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This article aims to supplement the three “golden rules” of rewilding – or three Cs – the Cores, Carnivores, and Corridors – by a fourth C – Compassion, in discussing the case of Oostvaardeplassen in The Netherlands. The cores refer to large, strictly protected ecologically intact areas, carnivores refer to natural predators, and corridors connect passages for fauna movements. We propose a fourth requirement: Compassion. This fourth C would ensure that any active (re)introduction must be in the interests of the individual animals involved. This article briefly explains the history of the Oostvaardeplassen project and leads into a discussion of the scientific (biological requirements of the species, area, and species fit, etc. ) and ethical (animal welfare, ecocentrism, etc.) constraints and opportunities for rewilding. All four Cs, we argue, are absent from Oostvaardeplassen, which can be considered an example of how rewilding should not be undertaken. Against this background, we propose an alternative way forward. https://www.ecos.org.uk/ecos-406-the-golden-rules-of-rewilding-examining-the-case-of-oostvaardersplassen/ LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Abstract-Architecture Compliance Checking (ACC) is an approach to verify the conformance of implemented program code to high-level models of architectural design. ACC is used to prevent architectural erosion during the development and evolution of a software system. Static ACC, based on static software analysis techniques, focuses on the modular architecture and especially on rules constraining the modular elements. A semantically rich modular architecture (SRMA) is expressive and may contain modules with different semantics, like layers and subsystems, constrained by rules of different types. To check the conformance to an SRMA, ACC-tools should support the module and rule types used by the architect. This paper presents requirements regarding SRMA support and an inventory of common module and rule types, on which basis eight commercial and non-commercial tools were tested. The test results show large differences between the tools, but all could improve their support of SRMA, what might contribute to the adoption of ACC in practice.
This study will examine how branded games in the LEGO Ninjago franchise communicate the brand narrative through their mechanical, semiotic and referential design. Digital games as communicative tools facilitate a new paradigm of marketing focusing on experience creation through integrated marketing communication plans. The LEGO brand creates highly successful games that communicate the brand effectively. To explore the possibilities and counteract the simplistic use of branded games, this study introduces an innovative framework to formally analyze branded games and their communication of a brand narrative through mechanical, semiotic and referential layers. This framework introduces formal game design to advertising studies, while dragging game studies into branded ecosystems. Using the framework, we analyze LEGO Ninjago the Movie – The Videogame, to identify how this paid digital game expands the Ninjago universe and fulfills specific marketing purposes oriented to LEGO toy sets. Our analysis shows that on a mechanical and semiotic layer, the game presents a standalone experience catering to the universe of the Ninjago movie and the values of the Ninjago brand narrative. However, by framing the whole game as LEGO – in its materiality and interactable objects – the LEGO brand narrative of creative construction informs the act of play. The referential design in these games makes use of playful disruption of rules to instill additive comprehension in the player related to purchasable sets and content.