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32 Uppsatser om Beat - Sida 1 av 3

The Beat Generation: Diskursanalys av identitetskonstruktionen bakom begreppet Beatnik i sex amerikanska tidskrifter 1957-1961

This masters thesis looks at the reception of the Beat generation in six given American magazines spanning through the years 1957-1961. The study is basically one of literaty reception. The aim is to see how and if the institution of literature handed the Beat generation an identity to go along with their arts. With the use of discourse analysis we have pointed out certain characteristics in the six articles that have been a part of building up an image of the Beat generation as a whole. By dividing the result into the two categories social and literary practice we can clearer see what significants were used to create the Beat generation.

Forced2Fight : En Spelproduktion

Bakgrund En grupp på fyra studenter väljer att göra ett Beat 'em Up-spel som sitt kandidatarbete. Deras mål är att modernisera en genre som fått mindre utrymme i spelindustrin sedan dess storhetstid under det sena 80-talet till det tidiga 90-talet. För att göra spelet mer aktuellt för den moderna spelmarknaden sätts fokus på att skapa ett Beat 'em Up där två spelare behöver samarbeta för att ta sig vidare. Resultat En slice - ett tvärsnitt av det fullständiga spelet - produceras. Brist på tid och arbetskraft försvårar dock arbetet, något som förhindrar gruppen från att undersöka hur samarbetet mellan två spelare fungerar i detalj.

Forced2Fight - En Spelproduktion

Bakgrund En grupp på fyra studenter väljer att göra ett Beat 'em Up-spel som sitt kandidatarbete. Deras mål är att modernisera en genre som fått mindre utrymme i spelindustrin sedan dess storhetstid under det sena 80-talet till det tidiga 90-talet. För att göra spelet mer aktuellt för den moderna spelmarknaden sätts fokus på att skapa ett Beat 'em Up där två spelare behöver samarbeta för att ta sig vidare. Resultat En slice - ett tvärsnitt av det fullständiga spelet - produceras. Brist på tid och arbetskraft försvårar dock arbetet, något som förhindrar gruppen från att undersöka hur samarbetet mellan två spelare fungerar i detalj. Slutsats Trots en dedikerad och eektivt arbetande grupp fanns det inte arbetskraft till att realisera det noggrannt uttänkta konceptet. Trots att produkten endast var tänkt att vara ett tvärsnitt av spelkonceptet kunde det inte färdigställas.

Hjärtfrekvensvariabilitet hos friska hundar

In healthy dogs, heart rate fluctuates during the day. Heart rate variability (HRV) reflects the autonomic nervous system´s regulation of the cardiovascular unit. Heart rate variability shows the balance between the sympathetic and parasympathetic nervous system, also called sympathovagal balance. Heart rate variability can be measured by time domain - and frequency domain analysis. In a time domain analysis you study the Beat-to-Beat-interval (RR-interval) in an electrocardiogram (ECG), while a frequency domain analysis can be used to determine the size of the variability.

Resultatet av 150 års samlande : en dokumentation av Gästrike-Hälsinge nations konstsamling

There is an old saying, that after Epaminondas nothing was ever the same again. In this thesis I will focus on three questions: "Epaminondas the man." Who was he? "Epaminondas the general." How did he change the technique of warfare that made it possible to Beat the Spartans? "Epaminondas, founder of cities and wall-builder." How did he build the walls around the cities he initiated, that made them resist enemy attacks for many years to come?While seeking the answers to yhese questions I will make a contextual analysis to get the historical background to all the phenomina involved..

Hvitoren - så får Ni tvätten ren och vit : en kvantitatif undersökning af nystafning och gammalstafning i tidningstext och annonser

There is an old saying, that after Epaminondas nothing was ever the same again. In this thesis I will focus on three questions: "Epaminondas the man." Who was he? "Epaminondas the general." How did he change the technique of warfare that made it possible to Beat the Spartans? "Epaminondas, founder of cities and wall-builder." How did he build the walls around the cities he initiated, that made them resist enemy attacks for many years to come?While seeking the answers to yhese questions I will make a contextual analysis to get the historical background to all the phenomina involved..

Epaminondas : Strateg och stadsgrundare

There is an old saying, that after Epaminondas nothing was ever the same again. In this thesis I will focus on three questions: "Epaminondas the man." Who was he? "Epaminondas the general." How did he change the technique of warfare that made it possible to Beat the Spartans? "Epaminondas, founder of cities and wall-builder." How did he build the walls around the cities he initiated, that made them resist enemy attacks for many years to come?While seeking the answers to yhese questions I will make a contextual analysis to get the historical background to all the phenomina involved..

Hur sprids kommunikation som ett resultat av Gerillamarknadsföring? - En fallstudie på företaget Beat Food for Progress

InledningIFRS-regelverket infördes 2005 och det har påverkat fastighetsbolagens redovisning.Branschen har genom organet EPRA tagit fram egna mått som kan användas för utvärderingoch analys av fastighetsbolagen. Studien skall belysa dessa skillnader och forskningsfråganlyder: Hur påverkas redovisningens relevans när man fokuserar på branschspecifika mått kontramått enligt IFRS, för fastighetsföretag?MetodMetoden som används för att hitta intressant data att analysera heter ?Lens model?. Metodenskall avspegla hur en expert analyserar ett företag, först tittar man brett på företaget i sin miljö,sedan studerar man företaget enskilt för att till sist gå ner på enskilda poster i räkenskaperna.Teoretisk ReferensramHuvudteorin är agencyteori. Teorin skall förutse vissa beteenden som rationella individer gör nären individ är tillsatt för att maximera vinsten åt en annan.

Fallen som föll : en studie av kasusbortfall i ett medeltida brev

There is an old saying, that after Epaminondas nothing was ever the same again. In this thesis I will focus on three questions: "Epaminondas the man." Who was he? "Epaminondas the general." How did he change the technique of warfare that made it possible to Beat the Spartans? "Epaminondas, founder of cities and wall-builder." How did he build the walls around the cities he initiated, that made them resist enemy attacks for many years to come?While seeking the answers to yhese questions I will make a contextual analysis to get the historical background to all the phenomina involved..

The Sound of the Rain Needs no Translation : Synen på samhället och den moderna människan hos Alan Watts

In the 1940s, 50s and 60s the two youth movements of the Beats and the hippies emerged in the United States. Disagreeing with the progressive positivism of the previous generations these youths were part of a counter culture that adhered to an ideal of living in the present.Alan Wilson Watts (1915?1973), most known for his popularization of eastern philosophy and religion in general and Zen-Buddhism in particular, became one of the most influential and well-read advocates of the new movements. Drawing upon eastern philosophy and religion as well as modern psychology, Watts challenged the western world view by rejecting the dualism of self and environment, arguing that man is one with God and nature and claiming that nothing exists but the present experience here and now.Based on Watts? view of man and reality, and in the context of the emerging youth movements, this study examines Watts? criticism of western culture and society as well as his view on happiness and the possibility of a better life for the individual living in the west.The study shows that, according to Watts, the root of the problem facing western society lies in man?s incapability of distinguishing concept from reality, preferring abstract ideas and symbols to the experience present in everyday life.

Abnorm avkastning utifrån Benjamin Grahams värdestrategi : Ett ex ante test för de svenska, amerikanska samt japansk aktiemarknaderna

Theability to Beat the market is one of the most discussed topics in finance. Thereare very few investors that manage to accomplish this over longer periods oftime. Most of the financial research claims that this is impossible unless theinvestor increase the risk in the portfolio. However numerous of researchershave shown that it exist anomalies on the stock market which either indicatesthat the Capital Asset Pricing Modell (CAPM) or Fama and French three-factormodel fails to explain stock returns or that the market is not fully efficient.One investor that has claimed that the stock market is not fully efficient andthat it is possible to generate abnormal return is Benjamin Graham. Graham isone of the legends on Wall Street and he has shown that by using few variablesbased on public information, one can manage to Beat the market over longer timeperiods.There arejust a few studies that have tested Graham?s criteria?s, however all of themindicates that they work but that the standard deviation might be higher forthe portfolios.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.

Produktionsanpassad tvärkraftsarmering för betongplattor

AbstractThe 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.

P/E-effekten : En utvärdering av en portföljvalsstrategi på Stockholmsbörsen mellan 2004 och 2012

One could argue that the most discussed topic in finance is whether or not it is possible to ?Beat the market?. Even though many people claim to do this, there is little evidence to support the idea that one can consistently Beat the market over a long period of time. There are indeed several examples of investors who have managed to outperform the market consistently for a long time, but the efforts of these individuals or institutions could by many be considered to be pure luck.One of the many strategies that have been evaluated by several researchers and is said to generate a risk adjusted return greater than that of the market, is one based on the P/E-effect. This strategy is based on the financial ratio P/E ? price divided by earnings ? and used by constructing portfolios consisting of stocks with low P/E ratios.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing..

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