Auflistung nach Autor:in "Adriaensen, Benjamin"
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- PublikationA game teaching population based optimization using teaching-learning-based optimization(2019) Pustulka, Elzbieta; Hanne, Thomas; Richard, Wetzel; Egemen, Kaba; Benjamin, Adriaensen; Stefan, Eggenschwiler; Adriaensen, Benjamin [in: GSGS'19. 4th Gamification & Serious Game Symposium]We want to lower the entry barrier to optimization courses. To that aim, we deployed a game prototype and tested it with students who had no previous optimization experience. We found out that the prototype led to an increased student motivation, an intuitive understanding of the principles of optimization, and a strong interaction in a team. We will build on this experience to develop further games for classroom use.04B - Beitrag Konferenzschrift
- PublikationAn experiment with an optimization game(2019) Pustulka, Elzbieta; Hanne, Thomas; Adriaensen, Benjamin; Eggenschwiler, Stefan; Kaba, Egemen; Wetzel, Richard; Blashki, Katherine; Xiao, Yingcai [in: IADIS International Conference Interfaces and Human Computer Interaction 2019 (part of MCCSIS 2019)]We aim to improve the teaching of the principles of optimization, including computational intelligence (CI), to a mixed audience of business and computer science students. Our students do not always have sufficient programming or mathematics experience and may be put off by the expected difficulty of the course. In this context we are testing the potential of games in teaching. We deployed a game prototype (design probe) and found out that the prototype led to increased student motivation, intuitive understanding of the principles of optimization, and strong interaction in a team. Ultimately, with the future work we sketch out, this novel approach could improve the learning and understanding of optimization algorithms and CI in general, contributing to the future of Explainable AI (XAI).04B - Beitrag Konferenzschrift
- PublikationCreative Behaviour in a Highly Immersive Virtual Environment(Hochschule für Wirtschaft FHNW, 2019) Adriaensen, Benjamin; Dornberger, Rolf; Korkut, SafakDigital technology developments are creating new markets, disrupting existing business models and lowering entrance barriers for new competitors. This evolution calls for innovation strategies and change management as an organisation-wide practice, exceeding the research and development department. One of the essential skills for innovation is creativity, inherent to human beings and unlikely to be threatened by automation. This thesis investigates whether creativity can be stimulated with the help of information technology. Research on Virtual Reality (VR) has shown behavioural changes when individuals are exposed to virtual contexts and representation of themselves, leading to the question whether this also holds for creative behaviour. Creative behaviour is measured by self-reported levels of flow, in a sample of 50 subjects of an experiment in which a creative task is executed in VR. To bridge the gap between creativity theory stemming from real world environments and the observation of creative behaviour in VR, the phenomenon of presence is included as a measure. A VR application was selected based on creativity stimulating context criteria stemming from the available literature. The study shows that on average, people demonstrate moderate levels of flow, which mostly correlates with a general level of presence, spatial presence, and involvement. Levels of perceived realism do not affect flow states. The findings indicate that companies may stimulate the creative capabilities of their workforce by adopting Virtual Reality technology.11 - Studentische Arbeit