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  <doc>
    <id>349</id>
    <completedYear/>
    <publishedYear>2019</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>54</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2019-04-10</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2019-02-13</thesisDateAccepted>
    <title language="deu">Die Produktion von Audiodateien und deren Einbindung in Videospiele</title>
    <abstract language="eng">In this paper the production of audio file will be shown with examples, and how these can be put exemplarily into a video game. For this purpose different types of programs will be presented which can produce audio file. To show a small expenditure, affordable or free programs will be used for this paper. After that the paper shows how to exemplarily record and edit music, sound and voice. Finally a game engine will be used to demonstrate the inset and programming of the created audio files. This paper is especially for newcomers (and students) to introduce them to audio and sound design. With the practical instructions in this paper they can start to produce audio files by their own.</abstract>
    <abstract language="deu">In dieser Bachelorarbeit wird anhand von Beispielen die Produktion von Audiodateien gezeigt, und wie diese beispielhaft in ein Videospiel eingefügt werden können. Hierzu werden zunächst die verschiedenen Programmtypen präsentiert, mit denen Audiodateien produziert werden können. Um einen möglichst geringen Kostenaufwand zu zeigen, werden Programme benutzt, die kostenlos oder kostengünstig erworben werden können. Danach wird an Beispielen gezeigt, wie mit den ausgewählten Programmen Stimmen, Geräusche und Musik aufgenommen und bearbeitet werden können. Abschließend wird an einer Spiele-Engine vorgeführt, wie die erstellten Audiodateien ins Spiel eingefügt und einprogrammiert werden. Durch diese Bachelorarbeit sollen vor allem Neueinsteiger (und Studenten) an Audio und Sound Design herangeführt werden, sodass sie mit den praktischen Unterweisungen in dieser Arbeit selbst Audiodateien produzieren können.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-3494</identifier>
    <licence>CC BY-NC-SA 4.0 International - Namensnennung-Nicht kommerziell-Weitergabe unter gleichen Bedingungen</licence>
    <author>Jan Keiffenheim</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Audiobearbeitung</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Kostengünstige Mittel &amp; einfache Methoden</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Audio Programmierung</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Musik</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Geräusche</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Stimme</value>
    </subject>
    <collection role="ddc" number="000">Informatik, Informationswissenschaft, allgemeine Werke</collection>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/349/Bachelorarbeit_Jan_Keiffenheim.pdf</file>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/349/Anhang BA Keiffenheim.zip</file>
  </doc>
  <doc>
    <id>393</id>
    <completedYear/>
    <publishedYear>2019</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>63</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2019-07-30</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2018-05-24</thesisDateAccepted>
    <title language="eng">A comparison of the impact between recorded and classic cooking recipes employing user experience research methods</title>
    <abstract language="eng">This research focuses on measuring learning curves from different people while they cook with the aid from various media channels. For such purpose profile inquiries, face-to-face interviews, self-recorded assignments, and classification tests will be used. The analysis of the results intends to derive into good practices of e-learning media design.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-3937</identifier>
    <licence>CC BY 4.0 International - Namensnennung</licence>
    <author>Alisa Gron</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>UX</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>SDA-M</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Learning media</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Self-education</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Cooking</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Self-education</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Cooking</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>SDA-M</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Learning media</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>UX</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/393/MA_HSRW_Digital_Media_Thesis_Gron.pdf</file>
  </doc>
  <doc>
    <id>855</id>
    <completedYear/>
    <publishedYear>2021</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>67</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2021-06-09</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2021-03-19</thesisDateAccepted>
    <title language="eng">Data visualisation platform for individuals</title>
    <abstract language="eng">Various companies have been collecting people's digital footprint by offering free digital services to them. People are aware of it vaguely, it is difficult for them to see what actually the companies have or its value. According to the General Data Protection Regulation, finally, individuals can request their collected data from the companies. Nevertheless, the data has been offered as machine-readable files mostly that individuals cannot understand. Thus, a data visualisation application for individuals was designed to improve these problems in this project. The application was built as low fidelity and high fidelity prototypes and tested with 10 participants through remote usability tests to explore its possibility. In the tests, the target users showed their positive interest in the concept and visual design. Consequently, it clearly showed its potential to improve the situation. However, some participants seemed to worry about sharing their data for donating, or unsatisfied with the basic level of data visualisation. To cope with these issues and to have a better effect, some improvement of interface design, additional introduction screens and advanced data visualisation was suggested as a further improvement for the future.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-8558</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <licence>CC BY-NC-ND 4.0 International - Namensnennung-Nicht kommerziell-Keine Bearbeitungen</licence>
    <author>Harim Jang</author>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/855/Jang_Harim_Masterthesis.pdf</file>
  </doc>
  <doc>
    <id>812</id>
    <completedYear/>
    <publishedYear>2021</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>43</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2021-05-20</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2021-03-28</thesisDateAccepted>
    <title language="deu">Linux-Simulation als implizites Lernszenario</title>
    <abstract language="eng">Linux is an operating system, which is used by a limited number of people. The main idea of this project is to develop a game that not only simulates Linux, but also provides an opportunity to learn various things about the use of this operating system.&#13;
The game, LinuxSimulationGame, is built with Unity and designed by following the requirements of a focus group. While in development, game tests are used to investigate the current state and quality of the game. Game tests provide feedback to the developer, which can be used to plan further changes. By using mechanics like space, objects, actions, rules and skills the game produces various situations in which a user is able to learn. By memorizing information based on a Linux operating system.&#13;
Both game tests and interviews have proved an interest in this kind of gameplay. LinuxSimulationGame is a game which could result in an increase of knowledge. This would require further testing. This document describes mechanics and data needed for creation of games like LinuxSimulationGame.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-8122</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <author>Adrian Krawczyk</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Linux</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Spieleentwicklung</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Lernen</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Videospiele</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Lernszenario</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/812/Bachelor_Adrian_Krawczyk_24032021.pdf</file>
  </doc>
  <doc>
    <id>793</id>
    <completedYear/>
    <publishedYear>2021</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2021-05-05</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2021-03-17</thesisDateAccepted>
    <title language="deu">Character Animation und User Experience Design für eine Virtual Reality-Schulung in Herz-Lungen-Wiederbelebung</title>
    <abstract language="deu">Die Bereitschaft bei einem Herzstillstand Erste Hilfe zu leisten nimmt ab. Im Jahr 2019 führten nur 39% der Notfallzeugen eine Herzdruckmassage durch, 3% weniger als noch im Jahr davor. (Nur ein Drittel hilft mit Herzdruckmassage, 2019) Sofortige und qualitativ hochwertige Wiederbelebungsmaßnahmen können jedoch die Überlebenschancen des Patienten verdoppeln bis vervierfachen. Vor allem der Einsatz eines Defibrillators innerhalb der ersten 3–5 Minuten nach dem Kollaps kann die Überlebenschancen auf 50–70 % erhöhen. (Perkins et al., 2015) Um die Bereitschaft zur Ersten Hilfe im Falle eines Herzinfarktes zu erhöhen, wurde in Kooperation mit der secova GmbH &amp; Co. KG eine Virtual Reality Schulung mit Fokus auf hohe User-Experience entwickelt, in welcher der Anwender in die Rolle eines Notfallzeugen schlüpft. So soll dem Nutzer das richtige Vorgehen auf spielerische Weise nahegebracht werden.</abstract>
    <enrichment key="opus.source">publish</enrichment>
    <licence>CC BY-NC-ND 4.0 International - Namensnennung-Nicht kommerziell-Keine Bearbeitungen</licence>
    <author>Irene Moor</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Virtual Reality</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>User Experience</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Cardiopulmonary resuscitation</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
  </doc>
  <doc>
    <id>895</id>
    <completedYear/>
    <publishedYear>2021</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>52</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2021-09-02</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2021-06-03</thesisDateAccepted>
    <title language="deu">Das "Schrems II - Urteil" des Europäischen Gerichtshofes und die Anforderungen an die zusätzlichen Maßnahmen im Datenschutz</title>
    <abstract language="eng">Our everyday is ruled by transporting data across the globe. It is unimaginable not being able to communicate around the world nowadays.&#13;
It is not trivial to find suitable legal grounds for transferring data out of the European Union. The European Commission must declare a country as safe to be able to transfer data in this specific country. It is necessary to follow this principle not to violate any data protection laws. Since the 16th of July 2020 it is not allowed to transfer any data into the United States using the “Privacy Shield” as a legal safeguard due to the judgment of the European Court. There are still methods for legitimizing data transfers such as ”Binding Corporate Rules (BCR’s)” or “Standard contractual clauses”. Those well-known legal safeguards are only available for transferring data into the United States if “additional measures” were taken according to the European Court. To this day no official instance announced what those “additional measures” could be.&#13;
This bachelor thesis will analysis the problems a possible “additional measure” must face. To achieve this goal the method of literature review will be used. Many older and newer professional article, books, laws and jurisprudence will be researched and analysed to an- ticipate the needs for a “additional measure”.&#13;
Since the European Court complained in its jurisprudence about the lack of data security due to the enhanced possibilities of the US intelligence authorities inside the United States a possible outcome of this bachelor thesis could be the need to encrypt every data that is been send to the United States. Other possibilities could be to transfer the place where the data is processed into the European Union.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-8951</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <licence>CC BY-SA 4.0 International - Namensnennung-Weitergabe unter gleichen Bedingungen</licence>
    <author>Benedikt Haaz</author>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/895/Haaz_Benedikt_Bachelorarbeit.pdf</file>
  </doc>
  <doc>
    <id>1771</id>
    <completedYear/>
    <publishedYear>2023</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>34</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2023-07-06</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2023-05-13</thesisDateAccepted>
    <title language="eng">A software architecture and reference implementation based on xAPI for a modular, personalized learning platform</title>
    <abstract language="eng">Interactive learning platforms which include multiple modules and components require handling learning data and synchronizing progress across the entities. This thesis aims to create a control layer to manage the learning data and depict it on the user interface, as well as a learning path recommendation system to establish a learning path defined by the teacher. The project extends the pre-existing TierschutzErleben platform, utilizing a stateof-the-art specification for learning data, frontend framework, and a video game engine.&#13;
A main control unit is developed to manage learning data and coordinate elements of the platform. To recommend learning paths, a system is created, and interfaces are established to validate communication. A service is introduced to relay events between components, with events containing instructions for executing appropriate actions on the receiving end.&#13;
Additionally, a command execution system is implemented to manage these commands.&#13;
The implementation of a single control layer, composed of the developed services, effectively coordinates data collected from multiple entities. The use of interfaces and the command execution system provides a clear and structured view of events and their&#13;
corresponding actions.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-17718</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC0 1.0 Universell - Gemeinfreiheit (Public Domain)</licence>
    <author>Mohamed Rami Mezghani</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Xapi learning path interactive platform gamified angular</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1771/mezghani_bachelor_theis.pdf</file>
  </doc>
  <doc>
    <id>1971</id>
    <completedYear/>
    <publishedYear>2024</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>51</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2024-07-12</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2024-04-16</thesisDateAccepted>
    <title language="eng">Interaction design strategies for conversational video games to accommodate for anomalous user- and AI behaviors: A case study on integration strategies for interaction-based AI technologies in games using participatory design methods.</title>
    <abstract language="eng">The recent development of generative artificial intelligence (AI) has inspired some game developers to try and integrate it into games. Anomalous behavior by generative AI or users seems undesirable and effort is being made to find ways on how to prevent anomalous responses by generative AI. However, these responses are a unique trait of generative AI and in our project, we explore strategies on how the negative effects of anomalous user and AI behavior can be mitigated, instead of trying to prevent them from appearing. We want to leverage their uniqueness as an intended game mechanic and see in what context these strategies can work. To achieve these goals, we researched already existing integrations of generative AI features in games and entertainment as well as possible connections to game mechanics and systems that are not related to AI. Based on this, we created 4 prototypes of conversational games with generative AI characters, which allowed the AI to create anomalous responses and did not limit the player freedom of what they may input. In our 36 participatory design sessions, we found that anomalous user and AI behavior can have a positive influence on the player's experience if a game's story is set up in a way that it can allow new and diverging story threads, that are created by the player and AI, to be integrated and if there are supplementary game mechanics, that allow the player to follow the intended story and complete the game.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-19710</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC BY-SA 4.0 International - Namensnennung-Weitergabe unter gleichen Bedingungen</licence>
    <author>Tobias Wissigkeit</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Generative AI</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Video Game Design</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Human-AI Interaction</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>AI Hallucinations</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Participatory Design</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1971/Tobias_Wissigkeit_Master_Thesis_Digital_Media.pdf</file>
  </doc>
  <doc>
    <id>470</id>
    <completedYear/>
    <publishedYear>2020</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>34</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2020-06-15</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2020-02-24</thesisDateAccepted>
    <title language="eng">Motivating children to eat vegetables by enhancing meals with digital media</title>
    <abstract language="eng">Digital media is finding its way into all parts of life, even eating. The gamification of food is experimented with, mainly for recreational purposes. But it could also be used to achieve a different goal. In this work, an approach to motivating children to eat and like vegetables more is explored. First, the basic perception of vegetables by children is examined and various ideas for games are explored with Cooperative Inquiry. These can be grouped into three categories: building, challenge and randomness. Possible prototypes have been discussed in form of text. A building game has been tested and it had a positive effect on the perception of vegetables of the participating children.&#13;
However, only few children were available to work with, making further studies necessary.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-4708</identifier>
    <licence>CC BY-SA 4.0 International - Namensnennung-Weitergabe unter gleichen Bedingungen</licence>
    <author>Tobias Wissigkeit</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Cooperative inquiry</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Gastroludology</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Vegetables</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Human-Food interaction</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Gamification</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/470/Tobias_Wissigkeit_Bachelor_Thesis.pdf</file>
  </doc>
  <doc>
    <id>1598</id>
    <completedYear/>
    <publishedYear>2022</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>74</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2022-09-29</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="deu">Implementierung und iterative Entwicklung eines Konzepts für eine Wissensduell-Applikation im Kontext von Serious Games</title>
    <abstract language="eng">This bachelor thesis accompanies and documents the implementation and first step in the iterative development of a concept for a knowledge duel application. The application’s goal is to exploit a player’s playfulness and competitiveness, in order to learn new information and reinforce previously acquired knowledge. The concept was developed in cooperation with the Bäumer, Afonso, Meissner GmbH. Because of its goal, the concept and its implementation are analyzed in the context of serious games. To achieve this, the thesis first examines the meaning of the serious games term and what their most significant attributes are. It also explores some state of the art systems and concepts of all the implementation’s related fields. After extensive documentation of the concept and its implementation in the form of the web application called sw¨up, a formative evaluation using the results of several semi-structured interviews takes place. Following that, the&#13;
thesis further explores possible improvements and new features for later iterations of the application. The evaluation shows that sw¨up happens to be a very intuitive, performant and both optically and structurally well designed application. Additionally several problem fixes and improvements were found while evaluating the interviews’ results. While it is shown that sw¨up shares many similarities with a serious game, it can not be proven with the acquired results that sw¨up can effectively cause a learning effect and thus be considered a serious game. This remains to be determined by further, more in-depth tests and evaluations.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-15988</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC BY-NC-SA 4.0 International - Namensnennung-Nicht kommerziell-Weitergabe unter gleichen Bedingungen</licence>
    <author>Jason Theiler</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Serious games</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Iterative development</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Formative evaluation</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Web applications</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Multiplayer games</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1598/bachelorarbeit_22956_theiler_jason.pdf</file>
  </doc>
  <doc>
    <id>1381</id>
    <completedYear/>
    <publishedYear>2022</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>70</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2022-04-08</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2022-02-22</thesisDateAccepted>
    <title language="eng">An exploratory study of how to effectively communicate the level of hotness/spiciness of food items</title>
    <abstract language="eng">Preferences for spiciness in food varies greatly from person to person. In addition, the notion of spiciness itself varies greatly from culture to culture and from region to region making it hard to effectively represent and communicate the level of spiciness of food items in restaurant menus and food packaging. In this study we explore the use of virtual taste sensation as a means of effectively communicating the desired or available level of spiciness between the consumer and the provider.  Based on prior research on electrical and thermal stimulation of taste sensations, we have developed a device capable of simulating the sensation of hotness on the human tongue through the use of a low voltage electrical current delivered via a set of electrodes and control panel.  The development process of the device consisted of the following two steps:  1. We conducted an observational study in which participants were asked to rate their spiciness preference using a commonly used hot sauce which was mixed with either water or rice. 2. Participants were asked to match their spiciness preference using the device at different voltage levels.  Although the device only generates the stinging sensation and not the full flavour sensation associated with a spice such as a chili pepper it proved effective in assessing and communicating the spiciness preference of the study participants.  Thus, we argue the device holds great promise for developing applications focused on communicating spiciness levels, e.g. the spiciness of the contents of a food package, the spiciness of items in a restaurant menu, or the spiciness of various chili peppers in a market.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-13815</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <licence>CC BY-NC 4.0 International - Namensnennung-Nicht kommerziell</licence>
    <author>Siddhi Ladani</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Communication design</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Human interaction design</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Interaction design</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Taste stimulation</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Digital taste</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Gustation</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Virtual reality</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Spiciness</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1381/Ladani_Siddhi_Masterthesis.pdf</file>
  </doc>
  <doc>
    <id>1491</id>
    <completedYear/>
    <publishedYear>2022</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>76</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2022-05-10</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2022-05-10</thesisDateAccepted>
    <title language="deu">Dark Patterns in Videospielen – Unterschiede zwischen Casual-, Core- und Hardcore-Gamern</title>
    <abstract language="eng">Gaming  has  become  a  huge  industry.  In  an  attempt  to  generate  more  revenue, manipulative design decisions, aimed towards making the consumer act in certain ways or perform certain actions, which are beneficial to the developers of the game, have become  a  common  sight.  Those  design  decisions  have  become  known  under  the umbrella  term  “Dark  Patterns”.  While  individual  Dark  Patterns  have  already  been researched on their impact on gamers as a whole, it stands to reason that groups with widely  different  gaming  behaviors  would  exhibit  differences  in  their  exposure  and vulnerability towards these patterns.  This bachelor’s thesis aims to use a quantitative approach in the form of an online survey (n=465), to research this. For that, the survey asked questions about the participants gaming behavior and interactions with a wide array of Dark Patterns. The participants will then be grouped into casual-, core- and hardcore gamers based on their answers about their gaming behavior, after which the groups will then be directly compared in terms of their exposure and vulnerability towards Dark Patterns, in order to find any significant differences. Finally,  these  results  will  be  discussed  and  suggestions  for  further  research  will  be offered.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-14911</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC BY-NC 4.0 International - Namensnennung-Nicht kommerziell</licence>
    <author>Randy Salobir</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Videospiele</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Videogames</value>
    </subject>
    <subject>
      <language>mul</language>
      <type>uncontrolled</type>
      <value>Dark Pattern</value>
    </subject>
    <subject>
      <language>mul</language>
      <type>uncontrolled</type>
      <value>Gamer</value>
    </subject>
    <collection role="ddc" number="004">Datenverarbeitung; Informatik</collection>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1491/Bachelorarbeit_Randy-Thomas-Salobir_2022.pdf</file>
  </doc>
  <doc>
    <id>1134</id>
    <completedYear/>
    <publishedYear>2021</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>58</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2021-12-09</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2021-08-14</thesisDateAccepted>
    <title language="deu">Anwendbarkeit des Gamification Frameworks Octalysis auf Multibankingapps</title>
    <abstract language="deu">Ziel der vorliegenden Abschlussarbeit war es, ausgewählte Multibankingapps anhand des von Yu-Kai Chou entworfenen Gamification Frameworks Octalysis (Y.-k. Chou, 2019) zu analysie- ren, um daraufhin eine Aussage über die Anwendbarkeit des Frameworks auf Multibankingapps treffen zu können. Mithilfe des Design Pattern Canvas (Žavcer u. a., 2015) wurde ein Arte- fakt geschaffen, welches Entwicklern solcher Apps erlaubt, die im Framework beschriebenen Core Drives auf die Anwendung abzustimmen. Die Anwendbarkeit des Frameworks wurde zwar durch die Analyse bestätigt, jedoch ergaben sich weitere Abhängigkeiten, welche grundlegend für eine erfolgreiche Anwendung sind. Darunter zählt beispielsweise die Offenheit der Nutzer gegenüber Finanzthemen.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-11349</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <licence>CC BY-NC-ND 4.0 International - Namensnennung-Nicht kommerziell-Keine Bearbeitungen</licence>
    <author>Gianfranco Vela</author>
    <collection role="ddc" number="000">Informatik, Informationswissenschaft, allgemeine Werke</collection>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1134/Vela_Gianfranco_Bachelorarbeit.pdf</file>
  </doc>
  <doc>
    <id>1280</id>
    <completedYear/>
    <publishedYear>2022</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>43</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2022-01-27</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2021-10-19</thesisDateAccepted>
    <title language="eng">Combining Entertainment-Oriented Action Gameplay and Learning-Oriented Memorization Challenges</title>
    <abstract language="eng">Though much research is being conducted into educational applications of video games, the effects of individual gameplay elements on overall enjoyment and motivation remain largely unexplored. Similarly, long-term player retention tied to these factors in educational or serious games are often ignored, leading to a lack of engagement and thus an ineffective product. This thesis outlines several proven design patterns employed in the entertainment-based games industry, particularly in action games. It then discusses how these patterns may be applied in digital learning environments and provides examples using a practically implemented prototype of a game combining 2D platforming, multiplayer interactivity, and vocabulary quizzes.&#13;
The theoretical concepts described herein are based on peer-reviewed scientific research as well as informal resources such as presentations from the annual Game Developers Conference, development logs, or interviews with prominent figures in the games industry. They incorporate principles of visual, audio, gameplay, and didactic design; coding practices and software architecture are not discussed. The prototypical implementation employs the freely accessible Unity game engine, along with a combination of foreign and custom-made assets.&#13;
&#13;
Keywords: Serious Games, Video Game Development, Educational Software, digital learning environments, vocabulary learning</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-12800</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <licence>CC BY-NC-ND 4.0 International - Namensnennung-Nicht kommerziell-Keine Bearbeitungen</licence>
    <author>Julian Schumacher</author>
    <collection role="ddc" number="000">Informatik, Informationswissenschaft, allgemeine Werke</collection>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1280/Schumacher_Julian_Bachelorthesis.pdf</file>
  </doc>
  <doc>
    <id>2258</id>
    <completedYear>2025</completedYear>
    <publishedYear>2025</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>111</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>--</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="eng">AI-Driven Comic Generation: Exploring the Creative Potential of Generative AI in Digital Storytelling</title>
    <abstract language="eng">Creative sectors have accepted AI into their industry for establishing modern methods of generating digital content. This study introduces a novel AI-based framework based on AI technology, using GANs along with Stable Diffusion models to automate comic development. This study looks at juxtaposing narrative outlining through text with automated visual generation toward an integrated system that produces adaptable comic panels with appropriate visual structure. The research methodology that the project has followed can be built on three cornerstones: advanced GAN schemes for text generation and pre-processing, followed by image synthesis through Stable Diffusion. A specially developed algorithm for speech bubbles determined the optimal placement of that text, so it would function well and maintain a semblance of beauty. By iteratively refining and tuning the model, this system was evaluated. Initial observations regarding visual coherence and narrative alignment were hopeful, but further tests using quantitative metrics-for instance, FID for images and BLEU for text, as well as broader user feedback-would be needed to validate the efficacy of the model entirely. &#13;
The impediments were, however, GAN mode collapse, irregular speech-bubble layout, and inconsistent artistic styles. Further research would uncover the potential role of AI systems in easing the comic generation process for creators, educators, and designers of digital content to enhance accessibility and efficiency. &#13;
This method shows promising applicability in various domains like automated narratives, customizable comics, and educational material. Further along the way, the scientists plan to improve panel storytelling, create an intuitive interface, and expand the dataset to include more artistic styles. Such enhancements could maximize the gain from automated comic conception.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-22581</identifier>
    <enrichment key="opus.import.date">2025-09-04T11:57:52+00:00</enrichment>
    <enrichment key="opus.source">sword</enrichment>
    <enrichment key="opus.import.user">swordtest</enrichment>
    <licence>Bestimmungen des deutschen Urheberrechts</licence>
    <author>Umair Afzal</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>AI-driven comics</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Generative Adversarial Networks</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Stable Diffusion</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Automated storytelling</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Speech bubble optimization</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Image synthesis</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Digital content creation.</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <collection role="Import" number="import">Import</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/2258/8862_20250707152642_28004-Final Thesis Report.pdf</file>
  </doc>
</export-example>
