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  • Undetermined  (14)
  • Berlin International  (8)
  • Alice Salomon HS  (6)
  • AFZ
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  • 1
    UID:
    b3kat_BV005759175
    Format: 52 S.
    Language: Undetermined
    Subjects: General works
    RVK:
    Keywords: Gesprächsführung
    Author information: Müller, Eberhard 1906-1989
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  • 2
    Online Resource
    Online Resource
    Bad Heilbrunn : Verlag Julius Klinkhardt
    UID:
    b3kat_BV047412161
    Format: 1 Online-Ressource (307 Seiten)
    Edition: 1st ed
    ISBN: 9783781558519
    Content: Das Thema des Bandes zur gleichnamigen Konferenz LEAR 2019 ist seit Jahrzehnten bereits ein sehr Fundamentales und wird dies noch lange Zeit bleiben: Der Spracherwerb von Kindern direkt vor, im und direkt nach dem Grundschulalter. Mythen und Missverständnisse um den kindlichen Spracherwerb, sowie der uneinheitliche Beginn des Fremdsprachenlernens im Primarbereich als politische Verfügungsmasse in einzelnen Bundesländern kehren nahezu turnusgemäß trotz mittlerweile substantieller Befundlage zurück in die nationale Bildungsdiskussion. Zwölf forschungsstarke ExpertInnen auf dem Gebiet des frühen Fremdsprachenerwerbs dokumentieren im Konferenzband mit ihren Beiträgen ein ganz anderes Bild von Kindern und ihren Möglichkeiten und liefern dafür auch empirische Belege. Weitere geladene Gäste der Konferenz, selbst Spezialistinnen und Spezialisten aus Schule, Schulaufsicht oder Universität, ergänzen das Line-up der Forschungsberichte um wertvolle didaktische Beiträge. Dieser Band dokumentiert die Kapitel entweder in deutscher oder englischer Sprache und zeigt, wie forschungsstark sich die Community im Themenbereich des frühen (Fremd-)Sprachenlernens mittlerweile aufgestellt hat
    Language: Undetermined
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 3
    UID:
    b3kat_BV024764799
    Format: XXIV, 711 S.
    ISBN: 3406495176
    Series Statement: Beck'sche Gesetzestexte Kommentar
    In: 2
    Language: Undetermined
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  • 4
    Book
    Book
    Köln : Böhlau
    UID:
    b3kat_BV005199914
    Format: 91 S.
    Series Statement: Maske und Kothurn. 19,1.
    Note: Einzelaufn. zu e. Zs.-Bd.
    Language: Undetermined
    Keywords: Jugendtheater
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  • 5
    UID:
    b3kat_BV047429099
    Format: 1 Online-Ressource (269 Seiten) , 2 b&w halftones, 2 color halftones
    Edition: 1st ed
    ISBN: 9783846762622
    Content: Schon beim frühesten Auftauchen des lateinischen Wortes »Potentialis« lässt sich eine entscheidende Ambiguität beobachten: Einerseits bezeichnet »Potential« etwas, das noch nicht aktuell ist, aber sein könnte, andererseits stellt »Potential« ein Merkmal der Macht und der Mächtigen dar. Diese Unschärfe und Doppelung ist nicht bloß ein sprachliches Merkmal, sondern hängt mit der Komplexität und gesellschaftlichen Reichweite symbolischer Praktiken zusammen. Im Kern geht es um die Materialität des menschlichen Potentials als eine Grundbedingung des Regierens. In interdisziplinären Fallstudien zur Transformation von Subjekten und gouvernementalen Kulturtechniken rekonstruiert der Band die Genealogie der Regierung von Kollektiven und Individuen in Spätantike, Mittelalter und Neuzeit. Hierbei zeigt sich eine der Urszenen der Biopolitik schon in mittelalterlichen Klöstern als menschlichen Perfektionsmaschinen und nicht erst im quantifizierenden Licht der Aufklärung. Zudem betonen neuzeitliche Verflechtungen von Literatur und Kunst mit Recht und Ordnung die gouvernementale Qualität ebenso umfassender wie unscharfer symbolischer Setzungen, die auch in Zeiten funktionaler Differenzierung noch fortwirken. Über die Zeiten hinweg erweist sich die Administration von Menschengekoppelt an das Versprechen von Sicherheit
    Note: Wilhelm Fink
    Language: Undetermined
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 6
    UID:
    kobvindex_INTbi00005189
    Format: 36 pages : , illustrations ; , 42 × 29.71 cm.
    Content: 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
    Note: 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
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    kobvindex_INTbi00005224
    Format: 62 pages : , illustrations ; , 21 × 29.7 cm.
    Content: 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
    Note: 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
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 8
    UID:
    kobvindex_INTbi00005220
    Format: 38 pages : , illustrations ; , 21 × 29.7 cm.
    Content: 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
    Note: 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
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 9
    UID:
    kobvindex_INTbi00005185
    Format: 31 pages : , illustrations ; , 42 × 29.71 cm.
    Content: 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.
    Note: 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
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 10
    UID:
    kobvindex_INT60819
    Format: 36 pages : , illustrations ; , 42 × 29.71 cm.
    Content: 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
    Note: 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
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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