@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{Toepfer2021, author = {Toepfer, Regina}, title = {Fertilit{\"a}t und Macht: Die Reproduktionspflicht mittelalterlicher Herrscherinnen und Herrscher}, series = {Geschlecht macht Herrschaft - Interdisziplin{\"a}re Studien zu vormoderner Macht und Herrschaft}, booktitle = {Geschlecht macht Herrschaft - Interdisziplin{\"a}re Studien zu vormoderner Macht und Herrschaft}, isbn = {978-3-8471-1343-0}, issn = {2511-0004}, doi = {10.14220/9783737013437.175}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-272123}, year = {2021}, abstract = {Fertility was a key theme of medieval rulership. To conceive and give birth to sons - and thus to ensure the succession to the throne - was one of the foremost duties of medieval kings and queens. But what happened when a male child died in infancy, no male child was born, or no pregnancy ever came about? Barrenness could have dramatic consequences in the Middle Ages, for example expulsion, divorce or conflicts over royal succession. Against this historical background, it seems logical that the fate of the childless ruler would be recounted in the form of a 'Passion narrative'. In the German literature of the Middle Ages, however, there are also interpretative models of a contrary vein to be found. In the year 1220, for instance, Ebernand of Erfurt construed the wedded life of the imperial couple Henry and Kunigunde as a tale of resistance against the royal obligation to reproduce. In his versified legend, composed in the vernacular, the couple secretly agrees not to fulfil society's expectations, but to lead a chaste marriage. Yet above and beyond legend, childless rulers were also subject to the impact of multifarious legal, religious, medical, narrative and discursive factors. Taking Michel Foucault as a point of departure, this contribution shows how fertility became a field of power on which hierarchies between rulers and subjects, men and women were negotiated, while also shedding light on how religious and secular ideals clashed in the assessment of infertility.}, subject = {Herrschaft}, language = {de} } @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{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{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{OPUS4-25117, title = {Zur Geschichte der Fach- und Wissenschaftssprachen. Identit{\"a}t, Differenz, Transfer}, editor = {Klein, Wolf Peter and Staffeldt, Sven}, isbn = {978-3-945459-40-9}, issn = {1864-9238}, doi = {10.25972/OPUS-25117}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-251173}, pages = {196}, year = {2021}, abstract = {Der Band enth{\"a}lt acht Aufs{\"a}tze zur Geschichte der Fach- und Wissenschaftssprachen. Disziplin{\"a}r geht es in erster Linie um juristische, balneologische, sprachwissenschaftliche pharmazeutische, medizinische Fach- und Wissenschaftssprachen. Dar{\"u}ber hinaus thematisiert ein Beitrag die Problematik der Fachsprachen im Rahmen der Stadtsprachenforschung, ein weiterer die Sprach- und Textpraxis von Vorlesungen.}, subject = {Fachsprache}, language = {de} } @inproceedings{OPUS4-21158, title = {Neue Materialien des Bayerischen Neolithikums 3. Tagung im Kloster Windberg vom 16. bis 18. November 2018}, editor = {Husty, Ludwig and Link, Thomas and Pechtl, Joachim}, edition = {1. Auflage}, publisher = {W{\"u}rzburg University Press}, address = {W{\"u}rzburg}, isbn = {978-3-95826-144-0}, issn = {2367-0681}, doi = {10.25972/WUP-978-3-95826-145-7}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-211585}, pages = {257}, year = {2020}, abstract = {Vom 16. bis 18. November 2018 fand im Kloster Windberg bei Straubing zum dritten Mal nach 2014 eine Tagung unter dem Titel "Neue Materialien des Bayerischen Neolithikums" statt. Dabei wurden neue, bislang unpublizierte Fundkomplexe vorgestellt und diskutiert, die alle Phasen der Jungsteinzeit vom Altneolithikum bis zum Endneolithikum abdeckten und die aus verschiedenen Landesteilen des Freistaats Bayern stammen. Mit einer diachronen und Regionen {\"u}bergreifenden Betrachtung charakteristischer Inventare aus den verschiedenen Landschaftsr{\"a}umen und Zeitabschnitten wurde das Ziel verfolgt, neues Material zu erschließen und damit die arch{\"a}ologische Quellenbasis zu erweitern und der Neolithforschung in Bayern neue Impulse zu geben. Im vorliegenden Band werden sieben der Vortr{\"a}ge dieser Tagung sowie drei Beitr{\"a}ge der vorangegangenen Arbeitstreffen zusammengestellt.}, subject = {Bayern}, language = {de} } @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{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 = {Diagnostic Accuracy of Visual Assessment of an Initial DaT-Scan in Comparison to a Fully Automatic Semiquantitative Method}, 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-162208}, pages = {626}, year = {2018}, abstract = {No abstract available.}, subject = {Parkinson-Krankheit}, language = {en} }