Wolfgang Müller

Wolfgang Müller
  • Dr.-Ing.
  • Professor (Full) at University of Education Weingarten

About

172
Publications
61,813
Reads
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2,667
Citations
Current institution
University of Education Weingarten
Current position
  • Professor (Full)
Additional affiliations
December 2004 - October 2005
Anhalt University of Applied Sciences
Position
  • Professor for Computer Graphics
November 2005 - present
University of Education Weingarten
Position
  • Professor (Full)
January 1998 - December 2000
Technical University of Darmstadt
Position
  • Head of Working Group
Education
January 1994 - June 1999
Technical University of Darmstadt
Field of study
  • Computer Science
October 1983 - December 1990
Technical University of Darmstadt
Field of study
  • Computer Science

Publications

Publications (172)
Chapter
Full-text available
Applying Artificial Intelligence-(AI)-based systems and tools in the context of higher education imposes many challenges with respect to data privacy and ethics. For example, the EU AI Act that was adopted in March 2024 classifies many AI systems used in education as high-risk AI systems. High-risk AI systems must follow a strict set of requirement...
Conference Paper
Full-text available
Der vorliegende Beitrag beschreibt Ansätze, Konzepte und Prozesse im Rahmen der Integration verpflichtender curricularer Elemente zur Förderung digitaler Kompetenzen im Lehramtsstudium an einer Hochschule. Das Vorhaben wurde im Rahmen eines aktiven Change Prozesses umgesetzt, bei dem alle relevanten Stakeholder einbezogen wurden. Der Artikel beschr...
Conference Paper
Good reading fluency is of tremendous importance for private and professional life, and it is important to acquire this skill at school. Primary school in particular builds the foundation for this ability. A typical approach to training reading fluency is reading aloud methods. The Readers' Theatre is considered an effective method in this context....
Chapter
To comprehend a text readers can benefit from their capacity to bodily interact with the environment to construct the meaning of a text. Specifically, they use their perception, action, and emotion systems to gain a deeper understanding of the text. Readers’ mental simulations of perceptions, actions, and emotions associated with a text can therefo...
Article
Full-text available
As augmented reality (AR) becomes a promising technology for use in science and engineering teaching, the need for generally valid criteria and frameworks for the analysis, development, and setup of AR applications arises. In this article, we present an evaluations matrix to analyze current augmented reality approaches for life science teaching (bi...
Article
Full-text available
Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to motivate them to do so. In this context, Virtual Reality (VR) can be beneficial for learning because it allows for individualized feedback and for increasing l...
Preprint
Full-text available
Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to moti-vate them to do so. In this context, VR can be beneficial for learning, to provide individualized feedback and for increasing learners' engagement. Studie...
Article
Full-text available
Improving learners' reading is of importance. The digital world is centred on the written word, and today's labour market requires high literacy levels. Furthermore, the development of school and foreign language skills among learners, especially those of weaker learners, is crucial as the effects of globalisation allow for increased work mobility...
Article
Full-text available
Mit der Aufgabe die Digitalisierung in der Bildung voranzutreiben, geht die Verantwortung einher, Bedürfnisse Lehrender und Lernender zu berücksichtigen, d.h. Bereiche zu identifi zieren, die tatsächlich von den Vorteilen digitaler Lösungen profi tieren. Hierzu gehört die Analyse einzelner Medienformate, um deren Tauglichkeit, vor dem Hintergrund d...
Article
Full-text available
Mit Augmented Reality angereicherte Lehr‐Lernsettings gewinnen sowohl im Schulfach Chemie als auch in anderen naturwissenschaftlichen Fächern immer mehr an Bedeutung. So erwähnen viele Publikationen die positiven Effekte solcher digital angereicherter Lehr‐Lernprozesse, geben jedoch nur selten darüber Auskunft, welche Eigenschaften der erweiterten...
Article
Full-text available
Beyond controversy, identifying and using the potential of digital media for teaching requires media-related skills of future teachers. The paper presents in a first step a framework for digital media-related competencies. Within this framework, different areas are identified in which teachers need media pedagogical (didactical), subject-specific a...
Chapter
Full-text available
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...
Chapter
The ability to read fluently is important the participation in social and public life, the main reason for primary and secondary school students to acquire this ability. The Multilingual Readers’ Theatre is a method used to teach reading fluency by means of reading aloud. In the Multilingual Readers’ Theatre, students actively and cooperatively lea...
Chapter
A technical and conceptual framework is currently under development to augment the activity of reading at schools with digital media such as images, sounds and light effects. The technical framework is STREEN (Story Reading Environmental Enrichment). In this paper, we present IRIS, the pedagogical conceptual framework that describes how to employ S...
Article
Teacher education students are key multipliers for the implementation of digital learning in the school system. However, German students in teacher education programs are highly skeptical about the use of digital media in the classroom [1]. This also includes the Augmented Reality supported learning environments, even though it has shown potential...
Conference Paper
Teacher education students are key multipliers for the implementation of digital learning in the school system. However, German students in teacher education programs are highly skeptical about the use of digital media in the classroom [1]. This also includes the Augmented Reality supported learning environments, even though it has shown potential...
Conference Paper
Digital technologies have profoundly changed almost all aspects of our lives, and the ongoing digital transformation requires future citizens to provide substantial information and media literacy skills, not only to participate effectively in societal and political processes, but also to succeed in their professional life. While schools are obliged...
Chapter
Approaches to remembrance and commemorative culture require most sensitive approaches. This is especially true when developments relate to the digital domain, where the effects and the forms of usage of corresponding offers and artefacts are much harder to control. “Best practices” collections, which might provide guidance to the development of nov...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Digital transformation impacts almost every aspect of life, and it is linked to a comprehensive societal transformation. It is broadly accepted that future citizens require substantial information and media literacy skills, not only to participate effectively in societal and political processes, but also to succeed in their professional life. Schoo...
Chapter
Full-text available
In this paper, we report work in designing a decision-making system that aims to support teachers in appropriating to their practice innovative scenarios that employ uses of information and communication technologies (ICT) in teaching and learning. To this end, we break down educational scenarios into micro-activities, and connect them to required...
Conference Paper
In this paper, we report work in designing a decision-making system that aims to support teachers in appropriating to their practice innovative scenarios that employ uses of information and communication technologies (ICT) in teaching and learning. To this end, we break down educational scenarios into micro-activities, and connect them to required...
Chapter
The idea of 360 degree is not a new phenomenon in arts and media. It has its origins in the arts of the early 18th century and later the panoramic view in the field of photography and also in film was adapted. Groundbreaking technological progress has allowed for a new hype in 360 degree videos in recent years, including new possibilities of intera...
Chapter
The digitalization and commercialization of the Internet have led to a digital culture of remembrance in recent years. This change is difficult; negative examples are subject of ongoing discussions. These discussions are elucidating that the collective remembrance culture, especially within the digital domain, is a sensitive field. Currently there...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Full-text available
The Reader's Theatre (RT) is a pedagogical activity, in which the children read aloud to an audience. Prior research established that the RT can be used to foster reading fluency and ultimately to increase reading skills [11]. However, this activity still has the margin to grow its potential. One way to support and empower children in this pedagogi...
Conference Paper
This paper describes the design, development and evaluation of a technology-based mobile training assistant, TASI, providing support for amateur athletes and coaches in handball sports. TASI addresses typical problems in amateur sports regarding the lack of coaches to personalize training and to provide alternative training forms, which is often re...
Conference Paper
Full-text available
In this paper, we present an ongoing project named STREEN (Story Reading Environmental Enrichment). The project explores a concept of augmented reading focusing on a smart environment that is able to automatically trigger digital media enrichments depending on the reading performance and the narrative. By creating an engaging and immersive reading...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
In diesem Beitrag wird die Konzeption, Entwicklung und Evaluation eines technologiebasierten Trainingsassistenten vorgestellt. Der Prototyp des mobilen Trainingsassistenten mit der Bezeichnung TASI wurde für den Bereich Handball konzipiert. Mit ihm sollen typische Problemfelder bewältigt und alternative Trainings- und Organisationsformen, wie beisp...
Chapter
This article looks at the concepts, the historical roots, and the scope of gamification. The term Gamification has its roots in terms like game and game-based learning. Moreover, there exists a strong relation to the psychological background of playing, of using game elements and game mechanics. Also, the term game thinking is part of interpreting...
Article
Full-text available
Augmented e-books employ digital media to enhance the reading experience, and although they have the potential to promote the reader's engagement, so far the possibilities afforded by these technologies have been underexplored. In this article, we study the potential of literally transforming the space where reading takes place, in order to create...
Conference Paper
The concept of e-portfolio is finding an ever-growing uptake in secondary and post-secondary education as a tool to measure holistically the effects of learning. Learners document their development process in form of a collection of documents. In this research, we propose an automated method to support teachers in their assessment of e-portfolios b...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Reading is no more limited to the physicality of the book whether it is screen or paper. Digital media’s potentialities represent an opportunity to leverage a novel reading-experience. We envision that a more joyful and immersive reading-experience can be promoted by interacting with the reading space. Reading can be enriched by controlling digital...
Conference Paper
We present the design of an online environment providing mechanisms for the exploitation of school ICT infrastructure by empowering teachers to discover and comment on educational activities (patterns, scenarios, experience reports) that can be implemented in their schools. To this end, our design approach will make explicit the linking between the...
Article
Full-text available
In this paper a brief review of the framework that addressed mobile learning implementation challenges (pedagogical, technological, policy and research) that was developed by Khaddage et al. (2015) is briefly discussed, followed by possible solutions that could be deployed to tackle those challenges. A unique approach is then applied to bridge the...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Article
Full-text available
Research has identified a need for design of interactive products for children, as well as long-term studies that investigate the effects of its use in the classroom environment. Following the design and development of a digital manipulative system for storytelling, which involved preschool children and teachers, the investigation presented here re...
Conference Paper
This paper is available form http://direct.hoplahup.net/copy_left/eSIT4SIP-vision-2015-ISSEP-Poster.pdf while the associated poster is available from http://direct.hoplahup.net/copy_left/eSIT4SIP-vision-2015-ISSEP-Poster-poster.pdf In this poster, we describe a vision of supporting the teach- ers towards the choice and adoption of ICT-based learnin...
Chapter
Learning tools that produce automated feedback are becoming commodity, from multiple-choice questions to intelligent tutoring systems, and from direct manipulations to exploratory environments. In this paper, we argue how such learning tools can become smart by applying the semi-automatic feedback paradigm where the teacher complements the feedback...
Conference Paper
In this contribution we explore the challenges and opportunities of innovative mobile historical experiences in the domain of commemorative culture. We present two prototypes conceptualized and implemented for a mobile experience in this field, one as an experiment to apply gamification concepts in this domain, the other one in the utilization of A...
Chapter
Many mathematics teachers and learners are living in a world where Information and Communication Technologies (ICTs), including computers and mobile phones, are common – they are digital natives. Many devices of the information and communication technologies are also connected to the Internet, meaning that an unprecedented audience and unparalleled...
Conference Paper
Full-text available
During the Fourth International Summit on ICT in Education (EDUsummIT, 2015) which was held in Bangkok, Thailand, members of the Thematic Working Group 2 (TWG2) discussed methods, strategies, and guidelines for some of the issues and challenges in the design, implementation, evaluation, and policy development of mobile learning. Some major key chal...
Article
Current curricular trends require teachers in Baden- Wuerttemberg (Germany) to integrate Computer Science (CS) into traditional subjects, such as Physical Science. However, concrete guidelines are missing. To fill this gap, we outline an approach where a microcontroller is used to perform and evaluate measurements in the Physical Science classroom....
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Chapter
This article looks at the concepts, the historical roots, and the scope of gamification. The term Gamification has its roots in terms like game and game-based learning. Moreover, there exists a strong relation to the psychological background of playing, of using game elements and game mechanics. Also, the term game thinking is part of interpreting...
Conference Paper
The hereby given article focuses on challenges and potentials of the integration of a one-to-one tablet computer environment in schools. On the basis of advantages and disad-vantages of the use of tablet computers in learning scenarios and especially in classroom use, actual approaches to implementation of one-to-one tablet configurations in formal...
Conference Paper
Current curricular trends require teachers in Baden-Wuerttemberg (Germany) to integrate Computer Science (CS) into traditional subjects, such as Physical Science. However, concrete guidelines are missing. To fill this gap, we outline an approach where a microcontroller is used to perform and evaluate measurements in the Phys- ical Science classroom...
Chapter
Der vorliegende Beitrag diskutiert mit der Erfassung von Medienkompetenzen einen zentralen Aspekt des derzeitigen wissenschaftlichen Diskurses, der insbesondere innerhalb der Medienpädagogik wie auch in zunehmendem Maße in der empirischen Bildungsforschung geführt wird. In einem ersten Schritt führen die Autoren über das Skizzieren der Notwendigkei...
Conference Paper
Full-text available
We propose digital audio/video streaming as highly expressive representation form for interactive storytelling on the web, in spite of widespread assumptions that pre-authored videos may reduce flexibility. To address the latter, we present our new end-user client for dynamic ad-hoc playback of video or audio snippets managed by a multi-agent conve...
Conference Paper
Information and media literacy are indispensable in the modern world. Only little attention has been paid to the specific aspects of information and media literacy suitable for disabled people, and specifically, for blind and partially sighted individuals. In fact, media and technology are even more important in the world of VI (visually impaired)...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Formative assessment plays an important role in teaching, to both provide learners with valuable feedback and to improve the teaching process. Recently, novel tools have been developed to support teachers in this context. These tools allow one to analyze the students' activity in detail and guide and improve the teaching process. We present one suc...
Book
Full-text available
The use of computer-based mathematics tools is widespread in learning. Depending on the way that these tools assess the learner’s solution paths, one can distinguish between automatic assessment tools and semi-automatic assessment tools. Automatic assessment tools directly provide all feedback necessary to the learners, while semi-automatic assessm...
Chapter
Mathematics students, often among large university classes of several hundreds of students, are easily daunted when solving math problems. Lacking individual feedback, they easily give up. To bolster learning, Computer-Aided Assessment may help students by giving them individual feedback about their progress. This article presents some general requ...
Conference Paper
Full-text available
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...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Book
Full-text available
Die Herausgeber, die zugleich Ausrichter der 16. Europäischen Jahrestagung der Gesellschaft für Medien in der Wissenschaft „GMW 2011“ sind, freuen sich, den E-Learning-Akteuren aus dem deutschsprachigen Raum und den Nachbarländern im 20. Jahr des Bestehens der GMW als Fortsetzung eines bisher sehr fruchtbaren Dialoges diesen Sammelband, der in der...
Conference Paper
Full-text available
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...
Article
Full-text available
In this paper we describe the design and implementation of a multi-purpose object-oriented authoring system for interactive virtual environments and presentations, semi-interactive 3D visualization, and non-interactive photo-realistic animations. Its main design criteria are reusability and flexibility, especially in the support of a wide range of...
Conference Paper
Full-text available
paper at: http://ieeexplore.ieee.org/document/5773262/ | The increasing demand for diverse online materials including video representations of lectures, seminars and symposiums, lead to a continuous pursuit for convenient lecture recording solutions. In this paper, a multi-purpose lecture and seminar capturing solution for collaborative usage, incl...
Article
It is well accepted that ICT and media competencies are indispensable in the modern world, and that education at school and on the level of tertiary education should target to convey corresponding skills. However, there is much less agreement on specific skills that should be included, and there exist quite a few different proposals and approaches...
Conference Paper
http://ieeexplore.ieee.org/document/5722776/ | This paper presents solutions for an effective utilization of large high definition interactive whiteboards, built of widely available devices and software products. In this context, the accessibility and appropriateness of the use of gestures as additional interface techniques to reach fluid interacti...

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