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Cologne Game Lab
- Greening Games Education
- Greening Games Suststainability Kit
- Serious Games
- Technology-Enhanced Learning in the Age of Technology that Learns
- Künstliche Intelligenz: Liebe Autoren, wer hat Angst vor Sydney?
- Spielen für die Zukunft
- "Dinge werden zu Daten - und Daten zu Dingen"
- "Games üben in die digitale Kultur ein"
- A Game to Promote Literacy and Psychosocial Well-being among Syrian Refugee Children
- Affective Computing in Online Higher Education: A Systematic Literature Review
- Alter Egos
- Anpassungen eines Unangepassten
- Automation of Play
- Can You Ink While You Blink?
- Design Principles for Affective Online Learning
- Design Recommendations for User-Centered Games for Multiple Sclerosis Balance Rehabilitation: An Evidence Review
- Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
- Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games
- Die Feinde des Kinos
- Digitale spielebasierte Risikoprävention für impulsive und sensationslüsterne Jugendliche – Mixed Methods Evaluationsergebnisse einer motivierenden Intervention
- Editorial
- Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
- Fandom, Algorithm, Prompting: Reconsidering Webcomics
- Film and Games as Alter Egos
- From Media History of Digital Games to Games in the Age of the Anthropocene
- Game Designer als Akteure der politischen Bildung
- Games Versus Reality? How Game Designers Deal with Current Topics of Geography Education
- Heimat im globalen Dazwischen
- Hoffen und Bangen
- How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making
- Informal Social-Emotional Learning in Gaming Affinity Spaces
- Introduction
- KO oder OK?
- Leitbild Holografie
- MILSDeM
- May the Plan be with you!
- Multimodal and Immersive Systems for Skills Development and Education
- Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic
- Online-Feedback als Dialog
- Pau-Brasil and String Instrument Bows Telecouple Nature, Art, and Heritage
- Pedagogical Practices in a Gaming Affinity Space and the Motivating Sting of Elden Ring
- Quo Vadis German Game Studies? A Commentary.
- Remote Collaboration in Higher Game Development Education
- Remote Collaboration in Higher Game Development Education. Online Practices and Learning Processes of Students between Professional Routines and Psychosocial Challenges
- Schrift und Bild in transmedialen Erzählungen
- Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
- Teaching Environmentally Conscious Game Design
- Teaching and Learning Game Design with the Concept of Gameplay Loops
- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
- The Gameplay Loop Methodology as a Tool for Educational Game Design
- The Spectated, the Social, the Beautiful and the Caring
- Through the Ludic Glass
- Virtual Virtuoso
- Vom Beta- zum Metaversum
- Übermenschenbilder
- “I think I Get Why y’all do this Now”
- MILeS 2022
- MILeS 2023
- Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021)
- Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
- Educational Robotics at Schools Online with Augmented Reality
- Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
- Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
- Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
- Game and Humanitarian
- Gameplay Definition: a Game Design Perspective
- Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
- Gamifire
- Gamifire
- How Insights Into Entertainment Games Can Improve the Design of Educational Games on Complex Societal Problems
- IMPECT-POSE
- IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
- Immersive Training Environments for Psychomotor Skills Development
- Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
- Merging Gameplay and Learning in Educational Game Design
- Novices Make More Noise! But How Can We Listen to it?
- Novices Make More Noise! The D&K Effect 2.0?
- Personalized Game Design for Balance Rehabilitation in Multiple Sclerosis
- Players' Reflections on Digital Games as a Medium for Education: Results from a Qualitative Study
- Preface
- Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
- Read Between the Lines
- Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
- Serious Games for Education and Training in the Humanitarian Sector: State of the Art
- Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
- The Gameplay Loop
- Visual and Tactile Information Provision in Golf: Conceptualization of a Training Application Incorporating Wearable Devices and Extended Reality
- WEKIT.One
- XR Golf Putt Trainer: User Opinions on an Innovative Real-Time Feedback Tool
- Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
- Meaningful Acoustics for Board Games
- Personal AcCompanion AI
- Sub-optimal Bots
- Games | Game Design | Game Studies
- Games | Game Design | Game Studies
- Lernen als soziale Praxis Im Internet:
- Playing at a Distance
- Sleeper Agent in Post 9/11 Media
- Wer war WM?
- Comics and Agency
- Der Televisionär
- Games studieren - was, wie, wo?
- Games studieren - was, wie, wo? Staatliche Studienangebote im Bereich digitaler Spiele
- Gaming the Metaverse
- Im Spielrausch
- Mental Health | Atmospheres | Video Games
- New Game Plus
- Paratextualizing Games
- Playful Materialities
- Playing Utopia
- A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
- A Game Design Methodology for Generating a Psychological Profile of Players
- Antura & the Letters (Arabic)
- BA »Digital Games«
- Conócete
- Dem Mittleren fern
- Der Weg in die Alterität
- Design, Spiel, Metaversum: Zukünfte in der digitalen Kultur
- Die Perspektive der Experten
- Feiern im Film; am Beispiel der Adaptationen von The Postman Always Rings Twice
- Foreword
- From Analog to Digital Image Space
- Game Design Mise-en-scène practice
- Game Design and Game Studies
- Game Studies
- Game Studies und Game Design
- Games lehren und lernen in Deutschland
- Gamification of Terror — Power Games as Liminal Spaces
- I Don't Feel at Home in this Game Anymore
- Im Spiegel der Spiele. Games in der digitalen Kultur
- Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
- MA »Digital Games«
- MA »Game Development and Research«
- Material Infrastructures of Play : How the Games Industry Reimagines Itself in the Face of Climate Crisis
- Metaverse (Re)Visions
- Mündige Entscheidungen in digitalen Spielen
- Operatives Ambient
- Paratext | Paraplay
- Player-Centred Educational Game Design
- Playing with Batman
- Preface
- Preface
- Preface and Acknowledgements
- Preface and Acknowledgments
- Preface and Acknowledgments
- Programmieren, was andere spielen sollen
- Reading Between the Lines
- Slow Play
- Teaching Interactive Storytelling and Game Design
- Towards the Ludic Cyborg
- Transmedia
- Use and Conservation of the Threatened Brazilian National Tree Paubrasilia echinata Lam.
- Utopian Futures
- Vegas, Disney, and the Metaverse
- Video Games and Literature
- Vom Drama zum Game
- Vorwort
- Wolfgang Menge: Authentizität und Autorschaft
Projektleitung aus dieser Einrichtung
- KI-rekonstruierte historische Kleidung in Virtual Reality für Museen, Spiele und Filmproduktionen; Bartholdy Björn und Fuhrmann Arnulph; EFRE/JTF-Programms NRW 2021-2027
- KulturXpand - Design und Entwicklung einer Plattform zur Erstellung innovativer, interaktiver und inklusiver Kulturerfahrungen durch Endnutzer:innen; Bojahr Philipp; EFRE/JTF-Programms NRW 2021-2027
- Universelle Erstellung von emotionalen und diversen Avataren durch generative KI; Klemke Roland; EFRE/JTF-Programms NRW 2021-2027
- Spreading Open and Inclusive Literacy and Soil Culture through Artistic Practices and Education Das Projekt wurde unter dem Vorhaben 8103 (H2020) angelegt, weil es zu dem Zeitpunkt kein eigenes Vorhaben für die Richtlinie Horizon Europe gab. Das Vorhaben 8108 (HEU) wurde erst am 31.03.2026 angelegt.; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Sustainable TRAnsiTion for Europe’s Game IndustriES; Fizek Sonia; European Commission - HORIZON EUROPE
- Preparing multi-actor projects in a co-creative way; Klemke Roland; European Commission - HORIZON EUROPE
- No end to the road: Fellowship für Neue Künste; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Game Starter Foundry; Limpach Odile; KölnBusiness Wirtschaftsförderungs-GmbH
- Forschungskooperation mit NS-Dokumentationszentrum der Stadt Köln; Bojahr Philipp; NS-Dokumentationszentrum der Stadt Köln
- Computational Thinking Education for Diversity and Inclusion; Klemke Roland; European Commission - ERASMUS+
- Interactive learning game for refugee and migrANT children's inclUsion and integRAtion; Guardiola Emmanuel; European Commission - ERASMUS+
- Barrierefreies Gaming in Wissenschaft, Praxis und Bildung; Bojahr Philipp und Tillmann Angela; Bundesministerium für Bildung und Forschung
- Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction; Klemke Roland; Ministerium für Wirtschaft, Industrie, Klimaschutz und Energie des Landes Nordrhein-Westfalen
- Innovative Solutions to Eliminate Domestic Abuse Das Projekt wurde unter dem Vorhaben 8103 (H2020) angelegt, weil es zu dem Zeitpunkt kein eigenes Vorhaben für die Richtlinie Horizon Europe gab. Das Vorhaben 8108 (HEU) wurde erst am 31.03.2026 angelegt.; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Model für hybrid teaching; Klemke Roland; Bundesministerium für Bildung und Forschung
- Erika-Fuchs-Haus 4.0; Bojahr Philipp; Stadt Schwarzenbach an der Saale
- Fellowships für junge Erwachsene zur Erprobung hybrider Produktionen im Raum zwischen 0 und 1 Projektantrag; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Virtual Reality for Vocational Education and Training; Klemke Roland; European Commission - ERASMUS+
- Building higher education resources for sustainable video game production, design and critical game studies; Fizek Sonia; European Commission - ERASMUS+
- Luxembourg / America. A History Game about Migration; Guardiola Emmanuel; Œuvre Nationale de Secours Grande-Duchesse Charlotte
- Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten; Klemke Roland; Bundesministerium für Bildung und Forschung
- Materialgestütztes argumentierendes Schreiben mit digitalen Medien im sprachsensiblen Geographieunterricht: Entwicklung eines digitalen Adventurespiels zu einem Raumnutzungskonflikt in Köln; Guardiola Emmanuel; RheinEnergie Stiftung
- VR Installation für das Höhlenerlebniszentrums im Höhlensystem Windloch im Mühlenberg Engelskirchen; Bojahr Philipp; Gemeinde Engelskirchen
- Greening Games Education
- Greening Games Suststainability Kit
- Serious Games
- Technology-Enhanced Learning in the Age of Technology that Learns
- Künstliche Intelligenz: Liebe Autoren, wer hat Angst vor Sydney?
- Spielen für die Zukunft
- "Dinge werden zu Daten - und Daten zu Dingen"
- "Games üben in die digitale Kultur ein"
- A Game to Promote Literacy and Psychosocial Well-being among Syrian Refugee Children
- Affective Computing in Online Higher Education: A Systematic Literature Review
- Alter Egos
- Anpassungen eines Unangepassten
- Automation of Play
- Can You Ink While You Blink?
- Design Principles for Affective Online Learning
- Design Recommendations for User-Centered Games for Multiple Sclerosis Balance Rehabilitation: An Evidence Review
- Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
- Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games
- Die Feinde des Kinos
- Digitale spielebasierte Risikoprävention für impulsive und sensationslüsterne Jugendliche – Mixed Methods Evaluationsergebnisse einer motivierenden Intervention
- Editorial
- Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
- Fandom, Algorithm, Prompting: Reconsidering Webcomics
- Film and Games as Alter Egos
- From Media History of Digital Games to Games in the Age of the Anthropocene
- Game Designer als Akteure der politischen Bildung
- Games Versus Reality? How Game Designers Deal with Current Topics of Geography Education
- Heimat im globalen Dazwischen
- Hoffen und Bangen
- How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making
- Informal Social-Emotional Learning in Gaming Affinity Spaces
- Introduction
- KO oder OK?
- Leitbild Holografie
- MILSDeM
- May the Plan be with you!
- Multimodal and Immersive Systems for Skills Development and Education
- Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic
- Online-Feedback als Dialog
- Pau-Brasil and String Instrument Bows Telecouple Nature, Art, and Heritage
- Pedagogical Practices in a Gaming Affinity Space and the Motivating Sting of Elden Ring
- Quo Vadis German Game Studies? A Commentary.
- Remote Collaboration in Higher Game Development Education
- Remote Collaboration in Higher Game Development Education. Online Practices and Learning Processes of Students between Professional Routines and Psychosocial Challenges
- Schrift und Bild in transmedialen Erzählungen
- Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
- Teaching Environmentally Conscious Game Design
- Teaching and Learning Game Design with the Concept of Gameplay Loops
- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
- The Gameplay Loop Methodology as a Tool for Educational Game Design
- The Spectated, the Social, the Beautiful and the Caring
- Through the Ludic Glass
- Virtual Virtuoso
- Vom Beta- zum Metaversum
- Übermenschenbilder
- “I think I Get Why y’all do this Now”
- MILeS 2022
- MILeS 2023
- Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021)
- Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
- Educational Robotics at Schools Online with Augmented Reality
- Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
- Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
- Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
- Game and Humanitarian
- Gameplay Definition: a Game Design Perspective
- Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
- Gamifire
- Gamifire
- How Insights Into Entertainment Games Can Improve the Design of Educational Games on Complex Societal Problems
- IMPECT-POSE
- IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
- Immersive Training Environments for Psychomotor Skills Development
- Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
- Merging Gameplay and Learning in Educational Game Design
- Novices Make More Noise! But How Can We Listen to it?
- Novices Make More Noise! The D&K Effect 2.0?
- Personalized Game Design for Balance Rehabilitation in Multiple Sclerosis
- Players' Reflections on Digital Games as a Medium for Education: Results from a Qualitative Study
- Preface
- Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
- Read Between the Lines
- Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
- Serious Games for Education and Training in the Humanitarian Sector: State of the Art
- Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
- The Gameplay Loop
- Visual and Tactile Information Provision in Golf: Conceptualization of a Training Application Incorporating Wearable Devices and Extended Reality
- WEKIT.One
- XR Golf Putt Trainer: User Opinions on an Innovative Real-Time Feedback Tool
- Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
- Meaningful Acoustics for Board Games
- Personal AcCompanion AI
- Sub-optimal Bots
- Games | Game Design | Game Studies
- Games | Game Design | Game Studies
- Lernen als soziale Praxis Im Internet:
- Playing at a Distance
- Sleeper Agent in Post 9/11 Media
- Wer war WM?
- Comics and Agency
- Der Televisionär
- Games studieren - was, wie, wo?
- Games studieren - was, wie, wo? Staatliche Studienangebote im Bereich digitaler Spiele
- Gaming the Metaverse
- Im Spielrausch
- Mental Health | Atmospheres | Video Games
- New Game Plus
- Paratextualizing Games
- Playful Materialities
- Playing Utopia
- A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
- A Game Design Methodology for Generating a Psychological Profile of Players
- Antura & the Letters (Arabic)
- BA »Digital Games«
- Conócete
- Dem Mittleren fern
- Der Weg in die Alterität
- Design, Spiel, Metaversum: Zukünfte in der digitalen Kultur
- Die Perspektive der Experten
- Feiern im Film; am Beispiel der Adaptationen von The Postman Always Rings Twice
- Foreword
- From Analog to Digital Image Space
- Game Design Mise-en-scène practice
- Game Design and Game Studies
- Game Studies
- Game Studies und Game Design
- Games lehren und lernen in Deutschland
- Gamification of Terror — Power Games as Liminal Spaces
- I Don't Feel at Home in this Game Anymore
- Im Spiegel der Spiele. Games in der digitalen Kultur
- Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
- MA »Digital Games«
- MA »Game Development and Research«
- Material Infrastructures of Play : How the Games Industry Reimagines Itself in the Face of Climate Crisis
- Metaverse (Re)Visions
- Mündige Entscheidungen in digitalen Spielen
- Operatives Ambient
- Paratext | Paraplay
- Player-Centred Educational Game Design
- Playing with Batman
- Preface
- Preface
- Preface and Acknowledgements
- Preface and Acknowledgments
- Preface and Acknowledgments
- Programmieren, was andere spielen sollen
- Reading Between the Lines
- Slow Play
- Teaching Interactive Storytelling and Game Design
- Towards the Ludic Cyborg
- Transmedia
- Use and Conservation of the Threatened Brazilian National Tree Paubrasilia echinata Lam.
- Utopian Futures
- Vegas, Disney, and the Metaverse
- Video Games and Literature
- Vom Drama zum Game
- Vorwort
- Wolfgang Menge: Authentizität und Autorschaft
Projektleitung aus dieser Einrichtung
- KI-rekonstruierte historische Kleidung in Virtual Reality für Museen, Spiele und Filmproduktionen; Bartholdy Björn und Fuhrmann Arnulph; EFRE/JTF-Programms NRW 2021-2027
- KulturXpand - Design und Entwicklung einer Plattform zur Erstellung innovativer, interaktiver und inklusiver Kulturerfahrungen durch Endnutzer:innen; Bojahr Philipp; EFRE/JTF-Programms NRW 2021-2027
- Universelle Erstellung von emotionalen und diversen Avataren durch generative KI; Klemke Roland; EFRE/JTF-Programms NRW 2021-2027
- Spreading Open and Inclusive Literacy and Soil Culture through Artistic Practices and Education Das Projekt wurde unter dem Vorhaben 8103 (H2020) angelegt, weil es zu dem Zeitpunkt kein eigenes Vorhaben für die Richtlinie Horizon Europe gab. Das Vorhaben 8108 (HEU) wurde erst am 31.03.2026 angelegt.; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Sustainable TRAnsiTion for Europe’s Game IndustriES; Fizek Sonia; European Commission - HORIZON EUROPE
- Preparing multi-actor projects in a co-creative way; Klemke Roland; European Commission - HORIZON EUROPE
- No end to the road: Fellowship für Neue Künste; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Game Starter Foundry; Limpach Odile; KölnBusiness Wirtschaftsförderungs-GmbH
- Forschungskooperation mit NS-Dokumentationszentrum der Stadt Köln; Bojahr Philipp; NS-Dokumentationszentrum der Stadt Köln
- Computational Thinking Education for Diversity and Inclusion; Klemke Roland; European Commission - ERASMUS+
- Interactive learning game for refugee and migrANT children's inclUsion and integRAtion; Guardiola Emmanuel; European Commission - ERASMUS+
- Barrierefreies Gaming in Wissenschaft, Praxis und Bildung; Bojahr Philipp und Tillmann Angela; Bundesministerium für Bildung und Forschung
- Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction; Klemke Roland; Ministerium für Wirtschaft, Industrie, Klimaschutz und Energie des Landes Nordrhein-Westfalen
- Innovative Solutions to Eliminate Domestic Abuse Das Projekt wurde unter dem Vorhaben 8103 (H2020) angelegt, weil es zu dem Zeitpunkt kein eigenes Vorhaben für die Richtlinie Horizon Europe gab. Das Vorhaben 8108 (HEU) wurde erst am 31.03.2026 angelegt.; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Model für hybrid teaching; Klemke Roland; Bundesministerium für Bildung und Forschung
- Erika-Fuchs-Haus 4.0; Bojahr Philipp; Stadt Schwarzenbach an der Saale
- Fellowships für junge Erwachsene zur Erprobung hybrider Produktionen im Raum zwischen 0 und 1 Projektantrag; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Virtual Reality for Vocational Education and Training; Klemke Roland; European Commission - ERASMUS+
- Building higher education resources for sustainable video game production, design and critical game studies; Fizek Sonia; European Commission - ERASMUS+
- Luxembourg / America. A History Game about Migration; Guardiola Emmanuel; Œuvre Nationale de Secours Grande-Duchesse Charlotte
- Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten; Klemke Roland; Bundesministerium für Bildung und Forschung
- Materialgestütztes argumentierendes Schreiben mit digitalen Medien im sprachsensiblen Geographieunterricht: Entwicklung eines digitalen Adventurespiels zu einem Raumnutzungskonflikt in Köln; Guardiola Emmanuel; RheinEnergie Stiftung
- VR Installation für das Höhlenerlebniszentrums im Höhlensystem Windloch im Mühlenberg Engelskirchen; Bojahr Philipp; Gemeinde Engelskirchen