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In the time of digitalization the demand for organizational change is rising and demands ways to cope with fundamental changes on the organizational as well as individual level. As a basis, learning and forgetting mechanisms need to be understood in order to guide a change process efficiently and successfully. Our research aims to get a better understanding of individual differences and mechanisms in the change context by performing an experiment where individuals learn and later re-learn a complex production process using a simulation setting. The individual’s performance, as well as retentivity and prior knowledge is assessed. Our results show that higher retentivity goes along with better learning and forgetting performances. Prior knowledge did not reveal such relation to the learning and forgetting performances. The influence of age and gender is discussed in detail.
Process analysis usually focuses only on single and selected processes. It is either existent processes that are recorded and analysed or reference processes that are implemented. So far no evident effort has been put into generalising specific process aspects into patterns and comparing those patterns with regard to their efficiency and effectiveness. This article focuses on the combination of dynamic and holistic analytical elements in enterprise architectures. Our goal is to outline an approach to analyse the development of business processes in a cyclical matter and demonstrate this approach based on an existent modelling language. We want to show that organisational learning can derive from the systematic analysis of past and existent processes from which patterns of successful problem solving can be deducted.
e-ASTROGAM is a concept for a breakthrough observatory space mission carrying a gamma-ray telescope dedicated to the study of the non-thermal Universe in the photon energy range from 0.15 MeV to 3 GeV. The lower energy limit can be pushed down to energies as low as 30 keV for gamma-ray burst detection with the calorimeter. The mission is based on an advanced space-proven detector technology, with unprecedented sensitivity, angular and energy resolution, combined with remarkable polarimetric capability. Thanks to its performance in the MeV-GeV domain, substantially improving its predecessors, e-ASTROGAM will open a new window on the non-thermal Universe, making pioneering observations of the most powerful Galactic and extragalactic sources, elucidating the nature of their relativistic outflows and their effects on the surroundings. With a line sensitivity in the MeV energy range one to two orders of magnitude better than previous and current generation instruments, e-ASTROGAM will determine the origin of key isotopes fundamental for the understanding of supernova explosion and the chemical evolution of our Galaxy. The mission will be a major player of the multiwavelength, multimessenger time-domain astronomy of the 2030s, and provide unique data of significant interest to a broad astronomical community, complementary to powerful observatories such as LISA, LIGO, Virgo, KAGRA, the Einstein Telescope and the Cosmic Explorer, IceCube-Gen2 and KM3NeT, SKA, ALMA, JWST, E-ELT, LSST, Athena, and the Cherenkov Telescope Array.
Myriam Yardeni a consacré des travaux à l'histoire de la Réforme, à la pensée politique et à l'historiographie des Huguenots, aux changements d'attitude envers le peuple juif, à l'Église du Désert, mais aussi au Refuge en Allemagne et en particulier en Prusse. Sans pouvoir retracer ici toute cette partie de son itinéraire de recherche, ni même étudier à fond ses contributions majeures à la recherche sur le Refuge en Prusse, ce texte ne veut qu'apporter un témoignage sur la vitalité et la productivité de sa méthode de recherche.
The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
Die Methodenlehre ist das Grundlagenfach mit der größten Nähe zur Praxis. Dennoch bewegt sie sich oftmals auf einer hohen Abstraktionsebene und ihr Zweck wird im juristischen Alltag, im Studium oder in der Praxis nicht immer erreicht. Dominiert vom Zivil- und insbesondere Arbeitsrecht, werden Besonderheiten des Öffentlichen Rechts und des Strafrechts ebenso wenig allgemein zur Kenntnis genommen wie (wieder) aktuelle Ansätze etwa der Rechtsrhetorik, der ökonomischen Analyse und der praktischen Jurisprudenz. Es sind eher interne Diskussionen, die innerhalb der Fachdisziplinen und in den noch kleineren Kreisen der methodisch Denkenden geführt werden. Im Zentrum des Kolloquiums stand daher die Frage, ob es eine allgemeine Methodenlehre gibt oder jeweils spezifische Methoden. Ziel war es, über Generationen, Fächergrenzen und Schulen hinaus ins Gespräch zu kommen. Der Tagungsband vereint die Referate und kurzen Zusammenfassungen der anregenden Diskussionen.
A key problem in automatic annotation of historical corpora is inconsistent spelling. Because the spelling of some word forms can differ between texts, a language model trained on already annotated treebanks may fail to recognize known word forms due to differences in spelling. In the present work, we explore the feasibility of an unsupervised method for spelling-adjustment for the purpose of improved part of speech (POS) tagging. To this end, we present a method for spelling normalization based on weighted edit distances, which exploits within-text spelling variation. We then evaluate the improvement in taging accuracy resulting from between-texts spelling normalization in two tagging experiments on several Early New High German (ENHG) texts.
Audience Response Systeme (ARS) stellen eine Ergänzung der Hochschullehre dar, um die Teilnehmeraktivierung zu stärken und die Studierenden unmittelbar in das Vorlesungsgeschehen einzubinden. Es existiert eine Fülle an Lösungen, die entweder ohne dedizierte Hardware auskommen (sogenannte Software-Clicker) oder die Anschaffung meist kommerzieller Hardware- Lösungen voraussetzen. An dieser Stelle versucht Hands. UP eine integrative Brücke zu schlagen. Auf Grundlage einer Kosten- und Aufwandsschätzung ausgewählter ARS-Lösungen soll die Notwendigkeit hochschulübergreifender Kooperationen hinsichtlich einer adäquate Weiterentwicklung und des Einsatzes von ARS in der Lehre motiviert werden.