19 research outputs found

    Data management in the asylum procedure in Germany: Study by EMN Germany for the European Migration Network

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    Die EMN-Studie thematisiert, wann welche Daten von welcher Behörde im Asylverfahren erfasst und in welchen Datenbanken zu welchem Zweck gespeichert werden. Zudem werden wichtige datenschutzrechtliche und datenqualitätssichernde Maßnahmen beschrieben. Daten von Asylsuchenden und Asylantragstellenden werden sowohl zum Zweck der Identitätsfeststellung und -sicherung, zur Überprüfung der Schutzbedürftigkeit, als auch zu verwaltungsspezifischen sowie integrations- und sicherheitsrelevanten Zwecken im Asylverfahren erfasst.Data of asylum seekers and asylum applicants are collected for the purpose of establishing and documenting identity, verifying the need for protection, as well as for administrative, integration and security-related purposes

    Evaluating Musical Foreshadowing of Videogame Narrative Experiences

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    We experiment with mood-expressing, procedurally gener-ated music for narrative foreshadowing in videogames, in-vestigating the relationship between music and the player’s experience of narrative events in a game. We designed and conducted a user study in which the game’s music expresses true foreshadowing in some trials (e.g. foreboding music before a negative event) and false foreshadowing in others (e.g. happy music that does not lead to a positive event). We observed players playing the game, recorded analytics data, and had them complete a survey upon completion of the gameplay. Thirty undergraduate and graduate students participated in the study. Statistical analyses suggest that the use of musical cues for narrative foreshadowing induces a better perceived consistency between music and game narra-tive. Surprisingly, false foreshadowing was found to enhance the player’s enjoyment

    Incidence of Hypertension in Korea: 5-Year Follow-up Study

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    Limited data are available about the incidence of hypertension over the 5-yr in non-hypertensive subjects. The study subjects were 1,806 subjects enrolled in a rural area of Daegu, Korea for a cohort study from August to November 2003. Of them, 1,287 (71.3%) individuals had another examination 5 yr later. To estimate the incidence of hypertension, 730 non-hypertensive individuals (265 males; mean age = 56.6 ± 11.1 yr-old) at baseline examination were analyzed in this study. Hypertension was defined as either a new diagnosis of hypertension or self-reports of newly initiated antihypertensive treatment; prehypertension was if the systolic blood pressure was 120-139 mmHg and/or diastolic blood pressure was 80-89 mmHg. During the 5-yr follow-up, 195 (26.7%) non-hypertensive individuals developed incident hypertension. The age-adjusted 5-yr incidence rates of hypertension were 22.9% (95% confidence interval [CI] = 19.9-29.0) in overall subjects, 22.2% (95% CI = 17.2-27.2) in men, and 24.3% (95% CI = 20.4-28.2) in women. The incidence rates of hypertension significantly increased with age. In the multivariate analysis, prehypertension (Odds ratio [OR] 2.25; P < 0.001) and older age (OR 2.26; P = 0.010) were independent predictors for incident hypertension. In this rapidly aging society, population-based preventive approach to decrease blood pressure, particularly in subjects with prehypertension, is needed to reduce hypertension

    User Experience of a Digital Fashion Show: Exploring the Effectiveness of Interactivity in Virtual Reality

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    A virtual reality (VR) environment is different from the generally produced video-based experience, as it creates an interactive user experience (UX) by allowing the users to respond to operations or commands using various input devices. In particular, as existing analog-type fashion shows that have limitations in space and time have evolved into digital fashion shows that include interaction, the importance of the naturalness of interaction and visual expression is being emphasized in UX research. However, study cases that maximize user immersion through the interaction of visual changes in the stage and clothes of a digital fashion show are scarce. As such, this study introduces an interactive VR fashion show to analyze the impact of interaction on the UX in a VR environment. In the design of the interactive VR fashion show, various interaction elements that affect the UX are selected and the scope of UX application is suggested. In addition, by utilizing a commercial game engine, the production process necessary to simulate an existing fashion show is shown step-by-step. The user test in this study is examined in-depth by dividing the evaluation of the user into a two-step survey, and the results are objectively verified through a statistical analysis

    Automated story generation with multiple internal focalization

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