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Narrative/s in Conflict presents the proceedings of an international workshop, held at the Trinity Long Room Hub Dublin in 2013, to a wider audience. This was a cross-disciplinary cooperation between the comparative research network 'Broken Narratives' (University of Vienna), the research strand 'Identities in Transformation' (Trinity College Dublin) and the Graduate Center for the Study of Culture at the University of Giessen. What has brought this informal network together is its credo that theories of narrative should be regarded as an integral part of cultural analysis. Choosing exemplary case studies from early Habsburg days up to the the wars and genocides of the 20th century and the post-9/11 'War on terror', our volume tries to analyze the relation between representation and conflict, i.e. between narrative constructions, social/historical processes, and cultural agon. Here it is crucial to state that narratives do not simply and passively 'mirror' conflicts as the conventional 'realistic' paradigm suggests; they rather provide a symbolic, sense-making matrix, and even a performative dimension. It even can be said that in many cases, narratives make conflicts.
These collected essays contain fundamental contributions to contemporary cultural analysis and theory as well as exemplary interpretations of film, literature and other media. Central issues of current cultural studies are addressed: cultural narratives, cultural identity, collective memory and post-colonial thinking. The oeuvre of cultural and literary critic Wolfgang Muller-Funk encompasses historic analyses such as readings of Broch, Canetti and Musil, and the heritage they passed on. Other essays move from the beginning of the 20th to the 21st century and address questions of space, time and globalization discussing, for example, Walter Benjamin and 9/11."
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.
Die Dudenredaktion hat sich mit diesem Bedeutungsworterbuch die Aufgabe gestellt, ein handliches und in sich geschlossenes Nachschlage- werk fUr SchUler zu schaffen. Es ging darum, die Worter des deutschen Grundwortschatzes (etwa 14000) in ihren Bedeutungen und in ihren Verwendungsweisen darzu- stellen und dabei nach Moglichkeit kein Wort zu verwenden, das in diesem Buche nicht selbst erklart ist. Dariiber hinaus haben wir uns bemiiht, die Bedeutungen so einfach darzustellen, wie es der Gegenstand erlaubt, und die Anwendungsbei- spiele so sprechend wie moglich zu machen. Das Buch soIl allen Schiilern ein Hilfsmittel sein, die Ausdruck und Stil verbessern wollen. DIE DUDENREDAKTION Die Behandlung der Stichworter 1. Aligemeines a) Die Stichworter und die festen Wendungen sind halbfett, die Be- deutungsangaben kUTSiv gedruckt. Grammatische Angaben stehen in spitzen Klammern < >: 9chtgeben, gibt acht, gab acht, hat achtgegeben (itr.>: aufpassen, achten: auf die Kinder, auf die Koffer gut a. b) ein Stichwort mit verschiedenon Bedeutungen ist je nach dem Grad der Zusammengehorigkeit der einzelnen Bedeutungen durch arabische Ziffern (1.) oder durch kleine Buchstaben a) untergliedert: 9nSpringen, sprang an, hat/ist angesprungen: 1. (itr.> in Ganu kommen: der Motor ist nicht gleich angesprungen. 2. (in der Fiigung> angesprungen kommen: sich springend nahern, herbeieilen: als die Mutter rief, kamen die Kinder aile angesprun- gen. 3. (tr. > a) (an jmdm.) hochspringen: der Bund hat ihn vor Freude angesprungen. b) sichmiteinem Sprung (auf jmdn./etwas) stiirzen; (jmdn.) anfallen: der Tiger hat den Dompteur angesprungen.
Die deutsche Sprache ist reich an bedeutungsahnlichen Wortern und Wendungen. und es ist oft nicht leicht. das inhaltlich treffende. das sachlich richtige und das stilistisch angemessene Wort zu finden. Dieses Worterbuch will bei der Suche nach dem passenden Ausdruck helfen. indem es bedeutungsahnliche oder bedeutungsgleiche. d. h. synonyme Worter in Gruppen zusammenfasst. die Bedeutungen dieser Worter ausfuhrlich darstellt. sie miteinander vergleicht und inhaltliche Unter- schiede sichtbar macht. Dieses Worterbuch ist eine vergleichende Syn- onymik. die jedoch nich t nur die Inhalte der synonymen Worter erlautert. sondern gleichzeitig auch ihren stilistischen Stellenwert angibt. Durch die prazisen Inhalts-und Stilangaben kann das Worterbuch eine Ent- scheidungshilfe bei der Wahl des jeweils angemessenen Wortes hinsicht- lich der Sache. des Darstellungszweckes und des Mitteilungsempfangers sein. Unter diesem Gesichtspunkt ist auch der Wortschatz der Tabube- reiche (Sexualitat) und der derberen Umgangssprache mit aufgenommen worden; denn wenn man eine Sprache wirklich verfugbar machen will. muss man alle ihre Bereiche und Stilschichten ohne moralische und asthetische Vorbehalte berucksichtigen. Das ist gar nicht so modem. wie es vielleicht scheint. Schon Jacob Grimm hat 1854 in der Vorrede zu seinem deutschen Worterbuch geschrieben: .. Die naturliche Sprache hat in sich die Anlage zu beiden. dem Feinen wie dem Groben ...die derbe (Sprache) ist geneigt. sich das Nennen unzuchtiger Dinge haufig zu gestatten und kein Blatt vor den Mund zu nehmen. die feine strebt ihm und allem. was darauf nahen oder femen Bezug hat. auszuweichen oder es verdeckend hervorzuheben '" Das Worterbuch.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.
This volume represents the Proceedings of the VI. International Conference on Lymphatic Tissues and Germinal Centers in Immune Reactions. The Meeting took place in Damp, a small resort with great facilities on the shores of the Baltic Sea near Kiel on June 11 - 16, 1978. Both, the Genius loci and the God of Weathers were charming enough to stimulate the many participants from all continents and also to facilitate the establishment and/or maintenance of close contacts outside the sessions. The organizers of this Conference have tried to remind the scientific community of the necessity to (re-) consider sufficiently the role of morphological studies for a thorough understanding of immune reactions. Furthermore, they have been anxious to emphasize a closer connection between analytical work and biological relevance of the phenomena observed. Thus, three main trends were formulated: (1) connections and correlations between function and structure, (2) in-vivo relevance of in-vitro models and (3) clinical relevance of experimental models. The programme, induced by these outlines and reflected by the contents of this volume, covers a remarkably broad field of interests and activities. It is set in order under nine session chapters. Each of them may allow the reader to answer for himself the question how far the above trends have been recognized, especially when considering the variety of new methodological approaches reported.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 6th volume in this series represents a selection of 7 contributions from DMDCM 2011, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2011, as well as 18 contributions from CASA 2011, the 24th International Conference on Computer Animation and Social Agents, held in Chengdu, China, in May 2011. The topics covered are: pen-based interface, urban heat island simulation, BR-based on-line expo, physically-based tree animation, 3D face texture stitching, chessboard corner extraction, textured-based tracking, motion control, motion capture and retargeting, path planning, physics based animation, image based animation, behavioral animation, artificial life, deformation, facial animation, multi-resolution and multi-scale models, knowledge-based animation, motion synthesis; social agents and avatars, emotion and personality, virtual humans, autonomous actors, AI based animation, social and conversational agents, inter-agent communication, social behavior, gesture generation, crowd simulation; animation compression and transmission, semantics and ontologies for virtual humans and virtual environments, animation analysis and structuring, anthropometric virtual human models, acquisition and reconstruction of animation data, level of details, semantic representation of motion and animation, medical simulation, cultural heritage, interaction for virtual humans, augmented reality and virtual reality, computer games and online virtual worlds.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.
A tutorial approach to using the UML modeling language in system-on-chip design Based on the DAC 2004 tutorial, applicable for students and professionals Contributions by top-level international researchers The best work at the first UML for SoC workshop Unique combination of both UML capabilities and SoC design issues Condenses research and development ideas that are only found in multiple conference proceedings and many other books into one place Will be the seminal reference work for this area for years to come
Despite its importance, the role of HdS is most often underestimated and the topic is not well represented in literature and education. To address this, Hardware-dependent Software brings together experts from different HdS areas. By providing a comprehensive overview of general HdS principles, tools, and applications, this book provides adequate insight into the current technology and upcoming developments in the domain of HdS. The reader will find an interesting text book with self-contained introductions to the principles of Real-Time Operating Systems (RTOS), the emerging BIOS successor UEFI, and the Hardware Abstraction Layer (HAL). Other chapters cover industrial applications, verification, and tool environments. Tool introductions cover the application of tools in the ASIP software tool chain (i.e. Tensilica) and the generation of drivers and OS components from C-based languages. Applications focus on telecommunication and automotive systems.
E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.
With great pleasure we present the second volume of the new journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in ComputerScience,isdevotedtoresearchanddevelopmentinthe?eldofeduta- ment. Edutainment, also known as educational entertainment or entertainme- education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the increasing demands on indivi- alsforlife-longlearningandtheneedtointegratee?ectivelearningopportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The ?rst ?ve articles of this issue represent a selection of outstanding cont- butionsfromGDTW2008,the6thInternationalConferenceinGameDesignand Technology held in the UK, in November 2008. The main aims of the workshop are: (1) To provide a forum to discuss state-of-the-art games design and current and future games technology with the specialists. (2) To enable academics and researchersincomputergametechnologyandcomputerentertainmenttopresent their work during the research sessions, and to seek opportunities for collabo- tion with industry and for academic researchpartners. (3) To facilitate relati- ships and collaboration between academics promoting computer games techn- ogy courses, the UK games industry and supporting organizations. These ?ve papers cover mainly the topic of edutainment platforms or methodology: "Co- dinating Heterogeneous Game-Based Learning Approaches in Online Learning Environments," "Networking Middleware and Online-Deployment Mechanisms for Java-Based Games," "A Testbed for P2P Gaming Using Time Warp, How to Steer Characters in Group Games," and "Time-Based Personalized Mobile Game Downloading. " The next six articles represent a selection of outstanding contributions from Cyberworlds 2008 held in Hangzhou, China, in September 2008.
Band II der Nietzsche-Interpretationen prasentiert bisher unveroeffentlichte oder erheblich erweiterte Untersuchungen zum vieldeutigen Verstandnis von Freiheit bei Nietzsche in der von ihm als Chaos interpretierten Welt. Decadence in der Kunst verweist Nietzsche zufolge auf den Niedergang der Kraft menschlicher Freiheit. Nietzsches Bestreitung der Willensfreiheit in deren traditioneller Bedeutung erfolgt zugunsten der Ausarbeitung des Instinkts der Freiheit, der als Wille zur Macht verstanden wird. Um die Weltprozesse zu deuten, nimmt Nietzsche Anleihen bei der zeitgenoessischen OEkonomie. Von ihnen her fallt neues Licht auf Nietzsches Spatphilosophie. Mit dem Gedanken der ziellosen ewigen Wiederkehr des Gleichen verscharft und vertieft sich seine Auffassung vom Chaos.
A tutorial approach to using the UML modeling language in system-on-chip design Based on the DAC 2004 tutorial, applicable for students and professionals Contributions by top-level international researchers The best work at the first UML for SoC workshop Unique combination of both UML capabilities and SoC design issues Condenses research and development ideas that are only found in multiple conference proceedings and many other books into one place Will be the seminal reference work for this area for years to come
Band I der zweibandigen Nietzsche-Interpretationen enthalt sowohl bisher unveroeffentlichte wie auch erganzte und stark erweiterte Abhandlungen zu dieser zentralen Thematik in Nietzsches Philosophie. In ihnen werden die wichtigsten Schritte der vom Verfasser vertretenen und viel diskutierten Interpretation des "Willens zur Macht" sichtbar. Die Prozesse "der" Willen zur Macht konstituieren den "absoluten Fluss" des Werdens; im Ja-sagen zu dessen ewiger Wiederkunft vollendet sich auch Nietzsches "Philosophie der Macht". Die Deutung des Werdens als "Wille zur Macht" ist entscheidend von der Nachlass-Kompilation der Schwester Nietzsches beeinflusst worden. Der letzte Beitrag des Bandes geht der Geschichte dieser Wirkung und den mit ihr verbundenen Missverstandnissen nach.
This comprehensive survey on the state of the art of SystemC in industry and research is organised into 11 self-contained chapters. Selected SystemC experts present their approaches in the domains of modelling, analysis and synthesis, ranging from mixed signal and discrete system to embedded software.
This book constitutes the refereed proceedings of the Third International Workshop on Learning Software Organizations, LSO 2001, held in Kaiserslautern, Germany, in September 2001.The twelve revised full papers presented together with an introductory overview, keynote and panel summaries, and three posters were carefully reviewed and selected for inclusion in the book. Among the topics addressed are organizational learning in dynamic domains, knowledge management in software development, Web-based collaborative learning, knowledge management support, software process improvement, Web-based data mining, process-integrated learning, process-centered software engineering education, etc.
Heidegger once wrote that he felt most affinity with Nietzsche, even if he was furthest removed from him in the question of being. This ambivalence determines the many years of Heidegger's intensive occupation with Nietzsche. MA1/4ller-Lauter, whose own approach to Nietzsche is decisively opposed to Heidegger's metaphysical interpretation, examines Heidegger's work on Nietzsche from a variety of aspects. It is, however, not his sole intention to demonstrate the one-sidedness and forced nature of Heidegger's interpretations of Nietzsche. Rather, he seeks to ascertain Heidegger's basic position as it is articulated in the critical 'Conversation with Nietzsche' and thus to problematise its effective presuppositions.
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