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The article deals with the educational comics of the Mozambican artist Sérgio Zimba, especially in the context of the current pandemic situation caused by Covid-19. First, comics from and comic research on Africa will be presented, especially in their repercussion within the German-language comics landscape. This will be followed by a discussion of the special situation in lusophone Africa, exemplified and illustrated by the works of the Mozambican cartoonist Sérgio Zimba. The article closes with a brief comparison of Zimba’s work with the cartoons of Sérgio Piçarra from Angola, to better classify the artist's work.
The arrival of the Spanish in present-day Oaxaca, Mexico, led to manifold communicative challenges and was the origin of the first written documents in the local indigenous languages. This paper focuses on Spanish-Zapotec translations produced by Christian missionaries during the colonial period. In this context, it aims to investigate the expression of the concept of soul in their catechisms and confesionarios by analyzing chronologically how different authors apply the Spanish synonyms alma and ánima. On the one hand, we can observe some similar tendencies in central Mexican documents for the early colonial period so that we can assume that the corpus was influenced by Nahuatl translations. On the other hand, there is an independent development in Spanish-Zapotec translations not only regarding the target text but also the source text.
This article aims to trace the development of different verb forms that express future tense of Old Portuguese from the 13th to the 15th century by analyzing a historical text corpus. During this period, Portuguese future tense could be expressed through one synthetical as well as two analytical morphological verb constructions. Adapting an analytic model formerly employed by the Mexican researcher Concepción Company Company for an investigation of similar future tense forms in Old Spanish, this article seeks to point out that the use of the different verb forms in Portuguese followed distinct functions regarding aspects of both information structure as well as modality.
According to the Senegalesian scholar Felwine Sarr who conceives an African utopia in his programmatic essay Afrotopia (2016), this Afrotopos has already germinated in contemporary African literature. However, it still needs to be enquired to what extent the narrated topos of the street in Sarr’s own anthology 105 Rue Carnot (2011) has already realized the Afrotopos. In order to respond to this question, we would like to mobilise Michel Foucault’s concept of heterotopia, which elaborates on the interactions between truth production/knowledge, power and space, and permits us to conceive of «les lieux utopiques» (Foucault 2005: 40) as actually locatable on the map and real other places outside of all places (cf. Foucault 1994: 755). Thus, in the street, a different relationship between global North and South is founded, which becomes legible as an African «utopie localisée» (Foucault 2005: 41) that Sarr calls for in Afrotopia (2016).
The encounter with non-human animals has always been a major preoccupation in the (philosophical) quest of understanding the human (condition). Of course, they are not only present in literary texts, but also in other media such as music and art. We consider ourselves aware of their selves, natures and skills as well as their sensory perceptions. Indeed, the ways we interact with non-human animals in everyday life and in the fictional world, how we perceive, think and talk about them as well as how we communicate with them are often related to our own self-perceptions in the social collective and in social-historical discourse. If we take a closer look at literary interspecies relations, we can detect clear shades in language and communication. Based on the approaches of Human-Animal Studies, this article deals with those nuances regarding animal-human encounters in Juan Ramón Jiménez’ Platero y yo (1914/1917) and Thomas Mann's Herr und Hund (1919) in a comparative perspective. In addition to this, a special focus is placed on the effect these elements can have on (inter)acting literary subjects as well as on extra-textual recipients.
This paper deals with the origin of the hundred-year old theory of tierras bajas and tierras altas, focusing on the description of vowel weakening within that theory developed in 1921 by Henríquez Ureña. I argue that the early conception of vowel weakening and its dialectal distribution has strongly influenced the kind of research we have been conducting about this phonetic feature to this day. The aim of this study therefore, is to sharpen our understanding of the former zeitgeist of research and to stimulate further big data-based studies on vowel weakening overcoming the traditional dialectal division of tierras bajas and tierras altas.
This article will examine the cinematic approach to the trauma of the Falklands/Malvinas War in Lola Ariasʼ film Teatro de Guerra (AR/ES, 2018). The armed conflict between Ar-gentina and Great Britain in 1982 can be understood as a traumatic liminal experience, whose artistic reception pushes conventional aesthetics to their limits and calls for innova-tive representational strategies. Based on a cultural studies approach to the Falklands/Mal-vinas War as a collective trauma, this contribution will highlight selected moments of aes-thetic border crossing in Teatro de Guerra, by which the film succeeds in transcending boundaries between former enemies of the war.
Übersetzungen sind Teil der Geschlechtergeschichte. An frühneuzeitlichen Antikenübersetzungen lässt sich nicht nur ablesen, welche Beiträge Männer und Frauen bei der Erschließung und Vermehrung von Wissen leisten konnten. Vielmehr zeigen Übersetzungen auch, wie Geschlechtskonzepte neu konfiguriert und an die Ideale der Zielkultur angepasst werden. In diesem Aufsatz wird am Beispiel der Mythen von Europa und Alkyone untersucht, wie sich in Johannes Sprengs deutscher ‚Metamorphosen‘-Übersetzung genderspezifische Machtrelationen verschieben. Durch eine vergleichende Analyse legt die Autorin offen, mit welchen sprachlichen und literarischen Techniken Ovids Heroinen in frühneuzeitliche Hausfrauen verwandelt werden. Abschreckung und Idealisierung sind zentrale Deutungsstrategien, um den Kultur- und Ideologietransfer von der Antike zur Frühen Neuzeit zu bewältigen und genderspezifische Normen zu vermitteln.
Fertilität und Macht: Die Reproduktionspflicht mittelalterlicher Herrscherinnen und Herrscher
(2021)
Fertility was a key theme of medieval rulership. To conceive and give birth to sons – and thus to ensure the succession to the throne – was one of the foremost duties of medieval kings and queens. But what happened when a male child died in infancy, no male child was born, or no pregnancy ever came about? Barrenness could have dramatic consequences in the Middle Ages, for example expulsion, divorce or conflicts over royal succession. Against this historical background, it seems logical that the fate of the childless ruler would be recounted in the form of a ‘Passion narrative’. In the German literature of the Middle Ages, however, there are also interpretative models of a contrary vein to be found. In the year 1220, for instance, Ebernand of Erfurt construed the wedded life of the imperial couple Henry and Kunigunde as a tale of resistance against the royal obligation to reproduce. In his versified legend, composed in the vernacular, the couple secretly agrees not to fulfil society’s expectations, but to lead a chaste marriage. Yet above and beyond legend, childless rulers were also subject to the impact of multifarious legal, religious, medical, narrative and discursive factors. Taking Michel Foucault as a point of departure, this contribution shows how fertility became a field of power on which hierarchies between rulers and subjects, men and women were negotiated, while also shedding light on how religious and secular ideals clashed in the assessment of infertility.
Amyotrophic lateral sclerosis (ALS) is a fatal neurodegenerative disease that causes progressive autonomy loss and need for care. This does not only affect patients themselves, but also the patients’ informal caregivers (CGs) in their health, personal and professional lives. The big efforts of this multi-center study were not only to evaluate the caregivers' burden and to identify its predictors, but it also should provide a specific understanding of the needs of ALS patients' CGs and fill the gap of knowledge on their personal and work lives. Using standardized questionnaires, primary data from patients and their main informal CGs (n = 249) were collected. Patients' functional status and disease severity were evaluated using the Barthel Index, the revised Amyotrophic Lateral Sclerosis Functional Rating Scale (ALSFRS-R) and the King’s Stages for ALS. The caregivers' burden was recorded by the Zarit Burden Interview (ZBI). Comorbid anxiety and depression of caregivers were assessed by the Hospital Anxiety and Depression Scale. Additionally, the EuroQol Five Dimension Five Level Scale evaluated their health-related quality of life. The caregivers' burden was high (mean ZBI = 26/88, 0 = no burden, ≥24 = highly burdened) and correlated with patients' functional status (r\(_p\) = −0.555, p < 0.001, n = 242). It was influenced by the CGs' own mental health issues due to caregiving (+11.36, 95% CI [6.84; 15.87], p < 0.001), patients' wheelchair dependency (+9.30, 95% CI [5.94; 12.66], p < 0.001) and was interrelated with the CGs' depression (r\(_p\) = 0.627, p < 0.001, n = 234), anxiety (r\(_p\) = 0.550, p < 0.001, n = 234), and poorer physical condition (r\(_p\) = −0.362, p < 0.001, n = 237). Moreover, female CGs showed symptoms of anxiety more often, which also correlated with the patients' impairment in daily routine (r\(_s\) = −0.280, p < 0.001, n = 169). As increasing disease severity, along with decreasing autonomy, was the main predictor of caregiver burden and showed to create relevant (negative) implications on CGs' lives, patient care and supportive therapies should address this issue. Moreover, in order to preserve the mental and physical health of the CGs, new concepts of care have to focus on both, on not only patients but also their CGs and gender-associated specific issues. As caregiving in ALS also significantly influences the socioeconomic status by restrictions in CGs' work lives and income, and the main reported needs being lack of psychological support and a high bureaucracy, the situation of CGs needs more attention. Apart from their own multi-disciplinary medical and psychological care, more support in care and patient management issues is required.
In den letzten drei Jahrzehnten expandierten Supermarktketten aus dem Globalen Norden in Länder des Globalen Südens. Insbesondere Länder mit einem raschen wirtschaftlichen Wachstum und damit neuen Marktpotentialen waren dabei Expansionsziele. Zugleich zeigt sich innerhalb der Länder des Globalen Südens eine Ausbreitung von regionalen Supermarktketten. Mittlerweile gehört frisches Obst und Gemüse fast immer zum Sortiment dieser Einzelhandelsunternehmen.
Bisher untersuchte eine Reihe von Studien die Auswirkungen der Kooperation mit den Einzelhändlern auf die landwirtschaftlichen Produzierenden. Weniger ist dagegen bekannt, welche Liefersysteme und Intermediäre für die Verbindung zwischen landwirtschaftlichen Produzierenden und Supermarktketten in Ländern des Globalen Südens bestehen und sich entwickeln. Insbesondere für leicht verderbliche Frischeprodukte (Obst und Gemüse) ist die Herausbildung dieser Intermediäre eine große Herausforderung. Die vorliegende Studie betrachtet den Zusammenhang zwischen der räumlichen und zeitlichen Ausbreitung von Supermärkten und der Etablierung von Liefersystemen sowie Intermediären am Beispiel von Kenia und Tansania.
Natural walking in virtual reality games is constrained by the physical boundaries defined by the size of the player’s tracking space. Impossible spaces, a redirected walking technique, enlarge the virtual environment by creating overlapping architecture and letting multiple locations occupy the same physical space. Within certain thresholds, this is subtle to the player. In this paper, we present our approach to implement such impossible spaces and describe how we handled challenges like objects with simulated physics or precomputed global illumination.
Immersive virtual environments provide users with the opportunity to escape from the real world, but scripted dialogues can disrupt the presence within the world the user is trying to escape within. Both Non-Playable Character (NPC) to Player and NPC to NPC dialogue can be non-natural and the reliance on responding with pre-defined dialogue does not always meet the players emotional expectations or provide responses appropriate to the given context or world states. This paper investigates the application of Artificial Intelligence (AI) and Natural Language Processing to generate dynamic human-like responses within a themed virtual world. Each thematic has been analysed against humangenerated responses for the same seed and demonstrates invariance of rating across a range of model sizes, but shows an effect of theme and the size of the corpus used for fine-tuning the context for the game world.
Modern immersive multimodal technologies enable the learners to completely get immersed in various learning situations in a way that feels like experiencing an authentic learning environment. These environments also allow the collection of multimodal data, which can be used with artificial intelligence to further improve the immersion and learning outcomes. The use of artificial intelligence has been widely explored for the interpretation of multimodal data collected from multiple sensors, thus giving insights to support learners’ performance by providing personalised feedback. In this paper, we present a conceptual approach for creating immersive learning environments, integrated with multi-sensor setup to help learners improve their psychomotor skills in a remote setting.
Immersive, sensor-enabled technologies such as augmented and virtual reality expand the way human beings interact with computers significantly. While these technologies are widely explored in entertainment games, they also offer possibilities for educational use. However,their uptake in education is so far very limited. Within the ImTech4Ed project, we aim at systematically exploring the power of interdisciplinary, international hackathons as a novel method to create immersive educational game prototypes and as a means to transfer these innovative technical prototypes into educational use. To achieve this, we bring together game design and development, where immersive and interactive solutions are designed and developed; computer science, where the technological foundations for immersive technologies and for scalable architectures for these are created; and teacher education, where future teachers are educated. This article reports on the concept and design of these hackathons.
Die Arten des Schweizer Ranunculus-auricomus-Komplexes sind nur zu einem Teil bekannt. Zur vollständigeren Erfassung des Komplexes wurden Exkursionen in die südwestliche und östliche Schweiz unternommen. Es wurden sieben neue Arten entdeckt, die hier beschrieben und abgebildet sind. Ihre Taxonomie und Gefährdung wird diskutiert. R. chalarocarpus W. Koch ex Dunkel ist bereits bei Koch provisorisch erwähnt, R. clavicornis Dunkel wird nun gültig beschrieben. Beide Arten sind aufgrund ihres Vorkommens in Auwäldern und feuchten Laubwäldern stark gefährdet, R. clavicornis sogar fast ausgestorben. Der neu beschriebene R. thurgoviae kommt im Osten der Schweiz vor (Kanton Thurgau). Die bislang bekannte Verbreitung von R. allobrogorum Dunkel, R. crenulatus Dunkel, R. genevensis Dunkel und R. lineatus ist fast vollständig auf den Kanton Genf beschränkt. Die Arten des Ranunculus auricomus-Komplexes sind ein sensibler Indikator für Veränderungen der Vegetation und Umwelt und sollten diesbezüglich deutlich mehr Gewicht bekommen.
The recently published ITU-T Recommendation G1.032 proposes a list of factors that may influence cloud and online gaming Quality of Experience (QoE). This paper provides two practical evaluations of proposed system and context influence factors: First, it investigates through an online survey (n=488) the popularity of platforms, preferred ways of distribution, and motivational aspects including subjective valuations of characteristics offered by today's prevalent gaming platforms. Second, the paper evaluates a large dataset of objective metrics for various gaming platforms: game lists, playthrough lengths, prices, etc., and contrasts these metrics against the gamers' opinions. The combined data-driven approach presented in this paper complements in-person and lab studies usually employed.