Digitalisierung & Künstliche Intelligenz
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A controlled listening experiment investigates how dynamic range compression interacts with distance attenuation functions to influence auditory distance perception in game-like virtual environments. Speech stimuli from a single talker are processed with three compression settings (uncompressed, moderate compression ≈6 dB gain reduction, strong compression ≈12 dB gain reduction) and loudness-normalised to −23 LUFS. For each compression condition, stimuli are rendered at six source distances (2, 4, 8, 12, 16, and 28 m) using two Unity-based spatial audio pipelines with different distance attenuation models (Steam Audio and Wwise). To isolate level- and spectrum-related distance cues, the virtual scene approximates a free field without reverberation or reflections and is presented over headphones with a fixed listener orientation. Participants estimate perceived source distance and may replay a 1 m reference stimulus as an anchor. Output levels are matched between pipelines using a KEMAR head-and-torso simulator to ensure comparable ear signals. The analysis will quantify bias, sensitivity, and variability of distance estimates across compression levels, source distances, and rendering pipelines, providing guidance for distance rendering in game audio.
Digital games increasingly serve as interactive spaces for historical representation and emotional engagement. However, the mechanisms through which point-and-click adventure games create historical immersion and empathy remain underexplored. In many contemporary historical games, historical settings primarily function as aesthetic backdrops or gameplay environments, while emotional reflection and empathic engagement with history often receive less attention. This research project investigates how narrative, environmental and emotional design strategies can be used to stage historical spaces in ways that foster immersive and empathic player experiences. The project is based on the historical setting of the Nürnberg dungeons (“Lochgefängnisse Nürnberg”) and explores how point-and-click adventure games can encourage reflective engagement with historical themes through atmosphere, exploration, dialogue and moral ambiguity. The project further engages with criteria commonly found in cultural funding frameworks for digital games, particularly regarding narrative innovation and cultural-historical representation. By combining historical reconstruction, environmental storytelling and narrative empathy within a point-and-click adventure format, the project explores new approaches to fostering reflective engagement with cultural heritage and difficult historical subjects through interactive media. The first phase of the project focuses on establishing a theoretical and methodological foundation for the later development of a research-based game prototype. Therefore, the current research primarily consists of a systematic literature review guided by PRISMA-informed principles. The review examines narrative empathy, immersive storytelling, emotion design in games and environmental storytelling. Particular attention is given to the question of how audiovisual atmosphere, spatial design and interactive narrative structures contribute to historical immersion and emotional perception in digital games. The insights gained during this phase will serve as the conceptual basis for the later iterative development and evaluation of a historical point-and-click prototype. In the long term, the overall research project aims to contribute to the development of a research framework for historical immersion and empathic game design in narrative adventure games. The framework draws on theoretical concepts of narrative empathy, historical immersion and character engagement, including models such as Recognition, Alignment and Allegiance. These concepts will inform the design and evaluation of a research-based point-and-click adventure prototype situated in the historical Nürnberg dungeons.
This project describes the ongoing development of a 2D jump'n'run computer game whose concept aligns with the criteria of the German Culture Test (CT) for games. The CT evaluates games based on dimensions such as narrative, design, and technology. The game's narrative is rooted in the regional history of the Nuremberg Reichswald, Germany's oldest planted forest, and embeds educational content about local ecology through optional in-game information signs and references. In terms of design, all graphical assets are created in a pixel art style using the software Aseprite to support a retro aesthetic. Regarding technology, the project uses the Godot Engine, a comparatively young, open-source game engine with its integrated scripting language GDScript, building on a community-driven platform rather than established commercial engines.
In the game, players control the main character, the so-called "Moosling", through a level-based forest environment. The goal is to collect water droplets and plant a tree seed at the end of each level. A preceding bachelor's thesis produced a functional prototype, but it still has weaknesses: controls and collisions show issues in edge cases, the project structure is not fully designed for extensibility, and elements such as the background and user interface remain preliminary. Building on this, the current study project, the first of three modules within the research master's programme, addresses the question: How can the existing prototype be transformed into a stable, maintainable base version that can be extended later on? The primary focus is a smooth game feel. Controls and collisions are being refined to handle typical edge cases cleanly. The project structure in Godot is being reorganised so that scenes, states, and configuration values support future extensions. A baseline of background, UI elements, and initial sounds forms the working framework. The art style is being developed further, tiles and sprites are expanded and reviewed for readability and consistency. The first level will include a short introductory section that teaches controls and the world concept, serving as a reference for further development. The literature review follows an approach informed by the PRISMA method and covers three areas: design patterns for clean code in game development, the design of introductory levels as a means of teaching players, and principles for user interface design and game flow.
"I felt Like Talking to a Wall" – A Performative Study on Early Encounters with a Social Robot
(2026)
Nonverbal Auditory Communication for Human–Robot Interaction in Industry 5.0: A Scoping Review
(2026)
In Industry 5.0 (I5.0), close-proximity human–robot collaboration demands communication beyond conventional alarms and speech. Nonverbal auditory communication offers a complementary modality, yet its role in I5.0 remains unmapped. This scoping review maps nonverbal auditory communication research in I5.0 Human–Robot Interaction (HRI) and compares it with general HRI literature to identify transfer potential and research gaps. Peer-reviewed English-language articles (2023–April 2026) addressing nonverbal sound in HRI contexts were included. Speech, emotion detection, haptic interfaces and non-HRI domains were excluded. A search with two syntaxes across Web of Science, Scopus, IEEE Xplore, ACM and MDPI, supplemented by citation searching, targeted I5.0-specific (Syntax S1) and general HRI auditory literature (Syntax S2). This created two article record sets, n1 and n2. Articles were organized following Arksey and O’Malley’s framework and PRISMA-ScR into four inductively derived clusters: Sonification, Multimodal Feedback Systems, Safety and Frameworks and Concepts. From 782 initial records, 16 (n1) and 32 (n2) articles were included. In I5.0, multimodal feedback dominates: intentionally designed nonverbal sounds improve situational awareness, reduce cognitive workload and increase perceived safety. Compared to n2, which is shaped by social robotics and emotion-driven sound design, five gaps emerge in I5.0: absent emotion-related sound perception research, missing field studies, missing industry-specific sound design frameworks, underutilized sonification for spatial awareness and safety and no unimodal auditory studies under realistic industrial conditions. A dedicated sound design framework operationalizing I5.0 communicative requirements into designable sound parameters is needed, alongside empirical validation under realistic industrial noise conditions.
Many people do not read privacy policies because they are long, complicated and boring. For this reason, AI tools such as DSARly, Polisis and CLAUDETTE have been developed to summarize them for users. The usability of such software applications could be improved by the use of UX sounds. Therefore, in this study, ten auditory icons inspired by the special categories of personal data defined under the GDPR, were created using modular sound synthesis. The resulting auditory icons are: “heartbeat”, “DNA helix”, “eye scan”, “whistle”, “traditional music”, “megaphone”, “bed squeaking”, “church bells”, “singing bowl” and “kiss”. Subsequently, listening tests with participants were conducted in German language to evaluate, among other aspects, how intuitive these sounds are. The free-text responses provided by the study participants were categorized for analysis and mostly showed a high degree of overlap, indicating strong intuitiveness in the perceived associations during the first exposure to the sounds.
Spatial audio plays an increasingly important role in virtual environments and computer games. Head-Related Transfer Functions (HRTFs) allow a more realistic simulation of spatial hearing than conventional stereo rendering, but they also require additional implementation effort. This paper presents the current state of a master’s thesis that investigates whether this effort leads to measurable improvements in horizontal sound localization. A Unity-based experimental environment has been developed in which participants localize virtual sound sources presented via headphones. The study compares HRTFbased binaural rendering with conventional stereo playback and evaluates localization accuracy as well as front-back confusions. In addition to broadband noise, speech stimuli will be used to increase ecological validity. The paper describes the theoretical background, implemented prototype, planned experimental design, and expected outcomes.
The usage of e-learning platforms, online lectures and online meetings for academic teaching increased during the Covid-19 pandemic. Lecturers created video lectures, screencasts, or audio podcasts for online learning. The Hochschul-Assistenz-System (HAnS) is a learning experience platform that uses machine learning (ML) methods to support students and lecturers in the online learning and teaching processes. HAnS is being developed in multiple iterations as an agile open-source collaborative project supported by multiple universities and partners. This paper presents the current state of the development of HAnS on German video lectures.
The FAME 2026 challenge comprises two demanding tasks:
training face–voice associations combined with a multilingual setting that includes testing on languages on which the model was not trained. Our approach consists of separate uni-modal processing pipelines with general face and voice feature extraction, complemented by additional age-gender feature extraction to support prediction. The resulting single-modal features are projected into a shared embedding space and trained on an Adaptive Angular
Margin (AAM) loss. Our approach achieved first place in the FAME 2026 challenge, with an average Equal-Error Rate (EER) of 23.99%.