Auflistung nach Autor:in "Angerbauer, Katrin"
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- KonferenzbeitragDon't Catch It! - An Interactive Virtual-Reality Environment to Learn About COVID-19 Measures Using Gamification Elements.(Mensch und Computer 2021 - Tagungsband, 2021) Krauter, Christian; Vogelsang, Jonas; Calepso, Aimée Sousa; Angerbauer, Katrin; Sedlmair, MichaelThe world is still under the influence of the COVID-19 pandemic. Even though vaccines are deployed as rapidly as possible, it is still necessary to use other measures to reduce the spread of the virus. Measures such as social distancing or wearing a mask receive a lot of criticism. Therefore, we want to demonstrate a serious game to help the players understand these measures better and show them why they are still necessary. The player of the game has to avoid other agents to keep their risk of a COVID-19 infection low. The game uses Virtual Reality through a Head-Mounted-Display to deliver an immersive and enjoyable experience. Gamification elements are used to engage the user with the game while they explore various environments. We also implemented visualizations that help the user with social distancing.
- WorkshopEnvisioning the Future of Accessible Immersive Technology: Creating a Roadmap and Building Community(Mensch und Computer 2024 - Workshopband, 2024) Wolf, Marvin; Anken, Julia; Angerbauer, Katrin; Wieland, Markus; Wölfel, Matthias; Müller, Karin; Gerling, KathrinImmersive technology - for example, Augmented and Virtual Reality - is relevant to many areas of our lives, including work, education, and leisure. However, accessibility of such systems for disabled people remains problematic on the physical, digital, and experiential level. In this workshop, we want to bring together the accessibility community to envision the future of accessible immersive technology, identifying key research challenges, particularly with respect to the design and evaluation of immersive experiences. Together, we want to converge toward a shared roadmap for future research that is constructive, and prioritizes the preferences and needs of disabled people so that we can all benefit from immersive technology.