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  • Berlin International  (19)
  • SB Joachimsthal  (1)
  • 2020-2024  (20)
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  • 1
    Buch
    Buch
    München : Blanvalet
    UID:
    kobvindex_ZLB34403012
    Umfang: 379 Seiten , 19 cm, 336 g
    Ausgabe: 1. Auflage
    ISBN: 9783734107443 , 373410744X
    Inhalt: England, 1959. Die vier Schwestern Margot, Dot, Flora und Pam verbringen den Sommer auf dem Landgut von Onkel und Tante. Dort war fünf Jahre zuvor ihre Cousine Audrey spurlos verschwunden. In der Langeweile glühend heißer Tage machen sich die Mädchen daran, das Rätsel aufzuklären ...
    Anmerkung: In Beziehung stehende Ressource: 9783734105272 (ISBN) , Erscheint auch als Online-Ausgabe 9783641230371 (ISBN) , Erscheint auch als Online-Ausgabe 9783764505615 (ISBN)
    Weitere Ausg.: Erscheint auch als Online-Ausgabe Chase, Eve Das Geheimnis meiner Schwestern
    Sprache: Deutsch
    Schlagwort(e): Fiktionale Darstellung
    Mehr zum Autor: Müller, Carolin
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    UID:
    gbv_1785436325
    Umfang: 1 online resource (280 pages)
    ISBN: 9783110677065
    Inhalt: Intro -- Preface -- Contents -- 1. Introduction -- 2. From Nature to Topography -- 3. Fountains and the Ancient City -- 4. Water, Social Space and Architecture at Selinous: the Case of the Urban Sanctuary -- 5. Fountains and Basins in Greek Sanctuaries -- 6. Water in Early Christian Ritual: Baptism and Baptisteries in Corinth -- 7. Aquatic Pasts & -- amp -- the Watery Present: Water and Memory in the Fora of Rome -- 8. Water and Decentring Urbanism in the Roman Period: Urban Materiality, Post-Humanism and Identity -- 9. Water and Urban Structures in the Narrative Worlds of Courtly Novels − Aesthetic and Symbolic Functions -- 10. Syracusan Water Networks in Antiquity -- 11. Meeting Water Needs as a Major Challenge in an Urban Context -- 12. Ice Jams and their Impact on Urban Communities from a Long-term Perspective (Middle Ages to the 19< -- sup> -- th< -- /sup> -- Century) -- 13. Medieval and Post-Medieval Urban Water Supply and Sanitation -- 14. Harbourscapes -- 15. Human Impact on Hydrology -- 16. Water as an Economic Resource and as an Environmental Challenge Within the Urbanisation Process of the Rhine Valley in the 13< -- sup> -- th< -- /sup> -- Century -- List of Contributors.
    Anmerkung: Description based on publisher supplied metadata and other sources
    Sprache: Englisch
    Schlagwort(e): Electronic books.
    URL: FULL  ((Currently Only Available on Campus))
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  • 3
    Online-Ressource
    Online-Ressource
    Wiesbaden : Harrassowitz Verlag
    UID:
    kobvindex_INTEBC6406005
    Umfang: 1 online resource (308 pages)
    ISBN: 9783447390132
    Serie: Interdisziplinäre Studien zum östlichen Europa v.7
    Anmerkung: Cover -- Title Pages -- Contents -- List of Contributors -- Preface -- Introduction -- Monika Wingender: Contested Bilingualism in Ukraine and Russia: Concepts of Language Conflict in Contact and Conflict Linguistics -- Part I: Discourse on Language Politics in Contemporary Ukraine -- Larysa Masenko: Language Conflict in Ukraine: Finding of Settlement -- Nadiya Kiss: Military Metaphor in Discourse on Language Policies in Contemporary Ukraine -- Lesia Azhniuk: 'Hate Speech' against the Background of Ukrainian-Russian Bilingualism -- Part II: Language Situation in Contemporary Ukraine after Maidan -- Hanna Zalizniak: Language Situation Change in Ukraine as a Result of the Revolutionary Events of 2013-2014 (Findings form a Mass Survey) -- Olena Ruda: The Linguistic Situation in the Ukrainian Media as Viewed by the Public -- Oksana Danylevska: Socio-Cultural Deformations in the Linguistic Environment in Ukrainian Schools: History and the Actual Situation -- Liudmyla Pidkuimukha: Ukrainian-Russian Bilingualism of Anti-Terrorist Operation (ATO) Participants in a Sociocultural Linguistic Perspective -- Part III: Regional Studies on Bilingual Language Behaviour in Contemporary Ukraine -- Svitlana Sokolova: Bilingual Communication in Ukraine: Regional Features -- Ivanna Tsar: The Language Behaviour of Kyiv Youth in a Bilingual Environment -- Natalia Matveieva: Bilingualism and Diglossia among the Students of Kyiv's Universities -- Taras Tkachuk: Choosing between Ukrainian and Russian in a Multilingual Ukraine (Vinnycja Region) -- Mariia Bovsunovska: Historical and Cultural Conditions of the Functioning of Languages in the and#x17D;ytomyr Region -- Part IV: Language Situation and Discourse on Language Politics in the Republic of Tatarstan -- Liliya Nizamova: Perceptions of Bilingualism and Multilingualism among Kazan' City Residents , Alsu Garaeva: Language Policy in the Republic of Tatarstan: Stages of the Legitimisation of Bilingualism -- Aida Nurutdinova: Mass Media Discourse on Bilingualism in the Republic of Tatarstan (in the Regional Press) -- Guzel Karimullina: Issues of Bilingualism in the Republic of Tatarstan (on the Basis of Tatar Mass Media Materials) -- Part V: Bilingual Language Behaviour in the Republic of Tatarstan -- Enze Kadirova: Transformation Processes in the Language of Native Kazan' Tatars in Modern Conditions -- Gulshat Galiullina: Functional Features of the Mother Tongue in Modern Families in the Republic of Tatarstan -- Khalisa Kuzmina: Functioning of the Tatar Language among Pupils of Kazan's Russian Schools in the Context of Bilingualism
    Weitere Ausg.: Print version Müller, Daniel Discourse and Practice of Bilingualism Wiesbaden : Harrassowitz Verlag,c2020 ISBN 9783447114820
    Sprache: Englisch
    Schlagwort(e): Electronic books.
    URL: FULL  ((Currently Only Available on Campus))
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  • 4
    UID:
    kobvindex_INTEBC6465857
    Umfang: 1 online resource (375 pages)
    ISBN: 9783030553968
    Anmerkung: Intro -- Foreword -- Preface -- Acknowledgements -- How to Cite the Book -- Contents -- Editors and Contributors -- Acronyms and Abbreviations -- List of Figures -- List of Plates -- List of Tables -- 1 Greenhouse Gases from Agriculture -- 1.1 Introduction -- 1.2 Impact of Ammonia on GHG Emissions -- 1.3 Aim of the Book -- References -- 2 Methodology for Measuring Greenhouse Gas Emissions from Agricultural Soils Using Non-isotopic Techniques -- 2.1 Introduction -- 2.2 Chamber-Based Methods -- 2.2.1 Advantages and Disadvantages of Closed Chamber-Based Methods -- 2.2.2 Principles and Applications of Chamber-Based Techniques for Gas Flux Measurement -- 2.2.3 Gas Exchange Processes -- 2.2.4 Chamber Types -- 2.2.5 Chamber Design -- 2.2.6 Chamber Operation, Accessories, Evacuation of Exetainers, and Gas Flux Measurement -- 2.2.7 Gas Pooling to Address the Spatial Variability of Soil GHG Fluxes -- 2.2.8 GHG Measurements in Paddy Rice System -- 2.2.9 Analysis of GHG Samples on a Gas Chromatograph (GC) -- 2.3 Methods to Quantify GHG Production in the Soil Profile -- 2.4 Standard Operating Procedure (SOP) for Gas Flux Measurement -- 2.4.1 Field Gears and Equipment Needed for GHG Sampling -- 2.4.2 Step-Wise Procedure (SOP) for GHG Measurements -- 2.4.3 Gas and Soil Sampling -- 2.4.4 Safety Measures for GHG Sampling -- 2.5 Calculation of GHG Fluxes -- 2.5.1 Overview -- 2.5.2 Calibration -- 2.5.3 Calculation of the Gas Concentration and Fluxes -- 2.5.4 Conversion from Concentration to Mole -- 2.5.5 Data Analysis -- 2.6 Analysis of GHG Samples with Optical Gas Analysers -- 2.7 Hands-On Approaches Using a CRDS Analyser -- 2.7.1 Overview of the CRDS Techniques for Determining GHG Concentrations and Soil Fluxes -- 2.7.2 Theory: Near-Infrared Absorption Spectroscopy Fundamentals -- 2.7.3 Operational Principle of Cavity Ring-Down Spectroscopy , 2.7.4 Minimum Detectable Flux (MDF) -- 2.7.5 Selecting the Appropriate Flow Path -- 2.7.6 In-Line Flow Path -- 2.7.7 Parallel Flow Path -- 2.7.8 Multiple Chambers -- 2.7.9 Calibration -- 2.7.10 Advanced Application Considerations: Filtration of Gas Samples -- 2.7.11 Liquid Water and Water Vapour -- 2.7.12 CRDS-Specific Considerations -- 2.7.13 Datalogging and Flux Processing -- 2.8 Enhanced Raman Spectroscopy of Greenhouse Gases -- 2.8.1 Raman Spectroscopy of Gases -- 2.8.2 Enhanced Raman Gas Spectroscopy -- 2.8.3 Enhanced Raman Spectroscopic Analysis of Greenhouse Gases -- 2.9 GHG Fluxes from Aquatic Systems -- 2.9.1 Determining Dissolved N2O Concentrations -- 2.9.2 Determining N2O Fluxes from a Water Body -- 2.9.3 Determining Gas Transfer Velocity (K) -- 2.9.4 Models for Determining N2O Fluxes from Water Bodies -- 2.9.5 Other Factors to Consider -- 2.9.6 Determining EF5 -- 2.10 Indirect GHG Emissions-Ammonia Emissions -- 2.10.1 A Simple Low-Cost Chamber to Quantify NH3 Volatilisation -- 2.11 Gas Production Processes in Terrestrial Ecosystems -- References -- 3 Automated Laboratory and Field Techniques to Determine Greenhouse Gas Emissions -- 3.1 Automated Laboratory Techniques -- 3.1.1 Technical Challenges -- 3.1.2 System 1 -- 3.1.3 System 2 -- 3.2 Automated Chamber Systems for Field Measurements -- 3.2.1 Field Techniques Using GC Systems -- 3.2.2 Combination of Automatic Chamber System and CRDS Analyser for Field GHG Flux Measurements -- References -- 4 Micrometeorological Methods for Greenhouse Gas Measurement -- 4.1 Introduction -- 4.2 Flux-Gradient Method -- 4.3 Aerodynamic Method -- 4.4 Bowen Ratio (Energy Balance Method) -- 4.5 Eddy Correlation Approach -- 4.6 Alternative Micrometeorological Methods -- 4.6.1 Eddy Accumulation -- 4.6.2 Mass Balance Technique -- 4.7 Non-isotopic Tracer Release and Measurement Methods -- References , 5 Direct and Indirect Effects of Soil Fauna, Fungi and Plants on Greenhouse Gas Fluxes -- 5.1 Greenhouse Gases from Soil Fauna -- 5.1.1 Introduction -- 5.1.2 Overview of Fauna on GHG Emissions -- 5.1.3 Field Methodology -- 5.2 Greenhouse Gases from Fungi and Plants -- 5.2.1 Methane (CH4) -- 5.2.2 A Laboratory Approach to Study CH4 Production from Plants and Fungi -- 5.2.3 Measuring Procedure -- 5.3 Measuring Discrete Gas Samples with a Cavity Ring-Down Spectrometer for CO2 and CH4 Concentration and Carbon Isotope Analysis -- References -- 6 Methane Production in Ruminant Animals -- 6.1 Introduction -- 6.2 Direct Measurements -- 6.2.1 Enclosure Techniques -- 6.3 Tracer Techniques -- 6.3.1 Use of SF6 Bolus -- 6.3.2 Tracer Ratio Method for Emission Measurements in Naturally Ventilated Housing -- 6.3.3 Application of CH4: CO2 Ratio -- 6.4 Micrometeorological Estimates -- 6.4.1 Open-Path Lasers -- 6.5 Short-Term Measurements -- 6.5.1 Spot Sampling Using Lasers -- 6.6 Indirect Methods -- 6.6.1 Methane Emissions from Feed and Feed Characteristics -- 6.6.2 Emissions from Volatile Fatty Acids (VFAs) -- 6.6.3 In Vitro Incubations -- 6.6.4 Batch Systems -- 6.7 Methane from Animal Wastes -- 6.8 Storage and Analysis of Samples -- 6.8.1 Storage of Samples -- 6.8.2 Analysis of Samples -- References -- 7 Isotopic Techniques to Measure N2O, N2 and Their Sources -- 7.1 Introduction -- 7.2 15N Gas Flux Method (15N GFM) to Identify N2O and N2 Fluxes from Denitrification -- 7.2.1 Background -- 7.2.2 Principles of the 15N Gas Flux Method -- 7.2.3 Identifying the Formation of Hybrid N2 and/or N2O -- 7.2.4 Analysis of N2 and N2O Isotopologues -- 7.2.5 Detection Limit for ap and fp -- 7.2.6 Limitations of the 15N Gas Flux Method (15N GFM) -- 7.2.7 Evaluation of the 15N GFM -- 7.2.8 Lab and Field Experiments -- 7.2.9 Conclusions and Outlook , 7.3 Isotopocule Techniques to Identify Pathway-Specific N2O Emissions -- 7.3.1 Introduction -- 7.3.2 Principles -- 7.3.3 Analysis of N2O Isotopocules by IRMS -- 7.3.4 Laser Spectroscopic Analysis of N2O Isotopomers to Differentiate Pathways -- 7.3.5 Hands-on Approach to Use a CRDS Isotopic N2O Analyser -- 7.3.6 Accuracy, Precision and Bias -- 7.3.7 Examples of Laboratory Applications -- 7.3.8 Examples of Field Applications -- 7.3.9 Outlook -- 7.4 Dual Isotope Method for Distinguishing Among Sources of N2O -- 7.5 Quantification of Gross N Transformation Rates and Process Specific N2O Pathways via 15N Tracing -- 7.5.1 Background -- 7.5.2 Stable Isotope Tracing Technique -- 7.5.3 Setup of Tracing Experiments -- 7.5.4 Analyses of Experimental Data -- 7.5.5 15N Tracing Model Analyses via Ntrace -- 7.5.6 Parameter Optimisation with Ntrace -- 7.5.7 Determination of N2O Pathways -- 7.5.8 Source Partitioning to Quantify N2O Pathways -- References -- 8 Climate-Smart Agriculture Practices for Mitigating Greenhouse Gas Emissions -- 8.1 Introduction on Climate-Smart Agriculture Practices and Greenhouse Gas Emissions -- 8.2 Climate-Smart Agricultural Technology to Reduce GHG Emissions -- 8.2.1 Nitrogen Process Inhibitors and Greenhouse Gas Emissions -- 8.2.2 Soil Amendments and Greenhouse Gas Emissions -- 8.2.3 Fertiliser Type and Management and Greenhouse Gas Emissions -- 8.2.4 Cropping Systems and Greenhouse Gas Emissions -- 8.3 Climate-Smart Agriculture (CSA) Practices and C Sequestration -- 8.4 Life Cycle Assessment (LCA) for Estimating the C Footprint of Agro-Food Systems -- 8.5 Conclusions -- References -- Index
    Weitere Ausg.: Print version Zaman, Mohammad Measuring Emission of Agricultural Greenhouse Gases and Developing Mitigation Options Using Nuclear and Related Techniques Cham : Springer International Publishing AG,c2021 ISBN 9783030553951
    Sprache: Englisch
    Schlagwort(e): Electronic books.
    URL: FULL  ((Currently Only Available on Campus))
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  • 5
    UID:
    kobvindex_INTbi00005189
    Umfang: 36 pages : , illustrations ; , 42 × 29.71 cm.
    Inhalt: AI-GENERATED ABSTRACT: Abstract: This thesis delves into the intricate relationship between user interface (UI) design and player immersion in the genre of horror video games. While a good horror game relies on elements such as narrative, sound design, and gameplay mechanics, this study posits that UI also plays a crucial role in modulating player's immersion and overall experience. Drawing upon examples from contemporary horror games like Metro 2033 Redux, Layers of Fear, and Dead by Daylight, the research aims to identify how different types of UI components can either enhance or disrupt the horror atmosphere. The core objective is to analyze the impact of UI on players' satisfaction and provide insights into how it can be optimized for a more thrilling and immersive experience. With the rise of the video game industry and advancements in technology, the thesis argues for the importance of understanding the role of UI in creating compelling horror game experiences. Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative
    Anmerkung: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction ................................................................................................................... 7 1.1 What Makes a Good Horror Game? ................................................................................. 7 1.2 Problem Statement, Relevance and Aim ........................................................................ 10 1.3 Methodology and Limitations ........................................................................................ 10 2. Behind the Fourth Wall ............................................................................................. 11 2.1 User Interface and Usability .......................................................................................... 12 2.2 Immersion ....................................................................................................................... 13 3. Diegesis Theory ............................................................................................................... 16 3.1.1 Narrative ...................................................................................................................... 16 3.1.2 the Fourth Wall ............................................................................................................ 18 3.2 Interface Components .................................................................................................... 18 3.2.1 Diegetic Components .............................................................................................. 18 3.2.2 Non-diegetic Components ...................................................................................... 20 3.2.3 Spatial Components ................................................................................................ 21 3.2.4 Meta Components ................................................................................................... 22 4. Case Studies ..................................................................................................................... 26 4.2 Game Analysis ................................................................................................................ 26 4.2.1 Metro 2033 Redux (4a Games, 2014) ....................................................................... 27 4.2.2 Layers of Fear (bloober Team, 2016) ....................................................................... 32 4.2.3 Dead by Daylight (studio Behaviour, 2016) .............................................................. 35 5. Design Project ............................................................................................................... 40 5.1 Immersed Into "the Fog". Context and Purpose ............................................................. 40 5.2 Hud Overview ............................................................................................................... 41 5.3 World Behaviour ............................................................................................................. 45 5.4 Defining the Problem Through Immersion Point of View .................................................. 46 5.5 Solution ........................................................................................................................... 47 5.6 Outcome .......................................................................................................................... 51 6. Conclusion ...................................................................................................................... 54 references ......................................................................................................................... 56 table of Figures ............................................................................................................... 58
    Sprache: Unbestimmte Sprache
    Schlagwort(e): Academic theses
    URL: FULL
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  • 6
    UID:
    kobvindex_INTbi00005224
    Umfang: 62 pages : , illustrations ; , 21 × 29.7 cm.
    Inhalt: AI-GENERATED ABSTRACT: Abstract: With the burgeoning engagement in social media, particularly on platforms like Instagram, concerns over its impact on cognitive processes, notably attention span and memory, have soared. This thesis delves into the nuanced interplay between Instagram's User Interface (UI) design and the memory capacity of young adults, exploring how incessant scrolling could be nibbling at the cognitive fibers of the digital natives. By dissecting Instagram’s UI design patterns and juxtaposing them against the cognitive responses elicited during interactions, this research aims to unfurl the subtle yet potentially profound effects on attention span and short-term memory. Employing a blend of theoretical exploration and practical analysis — including literature review, user interviews, and memory exercises — the study seeks to render a more nuanced understanding of the cognitive ramifications entailed in modern-day social media engagement. The exercises, designed to gauge short-term memory retention pre and post-Instagram consumption, coupled with insights gleaned from interviews, strive to provide a holistic view of how Instagram’s UI design could be shaping the cognitive landscape of young adults. As the line between digital and real continues to blur, understanding the cognitive tether to social media platforms becomes paramount. This thesis, by illuminating the potential cognitive trade-offs in Instagram's design, aspires to foster a dialogue towards more cognitively considerate social media interfaces, nurturing a balance between connectivity and cognitive well-being. Keywords: Instagram, User Interface Design, Attention Span, Short-term Memory, Cognitive Processes, Social Media Consumption, Digital Engagement, Memory Exercises, Cognitive Impact, Young Adults
    Anmerkung: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction ................................................... 9 1.1 Problem Statement ......................................... 10 1.2 Research Aim ............................................. 11 1.3 Methodology .............................................. 12 1.4 Scope and Limitations .................................... 13 2 Attention Span and Short-term Memory ........................... 15 2.1 Working Memory ........................................... 16 2.2 Attention Span ........................................... 17 3 Ui Patterns of Instagram ....................................... 19 3.1 Visual Part of Instagram ................................. 20 3.2 User Experience of Instagram ............................. 24 4 Related Study on Instagram and Working Memory ................. 27 4.1.1 Interviews/surveys Conducted ........................... 28 4.1.2 Data Analysis and Interpretation of Interviews ......... 29 5 Mindswipe ..................................................... 35 5.1 Objectives and Scope of the Design Project ............... 36 5.2 Description of the Proposed Design Solution .............. 38 5.3 Expectations and Conclusions ............................. 47 6 Conclusion ..................................................... 49 6.1 Summary of the Study's Findings ......................... 49 6.2 Contribution to the Field of Uid and Attention Span Research ... 50 6.3 Limitations and Areas for Improvement .................... 51 7 References .................................................... 7.1 List of Figures .......................................... 56
    Sprache: Unbestimmte Sprache
    Schlagwort(e): Academic theses
    URL: FULL
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  • 7
    UID:
    kobvindex_INTbi00005220
    Umfang: 38 pages : , illustrations ; , 21 × 29.7 cm.
    Inhalt: AI-GENERATED ABSTRACT: Abstract: The contemporary digital landscape poses a concern about the visual overstimulation of teenagers aged 14 to 18 through electronic media. This thesis aims to explore the extent and implications of media consumption among teenagers, taking into account both traditional and new media platforms. Drawing upon longitudinal studies and international surveys, it presents alarming trends in increased screen time and media multitasking over the past two decades. The research further dissects the types of electronic devices primarily utilized for media consumption, with a focus on smartphones and tablets. By examining the activities that teenagers engage in the most, such as social networking and communication with friends, this study aims to understand the ramifications of this media saturation on the mental and physical well-being of teenagers. Keywords: Visual Overstimulation, Teenagers, Media Consumption, Screen Time, Electronic Devices, Smartphones, Tablets, Social Networking, Mental Well-being, Physical Well-being
    Anmerkung: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Table of Contents ..................................... 4 1. Introduction .......................................... 5 1.1. Media and Media Consumption ............... 5 1.2. Electronic Devices ............................... 6 1.3. the View of Teens on Social Media ......... 7 1.4. the Positive Effects of Technology ......... 7 1.5. the Negative Effects of Media Use ......... 7 1.6. Research Method ................................ 9 1.7. Research Question .............................. 9 2. Main Body 2.1. Teens’ Relationship With Electronic Devices and Media 2.1.1. Stakeholder Map ....................... 11 2.1.2. Interviews ................................. 12 2.1.3. Extreme User Map ..................... 12 2.1.4. Immersion ................................. 13 2.2. Procrastination: Where Does the Problem Lie? ... 14 2.3. Addiction to Social Media and the Internet ..... 14 2.4. Addiction to Video and Mobile Games ........ 15 2.5. Why Not Just Remove the Problem? ............. 15 2.6. Bachelor Design Project: the Game Changer 2.6.1. Research on Game Design ............. 18 2.6.2. Game Development ..................... 19 2.6.3. How to Play the Game Changer? ... 32 2.7. Reflection ......................................... 33 3. Conclusion ii. References iii. Appendix A. Figures B. Images
    Sprache: Unbestimmte Sprache
    Schlagwort(e): Academic theses
    URL: FULL
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  • 8
    UID:
    kobvindex_INTbi00005185
    Umfang: 31 pages : , illustrations ; , 42 × 29.71 cm.
    Inhalt: AI-GENERATED ABSTRACT: Abstract: Attention-deficit/hyperactivity disorder (ADHD) presents challenges for individuals using modern technology, especially websites and user interfaces, due to difficulties with focus, planning, and impulse control. With a global prevalence of 2.58% to 6.76% among adults, accessibility and inclusivity in design become crucial. This research explores how graphic design principles can enhance digital experiences for individuals with ADHD, creating a more inclusive environment. The study employs semi-structured interviews and case study analyses of the White House and IRS websites, along with literature on ADHD and user interface design. The findings lead to design principles tailored for ADHD users and contribute to a redesign project for the "Berlin Service Portal" government website. Acknowledging limitations, the research aims to improve accessibility and inclusivity for individuals with ADHD. Keywords: Attention-deficit/hyperactivity disorder, ADHD, accessibility, inclusivity, graphic design, user interface design, digital experiences, design principles, semi-structured interviews, case study analysis.
    Anmerkung: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction 1.1 Scope 1.2 Methodology 1.3 Limitations 2. Theoretical Background 2.1 Adhd: Overview and Implications 2.2 User Interface 2.3 Evolution of Accessible Design 3. Challenges Faced by Adhd Users 3.1 Forgetfulness 3.2 Impulsivity 3.3 Difficulty in Navigating Complex Interfaces 3.4 Sensory Overload 4. Case Studies: Successful Implementations 4.1 the White House 4.2 Irs: Internal Revenue Service 5. Ui Design Guideline 6. Design Project: Redesign of Website Service Postal Berlin- Anmeldung Registration 7. Conclusion 8. References 9. List of Figures 10. Appendix
    Sprache: Unbestimmte Sprache
    Schlagwort(e): Academic theses
    URL: FULL
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  • 9
    UID:
    kobvindex_INT60819
    Umfang: 36 pages : , illustrations ; , 42 × 29.71 cm.
    Inhalt: AI-GENERATED ABSTRACT: Abstract: This thesis delves into the intricate relationship between user interface (UI) design and player immersion in the genre of horror video games. While a good horror game relies on elements such as narrative, sound design, and gameplay mechanics, this study posits that UI also plays a crucial role in modulating player's immersion and overall experience. Drawing upon examples from contemporary horror games like Metro 2033 Redux, Layers of Fear, and Dead by Daylight, the research aims to identify how different types of UI components can either enhance or disrupt the horror atmosphere. The core objective is to analyze the impact of UI on players' satisfaction and provide insights into how it can be optimized for a more thrilling and immersive experience. With the rise of the video game industry and advancements in technology, the thesis argues for the importance of understanding the role of UI in creating compelling horror game experiences. Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative
    Anmerkung: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction ................................................................................................................... 7 1.1 What Makes a Good Horror Game? ................................................................................. 7 1.2 Problem Statement, Relevance and Aim ........................................................................ 10 1.3 Methodology and Limitations ........................................................................................ 10 2. Behind the Fourth Wall ............................................................................................. 11 2.1 User Interface and Usability .......................................................................................... 12 2.2 Immersion ....................................................................................................................... 13 3. Diegesis Theory ............................................................................................................... 16 3.1.1 Narrative ...................................................................................................................... 16 3.1.2 the Fourth Wall ............................................................................................................ 18 3.2 Interface Components .................................................................................................... 18 3.2.1 Diegetic Components .............................................................................................. 18 3.2.2 Non-diegetic Components ...................................................................................... 20 3.2.3 Spatial Components ................................................................................................ 21 3.2.4 Meta Components ................................................................................................... 22 4. Case Studies ..................................................................................................................... 26 4.2 Game Analysis ................................................................................................................ 26 4.2.1 Metro 2033 Redux (4a Games, 2014) ....................................................................... 27 4.2.2 Layers of Fear (bloober Team, 2016) ....................................................................... 32 4.2.3 Dead by Daylight (studio Behaviour, 2016) .............................................................. 35 5. Design Project ............................................................................................................... 40 5.1 Immersed Into "the Fog". Context and Purpose ............................................................. 40 5.2 Hud Overview ............................................................................................................... 41 5.3 World Behaviour ............................................................................................................. 45 5.4 Defining the Problem Through Immersion Point of View .................................................. 46 5.5 Solution ........................................................................................................................... 47 5.6 Outcome .......................................................................................................................... 51 6. Conclusion ...................................................................................................................... 54 references ......................................................................................................................... 56 table of Figures ............................................................................................................... 58
    Sprache: Unbestimmte Sprache
    Schlagwort(e): Academic theses
    URL: FULL
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  • 10
    UID:
    kobvindex_INT60878
    Umfang: 38 pages : , illustrations ; , 21 × 29.7 cm.
    Inhalt: AI-GENERATED ABSTRACT: Abstract: The contemporary digital landscape poses a concern about the visual overstimulation of teenagers aged 14 to 18 through electronic media. This thesis aims to explore the extent and implications of media consumption among teenagers, taking into account both traditional and new media platforms. Drawing upon longitudinal studies and international surveys, it presents alarming trends in increased screen time and media multitasking over the past two decades. The research further dissects the types of electronic devices primarily utilized for media consumption, with a focus on smartphones and tablets. By examining the activities that teenagers engage in the most, such as social networking and communication with friends, this study aims to understand the ramifications of this media saturation on the mental and physical well-being of teenagers. Keywords: Visual Overstimulation, Teenagers, Media Consumption, Screen Time, Electronic Devices, Smartphones, Tablets, Social Networking, Mental Well-being, Physical Well-being
    Anmerkung: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Table of Contents ..................................... 4 1. Introduction .......................................... 5 1.1. Media and Media Consumption ............... 5 1.2. Electronic Devices ............................... 6 1.3. the View of Teens on Social Media ......... 7 1.4. the Positive Effects of Technology ......... 7 1.5. the Negative Effects of Media Use ......... 7 1.6. Research Method ................................ 9 1.7. Research Question .............................. 9 2. Main Body 2.1. Teens' Relationship With Electronic Devices and Media 2.1.1. Stakeholder Map ....................... 11 2.1.2. Interviews ................................. 12 2.1.3. Extreme User Map ..................... 12 2.1.4. Immersion ................................. 13 2.2. Procrastination: Where Does the Problem Lie? ... 14 2.3. Addiction to Social Media and the Internet ..... 14 2.4. Addiction to Video and Mobile Games ........ 15 2.5. Why Not Just Remove the Problem? ............. 15 2.6. Bachelor Design Project: the Game Changer 2.6.1. Research on Game Design ............. 18 2.6.2. Game Development ..................... 19 2.6.3. How to Play the Game Changer? ... 32 2.7. Reflection ......................................... 33 3. Conclusion ii. References iii. Appendix A. Figures B. Images
    Sprache: Unbestimmte Sprache
    Schlagwort(e): Academic theses
    URL: FULL
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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