@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{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{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} }