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Gamification, die spielerische Anreicherung von Tätigkeiten, erfreut sich zunehmender Beliebtheit. Insbesondere in den Bereichen Gesundheit (Exergames) oder Lernen (Serious Games, Edutainment) gibt es eine Vielzahl erfolgreicher Anwendungen. Weniger verbreitet ist Gamification dagegen bislang bei Arbeitsprozessen. Zwar gibt es erfolgreiche Ansätze im Bereich Dienstleistung und Service (z. B. bei Callcentern), der Bereich der industriellen Produktion wurde jedoch bis vor wenigen Jahren nicht adressiert.
Dieses Kapitel gibt einen Überblick der Entwicklung von Gamification und zeigt den Stand der Technik. Wir leiten allgemeine Anforderungen für Gamification im Produktionsumfeld ab und stellen zwei neue Ansätze aus der aktuellen Forschung vor. Diese werden in einer Studie mit Trainern aus der Automobilbranche auf Akzeptanz untersucht. Die Ergebnisse zeigen eine insgesamt positive Haltung zur Gamifizierung der Produktion und eine sehr hohe Akzeptanz insbesondere des Pyramiden-Designs.
After the successful International Year of Light 2015, the idea of sustainability became increasingly imminent. After a preparatory year on 16 May 2018, the International Day of Light was launched for the first time. This event was celebrated with a public celebration in Paris at the UNESCO headquarters. In this paper we will present our projects dedicated to the International Day of Light in Paris. Together with a group of students from our university, we had the special opportunity to be integrated in the program of the opening ceremony at UNESCO in Paris. With our interdisciplinary projects we have tried to build a bridge between optics, photonics, art and media installations.
Increased knowledge transfer through the integration of research projects into university teaching
(2019)
This paper describes the integration of the research project "Characterization of Color Vision using Spectroscopy and Nanotechnology: Application to Media Photonics" into an engineering course in the field of media technology. The aim is to develop the existing learning concept towards a more research-oriented teaching. Involving students in research projects as part of the learning process provides a deeper insight into current research topics and the key elements of scientific work. This makes it easier for students to recognize the importance of the acquired theoretical knowledge for the practice, which enables them to derive new insights of their own.
Live streaming of events over an IP network as a catalyst in media technology education and training
(2020)
The paper describes how students are involved in applied research when setting up the technology and running a live event. Real-time IP transmission in broadcast environments via fiber optics will become increasingly important in the future. Therefore, it is necessary to create a platform in this area where students can learn how to handle IP infrastructure and fiber optics. With this in mind, we have built a fully functional TV control room that is completely IP-based. The authors present the steps in the development of the project and show the advantages of the proposed digital solutions. The IP network proves to be a synergy between the involved teams: participants of the robot competition and the members of the media team. These results are presented in the paper. Our activities aim to awaken enthusiasm for research and technology in young people. Broadcasts of live events are a good opportunity for "hands on" activities.
Astronomical phenomena fascinate people from the very beginning of mankind up to today. In this paper the authors will present their experience with photography of astronomical events. The main focus will be on aurora borealis, comet Neowise, total lunar eclipses and how mobile devices open up new possibilities to observe the green flash. Our efforts were motivated by the great impact and high number of viewers of these events. Visitors from over a hundred countries watched our live broadcasts.
Furthermore, we report on our experiences with the photography of optical phenomena such as polar lights Fig. 1, comet Neowise with a Delta Aquariids meteor Fig. 11, and lunar eclipses Fig. 12.
This paper explains the realization of a concept for research-oriented photonics education. Using the example of the integration of an actual PhD project, it is shown how students are familiarized with the topic of research and scientific work in the first semesters. Typical research activities are included as essential parts of the learning process. Research should be made visible and tangible for the students. The authors will present all aspects of the learning environment, their impressions and experiences with the implemented scenario, as well as first evaluation results of the students.
The paper describes the implementation of practical laboratory settings in a virtual environment. With the entry of VR glasses into the mass market, there is a chance to establish educational and training applications for displaying some teaching materials and practical works. Therefore our project focuses on the realization of virtual experiments and environments, which gives users a deep insight into selected subfields of Optics and Photonics. Our goal is not to substitute the hand on experiments rather to extend them. By means of VR glasses, the user is offered the possibility to view the experiment from several angles and to make changes through interactive control functions. During the VR application, additional context-related information is displayed. By using object recognition, the specific graphics and texts for the respective object are loaded and supplemented at the appropriate place. Thus, complex facts are supported in an informative way. The prototype is developed using the Unity Engine and can thus be exported to different platforms and end devices. Another major advantage of virtual simulations to the real situation is the high degree of controllability as well as the easy repeatability. With slight modifications, entire experiments can be reused. Our research aims to acquire new knowledge in the field of e-learning in association with VR technology. Here we try to answer a core question of the compatibility of the individual media components.