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Featured researches published by Philip Mildner.


international conference on e learning and games | 2012

A serious game for architectural knowledge in the classroom

Philip Mildner; Christopher Campbell; Mark Himmelsbach; Christoph Malassa; Marco Miczka; Wolfgang Effelsberg

In this paper we present a serious game on the topic of architecture. The game was developed in association with an architect and is intended to be used in classrooms to deliver architectural knowledge to young students. It focuses on a modular story pattern to allow an easy integration of further game and learning content. With its modern 3D graphical interface it is well suited for illustrating various aspects of architecture.


Archive | 2016

Design of Serious Games

Philip Mildner; Florian 'Floyd' Mueller

This chapter covers the topic of creating the design of a serious game. It first presents background information on games in general, and how they create engagement in particular—essential for serious games. The actual design process is similar to designing entertainment games; however, it differs when it comes to integrating the serious content itself. This chapter emphasizes these differences. It also presents solution strategies for how to create serious games. Beginning with an initial game idea, the steps of defining constraints for the game and adding suitable game mechanics are described. Finally, ideas are presented for how to organize the development process in a holistic approach, with a tight coupling of both the gaming and serious aspects.


Joint International Conference on Serious Games | 2015

From Game Characteristics to Effective Learning Games

Philip Mildner; Nicolas Stamer; Wolfgang Effelsberg

When developing learning games, emphasis should not only be put on a good integration of the learning content, but also on an engaging game design, in order to create learning tools that both train and motivate. In this paper, we examine the influence of specific game elements to both factors. Therefore, we first analyze models for the characterization of game elements. We then apply an adapted model to the design of a component-based learning game based on a quiz. Various game elements can be added to the game dynamically. This includes, among others, different forms of presentation, challenge, competition and constraints. Using this application we performed a user study to evaluate which game elements are most effective in delivering knowledge as well as in fostering motivation. Results show that a combination of game elements is suited best for influencing both factors positively.


network and system support for games | 2014

Creation of custom-made serious games with user-generated learning content

Philip Mildner; Benjamin John; Alexander Moch; Wolfgang Effelsberg

Integrating user-generated content into digital games helps to increase re-usability and to decrease development effort. In terms of learning games, the content creation can be extended to the learning parts of the game as well, e.g., allowing teachers to create custom games for their students. In this work, we propose a method of how to create learning games with arbitrary user-generated learning content. This includes not only different topics of learning content, but also different types of knowledge acquisition. To do this we combine a static game scenario with lightweight HTML5-based mini games. Learning content can be conveniently added through a web-based authoring tool that does not require any programming or game design knowledge. In addition to that, we created a game prototype based on the Unity3D engine that uses a tower defence game setting to integrate the learning content. These mini games are retrieved from the backend service at runtime. The implemented solution already allows for the integration of arbitrary content and can easily extended without altering the game client.


Proceedings of the 5th Workshop on Mobile Video | 2013

Navigating videos by location

Philip Mildner; Frederik Claus; Stephan Kopf; Wolfgang Effelsberg

The combination of images with geographical information has gained a lot of attention; systems like Google Street View (GSV) have become an integral part of our daily routine and uploading and sharing geotagged images becomes more and more popular. With videos, however, this trend has not started yet. In this paper, we propose a model that combines videos with location data in interactive video tours. An introduced virtual map layer abstracts from single traces to compose one continuous video tour from an arbitrary set of input videos. This allows for an automatic selection of video files with an optimal coverage rate while minimizing transitions between videos. We implemented our model in a web application that enables users to create their own video tours and to freely change both time and location of the video stream.


GameDays | 2014

Word Domination - Bringing Together Fun and Education in an Authoring-Based 3D Shooter Game.

Philip Mildner; Christopher Campbell; Wolfgang Effelsberg


simulation tools and techniques for communications, networks and system | 2011

A scalable peer-to-peer-overlay for real-time massively multiplayer online games

Philip Mildner; Tonio Triebel; Stephan Kopf; Wolfgang Effelsberg


conference on computability in europe | 2017

Scaling Online Games with NetConnectors: A Peer-to-Peer Overlay for Fast-Paced Massively Multiplayer Online Games

Philip Mildner; Tonio Triebel; Stephan Kopf; Wolfgang Effelsberg


Archive | 2016

Generation of Effective Serious Games with Static and Dynamic Content

Philip Mildner


Archive | 2016

The influence of learning and gaming coherence on the effectiveness of serious games

Philip Mildner; Oliver Beck; Marcel Reinsch; Wolfgang Effelsberg

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Wolfgang Effelsberg

Technische Universität Darmstadt

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