354 research outputs found

    vascoda.de and the system of the German virtual subject libraries

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    vascoda.de is a German internet portal for everyone looking for scientific and scholarly information. It offers user-friendly access to reliable information and full texts from an extremely wide range of different subject areas. vascoda.de is based on a system of virtual subject libraries like, for example, econbiz.de, the virtual library for economics and business studies. These virtual libraries deliver the content being presented in vascoda.de and they also offer additional services and content not being part of vascoda.de

    Dynamics of Social Play

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    Digital games have become a social medium. Players are often socially motivated to play games and actively seek out games that offer social interactions. Early studies on games such as World of Warcraft demonstrate that players can form meaningful bonds within the game. Catering to this trend, most game titles now include multiplayer experiences in their gameplay. Despite the growing popularity of social elements within play, we still have little empirically-founded guidance on how to effectively design for social experiences. If we want to design for social play, we have to understand what makes games social. What are the properties of play that are responsible for facilitating social ties between players? We address this question by synthesizing the exiting literature on design recommendations for social play into identify overarching properties of play that we think are the most prolific in literature: cooperation and interdependence. We perform two experimental studies demonstrating how games facilitate trust between players and how cooperation and interdependence are crucial properties of social play. Furthermore, we validate our framework in a field study, investigating the experiences within games that predict in-game social capital. We demonstrate that interdependence and toxicity are strongly linked to the social capital our participants experience in their gaming communities. We also illustrate how in-game social capital is negatively associated with feelings of loneliness and positively associated with need satisfaction of relatedness outside of the context of play. Overall, our findings emphasize how strongly the experiences within the game affect the social ties that emerge from play, suggesting that informed design choices are crucial for the success of social games. This dissertation also contributes to the ongoing debate about the effects that in-game relationships have on the player’s mental health—we show a strong positive link between in-game social capital and markers for psychological well-being. It is easy to disregard in-game relationships, as they are fundamentally distinct from the in-person ones we think of as natural. Yet we cannot ignore the emergence of digital games as a social medium. The more we understand the underlying elements of social play, the better we can design games that bring people closer together

    Hypoxic Upregulation of ARNT (HIF-1ÎČ): A Cell-Specific Attribute with Clinical Implications

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    According to the current point of view described in the literature, the transcription factor aryl hydrocarbon receptor nuclear translocator (ARNT), also designated as hypoxia‐inducible factor (HIF)‐1ÎČ, is constitutively expressed and not influenced by oxygen tension. However, a study published two decades ago provided early evidence regarding a hypoxia‐dependent ARNT upregulation. This finding was subsequently challenged and neglected. Until now, only a limited number of publications focus on the regulation of ARNT in hypoxia. Therefore, appropriate studies and the putative mechanism mediating this cellular attribute are discussed. The advantages of an elevated ARNT expression level in tumour cells are delineated. This chapter provides an overview of hypoxia‐inducible ARNT as an emerging concept in HIF biology

    Rechtliche Aspekte des Forschungsdatenmanagements Eine EinfĂŒhrung

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    Die Darstellung der rechtlichen Aspekte des Forschungsdatenmanagements ist vom C3RDM Competence Center of Research Data Management an der UniversitÀt zu Köln herausgegeben und soll einen ersten Einblick in die rechtlichen Fragestellungen bieten

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    Publikationsservices im Dienstleistungsportfolio von Hochschulbibliotheken. Eine (Neu-)Verortung in der wissenschaftlichen Publikationskette

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    Nahezu alle Hochschulbibliotheken haben inzwischen ihre klassische Grund­aufgabe der Informations- und Literaturversorgung um Dienstleistungen rund um die PublikationstĂ€tigkeit der eigenen Hochschule erweitert. Hochschul­schriften­server sind seit langem Standard, andere Dienstleistungen wie Hochschulbibliographien, UniversitĂ€tsverlage, Forschungs­daten­management und Bibliometrie sind hingegen noch nicht sehr verbreitet. Auffallend ist jedoch, dass die meisten Hochschul­bibliotheken ihre Publikationsdienst­leistungen weder als wichtiges Standbein im Dienstleistungsportfolio offensiv vermarkten noch als zusammengehöriges Dienstleistungspaket verstehen, in dem einzelne Bausteine aufeinander aufbauen können. Eine strategische (Neu-)Verortung könnte wesentlich dazu beitragen, dass die Wissenschaftlerinnen und Wissenschaftler die Hochschulbibliothek (wieder) als wichtige Dienstleistungseinrichtung wahrnehmen. Almost all university libraries have by now expanded their conventional field of activity – provision with literature and information – and provide a number of services in the context of the university's publication processes. Institutional repositories have become standard while other services such as university bibliographies, university presses, research data management and biblio­metrics are less widespread. Nevertheless, it is remarkable that most university libraries neither actively market their publication services nor consider them an important portfolio in its own right, with complementary modules. A new strategic orientation could help to make scholars recognize the university libraries as important service providers (again)

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    Die Nutzer werden nicht gefragt: nonreaktive Methoden der bibliothekarischen Nutzerforschung

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    Wenn von Nutzerforschung in Bibliotheken die Rede ist, so denkt man in der Regel zunĂ€chst an Befragungen unterschiedlichster Art, angefangen vom klassischen Fragebogen bis zu Tiefeninterviews oder Fokusgruppen-GesprĂ€chen. Mit den nonreaktiven Methoden der Nutzerforschung steht inErgĂ€nzung dazu ein breites Instrumentarium zur VerfĂŒgung, um Erkenntnisse ĂŒber das Verhalten unserer Nutzerinnen und Nutzer zu gewinnen, ohne sie selbst unmittelbar befragen zu mĂŒssen.Dieser Artikel bietet einen Überblick ĂŒber bekannte und bisher weniger bekannte Anwendungen nonreaktiver Nutzerforschung in Bibliotheken.User research in libraries is usually understood as the usage of different types of surveys, i.e. questionnaires, qualitative interviews or focus-group interviews. Non-reactive methods of user research offer different instruments to learn more about the behaviour of our users, without having to ask them directly. This article provides an overview of known and (so far) lesser known scenarios for nonreactive user research in libraries
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