43 research outputs found

    Kultivierte Haltungen von LehrkrÀften zu Digitalen Medien?

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    Im Jahr 2013 nach dem Stellenwert der Medienbildung und dem Einsatz Digitaler Medien in der Schule zu fragen, scheint zunÀchst nicht auf der Höhe der Zeit zu sein. LÀngst sind Digitale Medien allerorten vorzufinden, eine Welt ohne Medien ist nicht mehr denkbar. Der Vermittlung von Medienkompetenz und Medienbildung sollte gerade in der Schule eine besondere Rolle zukommen, diese sollte in allen FÀchern und Schulstufen prÀsent sein und zum Einsatz kommen. Durch den PÀdagogen, die PÀdagogin, die LehrkrÀfte erhalten Medien im besten Fall einen (sinnvollen) handlungsleitenden Rahmen

    ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

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    Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups

    3D-Auth: Two-Factor Authentication with Personalized 3D-Printed Items

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    Two-factor authentication is a widely recommended security mechanism and already offered for different services. However, known methods and physical realizations exhibit considerable usability and customization issues. In this paper, we propose 3D-Auth, a new concept of two-factor authentication. 3D-Auth is based on customizable 3D-printed items that combine two authentication factors in one object. The object bottom contains a uniform grid of conductive dots that are connected to a unique embedded structure inside the item. Based on the interaction with the item, different dots turn into touch-points and form an authentication pattern. This pattern can be recognized by a capacitive touchscreen. Based on an expert design study, we present an interaction space with six categories of possible authentication interactions. In a user study, we demonstrate the feasibility of 3D-Auth items and show that the items are easy to use and the interactions are easy to remember
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