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1

Hines, Ruth Dianne. "Accounting : in communicating a world, we create a world." Thesis, Lancaster University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.359845.

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Fišerová, Cwiklinski Marta. "Wonderful world with IKEA." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2013. http://www.nusl.cz/ntk/nusl-232371.

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The most important moment of whole project is the change of the status. Creation of unique sarcophagus for an object of mass-production - one of many globally manufactured objects become a part of a unique, authentic object and authorship. Transformation of one of the mass-product to the skeleton of author's object. Mass-product gives dimensions to the original object - it is directing process of creation. By creating its own unique case the object of mass-production is finally closer to human scale: one piece of furniture vs. one carpenter.
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Howland, Scott Charles. "Ontological Ecology: The Created World in Early Christian Monastic Spirituality." University of Dayton / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1501073179289829.

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4

Wessels, Stephen Graham. "Design and creation of a virtual world of Petra, Jordan." Master's thesis, University of Cape Town, 2015. http://hdl.handle.net/11427/13681.

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This thesis presents the design and creation of a 3D virtual world of Petra, Jordan, based on the digital spatial documentation of this UNESCO World Heritage Site by the Zamani project. Creating digital records of the spatial domain of heritage sites is a well-established practice that employs the technologies of laser scanning, GPS and traditional surveys, aerial and close range photogrammetry, and 360-degree panorama photography to capture spatial data of a site. Processing this data to produce textured 3D models, sections elevations, GISs, and panorama tours to has led to the establishment of the field of virtual heritage. Applications to view this spatial data are considered too specialised to be used by the general public with only trained heritage practitioners being able to use the data. Additionally, data viewing platforms have not been designed to allow for the viewing of combinations of 3D data in an intuitive and engaging manner as currently each spatial data type must be viewed by independent software. Therefore a fully integrated software platform is needed which would allow any interested person, without prior training, easy access to a combination of spatial data, from anywhere in the world. This study seeks to provide a solution to the above requirement by using a game engine to assimilate spatial data of heritage sites in a 3D virtual environment where a virtual visitor is able to interactively engage with combinations of spatial data. The study first begins with an analysis of what virtual heritage applications, in the form of virtual environments, have been created, and the elements that were used in their creation. These elements are then applied to the design and creation of the virtual world of Petra.
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Lyons, Reneé C., and Deborah Parott. "World Beat: Using Batchelder Award Books to Create International Readers." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/2391.

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6

Furuko, Kaoru. "Surt's diaries : how the world was created according to Norse mythology." Thesis, Konstfack, Grafisk Design & Illustration, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5126.

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7

Lee, Dahan. "The Ecological Meaning of St. Bonaventure’s Theology of the Created World." Phd thesis, Australian Catholic University, 2020. https://acuresearchbank.acu.edu.au/download/da2789430edb27bf422d933bbfbdb11f7c25a2f9b04e682ff6e0b549b6ac7989/1311662/Lee_2020_Ecological_Meaning_Of_St_Bonaventure%27s_Theology.pdf.

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This thesis aims to determine how Bonaventure’s theology of the created world can be an illuminating eco-theological resource to promote ecological conversion by helping Christians reflect on the meaning and worth of the natural world. In exploring this project, there are two things to be noted: inherent anthropocentric limitations of his theology and today’s ecological context represented by both contemporary scientific views of the evolutionary natural world and recognition of the current ecological crisis. Accordingly, this thesis specifically seeks to retrieve and re-interpret the elements of Bonaventure’s theology that can influence human understanding and action regarding the natural world, employing Francis Schüssler Fiorenza’s theory of a reconstructive hermeneutics. In response to inherent limitations of his thought, Chapter 2 explores whether Bonaventure’s theology of the created world is capable of upholding the value of creatures and awakening a human concern for them while having weak anthropocentric senses. This exploration is based on his Trinitarian theology because it is the underlying principle of his whole theological thought. Bonaventure’s Trinitarian doctrine of creation affirms that the whole of creation is the sacramental expression of the Trinity, is directly related to the Trinity by reason of being patterned on the Word and imprinted with Trinitarian footprints, and is a gift and a receiver of God’s love. These views underpin the value of all creatures. Chapter 3 examines whether such a positive understanding of creation can still be valid in Bonaventure despite his limited view of the fate of non-human creatures. Bonaventure’s Christocentric theology indicates that the whole of creation’s consummation through Christ incarnate involves materiality which non-human creatures hold in common with Christ and humanity. In addition, Bonaventure’s concept of redemptive-completion suggests that humanity should turn to right relationship with other-than-human creatures because the broken relationship with them, caused by human sin, is an impediment to God-intended completion for all creation. These implications can be said to support the significance of other creatures’ existence and a human concern for them. Chapter 4 addresses how Bonaventure’s theology of the created world can be re-interpreted in light of evolutionary scientific views of the natural world. Bonaventure’s theological vision of creation provides theological meaning for the diverse and relational reality of the natural world by seeing that such realities reveal the divine fecundity and spring from the divine relationality. Regarding inherent suffering in the evolutionary natural world, Bonaventure does not fully espouse the view of God’s redemptive co-suffering with creatures, as do contemporary theologians of deep incarnation. However, his theology contains meaningful elements which can be developed for such a view: the concepts of exemplarism, microcosm, medium mathematicum, and Christ as unifying centre. Chapter 5 discusses what theological insights into the natural world the encyclical Laudato Si’ presents, faced with contemporary ecological degradation, and how Bonaventure’s theology of the created world can contribute to the encyclical’s theologies. Laudato Si’ emphasises the intrinsic value of all creatures, their significance as God’s revelation and the call for a sublime communion with them. Elements of Bonaventure’s Trinitarian doctrine of creation and his view of human sin and the restoration of human relationships with creatures have relevance to the encyclical’s insights. In addition, Bonaventure’s theology can supplement the lack of a systematic theology of the incarnation and of theological consideration of evolutionary suffering in Laudato Si’, by means of the concept of Christ as the divine Word and the incarnate One. Chapter 6 summarises how the key arguments of Bonaventure’s theology can bring transformation to human thinking and action with regard to creatures. Humans are called to appreciate the aesthetic and spiritual values of creatures, to be sensitive towards suffering creatures and to be humble before the natural world with a sense of belonging to one creation community. With these attitudes, humans must take action to preserve living species and to uphold this creation community through a sustainable relationship with all species. Through these conclusions, this thesis argues that Bonaventure’s theology of the created world can still be used to guide praxis that leads to ecological conversion and commitment in this time of ecological crisis.
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Glore, Anna K. "The Creation of Radical Empathy in "Let the Great World Spin"." University of Toledo Honors Theses / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=uthonors1513350608859531.

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Butler, Alissa Nicole. "The Pleasure in Paradox: The Negotiation Between Agency and Admiration in the Disney Fan Community." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1616696060337541.

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10

Brown, Tasha. "Halfway around the world in 33 days : the creation of short videos /." View online, 2010. http://repository.eiu.edu/theses/docs/32211131524369.pdf.

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11

Retzlaff, Hilde. "The Golem Project : Creation, Animation and the Re-enchantment of the World." Thesis, Kungl. Konsthögskolan, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kkh:diva-458.

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The Golem Project är en studie i animation av död materia. Projektets två delar består av en essä där framförallt skapelsemyter studerats och ett fysiskt experiment utifrån fastställda hypoteser. The Golem Project presenterades på Galleri Mejan hösten 2017 som en utställning med namnet The Golem Experiment.
The Golem Experiment är det fysiska experiment som resulterade av mina studier. Det presenterades i form av en skulptural installation på Galleri Mejan hösten 2017.
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Sanders, Kent L. "Requirements to create a persistent, open source, mirror world for military applications." Thesis, Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Dec%5FSanders.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, December 2007.
Thesis Advisor(s): Brutzman, Don ; Sadagic, Amela. "December 2007." Description based on title screen as viewed on January 18, 2008. Includes bibliographical references (p. 91-92). Also available in print.
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Ebel, Suzanne. "The creation of narrative : writing in a community on the World Wide Web." Thesis, Edinburgh Napier University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.443857.

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14

Adams, Rachel Margaret. "The creation of 'a world after its own image': a genealogy of transparency." Doctoral thesis, University of Cape Town, 2017. http://hdl.handle.net/11427/24993.

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This thesis concerns the rise of transparency as a discursive fact of modern society. It seeks to understand both why and how the concept has come to be dominant within global neoliberal capitalism. From governments and political parties, to businesses and non-profit organisations, diverse institutions across the globe are embracing 'transparency'. Yet, despite its prominence, transparency remains vague and undefined, with scholarship largely devoted to expressing its merits and exploring ways to strengthen its practice. This has allowed transparency to gain its discursive power and, eventually, to become dominant. I turn to the work of Michel Foucault to problematise the transparency discourse with a view to unravel the effects of its discursive power. Through a Foucaultian critique, I come to read transparency as a depoliticising régime of truth ‒ one that is part and parcel of the Western will-to-power of neoliberalism, which excludes and, within this exclusion, contains, other realities. I identify transparency as an elusive and abstract metaphor, while defining it as a discursive practice of 'making visible'. My analysis follows the Foucaultian lines of archaeology, discourse, and governmentality, drawing these analytical strands together into a genealogy of transparency. The thesis notes the historical arrival of transparency within an ocularcentric episteme of the Western Enlightenment which privileges ideas of visibility ‒ an episteme from which neoliberalism also arises. I continue to trace the proselytisation of transparency upon the Global South, and its de-legitimisation of other forms of governance. The analysis then explores how transparency works within a dispositif (a relational field of power) of the current neoliberalist moment, creating a depoliticising illusion of a society that can be seen, known and understood. Further, I discuss how transparency is seeking to produce transparent subjects who are made visible to the disciplining powers of its discourse. In conclusion, my enquiry raises questions about an affinity between transparency and a hegemonic neo-colonial project to fashion a world in its own image: in the image of whiteness – a homogenous and de-politicised centre from which all else 'deviates'. Yet, I note a profound paradox at play. For transparency signals a marked absence, a paradoxical invisibility. Thus, as it seeks to create a world after its own image, it is in fact working towards its own inevitable unworking and absence.
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Chan, Hoi-kei Gladys, and 陳凱琪. "Metaphors in the information age: how do computers create a new world view?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31952926.

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Zechner, Manuela. "The world we desire is one we can create and care for together." Thesis, Queen Mary, University of London, 2015. http://qmro.qmul.ac.uk/xmlui/handle/123456789/9115.

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Written with a contemporary European context of economic, social and reproductive crisis in mind, this thesis presents research about, from and for social movements that struggle against precarity, austerity and capitalist accumulation. Based on accounts and analyses of feminist-autonomist militant practice and networks, this research project revolves around two terms: care and creativity. It maps out a historical-genealogical shift from a paradigm of creativity (reflected in neoliberal governance as well as in social movements of the decades before and after the millenium) to one oriented around care (reflected in the neo-communitarian policy as well as practices of commoning that arise with social and economic crisis in Europe). Structured into three broad sections on work, organisation and governance, the questions at stake here revolve around the possibilities and imaginaries of politics that affirm care and creativity in relation to one another. On the level of work, this means struggles within and against precarity, reproductive and illegalized work; on the level of organisation, it means relating the figure of the network to that of the care chain and the family, confronting new transnational forms of alliance and care; and on the level of governance, it is the relation between neoliberalism and its new communitarian forms that is in question. What the collectives, campaigns and networks constituting the ‘field’ of this research have in common is that they re-think the contemporary relations between autonomy and heteronomy, the global and the situated, as well as macro- and micropolitics. Dwelling on collective experiences and knowledges, this investigation takes care to articulate the dimensions of subjectivity, relation and association with those of economy and governance. Concerned and engaged with contexts of struggle and commoning in the face of crisis politics, precarity and dispersed sociality, a methodology of militant participatory-action research serves to map out contexts of practice in Spain, the UK and Argentina as of 2010-2013.
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Chan, Hoi-kei Gladys. "Metaphors in the information age : how do computers create a new world view? /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23473009.

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18

Rich, Coralmarie Louise. "Creator Unknown." Kent State University Honors College / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1305121478.

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19

Vizenor, Katie Virginia. "Binary Lives| Digital Citizenship and Disability Participation in a User Content Created Virtual World." Thesis, State University of New York at Buffalo, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3613110.

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Digital Citizenship is a concept typically used in discussions of how technology impacts our relationships with others and our physical world communities. It is also used to describe ways that we can leverage our technology use and skill to make our communities and nations better and stronger. Educators are now teaching "good digital citizenship" as part of a larger civics curriculum.

But, there is a second, emerging concept that I refer to as platform specific digital citizenship. I define this platform specific citizenship as the deep and abiding commitment and sense of responsibility that people develop in relation to a particular technology, such as software or technology brand. It may also refer to the ideas that people express in regard to how technology should ideally be used and what rights and responsibilities it requires of its adherents.

Massively Multiplayer Online Worlds (MMOWs) are one place researchers are finding this deep, platform specific digital citizenship emerging. These are persistent digital universes where people from all over the world develop online personas, leadership structures, discussion forums, and business and non-profit entities. The ability and extent to which this online organization is possible is largely due to the underlying structure, rules and allowances of the world of which people choose to be a part.

One online world, Second Life, has a large, active and vocal disabled population. They have committed to this environment because of the unique opportunities and freedoms that it provides. As a user content created environment, residents, as Second Life participants are referred to, are given an unprecedented amount of freedom to create the kind of experience they want. This may involve developing relationships and projects with other disabled residents. It can also involve exploring other aspects of themselves and their interests that are often neglected in their real lives due to social exclusion, and/or lack of financial and physical access.

Most of the research and popular media examinations of disability in Second Life centers on participation in disability specific communities or the benefits of identity exploration through avatar design. But, the reasons disabled people stay here is much broader and varied than what this limited discussion suggests. Commitment to Second Life is strong precisely because disability community commitment and disability expression are not the only options but exist among a wide range of choices. Moreover, the expression of disability and use of such mediated environments is constantly debated in both word and deed.

This dissertation explores the concept of digital citizenship and why people that identify as disabled in real life are attracted to committed participation in virtual worlds, in particular, Second Life. What opportunities and rights are disabled people afforded here through the technology structure? What are the avenues of entry into the Second Life community, and what does the variety of these entry points and special interest sub-communities tell us about what is important to them? How is commitment debated and deepened through the use of public spaces and forums? And, what can researchers, public health and information professionals learn from these features that can improve their own outreach?

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BASTOS, LEVY DA COSTA. "JUSTICE FOR THE NEW CREATION IS HOPE FOR THE WORLD: JUSTIFICATION IN JÜRGEN MOLTMANN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5875@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
A Justificação é a mais importante das doutrinas das Igrejas oriundas da Reforma evangélica do século XVI. Sua redescoberta decorreu do anseio de Martin Lutero por encontrar um Deus gracioso. Hoje é imprescindível que ela seja rediscutida sob novos pressupostos. Tal releiura deve ocorer em perspectiva libertadora, o que equivale dizer que deve considerar o grito angustiado do homem moderno sedento por justiça como seu critério autenticador. A Justificação deve superar a uma atitude de fé que se mostre passiva ante os desafios da vida. Corretamente experienciada ela deve reverberar-se em atos solidários com todos os que sofrem, em inserção transformadora da realidade histórica. A Justificação é, pois um evento de caráter salvífico que irrompe no coração humano, mas que pela ação dos justificados, expande-se por toda a criação, adquirindo amplitude cósmica. Servindo-se do pensamento teológico de Jürgen Moltmann, esta tese objetiva fundamentalmente resgatar a vitalidade libertadora da experiência da Justificação, e com isto, fecundar a tradição metodista wesleyana brasileira. Na verdade se procurará estabelecer um diálogo entre Moltmann e John Wesley visando a sedimentar a práxis libertadora dos cristãos de tradição wesleyana brasileira, fazendo do Evangelho de Cristo uma oferta de salvação mais plausível para o homem moderno.
The Justification is the most important of th doctrines of the churches coming from the reform of the XVI century. Its rediscovery passed from the desire of Martin Luther to find a mercyfull God. Nowadays it is indispensable its rediscussion, but under new pressuposts. Such a reading must be done in liberation. Perspective, what means to consider the thirsty groan for justice of the modern humann being as its autentication`s criterion. The justification must overcome an attitude of faith that behaves passive in face to the chalenges of the life. Correctly experienced it has to reflect in solidarity with all suffering people, in transforming the historic reality. The justification is an event of a salvific character that rises in human heart, however as follow of action of the justified people expanded towards all creation, acquiring cosmic dimensions. Using the theological thought of Jürgen Moltmann who aims basically to recover the liberated vitality of the experience of the justification, and with that fertilize the brazilian methodist tradition. Truely the effect will search to establish a dialogue between Moltmann and John Wesley trying to make the liberated praxis of the christians of wesleyan brazilian tradition to come true, making the gopsel of Christan offer of salvation more acceptable for the modern man.
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Stenberg, Peder. "Den allvarsamma leken : Om World of Warcraft och läckaget." Doctoral thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-42073.

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Through more than five years of extensive, participatory research the writer became a fully integrated member of the World of Warcraft community he set out to study. By actually living the grounded practices that constitute the everyday life he concludes that the mundane, often repetitive practice has very little to do with the cyber-utopian claim that one can flee the body and become who they want on the Internet. Instead this doctoral thesis argues that the constant transitions of the borders between offline and online, virtual and real, body and avatar, play and work, player and producer are best described with the concept of leakage. Using leakage to describe the perforated borders that surrounds the game not only allows an understanding of World of Warcraft as a powerful site for production of meaning and culture but also places it far from the traditional understandings of separated fun, play and games. Play as an activity has traditionally been described with three intrinsic features: it is separable from everyday life, in particular from work; it is safe, meaning that it isn’t productive nor does it carry consequence and finally that play is pleasurable or fun. World of Warcraft doesn’t easily admit to these features and should not be understood as neither innocent utopia nor as a devoured mimesis, but rather as an expansion of the life space where players repeatedly and deliberately stretch beyond the producer’s intentions and create a world consisting of work, unwritten social norms, creativity and friendship. Players are social laborers that produce the core of what makes World of Warcraft what it is: a serious game.
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Boyne, Martin R. "Rebuilding words, constructing worlds : a stylistic analysis of lexical and syntactic creativity and their role in fictional-world creation in Russell Hoban's Riddley Walker." Thesis, Lancaster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.655730.

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Russell Hoban's 1980 novel Riddley Walker is most obviously characterised by distinctive orthography, yet it also contains a high degree of lexical and syntactic creativity. This study explores the nature and extent of that creativity, illustrating that, while much of the novel is written in standard English, in the area of the lexicon there is a range of neologisms, including derivations, original coinages, and reanalysed forms; in the area of syntax, the novel contains a number of standard and nonstandard sentence types, with several participial and verbless sentences and many instances of parataxis. The principal contention of this thesis is that the combined effects of lexical and syntactic creativity help to project a fictional world that relies heavily on eroded and subsequently restructured forms of standard English, as well as being influenced by spoken language to a greater extent than by written. A range of theoretical and methodological approaches in stylistics is employed to analyse and explain the language of the novel. In addition to traditional methods of analysing fiction, the study uses corpus methods to generate hypotheses and substantiate findings, supported throughout by collocational analysis. The theoretical core of the study is located in cognitive stylistics: deictic shift theory, schema theory, conceptual blending, contextual frame theory, and fictional-world theory more broadly are all assessed in order to determine how appropriate they are for an analysis of the role of the novel's language in projecting the fictional world. The study proposes a model of dual-world lexical reference to explain how reanalysed lexical forms place readers between the actual world and the world of the text when interpreting such forms. While syntax cannot be analysed using the same framework, the findings in the lexicon are extended to syntax to show that the two types of creativity are mutually reinforcing. Ultimately, readers construct the fictional world through negotiating meaning on both the lexical and the syntactic levels by means of the linguistic distinctiveness of the novel.
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Zafeiris, Konstantinos A. "The 'Synopsis chronike' and its place in the Byzantine chronicle tradition : its sources (Creation -1081 CE) /." St Andrews, 2007. http://hdl.handle.net/10023/457.

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de, Verdier Below Tim, Florian Istrefi, and Arvid Karlefors. "Value co-creation in a digital world : A case study on a Swedish online retailer implementing value co-creation." Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48711.

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Background: In the past, the majority of products were sold in the retail industry through physical stores, making it possible for customers to interact and be personal with the retailers. The development of technology has made retailers move their operations to an online environment.    Problem: The problem of this paper is how companies that operate in an online environment can create relationships with their customers in the context of value creation. There exists limited research on how online retailers can create value creation and co-creation through e-commerce and m-commerce.   Purpose: This research aims to investigate what actions that are influencing value creation and value co-creation between firm and customer in the online sector of e-commerce and m-commerce. The thesis will examine if there exists a difference between e-commerce and m-commerce in terms of value creation and co-creation.    Method: This thesis is based on a qualitative research approach, the empirical findings were collected through an interview with the CEO of Please the Swede (PTS), followed up with six semi-structured interviews with the company's customers.   Results: It is evident that PTS carries out two different value-creating actions that enable the company to co-create value with its customers in e-commerce and m-commerce. Customer service and social media were identified as the two services that co-create value. It was also concluded that it did not exist any differences in terms of how value co-creation was created through PTS e-commerce and m-commerce.
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Chiu, Guang-Hwa, and Yuh-Shihng Chang. "A study of the impact of on-line game emotion value creation on playersâ switching behavior [in Chinese]." School of Communication & Information, Nanyang Technological University, 2006. http://hdl.handle.net/10150/105265.

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Text in Chinese, with English abstract
With the popularization of broadband network in Taiwan, playing online-games has become one of most popular behavior. In 2003, the Taiwan on-line game market scale is up to NT $ 88.3 hundred million. In 2004 it is NT$ 92.7 hundred million. From the above data, the Taiwan on-line game market has been growing rapidly from 2000 to 2004. Focusing on the MMORPG, players exhibit switching behavior from old games to new ones. The thesis is aimed at exploring the factors of the players in the value creation process in playing on-line games, which influence his switching decision making. The research method focuses on external factors' "core services" combined with psychological factors such as "customer satisfaction", "emotion value" and "flow experience", to construct an empirical model to analyze the players' switching barriers and their switching behaviors. Our research adopts the on-line game players' emotion value factors in explaining their switching behaviors, which is different from previous related works. We take samples of Web members of Game-Based and Bahamut, which are the largest on-line game community in Taiwan, as the research objects. A total of 1749 completed questionnaires were obtained, with a response rate of 80.42 %. The explanation strength of the research model reaches 71.1%. The research scope covers the system exterior factors, players' perception factors, emotion value factors, the switching barriers and the switching behaviors. The results indicate that the development of any information system must take into consideration user' s requirements in the emotion value. It also suggests that the human requirement for final value demand should be incorporated into information design education.
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Morris, Nathaniel. "'The world created anew' : land, religion and revolution in the Gran Nayar region of Mexico." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:0be82a7b-ef6f-46ed-a39d-5c4f644060a6.

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The Mexican Revolution - the first of the great revolutions of the twentieth century - is today recognised by scholars as the cumulative result of 'many Revolutions', occurring in multiple locations, for multiple reasons, over a thirty year period from Madero's rebellion against the Díaz dictatorship in 1911, to the consolidation of the Mexican state in the late 1930s. No region remained untouched by the rebellions and reforms that transformed the country over these years: not least 'el Gran Nayar', a 20,000 km2 expanse of mountains and canyons spanning parts of four different states, which constitutes one of Mexico's most ethnically diverse areas, and is home to one of the country's most prominent indigenous groups - the Huichols - along with their Cora, Tepehuano, and Mexicanero Indian neighbours. However, despite a boom in regionally-grounded studies of Mexican history, and the long-standing popularity of the Gran Nayar as a site for anthropological research, my book is the first study of the participation of the Gran Nayar's inhabitants - among the least 'assimilated' indigenous groups in the Americas - in the Mexican Revolution. Over the course of this thesis, I show that the Revolution in the Gran Nayar entailed a violent confrontation between an expansionist state and the region's highly autonomous Indian peasant communities: a clash between practitioners of subsistence agriculture and promoters of capitalist development, rival Indian generations and political factions, and rival visions of the world, of religion, and of daily life. These clashes produced some of the most severe defeats that the Mexican government's state- and nation-building programmes suffered during this period, with sometimes counter-intuitive consequences. Thus members of 'traditionalist' Indian factions, who upheld a resolutely pagan religious tradition and defined themselves in opposition to local mestizos, became an important force within the Catholic-inspired, mestizo-dominated Cristero rebel movements of the 1920s and 30s. Similarly, the Federal educational programmes so often lauded for bringing literacy and 'progress' to rural Mexico, instead precipitated violent opposition in the Gran Nayar, which involved the burning of schools, and even the murder of several teachers. And the radical land reforms of left-leaning President Lázaro Cárdenas (1934-40), which proclaimed the liberation of the Mexican peasantry from social and economic oppression, caused violent territorial conflicts between local communities, some of which continue to define life in the region today.
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Dupont, de Dinechin Grégoire. "Towards comfortable virtual reality viewing of virtual environments created from photographs of the real world." Thesis, Université Paris sciences et lettres, 2020. http://www.theses.fr/2020UPSLM049.

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La reconstitution en réalité virtuelle de lieux, personnes, et objets réels ouvre la voie à de nombreux usages, tels que préserver et promouvoir des sites culturels, générer des avatars photoréalistes pour se retrouver virtuellement avec famille et amis à distance, ou encore recréer des lieux ou situations spécifiques à des fins thérapeutiques ou de formation. Tout cela s'appuie sur notre capacité à transformer des images du monde réel (photos et vidéos) en environnements 360° immersifs et objets 3D interactifs. Cependant, ces environnements virtuels à base d'images demeurent souvent imparfaits, et peuvent ainsi rendre le visionnage en réalité virtuelle inconfortable pour les utilisateurs. En particulier, il est difficile de reconstituer avec précision la géométrie d'une scène réelle, et souvent de nombreuses approximations sont ainsi faites qui peuvent être source d'inconfort lors de l'observation ou du déplacement. De même, il est difficile de restituer fidèlement l'aspect visuel de la scène : les méthodes classiques ne peuvent ainsi restituer certains effets visuels complexes tels que transparence et réflexions spéculaires, tandis que les algorithmes de rendu plus spécialisés ont tendance à générer des artefacts visuels et peuvent être source de latence. Par ailleurs, ces problèmes deviennent d'autant plus complexes lorsqu'il s'agit de reconstituer des personnes, l'oeil humain étant très sensible aux défauts dans l'apparence ou le comportement de personnages virtuels. Par conséquent, l'objectif de cette thèse est d'étudier les méthodes permettant de rendre les utilisateurs plus confortables lors du visionnage immersif de reconstitutions digitales du monde réel, par l'amélioration et le développement de nouvelles méthodes de création d'environnements virtuels à partir de photos. Nous démontrons et évaluons ainsi des solutions permettant (1) de fournir une meilleure parallaxe de mouvement lors du visionnage d'images 360°, par le biais d'une interface immersive pour l'estimation de cartes de profondeur, (2) de générer automatiquement des agents virtuels 3D capables d'interaction à partir de vidéos 360°, en combinant des modèles pré-entrainés d'apprentissage profond, et (3) de restituer des effets visuels de façon photoréaliste en réalité virtuelle, par le développement d'outils que nous appliquons ensuite pour recréer virtuellement la collection d'un musée de minéralogie. Nous évaluons chaque approche par le biais d'études utilisateur, et rendons notre code accessible sous forme d'outils open source
There are many applications to capturing and digitally recreating real-world people and places for virtual reality (VR), such as preserving and promoting cultural heritage sites, placing users face-to-face with faraway family and friends, and creating photorealistic replicas of specific locations for therapy and training. This is typically done by transforming sets of input images, i.e. photographs and videos, into immersive 360° scenes and interactive 3D objects. However, such image-based virtual environments are often flawed such that they fail to provide users with a comfortable viewing experience. In particular, accurately recovering the scene's 3D geometry is a difficult task, causing many existing approaches to make approximations that are likely to cause discomfort, e.g. as the scene appears distorted or seems to move with the viewer during head motion. In the same way, existing solutions most often fail to accurately render the scene's visual appearance in a comfortable fashion. Standard 3D reconstruction pipelines thus commonly average out captured view-dependent effects such as specular reflections, whereas complex image-based rendering algorithms often fail to achieve VR-compatible framerates, and are likely to cause distracting visual artifacts outside of a small range of head motion. Finally, further complications arise when the goal is to virtually recreate people, as inaccuracies in the appearance of the displayed 3D characters or unconvincing responsive behavior may be additional sources of unease. Therefore, in this thesis, we investigate the extent to which users can be made more comfortable when viewing digital replicas of the real world in VR, by enhancing, combining, and designing new solutions for creating virtual environments from input sets of photographs. We thus demonstrate and evaluate solutions for (1) providing motion parallax during the viewing of 360° images, using a VR interface for estimating depth information, (2) automatically generating responsive 3D virtual agents from 360° videos, by combining pre-trained deep learning networks, and (3) rendering captured view-dependent effects at high framerates in a game engine widely used for VR development, which we apply to digitally recreate a museum's mineralogy collection. We evaluate and discuss each approach by way of user studies, and make our codebase available as an open-source toolkit
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Rodin, Therese. "The World of the Sumerian Mother Goddess : An Interpretation of Her Myths." Doctoral thesis, Uppsala universitet, Religionshistoria, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228932.

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The present study is an interpretation of the two myths copied in the Old Babylonian period in which the Sumerian mother goddess is one of the main actors. The first myth is commonly called “Enki and Ninḫursaĝa”, and the second “Enki and Ninmaḫ”. The theoretical point of departure is that myths have society as their referents, i.e. they are “talking about” society, and that this is done in an ideological way. This study aims at investigating on the one hand which contexts in the Mesopotamian society each section of the myths refers to, and on the other hand which ideological aspects that the myths express in terms of power relations. The myths are contextualized in relation to their historical and social setting. If the myth for example deals with working men, male work in the area during the relevant period is discussed. The same method of contextualization is used regarding marriage, geographical points of reference and so on. Also constellations of mythical ideas are contextualized, through comparison with similar constellations in other Mesopotamian myths. Besides the method of contextualization, the power relations in the myths are investigated. According to this latter method, the categories at issue, their ranking, as well as their changed ranking, are noted. The topics of the myths is issues important for the kingship and the country, such as irrigation, trade, health and healing, birth, collective work, artisanry and rivalry. All these aspects are used in order to express what the power relations between the goddess Ninḫursaĝa/Ninmaḫ and the god Enki look like. The relations are negotiated and recalibrated, which leads to the goddess getting a lowered status. Part of the negotiations and recalibrations is gender behavior, which is related to historical developments in society. The present work points to the function of these myths as tools of recalibrating not only deities, but also men and women in society.
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Baurain, Thomas S. "Development of a continuing education course "Christians in a scientific world" Division of External Studies Moody Bible Institute /." Theological Research Exchange Network (TREN), 1989. http://www.tren.com.

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Van, Rooyen Annelize. "Speculating WTO coverage and classification of emmission allowances created and generated by the Kyoto Protocol." Thesis, University of the Western Cape, 2007. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_6593_1255613854.

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The study is based on the views of different world authorities on the Kyoto protocol. The current legal status regarding the different opinions and arguments are also considered. This study is limited to defining what allocation of allowances, units and credits as created by the Kyoto protocol can be defined as goods, products, services or subsidies under WTO body of rules .

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De, Young Mikaela, William Lehmus, and Viktor Sundqvist. "Physical Distribution in a Digital World : A study of the gaming industry." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-19012.

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Purpose: The aim of this thesis is to explore the impact that increased availability of digital distribution has on physical distribution. The focus is on the effects that digital distribution has on the value creating processes of game developers with regard to distribution alternatives, strategic networks and consumer interaction. Additionally we examine if there is a future for physical distribution of games in an increasingly digital market. Background: It is estimated that only the online gaming market alone will turn over more than $13 billion in 2013. In terms of market potential this means that video gaming has already surpassed the movie industry and is closing in on the music industry (Jöckel, Will & Schwarzer, 2008). Digital distribution is gaining ground in the game industry (Cook, 2012), and access to high-speed internet connectivity is also increasing at a rapid pace. This creates a choice for game developers to adapt their strategies to the new ways of distribution. The previous view of the market was a linear value chain where developers must use intermediaries to reach an end consumer (Williams, 2002). The network dynamics appear to have changed, consumers have an impact on development and there are more complex interactions between the actors in order to generate better value. Method: The thesis uses an exploratory qualitative research method by conducting semi-structured interviews with developers on how the distribution channels have changed. Secondary data concerning the value chain, networks, and value constellations and was gathered to support the empirical background of the market. Conclusion: The value chain has been reconfigured from the classical value chain to a value constellation as increased online availability has changed the distribution possibilities allowing reciprocal relationships and user co-production as well as disintermedation of middle-hands. Value is created for the game developers through three different paths in our own value constellation: portals, direct sales homepage, and through publisher. In all three paths consumers play an important role through user participation in the value creation through user created content and user feedback through community and fan-base activities.. Our conclusion is that the future of physical distribution in the current format is threatened by digital alternatives, and will likely be discontinued in the long run and/or radically changed to include more physical value adding content.
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Willis, Roderick Carter. "An Edwardsean critique of Pinnock's open theology regarding the end for which God created the world." Theological Research Exchange Network (TREN) Access this title online, 2005. http://www.tren.com.

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Bittarello, Maria Beatrice. "The re-creation of ancient classical religions on the World Wide Web : Neopaganism as contemporary mythopoesis." Thesis, University of Stirling, 2007. http://hdl.handle.net/1893/226.

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The thesis argues that Neopaganism on the Web is an example of mythopoesis and aims at showing both the novelty and the limits of such mythopoesis. I use the term "mythopoesis" in its original Greek meaning, i.e. "the creation (the making/crafting) of a myth or myths", thus stressing the dynamic way in which the process of creation (of myths, rituals, divinities, identities—all implicitly or explicitly played out, connected, and organised as "stories", which can be told, written or performed, as well as represented as images) unfolds in Neopaganism. Neopagan mythopoesis on the Web is new, original, and structurally different from other previous and contemporary examples of mythopoesis, either religious or not, since it does not refuse, put aside, or implicitly contradict, the rational framework elaborated by Western culture. The research involves exploring the contemporary cultural and historical context that allows for mythopoesis to take place and the technology that allows for it to develop. It analyses the key features of Neopaganism on the Web as they emerge from the mythopoeic recreation of two ancient goddesses (Gaia, and Artemis/Diana) and an ancient ritual (the Eleusinian mysteries). In covering several different fields (from ancient religions, to the Internet, to myth and ritual theory), and in examining a range of heterogeneous materials (from ancient texts, Neopagan hymns and art, to hypertexts), the analysis adopts an interdisciplinary approach.
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Stoeva, Preslava. "Norm development and knowledge creation in the world system : protecting people, intellectual property and the environment." Thesis, University of Exeter, 2005. http://hdl.handle.net/10036/30018.

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This thesis develops a theoretical model to explain the creation of international behavioural norms drawing on two literatures: Constructivism in International Relations and the Sociology of Knowledge. This theoretical model draws attention to the interplay between scientific knowledge and normative concerns in the process of norms creation, to the role of non-state actors in norm construction, as well as to the importance of states in normative negotiations. I have also sought to uncover different types of power that both states and non-state actors have employed and the tactics of bargaining and persuasion which prevail and lead to the successful creation of international norms. The proposed theoretical model is applied to three case-studies, which are the creation of the norm outlawing the use of torture, the norm protecting intellectual property rights in the pharmaceutical industry, and the norm for the protection of the atmosphere from the effects of human activities to prevent or slow down global warming. The historical reconstruction of events leading up to the legalisation and operationalisation of these norms has revealed important similarities in the way that these norms were negotiated. There is a resemblance in the manner in which scientific knowledge and normative beliefs interacted. All three case-studies exposed the degree to which non-state actors – NGOs, scientific communities, advocacy organisations, religious groups, businesses, etc. – participated in the creation of international norms, and although this is not a new concept in itself, it is worth reconsidering its intensity and the role of these actors in world politics. My research into the development of these three international norms has also emphasised the need for a better understanding of the points of closure in scientific, normative, and political debates. I argue that the way in which closure is reached is directly relevant to the strength, effectiveness and authority of the norm created.
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Reesor, Rachel H. (Rachel Helen) 1959. "Prospects for a "worldly" theology in the writings of Menno Simons." Thesis, McGill University, 1988. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=22366.

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As Mennonites take up the challenge to clarify their stance vis a vis the creation, the question arises as to whether there are dimensions or tendencies in the writings of their eponym that can assist them in the articulation of a theology that is world-affirming. The teachings of Menno Simons regarding the Incarnation, "the world" and "the flesh" reflect the ambivalent attitude toward the world which has characterized the Christian Church over the centuries. In his doctrine of regeneration, however, there is evident a profound hope concerning the possibilities for "this world". His commitment to a faith which transforms life in this world supports a "worldly" theology, and his insistence on a certain separation of the church is necessary if the church is to be for the world.
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McGlade, Fredrick. "The creation and development of the British Army Film And Photographic Unit in the Second World War." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.498743.

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Bredhammar, Michelle, and Pia Slesinski. "Saving the world cannot be a one-man show : Combining CSR research and social entrepreneurship theory for a better future." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84479.

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Organizations operate in a dynamic environment in which they are faced with an ongoing dilemma of maximizing profit and meeting the demand from society to take social responsibility. Corporate social responsibility (CSR) has gained an increase in interest with its intended aim of corporations taking responsibility for how the business affects the society within an economic, environmental and social perspective. However, its intended aim is being hindered by the idea of a trade-off between profit and social responsibility in CSR theory and practice. We suggest that social entrepreneurship can have an impact on CSR in moving beyond these trade-offs and can furthermore bridge the gap between business’ and society’s demands. Thereby, our thesis has the aim to investigate how CSR research can move beyond the presumed trade-offs through the impact of social entrepreneurship theory. For this purpose, we have chosen a conceptual research approach in order to build a conceptual model that can serve as a theoretical contribution and an inspiration for further practical use. The model suggests that components of social entrepreneurship can be linked to strategic CSR dimensions and, therefore, impact the outcome by creating both economic and social value.
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Ruggenthaler, Dominik, and Maximilian Waidhofer. "Business of “another World” – Virtual Reality (VR) : “Influence of Virtual Reality on the competitive advantage for firms”." Thesis, Högskolan i Gävle, Avdelningen för ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-24410.

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Abstract Title: Business of “another World” – Virtual Reality (VR): Influence of Virtual Reality on consumer experience, co-creation and competitive advantage Course: Thesis for Master Degree in Business Administration Authors: Dominik Ruggenthaler and Maximilian Waidhofer Supervisor: Maria Fregidou-Malama, PhD Examiner: Akmal S. Hyder, PhD Date: 2017/06/01   Purpose: This study’s aim is to examine the influence of VR in the field of architecture and its contribution to create competitive advantages. Methodology: To collect empirical data, the research applied a qualitative and inductive approach. Semi-structured interviews with ten participants with different backgrounds are conducted. Furthermore, primary and secondary data obtained from existing scientific resources built the base for argumentation. Findings & Conclusion: The main findings of the research are clustered in four groups. (1) VR planning creates a new service system and has an influence on the project performance; (2) VR experience and (3) co-creation contributes to generate new competitive advantages; (4) the use of the technology is a trigger for architect companies to differentiate compared to their competitors. Theoretical contribution: This is one of the few studies that combines VR planning with customer experience and co-creation. Furthermore, previous researches do focus on competitive advantages in this context. The developed conceptual model identifies the impact of VR on competitive advantage generation within the architecture business. Managerial implications: The implication of VR leads to both new opportunities and new problems. On one hand, architects can embed their clients better in the planning stage, but on the other hand, customers might become overwhelmed by the multisided VR opportunities. Also, it is outlined that a form of virtual planning will probably become an industry standard, which has to be adopted by architects. Limitations: Cost Leadership, one element of competitive advantages, is not explored through this study. Also, customer response of VR services has to be evaluated more deeply. Therefore we suggest further research in those fields. Keywords: VR planning, co-creation, experience, competitive advantage, architecture
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Keable, Penelope Susan. "Creators, Creatures and Victim-Survivors: Word, Silence and Some Humane Voices of Self-Determination from the Wycliffe Bible of 1388 to the United Nations World Conference on Human Rights 1993." University of Sydney, Religion, 1995. http://hdl.handle.net/2123/407.

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This analysis of apocalyptic rhetoric brings nine generations of the written text of the Johannine Apocalypse into a contemporary (1989-1994) framework which includes phenomena such as self-determination, mutual interdependence and psychoterror. The discussion is mediated by disciplines and backgrounds of Religion and Literature. The critical method is religio-literary. Literary themes from the Johannine Apocalypse, especially themes of annihilation, torment, blessedness and rapture, structure the discussion. These themes are related to ideas of self-determination such as were proclaimed at the United Nations World Conference on Human Rights (UNWCHR), Vienna, 1993. The discussion questions the axioms of self determination, especially the matter of indivisibility which came to issue during UNWCHR, Vienna, 1993. Some policies and practices of the Australian government's human rights activities are discussed. Attention is then redirected to the Johannine Apocalypse as a polyvalent source of apocalyptic ideation and a source of social empowerment.
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Rueda, Plata Carlos Ivan. "Place-making as poetic world re-creation: an experiential tale of Rogelio Salmona's places of obliqueness and desire." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32369.

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This dissertation explores the work of Colombian architect Rogelio Salmona (1927-2007) from an interpretive angle that privileges the ideas of place and poetic experience, seen as two essential aspects of the architect's métier. The dissertation looks at the experience and making—or generative processes—of Rogelio Salmona's places through the lenses of the poetics of imagination. To this purpose the thesis builds a framework in the parallel activity of poetry writing and reviews the concept of place from a phenomenological perspective. The case study is a mature urban public work by Rogelio Salmona, the "Humanities Building" on the UNAL campus in Bogotá Colombia (1995-2000). The building is the subject of an experiential narrative that alternates with critical comments and metaphoric connections to the history and traditions of world architecture: particularly those of the 20th Century modern movements. The thesis makes evident too, that Salmona's architecture—that I characterize as modernism 'without prejudices'—transcends the normative restrictions of his predecessor masters. Salmona's 'subversive modernism' shows ethic and poetic intentionality. The theoretical journey to the building (theoria) is followed by a dialogue with the architect on his central exploratory concerns which the Humanities Building reflects. The study concludes that the work of Salmona brings awareness about the possibilities of experiential re-creation as a poetic strategy for architectural invention. Rogelio Salmona poetically interpreted the historicity of site for the purpose of Place- Making and proposed places that 'speak' of a more than desirable, necessary, man-andworld reciprocity.
Cette dissertation explore l'oeuvre de l'architecte colombien Rogelio Salmona (1927- 2007) d'un regard interprétatif qui privilège les idées d'expérience poétique et de lieu, considérés comme deux aspects essentiels du métier d'architecte. La dissertation explore le façonnement et l'expérience des lieux de Salmona sous l'angle de la poétique de l'imaginaire, établissant ainsi des liens entre l'histoire de l'architecture et ses traditions. Dans ce dessein, la thèse construit un cadre théorique à travers l'activité parallèle à l'architecture qu'est l'écriture poétique et revisite le concept de lieu sous une perspective phénoménologique. L'étude de cas porte sur une oeuvre mature de Rogelio Salmona, un bâtiment public et urbain, le pavillon des sciences humaines d'UNAL, à Bogotá, capitale de la Colombie (1995-2000). L'expérience du bâtiment guide un narratif à travers lequel se tissent des commentaires critiques conjecturant sur l'histoire et les traditions de l'architecture, tout particulièrement les « mouvements modernes » du XX siècle. La thèse met par ailleurs en évidence que l'architecture de Salmona—que je qualifie de modernisme « sans préjudice »—transcende les restrictions normatives des maîtres qui l'ont précédé. Le « modernisme subversif » de Salmona se caractérise par ses intentions poétiques et éthiques. Le voyage théorique (theoria) est suivi d'un dialogue avec Rogelio Salmona portant sur ses préoccupations d'exploration desquelles le bâtiment des sciences humaines « parle ». Cette discussion conclut l'étude : Salmona nous fait prendre conscience des possibilités de re-création de l'expérience, celles-ci servant de stra
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Kadavil, Mathai. "The world as sacrament : sacramentality of creation from the perspectives of Leonardo Boff, Alexander Schmemann and Saint Ephrem /." Leuven : Peeters, 2005. http://catalogue.bnf.fr/ark:/12148/cb410036558.

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Pack, Derik Leroi. "Rethinking the web structure focusing on events to create better information and experience management /." Thesis, Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-07092004-011223/unrestricted/pack%5Fderik%5Fl%5F200407%5Fmasters.pdf.

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Thesis (M.S.)--School of Electrical and Computer Engineering, Georgia Institute of Technology, 2005. Directed by Jain Ramesh.
Ramesh Jain, Committee Chair ; Linda Wills, Committee Member ; Jim McClellan@ece.gatech.edu, Committee Member. Vita. Includes bibliographical references.
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Noetzel, Lacy D. "Creation care and holistic mission Christian responsibility for the care of water resources /." Online full text .pdf document, available to Fuller patrons only, 2003. http://www.tren.com.

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Burrows, Elvis V. "BOARD GOVERNANCE OF WORLD-CLASS ANNUAL SPORT CHAMPIONSHIPS: LEARNING FROM KENTUCKY TO CREATE TOURISM OPPORTUNITIES IN THE BAHAMAS." UKnowledge, 2014. http://uknowledge.uky.edu/mat_etds/5.

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The economy of The Bahamas relies heavily on leisure visitor tourism (cruise ships, resorts, holiday trips) which leaves the country vulnerable to changes in visitor travel habits. Because the country is so reliant on investments in resorts, casinos and cruise ships, it leaves a wide capacity of other touristic opportunities. One opportunity is sports tourism. The purpose of this study is to analyze the strategic board capability of the Rolex Kentucky Three Day Event’s (RK3DE) board governance using the Ferkins and Shilbury (2012) model as the theoretical construct and make recommendations regarding the application of these successful aspects to the governance of world-class annual sport championships in The Bahamas. Members of the RK3DE board were interviewed using specific questions developed from the Ferkins and Shilbury (2012) model. Findings showed the Ferkins and Shilbury (2012) model concepts hold true however remained very broad in its prescriptions. On the other hand, a revised model provides a more specific guide to the necessary attributes and capabilities that need to be in place to run an effective and strategically capable board for world-class annual sport championships.
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Erlandsson, Renée, and Edstrand Ann-Sofie Isaksson. "Regeneration in Seasonal Organizations : A Case Study of the Seasonal (re)creation of Astrid Lindgren’s World as “the same”." Thesis, Linköpings universitet, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120790.

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Background Explore the mystery of seasonal organizations and how they are able to (re)create themselves as “the same” after a period of dormancy. Aim To find out the organizational mechanisms that enables such (re)creation. Methodology This qualitative study was done at Astrid Lindgren’s World, a seasonal organization open from mid-May until the beginning of November. The study conducted ten interviews with both permanent and seasonal employees to find out how a year in the organization looked like to later be able to identify the seasonal mechanism. Findings This study has provided seven organizational mechanisms that are vital for Astrid Lindgren’s World to (re)create itself as “the same” from season to season. Concepts Regeneration: the process of reproducing a seasonal organization as “the same” from season to season.(Re)create: The creation of an organization that has previously been existent.“The same”: Due to individuals being subjective an organization cannot completely be (re)created as exactly the same, but rather very similar.
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Keable, Penelope Susan. "Creators, creatures and victim-survivors word, silence and some humane voices of self-determination in apocalyptic literature from the Wycliffe Bible of 1388 to the United Nations World Conference on Human Rights of 1993 /." Connect to full text, 1994. http://hdl.handle.net/2123/407.

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Thesis (Ph. D.)--University of Sydney, 1995.
Title from title screen (viewed Apr. 21, 2008). Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy to the School of Studies in Religion, Faculty of Arts. Degree awarded 1995; thesis submitted 1994. Includes bibliography. Also available in print form.
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陳孜嵐. "Creation Description of “the Boundless World”." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/79631485106243041446.

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CHENG, SHU-YUAN, and 鄭書瑗. "Image Creation for the Ideal World." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8wy62j.

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碩士
國立雲林科技大學
視覺傳達設計系
105
The issue on desire and exploration for the ideal world has always been discussed in related literature. This study attempts to form the image for ideal world through the several stages. The literature review for summarizing the elements of the ideal world and the case study on Banqiao Lin Garden for creative foundation of image of ideal world find that, including in painting performance, musical composition, literary poetry or architecture, interpretations and connotation for ideal world have similarities and differences between Eastern and Western culture. In sum, the ideal world responds to the curiosity and anxiety of the people, and understands the pursuit of the ideal and the escape of fear, which reflects the spiritual instincts of the creatures and the power of progress for continuous creation of civilization. Then, the actual picture about natural elements in Taiwan is collected for a creative element. Using the image creation techniques and computer drawing, the panoramic image of size of 1:2 is finally formed after repeated trial and correction. The image for ideal world is based on the five dimensions: “Deriving from the nature”, “Making All Things Equal”, “Forming the pure land”, “Achieving the vision for peaceful world” and “Developing science and technology city" to expect that the created image for ideal world can create a fantasy and virtual world and convey the good idea and vision about environment and peaceful world to people.
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49

Wu, Meng-Hung, and 吳孟鴻. "World of Fantasy-Wu, Meng-Hung Creation Dissertation." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/73562915766619958234.

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Abstract:
碩士
國立臺灣師範大學
美術學系
100
This dissertation explores the unconscious mind of dream-related paintings which have been created using a concept of surrealism. Moreover, psychoanalysis of Sigmund Freud has been taken into consideration in order to understand dream interpretation. In the paper, tempera color painting has played a main role as well as referring to academic documentation from psychology to analyze the symbolic significances of creation works. Humankind has possessed such affluent imagination that it has become a valuable resource of art creation. On the other hand, lack of imagination causes limitation of creativity. The ancients employed mythology and fairy tales to break through barriers, which are the established logic in people minds. In the early 20th century, surrealism was developed by exploring peoples’ unconscious mind, thus it led to endangering taboos in conservative societies. Nevertheless, creations produced by imagination through dreams have allowed viewers to enter a fantasy world. Living in the modern technological age, many people have heavily overloaded with external information. Furthermore, analyzing dreams through psychology have been crucial to complete the dissertation. Furthermore, analyzing the nature of people and the unconscious mind has been beneficial to perform the art creation of World of Fantasy in order to understanding the possibilities of using an aesthetic perception on paintings. It has been crucial to find a method of art creation by the modern surrealist creations and breaking through the finite space of people’s imagination. Accordingly, “World of Fantasy” has been developed and completed using such concepts and technique from Eastern Material.
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50

Luo, Zhong-zhi, and 羅仲志. "Creation description of "Guide to save the world"." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/74181053493958318301.

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Abstract:
碩士
世新大學
廣播電視電影學研究所(含碩專班)
99
" Guide to save the world " describes an unconfident ordinary person, desires happiness and love, has experienced the school bullying, hindrance, crisis and many hindrances, crises and sorrows, only for receiving recognition urgently and having a foothold immediately on the society until he commits an astonishing crime in the society. Does this world only remain the victor can embrace love? On every account, this film demonstrates inequality in the modern society without choices through sarcasm simultaneously.   The form was adapted the first-person narration to tell the story and plenty of interior monologues to analyze the interior feelings .   The meaning of "I" in the film script is exposited by existentialism and narratology, and then the script will be explained by play structural theory and plot function, hoping that the readers could understand the play's ideas and philosophy profoundly.
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