TY - CHAP A1 - Klemke, Roland A1 - Sanusi, Khaleel Asyraaf Mat A1 - Rose, Melina T1 - Immersive Game Technologies for Innovative Education - A Method for Experimental Interdisciplinary Technology Transfer T2 - Proceedings of the 1st Games Technology Summit N2 - 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. KW - immersive technologies KW - educational games KW - hackathons Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-245843 ER - TY - CHAP A1 - Sanusi, Khaleel Asyraaf Mat A1 - Klemke, Roland T1 - Immersive Multimodal Environments for Psychomotor Skills Training T2 - Proceedings of the 1st Games Technology Summit N2 - 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. KW - immersive learning technologies KW - multimodal learning KW - sensor devices KW - artificial intelligence KW - psychomotor training Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-246016 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 -