Sebastian Oberdörfer

Sebastian Oberdörfer
University of Wuerzburg | JMU · Human-Computer Interaction

PhD

About

36
Publications
3,284
Reads
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267
Citations
Citations since 2017
34 Research Items
265 Citations
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2017201820192020202120222023020406080

Publications

Publications (36)
Preprint
Full-text available
Medical graduates lack procedural skills experience required to manage emergencies. Recent advances in virtual reality (VR) technology enable the creation of highly immersive learning environments representing easy-to-use and affordable solutions for training with simulation. However, the feasibility in compulsory teaching, possible side effects of...
Conference Paper
C# is the most widely used programming language among XR developers. However, only a limited number of graph-based data acquisition tools exist for C# software. XR development commonly relies on reusing existing software components to accelerate development. Graph-based visualization tools can facilitate this comprehension process, e.g., by providi...
Conference Paper
Separating and recycling waste is an important topic to protect our environment and achieve a more sustainable future. However, recycling also is a complex process, as each type of waste needs a specific recycling method. This comes along with multiple recycling containers, each relevant for one specific type of waste. Ensuring a correct recycling...
Article
Full-text available
Virtual environments (VEs) can evoke and support emotions, as experienced when playing emotionally arousing games. We theoretically approach the design of fear and joy evoking VEs based on a literature review of empirical studies on virtual and real environments as well as video games’ reviews and content analyses. We define the design space and id...
Article
The purpose of this study is to examine whether pre-service teachers studying classroom management (CM) in a virtual reality (VR)-supported setting enhance their CM competencies more than students do in a setting using conventional methods. With this aim in mind and to address a lack of available situations of practicing and reflecting CM competenc...
Article
Full-text available
Slot machines are one of the most played games by players suffering from gambling disorder. New technologies like immersive Virtual Reality (VR) offer more possibilities to exploit erroneous beliefs in the context of gambling. Recent research indicates a higher risk potential when playing a slot machine in VR than on desktop. To continue this inves...
Article
Full-text available
Impaired decision-making leads to the inability to distinguish between advantageous and disadvantageous choices. The impairment of a person’s decision-making is a common goal of gambling games. Given the recent trend of gambling using immersive Virtual Reality it is crucial to investigate the effects of both immersion and the virtual environment (V...
Article
Full-text available
Psycho-pathological conditions, such as depression or schizophrenia, are often accompanied by a distorted perception of time. People suffering from this conditions often report that the passage of time slows down considerably and that they are “stuck in time.” Virtual Reality (VR) could potentially help to diagnose and maybe treat such mental condi...
Article
Full-text available
The successful development and classroom integration of Virtual (VR) and Augmented Reality (AR) learning environments requires competencies and content knowledge with respect to media didactics and the respective technologies. The paper discusses a pedagogical concept specifically aiming at the interdisciplinary education of pre-service teachers in...
Conference Paper
Recent research indicates an impairment in decision-making in immersive Virtual Reality (VR) when completing the Iowa GamblingTask (IGT). There is a high potential for emotions to explain the IGT decision-making behavior. The design of a virtual environment (VE) can influence a user’s mood and hence potentially the decision-making. In a novel user...
Thesis
Full-text available
Computer games are highly immersive, engaging, and motivating learning environments. By providing a tutorial at the start of a new game, players learn the basics of the game's underlying principles as well as practice how to successfully play the game. During the actual gameplay, players repetitively apply this knowledge, thus improving it due to r...
Conference Paper
Immersive Virtual Reality (VR) is increasingly being explored as an alternative medium for gambling games to attract players. Typically, gambling games try to impair a player’s decision making, usually for the disadvantage of the players’ financial outcome. An impaired decision making results in the inability to differentiate between advantageous a...
Chapter
Augmented Reality (AR) und Virtual Reality (VR) finden zunehmend Eingang in die Bildungspraxis. Mit ihrem Einsatz sind sowohl Potentiale als auch mögliche Problemlagen für Lehr- und Lernprozesse verbunden. Daher ist es Aufgabe der Lehrerbildung, (angehenden) Lehrpersonen einen Kompetenzerwerb für die Einbindung von AR und VR in Lehr- und Lernprozes...
Article
Game mechanics encode a computer game’s underlying principles as their internal rules. These game rules consist of information relevant to a specific learning content in the case of a serious game. This paper describes an approach to predict the learning effect of computer games by analyzing the structure of the provided game mechanics. In particul...
Conference Paper
Affine Transformations (ATs) often escape an intuitive approach due to their high complexity. Therefore, we developed GEtiT that directly encodes ATs in its game mechanics and scales the knowledge's level of abstraction. This results in an intuitive application as well as audiovisual presentation of ATs and hence in a knowledge learning. We also de...
Article
Full-text available
Affine Transformations (ATs) are a complex and abstract learning content. Encoding the AT knowledge in Game Mechanics (GMs) achieves a repetitive knowledge application and audiovisual demonstration. Playing a serious game providing these GMs leads to a motivating and effective knowledge learning. Using immersive Virtual Reality (VR) has the potenti...
Conference Paper
Slot machines are one of the most played games by pathological gamblers. New technologies, e.g. immersive Virtual Reality (VR), offer more possibilities to exploit erroneous beliefs in the context of gambling. However, the risk potential of VR-based gambling has not been researched, yet. A higher immersion might increase harmful aspects, thus makin...
Conference Paper
Several transition techniques (TTs) exist for Virtual Reality (VR) that allow users to travel to a new target location in the vicinity of their current position. To overcome a greater distance or even move to a different Virtual Environment (VE) other TTs are required that allow for an immediate, quick, and believable change of location. Such TTs a...
Conference Paper
Full-text available
This paper demonstrates the integration and evaluation of different atmosphere models into Virtual Reality (VR) training for teacher education. We developed three behaviour models to simulate dif- ferent levels of class discipline. We evaluated their performances using a combination of objective and subjective measurements. Our initial results sugg...
Conference Paper
Affine transformations which are used in many engineering areas often escape an intuitive approach due to their high level of complexity and abstractness. Learners not only need to understand the basic rules of matrix algebra but are also challenged to understand how the theoretically grounded aspects result in object transformations. Therefore, we...
Conference Paper
This article presents the Gamified Training Environment for Affine Transformations (GEtiT). GEtiT uses a 3D environment to visualize the effects of object rotation, translation, scaling, reflection, and shearing in 3D space. It encodes the abstract knowledge about homogeneous transformations and their order of application using specific game mechan...

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Projects

Projects (3)
Project
It is the goal of this project to develop and evaluate a didactical approach, which helps pre-service teachers to develop competencies for the planning, design and evaluation of teaching offers with Augmented and Virtual Reality. This includes the teaching of theoretical and empirical foundations as well technical aspects concerning hardware and software and the promotion of abilities for the development of simple applications based on Unity.