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 - TY - CHAP A1 - Epplée, Rafael A1 - Langbehn, Eike T1 - Overlapping Architecture: Implementation of Impossible Spaces in Virtual Reality Games N2 - 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. KW - virtual reality KW - games KW - locomotion Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-246045 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 A1 - Davies, Richard A1 - Dewell, Nathan A1 - Harvey, Carlo T1 - A framework for interactive, autonomous and semantic dialogue generation in games T2 - Proceedings of the 1st Games Technology Summit N2 - 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. KW - natural language processing · · · KW - interactive authoring system KW - semantic understanding KW - artificial intelligence Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-246023 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 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 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 - Husty, Ludwig ED - Link, Thomas ED - Pechtl, Joachim T1 - Neue Materialien des Bayerischen Neolithikums 3. Tagung im Kloster Windberg vom 16. bis 18. November 2018 T1 - New Material of the Bavarian Neolithic 3 - Conference at Windberg monastery november 16th to 18th 2018 N2 - Vom 16. bis 18. November 2018 fand im Kloster Windberg bei Straubing zum dritten Mal nach 2014 eine Tagung unter dem Titel "Neue Materialien des Bayerischen Neolithikums" statt. Dabei wurden neue, bislang unpublizierte Fundkomplexe vorgestellt und diskutiert, die alle Phasen der Jungsteinzeit vom Altneolithikum bis zum Endneolithikum abdeckten und die aus verschiedenen Landesteilen des Freistaats Bayern stammen. Mit einer diachronen und Regionen übergreifenden Betrachtung charakteristischer Inventare aus den verschiedenen Landschaftsräumen und Zeitabschnitten wurde das Ziel verfolgt, neues Material zu erschließen und damit die archäologische Quellenbasis zu erweitern und der Neolithforschung in Bayern neue Impulse zu geben. Im vorliegenden Band werden sieben der Vorträge dieser Tagung sowie drei Beiträge der vorangegangenen Arbeitstreffen zusammengestellt. T3 - Würzburger Studien zur Vor- und Frühgeschichtlichen Archäologie - 6 KW - Bayern KW - Neolithikum KW - Archaeology KW - Bavaria KW - Neolithic KW - Conference KW - Prehistory KW - Archäologie KW - Tagung KW - Vor- und Frühgeschichte Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-211585 SN - 978-3-95826-144-0 SN - 978-3-95826-145-7 SN - 2367-0681 SN - 2367-069X N1 - Parallel erschienen als Druckausgabe in Würzburg University Press, ISBN 978-3-95826-144-0, 45,80 EUR PB - Würzburg University Press CY - Würzburg ET - 1. Auflage ER - TY - CHAP ED - Middelhoff, Frederike ED - Schönbeck, Sebastian ED - Borgards, Roland ED - Gersdorf, Catrin T1 - Texts, Animals, Environments: Zoopoetics and Ecopoetics N2 - Texts, Animals, Environments. Zoopoetics and Ecopoetics probes the multiple links between ecocriticism and animal studies, assessing the relations between animals, environments and poetics. While ecocriticism usually relies on a relational approach to explore phenomena related to the environment or ecology more broadly, animal studies tends to examine individual or species-specific aspects. As a consequence, ecocriticism concentrates on ecopoetical, animal studies on zoopoetical elements and modes of representation in literature (and the arts more generally). Bringing key concepts of ecocriticism and animal studies into dialogue, the volume explores new ways of thinking about and reading texts, animals, and environments – not as separate entities but as part of the same collective. KW - Ecocriticism KW - Animal Studies KW - Cultural Animal Studies KW - Human-Animal Studies KW - Environmental Humanities KW - Literary Studies KW - Cultural Studies Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-177209 UR - https://www.rombach-verlag.de/buecher/suchergebnis/rombach/buch/details/texts-animals-environments.html SN - 978-3-7930-9928-4 PB - Rombach Druck- und Verlagshaus CY - Freiburg i. Br. ET - 1. Auflage ER - TY - CHAP ED - Husty, Ludwig ED - Link, Thomas ED - Pechtl, Joachim T1 - Neue Materialien des Bayerischen Neolithikums 2 - Tagung im Kloster Windberg vom 18. bis 20. November 2016 T1 - New Material of the Bavarian Neolithic - Conference at Windberg monastery november 18th to 20th 2016 N2 - Vom 18. bis 20. November 2016 fand im Kloster Windberg bei Straubing zum zweiten Mal nach 2014 eine Tagung unter dem Titel "Neue Materialien des Bayerischen Neolithikums" statt. Dabei wurden neue, bislang unpublizierte Fundkomplexe vorgestellt und diskutiert, die alle Phasen der Jungsteinzeit vom Altneolithikum bis zum Endneolithikum abdeckten und die aus verschiedenen Landesteilen des Freistaats Bayern sowie aus dem benachbarten Oberschwaben stammten. Mit einer diachronen und Regionen übergreifenden Betrachtung charakteristischer Inventare aus den verschiedenen Landschaftsräumen und Zeitabschnitten wurde das Ziel verfolgt, neues Material zu erschließen und damit die archäologische Quellenbasis zu erweitern und der Neolithforschung in Bayern neue Impulse zu geben. Im vorliegenden Band sind acht der Vorträge dieser Tagung zusammen gestellt. T3 - Würzburger Studien zur Vor- und Frühgeschichtlichen Archäologie - 3 KW - Archäologie KW - Bayern KW - Neolithikum KW - Tagung KW - Vor- und Frühgeschichte KW - Archaeology KW - Bavaria KW - Conference KW - Neolithic KW - Prehistory Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-168688 SN - 978-3-95826-098-6 (Print) SN - 978-3-95826-099-3 (Online) SN - 2367-0681 SN - 2367-069X N1 - Parallel erschienen als Druckausgabe in Würzburg University Press, ISBN 978-3-95826-098-6, 32,90 EUR PB - Würzburg University Press CY - Würzburg ET - 1. Auflage ER -