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Institute
This study investigates crowdfunding, a new form of financing projects. In the past years more and more crowdfunding platforms emerged. The main question is if crowdfunding is able to compete with the traditional types of financing social projects. The history and development of crowdfunding is presented in this paper. The different crowdfunding models are explained. An overview of German crowd funding platforms is presented. Based on successful social crowdfunding projects a list of key success factors is listed and described. In a case study a concept for financing a social project through crowdfunding is developed upon the previous studies.
The Microsoft Kinect is currently polular in many application areas because ofrnthe cheap price and good precission. But controlling the cursor is unapplicablerndue to jitter in the skeletton data. My approach will try to stabilisize the cursor position with common techniques from image processing. The input therefore will be the Kinect color camera. A final position will be calculated using the different positions of the tracking techniques. For controlling the cursor the right hand should be tracked. A simple click gesture will also be developed. The evaluation will show if this approach was succesfull.
This thesis describes the implementation of a Path-planning algorithm for multi-axle vehicles using machine learning algorithms. For that purpose, a general overview over Genetic Algorithms is given and alternative machine learning algorithms are briefly explained. The software developed for this purpose is based on the EZSystem Simulation Software developed by the AG Echtzeitysteme at the University Koblenz-Landau and a path correction algorithm developed by Christian Schwarz, which is also detailed in this paper. This also includes a description of the vehicle used in these simulations. Genetic Algorithms as a solution for path-planning in complex scenarios are then evaluated based on the results of the developed simulation software and compared to alternative, non-machine learning solutions, which are also shortly presented.
In this thesis we discuss the increasingly important routing aggregation and its consequences on avoiding routing loops. As basis for implementation and evaluation I will use the RMTI protocol, developed at the University of Koblenz, which is an evolution of the RFC2453 specified in the Routing Information Protocol version 2. The virtual network environment Virtual Network User Mode Linux (VNUML) is used within this thesis as environment. With VNUML it is possible to operate and evaluate real network scenarios in a virtual environment. The RMTI has already proven its ability to detect topological loops and thereby prevent the formation of these routing loops. In this thesis we will describe the function of the RMTI and then discuss under which circumstances we can use routing aggregation, without it resulting in routing anomalies. In order to implement these changes it is essential to have a deeper understanding of the structure of routing tables, so the construction will be explained using reference to examples. There follows a description of which points have to be changed, in the RMTI in order to avoid loops despite aggregation. In Summary we will evaluate the affect the routing aggregation has on the reorganization ability of the virtual network.
Die weltweite Zugänglichkeit und umfangreiche Nutzung des Internets machen dieses Medium zu einem effizienten und beliebten Informations-, Kommunikations-, und Verkaufsinstrument. Immer mehr Menschen und Organisationen versuchen, diese Vorzüge durch eine eigene Website für ihre Zwecke zu verwenden. Als hilfreiches Mittel zur Optimierung von Webpräsenzen bewährte sich in den letzten Jahren der Einsatz von Web-Analytics-Software. Durch diese Software sind Websitebetreiber in der Lage, Informationen über die Besucher ihrer Website und deren Nutzungsverhalten zu sammeln und zu messen. Das angestrebte Resultat sind Optimierungsentscheidungen auf Basis von Daten an Stelle von Annahmen und wirkungsvolle Testmöglichkeiten.
Für den Bereich des E-Commerce existieren bis dato zahlreiche wissenschaftliche und praxiserprobte Hilfestellungen für Web-Analytics-Projekte. Informationswebsites hingegen werden trotz ihrer Wichtigkeit nur vereinzelt thematisiert. Um diesem Defizit entgegenzuwirken, hat Hausmann 2012 das Framework for Web Analytics entwickelt, welches dem Anwender ein hilfreiches Referenzmodell für sein Web Analytics-Vorhaben bietet. Diesen Ansatz weiter voranzutreiben ist das Ziel der Abschlussarbeit. Dazu wird mithilfe einer Literaturanalyse und einer Fallstudie das Framework validiert und ergänzt, sowie weitere Handlungsempfehlungen identifiziert. Als Ergebnis werden die wichtigsten Erkenntnisse dieser Forschung zusammengefasst und für den zukünftigen Gebrauch festgehalten.
Polsearchine: Implementation of a policy-based search engine for regulating information flows
(2013)
Many search engines regulate Internet communication in some way. It is often difficult for end users to notice such regulation, as well as obtaining background information for it. Additionally, the regulation can usually be circumvented easily. This bachelor thesis presents the prototypical metasearch engine "Polsearchine" for addressing these weaknesses. Its regulation is established through InFO, a model for regulating information flows developed by Kasten and Scherp. More precisely, the extension for regulating search engines SEFCO is being used. For retrieving search results, Polsearchine uses an external search engine API. The API can be interchanged easily to make this metasearch engine independent from one specific API.
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.
Die vorliegende Arbeit befasst sich mit der volkswirtschaftlichen Untersuchung von Arbeit in virtuellen Welten und hat als Kerninhalt die Analyse des Arbeitsmarktes in "Massively Multiplayer Online Role-Playing Games" (MMORPGs). Als Ausgangsbasis diente zum einen der Faktor Arbeit in der Realität, zum anderen wurden zusätzliche Besonderheiten von MMORPGs in die Betrachtung miteinbezogen, woraus sich ein Gesamtbild des virtuellen Arbeitsmarkts ergab, aus dem sich relevante Indikatoren ableiten ließen. Neben dem grundsätzlichen Befund der Existenz eines virtuellen Arbeitsmarktes, wurden Ähnlichkeiten zum realen Arbeitsmarkt deutlich. So war es möglich virtuelle Stundenlöhne zu berechnen, unternehmensähnliche Strukturen in Spielergruppierungen nachzuweisen und ausgehend von der Humankapitaltheorie, eine modifizierte Theorie ("Avatarkapital") für virtuelle Welten zu ermitteln. Allerdings ergaben sich auch Unterschiede, so ist die Komplexität der Herstellungsprozesse in den untersuchten MMORPGs in der Regel weitaus geringer als in der Realität. Durch eine Gegenüberstellung von Motivationsfaktoren in beiden Arbeitswelten wurden weiterhin Gemeinsamkeiten, aber auch Unterschiede festgestellt und dargelegt. Zusätzlich wurde aufgezeigt, dass das aktuell diskutierte Thema Mindestlohn auch in virtuellen Arbeitsmärkten von MMORPGs anzutreffen ist und als Spielmechanik implementiert wurde, um Motivation durch andauernde Beschäftigung zu gewährleisten. Über diese Parallelen hinaus, wurde anhand einer Analyse von Waren- und Geldtransaktionen (Real-Money-Trading) zwischen Virtualität und Realität eine Verbindung beider Welten nachgewiesen, die beide Arbeitsmärkte gleichermaßen betrifft. Neben der theoretischen Untersuchung, war es auch Ziel eigene Beobachtungen und Ansätze in die Ergebnisse einfließen zu lassen. Besonders in der abschließenden empirischen Untersuchung war es somit möglich weitere Faktoren zu entdecken, die nicht ausreichend aus der Theorie heraus zu ermitteln waren. Vor allem weitere Erkenntnisse zum Thema Produktivitätsmessung in virtuellen Welten konnten so aus der Praxis in die Theorie einfließen. Schlussendlich wurde aber auch deutlich, dass sich die Untersuchungen zum Thema Arbeitsmarkt in virtuellen Welten noch in einem frühen Stadium befinden und zahlreiche Forschungsobjekte in diesem Bereich existieren, die mit Sicherheit zu einem Erkenntnisgewinn in der Volkswirtschaftslehre führen.
Die Arbeit stellt Path Tracing zum Rendern von Bildern mitrnglobaler Beleuchtung vor. Durch die Berechnung der Rendergleichung, mithilfe von Zufallsexperimenten, ist das Verfahren physikalisch plausibel. Entscheidend für die Qualität der Ergebnisse ist Sampling. Der Schwerpunktrnder Arbeit ist die Untersuchung verschiedener Samplingstrategien. Dazu werden die Ergebnisse unterschiedlicher Dichtefunktionen verglichenrnund die Methoden bewertet. Außerdem werden Effekte, wie beispielsweise Depth of Field, mittels Sampling visualisiert.
This thesis describes the conception, implementation and evaluation of a collaborative multiplayer game for preschoolers for mobile devices.
The main object of this thesis is to find out, if mobile devices like smartphones and tablet computers are suitable for the interaction of children. In order to develop this kind of game relevant aspects were researched. On this basis a game was designed which was finally tested by preschoolers.
Concept for a Knowledge Base on ICT for Governance and Policy Modelling regarding eGovPoliNet
(2013)
Abstract The EU project eGovPoliNet is engaged in research and development in the field of information and communication technologies (ICT) for governance and policy modelling. Numerous communities pursue similar goals in this field of IT-based, strategic decision making and simulation of social problem areas. Though, the existing research approaches and results so far are quite fragmented. The aim of eGovPoliNet is to overcome the fragmentation across disciplines and to establish an international, open dialogue by fostering the cooperation between research and practice. This dialogue will advance the discussion and development of various problem areas with the help of researchers from different disciplines, who share knowledge, expertise and best practice supporting policy analysis, modelling and governance. To support this dialogue, eGovPoliNet will provide a knowledge base, which's conceptual development is the subject of this thesis. The knowledge base is to be filled with content from the area of ICT for strategic decision making and social simulation, such as publications, ICT solutions and project descriptions. This content needs to be structured, organised and managed in a way, so that it generates added value and the knowledge base is used as source of accumulated knowledge, which consolidates the previously fragmented research and development results in a central location.
The aim of this thesis is the development of a concept for a knowledge base, which provides the structure and the necessary functionalities to gather and process knowledge concerning ICT solutions for governance and policy modelling. This knowledge needs to be made available to users and thereby motivate them to contribute to the development and maintenance of the knowledge base.
Das Vertrauen von jungen Erwachsenen in politische Beiträge aus Rundfunk, Print- und Digitalmedien
(2013)
Die Kernfrage dieser Bachelorarbeit ist, ob das Vertrauen in Medien auf die politische Einstellung wirkt und ob Mediennutzung auf diese Wirkungsrichtung Einfluss nimmt. Hierbei werden sowohl Mediengattungen als auch einzelne Medienformate differenziert betrachtet. Die politische Einstellung wird anhand der Einstellungsdimensionen Effektivität der Regierung, Legitimität der Regierung, Einflussüberzeugung, Responsivität der politischen Akteure und Integrität der politischen Akteure operationalisiert. Hierbei wird der Fokus auf junge Erwachsene gelegt, welchen verbreitet Politikverdrossenheit nachgesagt wird.
Zur Prüfung des Zusammenhangs zwischen Medienvertrauen und der politischen Einstellung wird eine quantitative Online-Befragung der Studenten/ Studentinnen der Universität Koblenz (N = 496) durchgeführt. Zur Datenauswertung werden Regressionsanalysen sowie die ANOVA angewandt. Die Ergebnisse weisen nicht auf eine allgemeine negative politische Grundhaltung junger Erwachsenen hin. Zudem indizieren die Resultate, dass das Vertrauen in Medien einen signifikanten Effekt auf die politische Einstellung hat (p ≤ .05). Mediennutzung hat hingegen unzureichende Erklärungskraft. Auch in zukünftigen Studien würde es sich anbieten, das Medienvertrauen als zentrale unabhängige Variable zu untersuchen, wobei ein Generationenvergleich unterschiedlicher Bildungsschichten empfehlenswert wäre.
A Kinect device has the ability to record color and depth images simultaneously. This thesis is an attempt to use the depth image to manipulate lighting information and material properties in the color image. The presented method of lighting and material manipulation needs a light simulation of the lighting conditions at the time of recording the image. It is used to transform information from a new light simulation directly back into the color image. Since the simulations are performed on a three-dimensional model, a way is searched to generate a model out of single depth image. At the same time the text will react to the problems of the depth data acquisition of the Kinect sensor. An editor is designed to make lighting and material manipulations possible. To generate a light simulation, some simple, real-time capable rendering methods and lighting modells are proposed. They are used to insert new illumination, shadows and reflections into the scene. Simple environments with well defined lighting conditions are manipulated in experiments to show boundaries and possibilities of the device and the techniques being used.
This thesis deals with problems, which occure when rendering stereoscopic contents. These problems are elaborated, simulated with the help of a program developed in this thesis and evaluated by a group of volunteers. Thereby it shall be determined, whether the errors are noticeable and how much they influence the 3D effect of the stereoscopic images. Each error is simulated using different camera assemblies and evaluated depending on the choosen assembly.
In this thesis, a first prototype of a mobile instruction device with mixed reality (MR) funktionality is developed. This system shall be capable to support training on the job through interaction with the work item. The concept corresponds to a didactic approach presented by Martens-Parree that combines constructivism with situated learning. As an application example, the training of glider pilots checked out on a new type was chosen. Whether the MR device could increase the competence, or facilitiate the completion of certain tasks, was examined in a survey with fifteen testers. The results of the study show that in general, the didactic approach of Martens-Parree is valid. While an increase in fact knowledge has been observed, it was not (yet) possible to demonstrate an increase in skills with respect to the work tasks.
This bachelor thesis deals with the topic "user-friendly design of applications (apps)" on mobile devices, a subdomain of software-ergonomics. In the process, two applications are being analyzed with the aim of developing a solution on how support on a mobile device should be conducted. This study focuses primarily on appropriate gestures to coordinate the 'help function' on a mobile device. The study results show that the test persons request a customized help function, but reject an extensive help description, as this seems to be overwhelming for the user.
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.
Die Bedeutung von Social Software (SSW) nimmt nicht nur im Privatleben vieler Menschen zu. Auch Unternehmen haben mittlerweile die Potentiale dieser Systeme erkannt und setzen vermehrt auf Web 2.0 Technologien basierende Systeme im Unternehmenskontext ein. So brachte eine Studie der Association for Information and Image Management (AIIM) im Jahr 2009 hervor, dass über 50 % der Befragten Enterprise 2.0 (E2.0), d.h. der Einsatz von SSW im Unternehmen, als kritischen Faktor des Unternehmenserfolges ansahen. Auch durch diesen Trend mit verursacht stieg, laut einer Studie des Beratungsunternehmens IDC, die Menge an digital verfügbaren Informationen innerhalb einer Zeitspanne von fünf Jahren (2006-2011) um den Faktor zehn. Wo früher galt, "Je mehr Information, desto besser.", bereitet heute das Managen dieser schieren Flut an Informationen vielen Unternehmen Probleme (bspw. in Bezug auf die Auffindbarkeit von Informationen). SSW bietet mit neuen Funktionen, wie Social Bookmarking, Wikis oder Tags, das Potential, Informationen durch Nutzerbeteiligung besser zu strukturieren und zu organisieren. In der vorliegenden Arbeit wird am Beispiel der Forschungsgruppe für Betriebliche Anwendungssysteme (FG BAS) gezeigt, wie man vorhandene Informationsstrukturen erfassen, analysieren und darauf basierend Empfehlungen für den Einsatz von SSW herleiten kann. Den Rahmen für dieses Vorgehen bildet ein von Henczel (2000) entwickeltes Modell zur Durchführung eines Information Audits. Hervorzuhebende Ergebnisse der Arbeit stellen zum Einen das Erfassungsmodell für Informationen und Prozesse dar (Informationsmatrix) und zum Anderen das Visualisierungsmodell der erfassten Daten.
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.