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14
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Introduction
Doctoral candidate at the University of Education Weingarten, Germany. My research topic is adaptive educational games.
Current institution
Additional affiliations
August 2018 - present
Publications
Publications (14)
The spread of AI technologies has given rise to concerns regarding the fairness, appropriateness, and neutrality of machine-made decisions. Explainable AI aims at countering this by enforcing simple or transparent solutions. Adaptive serious games themselves have long been a playground for various approaches to achieve machine-regulated adjustments...
Semantic technologies provide meaning to information resources in the form of machine-accessible structured data. Research over the past two decades has commonly focused on tools and interfaces for technical experts, leading to various usability problems regarding users unfamiliar with the underlying technologies – so-called nontechnical experts. E...
The aim of this study was to evaluate the use of blending learning that added online tools to traditional learning methods in a preclinical course in prosthetic dentistry at one dental school in Germany. The e-learning modules were comprised of three main components: fundamental principles, additional information, and learning objective tests. Vide...
Teaching conflict resolution skills via serious games has re- ceived increasing attention in recent years. This paper de- scribes game scenarios that were developed to evoke variant levels of conflict intensity to children. To validate the sce- narios, we implemented a prototype and created videos from play-throughs of the prototype. We then carrie...
Current Game-based Learning (GBL) applications often lack features that have been commonplace in conventional e-learning. One of these is the ability to provide players with a personalised experience. The author's dissertation aims at further establishing adaptivity in GBL as a practical feature through three contributions: An adaptive educational...
Objectives: While studying dentistry, students do not only have to acquire a high amount of theoretical knowledge, but also need to gain practical skills and learn to perform complex workflows independently. In conventional education concepts and courses, the combination of these different core competences can only insufficiently be conveyed to den...
Adaptivity has long been a key demand for e-learning, but is still far from being an understood feature in game-based learning. Simply transferring paradigms from adaptive e-learning does not suffice, as digital games are highly interactive real-time systems. We are implementing an educational game with real-time adaptivity, based on a generic arch...
When introducing students without in-depth programming experience to the development of educational games, an off-the-shelf game engine will not fit, especially when users are meant to directly interact with the underlying framework. To accommodate this scenario and still be able to provide state-of-the-art features, we are developing the custom ga...
Game-based learning as a novel form of e-learning still has issues in fundamental questions, the lack of a general model for
adaptivity being one of them. Since adaptive techniques in traditional e-learning applications bear close similarity to certain
interactive storytelling approaches, we propose a new notion of story as the joining element of a...
At ICIDS 2008, the authors introduced the attendees to the methods and procedures of pen and paper role-playing games (RPGs)
as a form of human-to-human interactive storytelling.
In this submission we present a first step for an author-centric interface to believable agents. Based on a number of approaches
for the description of 3D content, we developed CharanisML, the Character Animation System Meta Language. It is applicable for controlling both 2D and 3D avatars. To demonstrate this,
we implemented two different clients...
Computerspiele sind heute aus der digitalen Medienwelt nicht mehr wegzudenken. Ihre rasante technische Entwicklung sowie ihre hohe Akzeptanz in der Jugendkultur werfen Fragen nach pädagogischer Verwertbarkeit dieses Mediums auf. Auf diesem Gebiet besteht Forschungsbedarf: Für den Einsatz aktueller Spielkonzepte als Lehrmittel existieren keine fundi...
We present first results for the development of a general interface to believable agents. Central element of our approach
is CharanisML, a character animation system meta language, which draws from a number of previous proposals for the description of interactive
3D content. To demonstrate the general character of this interface, we implemented two...
Over the last 30 years, a phenomenon of human-to-human interactive storytelling has developed, known as fantasy role-playing games (RPG), beginning with the publishing of the game Dungeons & Dragons in 1974. Since then, a role-playing culture has emerged, incorporating concepts from theatre, board games, history reenactment
and storytelling, remixe...