Index

METABALL

Herausforderung: In den letzten zehn Jahren sehen wir einen zunehmenden Einsatz von Gamification im Individualsport mit dem Ziel die Freude und Begeisterung von Athleten beim Training zu steigern. Gamifizierte Anwendungen wie Fitbit, adidas Running, Nike+, Fitocracy oder Strava, um nur einige zu nennen, inspirieren Massen von Sportlern regelmäßig aktiv zu werden. Allerdings fehlt es an Wissen und Konzepten, wie traditionelle Mannschaftssportarten, sei es Fußball, Basketball, Baseball oder Hockey, und deren Training gamifiziert werden können. Daher haben wir, in Kooperation mit der adidas AG, den Studierenden der Vorlesung „Designing Gamified Systems“ folgende Herausforderung gestellt:

Gestalten und untersuchen Sie eine neuartige digitale Gamification-Lösung für Ihre bevorzugte Mannschaftssportart, um das individuelle oder soziale Trainingserlebnis von Sportlerinnen und Sportlern, deren Trainingsleistung und die sozialen Dynamiken (z. B. Zusammenhalt und Teamidentität) innerhalb eines Sportteams zu steigern.

Fünf Projektteams arbeiteten an dieser Herausforderung und entwickelten innerhalb von zwei Monaten beeindruckende Konzepte und Prototypen, die dann den Führungskräften der adidas AG präsentiert wurden.

Datum: Sommersemester 2022

Projektergebnisse:

Metaball

Team: Jennifer Mitchell, Pavel Akram, Kartik Kanodia, B. S.

Abstract:

Welcome, we are METABALL!
Our team has developed a prototype soccer game in the Metaverse environment using the popular game development engine „Unity 3D“, along with a detailed game menu designed using the web-based design and prototyping tool „Framer“. Our game concept is still in its infancy and a playable one-person 3D game was developed. The overall project revolves around the theme „training meets metaverse“. The goal of our game is to create a gamified mixed reality training system for a team sport. This system should include various virtual components such as virtual goods, virtual worlds, or virtual avatars that ultimately help to strengthen the team identity and cohesion of the players. The game was designed so that players wear a sensor such as the „adidas GMR“ sensor on them during game training in the real world to collect and transfer this data to the virtual world, our game METABALL. This data is used to further develop the system. Our game is unique because the concept of „training meets metaverse“ does not yet exist. Our players train and improve their soccer skills individually or in a self-selected team in the real world. In the process, data such as distance, speed, ball hits scored, etc. are recorded and transferred to the virtual game. Depending on how well or badly the player performs in the real world, this also affects his avatar in the game. This is intended to encourage players to develop and improve their skills.

Metactics

Herausforderung: In den letzten zehn Jahren sehen wir einen zunehmenden Einsatz von Gamification im Individualsport mit dem Ziel die Freude und Begeisterung von Athleten beim Training zu steigern. Gamifizierte Anwendungen wie Fitbit, adidas Running, Nike+, Fitocracy oder Strava, um nur einige zu nennen, inspirieren Massen von Sportlern regelmäßig aktiv zu werden. Allerdings fehlt es an Wissen und Konzepten, wie traditionelle Mannschaftssportarten, sei es Fußball, Basketball, Baseball oder Hockey, und deren Training gamifiziert werden können. Daher haben wir, in Kooperation mit der adidas AG, den Studierenden der Vorlesung „Designing Gamified Systems“ folgende Herausforderung gestellt:

Gestalten und untersuchen Sie eine neuartige digitale Gamification-Lösung für Ihre bevorzugte Mannschaftssportart, um das individuelle oder soziale Trainingserlebnis von Sportlerinnen und Sportlern, deren Trainingsleistung und die sozialen Dynamiken (z. B. Zusammenhalt und Teamidentität) innerhalb eines Sportteams zu steigern.

Fünf Projektteams arbeiteten an dieser Herausforderung und entwickelten innerhalb von zwei Monaten beeindruckende Konzepte und Prototypen, die dann den Führungskräften der adidas AG präsentiert wurden.

Datum: Sommersemester 2022

Projektergebnisse:

Metactics

Team: Sylvia Reiß, Anna Hirschbeck, Simon Merk, Nico Hambauer

Abstract:

Metactics is a Virtual Reality (VR) approach enabling teams to train their tactical basketball skills anytime from anywhere. Gamers can complete challenges with increasing strategic demands together and learn how to play smart. Thereby, they will be assisted by a virtual team mascot, named Foxy, who will guide them through the game and introduce them to various strategies. In essence, we employ gamification theory to make tactic training in basketball intrinsically more fun and effective. Teams can practice together in the Metaverse, learn new strategic moves and improve their cognitive skills and capability to “think ahead”. Besides the virtual training we provide a social environment in form of a virtual club house. Here teams can hang out enjoy time together and thereby strengthen team cohesion and identity. During the game, players can gain virtual coins, which can be used to acquire virtual goods for their personal avatar or the collective club house.

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CUBEness

Herausforderung: In den letzten Jahren ist die Erkundung des Weltraums wieder zu einem Trendthema geworden. Verschiedene private Organisationen wie SpaceX, Blue Origin oder Virgin Galactic und Regierungsorganisationen aus den USA, China, Indien, Europa oder Russland konkurrieren um die Vorherrschaft im Weltraum. Neben der Erforschung neuer Welten ebnet dieser Trend den Weg für Innovationen, die auch unser Leben auf der Erde verändern werden. Zum Beispiel werden immer mehr Satelliten in den Orbit geschickt, die unsere Erde umkreisen und  neue Möglichkeiten für die Erdbeobachtung oder flächendeckendes Highspeed-Internet ermöglichen. Dies bietet neue Herausforderungen und Möglichkeiten, welche mit Ansätzen aus dem Gaming und Gamification angegangen werden können. Daher lautete die Aufgabe des Kurses Designing Gamified Systems in diesem Semester:

Design an innovative game or gamification approach in which gaming, space technology and mobility meets in order to either A) improving life on earth or B) improving life in space.

 

Datum: Wintersemester 2021/2022

Vorlesung: Designing Gamified Systems

Projektergebnisse:

CUBEness

Team: Heschu Qarani, Jonathan Stief, Sherwet GalalCem KaratasanGerrit Sußner

Abstract:

The interest in space is constantly increasing: From space agencies planning longer projects, such as NASAs’ Artemis mission, to private companies such as SpaceX planning to put humans on Mars. Overall, the private sector of space tourism is projected to reach a total of US$1.7 Billion by 2027. The market will expand much further in the future, with long-term missions becoming increasingly frequent.
Yet these long-term missions pose significant strains on both the human body and the mind. First among them is the deterioration of muscles, muscle atrophy, and the cardiovascular system through microgravity. These effects are so severe that even short missions (< 30 days) can cause a muscle volume loss of 5.5 to 15.9 percent. In order to combat these effects, most space agencies employ in-flight exercises of about 2.5 hours six days a week. Secondly, space missions represent the “perfect boring situation” and can invoke mental health issues.
Our VR solution addresses both aspects equally, as it gamifies the required exercise to avoid physical consequences, as well as challenge the players mentally and provides opportunities for experiencing social relatedness. For this, it uses both state-of-the-art VR equipment, as well as a Teslasuit, to not only make the experience feel even more immersive through haptic feedback, as well as the possibility to enhance training effects. The main game consists of resource collection during the exercise and a base-building type game in the phases between workouts. Both take place in VR.
In order to overcome the dullness of the monotonous environment, the game features a story putting the players in a scenario in 2075, where Mars has been colonized, and it is now their shared mission to defend and extend the colony. However, players need to collect resources through exercise to repair and build further modules, which is conducted within the VR game.
In the story mode, they are guided through their exercise by story-related messages, collecting resources while traversing the base and the landscapes of Mars. As voluntariness represents an important point in the acceptance of gamified approaches, however, players also have the option to avoid the story. While exercising, they collect resources by swiping them to the side with their controller. From the collected resources they then have the possibility to build three different types of buildings: (1) shelter domes, which set the defense for the whole colony, (2) windmills, which produce electricity for the colony, (3) greenhouses, which produce oxygen. To increase complexity, create fun, and challenge players mentally, the electricity and oxygen stats must match the shelter, or the colony will be dysfunctional, and the defense will receive a debuff. Players will have to ready their bases for increasingly difficult challenges, such as further alien attacks, sand storms, and similar difficulties that life on Mars would bring. This aims to create a long-time engagement in the player, relying on the immersion and social interaction between the crewmates of the space mission to defend their shared colony.

We use a Teslasuit, a smart textile two-piece full bodysuit, to make the experience immersive and interactive. The suit provides haptic feedback, captures motion and biometric functions. Further, a full-body haptic feedback system is built into the suit with 80 electrostimulation channels, which could be used to provide instant feedback on the players‘ performance within the game. It can be functionalized in response to motion capture comparison at any time. No additional equipment will be need. The approach may be used with existing training equipment in space stations such as the ISS.

Astronaut Mark Vande Hei Expedition 53 Flight Engineer exercises on the COLBERT (Combined Operational Load Bearing External Resistance Treadmill) in the Tranquility module – Photo by NASA

 

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Ich stimme zu

 

reHAND

Herausforderung: Der Einsatz digitaler Technologien in Rehabilitationsprozessen nimmt stetig zu. Studien belegen insbesondere Vorteile telemedizinischer Assistenzsysteme in der Rehabilitation und Nachsorge, da Sie Patienten individuell und zu Hause unterstützen können. Ziel des Projekts ist die Entwicklung einer gamifizierten Anwendung zur Unterstützung und Motivation von Patienten in der Handrehabilitation.

Automate rehabilitation procedures with gameful simulations and make it accessible (at home)

 

Datum: Wintersemester 2021/2022

Vorlesung: Exergames

Projektergebnisse:

reHAND − Cyber Rehabilitation for hand injuries

Team: D. Braun, E. Alekseenko, V. Rincon, A. Patoary

Abstract: The human hands have a complex structure. Hand injuries, therefore, have a significant negative impact on multiple life aspects. This project presents a Virtual Reality (VR) Exergame to help medical practitioners receive information on improvement rates and make exercising more attractive to patients. The game has been developed in Unity 3D game engine for the HTC VIVE Focus 3. The reHAND system performs an error calculation of the user’s hand movements and then provides feedback on the accuracy with which a user can perform an exercise. While playing, a user should protect their garden from the angry jealous neighbor, who throws trash in it. Accordingly, the patient performs certain hand movements to break thrown objects. Further, reHAND covers such motivational affordances as points (intrinsic game score), levels, and storytelling.

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Ich stimme zu

GitLab Repository: https://gitos.rrze.fau.de/hex-teaching-2021/exergames/exergames-group-3

 

CANYoU

Herausforderung: Videospiele könnten schon bald olympisch werden! Als Vorveranstaltung der Olympischen Spielen in Japan veranstaltete das IOC veranstaltet dieses Jahr überraschend ein eSports-Wettkampf und die 19th Asian Games 2022 in Hangzhou werden die erste olympische Veranstaltung sein, bei der sowohl eSports als auch Sportathleten in ihren Disziplinen Goldmedaillen gewinnen können. Das hat uns inspiriert. In Kooperation mit Mercedes-Benz haben wir Studierende der Vorlesung Designing Gamified Systems vor die Herausforderung gestellt, ein innovatives Spiel bzw. einen Gamification-Ansatz für potenzielle Besucher der Asian Games 2022 zu entwerfen, in denen Sport, Gaming und Mobilität als Teil einer unvergesslichen Mixed-Reality-Erfahrung aufeinandertreffen:

Design an innovative game or gamification approach in which sports, gaming, and mobility meet as part of an unforgettable mixed-reality experience for potential visitors of the 2022 Olympic Asian Games in China, Hangzhou.

Drei Projektteams arbeiteten an dieser Herausforderung und entwickelten innerhalb von 2 Monaten beeindruckende Konzepte und Prototypen, die anschließend den Führungskräften der Mercedes-Benz AG, Daimler AG und MBition GmbH präsentiert wurden.

Datum: Sommersemester 2021

Projektergebnisse:

CANYoU − Spreading the Spirit of the Asian Games 2022 Through AR-Based Minigames Together With Mercedes-Benz

Team: Team UNICORNS: J. van de Logt, Y. Zuber, S. Berzins, J. Rosenberger

Abstract: Designing a gamified experience for the Asian Games 2022 – what could be more innovative to spark interaction and connect people from different backgrounds? Challenged by the project client Mercedes-Benz, a concept for the gamified system CANYoU was designed and brought to life by applying prototyping techniques. Key milestones represented the conceptual game design, the technical development of a mini game and the creation of wireframes for mobile and in-car application. Testing activities conducted at the last stage showed that the group of testers wished for the extension of games beyond the screen of mobile devices. Correspondingly, CANYoU was experienced as a fun game to involve people in sports and connect with each other in real life. Nevertheless, there is still room for improvement regarding the AR approach of the game. The UI/UX design of the game is overall perceived as intuitive, however, additional design iterations are required to optimize users’ clicking behavior. In addition, further testing is inevitable as the testing set-up was not always self-explanatory for the users and a stronger emphasis must be put on Asian users to ensure a tailoring to culture-specific needs. Regarding the future of the project, the prototyping may be taken one step further in the form of a downloadable, working application. This would again involve extensive user testing prior to a launch of the app onto the Asian market. To increase the operational efficiency in implementing these steps, the focus should lie on the enhancement of the technical infrastructure for the app development. In the end, a closer collaboration with Mercedes-Benz would as well be favorable to enable a close alignment of the design, scope, and functionality of CANYoU with the expectations of the stakeholder.

CANYoU – Teaser Video

Github Repository