Index
Inflammania 3D

Herausforderung:
Das Metaverse gewinnt zunehmend an Bedeutung, da es das Potenzial hat verschiedene Branchen zu revolutionieren, darunter Spiele, Unterhaltung und
Handel, aber auch das Bildungswesen zu revolutionieren, indem es neue Wege für Zusammenarbeit, Kreativität und wirtschaftliches Wachstum. Dementsprechend bieten Metaverse-Plattformen wie Roblox ein noch unerforschtes Medium für die Wissenschaftskommunikation. Als Teil des Forschungsprojekts CRC1181 sollen mehrere miteinander verbundene 3D-Minispiele entwickelt werden, die die die Grundlage für eine virtuelle, lehrreiche Welt bilden, in der die Spieler in die faszinierende Welt des Immunsystems eintauchen, um Entzündungsmechanismen zu verstehen
und Wissen über den neuesten Stand der Forschung zu vermitteln. Hierfür wurde ein Proof of Concept benötigt, das im Rahmen des Seminars „Understanding and Designing the Metaverse“ auf Basis der folgenden Challenge erstellt werden sollte:
Design a cooperative gameful simulation in Roblox in which the players take over the role of the immune system of a patient with Systemic Lupus Erythematosus (SLE) in the novel and revolutionary CAR T-cell therapy developed as part of this FAU research project
Datum: Wintersemester 2022/2023
Vorlesung: Understanding and Designing the Metaverse
Projektergebnisse:
CUBEness
Team: Rebecca Greiner, Simon Merk, Sylvie Reis, Jonathan Stief, Corinna Wüllner
Abstract:
3D metaverse platforms like Roblox have been popularized in various fields as they facilitate the creation of social and immersive experiences. Especially in the context of science communication, however, they still possess a wealth of untapped potential as they could make complex scientific topics more tangible and easier to grasp. Because this potential has so far hardly been explored, we developed a game that transfers knowledge about the autoimmune disease SLE and the newly developed “CAR T-Cell” treatment for it, to examine how it is perceived by users.
“What is SLE?”
It is a chronic autoimmune disease that can affect various organs and systems in the body. In systemic lupus erythematosus, the immune system mistakenly attacks healthy tissues, leading to inflammation and damage. Symptoms of SLE can vary widely from person to person but may include fatigue, joint pain, skin rashes (often in a butterfly pattern across the cheeks and nose), fever, chest pain, hair loss, mouth ulcers, and sensitivity to sunlight. SLE can also affect internal organs such as the kidneys, heart, lungs, and brain, leading to complications in some cases.The novel CAR T-Cell therapy however allows these patients to properly treated for the first time.
During the project a prototype was developed in ROBLOX, that immerses player into the body of a patient, to fight off corrupted B-Cells which reap havoc in the body, causing severe inflammations, that cause the severe impairments for the patients.
For a first evaluation, we conducted user testings in the form of think-aloud protocols and a survey to investigate whether first users enjoy and are immersed into the game and whether they feel they are learning through such an approach. Within the early stage of our research, it has become apparent that games for immersive metaverse platforms have the potential to convey complex scientific knowledge in a fun and understand-able wayand should be investigated further.
The game can be found and played on Roblox: Here


Rocket Team

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:
Rocket Team
Team: Dardan Berisha, Florian Enders, Rebecca Greiner, Anna Hollendonner
Abstract:
We are Rocket Team. Our vision is to motivate training partners to cooperate easily and thus help them improve upon their individual strengths as well as their team skills. For this purpose, we have developed a gamification approach that engages multiple Volleyball players to cooperatively train together. It is set into a new environment, a foreign planet on which the team must accomplish several challenges to build up a base and a rocket to escape the planet and move on with their mission. This concept is embedded in a mobile application that players can use as part of their training. Within the two-months-project we have developed a minimum viable product in Unity and Blender and investigated on user feedback. In the future, actual training data could be captured with the Adidas GMR tag to measure training success.
- YouTube Link: https://www.youtube.com/watch?v=JSnQXlq9wy8
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.
- YouTube Link: https://www.youtube.com/watch?v=Frs0tbX4SDE
- GitLab Repository: https://gitlab.cs.fau.de/ij58osol/gamis-2022
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 Galal, Cem Karatasan, Gerrit 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.

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.
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.
TogethAR

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:
TogethAR − A Gamified App for the Asian Games 2022
Team: Team DoodlAR: K. Horsting, Z. Wen, M. Weber, S. Chen
Abstract:
While both the UEFA Euro 2020 and the Olympic Games 2021 in Tokyo occurred under peculiar and extraordinary circumstances due to the current state of the world, the Asian Games 2022 in Hangzhou will hopefully be one of the first big post-pandemic sporting event that allows visitors from all over the world to come together again. To highlight and celebrate the reunion, this gamified approach to a visitor’s guide to the Asian Games engages visitors to contribute to the Olympic spirit by collaborating on a joint artistic symbol of respect, peace, and pluralism in an Augmented Reality (AR) approach while traveling through Hangzhou. The project vision included turning the spectators into active contributors by enabling them to digitally draw on the event venues, which act as canvases for virtual graffiti, sketches, and drawings. Over the course of the Asian Games, the city of Hangzhou would become increasingly colorful, visualizing the collaboration, cooperation, and competition of a diverse userbase that is united in a common goal. The app TogethAR realized this vision by implementing a detailed and comprehensive concept that is based on self-determination theory and the satisfaction of the three basic needs of autonomy, competence, and relatedness. After extensive research on the target audience, representative personas were created whose motivators form the basis for the app’s design. To cater to their wants and needs, the app incorporates a wide variety of game dynamics, mechanics, and components, ranging from social interaction over challenges and competition up to achievements and resources. Up until now, the project stages of preparation, analysis, ideation, and design have been successfully completed. Additionally, a first Minimum Viable Product (MVP) has been implemented and a comprehensive clickable high-fidelity prototype has been created and utilized for early user testing. The next steps of the project therefore consist of further developing, testing, and evaluating the running MVP.
Xplore Hangzhou

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:
XPLORE HANGZHOU − Gamifying City Discovery
Team: J. Kühlborn, S. Kruschel, A. Link, J. Ort, L. Vyhnal
Abstract:
Xplore Hangzhou is a mobile game prototype that was developed for Mercedes-Benz, which will be sponsoring the Asian Games 2022 in Hangzhou, China. Therefore, the target timeframe of the prototype is during the Asian Games from 10th until 25th of September 2022. The targeted audience are mainly visitors of the Asian Games but also athletes, regular tourists, or locals. The game itself is a quiz embedded in a gamified travel planner designed explicitly for Hangzhou. By answering questions, players can collect points which they can trade in for capabilities or rewards. Players can use the travel planning functionalities to plan their stay in Hangzhou including recommendations for various destinations like restaurants, sightseeing and sports events. During rides to or from these destinations inside a Mercedes-Benz car, players can use the in-car screens to see a map of Hangzhou and the route they are currently traveling. In the immediate vicinity of their vehicle, appearing icons can be tapped to open questions, which can be answered while using the support of various capabilities. Testing the prototype and the gamification approach have been completed. Next steps include further evaluation of the results and implementation of a valid system architecture for the gamified system Xplore Hangzhou.