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With a surface-area of 238,391 km2 and a population of 21,584,365 (July 1, 2007), Romania is one of the relatively large states in Central Europe, coming third after Germany; as regards its neighbours, it ranks second after Ukraine. The country lies in-between two conflict foci, the former Yugoslav space and the former Soviet Union, were the Transnistrian conflict has a direct bearing on the Romanian population of the Republic of Moldova. Both conflicts have been triggered by ethnic tensions augmented by the fall of the communist regime and the assertion of national identity. Within this geostrategic context, Romania is an island of stability, with a broad political openness to the European and Euro-Atlantic structures of cooperation, its participating in potential crisis situations in terms of EU and NATO demands. Taking advantage of the country’s geographical and geostrategic position after 1918, basically at the cross-roads and interaction of the Central-European, Balkan and East-European countries (Austro-Hungary,Turkey and the Slav states, and Russia and Ukraine, respectively), Romanian geopolitics would focus on the national factor, on the nation and the national state.
In this contribution, we gather major academic and design approaches for explaining how space in games is constructed and how it constructs games, thereby defining the conceptual dimensions of gamespace. Each concept’s major inquiry is briefly discussed, iterated if applicable, as well as named. Thus, we conclude with an overview of the locative, the representational, the programmatic, the dramaturgical, the typological, the perspectivistic, the form-functional, and the form-emotive dimensions.
Governments all over the world have responded to the offer of violent and sexual-themed video games by inaugurating regulatory bodies. Still, video games with content that is deemed unsuitable for children are played even by young children. With a focus on the situation in Germany the aim of this paper is twofold. On the one hand, the current state of literature on the importance of age ratings for the regulation of video games is scrutinized. Therefore, the focus is on the German rating system by the Entertainment Software Self Control. This scheme is compared in particular to the American Entertainment Software Rating Board scheme and parallels with the Pan-European Game Information-system are drawn. On the other hand, results from an exploratory survey study on the preferences for video games among German 8 to 12 year olds are presented (N=1703), arguing that the preference for video games that are not suitable for them is a widespread phenomenon in particular among boys.
Normality is one of the defining categories of our society. Statistics of all kinds play a crucial part in establishing the normal. Computers, on the other hand, have a very close connection to statistics as the digital world is a statistical one in itself. In a multitude of games statistics are used as an element of gameplay. In this perspective, games can be regarded as a training in self-normalization. However, it is still questionable whether this leads to a genuine production of normality.
Fun and frustration
(2009)
This paper draws on Bernard Stiegler’s critique of “hyperindustrialism” to suggest that digital gaming is a privileged site for critiques of affective labor; games themselves routinely nod towards such critiques. Stiegler’s work adds, however, the important dimension of historical differentiation to recent critiques of affective labor, emphasizing “style” and “idiom” as key concerns in critical analyses of globalizing technocultures. These insights are applied to situate digital play in terms of affective labor, and conclude with a summary analysis of the gestural-technical stylistics of the Wii. The result is that interaction stylistics become comparable across an array of home networking devices, providing a gloss, in terms of affect, of the “simple enjoyment” Nintendo designers claim characterizes use of the Wii-console and its complex controllers.
The claim is made, that in order to analyze them sufficiently, computer games first of all have to be described according to their mediality, understood as the very form in which possible contents are presented to be interacted with. This calls for a categorical approach that defines the condition of possible actions that are determined by the program, but that can only be perceived as aesthetic features.
What did Cain say to Abel?
(2009)
Regulating public space
(2009)
Learning from the past
(2009)
Minimalist accounts lack a natural theory of markedness, whereas Optimality-Theoretical accounts fundamentally encode markedness. We think the duality of interfaces assumed in Minimalism is a step towards explaining pairedness behavior, where a given language exhibits a marked/ unmarked pair of items occupying the same niche. We argue that while Minimalism articulates the derivational aspect of language, and underlies grammaticality, an Optimality Theoretic articulation of PF and LF is conceptually natural and explains pairedness behavior. We adopt this ‘hybrid’ account, first, to explain the existence of marked (often termed ‘reflexive’) and unmarked anticausatives in German, recently studied in depth by Sch¨afer [2007].
Branching constraints
(2009)
Rejecting approaches with a directionality parameter, mainstream minimalism has adopted the notion of strict (or unidirectional) branching. Within optimality theory however, constraints have recently been proposed that presuppose that the branching direction scheme is language specific. I show that a syntactic analysis of Chechen word order and relative clauses using strict branching and movement triggered by feature checking seems very unlikely, whereas a directionality approach works well. I argue in favor of a mixed directionality approach for Chechen, where the branching direction scheme depends on the phrase type. This observation leads to the introduction of context variants of existing markedness constraints, in order to describe the branching processes in terms of optimality theory. The paper discusses how and where the optimality theory selection of the branching directions can be implemented within a minimalist derivation.
This paper discusses three case studies on the realization of spurious prepositions and argues that they illustrate a general interaction of convergence requirements of the morphological component with an economy condition that enforces faithfulness between the lexical items present in the numeration and the lexical items present in the PF output.
Variation in dative resumption among and within Alemannic varieties of German strongly favors an Evaluator component that makes use of optimality-theoretic evaluation rather than filters as in the Minimalist Program (MP). At the same time, the variation is restricted to realizational requirements. This supports a model of syntax like the Derivations and Evaluations framework (Broekhuis 2008) that combines a restrictive MP-style Generator with an Evaluator that includes ranked violable (interface) constraints.
Say hello to markedness
(2009)
In this paper, it will be shown that Bi-directional Optimality Theory (BOT) runs into problems of undergeneration when confronted with a certain class of partial-blocking phenomena. The empirical problem used to illustrate this is the cross-linguistic variation of one-step past-referring tenses. It will be argued that the well-known ‘present perfect puzzle’ is a sub-problem of it. The solution to the cross-linguistic variation of these tenses involves blocking of the marked tense. The relevant notion of ‘markedness’, while underivable synchronically, is argued to be linked to diachronic learning processes similar to those investigated by Benz (2006).
Aspect splits can affect agreement, Case, and even preposition insertion. This paper discusses the functional ‘why’ and the theoretical ‘how’ of aspect splits. Aspect splits are an economical way to mark aspect by preserving or suppressing some independent element in one aspect. In formal terms, they are produced in the same way as coda conditions in phonology, with positional/contextual faithfulness.This approach captures the additive effects of cross-cutting splits. Aspect splits are analyzed here from Hindi, Nepali, Yucatec Maya, Chontal, and Palauan.
In this paper I argue that both parametric variation and the alleged differences between languages in terms of their internal complexity straightforwardly follow from the Strongest Minimalist Thesis that takes the Faculty of Language (FL) to be an optimal solution to conditions that neighboring mental modules impose on it. In this paper I argue that hard conditions like legibility at the linguistic interfaces invoke simplicity metrices that, given that they stem from different mental modules, are not harmonious. I argue that widely attested expression strategies, such as agreement or movement, are a direct result of conflicting simplicity metrices, and that UG, perceived as a toolbox that shapes natural language, can be taken to consist of a limited number of markings strategies, all resulting from conflicting simplicity metrices. As such, the contents of UG follow from simplicity requirements, and therefore no longer necessitate linguistic principles, valued or unvalued, to be innately present. Finally, I show that the SMT does not require that languages themselves have to be optimal in connecting sound to meaning.
Content: 1. Introduction 2. Music in the curriculum of The Educación Obligatoria 2.1 Music in Educación Primaria - Listening and Comprehension - Music Making - Rational Analysis (Musical Notation) 2.2. Music in Educación Secundaria Obligatoria (E.S.O. Compulsory Secondary education) and Bachillerato (Pre-University Education) 3. Music in the Spanish Non-Compulsory Education 3.1. Elementary and Medium Levels 3.2. The “Title of Higher Music Education” 4. The new certificate of “Didactic Specialization” 5. Concluding remarks