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Dive into the research topics where Stefan Göbel is active.

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Featured researches published by Stefan Göbel.


acm multimedia | 2010

Serious games for health: personalized exergames

Stefan Göbel; Sandro Hardy; Viktor Wendel; Florian Mehm; Ralf Steinmetz

In this paper, we describe a set of personalized exergames which combine methods and concepts of serious games, adaptation and personalization, authoring and sensor technologies. Compared to existing systems, the set of games does not only keep track of the users vital state, but also directly integrates vital parameters into the gameplay and supports the training and motivation for sustainable physical activity in a playful manner.


2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution | 2008

StoryTec: A Digital Storytelling Platform for the Authoring and Experiencing of Interactive and Non-Linear Stories

Stefan Göbel; Luca Salvatore; Robert Konrad

Recently, within the information society and the up-coming, prospering creative industries, a lot of research has been investigated into Storytelling systems and authoring tools for the creation and representation of Storytelling based scenarios in a broad range of application domains, e.g. marketing and advertisement, training and simulation, E-Learning, edutainment, serious games. Prominent examples are the EU funded projects U-CREATE, nm2 and INSCAPE, whose global aim was to allow even non-specialists the easy and efficient creation of interactive stories for various application domains. Based on the achieved RTD results of these projects, this paper introduces StoryTec as Digital Storytelling platform for the authoring and experiencing of interactive, non-linear stories. Apart from a brief description of the StoryTec platform as a whole and the difference to the INSCAPE approach, this paper focuses on two specific modules: The Story Editor and ICML as standardized descriptive format for any interactive stories.


international conference on e learning and games | 2010

Personalized, adaptive digital educational games using narrative game-based learning objects

Stefan Göbel; Viktor Wendel; Christopher Ritter; Ralf Steinmetz

Based on previous work of the authors, this paper describes the concept and use of Narrative Game-based Learning Objects (NGLOB) for the personalization and adaptation of Story-based Digital Educational Games (DEG). In the first part of the paper, we characterize the potential of personalized, adaptive DEG and provide a brief overview of related work. Then, in section 3 and 4 we describe our concept of NGLOBs combining learner modeling, player modeling and storytelling and a prototypical realization of the concept implemented in the context of the Bat Cave scenario within the EU funded project 80Days. Finally, the main results are summarized and further research activities such as additional evaluation studies are outlined.


Education and Information Technologies | 2013

Designing collaborative multiplayer serious games

Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz

The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. The combination of game-based learning concepts and collaborative learning may enable new, game-based application areas of CSCL, like collaborative multiplayer Serious Games. Designing such games, however, is very challenging as it requires to take into account traditional single player game design concepts, concepts for multiplayer game design, and concepts for Serious Game design simultaneously. Only very few examples of such games exist today. In this paper we describe an approach for the design of game-based collaborative learning scenarios using multiplayer Serious Games. Our approach aims at combining design concepts from the fields of collaborative learning and (multiplayer) game design. Our approach takes into account the requirements of traditional single player games (fun, narration, immersion, graphics, sound), challenges of multiplayer games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning are considered, like group goals, positive interdependence, and individual accountability. Our design concept was used to create a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for game-based collaborative learning in small teams. We performed a user study with eight gaming sessions and a total of 23 participants. Results showed that the game enables a collaborative gameplay and fosters collaborative behavior. This may allow us to use a game-based CSCL approach to combine the advantages of game-based learning with those of collaborative learning in future.


advances in geographic information systems | 1998

Development of meta databases for geospatial data in the WWW

Stefan Göbel; Karen Lutze

1. ABSTRACT This paper describes development of meta databases for geospatial data in the WWW in general as well as efforts/activities in the context of developing InGeoMDB (InG eoForum Meta Data Base). Hence, especially existing metadata standards wiIl be analysed and evaluated. Furthermore possibilities of integrating meta databases into metadata information systems (MIS) resp. catalogue systems (CS) will be pointed out as well as apsects, which should be considered with regard to ‘Information Retrieval’ via MIS/C S in the world wide web. 1.1


Lecture Notes in Computer Science | 2004

Virtual Human: Storytelling and Computer Graphics for a Virtual Human Platform

Stefan Göbel; Oliver Schneider; Ido Iurgel; Axel Feix; Christian Knöpfle; Alexander Rettig

This paper describes the usage of Computer Graphics and Interactive, Digital Storytelling Concepts within the Virtual Human project and its technical platform. Based on a brief overview of the Virtual Human approach, global aims and first R&D results, the Virtual Human platform is introduced. Hereby, methods and concepts for the authoring environment, the narration engine and the avalon player as rendering platform are provided as well as an overview of the Direction and Player Markup Language used for interfaces purposes between these components. Finally, our current Virtual Human demonstrator recently presented at CeBIT 2004 in Hannover using these methods and concepts is described and further R&D activities are pointed out within a brief summary and outlook.


international conference on interactive digital storytelling | 2008

StoryTec: A Digital Storytelling Platform for the Authoring and Experiencing of Interactive and Non-linear Stories

Stefan Göbel; Luca Salvatore; Robert Konrad; Florian Mehm

Recently, within the information society and the up-coming, prospering creative industries, a lot of research has been investigated into Storytelling systems and authoring tools for the creation and representation of Storytelling based scenarios in a broad range of application domains, e.g. marketing and advertisement, training and simulation, E-Learning, edutainment, serious games. Prominent examples are the EU funded projects U-CREATE, nm2 and INSCAPE, whose global aim was to allow even non-specialists the easy and efficient creation of interactive stories for various application domains. Based on the achieved RTD results of these projects, this paper introduces StoryTec as Digital Storytelling platform for the authoring and experiencing of interactive, non-linear stories. Apart from a brief description of the StoryTec platform as a whole and the difference to the INSCAPE approach, this paper focuses on two specific modules: The Story Editor and ICML as standardized descriptive format for any interactive stories.


Transactions on edutainment IV | 2010

Woodment: web-based collaborative multiplayer serious game

Viktor Wendel; Maxim Babarinow; Tobias Hörl; Sergej Kolmogorov; Stefan Göbel; Ralf Steinmetz

Recently, a lot of research has been investigated in the field of Collaborative Learning. On the other hand, Massively Multiplayer Online Games and browser games are a popular and commercially successful game genre. However, Browser Games commonly do not use the latest 3D web technology. Our simple idea is to combine learning concepts from the field of Serious Games with promising game technology for the development of browser-based Multi-User Learning Environments. Based on a brief introduction and state of the art analysis summarizing the latest trends in Collaborative Learning and Multiplayer (Online) Games in Chapter 1 and 2, in Chapter 3 we introduce methods and concepts of Woodment as a browser-based Serious Multiplayer Game to teach and explore a customizable learning content in a game-based and playful manner. Chapter 4 provides technical aspects and features of a first prototypical implementation of Woodment. Finally, in Chapter 5 the main achievements and first evaluation studies are summarized and further Research and Technology Development steps are pointed out.


Lecture Notes in Computer Science | 2005

INSCAPE: storymodels for interactive storytelling and edutainment applications

Stefan Göbel; Felicitas Becker; Axel Feix

Techniques and rules, that promise a particularly effective way to tell stories, have been developed over hundreds of years. Hereby, from a technical point of view, various storymodels or story patterns might be derived from these approaches to create and tell new stories. Within the first phase of the INSCAPE project, several of these models origined in different genres such as film, theatre or fairy tales have been analysed with respect to its possible usage as templates within authoring environments for interative storytelling applications.


Multimedia Tools and Applications | 2015

Framework for personalized and adaptive game-based training programs in health sport

Sandro Hardy; Tim Dutz; Josef Wiemeyer; Stefan Göbel; Ralf Steinmetz

This paper describes an interdisciplinary approach towards a framework for personalized, game-based training programs for elderly and handicapped people. Adaptation and personalization are proposed as a way to increase the physiological training effects of game-based training programs (exergames). Hereby, the diversity of users and a broad range of physiological handicaps are considered. The framework is based on scientific training programs enhanced by technical methods and concepts for personalized exergames. This includes an authoring environment (StoryTec) which supports game designers and domain experts (sport scientists, medical doctors, therapists, etc.) in the development process and the (personalized) configuration of such exergames. Two prototypically implemented applications (ErgoActive and BalanceFit) demonstrate the usability and adaptation of the underlying training and game concepts for different user groups and provide indicators of the effectiveness and efficiency of the generic framework for particular user groups. For instance, ErgoActive is applicable for people of all ages and both trained and untrained users by being able to provide personalized training levels to improve endurance. Similarly, BalanceFit is useful both for wheelchair and walking frame users in order to maintain and possibly even increase their balance, strength and muscular coordination.

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Ralf Steinmetz

Technische Universität Darmstadt

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Viktor Wendel

Technische Universität Darmstadt

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Sandro Hardy

Technische Universität Darmstadt

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Florian Mehm

Technische Universität Darmstadt

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Johannes Konert

Technische Universität Darmstadt

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Tim Dutz

Technische Universität Darmstadt

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Christian Reuter

Technische Universität Darmstadt

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Michael Gutjahr

Technische Universität Darmstadt

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Josef Wiemeyer

Technische Universität Darmstadt

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Robert Konrad

Technische Universität Darmstadt

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