Die um 1060 entstandene 'Expositio' ist eine der wirkmächtigsten Hoheliederklärungen des deutschen Mittelalters in lateinischen Versen und althochdeutscher Prosa. Besonderes Interesse fand sie bisher als frühes Denkmal deutscher Schriftsprache, was sich in vorausgegangenen Editionen widerspiegelt, die entweder das durchdachte Layout des Textes auflösen oder eine handschriftliche Überlieferung detailliert abbilden. Diese Ausgabe möchte die 'Expositio' für ein breiteres Lesepublikum mit literatur- und geistesgeschichtlichen Interessen erschließen. So behält sie das dreispaltige Layout in Original und Übersetzung bei. Der Originaltext selbst wird behutsam in Orthographie und Zeichensetzung normalisert. Die Apparate bieten die wichtigsten Lesarten, den inhaltlich zugrunde liegenden Hoheliedkommentar Haimos von Auxerre ebenso wie Hinweise auf zusätzliche Quellen.
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Written in a style that is both uncomplicated and user-friendly, this new edition of "The European Commission" is an essential guide to the history and the administrative structure of the sixteenth European Commission, its policies and procedures, the new external service as well as about general and internal services. Packed with useful tables and figures, "The European Commission" will help you to understand how the machinery of this complex institution functions and how its daily work is carried out. The book provides comprehensive information on the following: - the Commission and other organizations within the EU; - the 27 Commission members; - the Directorates General and services; - the policies; - external relations, with special regard to the new external service; - general services; - internal services; - useful addresses and telephone numbers.
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· 2012
Driving is a complex task that is highly reliant on attention. Research states that distractions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on lab-based tests of visual and cognitive abilities. However, research also exists that is contrary to these findings. Some researchers suggest that methodological deficiencies could be the cause of the significant findings in the literature. With such fervor of debate on the subject, the question remains of whether players acquire skills through playing action video games and if so can these games be used as research or training tools to enhance performance on realistic tasks. To answer this question, 45 male participants were tested using psychometric measures of spatial ability (Spatial orientation and visualization) and failures of attention (Cognitive Failures Questionnaire), and then all participants drove four 10-minute drives in a driving simulator. The first drive was a practice, followed by a control drive. Participants were then distracted using a hands free phone conversation. Following that, participants completed a final control drive. Both overall video game experience and action video game experience was positively related to higher spatial ability scores. Additionally, participants with higher action game experience exhibited fewer lane deviations during driving overall, but not during the distraction condition. On the other hand, participants with higher spatial ability scores exhibited fewer lane deviations during the distraction condition, but not during the control drives. Furthermore, action video game ex-perience was not significant on the Cognitive Failures Questionnaire. Therefore, it was concluded that individuals who have higher action game experience do not show improvements on any abilities of attention tested in this study. However, higher experience action video game players may perform better in simulated environments than those with less experience.
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· 2012
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