David A. Plecher

Dr. David A. Plecher


Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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25 January 2017 in Frontiers in Neurorobotics
Verified
Journal Article
Open access
EFEgidio Falotico
Egidio Falotico
LVLorenzo Vannucci
Lorenzo Vannucci
AAAlessandro Ambrosano
Alessandro Ambrosano
UAUgo Albanese
Ugo Albanese
SUStefan Ulbrich
Stefan Ulbrich
MGMarc-Oliver Gewaltig
Marc-Oliver Gewaltig
Combined efforts in the fields of neuroscience, computer science and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to filling this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in-silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, envi-ronments, robots, and brain-body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 “Neurorobotics” of the Human Brain Project (HBP). At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments.

9 February 2024 in Frontiers in Virtual Reality
Verified
Journal Article
Open access
ISIsabel Schorr
Isabel Schorr
David A. PlecherDavid A. Plecher
David A. Plecher
CEChristian Eichhorn
Christian Eichhorn
GKGudrun Klinker
Gudrun Klinker
Augmented Reality (AR) is an advancing technology that has drawn the attention of educational material designers across various academic fields. However, few studies document the successes and setbacks of AR research in the language education sector. This review delves into educational research that employs AR for language training, examining the existing literature on this topic for development trends, benefits, challenges, and success patterns to derive design principles from them. In doing so, the paper covers 40 studies published between 2016 and 2023. The findings suggest that AR is mainly used for vocabulary acquisition with a clear trend toward applying marker-based technology and mobile devices. The design principles derived indicate that the potential of AR lies primarily in contextual learning, and that the technology alone may not satisfy students’ needs in all aspects of language learning but should be used in combination with traditional teaching methods.

30 August 2019 in Nutrients
Verified
Journal Article
Open access
PDF file
SHSophie Holzmann
Sophie Holzmann
HSHanna Schäfer
Hanna Schäfer
GGGeorg Groh
Georg Groh
David A. PlecherDavid A. Plecher
David A. Plecher
GKGudrun Klinker
Gudrun Klinker
CHChristina Holzapfel
Christina Holzapfel
“Serious games” are a novel and entertaining approach for nutritional education. The aim of this pilot study was to evaluate the short-term effectiveness of “Fit, Food, Fun” (FFF), a serious game to impart nutritional knowledge among children and adolescents. Data collection was conducted at two secondary schools in Bavaria, Germany. The gameplay intervention (gameplay group; GG) consisted of a 15-minute FFF gameplay session during each of three consecutive days. The teaching intervention (teaching group; TG) was performed in a classic lecture format. Nutritional knowledge was evaluated via questionnaires at baseline and post-intervention. Statistical analyses were performed using R (R Core Team, 2018). In total, baseline data were available for 39 participants in the GG and 44 participants in the TG. The mean age was 13.5 ± 0.7 years in the GG and 12.8 ± 0.9 years in the TG. There was a significant (p-value < 0.001) improvement in nutritional knowledge in both intervention groups. Moreover, a between-group difference with a significantly (p-value = 0.01) higher increase in nutritional knowledge was detected for the TG. This pilot study provides evidence for the short-term effectiveness of both educational interventions on the improvement in nutritional knowledge. Finally, the FFF game might be an adequate educational tool for the transfer of nutritional knowledge among children and adolescents.

3 December 2020 in Journal on Computing and Cultural Heritage
Verified
Journal Article
Open access
David A. PlecherDavid A. Plecher
David A. Plecher
FHFlorian Herber
Florian Herber
CEChristian Eichhorn
Christian Eichhorn
APAlexander Pongratz
Alexander Pongratz
GTGilles Tanson
Gilles Tanson
GKGudrun Klinker
Gudrun Klinker
Serious Games use immersive and interactive virtual learning worlds to support and enhance the transfer of knowledge, raising interest in cultural heritage across various subjects. We present a Serious Game designed to enhance the language acquisition of the Middle Egyptian language. Therefore, using an immersive background of cultural heritage, we bring life to one of the oldest stories recorded, The Story of the Shipwrecked Sailor . The players learn basics and advanced topics of hieroglyphs, while immersing into the story itself. The game was created and refined in an iterative process with two pre-studies. In the current iteration, a larger user study with participants from different backgrounds was conducted to investigate the learning effectiveness of the game and the impact of using an autonomous feature for the learning success.

1 December 2013 in Computers & Graphics
Verified
Journal Article
Closed access
MTMarcus Tönnis
Marcus Tönnis
David A. PlecherDavid A. Plecher
David A. Plecher
GKGudrun Klinker
Gudrun Klinker

23 October 2018
Verified
Conference Paper
Open access
David A. PlecherDavid A. Plecher
David A. Plecher
CEChristian Eichhorn
Christian Eichhorn
JKJanosch Kindl
Janosch Kindl
SKStefan Kreisig
Stefan Kreisig
MWMonika Wintergerst
Monika Wintergerst
GKGudrun Klinker
Gudrun Klinker