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Digitalisation and further media development are core processes of the current digital age. In order for companies to benefit from technical progress, their employees must have or are expected to acquire the relevant skills. Companies therefore are faced with the task of not being overwhelmed with the mass of innovations and opportunities and, in the best-case scenario, of being able to use them to improve their own performance.
Small and medium-sized enterprises represent 99% of all enterprises in Germany. Though, it has not been further established, how the majority of small enterprises and their employees participate in this development. The research question therefore consists of two parts. On the one hand: "Is the promotion of employees' skills taken care of in micro-enterprises?" and on the other hand: "Where are the opportunities and challenges for companies of this size?”
In order to answer the research question, a qualitative research method was used, the guideline-based interview. The interviewed companies were all in the media and IT sector. Thus, the recorded and transcribed data provided a real insight into the current situation in micro-enterprises.
The responses to the interviews showed that companies with very small numbers of employees are more dependent on their employees than others. So, the commitment of the employees is decisive for the success of the company itself. It is the management's task to promote this and ensure employee satisfaction.
Companies that pay more attention to employee development are therefore more recommendable for career starters who need and/or want to develop themselves and their entire horizon of experience.
Helicopters are crucial in today’s life. A vast amount of applications prove
their range, which are not coverable by other types of aircraft. But they are
very complex systems, both, technically and physically. This is one of the
reasons why pilot training for helicopters is quite challenging. In the last
two decades flight simulators became a supplementary instrument in the
educational process of pilots. With flight simulators it is possible to replay
uncommon or dangerous situations. In this thesis a simple flight simulator
for helicopters will be developed based on rigid body physics. The foundation is a simplified rotor model which omits complex fluid dynamics. This
helps to keep the implementation simple and illustrative as well as provide simulation rates at real-time. The modules are implemented within
the Unreal Engine in such way, that changing helicopter characteristics is
very easy.
Entwicklung eines Social Collaboration Analytics Dashboard-Prototyps für Beiträge von UniConnect
(2018)
Seit der vergangenen Dekade steigt die Nutzung von sogenannten Enterprise Collaboration Systems (ECS) in Unternehmen. Diese versprechen sich mit der Einführung eines solchen zur Gattung der Social Software gehörenden Kollaborationssystems, die menschliche Kommunikation und Kooperation der eigenen Mitarbeiter zu verbessern. Durch die Integration von Funktionen, wie sie aus Social Media bekannt sind, entstehen große Mengen an Daten. Darunter befinden sich zu einem erheblichen Teil textuelle Daten, die beispielsweise mit Funktionen wie Blogs, Foren, Statusaktualisierungen oder Wikis erstellt wurden. Diese in unstrukturierter Form vorliegenden Daten bieten ein großes Potenzial zur Analyse und Auswertung mittels Methoden des Text Mining. Die Forschung belegt dazu jedoch, dass Umsetzungen dieser Art momentan nicht gebräuchlich sind. Aus diesem Grund widmet sich die vorliegende Arbeit diesem Mangel. Ziel ist die Erstellung eines Dashboard-Prototyps, der sich im Rahmen von Social Collaboration Analytics (SCA) mit der Auswertung von textuellen Daten befasst. Analyseziel ist die Identifikation von populären Themen, die innerhalb von Communities oder communityübergreifend von den Plattformnutzern in den von ihnen erstellten Beiträgen aufgegriffen werden. Als Datenquelle wurde das auf IBM Connections aufbauende ECS UniConnect ausgewählt. Dieses wird vom University Competence Center for Collaboration Technologies (UCT) an der Universität Koblenz-Landau betrieben. Grundlegend für die korrekte Funktionsweise des Dashboards sind mehrere Java-Klassen, deren Umsetzungen auf verschiedenen Methoden des Text Mining basieren. Vermittelt werden die Analyseergebnisse im Dashboard durch verschiedene Diagrammarten, Wordclouds und Tabellen.
In dieser Arbeit werden auf der Basis des aktuellen Forschungsstandes der Politolinguistik die Relevanz und Erklärungsmöglichkeiten politolinguistischer Analysen für das Verständnis der Sprachverwendung und Sprachprägung in der Politik am Beispiel der rechtspopulistischen Rhetorik der Alternative für Deutschland thematisiert. Die Arbeit folgt im Allgemeinen der Fragestellung, inwiefern die Politolinguistik die Sprachverwendung in der Politik und die dort entstehenden, sprachlichen Prägungen lexikalisch analysieren und mithilfe der politolinguistischen Lexikanalyse die durch politische Akteure vermittelten, politischen Intentionen offenlegen kann. Im Besonderen wird sich daran die Frage anschließen, auf welche Weise sich mit den Analysewerkzeugen der politolinguistischen Lexikanalyse das Kurzwahlprogramm der Alternative für Deutschland zur Bundestagswahl 2017 im Hinblick auf ihre rechtspopulistische Rhetorik untersuchen lässt und dortige, lexikalische Prägungsversuche der AfD identifiziert werden können.
Am Schluss der Arbeit steht Erkenntnisfortschritt, der eine deskriptive Erörterung der Relevanz und Möglichkeiten politolinguistischer Lexikanalysen sowie ihrer Werkzeuge für die Untersuchung politischer Sprachverwendung und durch Wortprägungen offenbarter Intentionen beinhaltet, dabei explizit sowohl etablierte als auch neuere Erkenntnisse des Forschungsfeldes miteinbezieht und diese im Hinblick auf die Anwendbarkeit zur Erforschung rechtspopulistischer Rhetorik reflektiert.
Wikipedia is the biggest, free online encyclopaedia that can be expanded by any-one. For the users, who create content on a specific Wikipedia language edition, a social network exists. In this social network users are categorised into different roles. These are normal users, administrators and functional bots. Within the networks, a user can post reviews, suggestions or send simple messages to the "talk page" of another user. Each language in the Wikipedia domain has this type of social network.
In this thesis characteristics of the three different roles are analysed in order to learn how they function in one language network of Wikipedia and apply them to another Wikipedia network to identify bots. Timestamps from created posts are analysed to reveal noticeable characteristics referring to continuous messages, message rates and irregular behaviour of a user are discovered. Through this process we show that there exist differences between the roles for the mentioned characteristics.
Algorithmische Komposition
(2018)
Algorithmic composition is an interdisciplinary topic that unites music and science. The computer is able to generate algorithmic music with the aid of a specific algorithm. In this bachelor thesis, algorithmic composition is realized with the biology-inspired algorithms called Lindenmayer-system and cellular automaton. In order to realize the compositions, several techniques are presented as well as implemented and evaluated. Those techniques map the generated data from the algorithms on a meaningful musical result.
In no other field of computer science has the hardware been evolved more
quickly than in computer graphics. Therefore the GPU offers, aside from
the pure rendering of triangles, a bunch of further pipeline steps that allows
visualisation of other graphics objects, like freeform surfaces.
This bachelor’s thesis is about the rendering of freeform surfaces, in particular
bezier surfaces. For that reason an implementation for management
and visualisation of bézier surfaces was created for the rendering framework
of the university Koblenz (CVK). For this purpose first a triangulation
was implemented and finally a tesselation of bezier surfaces with normals
and texture coordinates, as well as the handling of trim curves.
The Internet of Things (IoT) is a concept in which connected physical objects are integrated into the virtual world to become active partakers of businesses and everyday processes (Uckelmann, Harrison and Michahelles, 2011; Shrouf, Ordieres and Miragliotta, 2014). It is expected to have a major impact on businesses (Council, Nic and Intelligence, 2008), but small and medium enterprises’ business models are threatened if they do not adopt the new concept (Sommer, 2015). Thus, this thesis aims to showcase a sample implementation of connected devices in a small enterprise, demonstrating its added benefits for the business.
Design Science Research (DSR) is used to develop a prototype based on a use case provided by a carpentry. The prototype comprises a hardware sensor and a web application which can be used by the wood shop to improve their processes. The thesis documents the iterative process of developing a prototype from the grounds up to useable hard- and software.
This contribution provides an example of how IoT can be used and implemented at a small business.
Smart Building Solutions - Generischer Ansatz für die Identifikation von Raumsteuerungsfunktionen
(2018)
40 percent of current housing and real estate companies plan to integrate intelligent control systems into their properties during new construction and modernization. At the same time, Internet companies are pushing their devices into homes and apartments, promising intelligent services for their users. The term "Smart Home" is used for both types of new technologies. The first group of systems has its origins in the field of "Building Automation", the second group developed from the concept of the "Internet of Things".
In order to discover what the differences are and what common foundations exist, both the areas of Building Automation and Internet of Things are analyzed and compared.
The central contribution of this thesis is the realization that both domains are based on similar concepts and an integration is possible, without compromising the integrity of the systems themselves. In addition, the work provides an approach to designing Building Automation Systems with the integration of the Internet of Things.
Das Ziel der vorliegenden Bachelorarbeit war die Untersuchung
verschiedener Methoden zur Ermittlung und Verbesserung der User
Experience eines Softwareproduktes einer mittelständigen Firma. Hierzu
wurde zunächst ein geeignetes Designkonzept und dazu passende Methoden
der Evaluation und des Testings ermittelt und dann auf das Produkt
angewendet. Mit dem Leitgedanken des User-Centered-Designs wurden
Methoden ausgewählt, welche die Nutzerinnen/Nutzer ins Zentrum der
Untersuchung stellten.
So konnte mit Hilfe der Nutzerinnen/Nutzer des Produktes
herausgefunden werden, wie die User-Experience ausfällt und wie diese
noch verbessert werden kann. In einer Fokusgruppe sind Prototypen für
die Verbesserung und Weiterentwicklung der Software entstanden.
Diese Bachelorarbeit ist sowohl für Sofwaredesignerinnen/-designer,
als auch für Studentinnen/Studenten der Mensch-Maschine-Kommunikation
interessant.
Entrepreneurship plays a vital role in scientific literature and in public debates. Especially in these hightech and digitized times it happens more and more frequently that young entrepreneurs with a good idea make the breakthrough and set up an established company. Basically, there are an increasing number of start-ups and a trend towards independence. The economy of a country depends on young entrepreneurs in order to remain economically competitive in international competition. It follows that young entrepreneurs must be encouraged and supported. This support is expressed in various stages of foundation and through various fields of action. In the meantime, there are many offers for start-up support. These networks satisfy different fields of action along a foundation. However, a structured overview of these networks on which a young founder can orient himself and gain easily access to the offers of the networks, is missing until then.
This work attempts to present these offers clearly on a map and to categorize and present the commitment in the respective fields of action. In addition to this main objective, the following three key questions are investigated and answered in this work:
1. How can the Entrepreneurship Networks be assigned to the respective fields of action of Entrepreneurship Education?
2. What is the benefit of such a classification for potential entrepreneurs in detail?
3. Are these Entrepreneurship networks missing an important step? Might they improve their offer? Does the value chain cover every need a young entrepreneur might have?
For this purpose, the respective fields of action of the networks are first separated from each other along a founding and defined individually. Subsequently, a combination of quantitative and qualitative approaches was used to filter and analyze the contents of the websites of the networks. The results of this investigation were transformed in a classification
The aim of this work is to produce a map that displays the existing networks in the world clearly. The map also contains information that is more detailed and the classifica-tion of the networks in the respective fields of action.
In der Computergrafik stellte das echtzeitfähige
Rendern von Haaren und Fell ein Problem dar. Die
Berechnung der Beleuchtung, Schattierung und
Transparenz erfordert einen hohen Rechenaufwand,
welcher sich negativ auf die Performanz auswirkt.
Doch durch verbesserte Hardware und neue Verfahren
ist es möglich, solch komplexe Effekte in Echtzeit
zu simulieren. In folgender Arbeit werden die
Grundlagen des Renderings von Haaren erläutert.
Außerdem wurde im Rahmen der Arbeit eine
echtzeitfähige Demo implementiert, deren zugrunde
liegende Verfahren und Funktionalitäten beschrieben
werden. Um die Demo zu evaluieren wurde die mögliche
Anzahl an Bildern pro Sekunde bei Modellen
unterschiedlicher Komplexität gemessen. Schließlich
wurden die Ergebnisse mit Bildern von echten Haaren
verglichen.
This bachelor thesis’s objective is to offer the reader insight into the discrete Fourier transform, the discrete cosine transform and the discrete Hadamard-Walsh transform in the context of image processing, and also to compare these transformations under various aspects. For this purpose the term of transformation, originated in linear algebra, will be explained and applied to image processing. Subsequently, the understanding of the Fourier transform will successively be built up and connected to the two remaining transforms. Finally, the transformations will be compared and their usefulness in relation to image processing will be explained.
In this bachelor thesis a code for astrophysical self-gravitating fluid
simulation is developed. The code runs mainly on the GPU. Minimal
simplifications of the physical model and some parameters for accuracy
and tuning allow simulations to be performed at interactive framerates
on most modern consumer grade computers that feature a dedicated
graphics card. It is used to simulate the birth of stars from a turbulent
molecular cloud. Multiple features of star formation, like accretion
discs and fragmentation, can be observed in the simulation, even when
low particle counts are used.
In this bachelor thesis a system for the simulation of the movements of molecules is developed. The calculation of the forces between chemically bonded atoms as well as intermolecular forces is done almost entirely on the GPU. The visualization of the simulation happens at an interactive framerate. To achieve rendering in realtime on off-the-shelf graphics cards, apt optimizations and slight abstractions of the underlying physical models are needed. One can control the execution speed or completely stop the simulation at any given moment. Some of the parameters of the underlying physical models of the simulation can be modified at runtime. With the right settings for the parameters, some phenomena of molecular dynamics can be observed, for example the spacial structure of the molecules.
The following work describes the prototypical conception and development of the stat-raising game "Adventurer's Guild" using the game engine Ren'Py. The game's narrative is influenced by player decisions and the planning of activities. The game is to be visually pleasing and enjoyable.
After giving an overview of stat-raising as a genre, the existing games "Dandelion - Wishes Brought to You", "Pastry Lovers", "Long Live the Queen" and "Magical Diary" are analysed to pinpoint various strengths and weaknesses of their different takes on the genre.
The resultant findings are used for the conception of a new stat-raising game.
The game mechanics and the design decisions made are then shown in screenshots and thoroughly explained.
In a final assessment, the game will be examined with regard to the given task. Further possibilities for potential improvements and expansions will be detailed at the end.
Photo realistic rendering of fur is a common problem in computer graphics and is often needed in animation films. This work presents two illumination models, originally presented for human hair rendering. The first model is from Marschner et al. presented in 2003, which is the basis of many other models. The second model is from d’Eon et al., which was presented in 2011. Both models are implemented into a path tracer, which simulates global illumination. The special features of fur fibers in contrast to human hair fibers will be shown and an explanation, to why both models can also be used for fur rendering, will be given. The main point of interest is a realistic visualization of fur. In addition to that the performance of both models will be compared and a suggestion to improve the performance will be given and evaluated in form of the use of a cylindrical intersection object for path tracing.
Volumetrische Beleuchtung
(2018)
Volumetric lighting is a common lighting phenomena in nature and carries an important role in the realistic appearance of computergenerated images. This thesis explains the physical background of this phenomena and lists common modells for visualising volumetric lighting in Computergraphics. Following this, this thesis compares three methods for visualising volumetric lighting with modern graphics hardware and compares these according to their abilities, restrictions and performance in an OpenGL implementation.
The present thesis gives an overview of the general conditions for the programming of graphics cards. For this purpose, the most important Application Programming Interfaces (APIs) available on the market are presented and compared. Subsequently, two standard algorithms from the field data processing, prefix sum and radixsort are presented and examined with regard to the implementation with parallel programming on the GPU. Both algorithms were implemented using the OpenGL-API and OpenGL compute shaders. Finally, the execution times of the two algorithms were compared.
The present thesis describes the development of an OpenGL-based tool visualizing cavities of proteins, which can be observed during a static docking simulation. The goal is to achieve knowledge about interactions between proteins and ligands based on information about distances between them. At first chemical basics, which motivate the topic and are important for understanding the topic and the used algorithms, are presented. Furthermore existing software, which deals with similar issues, is described. Next the prerequisites for the development of the program are presented and the tool is described in detail. Concluding the tool is evaluated concerning performance and usage and a summarizing conclusion is given. The program turns out as a helpful tool for current research and a good base for further and deeper research projects.
During the last couple of years the extension of the internet into the real world, also referred to as the Internet of Things (IoT), was positively affected by an ongoing digitalization (Mattern and Floerkemeier, 2010; Evans, 2013). Furthermore, one of the most active IoT domains is the personal health ecosystem (Steele and Clarke, 2013). However, this thesis proposes a gamification framework which is supported and enabled by IoT to bring personal health and IoT together in the context of health-insurances. By examining gamification approaches and identifying the role of IoT in such, a conceptual model of a gamification approach was created which indicates where and how IoT is ap-plicable to it. Hence, IoT acts as enabler and furthermore as enhancer of gamified activities. Especial-ly the necessity of wearable devices was highlighted. A stakeholder analysis shed light on respective benefits which concluded in the outcome, that IoT enabled two paradigm shifts for both, the insur-ance and their customer. While taking the results of the examination and the stakeholder analysis as input, the previously made insights were used to develop an IoT supported gamification framework. The framework includes a multi-level structure which is meant to guide through the process of creat-ing an approach but also to analyze already existing approaches. Additionally, the developed frame-work was instantiated based on the application Pokémon Go to identify occurring issues and explain why it failed to retain their customer in the long term. The thesis provides a foundation on which fur-ther context related research can be orientated.
This thesis connects the endeavors of the winemaker’s intention in perfect and profitable wine making with an innovative technological application to use Internet of Things. Thereby the winemaker’s work may be supported and enriched – and enables until recent years still unthinkable optimization of managing and planning of his business, including close state control of different areas of his vineyard, and more than that, not ending up with the single grapevine. It is exemplarily shown in this thesis how to measure, transmit, store and make data available, exemplarily demonstrated with “live” temperature, air and soil humidity values from the vineyard. A modular architecture was designed for the system presented, which allows the use of current sensors, and similar low-voltage sensors, which will be developed in the future.
By using IoT devices in the vineyard, the winemaker advances to a new quality of precision of forecasted data, starting from live data of his vineyard. Of more and more importance, the winemaker can start immediate action, when unforeseen heavy weather conditions occur. Immediate use of current data enabled by a Cloud Infrastructure. For this system, an open service infrastructure is employed. In contrast to other published commercial approaches, the described solution is based on open source.
As an alone-standing part of this work, a physical prototype for measuring relevant parameters in the vineyard was de-novo designed and developed until fulfilling the set of specifications. The outlined features and requirements for a functioning data collection and autonomously transmitting device was developed, described, and the fulfilment by the prototype device were demonstrated. Through literature research and supportive orientationally live interviews of winemakers, the theory and the practical application were synchronized and qualified.
For the development of the prototype the general principles of development of an electronic device were followed, in particular the Design Science Research development rules, and principles of Quality Function Deployment. As a characteristic of the prototype, some principles like re-use of approved construction and material price of the building blocks of the device were taken into consideration as well (e.g. housing; Arduino; PCB). Parts reduction principles, decomplexation and simplified assembly, testing and field service were integrated to the development process by the modular design of the functional vineyard device components, e.g. with partial reference to innovative electrical cabinet construction system Modular-3.
The software architectural concept is based on a three-layer architecture inclusive the TTN infrastructure. The front end is realized as a rich web client, using a WordPress plugin. WordPress was chosen due to the wide adoption through the whole internet, enabling fast and easy user familiarization. Relevant quality issues have been tested and discussed in the view of exemplary functionality, extensibility, requirements fulfilment, as usability and durability of the device and the software.
The prototype was characterized and tested with success in the laboratory and in field exposition under different conditions, in order to allow a measurement and analysis of the fulfilment of all requirements by the selected and realized electronic construction and layout.
The solution presented may serve as a basis for future development and application in this special showcase and within similar technologies. A prognosis of future work and applications concludes this work.
This Bachelor thesis illustrates the connection between the technologies Augmented and Virtual Reality and creates an expedient interdependency of the two forms of presentation. For this purpose, an application in the area of interior design has been implemented, where designing a room can be made more intuitive by using Augmented Reality, as it provides a realistic impression of the planned apartment with a Virtual Reality simulation. Based on the relevant knowledge, a project-concept has been drafted and realized by using several development systems. During a series of tests this implementation has been evaluated and subsequently optimized. The result confirms the assumption, that Augmented and Virtual Reality with their strengths can be combined to an evident solution. This thesis is relevant for computer science students as well as for people interested in innovative solutions.
In dieser Arbeit wird ein System zur Erzeugung und Darstellung stereoskopischen Video-Panoramen vorgestellt. Neben der theoretischen Grundlagen werden der Aufbau und die Funktionsweise dieses Systems erläutert.
Dazu werden spezielle Kameras verwendet, die Panoramen aufnehmen
können und zur Wiedergabe synchronisiert werden. Anschließend wird ein Renderer implementiert, welcher die Panoramen mithilfe einer VirtualReality Brille stereoskopisch darstellen kann. Dafür werden separate Aufnahmen für die beiden Augen gemacht und getrennt wiedergegeben. Zum Abschluss wird das entstandene Video-Panorama mit einem Panorama eines schon bestehenden Systems verglichen.
VR Fresken
(2018)
Das Projekt VR Fresken setzte sich zum Ziel, mit Hilfe von virtueller Realität im Rahmen einer Museumsausstellung historisch rekonstruierte Räume und deren Deckenfresken interaktiv erlebbar zu machen. In dieser Arbeit werden die eingesetzten Techniken und Technologien beleuchtet, der Anwendungsfall der VR für den Einsatz im Museum untersucht, sowie eine Evaluation der Software im Alltagsbetrieb im Museum durchgeführt.
How does gameplay influence the fun in video games? This article will search for an answer to this question by using a self-made video game created from scratch. This video game will be programmed in two versions with differences only in gameplay. Several test persons are then to play this game. A survey will be answered afterwards. In order to gain values that are merely influenced by gameplay changes, thoughts on the game design and conception were made. Results suggest that gameplay has a big impact on fun in video games. But gameplay isn't the only responsible factor that makes a video game amusing. Psychological aspects are present when the gameplay of a video game changes.
Companies try to utilise Knowledge Management (KM) to gain more efficiency and effectiveness in business. The major problem is that most of these KM projects are not or rarely based on sustainable analyses or established theories about KM. Often there is a big gap between the expectations and the real outcome of such KM initiatives. So the research question to be answered is: What challenges arise in KM projects, which KM requirements can be derived from them and which recommendations support the goal of meeting the requirements for KM? As theoretical foundation a set of KM frameworks is examined. Subsequently KM challenges from literature are analysed and best practices from case studies are used to provide recommendations for action on this challenges. The main outcome of this thesis is a best practice guideline,which allows Chief Knowledge Officers (CKOs) and KM project managers to examine the challenges mentioned in this thesis closely, and to find a suitable method to master these challenge in an optimal way. This guideline shows that KM can be positively and negatively influenced in a variety of ways. Mastering Knowledge Management (KM) in a company is a big and far-reaching venture and that technology respectively Information Technology (IT) is only a part of the big picture.
In dieser Forschungsarbeit wird eine Methode zur anwendungsbasierten Verknüpfung von Anforde-rungen und Enterprise Collaboration Softwarekompenten vorgestellt. Basierend auf dem etablierten IRESS Modell wird dabei ein praxistaugliches Mappingschema entwickelt, welches Use Cases über Kol-laborationsszenarien, Collaborative Features und Softwarekomponenten mit ECS verbindet. Somit las-sen sich Anforderungen von Unterhemen in Form von Use Cases und Kollaborationsszenarien model-lieren und anschließend über das Mappingschema mit konkreten ECS verbinden. Zusätzlich wird eine Methodik zur Identifikation von in Softwarekomponenten enthaltenen Collaborative Features vorge-stellt und exemplarisch angewandt.
Anschließend wird ein Konzept für eine Webapplikation entworfen, welches das vorgestellte Mapping automatisiert durchführt, und somit nach Eingabe der Anforderungen in Form vom Use Cases oder Kol-laborationsszenarien, die ECS ausgibt, die eben diese Anforderungen unterstützen.
Raytracing mit Vulkan
(2018)
Der Schwerpunkt der vorliegenden Bachelorarbeit war die Entwicklung eines einfachen Raytracerprogrammes unter der Verwendung der Vulkan API, und das Einschätzen des Mehraufwandes im Vergleich zum Performancegewinn. Das Programm wird in dieser Arbeit vorgestellt. Die Vulkan Komponente des Programms wird detailliert erklärt. Anschließend wird das Programm mit einem, unter der Verwendung von OpenGL geschriebenen, ähnlichen Raytracerprogramm verglichen. Beide Programme verwenden dabei den gleichen Raytracer, der im Fragmentshader implementiert ist. Der Test ergibt, dass der mithilfe von Vulkan geschriebene Raytracer deutlich langsamer ist, als das zum Vergleich dienende OpenGL Programm.