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No other means of communication determines through its seemingly unrestricted possibilities our everyday life more than the internet. From the mid-90s onwards, more and more technical advancements in the field of communication appear on the market, which in turn call for new terminology. In the first place, it is the internet (essentially based on the interaction between users and experts), which requires effective nomenclature in order to mediate between lay users and their restricted knowledge on the one, and experts and their sophisticated terminology on the other hand. At the interface between the new and complex realities and the need for simple linguistic access, a huge quantity of metaphoric denominations is used, making abstract innovations more comprehensible. Metaphor in the internet discourse serves to "reduce verticality" (Stenschke 2006) between specialized terminology and common language. The paper deals with metaphors based on spatial concepts. Space and spatiality play a key role in cognitive theories of metaphor as these theories themselves (according to Lakoff/Johnson 1980) are often based on the application of spatial concepts to non-spatial relations. After describing spatial concepts in general (referring to the internet), the paper explores which kind of metaphor takes advantage of the complexity present in the internet and how the medial space is linguistically recaptured in terms of spatial perception.
Scenograph
(2018)
When developing a real-walking virtual reality experience, designers generally create virtual locations to fit a specific tracking volume. Unfortunately, this prevents the resulting experience from running on a smaller or differently shaped tracking volume. To address this, we present a software system called Scenograph. The core of Scenograph is a tracking volume-independent representation of real-walking experiences. Scenograph instantiates the experience to a tracking volume of given size and shape by splitting the locations into smaller ones while maintaining narrative structure. In our user study, participants' ratings of realism decreased significantly when existing techniques were used to map a 25m2 experience to 9m2 and an L-shaped 8m2 tracking volume. In contrast, ratings did not differ when Scenograph was used to instantiate the experience.
Schulgesetz Rheinland-Pfalz
(2000)
Schutzloser Fussball-Ultra
(2024)
Screeninginstrumente
(2018)
Scrum2kanban
(2018)
Using university capstone courses to teach agile software development methodologies has become commonplace, as agile methods have gained support in professional software development. This usually means students are introduced to and work with the currently most popular agile methodology: Scrum. However, as the agile methods employed in the industry change and are adapted to different contexts, university courses must follow suit. A prime example of this is the Kanban method, which has recently gathered attention in the industry. In this paper, we describe a capstone course design, which adds the hands-on learning of the lean principles advocated by Kanban into a capstone project run with Scrum. This both ensures that students are aware of recent process frameworks and ideas as well as gain a more thorough overview of how agile methods can be employed in practice. We describe the details of the course and analyze the participating students' perceptions as well as our observations. We analyze the development artifacts, created by students during the course in respect to the two different development methodologies. We further present a summary of the lessons learned as well as recommendations for future similar courses. The survey conducted at the end of the course revealed an overwhelmingly positive attitude of students towards the integration of Kanban into the course.