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Institute
Recipients" youtube comments to the five most successful songs of 2011 and 2012 are tested for nostalgic content. These nostalgic relevant comments are analyzed by content and finally interpreted. It shall be found out, whether nostalgic music content is a factor for success. By using the uses and gratifications theory the recipients" purpose of consuming nostalgic-evoking music will be identified. Music is a clearly stronger trigger for evoking nostalgia than the music video whereas nostalgia triggers positive and/or negative affect. Furthermore personal nostalgia is much more evident than historical nostalgia. Moreover the lyrics have a considerably higher potential to elicit nostalgia than any other song units. Persons and momentous events are the most frequent objects in personal nostalgic reverie. The purpose of consuming nostalgic music is the intended evocation of positive and/or negative affect. Hence nostalgia in music seems to satisfy certain needs and it can be assumed that nostalgia is a factor of success in music industry.
Infinite worlds
(2013)
This work is concerned with creating a 2D action-adventure with roleplay elements. It provides an overview over various tasks of the implementation. First, the game idea and the used gamemechanism are verified and a definfinition of requirements is created. After introducing the used framework, the software engineering concept for realization is presented. The implementation of control components, game editor, sound and graphics is shown. The graphical implementation pays special attention to the abstraction of light and shadow into the 2D game world.
Due to the increasing pervasiveness of the mobile web, it is possible to send and receive mails with mobile devices. Content of digital communication should be encrypted to prevent eavesdropping and manipulation. Corresponding procedures use cryptographic keys, which have to be exchange previously. It has to be ensured, that a cryptographic key really belongs to the person, who it is supposedly assigned to. Within the scope of this thesis a concept for a smartphone application to exchange cryptographic keys was designed. The concept consists of a specification of a component-based framework, which can be used to securely exchange data in general. This framework was extended and used as the basis for a smartphone application. The application allows creating, managing and exchanging cryptographic keys. The Near Field Communication is used for the exchange. Implemented security measures prevent eavesdropping and specific manipulation. In the future the concept and the application can be extended and adjusted to be used in other contexts.
Geschäftsprozessmanagement (GPM) gilt in der heutigen Unternehmensentwicklung als einer der wichtigsten Erfolgsfaktoren und wird von modernen Unternehmen auch als solcher wahrgenommen [vgl. IDS Scheer 2008]. Bereits 1993 waren Geschäftsprozesse für Hammer und Champy der zentrale Schlüssel zur Reorganisation von Unternehmen [vgl. Hammer, Champy 1993, S. 35]. Den Paradigmenwechsel von der Aufbau- zur Ablauforganisation und letztendlich zur etablierten "Prozessorganisation" wurde von Gaitanides schon 1983 erstmals beschrieben [vgl. Gaitanides 2007].
Trotz einer breiten und tiefen Behandlung des Themengebiets "Geschäftsprozessmanagement" in der wissenschaftlichen Literatur, gestaltet es sich schwierig, einen schnellen Überblick in Bezug auf Vorgehensweisen zur Einführung von Geschäftsprozessmanagement zu erhalten. Dies ist im Wesentlichen der Tatsache geschuldet, dass in der Literatur "Geschäftsprozessmanagement" in unterschiedlichen wissenschaftlichen Bereichen wie z.B. der Organisationslehre [vgl. z.B. Vahs 2009; Schulte-Zurhausen 2005], der Betriebswirtschaft [vgl. z.B. Helbig 2003; Schmidt 2012] oder der Informatik bzw. Wirtschaftsinformatik [vgl. z.B. Schmelzer, Sesselmann 2008; Schwickert, Fischer 1996] behandelt und der Aufbau eines GPMs anhand unterschiedlicher Themenschwerpunkte beschrieben wird. Insbesondere gestaltet sich die Suche nach Literatur zu Geschäftsprozessmanagement speziell für kleine und mittlere Unternehmen (KMU) und zu Einführungsmethoden von BPM in KMU als schwierig. Die Kombination "Vorgehensweisen zur Einführung von Geschäftsprozessmanagement bei KMU" ist in der wissenschaftlichen Literatur nicht aufzufinden. Mit der vorliegenden Arbeit soll ein erster Ansatz geschaffen werden, diese Lücke zu schließen. Diese Arbeit zielt darauf ab, anhand einer Auswahl von Vorgehensweisen zur Einführung von Geschäftsprozessmanagement deren charakteristische Eigenschaften zu analysieren und einander gegenüberzustellen. Zudem erfolgt eine Bewertung auf die Anwendbarkeit einzelner Vorgehensweisen auf kleine und mittlere Unternehmen anhand zuvor erhobener, für KMU wichtiger Anforderungen an BPM und dessen Einführung.
Auf Basis der dieser Arbeit zugrundeliegenden Bewertungskriterien schneidet die Vorgehensweise nach Schulte-Zurhausen im Gesamtergebnis am besten ab. Dennoch ist festzustellen, dass jede der untersuchten Vorgehensweisen Stärken und Schwächen bzgl. der Eignung für ein KMU aufweist. Dies hat zur Folge, dass bei der Einführung eines Geschäftsprozessmanagements jede der untersuchten Vorgehensweisen einer Anpassung und Adaption auf die Situation eines KMUs bedarf. Aus diesem Grund empfiehlt der Autor dieser Arbeit einem KMU, eine Vorgehensweise als grundlegende Vorgehensweise der Einführung festzulegen (in diesem Fall die Vorgehensweise nach Schulte-Zurhausen) und diese durch jeweils geeignete Aspekte der weiteren Vorgehensweisen anzureichern bzw. zu vervollständigen.
Augmented Reality (AR) is getting more and more popular. To augment information into the field of vision of the user using HMDs, e.g. front shields of a car, glasses, displays of a smartphone or tablets are the main use of AR technology. It is necessary to get the position and orientation (pose) of the camera in space to augment correctly.
Nowadays, this is solved with artificial markers. These known markers are placed in the room and the system is taught to this set up. The next step is to get rid of these artificial markers. If we are calculating the pose without such markers we are talking about marker-less tracking. Instead of artificial markers we will use natural objects in the real world as reference points to calculate the pose. Thus, this approach can be used flexibly and dynamically. We are no longer dependent on artificial markers but we need much more knowledge about the scenery to find the pose. This is compensated by technical actions and/or the user himself. However, both solutions are neither comfortable nor efficient for the usage of such a system. This is why marker-less 3D tracking is still a big field of research.
This sets the starting point for the bachelor thesis. In this thesis an approach is proposed that needs only a quantity of 2D Feature from a given camera image and a quantity of 3D Feature of an object to find the initial Pose. With this approach, we got rid of the technical and user assistance. 2D and 3D Features can be detected in any way you like.
The main idea of this approach is to build six correspondences between these quantities. With those we are able to estimate the pose. Each 3D Feature is mapped with the estimated pose onto image coordinates, whereby the estimated pose can be evaluated. Each distance is measured between the mapped 3D Feature and the associated 2D Feature. Each correspondency is evaluated and the results are summed up to evaluate the whole pose. The lower this summed up value is, the better the pose. It has been shown to have a correct pose with a value around ten pixels.
Due to lots of possibilities to build six correspondences between the quantities, it is necessary to optimize the building process. For the optimization we will use a genetic algorithm.
During the test case the system worked quite reliably. The hit rate was around 90% with a runtime of approximately twelve minutes. Without optimization it can take easily some years.
Diese Bachelor-Thesis beschäftigt sich mit der Entwicklung eines Programms, welches den Zahnarzt durch die AR bei seiner Behandlung am Patienten unterstützen soll. Um eine angemessene theoretische Grundlage zu schaffen, wird zunächst der aktuelle Stand der Technik erläutert, der für dieses Projekt relevant ist. Daraufhin werden mögliche zukünftige Technologien vorgestellt, welche die hypothetische Basis dieser Arbeit darstellen. In dem darauffolgenden Unterkapitel wird die Auswahl der Systeme erläutert, die für dieses Projekt verwendet wurden. Der Hauptteil beschäftigt sich zunächst mit dem Vorgehen in der Vorbereitungs- und Planungsphase, um daraufhin den Programmablauf der Applikation sukzessiv vorzustellen. Dabei wird auch auf die Probleme eingegangen, die während des Programmierens entstanden sind. In dem reflektierenden Auswertungsteil werden Verbesserungsvorschlägen und Zusatzfunktionen für das geschriebene Programm präsentiert.
This bachelor thesis deals with the concept of a smartphone application for emergencies. It describes the basic problem and provides a conceptual approach.
The core content of this thesis is a requirement analysis of the newly to be designed emergency application. Furthermore the functional and non-functional requirements such as usability are specified to give insights for the concept of the application. In addition, single sub-functions of the mHealth applications of the University Koblenz which exists or are still under construction can be integrated in the future emergency application. Based on the catalog of requirements a market analysis for strengths and weaknesses of existing emergency application systems is realized. In the to-be concept the findings were summarized and possible architectural sketches for future emergency applications were given. Furthermore, one conclusion of dealing with this topic is that a design alone is not sufficient to guarantee a good working app. That is why the requirements for the thesis were expanded by the connection to and integration of rescue centers in the architecture of the emergency app.
At the end of the thesis, the reader will receive a comprehensive overview of the provision of emergency data to the rescue control centers by different transmission channels. Furthermore, conditions for the system requirements are also presented as possible scenarios of the architecture of the whole system of the emergency application. The generic and modular approach guarantees that the system is open for future development and integration of functions of other applications.
Autonomous systems such as robots already are part of our daily life. In contrast to these machines, humans an react appropriately to their counterparts. People can hear and interpret human speech, and interpret facial expressions of other people.
This thesis presents a system for automatic facial expression recognition with emotion mapping. The system is image-based and employs feature-based feature extraction. This thesis analyzes the common steps of an emotion recognition system and presents state-of-the-art methods. The approach presented is based on 2D features. These features are detected in the face. No neutral face is needed as reference. The system extracts two types of facial parameters. The first type consists of distances between the feature points. The second type comprises angles between lines connecting the feature points. Both types of parameters are implemented and tested. The parameters which provide the best results for expression recognition are used to compare the system with state-of-the-art approaches. A multiclass Support Vector Machine classifies the parameters.
The results are codes of Action Units of the Facial Action Coding System. These codes are mapped to a facial emotion. This thesis addresses the six basic emotions (happy, surprised, sad, fearful, angry, and disgusted) plus the neutral facial expression. The system presented is implemented in C++ and is provided with an interface to the Robot Operating System (ROS).
The goal of this Bachelor thesis was programming an existig six-legged robot, which should be able to explore any environment and create a map of it autonomous. A laser scanner is to be integrated for cognition of this environment. To build the map and locate the robot a suitable SLAM(Simultaneous Localization and Mapping) technique will be connected to the sensor data. The map is reported to be the robots base of path planning and obstancle avoiding, what will be developed in the scope of the bachelor thesis, too. Therefore both GMapping and Hector SLAM will be implemented and tested.
An exploration algorithm is described in this bachelor thesis for exploring the robots environment. The implementation on the robot takes place in the space of ROS(Robot Operating System) framework on a "Raspberry Pi" miniature PC.