Christian Guetl

Christian Guetl
Graz University of Technology | TU Graz · Institute of Interactive Systems and Data Science

Assoc. Prof. Dr.

About

284
Publications
86,524
Reads
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3,247
Citations
Additional affiliations
January 2007 - present
Curtin University Australia

Publications

Publications (284)
Preprint
Full-text available
We present a volumetric communication system that is designed for remote assistance of procedural tasks. The system allows a remote expert to visually guide a local operator. The two parties share a view that is spatially identical, but for the local operator it is of the object on which they operate, while for the remote expert, the object is pres...
Preprint
Full-text available
We propose a real-time system for synthesizing gestures directly from speech. Our data-driven approach is based on Generative Adversarial Neural Networks to model the speech-gesture relationship. We utilize the large amount of speaker video data available online to train our 3D gesture model. Our model generates speaker-specific gestures by taking...
Chapter
Full-text available
Kommerzielle digitale Spiele dienen in erster Linie der Unterhaltung. Allerdings haben sie auch das Potenzial, einen Beitrag zur Bildung und zum Kompetenzerwerb in zahlreichen Domänen zu leisten, sowohl im Rahmen des Schulunterrichts und von Arbeitsgemeinschaften als auch beim normalen Spielen in der Freizeit. Insofern richtet sich dieses Buch an e...
Chapter
E-learning systems present an opportunity for both students and the field of education that has been steadily increasing in importance, especially over the past few years. This paper examines an intra-university e-learning course built on the principle of self-regulated learning, with the goal of finding behavioral patterns in the way learners navi...
Chapter
Digital skills are essential in a broad range of today’s life and properly dealing with social media is one important and challenging area. Thus, this research study focuses on investigating and devising a method to assess digital skills in the context of social media applications. The study is executed online via the custom-made CoDiS Survey tool...
Chapter
In today’s world, there is a growing demand for professionals with skills in Science, Technology, Engineering and Mathematics. At the same time, teaching STEM subjects can be a challenging task, as students struggle to understand abstract concepts and complex phenomena in lectures and textbooks. This has given rise to a new approach to learning cal...
Preprint
Full-text available
Privacy is of worldwide concern regarding activities and processes that include sensitive data. For this reason, many countries and territories have been recently approving regulations controlling the extent to which organizations may exploit data provided by people. Artificial intelligence areas, such as machine learning and natural language proce...
Chapter
Algorithmic journalism refers to automatic AI-constructed news stories. There have been successful commercial implementations for news stories in sports, weather, financial reporting and similar domains with highly structured, well defined tabular data sources. Other domains such as local reporting have not seen adoption of algorithmic journalism,...
Preprint
Full-text available
Learning Analytics are a valuable way for teachers and educators to support their student's learning progress. Data can be used to identify issues, provide personalized learning, and improve the overall quality of learning. There are diverse types of educational data which are available for instance log data, given answers, or source code. Just as...
Preprint
In real life, people communicate using both speech and non-verbal signals such as gestures, face expression or body pose. Non-verbal signals impact the meaning of the spoken utterance in an abundance of ways. An absence of non-verbal signals impoverishes the process of communication. Yet, when users are represented as avatars, it is difficult to tr...
Preprint
Full-text available
Questionnaires are important instruments to gather information from people in a wide range of application scenarios, such as analyzing the responses for evaluations, collecting preferences, or retrieving self-estimations in learning settings. However, based on the setting and design of a questionnaire participating can be boring or frustrating and...
Conference Paper
Full-text available
The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a...
Article
Full-text available
In real life, people communicate using both speech and non-verbal signals such as gestures, face expression or body pose. Non-verbal signals impact the meaning of the spoken utterance in an abundance of ways. An absence of non-verbal signals impoverishes the process of communication. Yet, when users are represented as avatars, it is difficult to tr...
Chapter
Full-text available
As many concepts in programming are difficult for novices to learn, it can be frustrating for them to stay motivated. For this purpose, alternative approaches like game-based learning can help increase their motivation. sCool is a serious game that supports learning computational skills through conceptual aspects and practicing programming, but is...
Chapter
While on the labour market there is a high demand for employees educated and skilled in the field of natural sciences, engineering and information technologies, a lack of interest in these fields of expertise can be identified in young people. The aim of our research is to leverage a scientifically founded and empirically validated approach and con...
Chapter
The assessment of the current situation of digital skills and competencies in a given group is a fundamental issue nowadays. Hence, the purpose of the research study is to address this issue. The research methodology is quantitative, including also a case study experiment and pre and post-questionnaires. To obtain and make use of digital resources,...
Chapter
To help students better understand concepts in an information search and retrieval (ISR) class using the Motivational Active Learning (MAL) pedagogical approach, a tool called Infret was developed. It serves as the interactive experimentation and visualization component of MAL. The design of Infret is based on feedback collected from a testing sess...
Chapter
Full-text available
Playing provides many opportunities for learning as learners can take charge and make choices about their learning. However, since all play is not learning, it makes sense to combine learning and playing activities. In the area of teamwork training, despite the existence of a number of learning and leisure games, there is still room for a holistic...
Chapter
Despite several differences in contemporary learning theories and approaches to education, there is strong agreement that scaffolding and feedback are essential to foster successful learning processes. Technological advances have enabled the development of smart learning environments, e.g., intelligent tutoring systems, which provide authoring feat...
Article
Full-text available
Skills in science, technology, engineering, and mathematics (STEM) are increasingly in demand. Theoretical knowledge and formulas alone are frequently not sufficient to understand complex phenomena. Simulations are a valuable tool to support the conceptual understanding by visualizing invisible processes. The constant interaction with the learning...
Article
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Article
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Chapter
The assessment of digital skills and competencies required to make use of digital resources poses several challenges. In order to evaluate the current situation and trends, this research study initially presents a review of history, existing trends and digital competence frameworks, learning and teaching methodologies for digital literacy and provi...
Conference Paper
Full-text available
Interactive and digital learning experiences are becoming increasingly important and used to improve various learning scenarios. In physics education, the use of digital simulations or virtual laboratories to support the learners' understanding is already part of most classrooms. Virtual reality experiences can be used to create even more exciting,...
Article
Full-text available
This paper presents the perspectives of the immersive learning research network community on the relevance of various challenges to the adoption of immersive learning technology, along three dimensions: access, content production, and deployment. Using a previously validated questionnaire, we surveyed this community of 622 researchers and practitio...
Article
Full-text available
Article
Legislative proceedings present a rich source of multidimensional information that is crucial to citizens and journalists in a democratic system. At present, no fully automated solution exists that is capable of capturing all the necessary information during such proceedings. Even if professional-quality automated transcriptions existed, other task...
Chapter
Full-text available
This article focuses on how video games may trigger empathy. On the one hand, globalization and our fast-changing, globalized world have resulted in an empathy deficit, a situation that calls desperately for a new approach to tackle the empathy issue. On the other hand, recent statistical data has shown that players in some countries today spend on...
Chapter
To help students better understand abstract information retrieval (IR) concepts and encourage students to explore new concepts, an existing Web-based IR tool called Infret was enhanced. Based on the feedback from a previous evaluation, the need for additional IR concepts and user tracking functionality was identified. The expanded Infret version wa...
Article
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Chapter
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The game sCool [10] is a game-based tool to support learners in STEM education. It is a multi-platform mobile learning game designed for school children supporting a flexible and easy integration of various subjects and different courses. Based on the tool sCool, we present a first integrated course, which encourages children to learn computational...
Conference Paper
Playing provides many opportunities for learning as learners can take charge and make choices about their learning. However, since all play is not learning, it makes sense to combine learning and playing activities. In the area of teamwork training, despite the existence of a number of learning and leisure games, there is still room for a holistic...
Book
This volume constitutes the refereed proceedings of the 5th International Conference of the Immersive Learning Network, iLRN 2019, held in London, UK, in June 2019. The 18 revised full papers and presented in this volume were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on science, technology, e...
Chapter
In STEM fields, the primary goal is not to teach students how to recite formulas but to support the students’ understanding of underlying principles and phenomena. Students of fields such as physics should be engaged with hands-on experiments and interactive visualizations. In this work, we discuss how modern e-learning tools can support hands-on l...
Article
Full-text available
In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. (2018) [2] we expand-ed our study by a second experiment and additional aspects. sCool is a mul-ti-platform game that should encourage children learning computational thinking and coding in Python. The learning content i...
Poster
Full-text available
Dear [Name], the deadline for the submission of the structured abstracts (2 – 4 pages) is on 22 February 2019. The ICBL is a biennially conference of the International Association of Online Engineering (IAOE) together with the Global Online Laboratory Consortium (GOLC). Blended learning continues to be one of the most promising approaches in the ar...
Article
Full-text available
MOOCs have become a widely used form of online education offering open education. Cloud-based tools are broadly used for business and private purposes, and can also enrich learning experiences and engage learners. In this paper, we pursue the original ideal of c-MOOCs and explore the advantages and issues – on both the teaching and the technologica...
Chapter
The broader availability of high-tech devices enables the research and application of enhanced and novel teaching technologies in STEM education, such as 3D learning environments. Also, automated assessment and guidance mechanisms should be considered that meet the requirements of modern competency-oriented curricula and support teachers in the cla...
Conference Paper
Full-text available
This paper provides an instrument for ascertaining researchers' perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a...
Book
Full-text available
This volume constitutes the refereed proceedings of the 4th International Conference of the Immersive Learning Network, iLRN 2018, held in Missoula, MT, USA, in June 2018. The 12 revised full papers and the two revised short papers presented in this volume were carefully reviewed and selected from 57 submissions. The papers are organized in topica...
Article
Full-text available
This research proposes an enhanced approach of decoupling assessment and serious games to support fire evacuation training in smart education. The proposed assessment approach employs an evidence-based dynamic assessment and feedback to guide players through school’s building evacuation. Experimentation results show the applicability of the propose...
Conference Paper
We present a study using the Digital Democracy transcription tool. Human transcribers work to up-level and annotate California state legislative proceedings using the tool. Four phases of UI and functionality improvements are introduced and for each phase, the resulting change in efficiency is measured and presented.
Conference Paper
Full-text available
Word embedding techniques have gained a lot of interest from natural language processing researchers recently and they are valuable resource in identifying a list of semantically related terms for a search query. These related terms build a natural addition for query expansion, but might mismatch when the application domains use different jargon. U...
Chapter
The way people learn has changed over the last years. New pedagogical theories show that engaging and active learning approaches are particularly successful in improving conceptual understanding and enhancing the students' learning success and motivation. The Motivational Active Learning approach combines engagement strategies based on active and c...
Chapter
Virtual and remote laboratories have been shown as valuable tools to support learners in understanding concepts. They provide an experimentation space in a safe, remote, and flexible way. However, the missing realism and lack of hands-on experience are often pointed out as a downside. This can also be described as a missing feeling of immersion and...
Chapter
Despite year-long efforts in education, studying and understanding physical phenomena still proves to be a challenge to both learners and educators. However, with the current rise of Virtual Reality experiences, interactive immersive simulations in 3D are becoming a promising tool with great potential to enhance and support traditional classroom se...
Chapter
Full-text available
In this paper we present a design model, PTD (Player Type Design), to create engaging gaming and non-gaming experiences for attracting different types of players to learning settings. Based on Bartle’s four player types, elements grounded on game design theory are introduced to design collaborative, competitive, explorative, and rewarding learning...
Chapter
Full-text available
Online learning, in particular massive open online courses (MOOCs) and cloud-based tools, is on the move. This chapter takes a deeper look at opportunities and possibilities that might be provided to K-12 education through these emerging tools. The chapter summarizes experiences, case studies, and examples that illustrate where technology-enhanced...
Article
Massive Open Online Courses (MOOCs) are one of the fastest growing and most popular phenomena in e-learning. Universities around the world continue to invest to create and maintain these online courses. Reuse of material from previous courses is a shared practice that helps to reduce production costs and enhance future offerings. However, such re-r...
Book
This book constitutes the revised selected papers from the 6th IFIP WG 2.6 International Symposium on Data-Driven Process Discovery and Analysis, SIMPDA 2016, held in Graz, Austria in December 2016. The 5 papers presented in this volume were carefully reviewed and selected from 18 submissions. In this edition, the presentations focused on the adop...
Conference Paper
Full-text available
Massive Open Online Courses (MOOCs) have been a hype in technology enhanced learning systems the last couple of years. The promises behind MOOCs stand on delivering free and open education to the public, as well as training a large criterion of students. However, MOOCs clashes severely with students dropout which by then forced educationalists to d...
Conference Paper
In recent years, technology enhanced learning platforms became widely accessible. In particular, the number of Massive Open Online Courses (MOOCs) has—and still is—constantly growing. This widespread adoption of MOOCs triggered the development of specialized solutions, that emphasize or enhance various aspects of traditional MOOCs. Despite this sig...
Article
Full-text available
The emergence of new digital tools supporting immersive and engaging learning through Virtual Reality is opening up new paths for both distance, but also classroom learning. In this article we discuss the virtual physics laboratory “Maroon” and discuss experiences with Maroon in a cost-effective mobile setup with a mobile VR experience through Sams...
Conference Paper
Massive Open Online Courses (MOOCs) have become an important online learning tool for educators and learners, but one of the major issues are the high drop-out rates. Recent research suggests not only to identify and support learners at-risk to drop-out but also to differentiate between the group of healthy attrition (intentionally leaving the MOOC...
Conference Paper
Full-text available
Location-based applications have great potential to let users explore the environment in an immersive and engaging way. Digital scavenger hunts have a great potential as teaching and instructional guiding tool. However, many tools only guide users but are not designed as meaningful and engaging experiences. Adding more story-based and exploratory p...