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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.
This essay looks at the potentials and limitations of user research for studies on the practice of drama education. To date, this field has been dominated by impact studies. After illustrating the blind spots that are created by taking this research approach to the practice of drama education, we will present the user research perspective and look at the opportunities that it provides to generate new, differentiated knowledge. User research makes it possible to illuminate the processes of acquiring and using knowledge in terms of its delivery. It also provides a potential framework of analysis for placing these processes in the delivery context, which includes subjective learning types, relevance and institutional and social conditions. This expanded perspective will make it possible to identify the factors that foster and limit benefits and reflect them in practice.
Multi-user virtual reality is transforming towards a social activity that is no longer only used by remote users, but also in large-scale location-based experiences. Usage of realtime-tracked avatars in co-located business-oriented applications with a ”guide-user-scenario” is examined for user-related factors of Spatial Presence, Social Presence, User Experience and Task Load. A user study was conducted in order to compare both techniques of a realtime-tracked avatar and a non-visualised guide. Results reveal that the avatar-guide enhanced and stimulated communicative processes while facilitating interaction possibilities and creating a higher sense of mental immersion for users and engagement.
We report about several experiments on applying mixed reality technology in the context of accessing collective memories from atomic bombs, Holocaust and Second World War. We discuss the impact of Virtual Reality, Augmented Virtuality and Augmented Reality for specific memorial locations. We show how to use a virtual studio for demonstrating an augmented reality application for a specific location in a remote session within a video conference. Augmented Virtuality is used to recreate the local environment, thus providing a context and helping the participants recollect emotions related to a certain place. This technique demonstrates the advantages of using virtual (VR) and augmented (AR) reality environments for rapid prototyping and pitching project ideas in a live remote setting.