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Taming Nuclear Power
(2017)
In 2011 a broad majority in the German Federal Parliament voted to abandon nuclear energy. This article explores the origins of the change in attitude towards nuclear energy and argues that seven years before the Chernobyl disaster, the accident at the U.S. power plant Three Mile Island near Harrisburg, Pennsylvania, in 1979, had a profound impact which nowadays seems to be largely forgotten in Europe. The article identifies the structural causes underlying the transnational reception of the Three Mile Island accident and explores international reactions, particularly in the Federal Republic of Germany. The accident near Harrisburg led to a loss of public confidence and created unease about nuclear expansion in many industrialized nations. Reactions to the accident can be understood as an attempt to tame nuclear energy both technically, by increasing safety measures and abandoning plans for new nuclear power stations, and politically, with a more critical appraisal of nuclear energy and with semantics that encouraged a long-term withdrawal from nuclear power. Critics were now also accepted as experts. Nuclear policy in all countries became closely dependent on public opinion, indicating a high level of political responsiveness. Various factors, however, including the contemporaneous oil crisis put the brakes on this critical approach to nuclear power, while safety improvements and the limited expansion of nuclear power created new confidence in the early 1980s.
In computer science, computer systems are both, objects of investigation and tools that enable creative learning and design. Tools for learning have a long tradition in computer science education. Already in the late 1960s, Papert developed a concept which had an immense impact on the development of informal education in the following years: his theory of constructionism understands learning as a creative process of knowledge construction that is most effective when learners create something purposeful that they can try out, show around, discuss, analyse and receive praise for. By now, there are numerous learning and programming environments that are based on the constructionist ideas. Modern tools offer opportunities for students to learn in motivating ways and gain impressive results in programming games, animations, implementing 3D models or developing interactive objects. This article gives an overview of computer science education research related to tools and media to be used in educational settings. We analyse different types of tools with a special focus on the categorization and development of tools for student adequate physical computing activities in the classroom. Research around the development and evaluation of tools and learning resources in the domain of physical computing is illustrated with the example of "My Interactive Garden", a constructionist learning and programming environment. It is explained how the results from empirical studies are integrated in the continuous development of the learning material.
Um ihre ästhetischen und strukturellen Ähnlichkeiten zum Fernsehprogramm aufzudecken, analysiert Christian Richter ausführlich mediale Inszenierungen von Netflix und YouTube. Die Schlagworte »Flow«, »Serialität«, »Liveness« und »Adressierung« dienen dabei als zentrale Orientierungshilfen. Antworten liefern etablierte Fernsehtheorien ebenso wie facettenreiche und triviale Beispiele. Diese reichen vom ZDF-Fernsehgarten und alten Horrorfilmen über den SuperBowl und einsame Bahnfahrten durch Norwegen bis zu BibisBeautyPalace und House of Cards. Am Ende schält sich ein Zustand von FERNSEHEN heraus, der als eine neue Version aufgefasst werden kann.
Am Ende der Globalisierung
(2021)
Die Globalisierung ist zur allgegenwärtigen Gewissheit geworden. Doch wie zutreffend ist das Konzept »Globalisierung«, wenn zeitgleich nationale Grenzen gestärkt und transnationale Freihandelszonen ausgeweitet werden, wenn auf unterschiedlichen scales Territorien überwunden und zugleich territoriale Abgrenzungen neu gesetzt werden? Aktuelle Veränderungen als Re-Figuration von Räumen zu verstehen, ermöglicht die Analyse und Diskussion widersprüchlicher, spannungsreicher und konflikthafter räumlicher Prozesse und ihrer alltäglichen Erfahrung. Die interdisziplinären Beiträge des Bandes liefern theoretische und empirische Analysen zu politischen, digitalen und alltäglichen Räumen im Konzept der Re-Figuration.
Digital media are being used more and more frequently by children and for a wide variety of functions.
However, there are no studies to date that examine the effect of such use on peer interactions and the occurrence of prosocial behavior in peers.
For parents, it has been found that when using digital media only few parents respond responsively to their children's attempts at interaction and also very rarely, they communicate with them verbally and nonverbally.
In the present study, we investigated how playing a game in a digital versus analog form influences in-teractions (especially prosocial behavior) of peers.
We used an experimental situation, where 24 dyads of 4-10-year-old children were examined. Each of the dyads was randomly assigned to a condition where they played either a digital or analog game together. Various interaction parameters and prosocial behavior during and after the game were analyzed.
Results show that children in the analog condition communicated verbally with each other more often, responded more often to interaction attempts of their partners and showed less often negative forms of inter-action and more often positive forms of interaction than children in the digital condition.
However, the type of medium had no influence on prosocial behavior after the game situation.
These results suggest that the format of a game (digital vs. analog) has a decisive influence on peer interactions concerning their communication during but not their prosocial behavior after the game situation.
Local laws on urban policy, i.e., ordinances directly affect our daily life in various ways (health, business etc.), yet in practice, for many citizens they remain impervious and complex. This article focuses on an approach to make urban policy more accessible and comprehensible to the general public and to government officials, while also addressing pertinent social media postings. Due to the intricacies of the natural language, ranging from complex legalese in ordinances to informal lingo in tweets, it is practical to harness human judgment here. To this end, we mine ordinances and tweets via reasoning based on commonsense knowledge so as to better account for pragmatics and semantics in the text. Ours is pioneering work in ordinance mining, and thus there is no prior labeled training data available for learning. This gap is filled by commonsense knowledge, a prudent choice in situations involving a lack of adequate training data. The ordinance mining can be beneficial to the public in fathoming policies and to officials in assessing policy effectiveness based on public reactions. This work contributes to smart governance, leveraging transparency in governing processes via public involvement. We focus significantly on ordinances contributing to smart cities, hence an important goal is to assess how well an urban region heads towards a smart city as per its policies mapping with smart city characteristics, and the corresponding public satisfaction.