David A. Plecher

ORCID: 0000-0003-4714-096X
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About
Contact & Profiles
Research Areas
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Educational Games and Gamification
  • Technology Use by Older Adults
  • Interactive and Immersive Displays
  • 3D Surveying and Cultural Heritage
  • Mobile Health and mHealth Applications
  • Innovative Human-Technology Interaction
  • Robotics and Sensor-Based Localization
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Digital Innovation in Industries
  • Context-Aware Activity Recognition Systems
  • Education and Learning Interventions
  • Advanced Image and Video Retrieval Techniques
  • Human-Automation Interaction and Safety
  • Child Development and Digital Technology
  • IoT and Edge/Fog Computing
  • Artificial Intelligence in Games
  • Social Media in Health Education
  • Handwritten Text Recognition Techniques
  • UAV Applications and Optimization
  • Mobile Learning in Education
  • Human Motion and Animation
  • Persona Design and Applications

Technical University of Munich
2013-2024

Combined efforts in the fields of neuroscience, computer science and biology allowed to design biologically realistic models brain based on spiking neural networks. For a proper validation these models, an embodiment dynamic rich sensory environment, where model is exposed sensory-motor task, needed. Due complexity that, at current stage, cannot deal with real-time constraints, it not possible embed them into real world task. Rather, has be simulated as well. While adequate tools exist...

10.3389/fnbot.2017.00002 article EN cc-by Frontiers in Neurorobotics 2017-01-25

“Serious games” are a novel and entertaining approach for nutritional education. The aim of this pilot study was to evaluate the short-term effectiveness “Fit, Food, Fun” (FFF), serious game impart knowledge among children adolescents. Data collection conducted at two secondary schools in Bavaria, Germany. gameplay intervention (gameplay group; GG) consisted 15-minute FFF session during each three consecutive days. teaching (teaching TG) performed classic lecture format. Nutritional...

10.3390/nu11092031 article EN Nutrients 2019-08-30

In this paper we present two different approaches with Mixed (Virtual and Augmented) Reality to give pupils an understanding of ancient Greek culture history in a motivating way. We identify the possibilities AR museum for statues represent virtual information guide visitor. Moreover, discuss typical issues mobile stationary Virtual (VR) systems context public usage within schools museums. Additionally, new VR-streaming approach called SaMaXVR is presented that combines benefits consumer...

10.1109/vr.2019.8797846 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

By using simulations in virtual reality (VR), people have the chance to train without supervision a safe and controlled environment. VR simulation training allows users gain new skills apply them real-life situations. However, learning curve of this technology from novice level could influence expected results session. A approach based on combination gamification speed up overall process not just for novice. In paper we evaluate how session can improve efficiency accuracy task execution...

10.1109/vs-games.2019.8864583 article EN 2019-09-01

Virtual Reality (VR) has been gaining importance due to its numerous advantages as an immersive technology for learning applications. Next being used in fields like manufacturing, transportation, communication, retail and real estate, it also increased significance human resources development. training programs offer exposure difficult situations without supervision a safe controlled environment, they simulate nuanced interpersonal therefore allow users gain new skills apply them real-life...

10.1109/ismar.2019.00034 article EN 2019-10-01

Serious Games use immersive and interactive virtual learning worlds to support enhance the transfer of knowledge, raising interest in cultural heritage across various subjects. We present a Game designed language acquisition Middle Egyptian language. Therefore, using an background heritage, we bring life one oldest stories recorded, The Story Shipwrecked Sailor . players learn basics advanced topics hieroglyphs, while immersing into story itself. game was created refined iterative process...

10.1145/3418038 article EN Journal on Computing and Cultural Heritage 2020-12-03

To counter the difficult task of studying kanji when learning Japanese language, we suggest an adventure style Serious Game. Previous solutions are focused on small 2D games or gamification virtual trainers. Our goal is to utilize concept flow by immersing player in a rich storyline with mythology, turn-based encounters and various mini train all aspects kanji: stroke order, meaning, pronunciations compound words. We further introduce Augmented Reality language acquisition as innovative way...

10.1145/3270316.3271536 article EN 2018-10-23

Virtual Reality (VR) offers significant potential for public speaking training. Speech Training (VR-ST) helps trainees develop presentation skills and practice their application in the real world. Additionally, participants with anxiety can improve a safe virtual environment without fear of judgment. Another benefit is direct feedback based on gamification principles, which provides users information about performance during training allows adjustment behavior real-time. However, it not yet...

10.1109/vr50410.2021.00070 article EN 2021-03-01

With Virtual Reality (VR) technology maturing and spreading widely in recent years, it is becoming an increasingly useful tool for entertainment education alike. Its potential to simulate hard reach environments emulate unique experiences believably of great interest the scientific study Underwater Cultural Heritage (UCH), particular simulation real-world dives. VR enriched with techniques from immersive Serious Games (SG) provide authentic way enjoy (UCH) sport diving comfort user’s home or...

10.3389/frvir.2022.901335 article EN cc-by Frontiers in Virtual Reality 2022-11-14

Augmented Reality (AR) has increasingly benefited from the use of Simultaneous Localization and Mapping (SLAM) systems. This technology enabled developers to create AR markerless applications, but lack semantic understanding their environment. The inclusion this information would empower applications better react surroundings more realistically. To gain knowledge, in recent years, focus shifted toward fusing SLAM systems with neural networks, giving birth field Semantic SLAM. Building on...

10.3390/ijgi10110772 article EN cc-by ISPRS International Journal of Geo-Information 2021-11-12

In this paper both receptive and productive Augmented Reality (AR)/Virtual Realty (VR)-Concepts to teach art are presented discussed. Receptive means learning about as an (immersed) spectator while offering opportunities for own mixed reality artistic creations. The prototypes pioneer research in terms of VR AR, so called Mixed (MR), informed education. One the core aims is exemplify educational applications by exploring usage MR beyond traditional. three based concepts here invite users...

10.1109/vr.2019.8798101 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

The newly defined genre of Superhuman Sports provides several challenges, including the need to develop rich Augmented Reality (AR) game concepts with tangible interactions and augmentation. In this paper, we provide insights into a ball game, where players are able interact in mid-air, rapidly precisely smart, augmented catchable drone ball. We describe our core path towards fully functional system multiple potentially different display solutions, ranging from smartphone-based AR to,...

10.1109/ismar-adjunct51615.2020.00022 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2020-11-01

The "ARsinoë" project combines gamification, Augmented Reality (AR) and machine learning to discover Egyptian hieroglyphs in a single application for the smartphone or tablet. It targets K12 students two ways. On one hand, it offers new approaches study of thus culture history, on other newly gained concepts can be transferred languages with non-Latin writing systems.

10.1109/ismar-adjunct51615.2020.00092 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2020-11-01

Most AR games focus primarily on static augmentation, leaving out the potential for rich and tangible interactions. Recently, with creation of Superhuman Sports genre, new emerged goal to extend sports experience by utilizing technology. With understanding various related projects towards physical object interaction in selection sensors mobile devices, we want present two innovative visions direction Games: 1.Floating Ball: A ball shaped is augmented while flying a circular pattern, players...

10.1109/vr.2019.8798056 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

If Mixed Reality applications are supposed to become truly ubiquitous, they face the challenge of an ever evolving set hardware and software systems - each with their own standards APIs–that need work together part same shared environment (the application). A unified standard is unlikely so we can not rely on a single development stack incorporate all necessary parts. Instead frameworks that modular flexible enough be adapted needs application at hand able wide range setups for devices,...

10.3389/frvir.2022.765959 article EN cc-by Frontiers in Virtual Reality 2022-04-04

The use of Extended Reality (XR) technology in educational and corporate settings is becoming increasingly important. Although much research has been done on the XR for training, little published integration into real-world applications scenarios. In this paper, we will discuss lessons learned from training a real business environment settings. Furthermore, that further developed commercial products. are discussed, as well challenges problem solving approaches necessary success.

10.1109/ismar-adjunct57072.2022.00071 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022-10-01
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