205 research outputs found

    Corrigendum: Reduced Mu Power in Response to Unusual Actions Is Context-Dependent in 1-Year-Olds

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    During social interactions infants predict and evaluate other people’s actions. Previous behavioral research found that infants’ imitation of others’ actions depends on these evaluations and is context-dependent: 1-year-olds predominantly imitated an unusual action (turning on a lamp with one’s forehead) when the model’s hands were free compared to when the model’s hands were occupied or restrained. In the present study, we adapted this behavioral paradigm to a neurophysiological study measuring infants’ brain activity while observing usual and unusual actions via electroencephalography. In particular, we measured differences in mu power (6 – 8 Hz) associated with motor activation. In a between-subjects design, 12- to 14-month-old infants watched videos of adult models demonstrating that their hands were either free or restrained. Subsequent test frames showed the models turning on a lamp or a soundbox by using their head or their hand. Results in the hands-free condition revealed that 12- to 14-month-olds displayed a reduction of mu power in frontal regions in response to unusual and thus unexpected actions (head touch) compared to usual and expected actions (hand touch). This may be explained by increased motor activation required for updating prior action predictions in response to unusual actions though alternative explanations in terms of general attention or cognitive control processes may also be considered. In the hands-restrained condition, responses in mu frequency band did not differ between action outcomes. This implies that unusual head-touch actions compared to hand-touch actions do not necessarily evoke a reduction of mu power. Thus, we conclude that reduction of mu frequency power is context-dependent during infants’ action perception. Our results are interpreted in terms of motor system activity measured via changes in mu frequency band as being one important neural mechanism involved in action prediction and evaluation from early on

    Digitalisierung

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    Inhalt: G Digitalisierung; G.I Einführung und Resümee; G.II Stand der Digitalisierung; G.III Breitbandinternet und Betriebsgründungen; G.IV Folgen der Digitalisierung für die Arbeitswelt: Welche Berufe sich potenziell durch Computer ersetzen lassen; G.V Wirtschaft 4.0 und die Folgen für die künftige Berufsfeldstruktur ; G.VI Wirtschaft 4.0 und die Folgen für die künftige Anforderungsstruktur; G.VII Computernutzung am Arbeitsplatz; G.VIII Digitalisierung am Arbeitsplatz: Wandel der Arbeitsanforderungen und -belastungen; Interview mit IAB-Direktor Joachim Möller über die Auswirkungen der Digitalisierung auf den Arbeitsmarkt; Literatur zu Kapitel G

    An investigation in the correlation between Ayurvedic body-constitution and food-taste preference

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    World Congress Integrative Medicine & Health 2017: Part one

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    Entwicklung des DGS Feedback-Systems

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    Internal working paper for work package 07 “Grundwortschatz / Basic Vocabulary“ produced in the DGS-Korpus project

    Variation lexikalischer Einheiten in der DGS . Wie Gebärdensprachlexikographie von der Kombination zweier Methoden profitieren kann: Die Ergänzung von Korpusdaten durch Crowd Sourcing

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    Deutsche Übersetzung des Posters „Variation of DGS lexical items. What sign language lexicography can gain from a mixed method approach: Corpus data supplemented by crowd sourcing“. Diese Arbeit beschreibt den Mixed-Methods-Ansatz, Korpusdaten mit Daten aus Crowd Sourcing zu kombinieren, um eine breitere Datengrundlage für Untersuchungen zur lexikalischen Variation in der DGS (Deutsche Gebärdensprache) zu haben

    Variation of DGS lexical items. What sign language lexicography can gain from a mixed method approach: Corpus data supplemented by crowd sourcing

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    This paper describes a mixed-method approach, namely to supplement corpus data with data collected through crowd sourcing, in order to have a wider data basis for analysing lexical variation in DGS (German Sign Language)

    Experiences with a Serious Game Introducing Basic Knowledge About Renewable Energy Technologies: A Practical Implementation in a German Secondary School

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG geförderten) Allianz- bzw. Nationallizenz frei zugänglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.In this article, we describe a practical implementation of a serious game to facilitate knowledge acquisition about renewable energy technologies among youngsters, using the game Serena Supergreen and the Broken Blade. We present the quest design and an evaluation study on the research questions: (a) Did youngsters who played the game have more knowledge about renewable energy technologies compared to those who did not play the game? (b) How did students perceive the game? (c) What did the students recall from the game 11 months after playing it? The study was conducted at a German secondary school (n = 82). Youngsters who played the game had more knowledge on renewable energy technologies compared to the control group (n = 31). In a second round of data collection, 11 months after playing, a majority of students still remembered the game quests. Our results indicate that serious games are a promising approach for introducing basic knowledge about renewable energy technologies
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