@article{Boeker2006a, title = {E-{{Learning}} in Der {{Mund}}-, {{Kiefer}}- Und {{Gesichtschirurgie}}}, author = {Boeker, Martin and Tchorz, Jörg and Streicher, Alexander and Gutwald, Ralf and Klar, Rüdiger and Schmelzeisen, Rainer}, date = {2006}, journaltitle = {GMS Med Inform Biom Epidemiol. 2006}, volume = {2}, pages = {1--9}, issn = {18609171}, url = {http://www.doaj.org/doaj?func=openurl&issn=18609171&date=2006&volume=2&issue=3&spage=Doc15&genre=article}, abstract = {Die Mund-, Kiefer und Gesichtschirurgie (MKG) stellt eine der vier Säulen des klini- schen Kurrikulums der zahnärztlichen Ausbildung dar. Trotz großer Nachfrage in der Studentenschaft gibt es bisher nur wenige E-Learning-Angebote in diesem Bereich. Hier wird die Entwicklung eines E-Learning-Angebotes in der MKG vorgestellt, das systematisches Lehrbuchwissen mit klinisch praktischem Fallwissen kombiniert. Auf Grundlage einer Nutzer- und Bedarfsanalyse innerhalb der zahnmedizinischen Studentenschaft konnte eine hohe Bereitschaft festgestellt werden, mit E-Learning zu arbeiten. Als besonders wichtige Eigenschaften wurden genannt: Suchfunktionen, Lernfragen, inhaltliche Verbindung von systematischen mit Fallwissen, Einbettung multimedialer Medien und Übersichtlichkeit. Um diese Anforderungen zu erfüllen werden die Inhalte eines etablierten Lehrbuches der MKG zusammen mit Fällen aus der eigenen Poliklinik über eine einheitlichenWeb-basierte Plattform präsentiert. In- haltliche Verbindung zwischen klinischen Fällen und systematischen Inhalten sind dabei jederzeit navigier- und suchbar. Auf Basis einer XML Fallrepräsentation, die entsprechend der medizinischen Fallstruktur entwickelt wurde, sind bisher 15 Fälle implementiert worden. Der hier vorgestellte Ansatz ist gegenüber klassischen Fall-basierten Lernprogrammen relativ „leichtgewichtig“ und mit deutlich geringerem Entwicklungsaufwand verbunden. Dennoch können zentrale Aspekte des Fall-basierten Lernens erfüllt werden, ohne auf die Systematik des Lehrbuchwissens verzichten zu müssen. Da die verwendeten XML Strukturen standardisiert (DocBook) oder hinreichend generisch sind, ist eine Verwendung in anderen medizinischen Disziplinen mit geringem Aufwand möglich.}, number = {3} } @article{Boeker2007, title = {Entwicklung Und {{Evaluation}} Einer {{E}}-{{Learning Plattform}} Für Die {{Mund}}-, {{Kiefer}}- Und {{Gesichtschirurgie}}}, author = {Boeker, Martin and Tchorz, Jörg and Seidl, Max and Streicher, Alexander and Klar, Rüdiger and Schmelzeisen, Rainer and Gutwald, Ralf}, date = {2007}, journaltitle = {11. Workshop der GMDS AG "Computerunterstützte Lehr- und Lernsysteme in der Medizin". eLearning in der Medizin und Zahnmedizin.}, pages = {202--215}, abstract = {Die Aus- und Weiterbildung in der Medizin und Zahnmedizin ist gekennzeichnet durch eine Reihe von Bedingungen und Anforderungen, die von medizini- schen E-Learning Systeme meistens nur selektiv erfüllen werden können. Wir stellen hier eine Plattform zur Lehre in der Mund-, Kiefer und Gesichtschirurgie vor, die eine Brücke zwischen fallbasiertem Wissen und umfangreichem systematischen Lehrbuchwissen schlägt und eine wie wir meinen sehr effiziente und flexible Arbeitsweise erlaubt. Dabei können beliebige Elemente systematischer Inhalte mit Fallwissen und interaktiven Elementen in Form von Fragen verknüpft werden. In einer randomisierten kontrollierten Cross-Over Evaluation konnte gezeigt werden, dass das elektronische Lernen mit dieser Plattform verglichen mit konventionellem papierbasiertem Arbeiten gleichwertige Lerner- gebnisse erzielt. Dabei bietet die Plattform alle Vorteile eines elektronischen Web-basierten Mediums und wird von den Studierenden sehr gut akzeptiert.}, file = {C\:\\Users\\stc\\Zotero\\storage\\W27W3CBJ\\Boeker et al. - 2007 - Entwicklung und Evaluation einer E-Learning Plattform für die Mund-, Kiefer- und Gesichtschirurgie(2).pdf} } @incollection{Boeker2007b, title = {Infoserver {{Plus}} - Ein Terminalserverbasierter {{Informations}}- Und {{Wissensdienst}} Am {{Universitätsklinikum Freiburg}}}, booktitle = {Neue {{Medien}} Als Strategischer {{Schrittmacher}} an Der {{Universität Freiburg}}. {{Wie Informations}}- Und {{Kommunikationstechnologien Studium}}, {{Verwaltung}} Und {{Forschung}} Verändern.}, author = {Boeker, Martin and Streicher, Alexander and Gaudes, Ralf and Klar, Rüdiger}, editor = {Schneider, G. and Couné, B. and Gayer, C. and Vögele, E. and Weber, C.}, date = {2007}, pages = {147--155}, publisher = {{Universitätsbibliothek Freiburg}}, location = {{Freiburg}}, url = {https://www.freidok.uni-freiburg.de/data/3228}, abstract = {Der InfoServerPlus stellt Wissens- und Informationsdienste für das Universitätskli- nikum und die Universität Freiburg über eine Terminalserver-Architektur bereit. Derzeit sind ca. 150 Dienste aus verschiedenen medizinischen Fachdisziplinen über den InfoServerPlus abrufbar, die zentral beschafft, installiert und verwaltet werden. Am häufi gsten werden Arzneimittel-Informationsdienste (Rote Liste, Ifap-Index, Fach-Informationsdienst) und allgemeine Informationsdienste wie die Telefon- und Bahnauskunft genutzt. Wichtige medizinische Anwendungen sind Lexika und Atlan- ten, wobei insgesamt die Nutzung gerade von spezifi sch medizinischen Anwendungen hinter den Erwartungen zurückbleibt. Das technische Konzept des InfoServerPlus hat sich über Jahre als sehr stabil und performant erwiesen. Gerade in der Verbindung von eigenen Administrationswerkzeugen und einer optimalen Infrastruktur konnte mit dem InfoServerPlus eine effi ziente zentrale Bereitstellung von Anwendungen und Infor- mationsdiensten erreicht werden. Aufgrund veränderter Rahmenbedingungen in der medizinischen Ausbildung und einer besseren Zugänglichkeit des InfoServerPlus auch von zu Hause aus, kann mit einer weiter zunehmenden Nutzung gerechnet werden.}, file = {C\:\\Users\\stc\\Zotero\\storage\\9B3J7QKC\\Boeker et al. - 2007 - Infoserver Plus - ein terminalserverbasierter Informations- und Wissensdienst am Universitätsklinikum Freiburg(2).pdf} } @article{Boeker2007o3, title = {Combined {{Interactive Presentation}} of {{Patient Cases}} and {{Linear Contents}}: {{An Application}} in {{Oral}} and {{Maxillofacial Surgery}}}, author = {Boeker, Martin and Tchorz, Jorg and Streicher, Alexander and Klar, Rudiger and Gutwald, Ralf Schmelzeisen, Rainer}, date = {2007}, journaltitle = {Medinfo 2007: Proceedings of the 12th World Congress on Health (Medical) Informatics}, issn = {0926-9630}, url = {http://search.informit.com.au/documentSummary;dn=787261075377712;res=IELHEA}, abstract = {Many case-based learning systems are characterized by both time-consuming authoring processes as well as a rigid scheme of interaction with the provided cases. In this paper, an XML-driven e-learning framework is presented which can be generically applied in various medical disciplines. It focuses on the effective development and multimedia-based presentation of patient cases, linear contents and questions. Contents related to each other can be linked and displayed together. In the Division of Oral and Maxillofacial Surgery at the University Hospital Freiburg this framework was introduced and evaluated through an e-learning system providing a presentation of 41 authentic cases in combination with two standard textbooks. An evaluation showed that learning with the e-learning application resulted in similar learning outcomes than conventional paper based method.}, keywords = {\#nosource,citations_0000-0009} } @article{Boeker2009, title = {Uro-{{Island I}} - {{Game Based E}}-{{Learning}} in Der {{Urologie}}}, author = {Boeker, Martin and Andel, Peter and Seidl, Maximilian and Streicher, Alexander and Schneevoigt, Timm and Dern, Peter and Frankenschmidt, Alexander}, date = {2009}, journaltitle = {GMS Medizinische Informatik, Biometrie und Epidemiologie}, volume = {5}, pages = {1--7}, url = {http://search.ebscohost.com/login.aspx?direct=true&profile=ehost&scope=site&authtype=crawler&jrnl=18609171&AN=63631900&h=K15iAGH06x7brWC294mpVUyBsmT4TGlsgxBIP4ObTX1P7zgOI7H82y1yM5MdddVnAVoJF2aK7aJK73MHrTCR4g==&crl=c}, urldate = {2014-03-31}, abstract = {Game-based Learning verspricht gegenüber traditionellen Lernformen eine höhere Motivation des Lernenden, indem Lerninhalte in einer hoch-interaktiven, Regel-kontrollierten und kompetitiven Form präsentiert werden, und fördert nicht nur die Anwendung kognitiver sondern auch affektiver und psycho-motorischer Fähigkeiten. Mit Uro Island I wird hier ein Spiel-basiertes E-Learning-Programm für die „Beurteilung pathologischer Urinbefunde“ präsentiert, das das Genre der Adventure-Games für die medizinische Lehre nutzbar macht. Dazu wurden didaktische Spiel-Elemente und Sequenzen für Adventure-Games entwickelt, die geeignet sind entsprechend der spezifischen Inhalte und ihrer Kontexte medizinisches Wissen zu vermitteln. In einer Nutzbarkeitsanalyse (n=14) konnte gezeigt werden, dass die Studierenden im Wesentlichen gut mit Uro Island I arbeiten konnten, wobei lediglich die zu umfangreiche Länge der Dialoge negativ bewertet wurde. Die Spiel-Elemente zur Wissensvermittlung wurden entsprechend der Komplexität der medizinischen Inhalte und der Erfahrung der Studierenden mit Computerspielen sehr unterschiedlich aber grundsätzlich positiv bewertet. Der Spielspaß ist trotz der medizinischen Inhalte des Spieles erhalten geblieben, so dass die meisten Studierenden auch weitere Module von Uro Island I spielen würden. Mit Uro Island I wurde ein Adventure-Game für die Urologische Lehre entwickelt, mit dem gezeigt werden kann, dass es möglich ist, den Lerninhalt einer kompletten urologischen Unterrichtseinheit in diesem Format effektiv abzubilden. Es ist gelungen in einzelnen Spiel-Elementen und Sequenzen komplexe medizinische Sachverhalte in diesem Genre abzubilden, wobei der Spielspaß erhalten geblieben ist.}, issue = {April}, keywords = {citations_0000-0009,computer assisted,e-learning,empfehlung,game based e-learning,instruction,serious games,urinalysis,urology,usability} } @article{Fehr2009, title = {A {{Bag}} of {{Features Approach}} for {{3D Shape Retrieval}}}, author = {Fehr, Janis and Streicher, Alexander and Burkhardt, Hans}, date = {2009}, journaltitle = {Advances in Visual Computing}, volume = {5875}, pages = {34--43}, publisher = {{Springer}}, doi = {10.1007/978-3-642-10331-5_4}, abstract = {In this paper, we present an adaptation the Bag of Features (BoF) concept to 3D shape retrieval problems. The BoF approach has recently become one of the most popular methods in 2D image retrieval. We extent this approach from 2D images to 3D shapes. Following the BoF outline, we address the necessary modifications for the 3D extension and present novel solutions for the parameterization of 3D patches, a 3D rotation invariant similarity measure for these patches and a method for the codebook generation. We experimentally evaluate the performance of our methods on the Princeton Shape Benchmark.}, isbn = {978-3-642-10330-8}, keywords = {citations_0020-0049} } @article{Henning2014a, title = {Personalized {{Web Learning}} by {{Joining OER}}}, author = {Henning, Peter A and Fuchs, Kevin and Bock, Jürgen and Zander, Stefan and Streicher, Alexander and Zielinski, Andrea and Swertz, Christian and Forstner, Alexandra and Badii, Atta and Thiemert, Daniel and Perales, Oscar García and Fuchs, Kevin and Zander, Stefan and Zielinski, Andrea and Swertz, Christian and Forstner, Alexandra and Badii, Atta and Thiemert, Daniel and Perales, Oscar García}, date = {2014}, journaltitle = {DeLFI 2014 - Die 12. e-Learning Fachtagung Informatik der Gesellschaft f\{ü\}r Informatik e.V. (GI), Freiburg, 15.-17. September 2014}, pages = {127--132}, location = {{Freiburg}}, url = {http://subs.emis.de/LNI/Proceedings/Proceedings233/article4.html}, abstract = {We argue that quality issues and didactical concerns of MOOCs may be overcome by relying on small Open Educational Resources, joining them into concise courses by gluing them together along predefined learning pathways with proper semantic annotations. This new approach to adaptive learning does not attempt to model the learner, but rather concentrates on the learning process and established models thereof. Such a new approach does not only require conceptual work and corresponding support tools, but also a new meta data format and an engine which may interpret the semantic annotations as well as measure a learner's response to these. The EU FP7 project INTUITEL7 is introduced, which employs these technologies in a novel learning environment.}, keywords = {citations_0000-0009,INTUITEL}, number = {318496} } @article{Henning2014PersWebLearn, title = {Personalized {{Web Learning}}: {{Merging Open Educational Resources}} into {{Adaptive Courses}} for {{Higher Education}}}, author = {Henning, Peter A. P.A. Peter A and Heberle, Florian and Streicher, Alexander and Zielinski, Andrea and Swertz, Christian and Bock, Jürgen and Zander, Stefan}, date = {2014}, journaltitle = {CEUR Workshop Proceedings}, volume = {1181}, pages = {55--62}, issn = {16130073}, url = {http://publica.fraunhofer.de/dokumente/N-330331.html}, abstract = {Inthispaper,educationalandtechnicalchallengesforapplyinglearn- ing pathways in Massive(ly) Open Online Courses in higher education are out- lined. We argue that quality issues and didactical concerns may be overcome by (1) reverting to small Open Educational Resources that are (2) adaptively joined into concise courses by considering (3) predefined learning pathways with proper semantic annotations and (4) the observation of learner behaviour. Such a merger does not only require conceptual work and corresponding support tools, but also a new meta data format and an engine which interprets the semantic annotations as well as the measures of learner’s actions. These factors are then turned into didac- tically meaningful recommendations for the next learning steps, thereby creating a personalized learning pathway for each learner. The EU FP7 project INTUI- TEL is introduced, which has already contributed to the conceptual work and is currently developing the software to achieve these tasks.}, keywords = {citations_0020-0049} } @incollection{Sandovar2016, title = {Ethical {{Stewardship}}: {{Designing Serious Games Seriously}}}, booktitle = {Entertainment {{Computing}} and {{Serious Games}}: {{International GI}}-{{Dagstuhl Seminar}} 15283, {{Dagstuhl Castle}}, {{Germany}}, {{July}} 5-10, 2015, {{Revised Selected Papers}}}, author = {Sandovar, Alyea and Braad, Eelco and Streicher, Alexander and Söbke, Heinrich}, editor = {Dörner, Ralf and Göbel, Stefan and Kickmeier-Rust, Michael and Masuch, Maic and Zweig, Katharina}, date = {2016}, pages = {42--62}, publisher = {{Springer International Publishing}}, location = {{Cham}}, doi = {10.1007/978-3-319-46152-6_3}, url = {http://dx.doi.org/10.1007/978-3-319-46152-6_3}, abstract = {In this chapter, we propose an ethical framework for serious game design, which we term the Ecosystem for Designing Games Ethically (EDGE). EDGE expands on Zagal’s categorization of ethical areas in game design by incorporating the different contexts of design and their use. In addition, we leverage these contexts to suggest four guidelines that support Ethical Stewardship in serious game design. We conclude by discussing a number of specific areas in which ethics plays a role in serious game design. These include games in (a) a military context, (b) the consideration of privacy issues, and (c) the evaluation of game design choices.}, isbn = {978-3-319-46152-6}, keywords = {citations_0000-0009,Data privacy,Design politics,Educational games,Ethical intelligence,Ethical stewardship,Game design values,Information ethics,Military games,Serious game design,Values at play,Values in design,Video game design} } @incollection{Soebke2016, title = {Serious {{Games Architectures}} and {{Engines}}}, booktitle = {Entertainment {{Computing}} and {{Serious Games}}: {{International GI}}-{{Dagstuhl Seminar}} 15283, {{Dagstuhl Castle}}, {{Germany}}, {{July}} 5-10, 2015, {{Revised Selected Papers}}}, author = {Söbke, Heinrich and Streicher, Alexander}, editor = {Dörner, Ralf and Göbel, Stefan and Kickmeier-Rust, Michael and Masuch, Maic and Zweig, Katharina}, date = {2016}, pages = {148--173}, publisher = {{Springer International Publishing}}, location = {{Cham}}, doi = {10.1007/978-3-319-46152-6_7}, url = {http://dx.doi.org/10.1007/978-3-319-46152-6_7}, abstract = {The term Serious Game includes a wide, heterogeneous field of digital games with varying purposes and objectives and for a multitude of different application areas. All in common is the underlying software. This chapter gives an overview on the technical aspects of serious games including their software architectures and engines. As the general topic is manifold and the technical aspects of serious game software are quite comprehensive, this chapter covers the basic principles of and requirements for serious game software. It depicts selected software architectures and provides examples for game engines including a description of selected components.}, isbn = {978-3-319-46152-6}, keywords = {citations_0000-0009,Distributed architecture,Game component,Game engine,Schema,Serious game development,Serious games architecture} } @thesis{Streicher2008, title = {{{3D Shape Retrieval}} Mit Lokalen {{Merkmalen}}}, author = {Streicher, Alexander}, date = {2008}, institution = {{Universität Freiburg}}, issue = {November}, keywords = {citations_0000-0009}, pagetotal = {89}, type = {Diplomarbeit} } @thesis{Streicher2008, title = {Performanceanalyse lokaler Feature Detektoren für das Tracking mit KLT, SIFT und SURF}, author = {Streicher, Alexander}, date = {2008}, institution = {{Universität Freiburg}}, abstract = {Diese Arbeit vergleicht die Feature Detektoren KLT, SIFT und SURF im Hinblick auf ih- re Performance beim Tracking. Für das Tracking bei mobilen Robotern liefern lokale Features vielversprechende Ergebnisse und werden immer häufiger zur kamerabasierten Lokalisierung eingesetzt. Drei Vertreter lokaler Feature Detektoren werden im Hinblick auf ihre Qualität zur Spurverfolgung untersucht und verglichen. Neben dem KLT Tracker (KLT) werden die bekann- ten, skalierungsinvarianten Feature Deskriptoren SIFT und die neueren SURF Features betrach- tet. Das Tracking wurde mit künstlich erzeugten Bildsequenzen und auf realen Bildsequenzen mit planaren Bildtransformationen durchgeführt. Spezielles Interesse wurde auf das Verhalten der Feature Detektoren bei rauschbehafteten und sich in der Helligkeit ändernden Bildsequenzen mit Stillstand gelegt.}, keywords = {citations_0000-0009,Computert Vision,KLT,Local Features,SIFT,SURF,tracking}, langid = {Deutsch}, type = {Studienarbeit} } @article{Streicher2010, title = {Semantic {{Retrieval}} of {{Learning Material}} in {{Image Interpretation}}}, author = {Streicher, Alexander and Dambier, Natalie and Bauer, Alexander and Roller, Wolfgang}, date = {2010}, journaltitle = {Security \& Defence Learning. Online Educa}, series = {Online {{Educa}}} } @online{Streicher2011, title = {E-Learning for {{Radar Image Interpreters}}}, author = {Streicher, Alexander}, date = {2011}, url = {http://www.newsecuritylearning.com/index.php/feature/105-e-learning-for-radar-image-interpreters}, keywords = {citations_0000-0009}, number = {5}, organization = {{New Security Learning}} } @article{Streicher2011, title = {Semantic {{Search}} for {{Context}}-{{Aware Learning}}}, author = {Streicher, Alexander and Dambier, Natalie and Roller, Wolfgang}, date = {2011}, journaltitle = {7th International Conference on Next Generation Web Services Practices}, pages = {346--351}, publisher = {{Fraunhofer Institute of Optronics, System Technologies and Image Exploitation IOSB, Karlsruhe, Germany}}, doi = {10.1109/NWeSP.2011.6088203}, abstract = {The thirst for information in complex working environments calls for intelligent systems which optimally assist the user, i.e. which offer the user the most relevant information. The aim is to decrease the time the user has to spend on his hunt for information and to offer him the best fitting help and learning material in an on-demand manner. We present an approach for the semantic retrieval of help and learning material which takes the working context into account. Based on the semantic structure of an ontology with attached binding weights a context-aware ranking of help and learning material is generated. The semantic search results fit better to the learner's actual situation than e.g. a pure full-text search, because the underlying ontology-based retrieval is aware of relations in the search domain and uses this knowledge in a way aligned to the learning process as well as to the specific domain. The results of the semantic search are presented for an application scenario in radar-based image interpretation. The advantages of the semantic approach are shown by a comparison with a state-of-the-art full-text search engine.}, isbn = {978-1-4577-1126-8}, keywords = {citations_0000-0009,e-learning,image interpretation,ontology,semantic retrieval,semantic spreading activation} } @inproceedings{Streicher2011a, title = {Integrierte {{Mobile Learning Lösung}} Für Ein Heterogenes {{Roboterverbundsystem}} in Der {{Bildauswertung}}}, booktitle = {{{DeLFI}} 2011: {{Die}} 9. e-{{Learning Fachtagung Informatik}} - {{Poster}}, {{Workshops}}, {{Kurzbeiträge}}, {{Technische Universität Dresden}}, {{Germany}}, 5.-8. {{September}} 2011}, author = {Streicher, Alexander and Szentes, Daniel and Bargel, Bela-Andreas}, editor = {Friedrich, Steffen and Kienle, Andrea and Rohland, Holger}, date = {2011}, publisher = {{TUDpress}}, abstract = {Mobile Endgeräte eignen sich ideal als ortsunabhängige Informations- träger und Wissensvermittler, und die Sensoren moderner Smartphones erlauben neuartige Anwendungsbereiche, etwa die ortsabhängige Assistenz (Location- Awareness). In dieser Arbeit werden die Konzeption und die Realisierung einer Applikation für das mobile Lernen vorgestellt, die Wissen zu Einzelkomponenten eines Systems für die bildgestützte Aufklärung (Bildauswertung) bereitstellt. Das Smartphone-basierte System Mobile Tutor hilft den Nutzern sich mit Komponenten eines komplexen Systems für die Aufklärung vertraut zu machen und Vorgehensweisen bei der Inbetriebnahme, Bedienung und Wartung zu erlernen. In Anlehnung an die didaktischen Strategien klassischer E-Learning- Systeme und Prinzipien des Microlearning werden die didaktischen Konzepte in einem mobilen Lernszenario angewendet.}, keywords = {citations_0000-0009} } @inproceedings{Streicher2012, title = {Semantically {{Driven Presentation}} of {{Context}}-{{Relevant Learning Material}}}, booktitle = {2012 {{International Conference}} on {{Management}} and {{Education Innovation}}, {{ICMEI}}}, author = {Streicher, Alexander and Roller, Wolfgang}, date = {2012}, volume = {37}, pages = {50--55}, publisher = {{International Economics Development and Research Center IEDRC}}, location = {{Kuala Lumpur, Malaysia}}, doi = {10.13140/2.1.4678.3522}, abstract = {In this paper we present our work on a new approach for an intuitive presentation of semantic relationships for the results of a semantic search algorithm. The underlying semantic search retrieves the most relevant learning material according to the context of the user. It provides the user with qualified learning material which is intelligently retrieved based on the current working situation. To ease the understanding how the presented result list has been generated a new presentation form is introduced. The preliminary results of our work are shown in a prototype implementation used for radar image interpretation. The aim is to optimally assist the image interpreters by offering relevant help and learning material}, keywords = {citations_0000-0009,e-learning,image interpretation,semantic retrieval,semantic visualization} } @article{Streicher2012TaskSelLearning, title = {Task-{{Centered Selection}} of {{Learning Material}}}, author = {Streicher, Alexander and Dambier, Natalie and Roller, Wolfgang}, date = {2012}, journaltitle = {International Journal of Computer Information Systems and Industrial Management Applications.}, volume = {4}, pages = {267--274}, doi = {10.13140/2.1.3629.7767}, abstract = {Learning needs in complex working environments call for e-learning systems which intelligently support the learner. As everyday tasks keep getting more and more complex employees consistently have to update their knowledge and adapt to new processes. As a consequence a lot of time has to be spent on research for appropriate help and learning material. The aim is to decrease the time the user has to spend on his hunt for information and to offer him the needed help and learning material in an on-demand manner. We present a new approach for semantic retrieval of learning units taking the working context into account. Basis is an ontology with attached binding weights. A context-aware ranking of help and learning material is generated with a semantic spreading activation algorithm. The gained semantic search results match to the learner's actual situation better than e.g. a pure full-text search, because the underlying ontology-based retrieval is aware of relations in the search domain and uses this knowledge in a way aligned to the learning process as well as to the specific domain. The results are shown in a prototype implementation of an assistance and learning system for Synthetic Aperture Radar (SAR) image interpretation. This work is based on [15] and is extended by new aspects to the retrieval method and a comparison with a full-text search engine.}, keywords = {citations_0000-0009,e-learning,empfehlung,image interpretation,ontology,semantic retrieval,semantic spreading activation} } @article{Streicher2013, title = {Mobile {{Assistenz}} in Der {{Bildauswertung}}}, author = {Streicher, Alexander and Szentes, Daniel}, date = {2013}, journaltitle = {55. Fachausschusssitzung Anthropotechnik "Ausbildung \& Training in der Fahrzeugführung- und Prozessführung"}, pages = {71--85}, url = {http://publica.fraunhofer.de/dokumente/N-268953.html}, abstract = {Vor dem Hintergrund der stetig wachsenden Komplexität von Maschinen, Anlagen und IT-gestützten Systemen sowie dem Bedarf an zeitnaher und ortsbezogener Informationsbereitstellung, bieten sich mobile Plattformen als Informationsträger und Wissensvermittler an. Für das Experimentalsystem Bildauswertung (ExBA) wurde der Mobile Assistent MOBAS entwickelt, der den Nutzern Hilfestellung bei der Installation, Bedienung und Wartung bietet.}, keywords = {citations_0000-0009,image interpretation,micro learning,mobile Assistenz,mobile learning,surveillance} } @article{Streicher2014, title = {{{INTUITEL}} - {{Intelligent Tutoring Interface}} for {{Technology Enhanced Learning}}}, author = {Streicher, Alexander}, date = {2014}, journaltitle = {Fraunhofer IOSB Jahresbericht 2013}, pages = {74--75}, publisher = {{Fraunhofer IOSB}}, location = {{Karlsruhe, Germany}}, url = {http://www.iosb.fraunhofer.de/servlet/is/2757/}, abstract = {The worldwide increase of knowledge has led to an information-based society, where a single individual is no longer capable of completely knowing and thoroughly understanding a significant part of the available knowledge in a given field. Teaching is necessary to acquire knowledge and skills for life-long learning (L3), either in school, at university or at the workplace. However, human tutors and suitable teaching material are expensive resources that might not be available for all domains and at all times. Intelligent tutoring systems (ITS) try to overcome this bottleneck. Therefore, user adaptability is a key requirement, since learning is unique and tutorial feedback has to be given according to the individual progress and profile of a student. The presented ITS system tries to find a level suitable for the individual learner, thus redu- cing the overall complexity of the learning process.}, entrysubtype = {magazine}, keywords = {citations_0000-0009} } @inproceedings{Streicher2014, title = {{{SCENAS}} - {{Mobile Scenario Assistant}} for {{Complex System Configurations}}}, booktitle = {International {{Conference}} on {{Theory}} and {{Practice}} in {{Modern Computing}}, {{MCCSIS}} 2014}, author = {Streicher, Alexander and Szentes, Daniel and Roller, Wolfgang}, editor = {Abraham, Ajith P. and dos Reis, António Palma and Roth, Jörg}, date = {2014}, pages = {157--165}, publisher = {{IADIS}}, location = {{Lisbon, Portugal}}, abstract = {Modern mobile devices are optimally suited to act as mobile assistance systems and mobile knowledge brokers. In demonstration scenarios with complex systems they can assist in the complicated setup and operation. The contribution of this work is the concept of a scenario assistant for complex scenarios consisting of complex, heterogeneous system networks. The main objective is to provide the users with a simple, intuitive assistance system to help them setup and operate these systems. This is realized within the implemented scenario assistant SCENAS. It hides the complexity of the configuration and presents the user with an abstract, non-technical view of the scenario and the system configurations. Additionally the scenario assistant can help the user by providing help and information content to the target systems. The application is shown in a complex, heterogeneous system for image exploitation.}, isbn = {978-989-8704-10-8}, keywords = {assistance system,Assistance system,empfehlung,ExBA,human computer interfaces,Human computer interfaces,mobile learning,Mobile learning,modeling and simulation,modelling and simulation,Modelling and simulation,scenario assistance,Scenario assistance,SZENAS} } @inproceedings{Streicher2015mms, ids = {Streicher2015a}, title = {Interoperable {{Adaptivität}} Für {{Serious Games}} Und {{Simulationen}} in Der {{Bildauswertung}}}, booktitle = {Trends in {{Neuroergonomics}}, 11. {{Berliner Werkstatt Mensch}}-{{Maschine}}-{{Systeme}}}, author = {Streicher, Alexander and Roller, Wolfgang}, editor = {Wienrich, Carolin and Zander, Thorsten and Gramann, Klaus}, date = {2015}, pages = {293--298}, publisher = {{Universitätsverlag der TU Berlin}}, location = {{Berlin}}, doi = {10.14279/depositonce-4887}, url = {https://depositonce.tu-berlin.de/handle/11303/5190}, abstract = {Für eine nutzerzentrierte Wissensvermittlung müssen Computersimulationen und digitale Lernspiele den Erfahrungs- und Wissensstand der Nutzer berücksichtigen sowie deren intrin- sische Motivation zur Interkation für die Wissensvermittlung ausnutzen. Dieser Beitrag be- schreibt das Konzept für eine externe, adaptive Tutoring-Komponente für adaptive Lernspiele und Simulationen unter Berücksichtigung der Interoperabilität zwischen verschiedenen Spie- le-Engines. Ziel der Adaptivität ist es, die Nutzer im sogenannten Flow-Kanal zu halten, aus- balanciert zwischen individuellen Herausforderungen und Fähigkeiten. Die spezifische Aus- prägung der Konzepte sowie das Anwendungsfeld ist die Bildauswertung.}, isbn = {978-3-7983-2803-7}, keywords = {\#nosource,e-learning,ELAI,flow,interoperability,serious games} } @inproceedings{Streicher2015tpmc, title = {Towards an {{Interoperable Adaptive Tutoring Agent}} for {{Simulations}} and {{Serious Games}}}, booktitle = {International {{Conference}} on {{Theory}} and {{Practice}} in {{Modern Computing}}, {{MCCSIS}} 2015}, author = {Streicher, Alexander and Roller, Wolfgang}, editor = {Abraham, Ajith P. and dos Reis, António Palma and Roth, Jörg}, date = {2015}, pages = {194--197}, publisher = {{IADIS Press}}, location = {{Las Palmas, Gran Canaria}}, abstract = {Computer simulations and digital game based learning systems have to adapt to the experience and knowledge level of the users to exploit their intrinsic motivation for interaction and learning. To facilitate the deployment of intelligent tutoring tools they must follow interoperability standards. The solution approach described in this paper is a distributed intelligent tutoring agent framework. It communicates with the game engines via the High Level Architecture (HLA) with payloads based on the eXperience API (xAPI) and the IEEE Learning Object Model (LOM). This framework adapts the connected simulations to the experience level of the users to keep them in the flow channel. Its application is image interpretation for reconnaissance. This paper describes the overall system architecture and the general adaptation design principles.}, keywords = {Adaptivity,citations_0000-0009,E-learning A.I.,Interoperability,Modeling and Simulation,serious games} } @incollection{Streicher2016c2ctam, title = {Das {{Technologieakzeptanzmodell}} Für Kartenbasierte {{Lernspiele}} in Der {{Bildauswertung}}}, booktitle = {{{DeLFI}} 2016 – {{Die}} 14. {{E}}- {{Learning Fachtagung Informatik}} Der {{Gesellschaft}} Für {{Informatik}} e.{{V}}.}, author = {Streicher, Alexander and Lehmann, Eva}, editor = {Lucke, Ulrike and Schwill, Andreas and Zender, Raphael}, date = {2016}, edition = {LNCS}, pages = {107--118}, publisher = {{Gesellschaft für Informatik (GI)}}, location = {{Postdam, Deutschland}}, abstract = {Dieser Beitrag beschreibt den Transfer des Technologieakzeptanzmodells (TAM) auf kartenbasierte Lernspiele sowie die Untersuchungen zur Nutzungsakzeptanz bei diesem Spieltyp. Lernspiele für die Wissensvermittlung, die zu den Serious Games zählen, werden in unterschiedlichen Formen in Schule, im Studium und bei der beruflichen Weiterbildung eingesetzt. Für das Anwendungsfeld Luftbildauswertung wurde ein kartenbasiertes Lernspiel mit dem Ziel einer großen Nutzungsakzeptanz entwickelt, indem ausgewählte Variablen des Technologieakzeptanzmodells (TAM) auf diesen Lernspieltypus übertragen wurden. Hierzu wurden externe Variablen des TAM auf das Spielkonzept übertragen, um die Nutzungs-akzeptanz zu erhöhen. Die Web-basierte Spielimplementierung wurde evaluiert, die Akzeptanz einzelner TAM-Variablen wurde analysiert, und motivierende Variablen wurden identifiziert.}, isbn = {978-3-88579-656-5}, keywords = {citations_0000-0009,map based learning game,serious games,TAM,user acceptance} } @inproceedings{Streicher2016extra, title = {Game-{{Based Training}} for {{Complex Multi}}-Institutional {{Exercises}} of {{Joint Forces}}}, booktitle = {Adaptive and {{Adaptable Learning}}: 11th {{European Conference}} on {{Technology Enhanced Learning}}, {{EC}}-{{TEL}} 2016, {{Lyon}}, {{France}}, {{September}} 13-16, 2016, {{Proceedings}}}, author = {Streicher, Alexander and Szentes, Daniel and Gundermann, Alexander}, editor = {Verbert, Katrien and Sharples, Mike and Klobučar, Tomaž}, date = {2016}, pages = {497--502}, publisher = {{Springer International Publishing}}, location = {{Lyon}}, doi = {10.1007/978-3-319-45153-4_49}, abstract = {This paper presents a new concept for modular, Web-based training tools for complex, multi-institutional joint forces exercise scenarios, based on the motivational principles of digital game based learning (serious games). In multi-national, large-scale exercises for NATO Joint Intelligence, Surveillance, and Reconnaissance (JISR) various participants in different roles and backgrounds must understand the processes and information flow between the participating heterogeneous hardware systems and software appliances. The high variability of multi-dimensional requirements result in the need for pre-exercise preparation and training tools. Further, participants must be motivated to engage in the preceding training activities. This paper presents the modular concept for the game-based exercise training tool as well as its application for a real exercise scenario.}, isbn = {978-3-319-45153-4}, keywords = {Assistant systems,citations_0000-0009,Joint training,Modularity,serious games} } @incollection{Streicher2016persadapsg, title = {Personalized and {{Adaptive Serious Games}}}, booktitle = {Entertainment {{Computing}} and {{Serious Games}}: {{International GI}}-{{Dagstuhl Seminar}} 15283, {{Dagstuhl Castle}}, {{Germany}}, {{July}} 5-10, 2015, {{Revised Selected Papers}}}, author = {Streicher, Alexander and Smeddinck, Jan D}, editor = {{R. Dörner et al.}}, date = {2016}, pages = {332--377}, publisher = {{Springer International Publishing}}, location = {{Cham}}, doi = {10.1007/978-3-319-46152-6_14}, url = {http://dx.doi.org/10.1007/978-3-319-46152-6_14}, abstract = {Personalized and adaptive serious games promote motivated usage, increased user acceptance and user identification within and out- side the games. Especially for heterogeneous target groups adaptive games can increase the motivation and identification for they provide individualized feedback to the users. The term adaptivity here means the automatic adaptation of game components, i.e. of content, user interfaces, game mechanics etc., in an individualized, personalized fashion. This adaptation process follows an adaptive cycle with an evolving user model which is continuously updated over time. This chapter provides readers with an initial understanding of the motivation of using adaptive techniques in serious games, of the core challenges that designing and implementing such systems impedes, of examples of how adaptability and adaptivity may be realized in more specific application scenarios, and of the major open challenges and paths for future work. Along the general principles of adaptation this chapter describes adaptive motion-based games for health and gives some application examples for such adaptive serious games.}, isbn = {978-3-319-46152-6}, keywords = {adaptivity,Adaptivity,AI,citations_0000-0009,educational learning games,Educational learning games,game for health,games for health,Games for health,intelligent tutoring systems,Intelligent tutoring systems,ITS} } @inproceedings{Streicher2017ecgbl, title = {Application of {{Adaptive Game}}-Based {{Learning}} in {{Image Interpretation}}}, booktitle = {11th {{European Conference}} on {{Game}}-{{Based Learning ECGBL}} 2017}, author = {Streicher, Alexander and Roller, Wolfgang and Biegemeier, Christian}, date = {2017}, pages = {975--978}, publisher = {{Academic Conferences and Publishing International Limited}}, location = {{Graz, Austria}}, abstract = {This paper presents adaptive e-learning to a map-based serious game in aerial image interpretation which trains both geographic knowledge as well as the identification of relevant objects. We attach an interoperable adaptivity framework, called ôE-Learning A.I.ö (ELAI) which adjusts the gameÆs difficulty and the provided amount of assistance to match the learners need. The underlying software architecture uses the Experience API (xAPI) to collect, store and analyze the captured usage data. The scientific research questions affect the possible usages of the collected interaction data and how to manifest adaptivity in serious games. A study has been conducted to answer questions regarding the acceptance and effects of adaptivity in map-based seek-and-find games for aerial image interpretation. The three main hypotheses cover the questions on the acceptance of adaptivity mechanisms, on the usersÆ motivation and on the learning outcome effectivity. Although the adaptivity has been recognized, the dynamically inserted virtual agent was rather seen as a disturbance to the game flow. The study verifies the feasibility of the adaptivity framework and reveals issues on the study design of similar adaptive systems. The ELAI software architecture consists of generic and specific components. The most specific component is the so called ELAI-adapter which basically captures and adapts attached games or computer simulations. Obviously this adapter has to be specific to the actual game, genre, characters etc. In our application example we have implemented the ELAI-adapter for the Unity game engine. The xAPI protocol allows to easily connect other xAPI-compliant serious games or e-learning course software. The ELAI-controller interprets the collected usage data and computes influence strategies for the attached games or simulations, which in turn are then realized in the games itself by the ELAI-adapter.}, keywords = {adaptivity,citations_0000-0009,e-learning,image interpretation,interoperability,serious games} } @inproceedings{Streicher2017ectel, title = {Interoperable {{Adaptivity}} and {{Learning Analytics}} for {{Serious Games}} in {{Image Interpretation}}}, booktitle = {Data {{Driven Approaches}} in {{Digital Education}}: 12th {{European Conference}} on {{Technology Enhanced Learning}}, {{EC}}-{{TEL}} 2017, {{Proceedings}}}, author = {Streicher, Alexander and Roller, Wolfgang}, editor = {{Lavoué É.} and H., Drachsler and K., Verbert and J., Broisin and M., Pérez-Sanagustín}, date = {2017}, volume = {10474 LNCS}, pages = {598--601}, publisher = {{Springer International Publishing}}, location = {{Tallinn, Estonia}}, issn = {16113349}, doi = {10.1007/978-3-319-66610-5_71}, url = {https://link.springer.com/chapter/10.1007/978-3-319-66610-5_71}, abstract = {Personalization and adaptivity in computer simulations and serious games are being used to achieve positive long term effects on the users’ engagement, motivation and ultimately on the learning outcome. Interoperability regarding the collection of usage data allows for an effective analysis of the interaction and learning progress data. This paper presents an interoperable adaptivity framework combined with a web-based tutoring interface which gives learning analytics insights. The developed framework “E-Learning A.I.” (ELAI) acts as an intelligent tutoring agent for simulations and serious games and uses the Experience API (xAPI) protocol. The application of the ELAI has been demonstrated in an adaptive map-based learning game for aerial image interpretation. The scientific research questions affect the possible usages of the collected interaction data, how to manifest adaptivity in games, how to realize interoperable adaptivity mechanisms for simulations and serious games, and how to make use of collected usage data.}, annotation = {ZSCC: NoCitationData[s0]}, isbn = {978-3-319-66610-5}, keywords = {\#nosource,Adaptivity,citations_0000-0009,E-learning,Image interpretation,Interoperability,serious games} } @incollection{Streicher2017intuitelLp, title = {Learning {{Progress}} and {{Learning Pathways}}}, booktitle = {Computer-{{Driven Instructional Design}} with {{INTUITEL}}}, author = {Streicher, Alexander and Heberle, Florian}, editor = {Fuchs, Kevin and Henning, Peter A.}, date = {2017}, pages = {37--55}, publisher = {{River Publishers Series}}, url = {https://www.riverpublishers.com/research_details.php?book_id=431}, isbn = {978-87-93519-51-0} } @article{Streicher2017iosb, title = {Adaptivity for {{Game Based Learning}} - {{Personalized Adaptive Learning}} for {{Military Image Interpretation}}}, author = {Streicher, Alexander and Roller, Wolfgang}, date = {2017}, journaltitle = {Fraunhofer IOSB Jahresbericht 2017}, pages = {64--65}, location = {{Karlsruhe, Germany}}, abstract = {Personalized adaptive learning for aerial image interpretation is essential for optimizing reconnaissance processes. Game-based learning concepts, e.g. serious games, could deliver a substantial contribution when combined with face-to-face training courses. With the “E-Learning A.I. (ELAI) Framework” Fraunhofer IOSB has developed a system to enhance existing simulations and serious games. The interoperability approach permits input analysis over multiple systems for adaptivity to users’ skills, knowledge and needs. The design of the ELAI Framework facilitates easy transfer to other game engines, computer simulations or serious games.}, entrysubtype = {magazine}, keywords = {Adaptivity,ELAI,Personalization,serious games} } @article{Streicher2018, title = {Chancen, {{Möglichkeiten}} Und {{Limitierungen}} von {{Adaptive Serious Games}}}, author = {Streicher, Alexander}, date = {2018-01}, journaltitle = {eLearning Journal}, pages = {28--29}, entrysubtype = {magazine}, keywords = {\#nosource} } @inproceedings{Streicher2018ectel, title = {Eye-{{Tracking}} for {{User Attention Evaluation}} in {{Adaptive Serious Games}}}, booktitle = {13th {{European Conference}} on {{Technology Enhanced Learning}}, {{EC}}-{{TEL}} 2018}, author = {Streicher, Alexander and Leidig, Sebastian and Roller, Wolfgang}, date = {2018}, pages = {583--586}, publisher = {{Springer}}, location = {{Leeds, UK}}, doi = {10.1007/978-3-319-98572-5_50}, url = {http://link.springer.com/10.1007/978-3-319-98572-5_50}, urldate = {2018-09-21}, abstract = {The Ideal Path Score developed in this work is able to improve adaptivity of serious games by more accurately estimating performance and need for help based on players' interactions and eye movements. The automatic personalization of adaptive e-learning systems supports effective learning for users with varying levels of knowledge and skills. Particularly in games, indicators informing adaptivity, like attention and performance of the player, should be assessed non-invasively to avoid interrupting the player's flow experience and to keep up the immersion. Passive sensors like eye tracking can solve this challenge. This paper presents the concept of the Ideal Path Score (IPS) and its integration in an adaptive serious game for image interpretation training. The realized IPS-adaptive game assesses performance and attention of players based on eye movements and interactions with the game.}, keywords = {adaptivity,citations_0000-0009,e-learning,image interpretation,interoperability,serious games} } @inproceedings{StreicherAlexander2011, title = {Context-{{Aware Mobile Learning}} for {{Reconnaissance}} and {{Surveillance}}}, booktitle = {17th {{International Conference}} on {{Technology Supported Learning}} and {{Training}} 2011}, author = {Streicher, Alexander}, date = {2011}, pages = {283--284}, location = {{Berlin}}, abstract = {When creating a digital serious game the major challenge arises from the selection of a game engine, one which optimally supports the right balance between engagement and learning. The approach presented in this paper is based upon a generic model of a value benefit analysis. The model is enhanced by a matrix which encodes the evaluation of a game framework not only by its value for the individual game design needs but especially for the individual didactic value. The model enables decisions on subjective factors for this multidimensional evaluation issue. It does not present a tool to generate an impartial general ranking list of game frameworks for serious games. It is a tool for serious game developers to have a subjective individual list of game frameworks fitting their individual needs of technical requirements and didactic motivation. The basic concept and strategy behind the approach are presented as well as an application example. This paper presents and discusses a hierarchy of general criteria for developing a serious game which can be used to evaluate a framework within the model. The criteria are divided into main and interleaved sub criteria. The paper also discusses the weighting of criteria and the used cardinal scale for criteria and weighting. Finally the paper comments on the matrix which will consider the didactic needs. With the described approach developers of serious games will have a workflow on how to find a suitable game framework with regard to the defined game design and didactics.}, isbn = {978-3-941055-13-1}, keywords = {citations_0000-0009,didactics,e-learning,serious games,technology-enhanced learning,value benefit analysis} } @inproceedings{streicherCharacterizationAnalysisXAPI2020, title = {Characterization and {{Analysis}} with {{xAPI}} Based {{Graphs}} for {{Adaptive Interactive Learning Environments}}}, booktitle = {{{WMSCI}}}, author = {Streicher, Alexander and Pickl, Stefan W.}, date = {2020}, location = {{Orlando, FL, USA}}, abstract = {In e-learning, insights from the analysis of usage tracking data can help improve teaching and learning, e.g., with learning analytics to identify strengths and weaknesses of learners or course material, or for targeted help for individual students. One analysis approach is to examine the graph networks of interaction usages. Adaptive e-learning systems (ALS), which personalize the learning experience to the learners' needs, can make use of relationship information in graph networks to determine the best adaptation strategy. For example, ALS can use graph algorithms to detect central activities that have high influence to the users or to learning objects. This paper shows how to make use of the Experience API (xAPI) protocol and graph networks for its application in adaptive interactive learning environments such as computer simulations and serious games. A prototype implementation hints at the feasibility of the concept and its practical implications.}, annotation = {ZSCC: NoCitationData[s2]}, eventtitle = {Systemics, {{Cybernetics}} and {{Informatics}}: {{WMSCI}} 2020}, keywords = {⛔ No DOI found}, langid = {english} } @article{streicherIntelligenteAssistenzUnd2020, title = {Intelligente {{Assistenz}}- Und {{Ausbildungssysteme}} Für Die Bildgestützte {{Aufklärung}}}, author = {Streicher, Alexander}, date = {2020}, journaltitle = {Fraunhofer IOSB visIT}, volume = {KI für Verteidigung}, url = {https://www.iosb.fraunhofer.de/servlet/is/2360/}, abstract = {Unser Lernen ist individuell. Auch am Arbeitsplatz lernen wir beständig, wir entwickeln uns weiter. Idealerweise helfen uns Lernenden dabei Assistenzsysteme wie adaptive Lernsysteme, die unsere Lernerfahrungen an individuelle Bedürfnisse und die jeweilige Situation ausrichten – ähnlich wie ein persönlicher Tutor. Hier kommen Verfahren der Künstlichen Intelligenz (KI) zum Einsatz: Sie dienen dazu, Beobachtungen zu interpretieren und passende Adaptionsstrategien automatisch auszuwählen.}, annotation = {ZSCC: NoCitationData[s1]}, entrysubtype = {magazine}, file = {C\:\\Users\\stc\\Zotero\\storage\\92B4S4LA\\visIT3-2020_KI-Verteidigung_5Streicher.pdf} } @inproceedings{streicherUsageSimulationTesting2019, title = {Usage {{Simulation}} and {{Testing}} with {{xAPI}} for {{Adaptive E}}-{{Learning}}}, booktitle = {14th {{European Conference}} on {{Technology Enhanced Learning}}, {{EC}}-{{TEL}} 2019}, author = {Streicher, Alexander and Bach, Lukas and Roller, Wolfgang}, date = {2019}, pages = {692--695}, publisher = {{Springer}}, location = {{Delft}}, doi = {10.1007/978-3-030-29736-7_68}, url = {http://link.springer.com/10.1007/978-3-030-29736-7_68}, abstract = {The systematic development of adaptive e-learning systems benefits from the principles of test-driven development, i.e., pre-defined software test cases help to improve the systems to meet the expected (adaptive) behavior. However, the inherent variability of adaptive systems can make test case development tedious and inflexible to maintain. This paper presents a concept for an interoperable, flexible testing tool for adaptive e-learning system development and systematic testing of xAPI compliant e-learning systems. It provides visual inspection and editing functionalities, xAPI simulation, and checks for adaptivity responses. This enables the systematic testing of adaptive systems and an improved development process. An xAPI recording functionality combined with a visualization of the usage flow helps in the test case development. A prototype implementation in a serious game for image interpretation verifies the concept. The concept is domain independent and valid for any xAPI compliant system.}, annotation = {ZSCC: 0000000}, keywords = {Adaptivity,Interoperability,Modeling,Testing,xAPI} } @inproceedings{streicherVIEWConceptImmersive2019, title = {{{VIEW}}: {{A Concept}} for an {{Immersive Virtual Reality Image Interpretation Workbench}}}, booktitle = {International {{Conference}} on {{Theory}} and {{Practice}} in {{Modern Computing}}, {{MCCSIS}} 2019}, author = {Streicher, Alexander and Hoffmann, Julien and Roller, Wolfgang}, editor = {Abraham A.P., Roth J., Rodrigues L.}, date = {2019}, pages = {189--196}, publisher = {{IADIS Press}}, location = {{Porto, Portugal}}, abstract = {Virtual Reality (VR) and serious gaming can increase the learning motivation and outcome in image interpretation. This paper presents the concept of an VR game-like assistance system called Virtual Reality Image Exploitation Workspace (VIEW). It can be used to evaluate the learning-supporting immersion or presence level of image interpreters while solving typical interpretation tasks. The problem statement is centered on the realization aspects of a VR assistance system for image interpretation which provides a high level of immersion. This work combines the setting of a real serious game for formal image interpretation training with virtual reality to increase the immersion level of the users. Enhanced image quality and organizational requirements from professional image interpretation impose additional complexity on VR for image interpretation. The presented VIEW concept deals with multiple aspects on e-learning, professional training and virtual reality for image interpretation. Preliminary evaluation results from a realized prototype show the feasibility and user acceptance of the VIEW concept.}, keywords = {Assistance Systems,Image Interpretation,Immersion,serious games,Virtual Reality} } @article{streicherVirtualRealityImage2019, title = {Virtual {{Reality}} for {{Image Interpretation}}}, author = {Streicher, Alexander and Hoffmann, Julien and Roller, Wolfgang}, date = {2019}, journaltitle = {IADIS International Journal on Computer Science and Information Systems}, volume = {14}, pages = {106--118}, issn = {1646-3692}, abstract = {This paper presents the concept and technical details for a "Virtual reality Image Exploitation Workspace" (VIEW) for use in e.g. aerial image interpretation. Virtual Reality (VR) and serious gaming can increase the learning motivation and outcome in image interpretation. We use our VIEW concept for a VR game-like assistance system to evaluate the learning-supporting immersion or presence level of image interpreters while solving typical interpretation tasks in VR. The problem statement centers on the realization aspects of a VR assistance system for image interpretation providing a high level of immersion. This work combines the setting of a real serious game for formal image interpretation training with virtual reality to increase the immersion level. We also examined the special requirements for image quality and formal workflows that arise from professional image interpretation. The presented VIEW concept deals with multiple aspects in respect to e-learning, professional training and virtual reality for image interpretation. Preliminary evaluation results from a realized prototype show the feasibility and user acceptance of the VIEW concept.}, annotation = {ZSCC: 0000000}, keywords = {⛔ No DOI found}, number = {1} } @inproceedings{Swertz, title = {A {{Pedagogical Ontology}} as a {{Playground}} in {{Adaptive Elearning Environments}}}, booktitle = {Informatik 2013 {{Jahrestagung}} Der {{Gesellschaft}} Für {{Informatik}} e.{{V}}. ({{GI}})}, author = {Swertz, Christian and Heberle, Florian and Streicher, Alexander and Bock, Jürgen and Schmölz, Alexander and Forstner, Alexandra and Bargel, Bela-Andreas and Zander, Stefan}, editor = {Horbach, M. and Henning, Peter A.}, date = {2013}, volume = {220}, pages = {1955--1960}, publisher = {{GI-Edition - Lecture Notes in Informatics (LNI)}}, location = {{Koblenz}}, url = {http://publica.fraunhofer.de/documents/N-283340.html}, urldate = {2014-06-16}, abstract = {The support for teaching and learning with semantic technologies and intelligent knowledge processing has been approached by four concepts: pro- grammed instruction, adaptive learning environments, intelligent tutoring systems, and educational recommender systems. While the demand for automated support in teaching and learning is estimated as high, the use of developed systems is ob- servably low. With reference to educational theories, this paper argues that one reason for this is an overestimation of the possibilities of such systems. Consider- ing the limitations of automated systems in human communication as a constraint, a pedagogical ontology as a description language is proposed that opens up an edu- cational playground for teachers and learners.}, keywords = {citations_0020-0049} } @article{Swertz2013, title = {Lernpfadmodellierung Mit Der {{Webdidaktik}} Für Die Adaptive {{Erweiterung}} von {{Lernmanagementsystemen}}}, author = {Swertz, Christian and Schmölz, Alexander and Forstner, Alexandra and Dambier, Nathalie and Heberle, Florian and Henning, Peter and Streicher, Alexander and Burghart, Catherine and Bock, Jürgen and Badii, Atta and Fuente, Luis De and Parodi, Elisabetta and Thiemert, Daniel and Gal, Eran and Ronen, Michaela and Zander, Stefan}, date = {2013}, journaltitle = {DeLFI 2013 – Die 11. e-Learning Fachtagung Informatik}, pages = {277--280}, doi = {10.13140/2.1.1532.6244}, url = {http://dl.mensch-und-computer.de/handle/123456789/3507}, abstract = {Im EUFP 7Projekt INTUITEL wird eine Open SourceErweiterung für etablierte kommerzielle und freie Lernmanagementsysteme entwickelt, die Funktionen eines intelligenten tutoriellen Empfehlungsystems implementiert. Im vorliegenden Beitrag wird das dafür aus dem Konzept der Webdidaktik adaptierte Metadatensystem sowie die entwickelten Lernpfade vorgestellt.}, keywords = {citations_0000-0009} } @inproceedings{Swertz2013b, title = {Learning Path Modeling with {{Web Didactics}} for the Adaptive Extension of Learning Management Systems}, booktitle = {Lecture {{Notes}} in {{Informatics}} ({{LNI}}), {{Proceedings}} - {{Series}} of the {{Gesellschaft}} Fur {{Informatik}} ({{GI}})}, author = {Swertz, C. and Schmölz, A. and Forstner, A. and Dambier, N. and Heberle, F. and Henning, P. and Streicher, A. and Burghart, C. and Bock, J. and Badii, A. and De La Fuente, L. and Parodi, E. and Thiemert, D. and Gal, E. and Ronen, M. and Zander, S.}, date = {2013}, volume = {P-218}, issn = {16175468}, isbn = {978-3-88579-612-1}, keywords = {\#nosource} } @inproceedings{Swertz2013Environ, title = {Adaptive {{Learning Environments}} as {{Serious Games}}}, booktitle = {Proceedings of the {{International Conference}} on {{Education}} and {{New Developments}}}, author = {Swertz, Christian and Schmölz, Alexander and Forstner, Alexandra and Streicher, Alexander}, date = {2013}, pages = {175--180}, url = {http://publica.fraunhofer.de/documents/N-283341.html}, abstract = {In former concepts for programmed instruction (PI), intelligent tutoring sys- tems (ITS), adaptive learning environments (ALE), and pedagogical recom- mender system (PRE) learning is understood as similar to algorithms - as a clearly describable, logical, and in this respect serious process. With this background it is attempted to create a complete description of teaching and learning for a precise support and control of learning processes in order to re- place teachers. In contrast to this concept, learning in pedagogy is usually conceived as a process that cannot be fully described or understood. Teaching and learning require human understanding and thus human communication is necessary to foster learning. From this perspective, the possibilities for PI, ITS, ALE and PRE are restricted. It is assumed that within these restrictions reasonable concepts can be developed. As one approach it is suggested to re- fer to the pedagogical theory of play and the understanding of pedagogical actions as art. Based on these approaches we understand the design of auto- matic educational reasoning (AER) systems for learning like the creation of tools for artists. As tools we suggest a pedagogical ontology, a learner model and a reasoning engine. With these tools, teachers can create playground equipment that is played with by students.}, keywords = {citations_0000-0009} } @incollection{swertz4, title = {Learning {{Analytics}} by {{Didactic Factors}}}, booktitle = {{{INTUITEL}}}, author = {Swertz, Christian and Schmoelz, Alexander and Barberi, Alessandro and Forstner, Alexandra and Streicher, Alexander and Heberle, Florian}, editor = {Fuchs, Kevin and Henning, Peter A.}, date = {2017}, publisher = {{River Publishers Series}}, file = {C\:\\Users\\stc\\Zotero\\storage\\N9YXB4KB\\Swertz et al. - 2017 - Learning Analytics by Didactic Factors(2).pdf} } @inproceedings{Szentes2012, title = {Enhanced {{Value Benefit Analysis}} of {{Game Frameworks}} as a {{Tool}} for {{Digital Serious Game Development}}}, booktitle = {{{ICERI}} 2012, 5th {{International Conference}} of {{Education}}, {{Research}} and {{Innovation}}}, author = {Szentes, Daniel and Bargel, Bela-Andreas and Streicher, Alexander}, date = {2012}, pages = {5634--5641}, location = {{Madrid}}, doi = {10.1109/NWeSP.2011.6088204}, url = {http://publica.fraunhofer.de/documents/N-234244.html}, abstract = {When creating a digital serious game the major challenge arises from the selection of a game engine, one which optimally supports the right balance between engagement and learning. The approach presented in this paper is based upon a generic model of a value benefit analysis. The model is enhanced by a matrix which encodes the evaluation of a game framework not only by its value for the individual game design needs but especially for the individual didactic value. The model enables decisions on subjective factors for this multidimensional evaluation issue. It does not present a tool to generate an impartial general ranking list of game frameworks for serious games. It is a tool for serious game developers to have a subjective individual list of game frameworks fitting their individual needs of technical requirements and didactic motivation. The basic concept and strategy behind the approach are presented as well as an application example. This paper presents and discusses a hierarchy of general criteria for developing a serious game which can be used to evaluate a framework within the model. The criteria are divided into main and interleaved sub criteria. The paper also discusses the weighting of criteria and the used cardinal scale for criteria and weighting. Finally the paper comments on the matrix which will consider the didactic needs. With the described approach developers of serious games will have a workflow on how to find a suitable game framework with regard to the defined game design and didactics.}, isbn = {978-84-616-0763-1}, keywords = {didactics,e-learning,serious games,technology-enhanced learning,value benefit analysis} } @article{yadavUserAssistanceSerious2020, ids = {yadavUserAssistanceSerious2020a}, title = {User {{Assistance}} for {{Serious Games Using Hidden Markov Model}}}, author = {Yadav, Vivek and Streicher, Alexander and Prabhune, Ajinkya}, editor = {Alario-Hoyos, Carlos and Rodríguez-Triana, María Jesús and Scheffel, Maren and Arnedillo-Sánchez, Inmaculada and Dennerlein, Sebastian Maximilian}, date = {2020}, journaltitle = {Addressing Global Challenges and Quality Education}, shortjournal = {LNCS}, volume = {12315}, pages = {380--385}, doi = {10/ghdg9r}, url = {http://link.springer.com/10.1007/978-3-030-57717-9_31}, urldate = {2020-09-23}, abstract = {Serious Games, i.e., games not just for pure entertainment and with characterizing goals, are gaining huge popularity for the purpose of education and training. To further increase the learning outcome of serious games, assistance functionalities like adaptive systems observe the users and try to guide them to achieve their learning objectives. The research question is how to model the user’s behavior, their progress, and how to determine the best adaptation strategies to motivate the users and provide assistance whenever required. Using experience-data in a serious game is one approach to develop and train models for adaptivity. In this paper, we present SeGaAdapt, an adaptive framework that is based on a Hidden Markov Model (HMM) algorithm for providing dynamic user-assistance and learning analytics for a serious game. For the development and training of the HMM, we use activity streams or user interaction data gained from an Experience API (xAPI) tracker. The adaptivity mechanism uses the HMM to analyze the current state of the user (player) in order to predict the best feasible activity for future states. Technical verification of this work-in-progress implementation shows the feasibility of the approach and hints at future research directions.}, annotation = {ZSCC: NoCitationData[s3]}, keywords = {Adaptivity,Hidden Markov Model,Serious games,xAPI}, langid = {english}, series = {Lecture {{Notes}} in {{Computer Science}}} } @inproceedings{lalwaniIMouseFrameworkPlayer2021, title = {I-{{Mouse}}: {{A Framework}} for {{Player Assistance}} in {{Adaptive Serious Games}}}, shorttitle = {I-{{Mouse}}}, booktitle = {Artificial {{Intelligence}} in {{Education}}}, author = {Lalwani, Riya and Chouhan, Ashish and John, Varun and Sonar, Prashant and Mahajan, Aakash and Pendyala, Naresh and Streicher, Alexander and Prabhune, Ajinkya}, editor = {Roll, Ido and McNamara, Danielle and Sosnovsky, Sergey and Luckin, Rose and Dimitrova, Vania}, date = {2021}, series = {Lecture {{Notes}} in {{Computer Science}}}, pages = {234--238}, publisher = {{Springer International Publishing}}, location = {{Cham}}, doi = {10.1007/978-3-030-78270-2_42}, abstract = {A serious game is an educational digital game created to entertain and achieve characterizing goal to promote learning. However, a serious game’s major challenge is capturing and sustaining player attention and motivation, thus restricting learning abilities. Adaptive frameworks in serious games (Adaptive serious games) tackle the challenge by automatically assisting players in balancing boredom and frustration. The current state-of-the-art in Adaptive serious games targets modeling a player’s cognitive states by considering eye-tracking characteristics like gaze, fixation, pupil diameter, or mouse tracking characteristics such as mouse positions. However, a combination of eye and mouse tracking characteristics has seldom been used. Hence, we present I-Mouse, a framework for predicting the need for player assistance in educational serious games through a combination of eye and mouse-tracking data. I-Mouse framework comprises four steps: (a) Feature generation for identifying cognitive states, (b) Partition clustering for player state modeling, (c) Data balancing of the clustered data, and (d) Classification to predict the need for assistance. We evaluate the framework using a real game data set to predict the need for assistance, and Random Forest is the best performing model with an accuracy of 99\% amongst the trained classification models.}, isbn = {978-3-030-78270-2}, langid = {english}, keywords = {Adaptivity,Eye and mouse tracking,Serious games} } @inproceedings{streicherDynamicCognitiveModeling2021, title = {Dynamic {{Cognitive Modeling}} for {{Adaptive Serious Games}}}, booktitle = {Adaptive {{Instructional Systems}}. {{Adaptation Strategies}} and {{Methods}}}, author = {Streicher, Alexander and Busch, Julius and Roller, Wolfgang}, editor = {Sottilare, Robert A. and Schwarz, Jessica}, date = {2021}, series = {Lecture {{Notes}} in {{Computer Science}}}, pages = {167--184}, publisher = {{Springer International Publishing}}, location = {{Cham}}, doi = {10/gm8jtg}, abstract = {Cognitive modeling can be a viable tool to assess the cognitive state of the users and to determine their current learning needs. For instance, adaptive educational systems must match the learning needs by estimating the level of memorization or forgetting. The research question is, how to model latent cognitive variables such as memory degradation and how to make use of it for adaptivity scenarios in the e-learning context. Tools like cognitive architectures with established psychological underpinnings can help here. However, development of cognitive architecture models is often complex, domain- and application-specific and its transfer or general applicability is not evident. We present an innovative dynamic modeling approach which automatically creates declarative rules from interoperable activity stream observations to form models for the cognitive architecture ACT-R. The developed framework uses those models to analyze user actions according to their frequency, temporal occurrence and memory activation levels. An adaptive e-learning system can use the chunks’ activation levels to assess which concepts need repeated user attention. A prototype implementation for a serious game for process training demonstrates the feasibility of the approach.}, isbn = {978-3-030-77873-6}, langid = {english}, keywords = {Adaptivity,Cognitive modeling,Learner state,User modeling} } @incollection{streicherGeneralFrameworkControl2021, title = {A {{General Framework}} and {{Control Theoretic Approach}} for {{Adaptive Interactive Learning Environments}}}, booktitle = {Dynamics of Disasters: {{Algorithmic}} Approaches and Applications}, author = {Streicher, Alexander and Schönbein, Rainer and Pickl, Stefan W.}, editor = {Kotsireas, Ilias S. and Nagurney, Anna and Pardalos, Panos M.}, date = {2021}, volume = {to-be-published}, publisher = {{Springer International Publishing}}, location = {{Cham}}, abstract = {From a systems theoretical point of view, adaptive learning systems (ALS) for education and training contain in their core - in a simplified form - closed feedback control loops in which the control is determined by the measured users' performance. Improving this performance can increase the learning outcome, especially for critical disciplines like education or training for disaster risk management. However, for this special form of intelligent (e-learning) assistance systems learning theories and behavioral models have to be considered, e.g. Flow theory, cognition models or learning models. The research question is how adaptive interactive learning environments (aILE) such as serious games and computer simulations can be characterized and analyzed to determine optimal adaptation strategies. Adaptive learning environments should adapt to the context-related needs of the user in order to ensure and optimize learning success, especially for disaster management training. This paper presents a concept for an interoperable, adaptive ILE framework which follows control theory and its models, contributing to the state of the art for adaptive games or simulations in disaster risk management.} } @inproceedings{streicherGraphBasedModelingAdaptive2021, title = {Graph-{{Based Modeling}} for {{Adaptive Control}} in {{Assistance Systems}}}, booktitle = {Advances in {{Artificial Intelligence}}, {{Software}} and {{Systems Engineering}}}, author = {Streicher, Alexander and Schönbein, Rainer and Pickl, Stefan}, editor = {Ahram, Tareq Z. and Karwowski, Waldemar and Kalra, Jay}, date = {2021}, series = {Lecture {{Notes}} in {{Networks}} and {{Systems}}}, pages = {39--46}, publisher = {{Springer International Publishing}}, location = {{Cham}}, doi = {10/gm8mbn}, abstract = {The topic of this contribution is characterization and analysis of assistance systems in order to enable adaptivity, i.e., as personalized adaptive systems. The research question of this article is how to facilitate the modeling efforts in adaptive e-learning assistance systems. Adaptivity here means to personalize the usage experience to the individual needs of the users and their current working context. For that, adaptive systems need usage models and user models. The problem statement is that expert knowledge and recurrent efforts are needed to create and update these types of models. Data driven and graph analytics approaches can help here, in particular when looking at standardized interaction data and models which encode sequences such as interaction paths or learning paths. This article studies how to make use of interaction usage data to create sequence-typed domain and user models for their use in adaptive assistance systems. The main contribution of this work is an innovative concept and implementation framework to dynamically create Ideal Paths Models (IPM) as reference models for adaptive control in adaptive assistance systems.}, isbn = {978-3-030-80624-8}, langid = {english}, keywords = {Adaptive control,Adaptivity,Graph analytics,Modeling} }