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An ever-increasing amount of tasks have become too complex to calculate with classical computers in reasonable time, such as molecular interactions or traffic optimizations. Quantum computing (QC) is currently one of the most promising approaches to handle those mentioned challenges. Based on the effects of quantum mechanics (e.g. superposition or entanglement), it may lead to a completely new range of solutions. This goes along with changes in software engineering (SE) and education. Therefore, students of computer science have to build up some new technical competencies in QC and surrounded fields (e.g. physics) to understand the characteristics of SE for QC. This paper identifies the target state, i.e. the required technical competencies that master students of computer science should have in this field of knowledge. In addition, it also analyzes the current state, i.e. the technical competencies that graduates of the bachelor's program in computer science have in relation to SE for QC. With a structured competence analysis, the competencies are collected, documented and compared. It shows that the current state does not correspond to the required target state and that further technical competencies are required. The analyses only relate to students at the University of Applied Sciences Kempten (Germany).
Several medical domains investigated Virtual Reality (VR) as a supporting technology for teaching and training of novices and experts. In psychotherapy, VR has been identified also as a promising treatment instrument. This paper presents a study on VR assisted psychotherapy, evaluating the effects of graphical styles on emotional states of N=74 subjects. Assessed data has been used to first statistically check, if the presented VR-scenes can create a positive emotional effect, here relaxation. In addition, we examined the difference of changes of the emotional state with respect to two different graphical styles, both being typical for state-of-the-art video games. One of these styles is supposed to render highly realistic scenes at high computational costs. The second style has been deliberately chosen, to present an alternative running smoothly also on low performance devices such as mobile phones on wireless VR devices. As a third research target, we surveyed the difference of measured effects with respect to technical background knowledge of subjects. The study has been set up as a pre-study acquiring healthy students as subjects instead of patients suffering from psychological disorders.