At the 75th anniversary of the end of the Second World War, questions arise if contemporary audiences still find historical accounts relevant. Fundamental to understanding the relevance of stories from the war is assessing their emotional impact on leisure participants from various social groups. We used the social identity theory framework to assess differences in emotional reactions of Dutch and German visitors to stories of the Second World War presented at a Dutch museum exhibit. Emotional reactions were measured using physiological signals of heart rate and heart rate variability as well as self-report. Emotions experienced were mixed and often, but not always, different between Dutch and German participants. Patterns in the physiological and self-report data differed. Many of the significant differences were generally consistent with a collective guilt account of German social identity, but the findings as a whole were more complex than could be predicted by existing social identity accounts. Specifically, participants did not simply categorize themselves with either national or human identities of characters based on what their respective stories emphasized. We conclude that stories of the Second World War are still relevant, but touch on audiences’ nationalities in a complex way, beyond simple historical categories.
From the article: The ‘Axiomatic Design Methodology’ uses ‘Axioms’ that cannot be proven nor derived from physical phenomena. The axioms serve as guidelines for the design process of products and systems. The latest contribution was the addition of the ‘Complexity Axiom’ in 1999. However, the underlying theory of complexity did not get much traction by designers and their managers yet. It emphasises difficulties in the design, not primarily focussing on solutions. The ‘Theory of Complexity’ is converted to a ‘Theory of Maturity’ in this paper. It is supported with a graphical way to plot maturity as it develops. It visualises the results in a way that can be understood by all entities in a company, engineers, managers, and executives. Understanding the maturity of a system enables selection of the right measures to control it. Visualisation enables communication between the interacting parties. If successful development trajectories are understood, eventually from earlier experience, even better corrective actions can be applied. The method appears an affirmative way to graphically represent progression in design, thus presenting advances in a positive context. Though positively presented, it is not the case that the method hides problems; presumed and legitimate project progression can be quite different, which challenges the designer to understand the process. In this way, the method sends out a continuous warning to stay critical on design choices made.
This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.