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dc.contributor.authorHaesler, Steffen
dc.contributor.authorObernesser, Karen
dc.contributor.authorRaupp, Tino
dc.contributor.authorJahnke, Christoph
dc.contributor.authorStapf, Jonathan
dc.contributor.authorBräker, Julia
dc.contributor.authorLubos, Paul
dc.contributor.authorBruder, Gerd
dc.contributor.authorSteinicke, Frank
dc.contributor.editorPrinz, Wolfgang
dc.contributor.editorBorchers, Jan
dc.contributor.editorJarke, Matthias
dc.date.accessioned2017-06-17T20:14:05Z
dc.date.available2017-06-17T20:14:05Z
dc.date.issued2016
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/168
dc.description.abstractGamification in the context of interactive exhibitions has enormous potential to attract visitors and improve their engagement, flow, and learning. This paper describes a case study in which we use game-design elements for an interactive and collaborative exploration of a virtual exhibition. The goal is to collaboratively explore the possibilities of a multiplayer game using different user interfaces and input devices in the same environment. The case study was conducted using a virtual 3D model of the “Hammaburg”, which is a medieval castle of the 9th century. The idea of the multiplayer exhibition consists of a two-player game. One player is using a touch-table or other touch input devices, whereas the other player is using an immersive head-mounted display (HMD), combined with a game controller to navigate through the virtual environment (VE). Both players can interactively explore the VE while playing a mini-game together. We performed a user study to evaluate the game concepts. The results suggest that communication between the players—both spoken and technologically supported—is a challenging task, and seems especially difficult for the HMD player. Furthermore, this paper proposes a more specific exploration of other possible settings focusing on the communication of the players.
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofMensch und Computer 2016 - Tagungsband
dc.relation.ispartofseriesMensch und Computer
dc.subjectEdutainment
dc.subjectEntertainment
dc.subjectCollaborative Virtual Reality
dc.titleEdutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model
dc.typeText/Conference Paper
dc.pubPlaceAachen
mci.document.qualitydigidocde_DE
mci.conference.sessiontitleGamification und Smart Homes
mci.conference.locationAachen
mci.conference.date4.-7. September 2016
dc.identifier.doi10.18420/muc2016-mci-0143


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