TY - CHAP A1 - Förster, Kristina A1 - Grafe, Silke T1 - ICT-related Educational Competencies of Teacher Educators from an Intercultural Perspective. A Systematic Analysis of Competency Frameworks T2 - Proceedings of Society for Information Technology & Teacher Education International Conference N2 - 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. KW - Interkulturelles Lernen KW - Lehrerbildung KW - Medienkompetenz KW - International Comparative Research KW - TETCs KW - DigCompEdu KW - Media Didactica KW - Digital Capabilities Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-260577 UR - https://www.learntechlib.org/p/219321/ ER - TY - CHAP A1 - Truman, Samuel A1 - von Mammen, Sebastian T1 - Interactive Self-Assembling Agent Ensembles T2 - Proceedings of the 1st Games Technology Summit N2 - 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. KW - procedural content generation KW - user-generated content KW - game mechanics KW - agent-based models KW - self-assembly Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-246032 ER - TY - CHAP ED - von Mammen, Sebastian ED - Klemke, Roland ED - Lorber, Martin T1 - Proceedings of the 1st Games Technology Summit BT - part of Clash of Realites 11th International Conference on the Technology and Theory of Digital Games N2 - 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). KW - Veranstaltung KW - Künstliche Intelligenz KW - Mensch-Maschine-Kommunikation KW - Computerspiel KW - natural user interfaces KW - artificial intelligence Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-245776 SN - 978-3-945459-36-2 ER - TY - CHAP ED - Klein, Wolf Peter ED - Staffeldt, Sven T1 - Zur Geschichte der Fach- und Wissenschaftssprachen. Identität, Differenz, Transfer N2 - Der Band enthält acht Aufsätze zur Geschichte der Fach- und Wissenschaftssprachen. Disziplinär geht es in erster Linie um juristische, balneologische, sprachwissenschaftliche pharmazeutische, medizinische Fach- und Wissenschaftssprachen. Darüber hinaus thematisiert ein Beitrag die Problematik der Fachsprachen im Rahmen der Stadtsprachenforschung, ein weiterer die Sprach- und Textpraxis von Vorlesungen. T3 - WespA. Würzburger elektronische sprachwissenschaftliche Arbeiten - 23 KW - Fachsprache KW - Wissenschaftssprache KW - Geschichte Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-251173 SN - 978-3-945459-40-9 SN - 1864-9238 ER -