte : En inblick i balanseringen av spelet Project Colosseum." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1096.

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Denna uppsats beskriver det praktiska arbetet bakom balanseringen av skadevärden gentemot de två fighting-stilarna Mace och Dual-Wield i spelet Project Colosseum.

Uppsatsen inleds med en beskrivning av bakgrunden till spelet, varefter de verktyg som använts i processen beskrivs i detalj.

Vidare presenteras praktiska exempel på uträkningar innan ett antal teorier rörande balansering, hämtade från facklitteratur presenteras.

Avslutningsvis förs en diskussion kring arbetets validitet, dess förhållande till de teorier som presenterats samt den egna kunskapsprocessen.

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Mehrmand, Sonia M. "Canonizing the Colosseum: Remembering, Manipulating, and Codifying Memory in the Eternal City." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/scripps_theses/241.

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The study of social memory is not purely a historical or anthropological endeavor. Archaeology can provide a considerable amount of evidence about how and why people remembered. In this case study, the Colosseum will be studied in the broader sense of being a monument of damnatio memoriae and commemorative memory; the very act of building it can be seen as a form of “recutting” the landscape to fit the image Vespasian wanted to convey of his predecessor. The Colosseum will also be studied in an even larger historical context. This will involve analyzing the manner in which it was memorialized during the Middle Ages, the Renaissance, and by British visitors during the Victorian era. I will end the case study with an analysis of Benito Mussolini’s use of antiquity and the Colosseum to propagate Fascism. Lastly, the concept of cultural heritage and the institutions that uphold it, particularly UNESCO, will be put into question. In illustrating the fluidity of interpretations of the past, in this case through material culture, I argue that the endeavor to codify them by establishing World Heritage sites is problematic because of their subjectivity to modern agendas. However, in order to understand changing attitudes and memories associated with a single monument, one must first explore the nature of social memory.
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Larsson, Fredrik. "Colosseum, en ny form av strid : En personlig erfarenhet i ett stridssystems utveckling." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-143.

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Denna reflexiva rapport är menad att guida läsaren genom mitt arbete som designer under designmomentet: utveckling av stridssystem till spelet Colosseum. Texten är skriven på dagboksform för att ge en inblick i mina framgångar och motgångar i utvecklingen. Eftersom arbetet pågår mellan två spel har jag valt att kalla det första Colosseum för PreGen (Previous Generation) och det nya för NextGen (Next Generation). Frågorna jag strävat efter att besvara är om jag kan identifiera de tråkiga bitarna med PreGen och hur jag ska gå tillväga för att inte göra om tidigare misstag. De tråkiga bitarna identifierades snabbt med speltestning samtidigt som mina tidigare erfarenheter hjälpte mig undvika dessa misstag under utvecklingen av det nya systemet.

Vid framtagningen av kontrollschemat har jag låtit mig inspireras av tidigare, lyckade spel samtidigt som jag satt min egen prägel på det. Jag har dessutom tagit MDI-aspekter i beaktning för att vara säker på att kontrollen inte ska kännas främmande för blivande spelare. Systemet har också tillförts en hel del nya element såsom diverse kraftmätare som gjort spelet mer dynamiskt.

Under arbetet har jag dessutom tillämpat mina efterforskningar i tredimensionell form med hjälp av animationer skapade i 3d-programmet Maya. Animationerna är främst till för att ge inspiration och information till animatörer i projektet och kan även ses som en inblick i mitt tankearbete. Jag har i mitt arbete använt mig av program som MakeHuman och FinalRig för att slippa bygga 3d-modell och skelett själv.

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Hellström, Björn, and Lina Stenström. "Från Colosseum till Allianz Arena : En explorativ studie om processen att förändra ett företags grafiska profil." Thesis, Södertörn University College, School of Business Studies, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3595.

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The strategy when you change the visual part of the brand identity is often referred to as Corporate rebranding and is seen as a good way to show that a company has undergone a change. Despite high risks and high costs, this strategy has become more common and there are companies today who make the choice to change an already well-known graphic profile. This phenomenon is what underlies this essay’s problem statement: Why does a company with an already well-known graphic profile choose to change it and how does the process behind the change occur? In what way have the company’s customers recognized the change and how has the company’s image changed in this context? The purpose of this essay is therefore to explore the process that occurs when a company in the sport and fashion industry changes its visual identity and to explore how the company’s customers have perceived the change.

To fulfil the purpose of the essay a case study was carried out on a company’s Corporate rebranding process. The company that was chosen was the Swedish sports retail chain Stadium Sweden AB who decided to change its graphic profile even though their logo was one of the two most recognized in their field. With the help of existing theories on brands and Corporate rebranding two interviews and a survey was conducted for this study.

After this case study we have come to the following conclusions; The reason for the brand change was primarily the need to modernize the graphic profile in context of a larger reorganization of the company. The process can be described in four main phases: Initiation phase, Planning phase, Development phase and Launch and implementation phase. The study also showed that most of the customers had noticed the change and that the company’s image had changed for the better as they managed to maintain the core values of the brand while making it more contemporary and unique.

We have also come up with three propositions that can be used in future research on this subject: 1. A reason for a brand change might be that the old graphic profile needs to be modernized to practically suit new media, 2. The choice of the Phase in/Phase out strategy is controlled by the availability of various resources and 3. To distance the brand from its heritage doesn’t need to be a pitfall for a brand change.

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Tan, Adrian Hadipriono. "While Stands the Colosseum: A Ground-Up Exploration of Ancient Roman Construction Techniques using Virtual Reality." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429228335.

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Åkerblad, Niklas. "Animationsarbete till spelet Colosseum: Code of Hammurabi : en studie i hur man skapar animationer till ett spel utifrån dess kontext och spelsystem utan att kunna testa dessa i en prototyp." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-134.

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Denna rapport behandlar det animationsarbete som jag gått igenom för att försöka skapa så trovärdiga och dynamiska animationer som möjligt till spelet Colosseum: Code of Hammurabi och dess nya omarbetade stridssystem. Jag har utgått från ett relativt sparsmakat designdokument som i princip bara förklarar kortfattat hur spelmekaniken ska fungera på en grundläggande nivå samt en animationslista på animationer som ska finnas i spelet. Spelet ska i slutändan innehålla 3 olika vapenstilar men på grund av tidsbrist har jag valt att fokusera på en av dess, nämligen kampstilen för strid med tvåhandssvärd. Först har jag analyserat det gamla stridssystemet för att ha en grund att stå på, för att bland annat se vilka brister mitt tidigare arbete präglats av. Utifrån diverse referenser som behandlar medeltida stridkonst inom nyss nämnda kampstil har jag hämtat det mesta av inspirationen och följaktligen kryddat dessa jordnära anvisningar med mina egna idéer samt ett antal fightingspel med spektakulära kontexter och även försökt dra nytta av det material som finns i kampsportsfilmer. Mycket av arbetet har cirkulerat kring att lära sig hur animationer implementeras i ett stridssystem och vilka tekniska samt programmerarmässiga relationer man måste ta hänsyn till. Jag har även försökt ha Disneys 12 animationsprinciper i bakhuvudet för att ha en teoretisk källa till hur animation ska se ut och fungera.

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Pfeiffer, Stefan. "Auferstanden aus Ruinen." Universitätsbibliothek Chemnitz, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-108815.

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Nach dem Tod Neros im Jahr 69 n. Chr. begann in Rom ein Bürgerkrieg, der nacheinander vier Kaiser hervorbrachte – Galba, Otho, Vitellius und Vespasian. Nachdem Vespasian Vitellius besiegt hatte, konnte er das Imperium unter seiner Herrschaft einen und die flavische Dynastie begründen. Im Jahr 79 folgte ihm sein Sohn Titus auf dem Caesarenthron und diesem 81 n. Chr. der zweite Sohn Vespasians, Domitian, der bis 96 n. Chr. regierte. Die Familie stammte aus einer unbedeutenden Familie, so dass die faktische Macht ausschließlich auf den militärischen Fähigkeiten Vespasians und der Akzeptanz seiner Herrschaft durch das Heer beruhte. Von Anfang an bemühte sich Vespasian aber, das Volk und den Senat von seiner Herrschaft zu überzeugen. Gerade die kaiserliche Baupolitik ist ein Spiegel des Bemühens um Akzeptanz durch die drei entscheidenden Gruppen Roms, als Heer, Volk und Senat. Der Beitrag zeichnet die Baupolitik Vespasians und Titus’ nach und zeigt, wie die Bauten der Legitimation der Herrschaft dienten
After the death of emperor Nero in 69 AD Rome has fallen into a civil war which saw four legitimate emperors. Having defeated the third one, Vitellius, Vespasian united Rome under his sole rule and founded the Flavian dynasty. He was followed in 79 by his son Titus. Descending from an unimportant family of unknown ancestry and his rule basing only on the strengh of his legions, Vespasian had to legitimise his rule in different ways, because a legitimate emperor had to be accepted by the three major groups in Rome, the Senate, the people of Rome and the Roman legions. In these times, royal building policy was of high importance for gaining acceptance by propagating ideas, which might achieve a consense of all subjects and which respond to the needs of all three groups. The article takes a look at the buildings that were erected by Vespasian and his successor Titus. In analysing them, we can find out in which way they helped to legitimise the rule of the new dynasty
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Helander, Hugo, and Linus Tegelmo. "Homo Colossus Energy Calculator." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279566.

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This thesis covers the creation of a series of questions that have the purpose of estimating the amount of energy that an individual uses over the course of a year. These questions are designed for a kiosk in an exhibition environment, and they will be used for an environmental project called Homo Colossus which will be presented at different exhibitions. The foundational energy values used in this thesis are from David JC MacKay. The main problem explored throughout this thesis is how we can, with as few questions as possible, give someone an estimation of their yearly energy consumption. To achieve this, we interviewed people with relevant experience and conducted a questionnaire to test the questions. The results from the test led to minor alterations in our questionnaire structure.
Denna uppsats handlar om skapandet av en samling frågor som har syftet att uppskatta mängden energi som en individ använder över ett år. Dessa frågor är designade för en kiosk i en utställningsmiljö, och kommer att användas för ett projekt som kallas för ‘Homo Colossus’ som kommer att presenteras på diverse utställningar. Huvudkällan för energivärdena i denna uppsats kommer ifrån David JC MacKay. Huvudfrågan som denna uppsats täcker är hur vi kan, med så få frågor som möjligt, ge en uppskattning av någons årliga energikonsumtion. För att uppnå detta, så intervjuade vi personer med relevant erfarenhet och skapade ett frågeformulär för att testa frågorna. Resultatet från testet ledde till små förändringar i strukturen av frågeformuläret.
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Books on the topic "Colosseum"

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Colosseum. New York, NY: Weigl Publishers, 2012.

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Saravanamuttu, Dipti. The Colosseum. Wollongong, NSW: Five Islands Press, 2004.

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Gail, Swerling, and Italy. Soprintendenza speciale per i beni archeologici di Roma, eds. Colosseum: Guide. Milan: Electa, 2008.

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Colosseum, Kolosseum. Stockholm: A. Bonnier, 2010.

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Ford, Katie. Colosseum: Poems. Saint Paul, Minn: Graywolf Press, 2008.

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The Colosseum. Austin, Tex: Raintree Steck-Vaughn, 1997.

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Ash, Rhiannon. Roman colosseum. Brookfield, Conn: Copper Beech Books, 1997.

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DuTemple, Lesley A. The Colosseum. Minneapolis: Lerner Publications Co., 2003.

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Hopkins, Keith. The Colosseum. Cambridge, Mass: Harvard University Press, 2005.

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Nardo, Don. The Roman Colosseum. San Diego, Calif: Lucent Books, 1998.

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Book chapters on the topic "Colosseum"

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Haas, Leslie, Jill T. Tussey, and Michelle Metzger. "Colosseum." In Springer Texts in Education, 37–55. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99422-8_3.

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Como, Mario. "The Colosseum." In Springer Series in Solid and Structural Mechanics, 351–89. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-24569-0_8.

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Como, Mario. "The Colosseum." In Springer Series in Solid and Structural Mechanics, 343–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-30132-2_5.

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Como, Mario. "The Colosseum." In Springer Series in Solid and Structural Mechanics, 379–415. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54738-1_7.

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Mazzotti, Angelo Alessandro. "Ovals with 4n Centres and the Ground Plan of the Colosseum." In All Sides to an Oval, 145–58. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-39375-9_8.

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Otto, Peter. "Artificial Environments, Virtual Realities, and the Cultivation of Propensity in the London Colosseum." In Virtual Victorians, 167–87. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1057/9781137393296_9.

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Mazzotti, Angelo Alessandro. "Ovals with 4n Centres: The Ground Plan of the Colosseum and the Neuilly Bridge Arches." In All Sides to an Oval, 161–88. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-28810-5_8.

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Carvalko, Joseph R. "Information Colossus." In Conserving Humanity at the Dawn of Posthuman Technology, 319–25. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26407-9_49.

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Natoli, Bartolo A., Angela Pitts, and Judith P. Hallett. "Colossus of Memnon." In Ancient Women Writers of Greece and Rome, 301–27. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003031727-17.

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Kort, Michael G. "The Final Years and Last Stand." In The Soviet Colossus, 72–92. Eighth edition. | New York, NY : Routledge, [2019]: Routledge, 2019. http://dx.doi.org/10.4324/9781351171885-10.

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Conference papers on the topic "Colosseum"

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Gupta, Himanshu, and Dharanipragada Janakiram. "Colosseum." In the Third ACM Workshop. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3327959.3329539.

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Melodia, Tommaso, Stefano Basagni, Kaushik R. Chowdhury, Abhimanyu Gosain, Michele Polese, Pedram Johari, and Leonardo Bonati. "Colosseum, the world's largest wireless network emulator." In ACM MobiCom '21: The 27th Annual International Conference on Mobile Computing and Networking. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3447993.3488032.

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Vestroni, Fabrizio, Adriano De Sortis, and Annamaria Pau. "MEASUREMENTS OF THE COLOSSEUM RESPONSE TO ENVIRONMENTAL ACTIONS." In XI International Conference on Structural Dynamics. Athens: EASD, 2020. http://dx.doi.org/10.47964/1120.9191.20096.

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Parise, G., L. Martirano, L. Parise, and M. Frascarolo. "Customized electrical systems: The special case of the Colosseum." In 2016 IEEE/IAS 52nd Industrial and Commercial Power Systems Technical Conference (I&CPS). IEEE, 2016. http://dx.doi.org/10.1109/icps.2016.7490236.

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Fredrich, Augustine J. "From Colosseum to Cathedral: Building Big in the European Dark Ages." In World Environmental and Water Resources Congress 2008. Reston, VA: American Society of Civil Engineers, 2008. http://dx.doi.org/10.1061/40976(316)142.

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Ostuni, Dario, Edoardo Morassutto, and Romeo Rizzi. "Make your programs compete and watch them play in the Code Colosseum." In 2021 IEEE Conference on Games (CoG). IEEE, 2021. http://dx.doi.org/10.1109/cog52621.2021.9619091.

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Bonati, Leonardo, Pedram Johari, Michele Polese, Salvatore D'Oro, Subhramoy Mohanti, Miead Tehrani-Moayyed, Davide Villa, et al. "Colosseum: Large-Scale Wireless Experimentation Through Hardware-in-the-Loop Network Emulation." In 2021 IEEE International Symposium on Dynamic Spectrum Access Networks (DySPAN). IEEE, 2021. http://dx.doi.org/10.1109/dyspan53946.2021.9677430.

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Aletta, Francesco, Francesco Asdrubali, Maria Rosaria De Blasiis, Luca Evangelisti, and Claudia Guattari. "Influence of soundscape in the experience of an urban area: a case study in Rome." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002347.

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Over the last years several studies have demonstrated how the same environment can lead to different perceptual outcomes if the surrounding sounds change. Soundscape studies promote a user-centred approach for the characterization and management of acoustic environments in cities. There are several available protocols to gather perceptual data about how people experience the soundscapes in urban areas, and the most common tool is the “soundwalk”, a procedure where a group of people walks and stops at given locations in order to assess the acoustic environment, using some sound-related attributes (e.g., calm, pleasant, vibrant, chaotic, etc.). This research aims at evaluating the influence that different acoustic conditions together with specific environmental ones can induce on the pedestrians’ perception. In particular, the analysis was carried out within an artistically significant and culturally relevant urban district characterized by different traffic conditions, such as the archaeological area of the Colosseum in Rome. For this purpose, a soundwalk combined with a sound levels measurement campaign was organised in the archaeological area outside the Colosseum, during daytime and night time conditions, with a group of students applying the Method A of the ISO/TS 12913-2:2018, which addresses soundscape data collection. The results show how the correlations between the subjective responses and the measured data are significant and they can vary if the surrounding changes, both in terms of acoustical characteristics and environmental ones.
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DOvidio, Gino. "WEAK VIBRATIONS ANALYSIS OF THE COLOSSEUM MONUMENT DUE TO THE TRAINS TRAFFIC OF UNDERGROUND METRO LINES." In 13th SGEM GeoConference on ECOLOGY, ECONOMICS, EDUCATION AND LEGISLATION. Stef92 Technology, 2013. http://dx.doi.org/10.5593/sgem2013/be5.v1/s20.160.

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G., Monti, Quaranta G., and Marano G. C. "Robustness Against the Noise in Sensors Network Design for Heritage Structures: The Case Study of the Colosseum." In 4th International Workshop on Reliable Engineering Computing (REC 2010). Singapore: Research Publishing Services, 2010. http://dx.doi.org/10.3850/978-981-08-5118-7_072.

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Reports on the topic "Colosseum"

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Glaeser, Edward. Urban Colossus: Why is New York America's Largest City? Cambridge, MA: National Bureau of Economic Research, June 2005. http://dx.doi.org/10.3386/w11398.

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2

Lapham, Curtis A. Colossus on Main Street: Tactical Considerations of Heavy Armor and Future MOUT Doctrine,. Fort Belvoir, VA: Defense Technical Information Center, December 1996. http://dx.doi.org/10.21236/ada324335.

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3

Guadalupe Jr, Fernando. The Mosquito and the Colossus: Operation Just Cause through the Eyes of General Manuel Antonio Noriega. Fort Belvoir, VA: Defense Technical Information Center, May 2008. http://dx.doi.org/10.21236/ada485314.

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