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Dissertations / Theses on the topic 'Colosseum'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Cornwell, Thomas M. "Cultural Play at the Crazy Horse Colossus: Narrative." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/communication_theses/64.

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This thesis explores the Crazy Horse Memorial orientation film and its rhetorical claim to represent Lakota values in the rhetorically contested Black Hills of South Dakota. Walter Fisher’s concept of narrative rationality is used to analyze the informal logic of the memorial film narrative. The Crazy Horse Memorial is seen as a response to Mt. Rushmore’s colonialist legacy. Analysis shows that the Crazy Horse Memorial actually has much in common with Rushmore’s legacy of Euro-American colonialism. This thesis discusses the effects of this redefinition of Lakota cultural values on the rhetorical sphere of the contested Black Hills.
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12

Graham, Angela Cruikshank Ken. ""A colossus and a conundrum": Canada, the United States, and Canadian China policy, 1942--1970." *McMaster only, 2007.

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13

Arnmark, Kevin, and Mattias Lundin. "Energimedvetenhet genom djur i Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276584.

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Hur kan man visualisera energifotavtryck på ett sätt som berör mottagaren och väcker känslor? I denna uppsats har vi utforskat alternativa sätt att representera energiförbrukning genom Augmented Reality (AR). Genom research through design har vi använt koncept som defamiliarisering för att utforska hur hushållsapparaters energiförbrukning kan representeras på uttrycksfulla sätt. Vår designprocess ledde oss till att utveckla en app där negativ miljöpåverkan påverkar djur i en AR-miljö. Specifikt har vi varit intresserade av hur designvalen för denna app påverkar betraktaren och vilka känslor de väcker. Dessa designval har involverat allt ifrån val av djur till texturer och animationer. I designprocessen har vi använt oss av input från en arbetsgrupp på KTH och utvärderat designvalen i peer reviews. Olika scenarion presenterades för användarna där energikonsumtionen påverkade designen på djuren. Genom att använda en okonventionell designidé har vi hoppats främmandegöra representationen av energi för mottagaren och på så vis öppna upp för tanke och reflektion. Vår slutsats är att AR är ett starkt medium för att förmedla känslor i denna kontext. Vi lyckades uppnå de avsikter vi hade inom ramen för att påverka betraktaren både positivt och negativt beroende på scenario. Den största faktorn som påverkade våra användare var djurens animationer i AR-miljön. P.g.a. att objekten i AR placeras i den verkliga världen bör stora avvägningar ske avseende objektens detaljrikedom och upplösning, något som riskerar att lämna tolkningsutrymme hos betraktaren och därmed inte spegla avsändarens avsikt. Detta arbete har skett under den pågående Corona-pandemin, vilket har påverkat vårt arbetssätt och vårt resultat. Den största förändringen är att användartesterna skett via videokonferens där användaren fick utvärdera en live-presentation av applikationen istället för att använda den själv.
How can we visualize energy footprints in a way that moves the recipient and evokes an emotional response? For this thesis we have explored alternative ways of representing energy usage through Augmented Reality (AR). By research through design we have used concepts such as defamiliarization to explore how the energy usage of household appliances can be represented in expressive ways. Our design process led us to develop an app where a negative impact on the environment affects animals in an AR world. Specifically, we have been interested in how our design choices affect the observer and what feelings they evoke. These design choices include the types of animals, their textures and animations, and more. In this process we have gotten input from a work group at KTH and evaluated our designs in peer reviews. Different scenarios have been presented to the users where the energy consumption have affected the animal designs. Through using unconventional designs, we hope to have made the representation of energy unfamiliar to the user, thereby invoking new perspectives and thoughts. Our conclusion is that AR is a potent medium for conveying emotions in this context. We achieved our intentions related to affecting the user positively and negatively depending on the scenario. The biggest factor in affecting the users was the animation of the animals. Because of AR objects being placed in the real world, the detail and fidelity of the objects should be considered carefully, or it might leave room for interpretation. This thesis work has been done during the ongoing Corona pandemic, which has influenced our work. The biggest change we have made is on our user testing, which had to be done by video conference where the application was presented to the users instead of letting them try it themselves.
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Baqué, Manzano Lucas. "Les colosses du dieu Min dans le temple de Coptos : origine conceptuelle d'une grande figure divine (iconographie, iconologie et mythologie)." Montpellier 3, 1998. http://www.theses.fr/1998MON30045.

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Durant l'annee 1894, au cours de fouilles effectuees par l'archeologue britannique sir william matthew flinders petrie dans le temple ptolemaique de coptos en haute egypte, furent decouverts divers fragments qui appartenaient a trois sculptures colossales d'une des divinites les plus emblematiques du pantheon des dieux de l'ancienne egypte: la divinite denommee min. L'importance de la decouverte de telles oeuvres n'appartient pas exclusivement a l'histoire de l'art. Au niveau culturel, l'information iconographique et iconologique qu'elles revelent a permis d'ouvrir de nouvelles voies de rapprochement de l'etude des premiers formes de manifestation artistique considerees de veritables vecteurs d'expression ideologique de grande dimension. L'etude exhaustive de ces sculptures s'est averee ineluctable pour comprendre les antecedents sociaux et mentaux de l'environement dans lequel elles furent fondees. Les relations inter-ethniques entre les differents peuples qui constituerent les societes naissantes dans la vallee du nil au debut du iveme millenaire a. J. C. , et surtout entre nomades et sedentaires, ont fait l'objet de quelques uns des aspects traites au cours de notre etude. En effet, nous avons pu observer que ces contacts qui eurent lieu dans cet environnement si singulier et si caracteristique -comme celui que constitue la vallee du nil, le desert arabique et la mer rouge- permirent le developpement de nouveaux modeles artistiques et de normes sociaux. Define, donc, comme un lieu de penetration culturelle grace a son importance economique -surtout autour de son hinterland oriental, un des centres miniers de premier ordre- coptos et son dieu min ont joue un role fondamental dans l'avancee du naissant etat egyptien, etant un des centres pionniers de ce developpement qui propulserait l'exaltation d'une particuliere ideologie politique et religieuse.
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Pettersson, Isak, and Gabriel Rosenberg. "Hur energi fotavtryck kan förmedlas genom interaktion i augmented reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279569.

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Global uppvärmning är ett av nutidens största hot mot mänskligheten. Idag syftar många projekt och initiativ till att minska utsläppen av CO2, bland annat genom att inspirera människor till att minska sina individuella utsläpp. Som en del av Homo colossus at Expo2020, ett projekt med målet att engagera och informera människor om hur vår livsstil påverkar vår planet, har ett första designförslag för en visuell augmented reality (AR) installation utvecklats. Mer specifikt ett fysiskt vykort som förmedlar ett energifotavtryck till läsaren och vars bud- skap är tänkt att förstärkas med interaktiva AR-element. AR är en relativt ny teknik med en enorm potential för framtiden och ett ämne där det finns stor efterfrågan på forskning om var tekniken kan appliceras. Denna studie har syftat till att vidare utforska installationer i utställningsmiljöer med fokus på AR som medium och vi har även undersökt hur man bör designa installationer med AR för att förmedla budskap genom interaktion. Detta har utforskats genom en Research through design metodik där idéskapande workshops, möten med experter och ett användartest på en utvecklad prototyp har utförts. Resultatet från studien visade på att det är viktigt med en personlig koppling till innehållet för att skapa reflektion kring energifotavtryck hos användaren. En stark koppling mellan de AR- element som visas och den energiförbrukning som de representerar visade sig även vara en stor faktor till hur effektivt budskapet togs emot hos användaren. AR-elementen visade vidare på en markant förbättring gällande engagemang och ökad förståelse hos användaren. Vi ser en stor framtida potential i AR som ett medium i att förmedla budskap och studien har likaså väckt en rad nya frågor inom ämnet som vi uppmanar kommande arbeten till att utforska vidare.
Global warming is one of humanity’s biggest threats. Today, many projects and initiatives aim to reduce CO2 emissions, among other things by inspiring people to lower their individual emission. As part of Homo colossus at Expo2020, a project with the goal of engaging and informing people about how our lifestyle affects our planet, a first design proposal for a visual augmented reality (AR) installation has been developed. More specifically, a physical postcard that conveys an energy footprint to the reader and whose message is intended to be reinforced with interactive AR elements. AR is a relatively new technology with enormous potential for the future and a topic where there is great demand for research on where the technology can be applied. This study aims to further explore installations in exhibition environments with a focus on AR as a medium. We have also explored how to design installations with AR to convey messages through interaction. This has been explored through a Research through design methodology where idea-generating workshops, meetings with experts and a user test on a developed prototype have been conducted. The results of the study showed that it is important to have a personal connection to the content in order to create a reflection on the energy footprint of the user. A strong link between the AR elements displayed and the energy consumption they represent also proved to be a major factor in how effectively the message was received by the user. The AR elements further showed a mayor improvement in commitment and increased understanding of the user. We see a great future potential in AR as a medium in conveying messages and the study has also raised a number of new issues within the subject that we encourage future studies to explore further.
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Callios, Edwige. "Le colosse aux pieds d'argile ou l'enfermement du peuple dans l'univers speculaire de la tyrannie : enjeux idéologiques des représentations du peuple, du dictateur et de l'autorité dans les romans de la dictature." Bordeaux 3, 2010. http://www.theses.fr/2010BOR30032.

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Dans cette thèse nous cherchons à déterminer les enjeux idéologiques des représentations du peuple, du dictateur et de l’autorité dans les romans de la dictature latino-américains. Après avoir dissipé les malentendus pouvant surgir d’une méconnaissance des termes de notre recherche et après avoir identifié le phénomène social représenté (Première partie, Peuple, dictateur, autorité : définition des enjeux), nous essayons de comprendre par quels procédés d’écriture les romans de la dictature rendent compte de ce phénomène et le dénoncent. Nous analysons les représentations du phénomène tyrannique sous deux aspects, celui des mécanismes de sujétion (Deuxième partie, Le colosse aux pieds d’argile. Démythification de l’autorité tyrannique et exposition de la pathologie du peuple tyrannisé) et celui des conditions d’affranchissement (Troisième partie, De l’affranchissement du peuple à l’affranchissement du lecteur : une thérapeutique de la vigilance ?)
This thesis intends to determine the ideological stakes of the representations of the people, of the dictator and of authority in Latin American dictator novels. After clearing up the misunderstandings that can arise from a misreading of the terms of this research and identifying the social phenomenon accounted for (Part One, People, dictator, authority: definitions of the stakes), we will try our best to understand which writing process enables dictator novels to account for this phenomenon and denounce it. We will analyse the representations of the phenomenon of tyranny under two angles : that of the mechanism of suggestion ( Part two, The idol with feet of clay. The debunking of high-handed authority and the setting forth of the pathology of peoples being tyrannized over) and that of the conditions of emancipation (Part three, From the liberation of the people to that of the reader: a therapy of watchfulness?)
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Pérez, Latorre Óliver. "Análisis de la significación del videojuego. Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discurso." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7273.

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Esta Tesis Doctoral tiene como objeto de estudio la significación de los videojuegos.
Si la forma en la que, desde niños, construimos universos de valores y damos sentido a nuestras vidas está indisolublemente unida a los medios y las obras de la cultura de masas, el estudio de los modos de significación del videojuego requiere, hoy en día, un desarrollo en profundidad.
En relación con ello, el principal resultado de esta investigación consiste en la fundamentación teórica y metodológica de tres modelos de análisis del videojuego como discurso: un modelo de estructuras lúdicas, un modelo del discurso como universo narrativo y un modelo de enunciación interactiva. Asimismo, se ofrece una sistematización de los códigos de significación que conforman el lenguaje del diseño de videojuegos. Estos modelos constituyen una aportación metodológica innovadora a la Teoría del Videojuego y al Análisis del Discurso.
Las fuentes teóricas y metodológicas fundamentales del trabajo son la Semiótica, la Ludología y la Narratología.
La aplicación empírica de los modelos de análisis propuestos se centra en ejemplos y estudios de caso de videojuegos figurativos/narrativos, pero los modelos han sido construidos pensando en su posible utilidad para el análisis de un amplio espectro de videojuegos y otro tipo de textualidades colindantes, como los mundos narrativos de la literatura y las series televisivas.
Finalmente, se cierra la investigación con dos estudios de caso donde se prueba el sistema teórico en su conjunto, sobre los videojuegos Ico (2001) y Shadow of the Colossus (2005), ambos del diseñador Fumito Ueda.
The object of study in this Doctoral Dissertation is the signification of videogames.
Since early childhood, the way we construct universes of values and make sense of our lifes is closely related to the media and works of mass culture. Therefore, the study of the modes of signification of videogames requires to be fully developed.
According to that, this research provides the theoretical and methodological fundamentals of three models of analysis of videogame as discourse: a model of ludic structures, a model of discourse as narrative universe and a model of interactive "énonciation". Besides that, a systematization of the main signification codes which compose the language of videogame design is carried out. These models constitute an innovative methodological contribution to Videogame Theory and Discourse Analysis.
The theoretical and methodological framework of the research is built upon Semiotics, Ludology and Narratology.
The empirical application of the proposed analytical models is focused on examples and case studies of figurative/narrative videogames. Nevertheless, the models have been constructed bearing in mind their possible utility for the analysis of a broad spectrum of videogames and other kinds of close textualities, like the narrative worlds from literature or television series.
At the end of the research, the theoretical system is tested as a whole in two case studies: Ico (2001) and Shadow of the Colossus (2005). Both videogames have been designed by Fumito Ueda.
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18

Menon, Sindhu P. "The cracks and the colossus: The representations of India in British writing 1757-1857." Thesis, 1998. http://hdl.handle.net/2009/896.

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19

Chan, Chia-Hsuan, and 詹佳璇. "Investigation of the anti-aging effect and mechanism of ethanol extract from Ganoderma colossum in Saccharomyces cerevisiae / Investigation of the phenotypic effects of cell wall protein Hsp150p in Taiwan clinical isolates of Saccharomyces cerevisiae." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/49331834200710563411.

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Abstract:
碩士
國立臺灣大學
醫學檢驗暨生物技術學研究所
102
Abstract – Part I There are two methods to access the lifespan of yeast. One is called replicative lifespan (RLS) defined by the number of daughter cells produced by single mother cell. The other method called chronological lifespan (CLS) defined by how long yeasts survived in liquid culture. Nowadays, it is proposed that the cellular accumulation of reactive oxygen species (ROS) might reduce the lifespan of organism. According to previous studies, under the treatment of small natural molecule like hesperidin, the lifespan of yeast was extended by reducing oxidative pressure. Genus Ganoderma belong to kingdom Fungi, and show obvious effect of antioxidant activities. However, there is still no report clearly stated that Genus Ganoderma could extend the lifespan of an organism by the antioxidant effect. In this study, we analyzed EEGC extracted from Ganoderma colossum to understand its anti-aging effect and mechanism of yeasts. At first, we established the treatment of 10 mM N-acetylcysteine (NAC) as the positive control of RLS. We found that 2 mg/ml EEGC could lower the growth rate of yeasts. In addition, it was hard to analyze effect of >1 mg/ml EEGC because it revealed turbidity. It was observed that 0.5 mg/ml EEGC could significantly extent RLS of yeasts but not CLS. Moreover, treatment of 0.2, 0.5, or 1 mg/ml EEGC all showed antioxidant effect to reduce the accumulation of ROS levels induced by H2O2. Our data also showed that EEGC could significantly decreased SOD1、SOD2、SIR2 mRNA levels in cells. The SIRT1 activity assay implied that 0.5 or 1 mg/ml EEGC may enhance Sir2p activity in yeast. Altogether, we demonstrated that EEGC may extend yeast replicative lifespan, and could act as an antioxidant in yeast. The anti-aging mechanism of EEGC and the correlation of Sir2p activity should be further investigated. Abstract – Part II Saccharomyces cerevisiae is widely distributed in nature, and has become increasingly important in biotechnology and food industry. However, numerous cases of clinical infection caused by S. cerevisiae have been reported in recent years, considering S. cerevisiae as an emerging opportunistic pathogen. Cell wall is the first surface of the cell to encounter stresses from host defenses and environmental stresses. In addition, cell wall is responsible for yeast viability and adhesion ability to host. Our previous analysis of the composition of cell wall protein between clinical isolates and laboratory strains found that cell wall proteins Scw10p, Hsp150p, and Pst1p expressed at higher levels in clinical isolates. To clarify the role of Hsp150p in clinical isolates, we constructed three hsp150 deletion strains in clinical isolate background, and analyze the impact in cell wall integrity, adhesion ability, cell surface hydrophobicity, and virulence. We found that hsp150 deletion strains grew slower than parental clinical isolates under high dosage of Calcofluor white or Congo red. Secondly, hsp150 deletion in clinical isolates did not affect the adhesion ability or cell surface hydrophobicity. Lastly, we found that hsp150 deletion strains stimulated mouse macrophage cell lines to secret higher levels of TNF-α than parental clinical isolates, implying that deletion of Hsp150p may interrupt cell wall integrity and expose unknown virulence factors to macrophages. In this study, we found that Hsp150p may be responsible for, at least in part, the integrity of cell wall, and may play a role in yeast virulence.
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