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 OPUS4-32019 Konferenzveröffentlichung Abendschein, Robin; Desai, Shital; Astell, Arlene J. Towards Accessibility Guidelines for the Metaverse : A Synthesis of Recommendations for People Living With Dementia 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. 2023 6 Conference on Human Factors in Computing Systems (CHI’23) : Workshop "Towards an Inclusive and Accessible Metaverse" urn:nbn:de:bvb:20-opus-320199 10.25972/OPUS-32019 Institut Mensch - Computer - Medien 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 OPUS4-24602 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 OPUS4-24604 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 OPUS4-24601 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 OPUS4-4700 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 OPUS4-24603 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 OPUS4-4233 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 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