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General Discussion
(2007)
In the old days (pre ∼1990) hot stellar winds were assumed to be smooth, which made life fairly easy and bothered no one. Then after suspicious behaviour had been revealed, e.g. stochastic temporal variability in broadband polarimetry of single hot stars, it took the emerging CCD technology developed in the preceding decades (∼1970-80’s) to reveal that these winds were far from smooth. It was mainly high-S/N, time-dependent spectroscopy of strong optical recombination emission lines in WR, and also a few OB and other stars with strong hot winds, that indicated all hot stellar winds likely to be pervaded by thousands of multiscale (compressible supersonic turbulent?) structures, whose driver is probably some kind of radiative instability. Quantitative estimates of clumping-independent mass-loss rates came from various fronts, mainly dependent directly on density (e.g. electron-scattering wings of emission lines, UV spectroscopy of weak resonance lines, and binary-star properties including orbital-period changes, electron-scattering, and X-ray fluxes from colliding winds) rather than the more common, easier-to-obtain but clumping-dependent density-squared diagnostics (e.g. free-free emission in the IR/radio and recombination lines, of which the favourite has always been Hα). Many big questions still remain, such as: What do the clumps really look like? Do clumping properties change as one recedes from the mother star? Is clumping universal? Does the relative clumping correction depend on $\dot{M}$ itself?
This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
A key problem for models of dialogue is to explain the mechanisms involved in generating and responding to clarification requests. We report a 'Maze task' experiment that investigates the effect of 'spoof' clarification requests on the development of semantic co-ordination. The results provide evidence of both local and global semantic co-ordination phenomena that are not captured by existing dialogue co-ordination models.
We review the effects of clumping on the profiles of resonance doublets. By allowing the ratio of the doublet oscillator strenghts to be a free parameter, we demonstrate that doublet profiles contain more information than is normally utilized. In clumped (or porous) winds, this ratio can lies between unity and the ratio of the f-values, and can change as a function of velocity and time, depending on the fraction of the stellar disk that is covered by material moving at a particular velocity at a given moment. Using these insights, we present the results of SEI modeling of a sample of B supergiants, ζ Pup and a time series for a star whose terminal velocity is low enough to make the components of its Si VIλλ1400 independent. These results are interpreted within the framewrok of the Oskinova et al. (2007) model, and demonstrate how the doublet profiles can be used to extract infromation about wind structure.
We discuss the results of time-resolved spectroscopy of three presumably single Population I Wolf-Rayet stars in the Small Magellanic Cloud, where the ambient metallicity is $\sim 1/5 Z_\odot$. We were able to detect and follow numerous small-scale wind-embedded inhomogeneities in all observed stars. The general properties of the moving features, such as their velocity dispersions, emissivities and average accelerations, closely match the corresponding characteristics of small-scale inhomogeneities in the winds of Galactic Wolf-Rayet stars.
How does a shared lexicon arise in population of agents with differing lexicons, and how can this shared lexicon be maintained over multiple generations? In order to get some insight into these questions we present an ALife model in which the lexicon dynamics of populations that possess and lack metacommunicative interaction (MCI) capabilities are compared. We ran a series of experiments on multi-generational populations whose initial state involved agents possessing distinct lexicons. These experiments reveal some clear differences in the lexicon dynamics of populations that acquire words solely by introspection contrasted with populations that learn using MCI or using a mixed strategy of introspection and MCI. The lexicon diverges at a faster rate for an introspective population, eventually collapsing to one single form which is associated with all meanings. This contrasts sharply with MCI capable populations in which a lexicon is maintained, where every meaning is associated with a unique word. We also investigated the effect of increasing the meaning space and showed that it speeds up the lexicon divergence for all populations irrespective of their acquisition method.
Demonstratives, in particular gestures that "only" accompany speech, are not a big issue in current theories of grammar. If we deal with gestures, fixing their function is one big problem, the other one is how to integrate the representations originating from different channels and, ultimately, how to determine their composite meanings. The growing interest in multi-modal settings, computer simulations, human-machine interfaces and VRapplications increases the need for theories ofmultimodal structures and events. In our workshopcontribution we focus on the integration of multimodal contents and investigate different approaches dealing with this problem such as Johnston et al. (1997) and Johnston (1998), Johnston and Bangalore (2000), Chierchia (1995), Asher (2005), and Rieser (2005).
Classical SDRT (Asher and Lascarides, 2003) discussed essential features of dialogue like adjacency pairs or corrections and up-dating. Recent work in SDRT (Asher, 2002, 2005) aims at the description of natural dialogue. We use this work to model situated communication, i.e. dialogue, in which sub-sentential utterances and gestures (pointing and grasping) are used as conventional modes of communication. We show that in addition to cognitive modelling in SDRT, capturing mental states and speech-act related goals, special postulates are needed to extract meaning out of contexts. Gestural meaning anchors Discourse Referents in contextually given domains. Both sorts of meaning are fused with the meaning of fragments to get at fully developed dialogue moves. This task accomplished, the standard SDRT machinery, tagged SDRSs, rhetorical relations, the up-date mechanism, and the Maximize Discourse Coherence constraint generate coherent structures. In sum, meanings from different verbal and non-verbal sources are assembled using extended SDRT to form coherent wholes.
This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA’S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed.
Both Alpine and Mediterranean areas are considered sensitive to so-called global change, considered as the combination of climate and land use changes. All panels on climate evolution predict future scenarios of increasing frequency and magnitude of floods which are likely to lead to huge geomorphic adjustments of river channels so major metamorphosis of fluvial systems is expected as a result of global change. Such pressures are likely to give rise to major ecological and economic changes and challenges that governments need to address as a matter of priority. Changes in river flow regimes associated with global change are therefore ushering in a new era, where there is a critical need to evaluate hydro-geomorphological hazards from headwaters to lowland areas (flooding can be not just a problem related to being under the water). A key question is how our understanding of these hazards associated with global change can be improved; improvement has to come from integrated research which includes the climatological and physical conditions that could influence the hydrology and sediment generation and hence the conveyance of water and sediments (including the river’s capacity, i.e. amount of sediment, and competence, i.e. channel deformation) and the vulnerabilities and economic repercussions of changing hydrological hazards (including the evaluation of the hydro-geomorphological risks too).
Within this framework, the purpose of this international symposium is to bring together researchers from several disciplines as hydrology, fluvial geomorphology, hydraulic engineering, environmental science, geography, economy (and any other related discipline) to discuss the effects of global change over the river system in relation with floods. The symposium is organized by means of invited talks given by prominent experts, oral lectures, poster sessions and discussion sessions for each individual topic; it will try to improve our understanding of how rivers are likely to evolve as a result of global change and hence address the associated hazards of that fluvial environmental change concerning flooding.
Four main topics are going to be addressed:
- Modelling global change (i.e. climate and land-use) at relevant spatial (regional, local) and temporal (from the long-term to the single-event) scales.
- Measuring and modelling river floods from the hydrological, sediment transport (both suspended and bedload) and channel morphology points of view at different spatial (from the catchment to the reach) and temporal (from the long-term to the single-event) scales.
- Evaluation and assessment of current and future river flooding hazards and risks in a global change perspective.
- Catchment management to face river floods in a changing world.
We are very pleased to welcome you to Potsdam. We hope you will enjoy your participation at the International Symposium on the Effects of Global Change on Floods, Fluvial Geomorphology and Related Hazards in Mountainous Rivers and have an exciting and profitable experience. Finally, we would like to thank all speakers, participants, supporters, and sponsors for their contributions that for sure will make of this event a very remarkable and fruitful meeting. We acknowledge the valuable support of the European Commission (Marie Curie Intra-European Fellowship, Project ‘‘Floodhazards’’, PIEF-GA-2013-622468, Seventh EU Framework Programme) and the Deutschen Forschungsgemeinschaft (Research Training Group “Natural Hazards and Risks in a Changing World” (NatRiskChange; GRK 2043/1) as the symposium would not have been possible without their help. Without your cooperation, this symposium would not be either possible or successful.
Menschenrechte in der Zuwanderungsgesellschaft : 2. Potsdamer MenschenRechtsTag am 22. November 2012
(2014)
Am Potsdamer MenschenRechtsTag – zeitlich in Nähe zum Internationalen Tag der Menschenrechte am 10. Dezember gelegen – diskutiert das MenschenRechtsZentrum der Universität Potsdam wichtige Menschenrechtsthemen mit einem konkreten gesellschafts- und oder rechtspolitischen Bezug. Ende 2012 lag der Fokus auf den Menschenrechten von Zuwanderern. Aus einer grundlegenden philosophischen Perspektive wurde erläutert, dass Beschränkungen des menschenrechtlichen Status dieser Personengruppe nur schwer und in Einzelfällen begründbar sind; eine praktische und rechtspolitische Sichtweise legte konkreten Reformbedarf im Asylverfahren offen, dem inzwischen immerhin zum Teil entsprochen wurde.
We apply the 3-dimensional radiative transport codeWind3D to 3D hydrodynamic models of Corotating Interaction Regions to fit the detailed variability of Discrete Absorption Components observed in Si iv UV resonance lines of HD 64760 (B0.5 Ib). We discuss important effects of the hydrodynamic input parameters on these large-scale equatorial wind structures that determine the detailed morphology of the DACs computed with 3D transfer. The best fit model reveals that the CIR in HD 64760 is produced by a source at the base of the wind that lags behind the stellar surface rotation. The non-corotating coherent wind structure is an extended density wave produced by a local increase of only 0.6% in the smooth symmetric wind mass-loss rate.
Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper therefore discusses the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior. Six categories of game space are covered: Joy of movement, exploration, tactical, social, performative, and creative spaces. Joy of movement is examined in detail, with a briefer explanation of the other categories.
Clumping in Galactic WN stars : a comparison of mass loss rates from UV/optical & radio diagnostics
(2007)
The mass loss rates and other parameters for a large sample of Galactic WN stars have been revised by Hamann et al. (2006), using the most up-to date Potsdam Wolf-Rayet (PoWR) model atmospheres. For a sub-sample of these stars exist measurements of their radio free-free emission. After harmonizing the adopted distance and terminal wind velocities, we compare the mass loss rates obtained from the two diagnostics. The differences are discussed as a possible consequence of different clumping contrast in the line-forming and radio-emitting regions.
This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player’s actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. – Thus, there is no magic circle.
Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds).