Dokument-ID Dokumenttyp Verfasser/Autoren Herausgeber Haupttitel Abstract Auflage Verlagsort Verlag Erscheinungsjahr Seitenzahl Schriftenreihe Titel Schriftenreihe Bandzahl ISBN Quelle der Hochschulschrift Konferenzname Quelle:Titel Quelle:Jahrgang Quelle:Heftnummer Quelle:Erste Seite Quelle:Letzte Seite URN DOI Abteilungen OPUS4-26058 Konferenzveröffentlichung Förster, Kristina; Hein, Rebecca; Grafe, Silke; Latoschik, Marc Erich; Wienrich, Carolin Basteans, Theo Fostering Intercultural Competencies in Initial Teacher Education: Implementation of Educational Design Prototypes Using a Social Virtual Reality Environment 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. 2021 95-108 Proceedings of Innovate Learning Summit urn:nbn:de:bvb:20-opus-260586 Institut für Informatik OPUS4-24604 Konferenzveröffentlichung Epplée, Rafael; Langbehn, Eike Overlapping Architecture: Implementation of Impossible Spaces in Virtual Reality Games 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. 2021 37-46 urn:nbn:de:bvb:20-opus-246045 Institut für Informatik OPUS4-24603 Konferenzveröffentlichung Truman, Samuel; von Mammen, Sebastian Interactive Self-Assembling Agent Ensembles 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. 2021 29-36 Proceedings of the 1st Games Technology Summit urn:nbn:de:bvb:20-opus-246032 Institut für Informatik OPUS4-24602 Konferenzveröffentlichung Davies, Richard; Dewell, Nathan; Harvey, Carlo A framework for interactive, autonomous and semantic dialogue generation in games 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. 2021 16-28 Proceedings of the 1st Games Technology Summit urn:nbn:de:bvb:20-opus-246023 Institut für Informatik OPUS4-24601 Konferenzveröffentlichung Sanusi, Khaleel Asyraaf Mat; Klemke, Roland Immersive Multimodal Environments for Psychomotor Skills Training 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. 2021 9-15 Proceedings of the 1st Games Technology Summit urn:nbn:de:bvb:20-opus-246016 Institut für Informatik OPUS4-24584 Konferenzveröffentlichung Klemke, Roland; Sanusi, Khaleel Asyraaf Mat; Rose, Melina Immersive Game Technologies for Innovative Education - A Method for Experimental Interdisciplinary Technology Transfer 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. 2021 1-8 Proceedings of the 1st Games Technology Summit urn:nbn:de:bvb:20-opus-245843 Institut für Informatik OPUS4-24577 Konferenzveröffentlichung von Mammen, Sebastian; Klemke, Roland; Lorber, Martin Proceedings of the 1st Games Technology Summit 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). 2021 vi, 46 978-3-945459-36-2 urn:nbn:de:bvb:20-opus-245776 10.25972/OPUS-24577 Institut für Informatik OPUS4-14333 Konferenzveröffentlichung Jannidis, Fotis; Reger, Isabella; Weimer, Lukas; Krug, Markus; Puppe, Frank Automatische Erkennung von Figuren in deutschsprachigen Romanen Eine wichtige Grundlage für die quantitative Analyse von Erzähltexten, etwa eine Netzwerkanalyse der Figurenkonstellation, ist die automatische Erkennung von Referenzen auf Figuren in Erzähltexten, ein Sonderfall des generischen NLP-Problems der Named Entity Recognition. Bestehende, auf Zeitungstexten trainierte Modelle sind für literarische Texte nur eingeschränkt brauchbar, da die Einbeziehung von Appellativen in die Named Entity-Definition und deren häufige Verwendung in Romantexten zu einem schlechten Ergebnis führt. Dieses Paper stellt eine anhand eines manuell annotierten Korpus auf deutschsprachige Romane des 19. Jahrhunderts angepasste NER-Komponente vor. 2015 7 urn:nbn:de:bvb:20-opus-143332 Institut für Informatik OPUS4-11449 Konferenzveröffentlichung Ali, Qasim; Montenegro, Sergio A Simple Approach to Quadrocopter Formation Flying Test Setup for Education and Development A simple test setup has been developed at Institute of Aerospace Information Technology, University of Würzburg, Germany to realize basic functionalities for formation flight of quadrocopters. The test environment is planned to be utilized for developing and validating the algorithms for formation flying capability in real environment as well as for education purpose. An already existing test bed for single quadrocopter was extended with necessary inter-communication and distributed control mechanism to test the algorithms for formation flights in 2 degrees of freedom (roll / pitch). This study encompasses the domain of communication, control engineering and embedded systems programming. Bluetooth protocol has been used for inter-communication between two quadrocopters. A simple approach of PID control in combination with Kalman filter has been exploited. MATLAB Instrument Control Toolbox has been used for data display, plotting and analysis. Plots can be drawn in real-time and received information can also be stored in the form of files for later use and analysis. The test setup has been developed indigenously and at considerably low cost. Emphasis has been placed on simplicity to facilitate students learning process. Several lessons have been learnt during the course of development of this setup. Proposed setup is quite flexible that can be modified as per changing requirements. International Academy of Technology, Education and Development (IATED) 2015 8 INTED2015 Proceedings 978-84-606-5763-7 2776 2784 urn:nbn:de:bvb:20-opus-114495 Institut für Informatik OPUS4-4700 Konferenzveröffentlichung Schlosser, Daniel; Jarschel, Michael; Duelli, Michael; Hoßfeld, Tobias; Hoffmann, Klaus; Hoffmann, Marco; Morper, Hans Jochen; Jurca, Dan; Khan, Ashiq A Use Case Driven Approach to Network Virtualization In today's Internet, services are very different in their requirements on the underlying transport network. In the future, this diversity will increase and it will be more difficult to accommodate all services in a single network. A possible approach to cope with this diversity within future networks is the introduction of support for running isolated networks for different services on top of a single shared physical substrate. This would also enable easy network management and ensure an economically sound operation. End-customers will readily adopt this approach as it enables new and innovative services without being expensive. In order to arrive at a concept that enables this kind of network, it needs to be designed around and constantly checked against realistic use cases. In this contribution, we present three use cases for future networks. We describe functional blocks of a virtual network architecture, which are necessary to support these use cases within the network. Furthermore, we discuss the interfaces needed between the functional blocks and consider standardization issues that arise in order to achieve a global consistent control and management structure of virtual networks. 2010 urn:nbn:de:bvb:20-opus-55611 Institut für Informatik OPUS4-4233 Konferenzveröffentlichung Kolla, Reiner 9. Fachgespräch Sensornetze der GI/ITG Fachgruppe Kommunikation und Verteilte Systeme Jährliches Fachgespräch zu Sensornetzen der GI/ITG Fachgruppe Kommunikation und Verteilte Systeme, 16. - 17. September 2010, Universität Würzburg 2010 urn:nbn:de:bvb:20-opus-51106 Institut für Informatik