Dissertations / Theses on the topic 'PLAL'
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Messina, Gabriele Carmine. "In Liquid Laser Processes for Metal Nanoparticles Synthesis and Manipulation." Doctoral thesis, Università di Catania, 2013. http://hdl.handle.net/10761/1291.
Full textHuayta, Pinedo Tessy Romina, Canal Christian Jaime Oliva, Reyes Janet Estela Robles, and Suarez Geraldine Winiber Vilchez. "Plan de Negocios Play Day S.A.C." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/623046.
Full textMcNeil, Sallman Cyndi. "Play therapy : an overview and marketing plan." Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/363.
Full textByrd, Rebekah J., and Sonya Lorelle. "How to Plan and Implement a Successful Play Therapy Training Intensive." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/918.
Full textGrassi, Vinícius Galhard. "Bioblendas de PLLA HIPS compatibilizadas por copolímero PS-b-PLA obtido via ATRP." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/88554.
Full textThis study describes the preparation and characterization of PLLA/HIPS bioblends of various compositions which were compatibilized by PS-b-PLA block copolymer. Bioblends were obtained by melt mixing at 180 and 210 °C, and also by a new way to prepare PLLA/HIPS compositions via in situ polymerization of styrene in the presence of PLA. The PS-b-PLA block copolymer was effective as a compatibilizer and allowed some control over PLLA/HIPS bioblends morphology in some mixing conditions, which was confirmed by transmission and scanning electron microscopy. PLA-b-PS copolymers of different compositions were obtained from hydroxyl-terminated PS (OH-PS-Br) as a macroinitiator for the ring opening polymerization of lactide. The reverse route using 2,2,2-tribromoethanol functionalized PLA (PLA-Br) as macroinitiator for ATRP of styrene also was an efficient synthetic strategy to obtain the copolymer. The OH-PS-Br was synthesized via conventional atom transfer radical polymerization (ATRP) and by activators regenerated by electron transfer (ATRP-ARGET). The influence of the main reaction parameters of the ATRPARGET of styrene was studied aiming for reaction rate increase and simplification. Increasing the reaction temperature from 90°C to 100°C almost doubled the rate of styrene polymerization. The reaction was also succesfully conducted under oxidative atmosphere, without additional purification for styrene inhibitor removal, and by using ethylbenzene as solvent.
Alcántara-Alvarado, José-Luis. "Diseño e implementación de la estrategia de comunicación para el Plan Metropolitano de Desarrollo Urbano: PLAM 2035." Bachelor's thesis, Universidad de Lima, 2017. http://repositorio.ulima.edu.pe/handle/ulima/5102.
Full textRavet, Nathalie Hamidou Mohamed. "Marqueurs d'activation plaquettaire et polymorphismes plaquettaires PLA1/PLA2 dans le syndrome des antiphospholipides et le lupus systémique." [S.l.] : [s.n.], 2003. http://theses.univ-nantes.fr/thesemed/SPEravet.pdf.
Full textBarry, Donna Leigh. "Play of place of play." Thesis, Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/23453.
Full textBellido, Boza Carlos Omar, Angeles Ronald Martín Castillo, Haaker Roberto Ipince, Arista Juan Carlos Pizarro, and Moya Daniela Santis. "Plan de negocios de Play Trucks-Kids in Motion : servicio de entretenimiento activo para niños entre cuatro y ocho años." Master's thesis, Universidad del Pacífico, 2018. http://hdl.handle.net/11354/2067.
Full textVossen, Deborah P. "Toward an action plan for game life in Utopia, a conceptual analysis of fair play, cheating, good gamespersonship and bad gamespersonship." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ58246.pdf.
Full textBanker, Sarah M. "Play." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587604102106562.
Full textLing, Helene, and Angelica Karlsen. "Sorgearbete i förskolan : Hur pedagoger stödjer barns bearbetning av sorgefter förlusten av en förälder." Thesis, Högskolan i Gävle, Avdelningen för kultur-, religions- och utbildningsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13381.
Full textPrevious research shows that, after the loss of a parent, the child’s wellbeing is enchanced if the child gets back to pre-school, where the children all the time are given the opportunity to play, which is a central part of the child's processing of grief.Our purpose of this study is to find out how the pre-school perceive the way they work and support, and how they think they would work and support, children who has lost a parent. We also want to find out what help they can bring in when the teachers’ support and knowledge is not enough. And finally we want to see if there are plans for situations like these in pre-schools.In this study, we used empirical research in the form of informal interviews. We randomly selected five teachers in different pre-schools in the municipality. Three of these teachers have worked with a child who has lost a parent.The results show that teachers believe playing is an important part of a child’s grief process, but it must be the child who takes the initiative to play and also to talk about their loss. The results also shows that all the teachers were positive of bringing in outside help for the child, but that the knowledge of where to get this help from was not sufficient. Not all pre-schools in the study have plans for how to proceed if a child loses a parent.
Fletcher, Helen. "An exploration of children's play : classifying play and exploring gender differences in aggressive play." Thesis, University of Warwick, 2004. http://wrap.warwick.ac.uk/2410/.
Full textBaptista, Aliya Maria. "Nirvana Play: Short-Term Play on Academic Campuses." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/6.
Full textVaughn, Krystal M. "Play Therapist's Perspectives on Culturally Sensitive Play Therapy." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1491.
Full textTorgerson, Pamela. "Influencing children's gendered play preferences through play interventions /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/7877.
Full textStokes, Kristoffer H. "Play acting." [Gainesville, Fla.]: University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0000798.
Full textRambusch, Jana. "Situated Play." Licentiate thesis, Linköping : Department of Computer and Information Science, Linköpings universitet, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11400.
Full textBurow, Elizabeth Kathryn. "Play-ground." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33064.
Full textIn title on t.p., a single underscore comes between the words play and ground. Page 110 blank.
Includes bibliographical references (p. 107-109).
Though currently bound by a purely horizontal logic and limited to fulfilling only the most basic provisions. the design of surface parking has significant latent potential. Taking from the rubber-stamped landscape strategies of municipal playgrounds found in urban America and the rubber-stamping strategies of big-box retail which are disseminated throughout the American suburban landscape, this thesis attempts to recover the surface parking lot by equating park and parking in a double-loaded program of 100 % PARK / 100% PARKING. With cues from the examination of play and game strategies, this thesis infuses the 'Lot' landscape with double meaning that attracts both the consuming and unassuming into a physical space of chance, strategy and play. As an adaptable cover with interwoven programs, the double-loaded the surface parking lot can then serve as a new landscape typology which responds to contextual situations and in turn sponsors new patterns of occupation.
by Elizabeth Kathryn Burow.
M.Arch.
Gingold, Chaim. "Play Design." Thesis, University of California, Santa Cruz, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140206.
Full textThis thesis argues that it is productive to consider playthings, playmates, playgrounds, and play practices as constituting a set with shared design characteristics.
Before turning to the case studies that lead to the principles of play design, we must first address two foundational methodological points:
First, in order to analyze something as play, we must be able to speak constructively about play itself, which is a bewildering subject. In chapter 1, Play, we review the literature on play, reconciling multiple perspectives and definitions, and distill seven play characteristics that underpin the thesis.
Second, in order to analyze software, we must have methods for doing so. Chapter 2, Software, advances an analytical framework for this purpose. This is a methodological contribution to the nascent field of software studies, which seeks to interpret the semi-visible infrastructure of computing that mediates modern life, from our bodies and our most intimate relationships to our public and political lives. To link software to play, I introduce an additional analytical framework for considering software as a resource for play.
Will Wright created SimCity to amuse himself and learn about cities. To build it, he appropriated from multiple traditions in which computers are used as tools for modeling and thinking about the world as a complex system, most notably system dynamics and cellular automata. Wright’s make believe play was scaffolded by these software practices, which offered inspiration and guidance, as well as abstract computational primitives for world building. Chapters 3–5 trace the historical contexts and origins of SimCity’s many design influences, from system dynamics (chapter 3) and cellular automata (chapter 4)—two very different ways of seeing, thinking about, and computationally representing the world—to Pinball Construction Set and Raid on Bungling Bay (chapter 5).
Taking up the evolution of software in this way allows us to see how it is formed, what it is made of, and how ideas are embedded within and perpetuated by it. Deconstruction also helps us to understand software as a medium of dynamic representation, a scaffold for thought, an aesthetic experience, and its appeal as a resource for play.
In Chapter 5, SimBusiness, I give a historical account of SimCity’s creation and the social circumstances that shaped its design, and sketch the history of Maxis, the company that marshaled and published SimCity. The trajectory of Maxis offers a parable about play and creativity. We see in Maxis’s formation and unraveling the inescapable tension between play and capitalism, and between intrinsic and extrinsic play—the private autotelic play that innovates and creates, and the public play of player-consumers that pays the bills.
Chapter 6, SimCity, completes the SimCity case study by considering it as play artifact and experience. Using extensive diagrams that translate and map its code, I perform a close reading of SimCity, explaining how it conjures the illusion of a miniature living city, and how this living world scaffolds play.
Two non-digital examples round out the play design case studies. In chapter 7, City Building Education, we look at Doreen Nelson’s practice of building and role playing model cities with children in classrooms. Nelson’s simulation is an excellent counterpoint to Wright’s, and their comparison elucidates many play design principles. Chapter 8, Adventure Playground, looks at an unusual playground in which children build with junk, and play with risks and materials, like wood, paint, and nails, that are typically withheld from them. In addition to illuminating principles of play design, the adventure playground tradition reveals play’s “refructifying” (Sutton-Smith 1999) capacity to sweep up everything, even the detritus of civilization, and creatively reimagine it. Conceived amidst the darkness of World War II, adventure playgrounds illustrate how life transcends ruin through play—an important lesson for the 21st century’s unfolding challenges.
In chapter 9, Play Design, I articulate play design principles drawn from the case studies. The principles are analytical, enabling us to see how play is scaffolded, as well as generative, prescribing design strategies for scaffolding play. This analytical-generative pairing enables us to deconstruct the design of a plaything, and transfer these design techniques to a new project—a technique that should be of interest to the educators, marketers, and designers of all stripes who have often envied the deep focus, enthusiasm, and pleasure afforded by make believe caves, dungeons, cities, and computationally animated living worlds. Play design is also deeply relevant to new embodiments of computation on the horizon, such as augmented reality and tangible dynamic media. Play is profoundly appropriative, and good play designs teach us how to robustly accommodate unpredictable environments and activities. (Abstract shortened by UMI.)
Cutler, Betsy. "Treatment Plan." Thesis, Virginia Tech, 2010. http://hdl.handle.net/10919/77474.
Full textMaster of Fine Arts
Fay, Nathan. "Magnificient Play." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51250.
Full textMaster of Architecture
Brown, Gary. "A play." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1303488715.
Full textNeterda, Karel. "Business Plan." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-193791.
Full textGhymn, Eugene. "Isolation play." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1456997.
Full textHackett, Ann. "Play Dead." ScholarWorks@UNO, 2017. https://scholarworks.uno.edu/td/2407.
Full textHanford, Nicholas A. "Moments of Play| Uncovering the Performances of Videogame Play." Thesis, Rensselaer Polytechnic Institute, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10682415.
Full textVideogames are complex media objects that require significant input from the player for their enjoyment. The multiple experiences and outcomes that can emerge when an individual plays a game present difficult methodological challenges for games researchers. This dissertation proposes two complementary methods for studying this complexity: temporal data collection and situational analysis. These help delineate both how players acquire knowledge from a game system and use their previous knowledges in future videogame experiences by focusing on the moment-to-moment decisions and actions that the player takes in a given situations. In addition to providing a way to investigate player skill and knowledge of a system over time, this method also provides a way to understand how the meanings that players and scholars make from games develop over the course of their play.
By expanding on previous definitions of the repertoire—the sets of skills and knowledges that player rely on in overcoming a game’s challenges—, I develop models for how knowledge is acquired, incorporated, and utilized over the course of an individual game and different game genres. These models developed through the individual situations that occurred in my analysis of these games and show how knowledges and skills develop not only within a single game, but are translatable from game to game. I developed the concept of a technique to provide a means for scholars and designers to understand how an individual’s performance is practiced and evolves as they learn more about the game system and come to grow comfortable with particular actions. The second performance model developed in this dissertation, the play style, describes the general ways that a player approaches a game and how different goals, both internal and external, can effect how knowledge and skills are used.
Lastly, through the temporal data collection and situational analysis methods, I am able to further elucidate the roles that luck plays in videogames—an undertheorized arena of gameplay experience. I provide three distinct ways that scholars can discuss the experience of luck and how it intersects with the repertoires of skill that a player develops: designed chance mechanics, glitches, and botches. Designed chance mechanics are the elements of a videogame that provide randomness to the game system and must be understood and responded to appropriately by the player in order for their success. Glitches are aberrations in the software or hardware that can develop unexpectedly through player action. Lastly, a botch , adapted from the world of professional wrestling, provides a model for understanding how feelings of luck emerge from unexpected situations that are not intelligible within the repertoires of player knowledge. With these concepts, I have provided the field of game studies a comprehensive method for discussing the forms of luck that emerge from the player’s subjective experience, the system’s designed uncertainty, and mixtures of the two. By offering models of performance and consideration of a largely overlooked concept like luck, I provide a nuanced look into the complicated development of skill that occurs in the performance of videogame play.
SEEK, AMY. "RITUAL PLAY: EXPLORING THE INTERIORS OF RITUAL THROUGH PLAY." University of Cincinnati / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1053371989.
Full textMarks, James Richard. "Divine plan and narrative plan in archaic Greek epic /." Digital version:, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3026208.
Full textSeek, Amy. "Ritual play exploring the interiors of ritual through play /." Cincinnati, Ohio : University of Cincinnati, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=ucin1053371989.
Full textFoster, Suzanne M. "Cognitive levels of block play among preschoolers in a combined block play and dramatic play center." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/941570.
Full textDepartment of Elementary Education
Lichtenfeld, Reena Diane. "Prior Learning Assessment at a Small, Private Midwestern Institution." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5368.
Full textMitsuishi, Yara. "Différance at play : unfolding identities through difference in videogame play." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2469/.
Full textInkret, Andreja. "Play-within-a-play and related forms in Greek drama." Thesis, University of Oxford, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.547762.
Full textLove, Lynn. "Playing games together : play interventions for community and communal play." Thesis, Abertay University, 2018. https://rke.abertay.ac.uk/en/studentTheses/8c1e28d1-3fed-4e48-b96f-2b83e8be05a2.
Full textTakhvar, Mehri. "Context of play : a longitudinal, observational study of children's play." Thesis, University of Sheffield, 1985. http://etheses.whiterose.ac.uk/12777/.
Full textBrumfield, Kristy Alaine. "African-American Parents' Perceptions of Play, Counseling, and Play Therapy." ScholarWorks@UNO, 2006. http://scholarworks.uno.edu/td/417.
Full textLacava, Vyullheney Fernandes de Ara?jo. "Cartografia do close: plat?s de festivos, plat?s musicais." PROGRAMA DE P?S-GRADUA??O EM CI?NCIAS SOCIAIS, 2016. https://repositorio.ufrn.br/jspui/handle/123456789/21701.
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Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior (CAPES)
Nosso programa de pesquisa percorre o circuito de musicalidades no Galp?o29, ambiente localizado no bairro da Ribeira, em Natal-RN. A partir desta localidade buscamos tra?ar uma cartografia dos espa?os de musicalidades. Na noite natalense abriram-se espa?os para atua??o de coletivos organizadores de festas, convidando os jovens a frequentar os eventos presentes na agenda festiva do Galp?o29. As festas abriram ambientes e, no seio deles, convidaram os part?cipes ? atua??o. A no??o de close, em nossa disserta??o, busca apresentar a forma de rela??o entre corpos com os ambientes presentes na nossa cidade. Naquelas festas pudemos encontrar jovens vertendo seus desejos em seus pr?prios corpos, microfones, flyers anunciativos de eventos, chamadas para aprecia??o e participa??o de performances. Encontramos DJs e bandas que compuseram produ??es musicais e estenderam-nas as indument?rias, para atua??o nos palcos. No p?blico deparamo-nos com part?cipes atuando na cena atrav?s da cria??o de seus pr?prios closes. Problematizamos a cria??o de espa?os de atua??o onde s?o percebidas liberdades moment?neas, onde o corpo embriaga-se de m?sicas e se desloca das sobrecodifica??es cotidianas da vida na cidade. A cria??o de plat?s festivos comp?em efeitos micropol?ticos na cena da cidade, atrav?s da celebra??o da vida e da composi??o de musicalidades que se expressam em seus efeitos menores. Tra?amos ent?o uma cartografia do close, mostrando como a cria??o de espa?os e performances acontecem na cena natalense entre os flashs capturados nos eventos e como os closes s?o arrastados para outros ambientes da cidade.
Our research program runs through the musicality circuit in Galp?o29, which is located in the neighborhood of Ribeira, in Natal-RN. From this location we seek to draw a cartography of musicality spaces. In Natal?s night opened up spaces for action of collective organizers of parties, inviting young people to attend the events present at the festive agenda of Galp?o29. The festivities opened environments, and in their midst, invited the participants to the action. The notion of close, in our thesis, seeks to present the form of relationship between bodies with the environments present in our city. On those parties we could find young people pouring their desires in their own bodies, microphones, announced flyers of events, calls for consideration and participation of performances. We found DJs and bands who composed musical productions and spread it in the costumes, to act on stage. The public were faced with participants acting in the scene by creating their own closes. We questioned the creation of work spaces where momentary freedoms are realized, where the body drunk to music and moves of everyday overcodings of city?s life. The creation of festive plateaus make up micropolitical effects on the city?s scene, through the celebration of life and composition of musicality that are expressed in their minor effects. Then we draw a cartography of close, showing how the creation of spaces and performances take place in Natal?s scene between the flashes captured in the events and how the closes are dragged to other city environments.
Moore, Kyle John. "Situating Play: An Ethnography of Locative Play in Urban Environments." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18603.
Full textAustin, Petra. "Caregivers' views on play and play areas in Salvokop Tshwane." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/60372.
Full textMini Dissertation (MSW)--University of Pretoria, 2015.
Social Work and Criminology
MSW
Unrestricted
Hiller, Miriam Verfasser], Antje [Akademischer Betreuer] Flieger, and Michael [Akademischer Betreuer] [Steinert. "Characterization of the Legionella pneumophila GDSL hydrolases PlaA and PlaD regarding enzymatic activity and modulation of host cell signaling / Miriam Hiller ; Antje Flieger, Michael Steinert." Braunschweig : Technische Universität Braunschweig, 2021. http://d-nb.info/1227577648/34.
Full textJonsson, Lisa. "Sound and Play." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-14520.
Full textSammanfattning Projektet "Sound and Play" har genomförts i samarbete med leksaksföretaget BRIO i Malmö. Syftet med projektet var att undersöka hur BRIO i framtiden skulle kunna utveckla leksaker kring ljud i ålderskategorin 12-36 månader. De problemformuleringar som skulle besvaras efter slutfört projekt var "På vilket sätt skulle BRIO kunna bredda sitt sortiment med hjälp av ljudleksaker?", "Hur kan man kombinera leksaker och ljud på ett intressant sätt för barn?", "Hur skapar man en leksak med ljud som är rolig för barnet, men samtidigt inte är irriterande för föräldrar?". BRIO har i dagsläget endast två leksaker med ljud i denna ålderskategori. Leksakens uttryck skulle vara en mix av klassiskt och coolt och den övergripande känslan skulle vara upptäckande samt väcka nyfikenhet. Känslan skulle förmedlas genom enkelhet och glädje. Projektet inleddes med en omfattande research med bland annat ett besök på en av världens största leksaksmässor i Nürnberg, Tyskland samt en omfattande enkätundersökning av föräldrars attityd till ljudleksaker. Utifrån en första idégenereringsfas valdes tre koncept ut; Modul Cars, Beat Box och Record Player. Modul Cars byggde på att man skulle kunna byta ut en del på bilen och på så sätt få olika ljud, t.ex. att man skulle kunna byta hjul eller underrede. Beat Box var en låda med tre cylinderformade klossar i. Dessa bestod av olika ytor och material som i lådan slog emot tre olika material. Konstruktionen av idé innebar att över tusen olika ljud och rytmer skulle kunna skapas. Record Player var ett liknande koncept där barnet skulle kunna byta "skivor" och på så sätt skapa olika rytmer och ljud. Tillsammans med produktutvecklingsavdelningen bestämde jag mig för att arbete vidare med modul cars. Inom detta koncept valde jag att arbeta vidare med två olika spår; olika fronter och gubbar. Antingen skulle man genom att byta fronten på bilen få olika ljud eller att man istället hade en bil med gubbar och där den som var föraren bestämde ljudet. Efter flera veckors caddande och många idéer och tankar senare så hade jag till slut tagit fram ett koncept med tre fordon som jag skulle bygga modell på. Resultatet är ett fordon som är bussliknande och där fronten går att byta ut. Beroende på vilken front man använder så låter leksaken olika. Detta beror på att varje front har en plastflärp undertill som träffar var sin plastbit som sitter fast på hjulaxeln. Modellen lektestades på nio barn och deras föräldrar fick även vara med och svara på frågor kring resultatet. Lektesterna gick bra och det visar sig vara en passande leksak från ett år och upp till cirka fem år. Leken tar sig olika uttryck i de olika åldrarna vilket är positivt då detta gör att leksaken får en längre livslängd. Mottagandet av leksaken bland föräldrarna var också mycket positivt. Jag är mycket nöjd över resultatet och hoppas att den någon dag i framtiden står i butikshyllor runt om i Sverige och även att den blir nött och vällekt med i hemmen.
Rodríguez, Alonso Carolina. "Play — documento virtual." Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101472.
Full textRamírez, Coloma Elisa. "Ilustraciones : Plan Edén." Tesis, Universidad de Chile, 2014. http://www.repositorio.uchile.cl/handle/2250/117639.
Full textPara presentar mi proyecto de memoria quiero hablar de la perspectiva que he ido desarrollando en torno al arte por mi propia experiencia y por pensamientos que he encontrado y que he guardado para reforzar esta visión.
Mulder, Frank Willem. "Tactical plan recognition." [Maastricht : Maastricht : Universiteit Maasticht] ; University Library, Maastricht University [Host], 2005. http://arno.unimaas.nl/show.cgi?fid=8682.
Full textBotz, Thorsten. "Hermeneutics, play, style." Thesis, University of Oxford, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.385410.
Full textKarshan, Thomas. "Nabokov and play." Thesis, University of Oxford, 2007. http://ora.ox.ac.uk/objects/uuid:5199c291-44e3-4cd7-a146-4226ec837e11.
Full textZhou, Baolin 1964. "Entrepost.com business plan." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/9212.
Full textAlso available online at the DSpace at MIT website.
Includes bibliographical references.
The development of Internet technology and its application in e-commerce business activities have resulted in a revolutionary impact on the traditional model of the cross-border trade activities. The forthcoming entry of China to World Trade Organization is going to present unprecedented opportunities between China and the United States, and eventually between China and the world. This thesis of Entrepost.Com Business Plan is intended to evaluate such unleashed opportunities and present a new business model that enables the small and medium sized manufacturing enterprises in China and the United States which have been largely excluded because of their lack of resources to overcome the various barriers in the process of cross-border transaction activities. The business model of Entrepost.Com provides a set of integrated solutions to its targeted customers in the selected industrial segment through its online manufacturing community services and offline total customer solutions. The values that Entrepost.Com proposes to its customers will be the incremental opportunities, and efficient and effective facilities for them to penetrate into foreign markets.
by Baolin Zhou.
M.B.A.
Martinez, Daniel. "Play the Fool." Digital Commons at Loyola Marymount University and Loyola Law School, 2018. http://www.kaltura.com/tiny/d2h1z.
Full text