MCI Dissertationen
In diesem Bereich sammeln wir (Verweise auf) Dissertationen zu MCI-Themen. Ausser dem Kriterium, dass die Dissertation erfolgreich abgeschlossen worden sein soll, gibt es keine weiteren Kriterien für die Aufnahme in dieses Verzeichnis (also keine Mindestnote wie summa oder magna). Wenn eine Arbeit in Bereich Mensch-Computer-Interaktion fällt und Sie die Arbeit wert finden, hier aufgenommen zu werden, dann bitte einfach formlos an michael.koch@unibw.de melden.
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- DissertationNomadic virtual reality : overcoming challenges of mobile virtual reality head-mounted displays(2020) Gugenheimer, JanTechnological advancements in the fields of optics, display technology and miniaturization have enabled high-quality virtual reality (VR) head-mounted displays (HMDs) to be used beyond research labs and become available as consumer products. In turn, this development enabled mobile VR HMDs, which are untethered and self-contained headsets, allowing users to immerse themselves wherever and whenever they wish. This creates a novel interaction scenario in which a user is immersed in a virtual environment using a mobile VR HMD inside an unknown context (e.g., watching a 360-degree video while commuting by public transport). This thesis defines this novel interaction scenario as nomadic VR and systematically explores its upcoming challenges and opportunities. For this, the interaction scenario is embedded into a larger vision of ubiquitous mixed reality, using models and approaches from the field of context-aware computing which already explain a similar transformation and paradigm shift from stationary PCs to mobile computing (smartphones): The form factor changed dramatically, cursor-based input was replaced with multi-touch, sound and visual feedback was extended with vibration and the constant changing environment enabled a variety of location-based features and services. We argue that a similar transformation will happen from stationary VR HMDs to mobile VR HMDs: the input will be adapted, novel output modalities will be added and the context of use will be incorporated into the virtual environment. This dissertation consists of six case studies, each addressing one aspect of these challenges (input, output and context). To enable fast and precise input we present FaceTouch, a novel interaction concept leveraging the backside of the HMD as a touch-sensitive surface. FaceTouch allows the user to select virtual content inside the nomadic VR interaction scenario without the need for additional accessories or expansive gestures. To extend the output capabilities of mobile VR HMDs, we propose GyroVR, a set of HMD-attached flywheels, leveraging the gyroscopic effect of resistance when changing the spinning axis of rotation and generating the perception of inertia. GyroVR was designed as a mobile and ungrounded feedback device fitting into the nomadic VR interaction scenario. The context was divided into the physical environment and human factors. With CarVR, we explored how to enable the usage of VR HMDs inside of moving vehicles such as cars. The CarVR system senses and incorporates the additional motions arising inside of these dynamic physical environments, enabling an increment of enjoyment and reduction of simulator sickness compared to a stationary setup. The SwiVRChair system presents a motorized office chair, exploring how everyday objects inside a static physical environment can be incorporated into the nomadic VR interaction scenario to enhance the overall user experience. Since the nomadic VR interaction scenario often takes place inside of public environments, for the human factor context we focused on social scenarios in which people use VR HMDs when people without HMDs (non-HMD users) are in the vicinity. With the ShareVR system, we present a prototype which uses floor projection and mobile displays combined with positional tracking to visualize the virtual world to (non-HMD) users and enable an asymmetric interaction. In a followup case study, we adapted the ShareVR concept to fit into a mobile VR HMD. FaceDisplay is a modified VR HMD that consists of three touch-sensitive displays and a depth camera attached to the back of the HMD, allowing the non-HMD user to perceive and interact with the virtual world through touch or gestures. We conclude this dissertation with three overarching findings that resulted not out of the individual research questions but emerged throughout the whole process of this thesis: (1) We argue that current HMDs are mainly optimized for the wearer and ignore the whole social context; future HMDs have to be designed to be able to include non-HMD users. (2) We show that the physical environment should not only be seen as a challenge, but can be leveraged to reduce problems such as simulator sickness and increase immersion. (3) We propose that similar to the very first smartphone, current HMDs should be seen as an unfinished device type. We argue for an engineering research approach that extends the current form factor through novel sensors and actuators.
- DissertationDigital Eye Strain in Virtual Reality Head-Mounted Displays : Properties, Causes, Solutions, and Perspective(2023) Hirzle, TeresaAdvancements in display and sensor technology have led to virtual reality (VR) head-mounted displays (HMDs) progressing from devices mainly used for research purposes to everyday end user technology. The devices are used in a broad range of application areas, particularly for training and educational purposes. Such applications leverage the advantage of the devices of being able to create ecologically valid environments allowing us to study human behavior in a controlled, safe, and realistic way. Furthermore, consumer users are increasingly adopting the devices, anticipating their potential to become an integral part of our everyday device repertoire. However, current VR HMDs expose users to digital eye strain (DES) - a rapidly spreading health problem in today's digital society. DES collectively refers to eye and vision problems caused by prolonged exposure to digital screens. Its non-specific symptoms, such as dry eyes, eye ache, or blurred vision, affect the users' overall quality of life and general well-being. While a large body of work exists on DES in conventional displays, the problem has only marginally been addressed in the context and development of VR HMDs - despite them carrying inherent properties that make them particularly prone (e.g., coverage of large parts of the field of view, close distance to the eyes). Besides such technical factors, the context of use inherently increases the problem, as the goal of VR experiences is usually to immerse the users in the virtual environment, which may lead to prolonged and extended exposures. This dissertation lays the foundation for researching DES in VR HMDs by analyzing properties, causes, and solutions to the problem and setting it into context with other types of discomfort occurring in VR HMDs. To that end, it applies two complementary views allowing it to analyze the problem from a user-driven and a technology-driven perspective. The thesis is structured into four parts. First, it provides an analysis of the properties of the two views user and VR HMD, which are the main stakeholders in the interactive system of interest. It explores the interaction possibilities between the two using a morphological analysis, the results of which are presented as a two-dimensional design space. In a second step, the thesis presents a literature survey on the user-driven and technology-driven causes of DES that are currently present in the human-computer interaction literature. The survey results reveal a lack of user-driven solutions. Building on these results, in the third part, two solutions to alleviate DES symptoms are developed and empirically evaluated. One solution consists of short visual tasks that have to be performed actively by the users (user-driven eye exercises) and one that can passively be integrated into device use (technology-driven blue light filtering). The two solutions are evaluated in three quantitative user studies (N=28, N=24, and N=19), revealing that the user-driven solution (eye exercises) is successful in reducing symptoms, while the technology-driven solution (blue light filtering) did not have a reducing effect on symptoms. In the fourth and final part of the thesis, the problem of DES is set into perspective with two other important types of discomfort occurring in VR HMDs (simulator sickness and ergonomic symptoms). The relationship between the three symptom types and their individual contribution to general discomfort is formalized with an exploratory factor analysis. Then, the severity of the three symptom categories is compared in a user study (N=352), revealing that DES and ergonomic symptoms are more prevalent and severe than the currently dominantly researched problem of simulator sickness. The dissertation concludes with a number of overreaching findings: (1) The interaction on VR HMDs carries unique properties that promote the occurrence of DES symptoms. (2) The search for causes has currently dominantly focused on technology-driven causes, and user-driven solutions are rare. (3) The problem of DES is prevalent and severe in the users of VR HMDs but is currently not sufficiently addressed neither by VR HMD experience developers nor by the research community. (4) Solutions should be designed in a way that they can be integrated into device use; one example for such a solution are short visual tasks can be employed to reduce symptoms. (5) There are external factors, such as users' susceptibility or sex, that further drive the experience of DES symptoms. (6) In addition to these main insights into DES in VR HMDs, this dissertation provides an analysis of general discomfort, consisting of at least three main factors (DES, simulator sickness, and ergonomic symptoms) and provides an extended factor structure that can be used to build a more timely and comprehensive discomfort measure for VR HMDs. These findings implicate the importance of DES for future research and highlight that our understanding of discomfort should proceed with the technology.
- DissertationTowards mixed reality in education: overcoming challenges of teaching, learning, and authoring(2023) Drey, TobiasDigitization is ubiquitous in our everyday life and has already revolutionized education. Especially the rise of Mixed Reality (MR) during the last decade has shown multiple new opportunities for innovative digitized education to increase learning outcomes in the cognitive and psychomotor domains. However, previous study results are ambiguous on how MR environments should be designed and how existing education theory, including multimedia design principles, can be transferred to MR. The obstacles such research has to overcome are further interdisciplinary, as interaction theory driven by Human-Computer Interaction (HCI) strongly influences the MR learning environment’s design and, consequently, learning outcomes. To ensure such interdisciplinary research, I created the interdisciplinary TriDactIX framework based on Norman’s interaction cycle as well as the model-view-controller pattern (HCI theory) and the didactic triangle (education theory). It emphasizes the role of the digital system in digitized education and the interaction with the respective users, namely learners and teachers. This framework guided this thesis and the five core publications to identify and overcome current teaching, learning, and authoring challenges in MR. The first core publication investigated the design requirements for collaborative Virtual Reality (VR) environments in the context of pair-learning by comparing a symmetric setup with an asymmetric one. The study’s findings reveal that users (N=46) favored the symmetric system as it facilitated more straightforward communication. This led to the formulation of six guidelines for designing collaborative MR learning applications. The second core publication, SpARklingPaper, is an Augmented Reality (AR) system that integrates the genuine haptic feedback of traditional pen and paper with digital education’s immediate and personalized feedback to improve children’s handwriting training. In a user study with children and their parents (N=26), it was compared to a state-of-the-art digital tablet, and they acknowledged its superior haptic feedback in supporting handwriting training. The results show that SpARklingPaper can serve as a reference system design. As constant teaching and learning progress is always aspired and should not be impeded, core publication three investigated the undesirable "being stuck" state, specifically for adaptive learning environments, by conducting a Systematic Literature Review (SLR). It defines this state and a related continuum, including triggers, indicators, and countermeasures based on the individual characteristics of the users. This research will support developing MR applications that consider individual characteristics to personalize teaching, learning, and authoring, thereby enhancing learning outcomes. The fourth core publication, VRSketchIn, investigated a solution to the function vs. complexity trade-off for 3D content creation by introducing a VR in-situ authoring system. It utilizes an interaction concept based on unconstrained 3D mid-air and constrained 2D surface supported drawing. VRSketchIn was assessed with six participants (N=6) and it demonstrated that it allows non-expert users, such as teachers and learners, to generate content that would typically necessitate expert tools as well as skills. Core publication five investigated how individual characteristics, namely spatial abilities, influence teaching, learning, and authoring in MR by investigating their effects on object manipulation task performance in VR. The user studies’ findings (N=66) show that considering these spatial abilities enhances task performance. The developed seven guidelines will assist in creating customized teaching, learning, and authoring experiences in MR. The core publications and their findings show that the TriDactIX framework can be used to guide HCI and education theory-based interdisciplinary research in a structured way by being able to identify novel research gaps and research questions, including the definition of independent and dependent variables. The joint discussion of the core publications based on the TriDactIX framework in this thesis shows how it can advance both HCI and education theory. Therefore, this discussion provides interlinked interaction, system, and learning unit design principles for researchers and practitioners. This thesis also proposes how HCI factors such as usability could possibly be used to extend education theory (see Cognitive Affective Model of Immersive Learning (CAMIL)). Therefore, it concludes that researchers should use the TriDactIX framework as guidance in their future works. Concluding, this dissertation provides contributions for teaching, learning, and authoring in MR regarding (1) collaborative learning, (2) handwriting skill training, (3) the individual "being stuck" state, (4) in-situ content authoring, (5) the influence of individual spatial abilities on object manipulation performance, and (6) the TriDactIX framework.
- DissertationEntwicklung und Evaluation eines Bedienkonzepts für Kollaborationssoftware zur gemeinsamen Bearbeitung von Artefakten in Innovationsworkshops(2016) Schön, SabineIn der Angewandten Informatik beschäftigt sich der Bereich der Rechnergestützten Gruppenarbeit (CSCW) seit zwei Dekaden mit der elektronischen Unterstützung von Sitzungen. Im Gegensatz zu etablierten Videokonferenz- und Präsentationslösungen konnten sich Unterstützungssysteme zur gemeinsamen Bearbeitung von Artefakten in synchron-kolozierter Zusammenarbeit noch nicht in der Praxis durchsetzen. Basierend auf dieser Problemstellung widmet sich die Forschungsarbeit der Fragestellung, wie ein Unterstützungssystem zur gemeinsamen Bearbeitung von Artefakten aussehen muss, sodass bestehende Arbeitspraktiken unterstützt werden, keine Einsatzbarrieren auftreten und die Potentiale einer IT-Unterstützung ausgeschöpft werden. Als praxisorientierte Anwendungsszenarien dienen Innovationsworkshops, welche sich durch eine variierende Interaktionsintensität auszeichnen und in denen zahlreiche physische Hilfsmittel zur Visualisierung von Beiträgen (Artefakte, wie z. B. beschriebene Post-its) verwendet werden. Zur Beantwortung der Forschungsfrage wird ein konstruktionsorientiertes Forschungsvorgehen herangezogen. Nach der Untersuchung bestehender Ansätze für Unterstützungssysteme wird zum besseren Verständnis der Problemstellung zuerst die Ausgangssituation in Innovationsworkshops analysiert. Dabei werden Einsatzbarrieren und -potentiale bestehender Unterstützungslösungen sowie Arbeitspraktiken in Innovationsworkshops in einer Interviewstudie mit Moderatoren, welche über den Einsatz von Unterstützungssystemen im Rahmen ihrer Workshops entscheiden, erhoben. So lassen sich Moderatoren vom Einsatz solcher Unterstützungssysteme u. a. deshalb abhalten, weil sie befürchten, dass die Teilnehmer den Fokus auf die Inhalte des Workshops verlieren könnten. Aber auch die mangelnde Flexibilität der bestehenden Unterstützungssysteme hält sie vom Einsatz ab. Trotzdem würden sie gerne die Vorteile einer IT-Unterstützung, die u. a. in der Weiterverwendung der erarbeiteten Inhalte gesehen werden, nutzen. Basierend auf der Analyse der Ausgangssituation erfolgt die Ableitung von Anforderungen für ein Unterstützungssystem mit besonderem Fokus auf die Interaktion mit Artefakten und die Einbettung in die Praxissituation. Unter Verwendung einer repräsentativen Kollaborationssoftware wird ein Bedienkonzept für diese entworfen und prototypisch umgesetzt. Das neuentwickelte Bedienkonzept kombiniert eine mobile App mit der webbasierten Kollaborationssoftware. Es zeichnet sich vor allem durch die optimale Anpassung an die Workshopsituation aus, da es in Phasen mit einer hohen Interaktivität in den Hintergrund rückt, gleichwohl aber durch die nahtlose Überbrückung von analogen und digitalen Artefakten die Vorteile einer IT-Unterstützung nutzbar macht. Abschließend bringt der Einsatz und die Evaluation des Prototypen im Rahmen einer Innovationsworkshopreihe in der Praxis Aufschluss darüber, ob die identifizierten Arbeitspraktiken unterstützt werden, Einsatzbarrieren auftreten und Potentiale ausgeschöpft werden können. Das im Rahmen der Forschungsarbeit entwickelte Bedienkonzept konnte ausweislich der durchgeführten Evaluation in der Praxis bestehende Arbeitspraktiken unterstützen. Die getroffene Einsatzentscheidung des verantwortlichen Moderators weist darauf hin, dass keine Einsatzbarrieren aufgrund der Gestal- tung des Bedienkonzepts auftreten. Weiterhin gibt die Evaluation des Bedienkonzepts Aufschluss darüber, dass Einsatzpotentiale im Rahmen der durchgeführten Workshopreihe ausgeschöpft werden konnten, wobei noch Optimierungspotentiale bestehen. Ergebnisse der Arbeit sind die Analyse der Ausgangssituation bestehender Arbeitspraktiken in Innovationsworkshops sowie identifizierte Einsatzbarrieren und Potentiale bestehender Unter- stützungssysteme in deren Rahmen. Dadurch trägt die Forschungsarbeit zum tieferen Verständnis der Problemstellung eines mangelnden Praxiseinsatzes von Unterstützungssystemen bei. Durch die getroffenen Designentscheidungen für das entwickelte Bedienkonzept und deren Übersetzung in einen Prototypen wird ein neuartiger Lösungsansatz vorgeschlagen. Zudem zeigt dessen Evaluierung Möglichkeiten für die Adressierung der Arbeitspraktiken, Barrieren und Potentiale auf und liefert Erkenntnisse über die Praxistauglichkeit des neuentwickelten Bedienkonzepts.
- DissertationNutzen aus der Perspektive von Awareness bei Informationsstrahlern als zusätzliche soziotechnische Systeme in organisationalen Gruppen(2020) Lippert, StefanInformationsstrahler sind in ihren unterschiedlichen Ausprägungen ubiquitär und nicht mehr aus dem täglichen Leben wegzudenken. Welchen Einfluss Awareness auf den Nutzen solcher Systeme hat, bleibt bisher unbeantwortet. Um diese Forschungslücke zu schließen, wurden verschiedene Facetten von Awareness identifiziert: Verstehbarkeit von Informationen durch kontextbasierte Klassifizierungsmöglichkeiten von Informationspartikeln, Nachvollziehbarkeit von Informationen durch Sichtbarkeit aller Verbindungen zwischen Informationspartikeln, Erfassbarkeit von Informationen durch proaktive und interaktionsunabhängige Sichtbarmachung von Informationspartikeln, Graduierbarkeit von Informationen durch Variationsmöglichkeiten des angezeigten Detailgrads von Informationspartikeln sowie Wissbarkeit von Informationen durch verbesserte Informiertheit über Informationspartikel im jeweiligen Kontext. Korrelationen zwischen diesen Awarenessfacetten und dem Nutzen von Informationsstrahlern konnten aus der Praxis hergeleitet werden. Diese Erkenntnisse stellen eine Antwort auf die Frage nach dem Nutzen aus der Perspektive von Awareness dar und ermöglichen sowohl eine Nutzenargumentation als auch die bestmögliche Gestaltung von Informationsstrahlern.
- DissertationTowards a Peaceful Development of Cyberspace - Challenges and Technical Measures for the De-escalation of State-led Cyberconflicts and Arms Control of Cyberweapons(2023) Reinhold, ThomasCyberspace, already a few decades old, has become a matter of course for most of us, part of our everyday life. At the same time, this space and the global infrastructure behind it are essential for our civilizations, the economy and administration, and thus an essential expression and lifeline of a globalized world. However, these developments also create vulnerabilities and thus, cyberspace is increasingly developing into an intelligence and military operational area – for the defense and security of states but also as a component of offensive military planning, visible in the creation of military cyber-departments and the integration of cyberspace into states' security and defense strategies. In order to contain and regulate the conflict and escalation potential of technology used by military forces, over the last decades, a complex tool set of transparency, de-escalation and arms control measures has been developed and proof-tested. Unfortunately, many of these established measures do not work for cyberspace due to its specific technical characteristics. Even more, the concept of what constitutes a weapon – an essential requirement for regulation – starts to blur for this domain. Against this background, this thesis aims to answer how measures for the de-escalation of state-led conflicts in cyberspace and arms control of cyberweapons can be developed. In order to answer this question, the dissertation takes a specifically technical perspective on these problems and the underlying political challenges of state behavior and international humanitarian law in cyberspace to identify starting points for technical measures of transparency, arms control and verification. Based on this approach of adopting already existing technical measures from other fields of computer science, the thesis will provide proof of concepts approaches for some mentioned challenges like a classification system for cyberweapons that is based on technical measurable features, an approach for the mutual reduction of vulnerability stockpiles and an approach to plausibly assure the non-involvement in a cyberconflict as a measure for de-escalation. All these initial approaches and the questions of how and by which measures arms control and conflict reduction can work for cyberspace are still quite new and subject to not too many debates. Indeed, the approach of deliberately self-restricting the capabilities of technology in order to serve a bigger goal, like the reduction of its destructive usage, is yet not very common for the engineering thinking of computer science. Therefore, this dissertation also aims to provide some impulses regarding the responsibility and creative options of computer science with a view to the peaceful development and use of cyberspace.
- DissertationEngaging interaction: designing for immersive and sustained user experiences(2021) Alexandrovsky, DmitryEngagement has become a fundamental research topic in Human-Computer Interaction (HCI). Extending the notion of traditional usability, HCI has focused on the hedonic properties of interactive systems. In particular, gameful design and multimodal interaction received much attention in the literature. However, despite a significant and growing body of research on engaging design, many interactive systems for learning, training and, health intervention suffer from low participation and massive attrition. The present work tackles this gap and investigates how interaction design can support a sustainable engagement with interactive systems. As engagement is a manifold construct that involves affective, cognitive and behavioral components. In this thesis, it is conceptualized from the perspectives of experience intensity and in terms of user behavior. These two perspectives are addressed in three threads of research: (i) game design for user engagement: effects of game elements on engagement, (ii) haptic interaction in engaging environments: effects of interaction modality on engagement, and (iii) assessment methods of user engagement in immersive environments: effects of embedded assessment methods on engagement. The thread on game design is twofold. This work presents the snacking framework, which consists of five game mechanics that facilitate a regular but brief play pattern. The snacking framework was first developed and evaluated using a casual game and then transferred onto a serious game. Adjacent to the snacking game mechanics, for a special case of serious games in the context of exposure therapy in Virtual Reality (VR), this work discusses an alternative approach to game design which employs an approach of playful user-generated content. The interaction design investigates the effects of haptic interaction on user engagement. This thread of research examines how static passive props both in VR as well as in the physical reality and interaction with sand – as a form of passive shape-changing props – in VR affect the user engagement. The meta-research on measurement methods developed and evaluated an approach that allows administering subjective self-reports in the form of questionnaires directly in the virtual environments. On a macro-level, these lines of research conceptualize the design for user engagement holistically and afford prescriptive design elements. On the micro-level, this dissertation extends existing theories of engagement and reveals how different design elements affect user behavior and the intensity of experiences with interactive systems.
- DissertationUnderstanding natural haptic interaction: investigating haptic feedback in professional virtual reality applications(2022) Muender, ThomasThis dissertation investigates the theoretical foundation of natural interaction with haptic feedback in VR and applies these concepts in the design of VR applications in two diverse application scenarios to enable non-technical professionals to interact with complex 3D content themselves. It extends the current research on haptic feedback and its design by contributing a framework to assess the fidelity and versatility of haptic feedback for VR. It provides researchers and designers of haptic feedback systems with the ability to describe, understand and compare systems. By integrating the fidelity of haptic feedback as an essential part of the overall interaction fidelity, this thesis advances the understanding of natural haptic interactions in VR. The developed concepts are applied to enable intuitive interactions with 3D content in the application domains of previsualization -- the visual planning phase of film, animation, and theater productions and surgical planning -- the preparation for complex surgical interventions. In both application domains, several consecutive works describe the user-centered development of VR-based planning software and integration of tangible objects for interaction to address the unique challenges and requirements of the domain. Two case studies reveal how natural interaction in VR can be applied to the real daily work of a film, animation, and theater production, as well as the preparation for two liver surgeries. Quantitative and qualitative insights from user studies demonstrate how the shape, size, weight, and softness of handheld tangible objects affect the interaction in VR and the resulting user experience.
- DissertationThe M-SG framework: A framework for Multiplayer Cooperative Serious Game development(2023) Grudpan, SuparaDesigners and developers have to consider many factors when creating Serious Games (SGs), including entertainment and education. After playing games, SGs aim to improve players' or learners' skills (s). In a pedagogical sense, SGs should teach players/participants. SGs should entertain players throughout the game. Thus, SGs must motivate players. Developers must analyze functional demands to select game elements for learning objectives. Developers should also consider non-functional factors like delight and entertainment to promote long-term user engagement. Another issue is that SGs are tailored to learning objectives, which makes recreating and reusing their output difficult and costly. Multiplayer cooperative SG development needs additional work. First, the gameplay must meet conventional multiplayer game needs like player participation and interaction and SG design restrictions like learning content, flexibility, and personalization. Second, players collaborate to achieve a goal in cooperative games. Design must consider both. The developers must consider embedded instructional content, mechanics that engage many players, and mechanics that encourage cooperation throughout the game. Existing research and methods are suggested to solve the challenges of building serious games. However, due to the necessity to address the remaining gaps in usability and utility, only a few of these methods were implemented in actual projects.The main goal of this research is to investigate systematic ways to develop multiplayer cooperative SGs. This thesis aims to develop a systematic method for decreasing the effort required to develop SGs while retaining the game's entertaining and educational purposes.It presents the findings of an investigation on the effects of game elements on player experience in multiplayer cooperative entertainment and serious games. The lessons learned from producing cooperative serious games, as well as the results of user research conducted for developing "The M-SG framework," a framework to support multiplayer cooperative serious games. To fulfill the primary purpose of this thesis, a user evaluation of the framework was conducted. The results indicate that the M-SG framework can benefit the research of multiplayer cooperative serious games and improve the reuse of games from previous projects by modifying the games' premises. These findings show the value of the M-SG framework as a tool for supporting the development of cooperative serious games.
- DissertationComputational construction grammar based on formal ontologies(2023) Micelli-Schmidt, VanessaThis work describes a formalization of construction grammar - a grammar formalism that considers the linguistic discipline of semantics not as a separate part of a language’s grammar but as a major part of it, equally important as other linguistic disciplines as for instance morphology or tense - by means of formal ontologies. The result of this undertaking is a powerful ontological model which is enriched with a cognitively motivated grammar layer to be used in natural language applications. The method is well documented in order to make the ideas and analyses reusable for instance for extending the framework with additional (domain) knowledge or even for writing new grammars.