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Osmanlı vatandaşlık eğitimi ders kitabı: Yeni malumat-ı medeniye
In: Araştırma-inceleme 12
166 numaralı muhâsebe-i vilâyet-i Anadolu defteri: (937/1530) ; Hudâvendigâr, Biga, Karesi, Saruhân, Aydın, Menteşe, Teke ve Alâiye livâları
In: Türkiye / Devlet Arşivleri Genel Müdürlügü / Osmanlı Arşivi Daire Başkanlığı
In: Yayın, Defter-i hâkânı̂ dizisi 27
In: Yayın 27
Ottoman-Southeast Asian Relations: sources from the Ottoman Archives
In: Handbook of Oriental studies. Section 1 the Near and Middle East volume 133
"Ottoman-Southeast Asian Relations: Sources from the Ottoman Archives, is a product of meticulous study of İsmail Hakkı Kadı, A.C.S. Peacock and other contributors on historical documents from the Ottoman archives. The work contains documents in Ottoman-Turkish, Malay, Arabic, French, English, Tausung, Burmese and Thai languages, each introduced by an expert in the language and history of the related country. The work contains documents hitherto unknown to historians as well as others that have been unearthed before but remained confined to the use of limited scholars who had access to the Ottoman archives. The resources published in this study show that the Ottoman Empire was an active actor within the context of Southeast Asian experience with Western colonialism. The fact that the extensive literature on this experience made limited use of Ottoman source materials indicates the crucial importance of this publication for future innovative research in the field. Contributors are: Giancarlo Casale, Annabel Teh Gallop, Rıfat Günalan, Patricia Herbert, Jana Igunma, Midori Kawashima, Abraham Sakili and Michael Talbot"--
Braničevski tefter: poimenični popis pokrajine Braničevo iz 1467. godine
In: Zbornik za istočnjačku istorijsku i književnu građu 3
İstanbul kütüphanelerindeki eski harfli Türkçe kadın dergileri bibliyografyası: (1869-1927)
In: Vakıf yayını / Kadın Eserleri Kütüphanesi ve Bilgi Merkezi Vakfı 5
In: Kadın araştırmaları 3
Pokémon Go, augmented reality (AR) and player engagement : was it all a hype? : a systematic review ; Pokemon Go, utvidet virkelighet (AR) og spillerengasjement : en systematisk oversikt
The aim of this study was to reveal if there is literature about who's still playing Pokémon Go two years after game launch, and whether players report the AR-aspect as part of the reason they're still engaging in the game. Investigating the phenomenon covered widely by news and social media from this angle could be of interest of public health workers with the ambition to replicate the success. We ran a systematic search resulting in 22 articles included, published between 2016-2018. The results revealed that the main part of the included studies were conducted just around game launch (July 2016) and within the first six months Pokémon Go was out "in the wild". AR was in general not questioned about, and there exists different and vague understandings of what augmented reality actually is. We were not able to identify the typical long-term player engaging with the game, and to what extent AR was a part of the prolonged success. The search also revealed a lack of longitudinal studies (with larger, more representative participant groups) about general social and mental health implications of playing the game. The studies imply a successful combination of several game aspects - whether playing for the adventure and discovering new places, family bonding, general game flexibility, "to pass time", a bit of nostalgia – or just for fun. Further studies are needed to understand of which importance it is to implement an AR- or location-based-feature, the importance of branding, what app/game mechanics appeal to the general and how deeply immersive experiences through a mobile screen are able to affect us, dragging us into an augmented world – and keeping us there. ; M-FOL
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