Academic literature on the topic 'War Gods (Game)'

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Journal articles on the topic "War Gods (Game)"

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Daneels, Rowan, Steven Malliet, Lieven Geerts, Natalie Denayer, Michel Walrave, and Heidi Vandebosch. "Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences." Media and Communication 9, no. 1 (2021): 49–61. http://dx.doi.org/10.17645/mac.v9i1.3205.

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Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analy
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LAPIN, ANDREY V., and ELENA D. AGANINA. "NEW HEROES OF MASS CULTURE (CASE STUDY OF THE MAIN CHARACTER OF THE COMPUTER GAME CYCLE “GOD OF WAR”)." Study of Religion, no. 3 (2020): 106–11. http://dx.doi.org/10.22250/2072-8662.2020.3.106-111.

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The concept of “mass culture” and its content are becoming the subject of reflection of philosophers, religious scholars, culturologists and sociologists. Taking into account the fact that mass culture is a specific type of spiritual production, one of its main features is the possibility of widespread replication of the product. Popular culture is extremely dynamic, influencing the basic feelings of the consumer, it can generate new cultural constants that change the norms and values that have developed over centuries. The constituent elements of mass culture are usually called the media, cin
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Corke-Webster, James. "Roman History." Greece and Rome 68, no. 2 (2021): 318–29. http://dx.doi.org/10.1017/s0017383521000115.

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After a focus on social and cultural history in the last issue, this issue's offerings return us to more traditional subjects – political institutions, and historiography. That spring review ended with religion, which is where we start here: an apposite reminder that religion pervades all aspects of the Roman world. It is precisely that principle which undergirds our first book, Dan-el Padilla Peralta's Divine Institutions. Padilla Peralta is interested, at root, in how the Roman state became such through the third and fourth centuries bce. That is a story usually told – in a tradition going b
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Blattberg, Charles. "Taking War Seriously." Philosophy 94, no. 1 (2018): 139–60. http://dx.doi.org/10.1017/s0031819118000359.

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AbstractJust war theory − as advanced by Michael Walzer, among others − fails to take war seriously enough. This is because it proposes that we regulate war with systematic rules that are comparable to those of a game. Three types of claims are advanced. The first is phenomenological: that the theory's abstract nature interferes with our judgment of what is, and should be, going on. The second is meta-ethical: that the theory's rules are not, in fact, systematic after all, there being inherent contradictions between them. And the third is practical: that by getting people to view war as like a
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Rossi, Julio D. "Tug-of-war games and PDEs." Proceedings of the Royal Society of Edinburgh: Section A Mathematics 141, no. 2 (2011): 319–69. http://dx.doi.org/10.1017/s0308210510000041.

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We review some recent results concerning tug-of-war games and their relation to some well-known partial differential equations (PDEs). In particular, we will show that solutions to certain PDEs can be obtained as limits of values of tug-of-war games when the parameter that controls the length of the possible movements goes to zero. Since the equations being studied are nonlinear and are not in divergence form, we will make extensive use of the concept of viscosity solutions.
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REED, WILLIAM. "Information, Power, and War." American Political Science Review 97, no. 4 (2003): 633–41. http://dx.doi.org/10.1017/s0003055403000923.

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Ultimatum bargaining models of international interactions suggest that when conflict is costly and the actors are fully informed, the probability of conflict goes to zero. However, conflict occurs with some positive probability when the challenger is uncertain about the defender's reservation value. I employ a simple ultimatum game of bargaining to evaluate two traditional power-centric theories of world politics, balance of power, and power transition theory. The formal and empirical analyses demonstrate that as states approach power parity, information asymmetries are greatest, thus enhancin
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Stańczyk, Ewa. "Heroes, Victims, Role Models: Representing the Child Soldiers of the Warsaw Uprising." Slavic Review 74, no. 4 (2015): 738–59. http://dx.doi.org/10.5612/slavicreview.74.4.738.

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This article explores narratives surrounding child soldiers in Poland, with a particular focus on the Warsaw Uprising of 1944. My discussion examines a variety of contexts in which this figure appears, such as urban spaces, press debates, popular literature, and educational games, and unpacks the taboos associated with cultural constructions of childhood. The article points to the complex interaction between the enduring narratives of resistance and the struggle for independence which characterize Poland and the international humanitarian discourse on the use of children in war which goes beyo
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Zubchenko, Serhii. "“Red Lines” of Modern Geopolitical Confrontations: Role of Political and Legal Values in Hybrid Warfare Era." Diplomatic Ukraine, no. XIX (2018): 656–65. http://dx.doi.org/10.37837/2707-7683-2018-39.

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The article analyses the place of political and legal values (in particular, the principles of international law) in the modern system of international relations. It is stated that Russia artificially creates hotbeds of instability and terrorism around the world to put pressure on certain states. Russia’s unlawful actions have also created a notable international precedent which goes beyond regional or continental security concerns. The author defines three main points: which state became the victim of aggression, who was the aggressor and how other states acted. Some current topical problems
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Lepellere, Maria Antonietta, Livio Clemente Piccinini, and Mario Taverna. "FROM LINGUISTIC REPRESENTATION TO FUZZY MATHEMATICS IN GROWN UP PEOPLE." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 3 (May 25, 2018): 555–65. http://dx.doi.org/10.17770/sie2018vol1.3314.

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The aim of this note is to give some critical examples where even the use of the same clustering rules lead to fuzziness. It starts from poor numerical systems and compares them with the expanded Sergeyev model, where the grossone is used, as an infinite terminal element. It can be compared with terminal elements of the ancient languages, such as the Greek myriad and the Chinese wan. On them some propositions that hold in the arithmetic of the grossone are similar, while they are not meaningful for the countable system of infinity. The note shows that both the upward and downward trend are act
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Caldwell, Nick. "Settler Stories." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1879.

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The computer game is perhaps the fastest growing and most quickly evolving cultural leisure technology in the western world. Invented as a form just under 40 years ago with the creation of Space War at MIT, computer and video games collectively account for hundreds of billions of dollars in sales across the world. And yet critical analysis of this cultural form is still in its infancy. Perhaps the sheer speed of the development of games may account for this. Thirty years ago, strategy games were screens of text instructions and a prompt where you could type a weather forecast. Today pretty muc
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Dissertations / Theses on the topic "War Gods (Game)"

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Almeida, Luciano Aparecido Borges. "God of war – do game ao livro: um mito para duas narrativas." Universidade Presbiteriana Mackenzie, 2017. http://tede.mackenzie.br/jspui/handle/tede/3097.

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Submitted by Marta Toyoda (1144061@mackenzie.br) on 2017-03-07T19:34:41Z No. of bitstreams: 2 Luciano Aparecido Borges de Almeida.pdf: 1212930 bytes, checksum: 52125640a05a574f850c458a86b87be8 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Paola Damato (repositorio@mackenzie.br) on 2017-03-14T16:48:28Z (GMT) No. of bitstreams: 2 Luciano Aparecido Borges de Almeida.pdf: 1212930 bytes, checksum: 52125640a05a574f850c458a86b87be8 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Made available in DSpa
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Morgan, Andrew A. "God of War: Masculinity and Fatherhood Through Procedural Rhetoric." Scholarly Commons, 2020. https://scholarlycommons.pacific.edu/uop_etds/3703.

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Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicti
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Bittencourt, Neto Levy Henrique. "God of War: a tragédia Grega na primeira década do séc. XXI." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18091.

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Made available in DSpace on 2016-04-29T14:23:04Z (GMT). No. of bitstreams: 1 Levy Henrique Bittencourt Neto.pdf: 3920216 bytes, checksum: 80847dd6801cc953366dc5479e5ede81 (MD5) Previous issue date: 2012-03-13<br>The main objective of this work is to develop a comparative study of the signs that compose the narrative of the digital game trilogy God of War with that ones presents on Greek myths and tragedies. It is intended to understand the tragic narrative in God of War trilogy from the perspective of CS Peirce s semiotics, with the support off specific theories about the Greek tragic
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Weisser, Johannes [Verfasser], Oliver [Akademischer Betreuer] Kirchkamp, Werner [Akademischer Betreuer] Güth, and Christoph [Akademischer Betreuer] Engel. "One-way communication and leading by example : four studies on voluntary cooperation in public goods games / Johannes Weisser. Gutachter: Oliver Kirchkamp ; Werner Güth ; Christoph Engel." Jena : Thüringer Universitäts- und Landesbibliothek Jena, 2012. http://d-nb.info/1023683571/34.

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Kuechenmeister, Bobby James. "Answering the Call of Duty: Composition Pedagogy Problems, Multimodal Solutions, and Gaming Literacies." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308242965.

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Chambre, Damien. "Contribuer volontairement au bien public en groupe élargi : évolution via le triptyque observation, explication, représentation sur fond d'un classique." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01E018/document.

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Nous capturons la décision de contribuer volontairement au bien public en groupe restreint et important, en nous basant sur un classique de l’économie expérimentale. Contrairement aux prévisions, la décision dépend négativement du rendement du bien public en groupe important. Les joueurs percevraient l’enjeu comme faible. La décision dépend positivement, mais trop fragilement, du nombre de bénéficiaires du bien public en groupe restreint et n’en dépend pas en groupe important. La décision dépend toujours négativement de l’avancement du jeu, mais sans convergence vers la stratégie dominante. Le
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Books on the topic "War Gods (Game)"

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Roberts, Jem. War Gods official game secrets. Prima Pub., 1996.

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Hill, Simon. War Gods: Official arcade game secrets. Prima Pub., 1996.

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Yong kwa yŏsŏng, tal ŭi chʻukche: Yŏngdŏk ŭi tongje wa taedong nori. Minsogwŏn, 2006.

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Pcs. Nintendo 64: Unauthorized Game Secrets: Volume 2. Prima Publishing, 1997.

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Broderick, Glenn. Official War Gods Battle Guide. BradyGames, 1997.

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Tom, Badgett, ed. Official Sega Genesis and Game Gear strategies, 2ND Edition. Bantam Books, 1991.

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Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. Bantam Books, 1992.

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Nigro, Giampiero, ed. Gestione dell'acqua in Europa (XII-XVIII Secc.) / Water Management in Europe (12th-18th centuries). Firenze University Press, 2018. http://dx.doi.org/10.36253/978-88-6453-700-9.

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Water was a source of wealth which facilitated, fostered or brutally halted economic development in the Ancien Regime. Lack of hygiene meant that water was used less for drinking than other drinks, but as a raw material, source of energy, cooling, rinsing and cleansing agent, water was unequalled. It played a role in public and private relaxation and in health. Water also proved to be an ideal, safe and cheap means of transporting goods and ideas. Urban historians have long pointed to the enormous comparative advantage enjoyed by towns and regions whose favourable maritime or riverine location
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Nick, Roberts. Super NES Games: Unauthorized Power Tips Book. Prima Publishing, 1993.

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Mcdermott, Leeanne. GamePro Presents: Sega Genesis Games Secrets: Greatest Tips. Prima Publishing, 1992.

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Book chapters on the topic "War Gods (Game)"

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Kempshall, Chris. "‘Good God, Did We Really Send Players to Fight in That?’ — Landscape and Chronology in First World War Games." In The First World War in Computer Games. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137491763_3.

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Hancock, James F. "Portuguese discovery and conquest." In Spices, scents and silk: catalysts of world trade. CABI, 2021. http://dx.doi.org/10.1079/9781789249743.0016.

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Abstract Opens on a summary about the Medieval European knowledge of the Spice Trade, the chapter also show how Portugal dominated Europe in terms of trade and invasion in the fifteenth century. It goes on with the summary of Portuguese invasion of Africa through the Treaty of Tordesillas and the navigation of Vasco de Gama in the Atlantic coast. After de Gama's navigation, the Portuguese conquest of India began which led to the Portuguese-Mamluk Naval war and established Portuguese sea power in the Indian Ocean. Lastly, the chapter gives a brief summary of the other Portuguese navigations.
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Hancock, James F. "The Portuguese build an empire." In Spices, scents and silk: catalysts of world trade. CABI, 2021. http://dx.doi.org/10.1079/9781789249743.0017.

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Abstract Albuquerque's victory in Malacca gave Portugal a major foothold in the Far Eastern pepper trade, but the Portuguese were never able to fully dominate it. The chapter summarizes the struggles of Portugal's building of its empire. It also discusses the cartaz system, where the Portuguese claimed suzerainty over the Indian Ocean and no one else was allowed to sail unless they purchased a safe conduct pass. The cartaz obliged Asian ships to call at a Portuguese-controlled port and pay customs duties before proceeding on their voyage. Ships without this document were considered fair game and their goods could be confiscated. It was, pure and simple, a protection racket. The cartaz system, plus customs duties and outright piracy, provided most of the funds defraying the costs of the Portuguese navy and its garrisons. The chapter also outlines the importance of Indian cotton in the Spice Trade and the routes of spices into Europe. Further, the chapter provides highlights of the Portuguese profits on spices. Portuguese imports of pepper held strong over most the sixteenth century. The total weight of the spice cargoes averaged 40,000 to 50,000 quintals (1 quintal = 130 pounds or 59 kilograms) annually in the first half of the century and 60,000 to 70,000 quintals later on. Records have been left of one cargo in 1518 that totalled almost 5 million pounds (2.27 million kilograms), of which 4.7 million pounds (2.13 million kilograms) was pepper, 12,000 pounds (5443 kilograms) cloves, 3000 pounds (1360 kilograms) cinnamon and 2000 pounds (907 kilograms) mace (Krondl, 2007). Most of the pepper and other spices were purchased in Malabar on the open market. Portuguese profits on the pepper trade could run as high as 500%. Lastly, the chapter briefly discusses how other European countries looked for alternative routes to the spices.
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Rauch, Peter. "God of War." In Designing Games for Ethics. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-120-1.ch007.

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In God of War, the protagonist Kratos seeks revenge against the Ares of Greek mythology. As Kratos, the player is called upon to act in a manner reminiscent of Nietzsche’s “master morality,” reveling in power unrestricted by concern for any “objective” moral code or sympathy for his fellow man. The structure of the action/adventure genre in which God of War operates is particularly well-suited to this kind of morality. With one hero amid a world of disposable non-player characters, punctuated by the occasional appearance of a “boss” figure that behaves more like Kratos, a stark distinction is made between the powerful and the weak. This dichotomy is at the heart of Nietzsche’s master/slave distinction. Kratos and Ares seek to inspire fear; the hordes of disposable Athenians they both slaughter so carelessly seek only to avoid it. In allowing gamers to “play with” a moral worldview so starkly defined, God of War becomes a valuable tool for investigating and critiquing moral ideas in general.
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Juergensmeyer, Mark. "The Odd Appeal of War." In God at War. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190079178.003.0002.

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Chapter 1 questions why we often think of war when confronted with an extreme social anomaly or some inexplicable crisis. The chapter begins with a discussion of the 9/11 attacks and the immediate response of many Americans (including President George W. Bush) that the country was at war. This began the idea of a war on terror, an idea that was similar to Al-Qaeda’s idea of war on America, as both born out of a sense of social chaos and a threatened conquering by a shadowy enemy. War is an imagined alternative reality. Examples in culture include computer games, novels, and religious mythology. The etymology of the word “war” is based on the old English werra, meaning “chaos,” “confusion.”
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Nieborg, David B. "Games and Advertisement." In Information Communication Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-949-6.ch262.

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The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.
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Nieborg, David B. "Games and Advertisement." In Information Communication Technologies and Emerging Business Strategies. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-234-3.ch006.

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The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.
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Bulut, Ergin. "For Whom the Love Works in Video Game Production?" In A Precarious Game. Cornell University Press, 2020. http://dx.doi.org/10.7591/cornell/9781501746529.003.0001.

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This introductory chapter provides an overview of precarious labor in the video game industry. The emergence of video games as a medium goes back to a moment of “refusal of work” when Pentagon scientists, tasked with beating the USSR during the Cold War, ended up creating ludic experiences on their work computers during times of boredom. Today, contemporary video game production is a serious, lucrative business. Tracing Studio Desire's transition from its early days as an independent studio to a financialized structure after its acquisition by Digital Creatives in the 2000s, this book examines the inequalities that structure the lives of game developers in the aftermath of the 2008 financial crisis. It unpacks Studio Desire's story as it unfolds through four interlinked processes: rationalization upon acquisition, spatialization, financialization, and precarization. Among these, precarization anchors the whole story.
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Ciccoricco, David. "Games of Interpretation and a Graphophiliac God of War." In Intermediality and Storytelling, edited by Marina Grishakova and Marie-Laure Ryan. De Gruyter, 2010. http://dx.doi.org/10.1515/9783110237740.232.

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Jordan, Mark D. "Stages on Law’s Way." In Teaching Bodies. Fordham University Press, 2016. http://dx.doi.org/10.5422/fordham/9780823273782.003.0009.

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The famous questions on natural and human law in Thomas Aquinas’s Summa theologiae are only the beginning of a sequence that culminates in the proclamation of the Gospel of grace. The sequence of laws is an important part of God’s moral teaching. Just as with the incarnation, this teaching is adjusted to the condition of embodied minds that have forgotten what they once knew about the way back to God. The character of the teaching is clearly seen in Thomas’s detailed exposition of the ceremonial law that God gave to ancient Israel.
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Conference papers on the topic "War Gods (Game)"

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America LLC, Sony Interactive Entertainment. "God of war e3 2016 game play reveal." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2016. http://dx.doi.org/10.1145/2897841.2964476.

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Enzo Sugahara, Leonardo, and Marcelo Dornbusch Lopes. "Simulação de Comportamento Humano." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p347-354.

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Each new generation, games present physics and ambiance closerto their inspirations in the external world (non-virtual reality).However, the non-playable human characters in these games sometimesdo not simulate the attitudes that a person would normallyperform in front of a certain situation. This case goes against theproposal of a physical and graphically realistic environment, withbehaviors and decision making not appropriate to the circumstancespresented. To solve the problem, it is proposed the developmentof a Human Behavior Simulation Model, planned to be used onnon-playable characters th
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Paee, Rokiah, Roslina Mamat, and Roswati Abdul Rashid. "Japanese Animation: Its Effect on Malaysian Undergraduate Students." In GLOCAL Conference on Asian Linguistic Anthropology 2020. The GLOCAL Unit, SOAS University of London, 2020. http://dx.doi.org/10.47298/cala2020.4-5.

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Japanese animation or anime is one of the most popular and well-received types of Japanese popular cultures, translated into various languages, rendering these globally renowned. A plethora of studies has shown that interest in anime has led students to start learning the Japanese language. However, to date, studies examining the influence of anime consumption on Japanese language students, particularly in Malaysian contexts, are scarce. The present study aims to identify the effect of anime consumption on Malaysian undergraduates who enrolled in beginner Japanese language courses at three pub
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Shiau, T. N., C. R. Wang, D. S. Liu, W. C. Hsu, and T. H. Young. "Nonlinear Dynamic Study on Effects of Rub-Impact Caused by Oil-Rupture in a Multi-Shafts Turbine With a Squeeze Film Damper." In ASME Turbo Expo 2014: Turbine Technical Conference and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/gt2014-27221.

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An investigation is carried out the analysis of nonlinear dynamic behavior on effects of rub-impact caused by oil-rupture in a multi-shafts turbine system with a squeeze film damper. Main components of a multi-shafts turbine system includes an outer shaft, an inner shaft, an impeller shaft, ball bearings and a squeeze film damper. In the squeeze film damper, oil forces can be derived from the short bearing approximation and cavitated film assumption. The system equations of motion are formulated by the global assumed mode method (GAMM) and Lagrange’s approach. The nonlinear behavior of a multi
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Aritonang, Hanna Dewi, Bestian Simangunsong, and Adiani Hulu. "Love Your Enemy: A Christian Response to Embrace Others." In International Conference of Education in the New Normal Era. RSF Press & RESEARCH SYNERGY FOUNDATION, 2020. http://dx.doi.org/10.31098/iceiakn.v1i1.240.

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This article addresses the issue of conflict between religious communities that cause enmity amid society. Hostilities must be overcome and resolved in accordance with the call of Christianity to live in love and peace. The study used the qualitative paradigm as the method of the research and the descriptive-analyses as the writing method by describing the research problems based on data collected from related publications.One of the powerful messages of Jesus's teaching is "Love your enemies." It’s one of the greatest challenges in life. Jesus Christ gave an important doctrine about loving th
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Cipollone, Roberto, Davide Di Battista, and Angelo Gualtieri. "Energy Recovery From the Turbocharging System of Internal Combustion Engines." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82302.

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On the road transportation sector, considering its deep involvement with many social expectations, assumed such proportions to become one of the major source of air pollution, mainly in urban highly congested areas. The use of reciprocating internal combustion engines (ICE) dominates the sector and the environmental dimension of the problem is under a strong attention of Governments. European Community, for instance, through sequences of regulations (EURO) reduced the emission allowed of primary pollutants; more recently, the Community added limits to climate-altering gases which directly refe
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