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    Im Profil : Hochschule Furtwangen

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    Studieren, Forschen und Leben an der Hochschule Furtwangen: Die beste Zeit

    A comprehensive Guide to autonomous, interactive, co-located Multi-User VR Applications based on Unity 6

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    This guide provides a comprehensive, practice-oriented framework for developing autonomous Multi-User Virtual Reality (VR) applications using the Unity 6 game engine. The focus is specifically on enabling autonomous, co-located, wireless VR multiplayer experiences for up to 16 users, eliminating the need for an internet connection, cloud-based relays, or external servers. In the first part, it aims to provide a general understanding of the technology behind networked environments and Multi-User applications. It explains network topologies, communication decisions, and developing paradigms including advices on handling network issues. Important performance parameters, such as tick rate, update frequency, and data formats sent between a server and clients, are discussed in detail. In the second part it provides an overview of VR multiplayer capabilities inside Unity 6. Subsequent chapters provide step-by-step instructions for setting up and customizing your own small-scale, co-located VR application running on an autonomous local network. There is also a focus on performance analysis and optimization using tools like Unity Profiler or Wireshark. The guide concludes with a unified, reusable, local VR multiplayer project template based on Unity 6

    Gamification und Nachhaltigkeit in der Bildung Entwicklung eines Classroom-Experiments

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    Diese Bachelorthesis beschäftigt sich mit der Entwicklung eines Classroom Experiments zur Vermittlung von Bildung für nachhaltige Entwicklung unter Verwendung von Gamification. Dies dient dem Zweck die Zielkonflikte nachhaltigen Handelns in einem wirtschaftlichen Umfeld für die Lernenden erlebbar zu machen und deren Handlungskompetenzen zu fördern. Unter Verwendung des Design-Based- Research-Ansatzes wurde das Serious Game Sustainable Investments entwickelt, getestet und evaluiert. In Rahmen dieser Arbeit wurde überprüft, wie ein geeignetes Classroom Experiment gestaltet werden kann, um nachhaltiges Verhalten in einem wirtschaftlichen Umfeld erlebbar zu machen und welche Auswirkungen ein finanzieller Anreiz auf das Entscheidungsverhalten sowie die Kooperationsbereitschaft der Teilnehmer hat. Es wurde ein Spielprototyp entwickelt und in Testspielen mit und ohne monetären Einsatz sowie Simulationen erprobt. Die Ergebnisse deuteten darauf hin, dass die beabsichtigten Zielkonflikte dargestellt werden können. Bei Spielen ohne monetären Einsatz zeigte sich eher kooperatives und nachhaltiges Verhalten was in erfolgreichen Spielabschlüssen endete. Bei den Spielen mit Einsatz verhielten sich die Teilnehmer tendenziell unkooperativer und weniger nachhaltig, weshalb es größtenteils zu Spielabbrüchen kam. Insgesamt zeigten die Ergebnisse, dass Classroom Experiments ein geeignetes Instrument darstellen können um Nachhaltigkeitsthemen interaktiv und erfahrungsbasiert zu vermitteln. Außerdem zeigte sich die Bedeutung externer Anreize auf das beobachtete Spielerverhalten.This thesis deals with the development of a classroom experiment for teaching education of sustainable development by using gamification. The purpose of the study was to let the learners experience the trade-offs of sustainable action in an economic environment and to foster action competencies. By using the design-based research approach, the serious game Sustainable Investments was developed, tested and evaluated. In the context of this study, it was examined how a suitable classroom experiment can be designed to make sustainable behavior in an economic environment tangible, and what impact a financial incentive has on participants’ decision-making and willingness to cooperate. A prototype of a game was developed and tested in multiple sessions with and without monetary stake as well as using simulations. The results indicated that the intended trade-offs could indeed be represented and experienced. In games without monetary stakes, participants tended to behave more sustainably and cooperatively, which generally led to successful game outcomes. The games with monetary stakes displayed less cooperative and sustainable behavior which resulted in premature game endings. Overall, the findings showed that classroom experiments can be a suitable tool for teaching sustainability topics in an interactive and experiential way. Furthermore, the results highlight the importance of external incentives for observed player behavior

    State and Social Attraction: How scent influences mood and the Cheerleader Effect

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    The cheerleader effect is a phenomenon stating faces are perceived as more attractive when presented in groups compared to when presented in isolation. There are several studies trying to explain the effect through visual procession, comparison processes, hierarchical encoding, and other factors. However, empirical results are often inconsistent with these theories which makes the topic a subject of ongoing research. Here, as an alternative, we provide empirical support for a link between the cheerleader effect and the state of a person, the mood. We successfully manipulated the mood of our participants through pleasant and unpleasant odors and found statistical significance that pleasant odor increases positive mood, as well as unpleasant odor increases negative mood. Moreover, after comparing the results of the cheerleader test in each odor condition with the results of the PANAS test in each dimension, we again found statistical significance supporting our hypothesis that positive mood increases the cheerleader effect

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