74 research outputs found

    Sideritis, Cardiaca

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    1. Nome scientifico: Lycopus europaeus (Lamiaceae, Labiatae) Nome attuale: Erba sega 2. Nome scientifico: Leonurus cardiaca L. (Lamiaceae, Labiatae) Nome attuale: Cardiaca comun

    Sega

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    Mbalax sound is characherised by Senegalese nder lead drum, sabar rhythm drum and tama talking drum percussion and African and Arabic vocalistic styling in the Wolof language that accompanies Western keyboard and other electronic guitar and brass instrument

    Performance of comprehensive complication index and clavien‐dindo complication scoring system in liver surgery for hepatocellular carcinoma

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    Not a Joke: Discrimination and Censorship - mentor and participant

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    As part of a bigger and more elaborate event held in Museum of Macedonia in Skopje, and as a collaboration between the Art academy, Academy of Music and Faculty of Law from UGD with the Museum of Macedonia and Kontra Kadar Skopje, I mentored a student exhibition of posters, to which I also contributed as an author. The exhibition consisted of about 40 posters on the subjects of discrimination and censorship. It was held in the Museum of Macedonia in Skopje

    The implications of digitizing and the Internet for "fair use" in South Africa

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    This thesis is going to examine the scope of fair use / fair dealing in South Africa, especially within an academic context. It proceeds in 5 parts. Part I will deal with the question of whether an international standard for fair use exists from which any clarification regarding the scope of the fair use doctrine can be deduced. In part II, the legal situation in other countries and regions, namely South Africa's major trading partners U.S.A., Europe (EC/Germany/UK) and Australia will be described and compared. This is done in order to analyse whether or not their approaches can either be adopted by South Africa or, at least, serve as a model. In part III, the impacts of digitizing and the Internet for the fair use doctrine will be examined, and part IV will, in some detail, explore the rights and obligations of libraries in an increasingly digitised world. After summarizing parts II-IV, part V will draw a conclusion and seek possible solutions for South Africa

    International Marketing Differences in Digital Art: An Analysis of Film Posters and Game Packaging Designs

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    abstract: This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines for game packaging standards. The second part contains an analysis of selected global film posters from all genres leading up to Disney/Pixar movies, and also a few popular video game packaging designs. The research is then be applied to 3 designs based on regional trends in the largest hubs of digital design in Asia, Europe and the Americas. Lastly, a survey will be conducted with international contacts to identify if the trends were correctly identified and which designs they personally preferred. The background research on video games includes 3 interviews. Diane Fornasier the current Vice President of Marketing at Immersive Play, and former VP of Marketing at Maximum Games, Sony and Sega talks about the evolution of packaging and packaging trends. Tom Kalinske, the former CEO of Mattel, Sega and Leapfrog details the emergence of the ESRB board in America and of the rating boards and guidelines from Asia, Europe. Al Nilsen, the former Director of Global Marketing at Sega explains international marketing and the character development of Sonic the Hedgehog. The case studies examine some film posters of all genres and some of the most successful international Pixar film posters to compare and contrast the different design elements in different regions, along with any outlying observations that cannot necessarily be allocated to a specific trend. The findings from the case studies are applied towards creating three film poster designs based on the most remarkable trends in the Americas, Europe and Asia that were observed. All of the film posters exhibit successful methods of engaging and appealing to their audiences based on cultural norms and values. Finding Dory, a film with a strong global appeal that showcases different regional design elements was a suitable option for the design concept. This will not only help understand the basic rules of international marketing when it comes to digital art, but it will also help us identify cultural norms and values that most of us might not be aware of when it comes to what can be publicized or not and what appeals to different target audiences

    Kronika Poltnikovega posestva na Sv. Primožu nad Muto: Življenje na kmetiji na Sv. Primožu in v trgu Dravograd v prvi polovici 20. stoletja

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    In her text the author gives a chronicle of the Poltnik farm and depicts the building of the church tower on the church of St. Primož between the years 1906 and 1908. In continuation, she describes on the basis of recollections the life on the farm and in the borough of Dravograd in the first half of the 20th century. The preserved chronicle written on the basis of oral tradition, reaches back to the year 1764. The contribution is concluded with the situation immediately before the beginning of World War II.  Avtorica v tekstu podaja kroniko Poltnikove kmetije in opisuje gradnjo zvonika na cerkvi na Sv. Primožu nad Muto med letoma 1906 do 1908. V nadaljevanju na podlagi spominov opisuje življenje na kmetiji in v trgu Dravograd v prvi polovici 20. stoletja. Ohranjena kronika, pisana na podlagi ustnega izročila, sega do leta 1764. Prispevek se zaključi s stanjem neposredno pred začetkom druge svetovne vojne

    Hubungan Antara Kecerdasan Emosional Dengan Keberhasilan Bermain Game

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    Technological advancement in audio-visual and computer sciences develops the emergence of various computer games, game-watch, video arcade, console game (Nintendo, Playstation, and Sega Saturn). The role-play computer game reflects the daily life in a different situation. The individual pursuit to master this game often resembles his/her manner in facing real daily life events. Realizing the complexity of the role playing game (RPG) and what the player has to manage, the author is keen to know whether emotional intelligence participates or plays an important role in winning this game. The emotional intelligence is an individual's potential comprising intrapersonal, interpersonal, cognitive orientation, stress management, and affection. The subjects (N=16) are college students playing computers and favoring the RPG. The emotional intelligence variable was measured with the Emotional Quotient Inventory prototype questionnaire of Reuven Bar-On. The success in playing the game was evaluated through observation. Data were analysed through the Pearson Product Moment Statistics. Results show no significant correlation between emotional intelligence and success in playing computer games. Perkembangan teknologi dalam bidang audio-visual dan komputer memunculkan jenis- jenis permainan seperti komputer, game-watch, video arcade, console game (Nintendo. Playstation. dan Sega Saturn). Jenis permainan komputer role-play mencerminkan kehidupan dalam situasi berbeda. Cara individu mencapai keberhasilan dalam permainan ini seringkali mencerminkan cara mereka menghadapi kehidupan dalam dunia nyata. Melihat kompleksitas permainan role- playing (RPG) dan hal-hal yang harus dilakukan pemain, penulis memperkirakan bahwa kecerdasan emosional berperan atau menjadi faktor penting dalam pencapaian tujuan/keberhasilan permainan ini. Kecerdasan emosional adalah kemampuan yang dimiliki individu, yang meliputi intrapersonal, interpersonal, orientasi kognitif, manajemen stres, dan afeksi. Subjek penelitian (N = 16) adalah mahasiswa pemain komputer yang banyak menghabiskan waktunya untuk bermain komputer jenis RPG. Variabel kecerdasan emosional diukur dengan menggunakan prototipe angket Emotional Quotient Inventory dari Reuven Bar-On. Pengukuran keberhasilan bermain game dilakukan melalui observasi. Data dianalisis dengan Product Moment Pearson. Hasil analisis data menunjukkan bahwa tidak ada hubungan antara kecerdasan emosional dengan keberhasilan bermain game

    Video game consoles, video game advertisements and the "Video Games" magazine: An analysis of the symbolic meaning of video game consoles from the early 1990s to the early 2000s as conveyed by print advertisements in the German "Video Games" magazine (1991-2001)

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    Die vorliegende Diplomarbeit befasst sich allgemein mit Videospielen als ein Medium das, durch seinen Charakter, intrinsisch mit der Disziplin der Informatik verbunden ist, aber auch zahlreiche soziologische und geisteswissenschaftliche Anknüpfungspunkte bietet. Konkret wird der Haupt-Forschungsfrage "Was war, im deutschsprachigen Raum Europas der frühen 1990er- bis frühen 2000er-Jahren, die symbolische Bedeutung der verschiedenen Nintendo-, Sega- und Sony-Videospielkonsolen, wie sie in gedruckten Werbeanzeigen im deutschen 'Video Games'-Magazin (1991-2001) vermittelt wurde, und wie änderte sie sich in diesem Zeitraum?" nachgegangen, aufgeteilt in die drei Sub-Fragen "Was sind wiederkehrende Elemente, Motive und zugeschriebene symbolische Bedeutungen in Werbungen für verschiedene Konsolen verschiedener Hersteller?", "Bleiben besagte Elemente, Motive und zugeschriebene symbolische Bedeutungen im Laufe des gegebenen Zeitrahmens bestehen oder ändern sie sich, und auf welche Weise tun sie das?" und "Wie unterscheiden sich symbolische Bedeutungen die Hersteller ihren eigenen Konsolen zugeschrieben haben von solchen, deren Zuschreibungen von Konkurrenten stammen, und wie wird diese Meta-Ebene in den Werbungen von Konkurrenten behandelt?". Antworten auf diese Fragen werden mittels qualitativer empirischer semiotischer Analyse gesucht, basierend auf Umberto Ecos semiotischen Werken "Zeichen: Einführung in einen Begriff und seine Geschichte" (1977) und insbesondere "Einführung in die Semiotik" (1972), da letztere Publikation ausdrücklich semiotische Methodiken für Reklameanalyse umreißt welche in der vorliegenden Arbeit verwendet und adaptiert werden. Insgesamt 14 spezifische, von Nintendo, Sega und Sony geschaltete Werbeanzeigen werden auf transparente Weise mittels vom Autor nachvollziehbar ausgearbeiteter und argumentierter Sammel- und Selektionsprinzipien für ausführliche Eco-basierte Analysen ausgewählt. Besagte Analysen (für welche bisweilen zusätzlich auch ergänzendes, mit dem Analyseobjekt in Verbindung stehendes Material verwendet wird) werden zuerst in jedem der 14 Fälle einzeln und ausführlich durchgeführt, wobei jede Analyse auch die "primäre Ausrichtung" der jeweiligen Werbeanzeige (welche spezifiziert ob die Anzeige eher darauf basiert, den Lesenden tatsächliche Produktinformationen zu vermitteln um Kaufanreize zu schaffen, oder eher darauf, deren Interesse mit pointiertem und stilisierten Anzeigendesign zu wecken; in der vorliegenden Arbeit jeweils referenziert als "primär informativ" und "primär pointiert und stilisiert") und die symbolischen Bedeutungen, welche dem beworbenen Produkt (oder anderen Produkten) zugeschrieben wurden, umreißt. In späteren Schritten werden die Erkenntnisse bezüglich Ausrichtung und Bedeutungszuschreibungen, welche aus jeder einzelnen ausführlichen Analyse gewonnen wurden, zuerst in Beziehung zu solchen gesetzt, die aus Analysen von Werbeanzeigen desselben Herstellers gewonnen wurden, und schließlich auch, Querverweise schaffend, in Beziehung zu solchen, die aus Analysen von Werbeanzeigen anderer Hersteller gewonnen wurde, um letztendlich symbolische Bedeutungen, die bestimmten Konsolen ihrer Firma oder der Firma selbst zugeschrieben wurden, zu umreißen. Beispiele für zentrale Resultate sind – stark verkürzt und vereinfacht – neben zahlreichen weiteren etwa die Beobachtungen, dass die symbolischen Bedeutungen "Spaß", "High-Tech" und "erwachsen" für Nintendo ("Spaß"), Sega ("High-Tech") und Sony ("erwachsen") bezüglich Produkt- und Firmen-Image jeweils von besonderer Wichtigkeit zu sein scheinen, und dass eine Trendwende weg von zuvor vorrangig "primär informativen" und hin zu "primär pointierten und stilisierten" Videospiel(konsolen)werbungen in der Mitte der 1990er-Jahre stattzufinden scheint.Generally concerned with video games as a medium intrinsically tied to computer science by its nature but relating to a wide range of arts, humanities and social science as well, the diploma thesis at hand specifically covers the main research question "What was, from the early 1990s to the early 2000s in the German-speaking part of Europe, the symbolic meaning of the different Nintendo, Sega and Sony video game consoles, as conveyed in print advertisements in the German 'Video Games' magazine (1991-2001), and how did it change during this time period?" broken into the three sub-questions "What are recurring elements, motifs and attributed symbolic meanings in theadvertisements for different consoles by the different manufacturers Nintendo, Sega and Sony?", "Do said elements, motifs and attributed symbolic meanings persist or change over the course of the given time frame and in what way? To which extent does the style of advertisements change in general and for specific console manufacturers?" and "How do symbolic meanings attributed to consoles by their own manufacturers differ from ones attributed by competitors, and how is this meta-level addressed in competitors' advertisements?". Answers for these questions are sought via qualitative empirical semiotic analysis based on Umberto Eco's semiotic works "Zeichen: Einführung in einen Begriff und seine Geschichte" (1977) and especially "Einführung in die Semiotik" (1972), the latter explicitely outlining semiotic means for advertisement analysis that are used and adapted in the thesis at hand. In total 14 specific advertisements placed by Nintendo, Sega and Sony are transparently chosen for extensive Eco-based analysis via elaborate collection and selection principles clearly described and argued by the author. Said analyses (sometimes using additional supplement material relating to the object for analysis as well) are first conducted separately and extensively for each of the 14 cases, each one also outlining the respective advertisement's "primary direction" (specifying if based more on conveying actual product information as buying incentive or more on piqueing the reader's interest by a pointed and stylized advertisement design, referred to as "primarily informative" and "primarily pointed and stylized", respectively, in the thesis at hand) and the symbolic meanings attributed to the advertised product (or other products). In later steps, the direction- and attribution-based insights gained from every single extensive analysis are first put into perspective to the ones gained from ones placed by the same advertiser and finally into perspective to the ones gained from ones placed by other advertisers as well, cross-referencing them to outline symbolic meanings attributed to specific consoles of the respective company and to the company itself. Central results include – particularly shortened and simplified – amongst many others the observations that the symbolic meanings "fun", "high-tech" and "adult" seem, regarding product and company image, to be of particular importance for Nintendo ("fun"), Sega ("high-tech") and Sony ("adult"), respectively, and that a change of trend from predominantly "primarily informative" video game (console) advertisements to „primarily pointed and stylized" ones seems to occur in the mid-1990s
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