@inproceedings{FoersterGrafe2021, author = {F{\"o}rster, Kristina and Grafe, Silke}, title = {ICT-related Educational Competencies of Teacher Educators from an Intercultural Perspective. A Systematic Analysis of Competency Frameworks}, series = {Proceedings of Society for Information Technology \& Teacher Education International Conference}, booktitle = {Proceedings of Society for Information Technology \& Teacher Education International Conference}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-260577}, pages = {1-8}, year = {2021}, abstract = {Both research and policy indicate the importance of considering ICT-related and intercultural competence development in education together. Teacher educators play a significant role in the development of these related competencies. The aim of this study is to analyze ICT- related competence frameworks addressing teacher educators, focusing on how they incorporate intercultural considerations. We analyze four internationally recognized models—Teacher Educator Technology Competencies (TETCs), DigCompEdu, Jisc Digital Capabilities, and Media Didactica—showing that with the TETCs important steps have been taken to integrate both discourses, while the other frameworks treat aspects related to culture as isolated phenomena. In TETC 8, the global dimension is represented by a specific competency, which is also differentiated into specific areas of competence. This offers a strong starting point for further international discourse, in terms of both the diversification of underlying theoretical concepts and approaches to culturally responsive education. Further research is needed to investigate how professional development can meet the needs of teacher educators in a global context.}, subject = {Interkulturelles Lernen}, language = {en} } @inproceedings{EppleeLangbehn2021, author = {Eppl{\´e}e, Rafael and Langbehn, Eike}, title = {Overlapping Architecture: Implementation of Impossible Spaces in Virtual Reality Games}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-246045}, pages = {37-46}, year = {2021}, abstract = {Natural walking in virtual reality games is constrained by the physical boundaries defined by the size of the player's tracking space. Impossible spaces, a redirected walking technique, enlarge the virtual environment by creating overlapping architecture and letting multiple locations occupy the same physical space. Within certain thresholds, this is subtle to the player. In this paper, we present our approach to implement such impossible spaces and describe how we handled challenges like objects with simulated physics or precomputed global illumination.}, language = {en} } @inproceedings{TrumanvonMammen2021, author = {Truman, Samuel and von Mammen, Sebastian}, title = {Interactive Self-Assembling Agent Ensembles}, series = {Proceedings of the 1st Games Technology Summit}, booktitle = {Proceedings of the 1st Games Technology Summit}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-246032}, pages = {29-36}, year = {2021}, abstract = {In this paper, we bridge the gap between procedural content generation (PCG) and user-generated content (UGC) by proposing and demonstrating an interactive agent-based model of self-assembling ensembles that can be directed though user input. We motivate these efforts by considering the opportunities technology provides to pursue game designs based on according game design frameworks. We present three different use cases of the proposed model that emphasize its potential to (1) self-assemble into predefined 3D graphical assets, (2) define new structures in the context of virtual environments by self-assembling layers on the surfaces of arbitrary 3D objects, and (3) allow novel structures to self-assemble only considering the model's configuration and no external dependencies. To address the performance restrictions in computer games, we realized the prototypical model implementation by means of an efficient entity component system (ECS). We conclude the paper with an outlook on future steps to further explore novel interactive, dynamic PCG mechanics and to ensure their efficiency.}, language = {en} } @inproceedings{DaviesDewellHarvey2021, author = {Davies, Richard and Dewell, Nathan and Harvey, Carlo}, title = {A framework for interactive, autonomous and semantic dialogue generation in games}, series = {Proceedings of the 1st Games Technology Summit}, booktitle = {Proceedings of the 1st Games Technology Summit}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-246023}, pages = {16-28}, year = {2021}, abstract = {Immersive virtual environments provide users with the opportunity to escape from the real world, but scripted dialogues can disrupt the presence within the world the user is trying to escape within. Both Non-Playable Character (NPC) to Player and NPC to NPC dialogue can be non-natural and the reliance on responding with pre-defined dialogue does not always meet the players emotional expectations or provide responses appropriate to the given context or world states. This paper investigates the application of Artificial Intelligence (AI) and Natural Language Processing to generate dynamic human-like responses within a themed virtual world. Each thematic has been analysed against humangenerated responses for the same seed and demonstrates invariance of rating across a range of model sizes, but shows an effect of theme and the size of the corpus used for fine-tuning the context for the game world.}, language = {en} } @inproceedings{SanusiKlemke2021, author = {Sanusi, Khaleel Asyraaf Mat and Klemke, Roland}, title = {Immersive Multimodal Environments for Psychomotor Skills Training}, series = {Proceedings of the 1st Games Technology Summit}, booktitle = {Proceedings of the 1st Games Technology Summit}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-246016}, pages = {9-15}, year = {2021}, abstract = {Modern immersive multimodal technologies enable the learners to completely get immersed in various learning situations in a way that feels like experiencing an authentic learning environment. These environments also allow the collection of multimodal data, which can be used with artificial intelligence to further improve the immersion and learning outcomes. The use of artificial intelligence has been widely explored for the interpretation of multimodal data collected from multiple sensors, thus giving insights to support learners' performance by providing personalised feedback. In this paper, we present a conceptual approach for creating immersive learning environments, integrated with multi-sensor setup to help learners improve their psychomotor skills in a remote setting.}, language = {en} } @inproceedings{KlemkeSanusiRose2021, author = {Klemke, Roland and Sanusi, Khaleel Asyraaf Mat and Rose, Melina}, title = {Immersive Game Technologies for Innovative Education - A Method for Experimental Interdisciplinary Technology Transfer}, series = {Proceedings of the 1st Games Technology Summit}, booktitle = {Proceedings of the 1st Games Technology Summit}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-245843}, pages = {1-8}, year = {2021}, abstract = {Immersive, sensor-enabled technologies such as augmented and virtual reality expand the way human beings interact with computers significantly. While these technologies are widely explored in entertainment games, they also offer possibilities for educational use. However,their uptake in education is so far very limited. Within the ImTech4Ed project, we aim at systematically exploring the power of interdisciplinary, international hackathons as a novel method to create immersive educational game prototypes and as a means to transfer these innovative technical prototypes into educational use. To achieve this, we bring together game design and development, where immersive and interactive solutions are designed and developed; computer science, where the technological foundations for immersive technologies and for scalable architectures for these are created; and teacher education, where future teachers are educated. This article reports on the concept and design of these hackathons.}, language = {en} } @inproceedings{OPUS4-24577, title = {Proceedings of the 1st Games Technology Summit}, editor = {von Mammen, Sebastian and Klemke, Roland and Lorber, Martin}, isbn = {978-3-945459-36-2}, doi = {10.25972/OPUS-24577}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-245776}, pages = {vi, 46}, year = {2021}, abstract = {As part of the Clash of Realities International Conference on the Technology and Theory of Digital Games, the Game Technology Summit is a premium venue to bring together experts from academia and industry to disseminate state-of-the-art research on trending technology topics in digital games. In this first iteration of the Game Technology Summit, we specifically paid attention on how the successes in AI in Natural User Interfaces have been impacting the games industry (industry track) and which scientific, state-of-the-art ideas and approaches are currently pursued (scientific track).}, subject = {Veranstaltung}, language = {en} } @inproceedings{OPUS4-17720, title = {Texts, Animals, Environments: Zoopoetics and Ecopoetics}, editor = {Middelhoff, Frederike and Sch{\"o}nbeck, Sebastian and Borgards, Roland and Gersdorf, Catrin}, edition = {1. Auflage}, publisher = {Rombach Druck- und Verlagshaus}, address = {Freiburg i. Br.}, issn = {978-3-7930-9928-4}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-177209}, pages = {359}, year = {2019}, abstract = {Texts, Animals, Environments. Zoopoetics and Ecopoetics probes the multiple links between ecocriticism and animal studies, assessing the relations between animals, environments and poetics. While ecocriticism usually relies on a relational approach to explore phenomena related to the environment or ecology more broadly, animal studies tends to examine individual or species-specific aspects. As a consequence, ecocriticism concentrates on ecopoetical, animal studies on zoopoetical elements and modes of representation in literature (and the arts more generally). Bringing key concepts of ecocriticism and animal studies into dialogue, the volume explores new ways of thinking about and reading texts, animals, and environments - not as separate entities but as part of the same collective.}, language = {en} } @inproceedings{WernerChenHiranoetal.2018, author = {Werner, Rudolf A. and Chen, Xinyu and Hirano, Mitsuru and Nose, Naoko and Lapa, Constantin and Javadi, Mehrbod S. and Higuchi, Takahiro}, title = {The Impact of Ageing on [\(^{11}\)C]meta-Hydroxyephedrine Uptake in the Rat Heart}, series = {Journal of Nuclear Medicine}, volume = {59}, booktitle = {Journal of Nuclear Medicine}, number = {Supplement No 1}, issn = {0161-5505}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-162228}, pages = {100}, year = {2018}, abstract = {No abstract available.}, subject = {Positronen-Emissions-Tomografie}, language = {en} } @inproceedings{WernerMarcusSheikhbahaeietal.2018, author = {Werner, Rudolf A. and Marcus, Charles and Sheikhbahaei, Sara and Higuchi, Takahiro and Solnes, Lilja B. and Rowe, Steven P. and Buck, Andreas K. and Lapa, Constantin and Javadi, Mehrbod S.}, title = {The Impact of Ageing on Dopamine Transporter Imaging}, series = {Journal of Nuclear Medicine}, volume = {59}, booktitle = {Journal of Nuclear Medicine}, number = {Supplement No 1}, issn = {0161-5505}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-162213}, pages = {1646}, year = {2018}, abstract = {No abstract available.}, subject = {Parkinson-Krankheit}, language = {en} }