@inproceedings{Baertl, author = {B{\"a}rtl, Mathias}, title = {Lerntrails und Augmented Reality: Technische, organisatorische und konzeptionelle Gestaltungsspielr{\"a}ume}, series = {Beitr{\"a}ge zum Mathematikunterricht 2019: 53. Jahrestagung der Gesellschaft f{\"u}r Didaktik der Mathematik}, editor = {Frank, Andreas and Krauss, Stefan and Binder, Karin}, publisher = {WTM-Verlag}, address = {M{\"u}nster}, organization = {Universit{\"a}t Regensburg}, isbn = {978-3-95987-123-5 (Print)}, doi = {10.17877/DE290R-20650}, pages = {1209 -- 1212}, abstract = {Die M{\"o}glichkeit zur digitalen Verbindung geographischer Orte mit Aufgaben, Herausforderungen oder Lernmaterialien hat eine Vielzahl von Anwendungen auch außerhalb der Mathematikbildung inspiriert. Dieser Beitrag stellt eine exemplarische Auswahl solcher Applikationen vor und versucht, die technischen, organisatorischen und konzeptionellen Gestaltungselemente zu systematisieren. Die Ausf{\"u}hrungen sollen als Anregung bei der Anlage von Mathematiktrails sowie bei der Weiterentwicklung technischer L{\"o}sungen f{\"u}r den Lehreinsatz dienen.}, language = {de} } @inproceedings{KornBuchweitzReesetal., author = {Korn, Oliver and Buchweitz, Lea and Rees, Adrian and Bieber, Gerald and Werner, Christian and Hauer, Klaus}, title = {Using Augmented Reality and Gamification to Empower Rehabilitation Activities and Elderly Persons. A Study Applying Design Thinking}, series = {AHFE 2018: Advances in Artificial Intelligence, Software and Systems Engineering}, volume = {787}, publisher = {Springer}, address = {Cham}, isbn = {978-3-319-94229-2}, issn = {2194-5357}, doi = {10.1007/978-3-319-94229-2_21}, pages = {219 -- 229}, abstract = {We present the design of a system combining augmented reality (AR) and gamification to support elderly persons' rehabilitation activities. The system is attached to the waist; it collects detailed movement data and at the same time augments the user's path by projections. The projected AR-elements can provide location-based information or incite movement games. The collected data can be observed by therapists. Based on this data, the challenge level can be more frequently adapted, keeping up the patient's motivation. The exercises can involve cognitive elements (for mild cognitive impairments), physiological elements (rehabilitation), or both. The overall vision is an individualized and gamified therapy. Thus, the system also offers application scenarios beyond rehabilitation in sports. In accordance with the methodology of design thinking, we present a first specification and a design vision based on inputs from business experts, gerontologists, physiologists, psychologists, game designers, cognitive scientists and computer scientists.}, language = {en} }