Auflistung nach Autor:in "Pfeiffer, Thies"
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- KonferenzbeitragAdapting virtual trainings of applied skills to cognitive processes in medical and health care education within the DiViFaG project(DELFI 2020 – Die 18. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 2020) Hainke, Carolin; Pfeiffer, ThiesThe use of virtual reality technology in education rises in popularity, especially in professions that include the training of practical skills. By offering the possibility to repeatedly practice and apply skills in controllable environments, VR training can help to improve the education process. The training simulations that are going to be developed within this project will make use of the high controllability by evaluating behavioral data as well as gaze-based data during the training process. This analysis can reveal insights in the user’s mental states and offers the opportunity of autonomous training adaption.
- KonferenzbeitragBenefits of Locating Overt Visual Attention in Space Using Binocular Eye Tracking for Mixed Reality Applications(Workshop-Proceedings der Tagung Mensch & Computer 2009, 2009) Pfeiffer, Thies; Mattar, NikitaThe ”Where?” is quite important for Mixed Reality applications: Where is the user looking at? Where should augmentations be displayed? The location of the overt visual attention of the user can be used both to disambiguate referent objects and to inform an intelligent view management of the user interface. While the vertical and horizontal orientation of attention is quite commonly used, e.g. derived from the orientation of the head, only knowledge about the distance allows for an intrinsic measurement of the location of the attention. This contribution reviews our latest results on detecting the location of attention in 3D space using binocular eye tracking.
- KonferenzbeitragComparing Virtual Reality and Screen-based Training Simulations in Terms of Learning and Recalling Declarative Knowledge(DELFI 2020 – Die 18. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 2020) Meyer, Leonard; Pfeiffer, ThiesThis paper discusses how much the more realistic user interaction in a life-sized fully immersive VR Training is a benefit for acquiring declarative knowledge compared to the same training via a screen-based first-person application. Two groups performed a nursing training scenario in immersive VR and on a tablet. A third group learned the necessary steps using a classic text-picture-manual (TP group). Afterwards all three groups had to perform a recall test with repeated measurement (one week). The results showed no significant differences between VR training and tablet training. In the first test shortly after completion of the training both training simulation conditions were worse than the TP group. In the long-term test, however, the knowledge loss of the TP group was significantly higher than that of the two simulation groups. Ultimately, VR training in this study design proved to be as efficient as training on a tablet for declarative knowledge acquisition. Nevertheless, it is possible that acquired procedural knowledge distinguishes VR training from the screen-based application.
- KonferenzbeitragDie Heb@AR App - Eine Android & iOS App mit Augmented Reality Trainings für selbstbestimmtes und curriculares Lernen in der hochschulischen Hebammenausbildung(Wettbewerbsband AVRiL 2022, 2022) Blattgerste, Jonas; Lewa , Carmen; Vogel, Kristina; Willmeroth, Tabea; Janßen, Sven; Franssen, Jannik; Behrends, Jan; Joswig, Matthias; Schäfer, Thorsten; Bauer, Nicola H.; Bernloehr, Annette; Pfeiffer, ThiesDie Akademisierung der Hebammenausbildung bringt neue Herausforderungen mit sich. Die Heb@AR App ist eine innovative Augmented Reality (AR) Trainingsanwendung, um diesen Prozess nachhaltig zu unterstützen und die Umsetzung von erworbenem theoretischem Wissen in die Praxis zu fördern. Heb@AR wird derzeit für selbstgesteuertes und curriculares Lernen vor Ort in mehreren Hebammenstudiengängen in Deutschland eingesetzt. Ziel ist es, die praktischen Kompetenzen der Studierenden zu stärken, insbesondere in Notfallsituationen. Dabei ist die Heb@AR App kostenlos über Android & iOS App-Stores verfügbar und bietet derzeit fünf Hebammen-spezifische Trainingsszenarien inklusive supplementärem Material.
- KonferenzbeitragThe Heb@AR App – Five Augmented Reality Trainings for Self-Directed Learning in Academic Midwifery Education(20. Fachtagung Bildungstechnologien (DELFI), 2022) Blattgerste,Jonas; Vogel, Kristina; Lewa, Carmen; Willmeroth, Tabea; Joswig, Matthias; Schäfer, Thorsten; Bauer, Nicola H.; Bernloehr, Annette; Pfeiffer, ThiesThe academization of midwifery education entails novel challenges. To second the transition process, the Heb@AR App is an innovative Augmented Reality (AR) training application. It is currently being deployed for self-directed and curricular on-site learning in several midwifery degree programs in Germany. The aim is to strengthen students’ practical competencies, especially for emergency situations. Hereby, the Heb@AR App is available through the app store on handheld (Android & iOS) devices for free and currently offers five midwifery-specific training scenarios.
- ZeitschriftenartikelIch sehe was, was du auch siehst. Über die Möglichkeiten von Augmented und Virtual Reality für die digitale Beteiligung von Bürger:innen in der Bau- und Stadtplanung(HMD Praxis der Wirtschaftsinformatik: Vol. 58, No. 5, 2021) Fegert, Jonas; Pfeiffer, Jella; Reitzer, Pauline; Götz, Tobias; Hariharan, Anuja; Pfeiffer-Leßmann, Nadine; Renner, Patrick; Pfeiffer, Thies; Weinhardt, ChristofDigital Government eröffnet Möglichkeiten, Verwaltungs- und Regierungsprozesse kritisch zu reflektieren und sie entsprechend neu zu denken. Oblagen Bürgerbeteiligungsprozesse in der Vergangenheit zahlreichen Hürden, bietet die e‑Partizipation Möglichkeiten, sie mit modernen Technologien zu verbinden, die eine niedrigschwellige Teilhabe ermöglichen. In dem Forschungsprojekt Take Part, gefördert durch das Bundesministerium für Bildung und Forschung, werden innovative Formen der Beteiligung von Bürger:innen in der Stadt- und Bauplanung mithilfe von Augmented und Virtual Reality (AR und VR) erforscht. Dabei geht es vor allem darum, neue Anreize zu schaffen, Bürger:innen zur Beteiligung zu motivieren und durch diese das Konfliktpotential um Bauprojekte zu reduzieren. Mithilfe der innerhalb von Take Part entwickelten App können Bürger:innen Bauvorhaben diskutieren, Feedback geben oder über sie abstimmen, während sie dabei den Beteiligungsgegenstand anschaulich in AR und VR präsentiert bekommen. Zugleich können auch Initiator:innen mithilfe eines Partizipationsökosystems die Beteiligung im jeweiligen Bauvorhaben konfigurieren, indem sie sowohl vorhandene Module kombinieren und konfigurieren, als auch passende Dienstleistungen, wie beispielsweise 3D-Modellierungen, einkaufen. In diesem Beitrag sollen die konkreten technologischen Entwicklungen (u. a. Outdoor-AR-Tracking und räumlich verankerte Diskussionen), sowie das Partizipationsökosystem (Dienstentwicklungs- und Ausführungsplattform) vorgestellt werden. Erstmalig soll so der entwickelte Prototyp umfassend dargestellt werden. Auf die Herausforderung, eine e‑Partizipations-App zu entwickeln, die die Möglichkeit bietet, verschiedene Interaktionskonzepte ineinander zu integrieren und gleichzeitig eine überzeugende User-Experience bietet, soll ebenfalls eingegangen werden. Anschließend wird das Potenzial einer solchen Lösung für die digitale Mitbestimmung in lokaler Verwaltung vor allem in Bezug auf gesteigerte Vorstellungskraft und Motivation zur Teilhabe für Nutzer:innen diskutiert und in den Kontext der Covid-19 Pandemie gesetzt. Digital government opens up opportunities to critically reflect on administrative and government processes and to rethink them accordingly. In the past, citizen participation processes were subject to numerous challenges, but e‑participation offers opportunities to combine them with modern technologies that enable low-threshold participation. In the research project Take Part, funded by the German Federal Ministry of Education and Research, innovative forms of citizen participation in urban and construction planning are being researched using augmented and virtual reality (AR and VR). The main goal is to create new incentives to motivate citizens to participate and to reduce the possible conflict in construction projects. With the help of the application developed within Take Part, citizens can discuss construction projects, give feedback or vote on them, and at the same time have the object of participation vividly presented in AR and VR. Furthermore, initiators can configure the participation ecosystem to find combinable applications for participation in the respective construction project and purchase suitable services, such as 3D modeling. This paper will present the concrete technological developments (incl. outdoor AR tracking and spatially anchored discussions), as well as the participation ecosystem (service development and implementation platform). For the first time, the developed prototype will be presented in detail. The challenge of developing an e‑participation app that offers the chance to integrate the interaction concepts of different technologies and at the same time provides a compelling user experience will also be described. Finally, the potential of such a solution for digital participation in local government will be discussed, especially in regard of the increased power of imagination and motivation to participate for the user and additionally put into the context of the Covid-19 pandemic.
- KonferenzbeitragImmersive Virtual Reality Training for the Operation of Chemical Reactors(DELFI 2020 – Die 18. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 2020) Tehreem, Yusra; Pfeiffer, ThiesThis paper discusses virtual reality (VR) training for chemical operators on hazardous or costly operations of chemical plants. To this end, a prototypical training scenario is developed which will be deployed to industrial partners and evaluated regarding efficiency and effectiveness. In this paper, the current version of the prototype is presented, that allows life-sized trainings in a virtual simulation of a chemical reactor. Building up on this prototype scenario, means for measuring performance, providing feedback, and guiding users through VR-based trainings are explored and evaluated, targeting at an optimized transfer of knowledge from virtual to real world. This work is embedded in the Marie-Skłodowska-Curie Innovative Training Network CHARMING3, in which 15 PhD candidates from six European countries are cooperating.
- ZeitschriftenartikelPotential and Challenges of Prototyping in Product Development and Innovation - Insights from an Expert Discussion Among Researchers and Practitioners(i-com: Vol. 18, No. 2, 2019) Christoforakos, Lara; Tretter, Stefan; Diefenbach, Sarah; Bibi, Sven-Anwar; Fröhner, Moritz; Kohler, Kirstin; Madden, Dominick; Marx, Tobias; Pfeiffer, Thies; Pfeiffer-Leßmann, Nadine; Valkanova, Nina
- KonferenzbeitragProject Heb@AR: Exploring handheld Augmented Reality training to supplement academic midwifery education(DELFI 2020 – Die 18. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 2020) Blattgerste, Jonas; Luksch, Kristina; Lewa, Carmen; Kunzendorf, Martina; Bauer, Nicola H.; Bernloehr, Annette; Joswig, Matthias; Schäfer, Thorsten; Pfeiffer, ThiesAugmented Reality (AR) promises great potential for training applications as it allows to provide the trainee with instructions and feedback that is contextualized. In recent years, AR reached a state of technical feasibility that not only allows for larger, long term evaluations, but also for explorations of its application to specific training use cases. In the BMBF funded project Heb@AR, the utilization of handheld AR as a supplementary tool for the practical training in academic midwifery education is explored. Specifically, how and where AR can be used most effectively in this context, how acceptability and accessibility for tutors and trainees can be ensured and how well emergency situations can be simulated using the technology. In this paper an overview of the Heb@AR project is provided, the goals of the project are stated and the project’s research questions are discussed from a technical perspective. Furthermore, insights into the current state and the development process of the first AR training prototype are provided: The preparation of a tocolytic injection.
- longPromptly authored Augmented Reality instructions can be sufficient to enable cognitively impaired workers(GI VR / AR Workshop, 2020) Blattgerste, Jonas; Pfeiffer, Thies