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"Doing Space and Ethnography":v Ethnographische Verfahren in der sportbezogenen Raumforschung
(2010)
Medien - Krieg - Geschlecht
(2010)
Die Bedeutung von Medien für den Krieg und das Gendering des Militärischen sind zwei seit langem kontrovers diskutierte Themen in den Medien-, Kultur- und Sozialwissenschaften. Weisen etablierte stereotype Bilder von friedfertigen Frauen und kriegerischen Männern in gegenwärtigen medialen Texten Brüche und Widersprüche auf oder werden sie im öffentlichen Diskurs bekräftigt? Wie tragen populäre Medienangebote in verschiedenen kulturellen Kontexten zur Legitimation oder Infragestellung von militärischen Institutionen und Gewaltakteuren bei? Welche Rollen nehmen Journalistinnen im Spannungsfeld von Kriegsberichterstattung, Konfliktbearbeitung und emanzipatorischen Vorstellungen ein? Der Band versammelt Beiträge von WissenschaftlerInnen unterschiedlicher sozial- und geisteswissenschaftlicher Disziplinen, die mediale Repräsentationen, Bilderpolitiken, Narrationen und Artikulationen von Gender in Krieg und Militär in synchroner wie diachroner Perspektive analysieren.
Einleitung
(2010)
René Goscinny/Albert Uderzo
(2010)
Based on the dimensions of state interference proposed by Blumler and Gurevitch (1995), this paper follows their approach from an economic perspective. Therefore three alternative ways to provide broadcasting goods (the market, the state and the voluntary sector) are introduced. Next a historical overview of the German public service broadcasting is provided. Main legal provi- sions are described in theoretical remarks with focus on constitution of supervisory bodies of pub- lic service broadcasters. Ways and cases of political interventions are discussed there. The funding of public service broadcasters is depicted. Some recent developments are presented, related to the so-called “three step test” for new or changed online offerings of public service broadcasters. The German public service broadcasting sector is evaluated and visualized by means of the para- digm. Although different possibilities of state influence exist, German public service broadcasting can be characterized all in all as rather state-distant. New challenges arise, however, from the trans- formation process in public service media.
Load Matching and Grid Interaction of Net Zero Energy Buildings. EuroSun Conference 2010, Graz
(2010)
“Net Zero Energy Building” has become a prominent wording to describe the synergy of energy efficient building and renewable energy utilization to reach a balanced energy budget over a yearly cycle. Taking into account the energy exchange with a grid infrastructure overcomes the limitations of seasonal energy storage on-site. Even though the wording “Net Zero Energy Building” focuses on the annual energy balance, large differences may occur between solution sets in the amount of grid interaction needed to reach the goal. The paper reports on the analysis of example buildings concerning the load matching and grid interaction. Indices to describe both issues are proposed and foreseen as part of a harmonized definition framework. The work is part of subtask A of the IEA SHCP Task40/ECBCS Annex 52: “Towards Net Zero Energy Solar Buildings”.
The international cooperation project IEA SHC Task 40 / ECBCS Annex 52 “Towards Net Zero Energy Solar Buildings”, attempts to develop a common understanding and to set up the basis for an international definition framework of Net Zero Energy Buildings (Net ZEBs). Th e understanding of such buildings and how the Net ZEB status should be calculated differs in most countries. This paper presents an overview of Net ZEBs energy calculation methodologies proposed by organisations representing eight different countries: Austria, Canada, Denmark, Germany, Italy, Norway, Switzerland and the USA. The different parameters used in the calculations are discussed and the various renewable supply options considered in the methodologies are summarised graphically. Thus, the paper helps to understand different existing approaches to calculate energy balance in Net ZEBs, highlights the importance of variables selection and identify possible renewable energy supply options which may be considered in calculations. Finally, the gap between the methodology proposed by each organisation and their respective national building code is assessed; providing an overview of the possible changes building codes will need to undergo in the coming years.
Null-Energie-Häuser
(2010)
This paper summarises the state of two research phases within the scope of the IEA Task 40 / Annex 52 "Towards Net Zero Energy Solar Buildings" [1]. The first objective is a cross section analysis of a comprehensive collection of more than 280 international zero energy buildings. The aim is to show trends, motives of actors, as well as their method to reach the zero energy balance. Secondly, an in-depth study shows a rough analysis and characteristics of 50 exemplary Nets ZEBs from different countries and climate regions, as well as their combinations of measures concerning energy efficiency and renewable energy supply.
It is shown that diverse actors with miscellaneous motives have lead to a lot of different building variations. Typical strategies can be assigned to the typology groups "small residential building", "apartment building" and "non residential building". Net ZEBs are much more energy efficient than average buildings which were built according to national construction and energy regulations. None of the leading Net ZEB examples exist without generation of PV electricity. Trends give an outlook of current and possible future combinations of technologies and passive measures for the realization of (future) net zero energy buildings.
Der österreichische Psychotherapeut Paul Watzlawick hat einmal in einem Interview gesagt, dass Menschen in beratenden Berufen - seien es nun Psychotherapeuten oder Unternehmensberater - in Bezug auf ihre Klienten vor einer paradoxen Anforderung stünden. Die Anforderung lautet: "Ändere mich, ohne mich zu ändern". Das heißt, der Klient würde zwar gerne sein Problem lösen, aber nicht auf Kosten einer Veränderung des Status quo. Vor einer ähnlich paradoxen Anforderung stehen Innovatoren im Unternehmen. Die Anforderung, die dort gestellt wird, lautet: "Betreibe Innovation, ohne zu erneuern". Das bedeutet, dass Unternehmen sich gerne Innovationen wünschen, aber wiederum nicht auf Kosten einer Veränderung des status quo.
Bereits Joseph Alois Schumpeter – der von einem seiner Biografen auch der „Prophet of Innovation“ genannt wird – nennt in seinem 1912 erschienenen Buch „Theorie der wirtschaftlichen Entwicklung“, einem seiner Hauptwerke, neben der reinen Produktinnovation folgende weitere Möglichkeiten zur Innovation: neue Produktionsmethoden, neue Absatzmärkte, neue Beschaffungsmärkte und neue Organisationen.
Eine Anforderung im 21. Jahrhunderts ist durch die technischen Möglichkeiten die Umsetzung virtueller Arbeitsumgebungen für die Wissenschaft zu realisieren. Unab-hängig von Standort-, Ressourcen- und Zugangshürden sollen Wissenschaftler auf die für ihre Arbeit notwendigen Programme, Forschungsdaten und andere Quellen zugreifen können. Bibliothekare erfüllen seit jeher die Position des Vermittlers von publizierten Informationen und sind somit an der Wissenschaft beteiligt. Angesichts der Entwicklungen ändert sich nun aber ebenfalls das Aufgabengebiet von Bibliothekaren. Die vorliegende Arbeit beschäftigt sich mit der Position von Bibliothekaren in dieser veränderten Arbeitsumgebung der Wissenschaft. Diesbezüglich werden derzeitige Entwicklungen im Kontext e-Science und Aktivitäten bezüglich der Rollenzuschreibungen von Akteuren im Forschungsdatenmanagement betrachtet. Das Ergebnis soll verdeutlichen, welche Rolle Bibliothekare übernehmen können, in dem die notwendige Kompetenzen und Tätigkeitsfelder aufgeführt werden.
In this paper we describe the design of a virtual reality simulator for traditional intuitive archery. Traditional archers aim without a target figure. Good shooting results require an excellent body-eye coordination that allows the user to perform identical movements when drawing the bow. Our simulator provides a virtual archery experience and supports the user to learn and practice the motion sequence of traditional archery in a virtual environment. We use an infrared tracking system to capture the user’s movements in order to correct his movement. To provide a realistic haptic feedback a real bow is used as interaction device. Our system provides a believable user experience and supports the user to learn how to shoot in the traditional way. Following a user-centered iterative design approach we developed a number of prototypes and evaluated them for refinement in sequent iteration cycles. For illustration purposes we created a short video clip in our virtual studio about this project that presents the main ideas in an informative yet entertaining way.
For this study, an experimental vibrotactile feedback system was developed to help actors with the task of moving their arm to a certain place in a virtual tv studio under live conditions. Our intention is to improve interaction with virtual objects in a virtual set, which are usually not directly visible to the actor, but only on distant displays. Vibrotactile feedback might improve the appearance on tv because an actor is able to look in any desired direction (camera or virtual object) or to read text on a teleprompter while interacting with a virtual object. Visual feedback in a virtual studio lacks spatial relation to the actor, which impedes the adjustment of the desired interaction. The five tactors of the implemented system which are mounted on the tracked arm give additional information like collision, navigation and activation. The user study for the developed system shows that the duration for reaching a certain target is much longer in case no visual feedback is given, but the accuracy is similar. In this study, subjects reported that an activation signal indicating the arrival at the target of a drag & drop task was helpful. In this paper, we discuss the problems we encountered while developing such a vibrotactile display. Keeping these pitfalls in mind could lead to better feedback systems for actors in virtual studio environments.
Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon
We present a threat and risk-driven methodology to security requirements engineering. Our approach has a strong focus on gathering, modeling, and analyzing the environment in which a secure ICT-system to be built is located. The knowledge about the environment comprises threat and risk models. This security-relevant knowledge is used to assess the adequacy of security mechanisms, which are selected to establish security requirements.
This paper presents a conceptual framework for security engineering, with a strong focus on security requirements elicitation and analysis. This conceptual framework establishes a clear-cut vocabulary and makes explicit the interrelations between the different concepts and notions used in security engineering. Further, we apply our conceptual framework to compare and evaluate current security requirements engineering approaches, such as the Common Criteria, Secure Tropos, SREP, MSRA, as well as methods based on UML and problem frames. We review these methods and assess them according to different criteria, such as the general approach and scope of the method, its validation, and quality assurance capabilities. Finally, we discuss how these methods are related to the conceptual framework and to one another.