@inproceedings{OPUS4-31720, title = {Abstracts of the Wuertual Reality XR Meeting 2023}, editor = {Neumann, Isabel and Gado, Sabrina and K{\"a}thner, Ivo and Hildebrandt, Lea and Andreatta, Marta}, edition = {korrigierte Auflage}, doi = {10.25972/OPUS-31720}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-317203}, pages = {76}, year = {2023}, abstract = {The Wuertual Reality XR Meeting 2023 was initiated to bring together researchers from many fields who use VR/AR/XR. There was a focus on applied XR and social VR. In this conference band, you can find the abstracts of the two keynotes, the 34 posters and poster pitches, the 29 talks and the four workshops.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{FoersterGrafe2023, author = {F{\"o}rster, Kristina and Grafe, Silke}, title = {Fostering Teacher Educators' Intercultural Media-Related Competencies Using a Social VR Environment}, series = {Proceedings of Society for Information Technology \& Teacher Education International Conference}, booktitle = {Proceedings of Society for Information Technology \& Teacher Education International Conference}, editor = {Langran, Elizabeth and Christensen, Peter and Sanson, Jarrod}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-322310}, pages = {2547-2557}, year = {2023}, abstract = {Recent studies suggest that teacher educators require intercultural media-related educational competencies to respond to contemporary and future educational needs. However, necessary professional development concepts, which are aimed at fostering these competencies, are underrepresented in current teacher education research. This study reports on the results of a case study within a Design-Based-Research project aimed at designing, implementing and evaluating a professional development concept to foster teacher educators' intercultural media-related competencies. A remote workshop using a Social VR environment was conducted with a convenience sample of 10 teacher educators. Data collected through a qualitative pre-post survey and a focus group was interpreted through qualitative content analysis. Findings showed intercultural aspects were addressed in several domains as well as an increased ability to evaluate potentials and risks related to interculturally focused teaching and learning with Social VR.}, subject = {Interkulturelles Lernen}, language = {en} } @inproceedings{OPUS4-31528, title = {Abstracts of the Wuertual Reality XR Meeting 2023}, editor = {Neumann, Isabel and Gado, Sabrina and K{\"a}thner, Ivo and Hildebrandt, Lea and Andreatta, Marta}, doi = {10.25972/OPUS-31528}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-315285}, pages = {76}, year = {2023}, abstract = {The Wuertual Reality XR Meeting 2023 was initiated to bring together researchers from many fields who use VR/AR/XR. There was a focus on applied XR and social VR. In this conference band, you can find the abstracts of the two keynotes, the 34 posters and poster pitches, the 29 talks and the four workshops.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{AbendscheinDesaiAstell2023, author = {Abendschein, Robin and Desai, Shital and Astell, Arlene J.}, title = {Towards Accessibility Guidelines for the Metaverse : A Synthesis of Recommendations for People Living With Dementia}, series = {Conference on Human Factors in Computing Systems (CHI'23) : Workshop "Towards an Inclusive and Accessible Metaverse"}, booktitle = {Conference on Human Factors in Computing Systems (CHI'23) : Workshop "Towards an Inclusive and Accessible Metaverse"}, doi = {10.25972/OPUS-32019}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-320199}, pages = {6}, year = {2023}, abstract = {Given the growing interest of corporate stakeholders in Metaverse applications, there is a need to understand accessibility of these technologies for marginalized populations such as people living with dementia to ensure inclusive design of Metaverse applications. We assessed the accessibility of extended reality technology for people living with mild cognitive impairment and dementia to develop accessibility guidelines for these technologies. We used four strategies to synthesize evidence for barriers and facilitators of accessibility: (1) Findings from a non-systematic literature review, (2) guidelines from well-researched technology, (3) exploration of selected mixed reality technologies, and (4) observations from four sessions and video data of people living with dementia using mixed reality technologies. We utilized template analysis to develop codes and themes towards accessibility guidelines. Future work can validate our preliminary findings by applying them on video recordings or testing them in experiments.}, subject = {CHI Conference}, 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{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{FoersterHeinGrafeetal.2021, author = {F{\"o}rster, Kristina and Hein, Rebecca and Grafe, Silke and Latoschik, Marc Erich and Wienrich, Carolin}, title = {Fostering Intercultural Competencies in Initial Teacher Education: Implementation of Educational Design Prototypes Using a Social Virtual Reality Environment}, series = {Proceedings of Innovate Learning Summit}, booktitle = {Proceedings of Innovate Learning Summit}, editor = {Basteans, Theo}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-260586}, pages = {95-108}, year = {2021}, abstract = {The combination of globalization and digitalization emphasizes the importance of media-related and intercultural competencies of teacher educators and preservice teachers. This article reports on the initial prototypical implementation of a pedagogical concept to foster such competencies of preservice teachers. The proposed pedagogical concept utilizes a social virtual reality (VR) framework since related work on the characteristics of VR has indicated that this medium is particularly well suited for intercultural professional development processes. The development is integrated into a larger design-based research approach that develops a theory-guided and empirically grounded professional development concept for teacher educators with a special focus on teacher educator technology competencies (TETC8). TETCs provide a suitable competence framework capable of aligning requirements for both media-related and intercultural competencies. In an exploratory study with student teachers, we designed, implemented, and evaluated a pedagogical concept. Reflection reports were qualitatively analyzed to gain insights into factors that facilitate or hinder the implementation of the immersive learning scenario as well as into the participants' evaluation of their learning experience. The results show that our proposed pedagogical concept is particularly suitable for promoting the experience of social presence, agency, and empathy in the group.}, subject = {Interkulturelles Lernen}, 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{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} }