@misc{9902,
  abstract     = {{Diese Bachelorarbeit behandelt die praktische Umsetzung eines Arcade-inspirierten Videospiels mit der Game-Engine Unity. Der praktische Teil der Arbeit bildet den Hauptteil und wird in diesem Dokument durch eine Literaturarbeit theoretisch begleitet. Es werden grundlegende Prinzipien und Konzepte des Game-Designs behandelt und in das praktische Projekt überführt.  
Beginnend mit der Spieleidee, über die Konzeption bis hin zur Implementierung, findet sowohl eine praktische als auch eine theoretische Auseinandersetzung mit dem Thema Game-Design im Arcade-Game Genre, anhand eines praktischen Projektes statt. Begleitet von etablierter Literatur zu dem Thema, bezieht sich diese Arbeit insbesondere auf die Eigenheiten des Arcade-Game Genres und nimmt Bezug auf dessen Entstehungs- und Erfolgsgeschichte. Ziel ist es, fundiertes Wissen aus der Games Branche zu recherchieren, strukturieren und letztendlich praktisch anzuwenden. Mit dieser Vorgehensweise soll geklärt werden, was Arcade-Games im Kern ausmacht, woraus sie bestehen, was sie so beliebt macht und wie sie entstehen. Der praktische Teil der Arbeit basiert auf der theoretischen Auseinandersetzung und wird in diesem Dokument ausführlich beschrieben und dokumentiert. Zum Ende dieser Bachelorarbeit steht ein eigens erstelltes, vollständiges Videospiel, welches sich an den Charakteristiken des Arcade-Game Genres orientiert und eine schriftliche Ausarbeitung, welche dessen Entstehungsprozess, bezugnehmend auf bestehende Literatur dokumentiert. 
}},
  author       = {{Knof, Fabian}},
  keywords     = {{Arcade, Games, Videospiel, Game-Design, Unity}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity}}},
  year         = {{2023}},
}

@misc{13010,
  abstract     = {{Especially in highly interdisciplinary fields such as automation engineering, contemporary programming education with tailored assignments and individual feedback is a major challenge for educational institutions due to the increasing number of students per teacher and the ever-increasing demand for computer science professionals. To address this gap, we present ”KIAAA” an AI Assistant for Automation Engineering Teaching, a work-in-progress approach for an integrated, customized, and AI-based learning support system for automation and programming courses based on instructor-defined course objectives. Thereby in the KIAAA system, the individual knowledge level of the students is determined and individually tailored virtual learning scenarios are generated based on the knowledge and learning profile of the students. These are iteratively adapted based on the answers given. To achieve this, KIAAA uses several AI components, a hybrid rule-based scenario generation component, a Help-DKT-based cognitive model, and a solution assessor that uses a combination of traditional code analysis methods and AI-based analyses methods for automated programming task assessment. These components are the main parts of KIAAA to generate customized programming scenarios as well as visualization and simulation based on a modern game and physics engine.}},
  author       = {{Eilermann, Sebastian and Wehmeier, Leon and Niggemann, Oliver and Deuter, Andreas}},
  booktitle    = {{2023 IEEE 21st International Conference on Industrial Informatics (INDIN)}},
  editor       = {{Jasperneite, Jürgen}},
  isbn         = {{978-1-6654-9314-7}},
  keywords     = {{Visualization, Automation, Education, Games, Hybrid power systems, Task analysis, Artificial intelligence}},
  location     = {{Lemgo}},
  publisher    = {{IEEE}},
  title        = {{{KIAAA: An AI Assistant for Teaching Programming in the Field of Automation}}},
  doi          = {{10.1109/indin51400.2023.10218157}},
  year         = {{2023}},
}

@misc{13019,
  abstract     = {{The digital transformation of manufacturing companies is a huge driver of complexity in organizational structures and processes. Challenges such as an increasing number of variants, rapid changes in technology, and a multitude of interfaces between IT systems within companies require changed qualifications in the workforce. Employees lack a profound understanding of the added value that digitalization can bring to the company and themselves. To address these challenges, simulation games are a suitable approach. Simulation games are active learning methods that simulate real systems in an artificial environment. The goal is to give employees the opportunity to gain experience and make decisions without creating a pressure situation or endangering the real production system. This enables them to better understand, evaluate and design real systems. In order to make optimal use of simulation games in manufacturing companies, they should be customized to the company and its employees due to individual processes and structures. This paper presents a procedure model for designing a concept of individualized simulation games for manufacturing companies in the context of digitalization. It starts with the identification of requirements. Subsequently, the requirements of the individual elements are combined into a holistic simulation game. The piloting of the framework is presented using an example from industrial practice.}},
  author       = {{Machon, Fabian and Gabriel, Stefan and Latos, Benedikt and Holtkötter, Christoph and Lütkehoff, Ben and Asmar, Laban and Kühn, Dr. Arno and Dumitrescu, Prof. Dr. Roman}},
  booktitle    = {{Procedia CIRP}},
  issn         = {{2212-8271}},
  keywords     = {{industry 4.0, digitalization, digital transformation, simulation games, game-based learning, education, employee education, qualification}},
  pages        = {{1017--1022}},
  publisher    = {{Elsevier BV}},
  title        = {{{Design of individual simulation games in manufacturing companies for game-based learning}}},
  doi          = {{10.1016/j.procir.2023.03.145}},
  volume       = {{119}},
  year         = {{2023}},
}

@inbook{4766,
  abstract     = {{This chapter presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Hinske, Steve and Lampe, Matthias}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  isbn         = {{978-3-8322-6224-2}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, Human Computer  Interaction, User Requirements, Design Guidelines, Interface Design}},
  publisher    = {{Shaker}},
  title        = {{{Designing User-Friendly Interfaces for Pervasive Gaming Applications}}},
  volume       = {{67-83}},
  year         = {{2007}},
}

@inproceedings{4813,
  abstract     = {{This paper presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived. These requirements are then used to guide the development process of a ubiquitous computing gaming platform. To demonstrate the usefulness of the gaming platform, a sample application is discussed, which is described in the last section of this paper.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Haar, Maral}},
  booktitle    = {{Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All}},
  editor       = {{Stephanidis, Constantine and Pieper, Michael}},
  isbn         = {{978-3-540-71024-0}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, System Development, Tangible User Interfaces, Human Computer Interaction}},
  location     = {{Königswinter (Bonn), Germany}},
  pages        = {{352--368}},
  publisher    = {{Springer}},
  title        = {{{User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development}}},
  doi          = {{10.1007/978-3-540-71025-7_23}},
  volume       = {{4397}},
  year         = {{2006}},
}

