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1

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.

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The exponential spread of high level technology in the last decade has been followed by an increasing request for new materials able to fulfill all required characteristics for the construction of smaller devices. In this view, nanostructures and in particular metal nanoparticles are gaining attention since their unique optical, electrical and antibacterial properties. Pulsed Laser Ablation in Liquid represents a consolidated route for the synthesis of pure surface metal nanoclusters but, till now, the low production yield of this technique has stopped every attempt in this direction. For these reasons, the development of new strategies to enhance the amount of ablated material represents an interesting field of research. In particular, it has been studied how the ablation of a metal wire in a water flow chamber can lead to an increase of the productivity with respect to bulk ablation and a strong dependence of efficiency on the wire thickness and laser parameters has been noted. A model to describe this behaviour has been proposed, with considerations about heat loss phenomena, reflectivity of the wire surface and cavitation bubble mechanism. Laser fabricated nanoparticles have been also used for the preparation of different nanocomposites in order to tune their properties. Spontaneous and induced aggregation phenomena of noble metal nanoparticles have been studied, with regard to their influence on the Surface Plasmon Resonance variations. It is also possible to combine single metal colloidal solution for obtaining mixed metal nanoparticles with unique features. For this reason, Au/Ni mixed systems have been produced by laser mixing in liquid environment and characterized by spectroscopic and morphological techniques. The mechanism of their formation has been explained on the base of the laser irradiation environment conditions.
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Huayta, 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.

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El objetivo de crear Play Day es ofrecer un valor agregado a los padres de familia que buscan pasar un momento de diversión con sus hijos en las fechas más importantes de celebración. Es así que Play Day “Reconéctate Jugando”, ofrece el servicio de alquiler de videojuegos para amenizar fiestas infantiles y diversos eventos con un concepto innovador que busca reconectar a todos los invitados con la participación de un animador que será el encargado de fomentar la participación e integración de todos los asistentes, motivo por el cual consideramos que nuestra propuesta es innovadora debido a que no existe en el mercado peruano un servicio que promueva esos beneficios de reconexión y además que integre en su equipo a un animador para cada evento; por tanto, la estrategia que vamos utilizar será la diferenciación.
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McNeil, Sallman Cyndi. "Play therapy : an overview and marketing plan." Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/363.

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4

Byrd, 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.

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Play therapy is a growing area of interest and is a specific type of intervention that requires training and supervision to be implemented effectively. Play therapy continues to grow out of a need to provide effective, age appropriate, and multicultural interventions to children. In response to the heightened interest, universities are offering courses and supervision experience in play therapy. The goal of this program is to provide participants with specific ideas and materials for planning and implementing their own successful play therapy training intensive.
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5

Grassi, 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.

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Este estudo descreve a obtenção e caracterização de bioblendas de PLLA/HIPS de diferentes composições, compatibilizadas por copolímero em bloco PS-b-PLA. Além de mistura via fundido a 180 e 210°C, uma nova estratégia de preparação de bioblendas PS/HIPS e PLLA foi desenvolvida via método in situ, através da polimerização de estireno na presença do PLA. O copolímero em bloco PS-b-PLA foi eficiente como compatibilizante interfacial e permitiu controle da morfologia em bioblendas de PLLA e HIPS em determinadas condições de mistura, fato comprovado por análises de microscopia eletrônica de transmissão e varredura. Copolímeros PS-b-PLA de diferentes composições foram obtidos a partir de PS com terminação hidroxila (OH-PS-Br) como macroiniciador da polimerização por abertura de anel de lactídeo. A rota inversa, empregando o PLA funcionalizado com 2,2,2 tribromoetanol (PLA-Br) como macroiniciador da ATRP do estireno, também se mostrou uma rota sintética eficiente para obtenção do copolímero. O OH-PS-Br foi sintetizado via polimerização radicalar por transferência de átomo (ATRP) convencional e via regeneração de ativadores por transferência de elétrons (ATRP-ARGET). A simplificação e aumento da taxa de reação da ATRP-ARGET do estireno foram explorados através da alteração das variáveis de reação. O aumento da temperatura de reação de 90°C para 100°C praticamente dobrou a taxa de polimerização do estireno. De forma controlada, a reação foi conduzida sob atmosfera oxidativa, sem purificação adicional para retirada do inibidor do estireno, e usando etilbenzeno como solvente.
This 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.
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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.

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Ravet, 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.

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Barry, Donna Leigh. "Play of place of play." Thesis, Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/23453.

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Bellido, 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.

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Play Truck – Kids in Motion es una idea de negocio orientada a padres de NSE A y B que propone un servicio de actividad extracurricular de entretenimiento para niños en edades entre cuatro y ocho años a través de camionetas acondicionadas que visitarán diferentes parques de las zonas donde reside el público objetivo. De este modo, ofrece a los padres la posibilidad de contar con actividades recreativas de movimiento que les permitan a sus hijos divertirse evitando el sedentarismo. El servicio será brindado por cuatro unidades móviles (Play Trucks) que se desplazarán por los diez distritos de Lima. Además, contará con un local de 360 m2 como centro de operaciones, ubicado en el distrito de Jesús María. El servicio estará disponible de lunes a domingo en dos horarios. De forma complementaria, se ofrecerá un servicio de snacks (café, sándwiches, etc.) tanto para los niños como para los padres que los acompañan. La inversión requerida para el negocio será financiada en un 50% con una tasa de interés de 20% anual, mientras que el 50% restante corresponderá a un aporte de capital de los 5 socios que desarrollaron el presente proyecto. En cuanto a la proyección, se realizó una evaluación a cinco años que demostró la rentabilidad del proyecto. Luego de todos los análisis realizados, se concluye que existe una oportunidad de negocio real que brinda resultados económicos y financieros positivos en generación de flujo de caja, recuperación de capital y retorno sobre la inversión, con posibilidad de lograr diferenciación de marca y lealtad hacia la propuesta.
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Vossen, 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.

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Banker, Sarah M. "Play." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587604102106562.

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Ling, 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.

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Tidigare forskning visar att barn, efter förlusten av en förälder, mår bra av att komma tillbaka till rutinerna i förskolan, där barnet hela tiden ges möjlighet till lek, något som är en central del i barnets bearbetning av sorgen.Vårt syfte med studien är att ta reda på hur förskolan uppfattar att de arbetar med och stödjer, samt tror att de skulle arbeta och stödja, barn som förlorat en förälder. Vi vill även ta reda på vilken hjälp de kan ta in om pedagogernas stöd och kunskap inte räcker till. Slutligen vill vi se om det finns handlingsplaner för situationer som dessa i förskolorna.I studien använde vi oss av empiriska undersökningar i form av informella intervjuer. Urvalet bestod av fem pedagoger på olika förskolor i en kommun. Tre av dessa pedagoger har, i sitt arbete, mött ett barn som förlorat en förälder.Resultatet visar på att pedagoger anser att leken är en viktig del i barns bearbetning, men att det måste vara barnet som tar initiativet till denna lek och även till samtal kring förlusten. Resultatet visar även på att alla pedagoger ställde sig positiva till att ta in extern hjälp till barnet, men att kunskapen om vart man kan få denna hjälp ifrån inte var tillräcklig. Inte alla förskolor i studien har handlingsplaner för hur de skall gå tillväga om ett barn mister en förälder.
Previous 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.
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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/.

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The aim of this study was to explore children's play, looking at developmental domains of play and gender differences in aggressive play. Chapter One reviewed existing literature on types and functions of play. Five developmental domains of play that incorporate types and functions were proposed, namely sensorimotor, cognitive, socio-communicative, imaginative/ creative and emotional. Chapter Two involved an observational study of children's play. An attempt was made to explore the existence and occurrence of the developmental domains that were proposed in Chapter One. Results suggested that the domains exist in this sample of children's play. Children statistically spent the most time in sensorimotor and imaginative/ creative play, compared to the other types of play. No statistical difference was found in gender with respects to time spent playing in the domains. Clinical implications are discussed. Future research is required to create more valid and reliable criteria for the domains and age-related norms. Chapter Three investigated gender differences in the duration of aggressive play. An observational study of children's play was carried out. The duration of time of aggessive play in each child's play was recorded and analysed. Results showed that boys displayed statistically more aggressive play than girls in this sample. Clinical implications are discussed. Chapter Four reviews the previous three chapters, looking at methodological limitations, observations of the research process and personal reflections.
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Baptista, Aliya Maria. "Nirvana Play: Short-Term Play on Academic Campuses." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/6.

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The undergraduate student experience is a unique phase of life, encompassing independence, social group membership, self-identity formation and changing support systems. In addition to their social evolution, students strive to perform well, driven by self and familial expectations, and peer competition native to collegiate environments. I explored these experiences at Carnegie Mellon University (CMU), particularly with respect to a student’s work-life balance and how nonacademic campus spaces play a role in affecting the personal and social emotional environment for students on campus. In my research, I uncovered a persistent state of anxiety resulting from a constant focus on the self, a worldview limited to the CMU work-home bubble and peer-induced stress - all of which contributed to a negatively heightened emotional environment. Non-academic spaces provided on campus, such as recreational, exercise, eating and green savannah and garden spaces, which aimed to serve as coping mechanisms, were found to be difficult to access on a regular basis for various reasons, such as scheduling issues, membership requirements, inconvenient visibility and further, some facilities were found to be overcrowded or had broken equipment. Hence, they did not successfully allow students daily opportunities to mentally suspend themselves from their anxiety. My project looks at transitional environments as new sites for short playful interactions. The Nirvana Play pole is a technologically enhanced environment platform that is embedded on existing infrastructure present within the landscape of a campus i.e. street light posts in outdoor pathways.It has been designed to currently run three applications - the Shadow, the Tower and the Swarm. It aims to provide students with daily opportunities to break away and mentally suspend their anxiety. It strives to contribute to the creation of a preferred emotional environment
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Vaughn, Krystal M. "Play Therapist's Perspectives on Culturally Sensitive Play Therapy." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1491.

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The Association for Play Therapy (2009) promotes play therapists’ awareness of personal cultural identity, obtaining continuous cultural knowledge, and displaying culturally appropriate practices. Play therapy research includes studies on working with specific culturally diverse populations. Founding play therapists, such as Virginia Axline, have made suggestions for toys that should be included in the therapist’s playroom. This exploratory survey inquired about play therapists’ perceptions of culturally sensitive play therapy, materials used, and perceived barriers to implementing culturally sensitive play therapy. Members of the Association of Play Therapy with at least master’s degree (n=385) reported on their ability to incorporate culturally sensitive materials into their playroom, most commonly arts and crafts materials. Participants noted less often the use of culturally sensitive board games and culturally sensitive dress up clothes, making them the least commonly used. Play therapists reported encountering barriers to implementing culturally sensitive materials, such as costs, availability, and space. Having space, specifically a designed play therapy room, was significantly related to the use or availability of culturally sensitive items, such as dramatic play materials, dollhouse and/or materials, and sand tray materials. Additionally, an individual’s status as a registered play therapist was related to the use of a dollhouse and/or materials. Some play therapists were able to overcome barriers through education, personally purchasing materials, and networking. Overall, the play therapist’s ethnicity, education and licensure type did not relate to their use of culturally sensitive play therapy materials. Play therapists could benefit from training on how to locate, incorporate, and use costs effective culturally sensitive materials. It was clear that play therapists valued continuing education and kept current on play therapy recommendations, indicating that those forums would be the most beneficial avenue to offer information on culturally sensitive material.
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Torgerson, 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.

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Stokes, Kristoffer H. "Play acting." [Gainesville, Fla.]: University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0000798.

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Rambusch, 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.

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Burow, Elizabeth Kathryn. "Play-ground." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33064.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 2005.
In 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.
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20

Gingold, Chaim. "Play Design." Thesis, University of California, Santa Cruz, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140206.

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This 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.)

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Cutler, Betsy. "Treatment Plan." Thesis, Virginia Tech, 2010. http://hdl.handle.net/10919/77474.

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There is a tradition of experimentation in fiction. From Laurence Sterne’s Tristram Shandy to B.S. Johnson’s The Unfortunates, we see an exploration in content and delivery of story. In Sterne’s Tristram Shandy, he uses tactics such as drawings and deletion of pages. In Johnson’s The Unfortunates, he shifts control to the readers by giving them the opportunity to shuffle sections of the book. Here, as the reader, you have a choice. You can read Treatment Plan as it is arranged, or you can jumble the sections labeled with an image in any order within the dated sections. What must remain in order are the sections that begin with a date. The book is a medical-model case study fashioned in experimental fiction. The cropped images which indicate the shuffled sections were taken of two stained glass windows at Salisbury Cathedral in the United Kingdom. *Please note that Treatment Plan is meant to be read in its printed form which consists of twenty four sections, twelve of which may be shuffled within the dated sections.*
Master of Fine Arts
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Fay, Nathan. "Magnificient Play." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51250.

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This thesis seeks to under the relationship in architecture between the physical and the intellectual. Drawings and models are the primary mediums used in this project to bring forms in to a play of light and shadow. The building's program is dedicated to the preservation of black and white film: an expressive medium that exists, primarily, as a cultural artifact in the collective memory.
Master of Architecture
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Brown, Gary. "A play." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1303488715.

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Neterda, Karel. "Business Plan." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-193791.

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The objective of the diploma thesis is aimed at business plan for real estate agency. Theoretical part of the thesis focuses on basic definitions regarding new company establishment. As follows: business laws, legal form of companies, business grants and structure of the business plan. Practical part describes a business plan for real estate agency and evaluate the business environment and current competition through these methods: Porter Five Force Model, SWOT -- and PEST analyses. Further, these partial components of the business plan are scrutinized - an array of services for customers, human resources, marketing and financial planning. Evaluation of project feasibility is based on analysis results.
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Ghymn, 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.

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Hackett, Ann. "Play Dead." ScholarWorks@UNO, 2017. https://scholarworks.uno.edu/td/2407.

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Hanford, Nicholas A. "Moments of Play| Uncovering the Performances of Videogame Play." Thesis, Rensselaer Polytechnic Institute, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10682415.

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Videogames 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.

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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.

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29

Marks, James Richard. "Divine plan and narrative plan in archaic Greek epic /." Digital version:, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3026208.

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30

Seek, 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.

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31

Foster, 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.

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The purpose of this study was to examine the cognitive levels of block play among preschoolers in a combined block play and dramatic play center. Gender differences in the cognitive levels of block play as well as the location of block play were explored. The sample consisted of 17 children, 13 girls and 4 boys, enrolled in a preschool at a Midwestern university. Six hypotheses were formulated; two could be tested at the .05 level of significance. The others could not be tested due to insufficient data.Each child was observed, twice before and twice after the centers were combined, in groups of six for 20-minute periods.The findings of the study were:1. There was a highly significant difference in the percentage of time functional block play occurred, for both boys and girls, after the block play and dramatic play centers were combined, with more functional play occurring after (p = .002) after the centers were combined.2. Overall, boys engaged in functional block play a significantly greater percentage of time than did girls (p = .042).3. There was no significant difference in the percentage of time constructive block play occurred, for both boys and girls, after the block play and dramatic play centers were combined.4. Overall, boys engaged in constructive block play a significantly greater percentage of time than did girls (p = .038).5. Dramatic play with blocks did not occur before the block play and dramatic play centers were combined and it occurred only four times after the centers were combined.6. There were no episodes of games with rules play before or after the block play and dramatic play centers were combined.7. All of the block play occurred in the block play center both before and after the block play and dramatic play centers were combined.8. There was no block play in the dramatic play center before or after the block play and dramatic play centers were combined.Overall, the findings favored the block play and dramatic play centers being combined. Block play occurred a greater percentage of time after the centers were combined.
Department of Elementary Education
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32

Lichtenfeld, Reena Diane. "Prior Learning Assessment at a Small, Private Midwestern Institution." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5368.

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A small college in the Midwestern United States has a prior learning assessment (PLA) program that has never been evaluated from the perspective of the faculty and staff. The problem is that campus leaders have a limited understanding of faculty and staff knowledge and their role in the PLA program. The study was approached from an appreciative perspective while exploring faculty and staff knowledge and perceptions related to PLA to address 3 research questions. The first 2 research questions were developed to better understand how faculty and staff describe their understanding of the PLA program and what they envision for the program. The final research question was a reflection of the descriptive data collected from the responses to the first 2 research questions. This formative program evaluation included an open-ended survey of 36 faculty and staff as self-selected to participate in the study from the entire faculty and staff population. Additionally, formal documents, including catalog, forms, and internet references associated with PLA were evaluated. Analysis was performed through manual methods including axial coding for the surveys, descriptive and axial coding for the formal documents, followed by thematic analysis. Faculty and staff reported that they had a limited understanding of the institution's PLA program and said they would like to have a stronger program than what they have now. Key results from the analysis indicate that the institution can improve the PLA program by clarifying the purpose, enhancing the policy supporting the program, improving processes, and further promoting the program. Positive social change can occur through the college developing improved PLA practices, thus helping to support students' education endeavors.
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Mitsuishi, Yara. "Différance at play : unfolding identities through difference in videogame play." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2469/.

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This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
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34

Inkret, 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.

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35

Love, 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.

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This thesis is concerned with play, particularly the role of social play in a co-located context and its ability to bring people together. Participation in social play can have significant effects on an individual, group, community and culture, and thus, through practice-based research, this thesis documents the exploration of the design of “playful interventions” which may be artefacts or events which seek to bring people together through play. In play, individuals form shared meanings, understanding and values, as determined by the rules of the play situation. In the play experience, they become temporary communities, who, through play, can experiment, explore and redefine their relationships with one another, the play context and potentially the world beyond. The experimental nature of play leads it to be naturally imbued with transformative potential for everyone involved; whether that be small in scale, such as forming a new way of looking at a space through playing within it, or on a larger scale, through forming new concepts around a local area or governmental policy. Play is, however, very unpredictable, being led by player interaction, and always pushes up against the rules of the play situation. In play, the particular output (if there is one) is never certain, and no two play experiences will be the same. This unpredictability means that its transformational power is always a potential but never guaranteed. Designers, when working with play as a medium must embrace this unpredictability and explore approaches to design playful experiences which are satisfying in themselves for the participants whilst also trying to find methods to unlock the potential for individual (and group) transformation through play. The thesis is a narrative account of sustained academic research, based upon eight academic publications and practice works, produced between 2013 and 2018. Six of these publications document practical exploration of the creation of playful interventions, in the form of video games, performances and events. Two further publications explore design approaches to enhance participation drawing from expert interview analysis and theoretical engagement with institutional approaches to promotion of participation in the museum and gallery. The body of work thus explores the design of participation from two perspectives: the artist/designer of an artefact and as a “context provider” who designs events and spaces within which play, and participation can take place amongst participants. Within this thesis, the body of publications are contextualised in relation to theories of play, game design and art practice and also drawing from theories around communities of practice and communities of play. A series of expert practitioner interviews underpin both the academic and practical framing of this research, drawing from key practitioners in the UK and Europe working in play, game design, event curation and community work. The thesis formalises the design methods used to create playful interventions by the author and expert practitioners in the field of social play as presented both across the academic publications and within interview content. The formalisation of these design techniques is presented as two social play frameworks, one for designing participation around artefacts and one which focusses upon designing participation around events. Each framework aims to aid a designer and/or context provider in helping participants to unlock the unpredictable yet transformative potential of play as individuals and as communities whilst acknowledging the complex interrelations which occur in designed social contexts.
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Takhvar, Mehri. "Context of play : a longitudinal, observational study of children's play." Thesis, University of Sheffield, 1985. http://etheses.whiterose.ac.uk/12777/.

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Brumfield, Kristy Alaine. "African-American Parents' Perceptions of Play, Counseling, and Play Therapy." ScholarWorks@UNO, 2006. http://scholarworks.uno.edu/td/417.

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The purpose of this phenomenological study was to learn about African American parents' perceptions of play, counseling, and play therapy. Research interviews conducted with eight African American parents with elementary school aged children offered insight regarding parents' thoughts and experiences. This study explored the question, "What are African American parents'perceptions of play therapy?" In particular, this study explored questions that pertained to African American parents' (a) thoughts about counseling, (b) beliefs about the purpose of play, and (c) perceptions about play as a therapeutic agent in counseling. Analysis of African American parents' perceptions of play, counseling, and play therapy revealed information about two main themes: (a) value of play, and (b) receptivity to counseling. Parents identified developmental learning and the release of energy as two of the main values surrounding play. Parents also indicated that their receptivity to counseling was directly related to specific facilitative factors as well as the lack thereof or impediments to counseling. Ideally, this study will add to the body of research regarding play therapy as well as research regarding multicultural counseling. Both fields have very few previous studies addressing these issues. This study provides practitioners with insight regarding potential clients' perceptions of counseling and play therapy, and may inform clinical work with diverse populations as well as best practices for play therapists.
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Lacava, 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.
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39

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.

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This thesis develops the concept of situated play. Drawing from the fields of game studies, cultural studies and the social science paradigm of mobilities, this research presents an investigation into how play is produced within communities of location-based game players. Situated play offers a way to understand how play is produced within intersections of cultural, social and material conditions – and how the meaning of these conditions is further developed through the practice of play itself. This concept provides the framework for a digital ethnography into Sydney’s Ingress communities. Ingress, a location-based game developed by Niantic Labs Inc., which was were operating as a subsidiary of Google, features a stylised version of Google Maps where players must capture key landmarks for one of two teams. This thesis follows the months leading up to the release of Pokémon GO, documenting the moments before this cultural shift within a major Australian city. Situated play forms the basis of this digital ethnography, allowing for a rich and thick description of interactions and observations with and of communities. This thesis focuses on issues of place and construction of urban environments through architecture, software and landmarks, and deals with the construction of play in social worlds and the temporal rhythms of work and play. The thesis makes contributions to the study of mobile games and locative media, suggesting that such technologies are understood socially and culturally through a shared production of play.
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Austin, Petra. "Caregivers' views on play and play areas in Salvokop Tshwane." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/60372.

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This study explored caregivers' views on play and play areas in Salvokop, Tshwane. Specific focus was placed on children's play, play between caregiver and child, and the importance of play spaces. Five relevant categories were identified for investigation including biographical details, the child in early childhood, caregivers' opinions on play, play between caregiver and child, and public play areas. The research methodology for this study was clearly defined and outlined where a qualitative research approach was utilised with a semi-structured interview schedule as data-collection method. The literature chapter focused on early childhood, theoretical perspectives on play, defining play, the advantages of play, as well as play between parents and child and the importance of public play areas. Research findings for this qualitative study were presented using tables which were fully discussed in the study in order to describe caregivers' views on play, play between caregiver and child, and play areas. Research findings showed that not all caregivers are aware of the importance of play for child development and do not consider play on its own as the most important activity during early childhood, yet caregivers indicate that their children spend most of their time playing. The types of play that children engage in have numerous advantages and are more varied than what caregivers deem important. Caregivers believe that children need long periods of play on a daily basis and most children do actually play for long periods every day. Children in this study also participate in more physical activity than children in some developed countries. Children have uninterrupted time to play where they are not hurried or directed by anyone. Caregivers play with their children and enjoy different types of play with their children. However, there is a lack of physical play between caregivers and children. There is no public play area in Salvokop but caregivers would like to have a public play area and indicate that their children will make use of a public play area extensively. Finally, conclusions and recommendations were made following the key findings for this study. The research question for this study was fully answered in that the empirical investigation provided a comprehensive reflection of caregiver's views on play and play areas.
Mini Dissertation (MSW)--University of Pretoria, 2015.
Social Work and Criminology
MSW
Unrestricted
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41

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.

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42

Jonsson, Lisa. "Sound and Play." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-14520.

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Abstract The project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers. The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group. The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy. The project began with an extensive research, including a visit to one of the world's largest toy fair in Nürnberg, Germany, and a comprehensive survey of parents' attitude to sound toys. Based on the first sketching phase three concepts where chosen; Module Cars, Beat Box and Record Player. Module Cars was a concept where you could replace parts of the car and in that way get different sounds. Beat Box was a box of three cylindrical blocks which consisted of various surfaces and materials. While they were spinning in the box they would hit different materials and in that way create different sound and rhythms. The construction of the idea meant that over a thousand different sounds and rhythms could be created. Record Player was a similar concept in which the child could change the discs and in that way create different rhythms and sounds. Together with the product development department, I decided to keep working with the Modul Car concept. Within this concept, I chose to work on two different tracks, different fronts and figures. By changing the front of the car it would get a new sound or by changing the driver in the car it would also get a new sound. After several weeks of shaping digital 3D models and many ideas and thoughts later I finally reached a solution that was built as a prototype. The result is a vehicle where the front can be replaced by two other fronts. Depending on which, the system will give you different sounds. This is because each front has a plastic flap placed underneath that hits a piece of plastic stuck to the wheel axle. Nine children play tested the toy and their parents were responding to questions about the outcome. The play tests went well and it turned out to be a suitable toy from one year and up to about five years. The play takes various forms in different ages which is good since this means that the toy may last longer. The response among the parents was also very positive. I am very pleased with the outcome and hope to see it in store shelves one day and also that it becomes played with in homes.
Sammanfattning 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.
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43

Rodríguez, Alonso Carolina. "Play — documento virtual." Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101472.

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La obra Play contiene la modesta pretensión de ser una alegoría de la forma de vida presente. Para ello se vale de tres elementos que atraviesan y la componen. Dos de ellos, el computador y el maniquí, son indiscutibles objetos comunes en la vida cotidiana; el tercero, por el contrario, es una camilla que a pesar de provenir de un ámbito más específico viene a cerrar el conjunto. Entre los tres representan, como síntesis el deseo del hombre de modificar su mundo a su propio arbitrio y decisión, pero desde la convicción última que la mayor transformación que se puede lograr es la que proviene del cambio, no ya del espacio externo sino del microcosmos, vale decir, la propia persona.
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Ramírez, Coloma Elisa. "Ilustraciones : Plan Edén." Tesis, Universidad de Chile, 2014. http://www.repositorio.uchile.cl/handle/2250/117639.

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Pintora
Para 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.
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45

Mulder, Frank Willem. "Tactical plan recognition." [Maastricht : Maastricht : Universiteit Maasticht] ; University Library, Maastricht University [Host], 2005. http://arno.unimaas.nl/show.cgi?fid=8682.

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46

Vural, Hande. ""Void" a play /." Diss., Online access via UMI:, 2006.

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47

Botz, Thorsten. "Hermeneutics, play, style." Thesis, University of Oxford, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.385410.

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48

Karshan, Thomas. "Nabokov and play." Thesis, University of Oxford, 2007. http://ora.ox.ac.uk/objects/uuid:5199c291-44e3-4cd7-a146-4226ec837e11.

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In December 1925, Vladimir Nabokov said that "everything in the world plays" and that "everything good in life - love, nature, the arts and domestic puns - is play." This thesis argues that, after December 1925, play was Nabokov's leading idea. Previous critics have spoken of Nabokov as a playful writer but have not drawn on the untranslated early Russian texts; have rarely discussed the actual games depicted in his novels; and have been vague on what it means to call Nabokov a playful writer. This thesis argues that Nabokov's novels after 1925 are all playful or game-like in different ways related to the games they depict, and become ever more radically so. It provides a chronological narrative of play as the evolving subject and style of Nabokov's writing. The first chapter discusses the sources of Nabokov's idea of aesthetic play in Kant, Schiller, and Nietzsche. The second chapter traces the emergence of play in Nabokov's earliest writings, from 1918 to 1925, isolating the themes of play of self, play as make-believe, and play as violence. The third chapter looks at how in King, Queen, Knave (1927) and The Luzhin Defense (1930), Nabokov adopted the scheme of Lewis CarrolPs two Alice books, first using cards as an image of play and freedom, then chess as an image of rule and game. The fourth chapter shows that in the 1930s Nabokov wrote about play in contrast to work, and deals with Glory (1931), Despair (1934), Invitation to a Beheading (1935-6), and The Gift (1937-8; 1952). The fifth chapter is about free play in Nabokov's American writing, and emphasises the influence of Joyce's Finnegans Wake. It covers Bend Sinister (1947), Speak, Memory (1951; 1967), Lolita (1955) and Ada (1969). The sixth chapter argues that Pale Fire (1962) belongs to the genre of the literary game, and is in complex intertextual relation to a previous literary game, Pope's Dunciad.
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49

Zhou, Baolin 1964. "Entrepost.com business plan." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/9212.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management, 2000.
Also 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.
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50

Martinez, Daniel. "Play the Fool." Digital Commons at Loyola Marymount University and Loyola Law School, 2018. http://www.kaltura.com/tiny/d2h1z.

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