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Critical theory and philosophy across many fields in the humanities has become awash with what has been characterised as ‘the material turn’. This material turn, which seems to involve varying combinations of what is known as Object Orientated Ontology (Harman), Actor-Network Theory (Latour), process philosophy (Whitehead), speculative realism (Bryant), or agential realism (Barad), emphasises some move toward a posthuman understanding of what the world is, and our relation to it.
A recognizable division appears between students with a comprehensive knowledge of the Web and those that are less certain about its resources. This is where, the teaching innovation Web Mentoring: Peer-to-Peer has been developed to help the students to cope better with the demands of media education. Furthermore, this presents the opportunity for master’s degree students to begin mentoring undergraduate students. Mentoring sessions have already been carried out successfully in the previous two semesters and are being presented, evaluated and discussed.
Virtual reality in the hotel industry: assessing the acceptance of immersive hotel presentation
(2019)
In the hotel industry, it is crucial to reduce the inherent information asymmetry with regard to the goods offered. This asymmetry can be minimised through the use of smartphone-based virtual reality applications (SBVRs), which allow virtual simulation of real experiences and thus enable more efficient information retrieval. The aim of the study is to determine for the first time the user acceptance of these immersive hotel presentations for assessing the performance of a travel accommodation. For this purpose, the Technology Acceptance Model (TAM) was used to explain the acceptance behaviour for this new technology. A virtual reality application was specially developed, in which the participants could explore a hotel virtually. A total of 569 participants took part in the study. The structural equation model and the hypotheses were tested using a Partial Least Squares (PLS) analysis. The results illustrate that the immersive product experience leads to more efficient information gathering. The perceived usefulness significantly affects the attitude towards using the technology as well as the intention to use it. In contrast to the traditional TAM, the perceived ease of use of SBVRs has no effect on the perceived usefulness or attitude towards using the technology.
The University for Children is a very successful event aiming to spark children‧s interest in science, in this particular lecture in Optics and Photonics. It is from brain research that we know about the significant dependence of successful learning on the fun factor. Researchers in this field have shown that knowledge acquired with fun is stored for a longer time in the long-term memory and can be used both more efficiently and more creatively [1], [2]. Such an opportunity to inspire the young generation for science must not be wasted. The world of Photonics and Optics provides us with a nearly inexhaustible source of opportunities of this kind.
In short-reach connections, large-diameter multimode fibres allow for robust and easy connections. Unfortunately, their propagation properties depend on the excitation conditions. We propose a launching technique using a fibre stub that can tolerate fabrication tolerances in terms of tilts and off-sets to a large extent. A study of the influence of displaced connectors along the transmission link shows that the power distributions approach a steady-state power distribution very similar to the initial distribution established by the proposed launching scheme.
This paper describes the new Sweaty humanoid adult size robot trying to qualify for the RoboCup 2014 adult size humanoid competition. The robot is built from scratch to eventually allow it to run. One characteristic is that to prevent the motors from overheating, water evaporation is used for cooling. The robot is literally sweating which has given it its name. Another characteristic is, that the motors are not directly connected to the frame but by means of beams. This allows a variable transmission ratio depending on the angle.
G.R.E.C is a adventure game, set in an dystopien industrial world, where you are a scavenger for hire. Explore the village of Vankhart Valley and grab everything valuable you can get your hands on.
Your trusty old jump boots will help you avoiding the nasty and deadly spores that changed the world of G.R.E.C forever.
Automobile premium brands operate globally, which is undoubtedly required, because, for the most part, domestic markets are either decreasing or stagnating. China has become today the most important and biggest car market. Recently selling has become challenging because urban areas are well penetrated, and in poorly penetrated rural areas, incomes are low. This is particularly alarming for German brands, because of their premium orientation. Simultaneously, the after-sales market in China has been growing continuously. As a result, this market has a huge potential, which is likewise attractive because it has been scientifically proven across industries that after-sales services are high-margin profit drivers. Despite its great significance, the Chinese automobile after-sales market remains insufficiently researched, especially in terms of critical success factors and cultural influences, which therefore was the starting point for a study. The results will presented and interpreted now in this new working-paper.
Strings
(2020)
This article presents the currently ongoing development of an audiovisual performance work with the title Strings. This work provides an improvisation setting for a violinist, two laptop performers, and two generative systems. At the core of Strings lies an approach that establishes a strong correlation among all participants by means of a shared physical principle. The physical principle is that of a vibrating string. The article discusses how this principle is used in both natural and simulated forms as main interaction layer between all performers and as natural or generative principle for creating audio and video.
The findings presented in this article were obtained through a preliminary exploratory study conducted at the Offenburg University as part of the Fighting Loneliness project promoted by the institution’s Affective & Cognitive Institute (ACI) from October 2019 to February 2020. The initiative’s main objective was to answer the research question “How should an app be designed to reduce loneliness and social isolation among university students?” with the collaboration of the institution’s students.