Lehrende: Prof. Dr. Raphael Zender
Veranstaltungsart:
Seminar
Orga-Einheit: Transformation Management in Digital Societies
Anzeige im Stundenplan:
Digit. & Soc. Trans.
Semesterwochenstunden:
3
Credits:
6,0
Standort:
Campus der Zeppelin Universität
Unterrichtssprache:
Englisch
Min. | Max. Teilnehmerzahl:
5 | 35
Prioritätsschema: Standard-Priorisierung
Inhalte:
Subtitel: Digitalization by Immersive Technologies
In the Fall Semester of 2024, the seminar will focus on digitalization by immersive technologies such as Virtual and Augmented Reality (VR/AR). Students will learn the basic technological concepts of these technologies and their potential societal impacts through inputs and text readings. Special emphasis is placed on social and ethical aspects such as privacy, surveillance, accessibility, inequality, and manipulation and control. Within their own workshops, students will delve into selected trends and challenges in focus.
Lernziele:
Teaching objectives
-Students are familiar with the basic technological concepts of immersive media, in particular virtual reality (VR) and augmented reality (AR).
-Students can critically analyze the challenging effects of immersive media on society by linking the technological characteristics with potential social effects.
-Students can develop innovative, ethically justifiable solutions to the challenges.
-Students will be able to make connections between immersive media and fields such as psychology, sociology, law and healthcare.
Weitere Informationen zu den Prüfungsleistungen:
Further information on examinations
The students organize a workshop (approx. 2 h) in small groups for the other course participants. The focus is on a specific social or ethical aspect of immersive technologies. The students present the current state of research on this aspect based on literature, discuss it with their fellow students and finally develop possible solutions.
In addition to conducting the workshop, part of the examination is also its follow-up by documenting the workshop results (approx. 5 pages).
Weighting: Workshop with 100 %
Literatur:
Literature
- Doerner, R., Broll, W., Grimm, P., & Jung, B. (Eds.). (2022). Virtual and augmented reality (VR/AR): Foundations and methods of extended realities (XR). Springer Nature.
- Abraham, M., Saeghe, P., Mcgill, M., & Khamis, M. (2022, October). Implications of xr on privacy, security and behaviour: Insights from experts. In Nordic Human-Computer Interaction Conference (pp. 1-12).
- Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., et al. (2020). The Ethics of Realism in Virtual and Augmented Reality. Frontiers in Virtual Reality, 1.
- Kind, S., Ferdinand, J. P., Jetzke, T., Richter, S., & Weide, S. (2019). Virtual und augmented reality. Status quo, Herausforderungen und zukünftige Entwicklungen, TAB-Arbeitsbericht, (180).
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