Heinrich Söbke

dblp:130/3067 · DBLP profile ↗
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12ranked-venue papers
2as first author
9since 2021 · last 2025
0000-0002-0105-3126ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 12 · 2 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 5 since 2021
YearPublicationVenuePosition
2025 RAG Chatbots for Educational Virtual Field Trips
abstract
Virtual field trips (VFTs) are increasingly recognized as effective educational activities, particularly in technical fields, where they provide remote access to complex locations. However, self-guided VFTs often leave learners with unresolved questions due to the absence of real-time instructional support. While chatbots based on large language models such as ChatGPT might be powerful learning tools, they are prone to inaccuracies due to their reliance on generalized knowledge bases. Thus, this pilot study introduces a retrieval augmented generation (RAG) chatbot specifically designed to generate accurate, contextually relevant responses from a curated set of technical documents related to an VFT environment based on 360° technology. Learners (N=1 0) were exposed to the 3 6 0° VFT environment of a biogas plant, where the chatbot provided real-time assistance. A mixed-methods evaluation was employed to assess the chatbot's impact on learning, including both qualitative user feedback, collected in semi-structured interviews, and quantitative measures. The quantitative measures comprised – based on standardized questionnaires – motivation, emotion, cognitive load, and usability, while learning gains were collected based on a pre-posttest design. The findings demonstrate that the RAG-enabled chatbot supports the accuracy of information retrieval, thereby not overstraining the cognitive load on learners. Participants reported a better understanding of domain-specific information, underlining the potential of RAG-based chatbots in virtual environments.
Suryaprakash Reddy Kalvakolu, Heinrich Söbke, Florian Wehking, Mukesh Chandra Kumar Mamidala, Eckhard Kraft
ISM2
2025 How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review
Jannicke Baalsrud Hauge, Polona Caserman, Heinrich Söbke
ICEC3
2024 PanoramaViewer - A Framework for Educational Collaborative Virtual Field Trips
abstract
Virtual field trips (VFTs), which use 360° technologies in particular, have developed into powerful learning tools in recent years. Compared to real field trips, VFTs save time and effort, and compared to other media such as books or websites, VFTs offer a much more authentic learning experience by means of greater visual detail. At present, however, VFTs are typically only based on single-user applications. As a result, the potential positive effects arising from the collaborative aspects of a joint VFTs are not fully exploited. Multi-user environments for VFTs for multiple participants are only occasionally mentioned in the literature. Accordingly, we have implemented a multi-user framework for 360°-based VFTs. In this paper, we describe the basic requirements for such a framework, the technical implementation framework and the results of an evaluation study of a prototypical VFT to a recently built stormwater overflow basin in Germany. As part of the evaluation study, data on presence, motivation, emotion and cognitive load was collected from the study participants (N=7) by using a questionnaire based on standardized instruments. In addition, qualitative feedback and a semi-structured interview with the lecturer were analyzed. Despite its prototypical state, the framework shows its potential by achieving acceptable values for the learning requirements surveyed and leading to positive assessments overall from both lecturers and participants. Accordingly, the study results might be viewed in favor of further development of the framework in order to allow the learning-relevant effects of collaborative VFTs to be investigated further.
Mario Wolf, Sebastian Hartwig, Gregor Steinhöfel, Heinrich Söbke, Eckhard Kraft
ISM4
2024 Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?
Jannicke Baalsrud Hauge, Erik D. Van der Spek, Barbara Göbl, Ioana A. Stefan, Heinrich Söbke
ICEC5
2023 Mental Workload in Augmented Reality-based Urban Planning Education
abstract
Augmented reality (AR) is increasingly substituting traditional methods in urban planning, revolutionizing how we approach this field. This study assesses the mental workload in augmented reality (AR)-based urban planning education compared to traditional methods like paper plans and environmental cues. We employed standardized evaluation instruments, including the NASA Task Load Index (NASATLX), Subjectively Perceived Effort, and Technology Acceptance Model (TAM), in an exploratory pilot study. Focus group interviews revealed the strong potential of the AR application, but quantitative questionnaire responses indicated a high mental workload associated with AR use. Our contribution involves incorporating AR in typical lecture settings, engaging regular students within an outdoor environment. This approach enhances the study’s relevance and applicability to real-world educational contexts. Overall, our study highlights the potential challenges in implementation of AR in real-world educational practices.
Sanghamitra Das, Mario Wolf, Philippe Schmidt, Heinrich Söbke
ISM4
2023 Composing Music Through Tile-based Games
abstract
In the realm of music we have multiple examples of successful rock stars, composers and producers who describe themselves as self-taught. This suggests there might be a demand in formal music education for learning technologies that support students’ self-propelled discovery. In this theoretical work, we explore the design space of educational music composing games that would allow students to explore and learn music theory concepts at their leisure. We designed four unique tile-based music creation games based on popular contemporary video game genres, and evaluated them from the perspectives of learning and musical expression. This study opens up new avenues in music composing game design, and offers examples of some ways in which games can be harnessed as vehicles to learn music theory and composition.
Samuli Laato, Sampsa Rauti, Alexander Espeseth, Heinrich Söbke, Juho Hamari, Oguz Turan Buruk
ISM4
2023 Towards Sustainable Serious Games
Barbara Göbl, Jannicke Baalsrud Hauge, Ioana A. Stefan, Heinrich Söbke
ICEC4
2022 Current Opportunities and Challenges of Digital Game-Based Learning
Jannicke Baalsrud Hauge, Heinrich Söbke, Heiko Duin, Ioana A. Stefan, Barbara Göbl
ICEC2
2021 Virtualization of Digital Location-Based Experiences
Jannicke Baalsrud Hauge, Heinrich Söbke, Ioana A. Stefan
ICEC2
2020 Applying and Facilitating Serious Location-Based Games
Jannicke Baalsrud Hauge, Heinrich Söbke, Ioana A. Stefan, Antoniu Stefan
ICEC2
2016 The Challenge to Nurture Challenge - Students' Perception of a Commercial Quiz App as a Learning Tool
Heinrich Söbke, Laura Weitze
ICEC1
2015 Space for Seriousness? - Player Behavior and Motivation in Quiz Apps
Heinrich Söbke
ICEC1