[{"oa":"1","_id":"9902","ddc":["770"],"author":[{"first_name":"Fabian","last_name":"Knof","id":"75441","full_name":"Knof, Fabian"}],"publication_status":"published","date_created":"2023-05-11T10:10:20Z","language":[{"iso":"ger"}],"citation":{"havard":"F. Knof, Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity, Technische Hochschule Ostwestfalen-Lippe, Detmold, 2023.","short":"F. Knof, Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity, Technische Hochschule Ostwestfalen-Lippe, Detmold, 2023.","mla":"Knof, Fabian. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Technische Hochschule Ostwestfalen-Lippe, 2023.","apa":"Knof, F. (2023). <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Technische Hochschule Ostwestfalen-Lippe.","ufg":"<b>Knof, Fabian</b>: Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity, Detmold 2023.","chicago-de":"Knof, Fabian. 2023. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe.","ieee":"F. Knof, <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe, 2023.","ama":"Knof F. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Technische Hochschule Ostwestfalen-Lippe; 2023.","van":"Knof F. Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity. Detmold: Technische Hochschule Ostwestfalen-Lippe; 2023.","bjps":"<b>Knof F</b> (2023) <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Knof, Fabian</span>: <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Detmold : Technische Hochschule Ostwestfalen-Lippe, 2023","chicago":"Knof, Fabian. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe, 2023."},"place":"Detmold","has_accepted_license":"1","title":"Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity","department":[{"_id":"DEP2001"}],"year":"2023","user_id":"15514","status":"public","keyword":["Arcade","Games","Videospiel","Game-Design","Unity"],"file":[{"date_created":"2023-05-11T10:10:11Z","file_size":7701327,"file_id":"9903","creator":"52k-5tz","access_level":"open_access","date_updated":"2023-05-11T10:10:11Z","relation":"main_file","content_type":"application/pdf","file_name":"Bachelorarbeit Fabian Knof.pdf"}],"supervisor":[{"id":"76705","last_name":"Dober","full_name":"Dober, Rico","first_name":"Rico"},{"id":"81199","last_name":"Meier","full_name":"Meier, Jennifer","first_name":"Jennifer"}],"abstract":[{"lang":"ger","text":"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.  \r\nBeginnend 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. \r\n"}],"type":"bachelor_thesis","publisher":"Technische Hochschule Ostwestfalen-Lippe","file_date_updated":"2023-05-11T10:10:11Z","date_updated":"2023-05-24T09:56:27Z"},{"title":"KIAAA: An AI Assistant for Teaching Programming in the Field of Automation","publication_identifier":{"isbn":["978-1-6654-9314-7"],"eisbn":["978-1-6654-9313-0"]},"author":[{"full_name":"Eilermann, Sebastian","last_name":"Eilermann","first_name":"Sebastian"},{"id":"81257","last_name":"Wehmeier","full_name":"Wehmeier, Leon","first_name":"Leon"},{"first_name":"Oliver","full_name":"Niggemann, Oliver","last_name":"Niggemann"},{"id":"62088","last_name":"Deuter","full_name":"Deuter, Andreas","first_name":"Andreas","orcid":"0000-0002-6529-6215"}],"publication_status":"published","date_created":"2025-06-24T09:24:47Z","language":[{"iso":"eng"}],"citation":{"ieee":"S. Eilermann, L. Wehmeier, O. Niggemann, and A. Deuter, <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>. [Piscataway, NJ]: IEEE, 2023. doi: <a href=\"https://doi.org/10.1109/indin51400.2023.10218157\">10.1109/indin51400.2023.10218157</a>.","ama":"Eilermann S, Wehmeier L, Niggemann O, Deuter A. <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>. (Jasperneite J, IEEE International Conference on Industrial Informatics , Institute of Electrical and Electronics Engineers, eds.). IEEE; 2023. doi:<a href=\"https://doi.org/10.1109/indin51400.2023.10218157\">10.1109/indin51400.2023.10218157</a>","van":"Eilermann S, Wehmeier L, Niggemann O, Deuter A. KIAAA: An AI Assistant for Teaching Programming in the Field of Automation. Jasperneite J, IEEE International Conference on Industrial Informatics , Institute of Electrical and Electronics Engineers, editors. 2023 IEEE 21st International Conference on Industrial Informatics (INDIN). [Piscataway, NJ]: IEEE; 2023.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Eilermann, Sebastian</span> ; <span style=\"font-variant:small-caps;\">Wehmeier, Leon</span> ; <span style=\"font-variant:small-caps;\">Niggemann, Oliver</span> ; <span style=\"font-variant:small-caps;\">Deuter, Andreas</span> ; <span style=\"font-variant:small-caps;\">Jasperneite, J.</span> ; <span style=\"font-variant:small-caps;\">IEEE International Conference on Industrial Informatics </span> ; <span style=\"font-variant:small-caps;\">Institute of Electrical and Electronics Engineers</span> (Hrsg.): <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>. [Piscataway, NJ] : IEEE, 2023","bjps":"<b>Eilermann S <i>et al.</i></b> (2023) <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>, Jasperneite J, IEEE International Conference on Industrial Informatics , and Institute of Electrical and Electronics Engineers (eds). [Piscataway, NJ]: IEEE.","chicago":"Eilermann, Sebastian, Leon Wehmeier, Oliver Niggemann, and Andreas Deuter. <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>. Edited by Jürgen Jasperneite, IEEE International Conference on Industrial Informatics , and Institute of Electrical and Electronics Engineers. <i>2023 IEEE 21st International Conference on Industrial Informatics (INDIN)</i>. [Piscataway, NJ]: IEEE, 2023. <a href=\"https://doi.org/10.1109/indin51400.2023.10218157\">https://doi.org/10.1109/indin51400.2023.10218157</a>.","havard":"S. Eilermann, L. Wehmeier, O. Niggemann, A. Deuter, KIAAA: An AI Assistant for Teaching Programming in the Field of Automation, IEEE, [Piscataway, NJ], 2023.","mla":"Eilermann, Sebastian, et al. “KIAAA: An AI Assistant for Teaching Programming in the Field of Automation.” <i>2023 IEEE 21st International Conference on Industrial Informatics (INDIN)</i>, edited by Jürgen Jasperneite et al., IEEE, 2023, <a href=\"https://doi.org/10.1109/indin51400.2023.10218157\">https://doi.org/10.1109/indin51400.2023.10218157</a>.","apa":"Eilermann, S., Wehmeier, L., Niggemann, O., &#38; Deuter, A. (2023). KIAAA: An AI Assistant for Teaching Programming in the Field of Automation. In J. Jasperneite, IEEE International Conference on Industrial Informatics , &#38; Institute of Electrical and Electronics Engineers (Eds.), <i>2023 IEEE 21st International Conference on Industrial Informatics (INDIN)</i>. IEEE. <a href=\"https://doi.org/10.1109/indin51400.2023.10218157\">https://doi.org/10.1109/indin51400.2023.10218157</a>","short":"S. Eilermann, L. Wehmeier, O. Niggemann, A. Deuter, KIAAA: An AI Assistant for Teaching Programming in the Field of Automation, IEEE, [Piscataway, NJ], 2023.","chicago-de":"Eilermann, Sebastian, Leon Wehmeier, Oliver Niggemann und Andreas Deuter. 2023. <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>. Hg. von Jürgen Jasperneite, IEEE International Conference on Industrial Informatics , und Institute of Electrical and Electronics Engineers. <i>2023 IEEE 21st International Conference on Industrial Informatics (INDIN)</i>. [Piscataway, NJ]: IEEE. doi:<a href=\"https://doi.org/10.1109/indin51400.2023.10218157\">10.1109/indin51400.2023.10218157</a>, .","ufg":"<b>Eilermann, Sebastian u. a.</b>: KIAAA: An AI Assistant for Teaching Programming in the Field of Automation, hg. von Jasperneite, Jürgen/IEEE International Conference on Industrial Informatics , Institute of Electrical and Electronics Engineers, [Piscataway, NJ] 2023."},"place":"[Piscataway, NJ]","_id":"13010","publication":"2023 IEEE 21st International Conference on Industrial Informatics (INDIN)","quality_controlled":"1","doi":"10.1109/indin51400.2023.10218157","date_updated":"2025-06-24T09:38:24Z","type":"conference_editor_article","editor":[{"last_name":"Jasperneite","id":"1899","full_name":"Jasperneite, Jürgen","first_name":"Jürgen"}],"publisher":"IEEE","keyword":["Visualization","Automation","Education","Games","Hybrid power systems","Task analysis","Artificial intelligence"],"conference":{"end_date":"2023-07-20","start_date":"2023-07-18","name":"21st International Conference on Industrial Informatics (INDIN)","location":"Lemgo"},"abstract":[{"text":"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.","lang":"eng"}],"corporate_editor":["IEEE International Conference on Industrial Informatics ","Institute of Electrical and Electronics Engineers"],"department":[{"_id":"DEP7022"},{"_id":"DEP1306"},{"_id":"DEP7001"}],"year":"2023","user_id":"83781","status":"public"},{"publication_identifier":{"issn":["2212-8271"]},"intvolume":"       119","author":[{"first_name":"Fabian","full_name":"Machon, Fabian","last_name":"Machon"},{"last_name":"Gabriel","full_name":"Gabriel, Stefan","first_name":"Stefan"},{"first_name":"Benedikt","last_name":"Latos","id":"84474","full_name":"Latos, Benedikt"},{"first_name":"Christoph","full_name":"Holtkötter, Christoph","last_name":"Holtkötter"},{"first_name":"Ben","last_name":"Lütkehoff","full_name":"Lütkehoff, Ben"},{"last_name":"Asmar","full_name":"Asmar, Laban","first_name":"Laban"},{"first_name":"Dr. Arno","last_name":"Kühn","full_name":"Kühn, Dr. Arno"},{"first_name":"Prof. Dr. Roman","last_name":"Dumitrescu","full_name":"Dumitrescu, Prof. Dr. Roman"}],"volume":119,"publication_status":"published","date_created":"2025-06-24T13:42:09Z","language":[{"iso":"eng"}],"citation":{"havard":"F. Machon, S. Gabriel, B. Latos, C. Holtkötter, B. Lütkehoff, L. Asmar, Dr.A. Kühn, Prof.Dr.R. Dumitrescu, Design of individual simulation games in manufacturing companies for game-based learning, Procedia CIRP. 119 (2023) 1017–1022.","short":"F. Machon, S. Gabriel, B. Latos, C. Holtkötter, B. Lütkehoff, L. Asmar, Dr.A. Kühn, Prof.Dr.R. Dumitrescu, Procedia CIRP 119 (2023) 1017–1022.","mla":"Machon, Fabian, et al. “Design of Individual Simulation Games in Manufacturing Companies for Game-Based Learning.” <i>Procedia CIRP</i>, vol. 119, 2023, pp. 1017–22, <a href=\"https://doi.org/10.1016/j.procir.2023.03.145\">https://doi.org/10.1016/j.procir.2023.03.145</a>.","apa":"Machon, F., Gabriel, S., Latos, B., Holtkötter, C., Lütkehoff, B., Asmar, L., Kühn, Dr. A., &#38; Dumitrescu, Prof. Dr. R. (2023). Design of individual simulation games in manufacturing companies for game-based learning. <i>Procedia CIRP</i>, <i>119</i>, 1017–1022. <a href=\"https://doi.org/10.1016/j.procir.2023.03.145\">https://doi.org/10.1016/j.procir.2023.03.145</a>","ufg":"<b>Machon, Fabian u. a.</b>: Design of individual simulation games in manufacturing companies for game-based learning, in: <i>Procedia CIRP</i> 119 (2023),  S. 1017–1022.","chicago-de":"Machon, Fabian, Stefan Gabriel, Benedikt Latos, Christoph Holtkötter, Ben Lütkehoff, Laban Asmar, Dr. Arno Kühn und Prof. Dr. Roman Dumitrescu. 2023. Design of individual simulation games in manufacturing companies for game-based learning. <i>Procedia CIRP</i> 119: 1017–1022. doi:<a href=\"https://doi.org/10.1016/j.procir.2023.03.145\">10.1016/j.procir.2023.03.145</a>, .","ieee":"F. Machon <i>et al.</i>, “Design of individual simulation games in manufacturing companies for game-based learning,” <i>Procedia CIRP</i>, vol. 119, pp. 1017–1022, 2023, doi: <a href=\"https://doi.org/10.1016/j.procir.2023.03.145\">10.1016/j.procir.2023.03.145</a>.","ama":"Machon F, Gabriel S, Latos B, et al. Design of individual simulation games in manufacturing companies for game-based learning. <i>Procedia CIRP</i>. 2023;119:1017-1022. doi:<a href=\"https://doi.org/10.1016/j.procir.2023.03.145\">10.1016/j.procir.2023.03.145</a>","van":"Machon F, Gabriel S, Latos B, Holtkötter C, Lütkehoff B, Asmar L, et al. Design of individual simulation games in manufacturing companies for game-based learning. Procedia CIRP. 2023;119:1017–22.","bjps":"<b>Machon F <i>et al.</i></b> (2023) Design of Individual Simulation Games in Manufacturing Companies for Game-Based Learning. <i>Procedia CIRP</i> <b>119</b>, 1017–1022.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Machon, Fabian</span> ; <span style=\"font-variant:small-caps;\">Gabriel, Stefan</span> ; <span style=\"font-variant:small-caps;\">Latos, Benedikt</span> ; <span style=\"font-variant:small-caps;\">Holtkötter, Christoph</span> ; <span style=\"font-variant:small-caps;\">Lütkehoff, Ben</span> ; <span style=\"font-variant:small-caps;\">Asmar, Laban</span> ; <span style=\"font-variant:small-caps;\">Kühn, Dr. Arno</span> ; <span style=\"font-variant:small-caps;\">Dumitrescu, Prof. Dr. Roman</span>: Design of individual simulation games in manufacturing companies for game-based learning. In: <i>Procedia CIRP</i> Bd. 119. Amsterdam [u.a.], Elsevier BV (2023), S. 1017–1022","chicago":"Machon, Fabian, Stefan Gabriel, Benedikt Latos, Christoph Holtkötter, Ben Lütkehoff, Laban Asmar, Dr. Arno Kühn, and Prof. Dr. Roman Dumitrescu. “Design of Individual Simulation Games in Manufacturing Companies for Game-Based Learning.” <i>Procedia CIRP</i> 119 (2023): 1017–22. <a href=\"https://doi.org/10.1016/j.procir.2023.03.145\">https://doi.org/10.1016/j.procir.2023.03.145</a>."},"place":"Amsterdam [u.a.]","title":"Design of individual simulation games in manufacturing companies for game-based learning","publication":"Procedia CIRP","_id":"13019","type":"scientific_journal_article","publisher":"Elsevier BV","quality_controlled":"1","doi":"10.1016/j.procir.2023.03.145","date_updated":"2025-06-24T13:45:56Z","department":[{"_id":"DEP1500"}],"year":"2023","user_id":"83781","status":"public","keyword":["industry 4.0","digitalization","digital transformation","simulation games","game-based learning","education","employee education","qualification"],"page":"1017-1022","abstract":[{"lang":"eng","text":"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."}]},{"publication":"A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications","_id":"4766","oa":"1","publication_identifier":{"isbn":["978-3-8322-6224-2"]},"author":[{"first_name":"Carsten","last_name":"Röcker","id":"61525","full_name":"Röcker, Carsten"},{"first_name":"Carsten","last_name":"Magerkurth","full_name":"Magerkurth, Carsten"},{"last_name":"Hinske","full_name":"Hinske, Steve","first_name":"Steve"},{"last_name":"Lampe","full_name":"Lampe, Matthias","first_name":"Matthias"}],"language":[{"iso":"eng"}],"date_created":"2021-01-29T10:05:31Z","volume":"67-83","publication_status":"published","place":"Aachen","citation":{"ama":"Röcker C, Magerkurth C, Hinske S, Lampe M. Designing User-Friendly Interfaces for Pervasive Gaming Applications. In: <i>A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications</i>. Vol 67-83. Aachen: Shaker; 2007.","van":"Röcker C, Magerkurth C, Hinske S, Lampe M. Designing User-Friendly Interfaces for Pervasive Gaming Applications. In: A reader for pervasive gaming research / Vol 2 Pervasive gaming applications. Aachen: Shaker; 2007.","havard":"C. Röcker, C. Magerkurth, S. Hinske, M. Lampe, Designing User-Friendly Interfaces for Pervasive Gaming Applications, in: A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications, Shaker, Aachen, 2007.","ieee":"C. Röcker, C. Magerkurth, S. Hinske, and M. Lampe, “Designing User-Friendly Interfaces for Pervasive Gaming Applications,” in <i>A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i>, vol. 67–83, Aachen: Shaker, 2007.","chicago-de":"Röcker, Carsten, Carsten Magerkurth, Steve Hinske und Matthias Lampe. 2007. Designing User-Friendly Interfaces for Pervasive Gaming Applications. In: <i>A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i>, 67–83:. Aachen: Shaker.","chicago":"Röcker, Carsten, Carsten Magerkurth, Steve Hinske, and Matthias Lampe. “Designing User-Friendly Interfaces for Pervasive Gaming Applications.” In <i>A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications</i>, Vol. 67–83. Aachen: Shaker, 2007.","ufg":"<b>Röcker, Carsten et. al. (2007)</b>: Designing User-Friendly Interfaces for Pervasive Gaming Applications, in: <i>A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i> (=<i> 67–83</i>), Aachen.","apa":"Röcker, C., Magerkurth, C., Hinske, S., &#38; Lampe, M. (2007). Designing User-Friendly Interfaces for Pervasive Gaming Applications. In <i>A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i> (Vol. 67–83). Aachen: Shaker.","mla":"Röcker, Carsten, et al. “Designing User-Friendly Interfaces for Pervasive Gaming Applications.” <i>A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications</i>, vol. 67–83, Shaker, 2007.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Röcker, Carsten</span> ; <span style=\"font-variant:small-caps;\">Magerkurth, Carsten</span> ; <span style=\"font-variant:small-caps;\">Hinske, Steve</span> ; <span style=\"font-variant:small-caps;\">Lampe, Matthias</span>: Designing User-Friendly Interfaces for Pervasive Gaming Applications. In: <i>A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i>. Bd. 67–83. Aachen : Shaker, 2007","short":"C. Röcker, C. Magerkurth, S. Hinske, M. Lampe, in: A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications, Shaker, Aachen, 2007.","bjps":"<b>Röcker C <i>et al.</i></b> (2007) Designing User-Friendly Interfaces for Pervasive Gaming Applications. <i>A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications</i>, vol. 67–83. Aachen: Shaker."},"title":"Designing User-Friendly Interfaces for Pervasive Gaming Applications","main_file_link":[{"open_access":"1"}],"department":[{"_id":"DEP5023"}],"user_id":"15514","year":2007,"status":"public","keyword":["User Interfaces","Pervasive Games","Evaluation","Human Computer  Interaction","User Requirements","Design Guidelines","Interface Design"],"extern":"1","abstract":[{"text":"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.","lang":"eng"}],"type":"book_chapter","publisher":"Shaker","related_material":{"link":[{"url":"https://www.researchgate.net/profile/Matthias_Lampe/publication/228873866_Designing_user-friendly_interfaces_for_pervasive_gaming_applications/links/0912f50d1f41d19988000000/Designing-user-friendly-interfaces-for-pervasive-gaming-applications.pdf","relation":"research_paper"}]},"date_updated":"2023-03-15T13:49:55Z"},{"_id":"4813","oa":"1","series_title":"Lecture Notes in Computer Science","publication":"Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All","main_file_link":[{"open_access":"1"}],"title":"User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development","author":[{"id":"61525","last_name":"Röcker","full_name":"Röcker, Carsten","first_name":"Carsten"},{"last_name":"Magerkurth","full_name":"Magerkurth, Carsten","first_name":"Carsten"},{"first_name":"Maral","last_name":"Haar","full_name":"Haar, Maral"}],"intvolume":"      4397","publication_identifier":{"isbn":["978-3-540-71024-0"],"eisbn":["978-3-540-71025-7"]},"place":"Berlin","citation":{"short":"C. Röcker, C. Magerkurth, M. Haar, in: C. Stephanidis, M. Pieper (Eds.), Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All, Springer, Berlin, 2006, pp. 352–368.","apa":"Röcker, C., Magerkurth, C., &#38; Haar, M. (2006). User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development. In C. Stephanidis &#38; M. Pieper (Eds.), <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i> (Vol. 4397, pp. 352–368). Berlin: Springer. <a href=\"https://doi.org/10.1007/978-3-540-71025-7_23\">https://doi.org/10.1007/978-3-540-71025-7_23</a>","mla":"Röcker, Carsten, et al. “User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and Its Implications for System Development.” <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>, edited by Constantine Stephanidis and Michael Pieper, vol. 4397, Springer, 2006, pp. 352–68, doi:<a href=\"https://doi.org/10.1007/978-3-540-71025-7_23\">10.1007/978-3-540-71025-7_23</a>.","ufg":"<b>Röcker, Carsten et. al. (2006)</b>: User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development, in: Constantine Stephanidis/Michael Pieper (Hgg.): <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i> (=<i>Lecture Notes in Computer Science 4397</i>), Berlin, S. 352–368.","chicago-de":"Röcker, Carsten, Carsten Magerkurth und Maral Haar. 2006. User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development. In: <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>, hg. von Constantine Stephanidis und Michael Pieper, 4397:352–368. Lecture Notes in Computer Science. Berlin: Springer. doi:<a href=\"https://doi.org/10.1007/978-3-540-71025-7_23,\">10.1007/978-3-540-71025-7_23,</a> .","havard":"C. Röcker, C. Magerkurth, M. Haar, User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development, in: C. Stephanidis, M. Pieper (Eds.), Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All, Springer, Berlin, 2006: pp. 352–368.","bjps":"<b>Röcker C, Magerkurth C and Haar M</b> (2006) User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and Its Implications for System Development. In Stephanidis C and Pieper M (eds), <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>, vol. 4397. Berlin: Springer, pp. 352–368.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Röcker, Carsten</span> ; <span style=\"font-variant:small-caps;\">Magerkurth, Carsten</span> ; <span style=\"font-variant:small-caps;\">Haar, Maral</span>: User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development. In: <span style=\"font-variant:small-caps;\">Stephanidis, C.</span> ; <span style=\"font-variant:small-caps;\">Pieper, M.</span> (Hrsg.): <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>, <i>Lecture Notes in Computer Science</i>. Bd. 4397. Berlin : Springer, 2006, S. 352–368","chicago":"Röcker, Carsten, Carsten Magerkurth, and Maral Haar. “User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and Its Implications for System Development.” In <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>, edited by Constantine Stephanidis and Michael Pieper, 4397:352–68. Lecture Notes in Computer Science. Berlin: Springer, 2006. <a href=\"https://doi.org/10.1007/978-3-540-71025-7_23\">https://doi.org/10.1007/978-3-540-71025-7_23</a>.","ieee":"C. Röcker, C. Magerkurth, and M. Haar, “User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development,” in <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>, Königswinter (Bonn), Germany, 2006, vol. 4397, pp. 352–368.","van":"Röcker C, Magerkurth C, Haar M. User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development. In: Stephanidis C, Pieper M, editors. Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All. Berlin: Springer; 2006. p. 352–68. (Lecture Notes in Computer Science; vol. 4397).","ama":"Röcker C, Magerkurth C, Haar M. User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development. In: Stephanidis C, Pieper M, eds. <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All</i>. Vol 4397. Lecture Notes in Computer Science. Berlin: Springer; 2006:352-368. doi:<a href=\"https://doi.org/10.1007/978-3-540-71025-7_23\">10.1007/978-3-540-71025-7_23</a>"},"date_created":"2021-02-02T09:56:54Z","language":[{"iso":"eng"}],"volume":4397,"publication_status":"published","extern":"1","keyword":["User Interfaces","Pervasive Games","Evaluation","System Development","Tangible User Interfaces","Human Computer Interaction"],"abstract":[{"lang":"eng","text":"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."}],"page":"352-368","conference":{"name":"9th ERCIM Workshop on User Interfaces for All","end_date":"2006+09-28","start_date":"2006-09-27","location":"Königswinter (Bonn), Germany"},"year":2006,"user_id":"15514","department":[{"_id":"DEP5023"}],"status":"public","doi":"10.1007/978-3-540-71025-7_23","date_updated":"2023-03-15T13:49:55Z","type":"conference","publisher":"Springer","editor":[{"last_name":"Stephanidis","full_name":"Stephanidis, Constantine","first_name":"Constantine"},{"last_name":"Pieper","full_name":"Pieper, Michael","first_name":"Michael"}]}]
