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Institute
- Fachbereich 4 (65) (remove)
In diesem Arbeitsbericht werden zuvor nicht identifizierte Bedrohungen bezüglich des Wahlgeheimnisses des in [BKG11] vorgeschlagenen Konzeptes zur Authentifizierung von Wählern bei elektronischen Wahlen mittels des neuen Personalausweises aufgezeigt. Überdies wird mit der Einführung einer zwischengelagerten Anonymisierungsschicht eine Lösung vorgeschlagen, wie eben diese Bedrohungen abgewehrt werden können.
Cloud Computing is a topic that has gained momentum in the last years. Current studies show that an increasing number of companies is evaluating the promised advantages and considering making use of cloud services. In this paper we investigate the phenomenon of cloud computing and its importance for the operation of ERP systems. We argue that the phenomenon of cloud computing could lead to a decisive change in the way business software is deployed in companies. Our reference framework contains three levels (IaaS, PaaS, SaaS) and clarifies the meaning of public, private and hybrid clouds. The three levels of cloud computing and their impact on ERP systems operation are discussed. From the literature we identify areas for future research and propose a research agenda.
QEMU ist eine Open-Source Virtualisierungssoftware, durch die Computersysteme simuliert werden können. Durch VDE (Virtual Distributed Ethernet) ist es möglich, mehrere durch QEMU virtualisierte Computer miteinander zu verbinden und so ein virtuelles Netzwerk zu erzeugen. Mithilfe von Virtualisierung können Netze zum Testen von Netzwerkanwendungen und -protokollen erzeugt werden, deren Aufbau oder Nutzung ohne Virtualisierung impraktikabel oder schlicht unerschwinglich wäre. Ziel dieser Arbeit ist es, ein Programm zu entwickeln, welches eine in einer Szenario-Datei hinterlegte Netzwerktopologie mit QEMU und VDE-Switches aufbauen kann. Es soll ein Vergleich angestellt werden zwischen Netzen, die mit QEMU aufgebaut wurden und solchen, die über VNUML aufgebaut wurden.
Designing Core Ontologies
(2011)
One of the key factors that hinders integration of distributed, heterogeneous information systems is the lack of a formal basis for modeling the complex, structured knowledge that is to be exchanged. To alleviate this situation, we present an approach based on core ontologies. Core ontologies are characterized by a high degree of axiomatization and formal precision. This is achieved by basing on a foundational ontology. In addition, core ontologies should follow a pattern-oriented design approach. By this, they are modular and extensible. Core ontologies allow for reusing the structured knowledge they define as well as integrating existing domainrnknowledge. The structured knowledge of the core ontologies is clearly separated from the domain-specific knowledge. Such core ontologies allow for both formally conceptualize their particular fields and to be flexibly combined to cover the needsrnof concrete, complex application domains. Over the last years, we have developed three independent core ontologies for events and objects, multimedia annotations, and personal information management. In this paper, we present the simultaneousrnuse and integration of our core ontologies at the example of a complex, distributed socio-technical system of emergency response. We describe our design approach for core ontologies and discuss the lessons learned in designing them. Finally, we elaborate on the beauty aspects of our core ontologies.
Distance vector routing protocols are interior gateway protocols in which every router sets up a routing table with the help of the information it receives from its neighboring routers. The routing table contains the next hops and associated distances on the shortest paths to every other router in the network. Security mechanisms implemented in distance vector routing protocols are insufficient. It is rather assumed that the environment is trustworthy. However, routers can be malicious for several reasons and manipulate routing by injecting false routing updates. Authenticity and integrity of transmitted routing updates have to be guaranteed and at the same time performance and benefits should be well-balanced.
In this paper several approaches that aim at meeting the above mentioned conditions are examined and their advantages and disadvantages are compared.
As Enterprise 2.0 (E2.0) initiatives are gradually moving out of the early experimentation phase it is time to focus greater attention on examining the structures, processes and operations surrounding E2.0 projects. In this paper we present the findings of an empirical study to investigate and understand the reasons for initiating E2.0 projects and the benefits being derived from them. Our study comprises seven in-depth case studies of E2.0 implementations. We develop a classification and means of visualising the scope of E2.0 initiatives and use these methods to analyse and compare projects.
Our findings indicate a wide range of motivations and combinations of technology in use and show a strong emphasis towards the content management functionality of E2.0 technologies.
Terrainklassifikation mit Markov-Zufallsfeldern auf Basis von fusionierten Kamera- und Laserdaten
(2011)
A mobile system, that has to navigate automatically in an outdoor environment,rnneeds to have knowledge about its surrounding terrain. Laser-range-finders, sometimes combined with cameras, are often used to analyse terrain. Several problems, like missing or noisy data, lead to erroneous identification of environment.
The target of this work is to add a context-sensitive classification component and data of other sensors to a procedure, based on 3d-data, obtained by a laser-range-finder. The first upgrade consists of a Markov Random Field, which is used to model the relationships between neighbouring terrainsegments and allows a segmentation of the whole terrain.
The second upgrade fuses laserdata with pictures from cameras to obtain additional terrainfeatures.
To meet the growing demands in the automotive industry, car manufacturers constantly reduce the depth of production and shift value-adding processes to the suppliers. This requires that companies work together more closely and promotes the creation of complex logistics networks. To meet the requirements for information exchange, a consortium of automobile manufacturers launched the project RFID-based Automotive Network (RAN) in 2009. The initiative aims at creating a standardized architecture for efficient material flow management along the entire supply chain. Core component of this architecture is the Informationbroker, an information unit which automatically communicates data which is captured via Auto-ID technology to supply chain participants. The thesis focuses in cooperation with the IBS AG, a software company and consortium partner in the project, on the exchange of goods data.
At first, theoretical foundations are presented by describing the characteristics of a supply chain and explaining standardization efforts and related processes. The chapter on the supply chain focuses on trends in the automotive industry to create a link to the project. The topic of standardization provides in-depth information on electronic data exchange standards in order to additionally create a transition to the Informationbroker concept. In the analytical part, reference projects will be presented with a similar problem and set in relation to RAN. According to project documents, system requirements will be defined and models will be created in order to illustrate the problem. Rich Pictures are used to describe the basis and target state.
Based on these models, the flow of goods related data is depicted between two companies and the role of the Informationbroker for the information exchange is clarified. The thesis aims at establishing an understanding of the challenges of the project and how the proposed concepts of the initiative can lead to an optimization of an automotive supply chain.
This bachelor thesis deals basically with the design and the implementation of a data structure describing maneuvers for car-like robots. This data structure affords planning feasible routes which admit a continuous modification of the steering angle.
The focus of this thesis rests on turn maneuvers, which consist of two clothoid arcs and one circular arc. One of the key aspects is the design of a concept for creating a corridor for these maneuvers. A corridor shall enclose the area which the vehicle covers during the corresponding maneuver. It finally provides a basis to guarantee collision freedom. Furthermore, a planning module is designed and implemented within this bachelor thesis. Based on specified construction lines, the planning module creates feasible routes made up of maneuvers.
In this study, the author evaluates four visualization methods (FlexViz, the Jambalaya applet, Experimental jOWL TouchGraph, and Plone ontology) from the pool of currently available web based visualization methods.
Further, this study attempts to answer of the following research questions: 1. What are the requirements for ontology visualization? 2. How is comparative analysis and evaluation carried out? 3. How can a chosen method be tested? Based on the results of the evaluation, the visualization method FlexViz was found to be the most suitable for the given scenario. The deployment of FlexViz was carried out and integrated within Plone CMS and logical parts of the VCD ontology are tested. Finally, FlexViz was analyzed from different stakeholder- perspectives. Results showed that FleViz is a reliable tool for visualizing, understanding and analyzing a developed ontology because of its user-friendly and interactive interface, but performs poorly in regards to the editing, extension and development process.
In the "Institut MTI Mittelrhein" the impact of training and experience on motion and motion planning in sports is examined. As a part of these investigations, the motion behaviour of a sports climber is analyzed on a sports climbing wall. The aim of this thesis is the segmentation and marker-based detection of the movement of a climber in video recordings. The segmented markers from each image are tracked by a tracking procedure over time. The motion tracks will be exported to the motion analysis software Simi Motion in a format suitable for further analysis.
The RoboCup Rescue League was founded with the intention to serve as an international communication platform for development of rescue robots. In regions hit by catastrophes, those robots are meant to find buried people, detect their physical condition and send the proper information to rescue teams.
At the university of Koblenz the rescue robot "Robbie" has been in development for years. Robbie accumulates information about his environment by targeted control of sensors and can act autonomous in unknown regions with help of the previous collected data. He creates an internal 2D map of his environment. This map provides enough information to navigate through space and to localize himself. Unfortunately, 2D maps have a huge drawback. When confronted with uneven terrain or even multilayered disaster areas, this technique will meet its limitations. Considered that most afflicted areas will probably have a bumpy ground, it is important to improve this technique.
That is why 3D-mapping is being required. With the help of RoboCup Rescue Scenario this Bachelor Thesis is going to implement a 3D-mapping algorithm and evaluate the flaws of 2D- and 3D-mapping problems thoroughly.
This paper describes results of the simulation of social objects, the dependence of schoolchildren's professional abilities on their personal characteristics. The simulation tool is the artificial neural network (ANN) technology. Results of a comparison of the time expense for training the ANN and for calculating the weight coefficients with serial and parallel algorithms, respectively, are presented.
This thesis deals with the distribution of large virtual networks to multiple physical hosts using the virtualization tools VNUML and EDIV. While VNUML is responsible for simulating the network, EDIV has its focus primarily on the distributiion. After a short explanation of basic terms and concepts from the field of network simulation, the two previously mentioned virtualization tools are described in detail. This starts in both cases with a detailed description regarding the proper installation and configuration, followed by a demonstration of the most important functions, such as starting or stopping a simulation. The creation of a suitable network scenario and the information scripts provided by EDIV are two further points described in this context. To use the presented possibilities of those tools in practice, an own network scenario is designed and distributed to several hosts, so that the different functions of EDIV can be shown and described accurately.
We present a non-linear camera pose estimator, which is able to handle a combined input of point and line feature correspondences. For three or more correspondences, the estimator works on any arbitrary number and choice of the feature type, which provides an estimation of the pose on a preferably small and flexible amount of 2D-3D correspondences. We also give an analysis of different minimization techniques, parametrizations of the pose data, and of error measurements between 2D and 3D data. These will be tested for the usage of point features, lines and the combination case. The result shows the most stable and fast working non-linear parameter set for pose estimation in model-based tracking.
The paper is devoted to solving a problem of the development of the website of Russian municipal policlinics and provides a selection of a set of elements which should be posted on a website. Such elements are necessary to provide citizens with correct and ergonomic e-services. The insufficient development of an infrastructure of institutions of public and municipal administration (particularly, healthcare institutions) in Russia made it necessary to analyze webresources used in different countries at different levels of providing medical services. The information resources of medical treatment facilities of the United Kingdom, of the United Statesrnof America and of the Federal Republic of Germany were researched separately for three existing economic models of healthcare. A set of criteria for the assessment of medical webresources was developed.
Der neue Personalausweis bietet mit der eID-Funktion die Möglichkeit sich online gegenüber anderen auszuweisen. Dafür ist eine Software notwendig, die auf dem lokalen Computer installiert ist. Diese Arbeit zeigt eine mögliche Vorgehensweise beim Entwurf und der Implementierung der notwendigen Funktionen solch einer Software.
Expert-driven business process management is an established means for improving efficiency of organizational knowledge work. Implicit procedural knowledge in the organization is made explicit by defining processes. This approach is not applicable to individual knowledge work due to its high complexity and variability. However, without explicitly described processes there is no analysis and efficient communication of best practices of individual knowledge work within the organization. In addition, the activities of the individual knowledge work cannot be synchronized with the activities in the organizational knowledge work.rnrnSolution to this problem is the semantic integration of individual knowledgernwork and organizational knowledge work by means of the patternbased core ontology strukt. The ontology allows for defining and managing the dynamic tasks of individual knowledge work in a formal way and to synchronize them with organizational business processes. Using the strukt ontology, we have implemented a prototype application for knowledge workers and have evaluated it at the use case of an architectural fifirm conducting construction projects.
In this diploma thesis a skeleton-based matching technique for 2D shapes is introduced. First, current approaches for the matching of shapes will be presented. The basics of skeleton-based matchings will be introduced. In the context of this thesis, a skeleton-based matching approach was implemented as presented in the original paper. This implementation is evaluated by performing a similarity search in three shape databases. Strengths and limitations of the approach are pointed out. In addition, the introduced algorithm will be examined with respect to extending it towards matching of 3D objects. In particular, the approach is applied to medical data sets: Pre- and postoperative CT images of the abdominal aorta of one patient will be compared. Problems and approaches for matching of 3D objects in general and blood vessels in particular will be presented.
MapReduce with Deltas
(2011)
The MapReduce programming model is extended slightly in order to use deltas. Because many MapReduce jobs are being re-executed over slightly changing input, processing only those changes promises significant improvements. Reduced execution time allows for more frequent execution of tasks, yielding more up-to-date results in practical applications. In the context of compound MapReduce jobs, benefits even add up over the individual jobs, as each job gains from processing less input data. The individual steps necessary in working with deltas are being analyzed and examined for efficiency. Several use cases have been implemented and tested on top of Hadoop. The correctness of the extended programming model relies on a simple correctness criterion.
This paper introduces Vocville, a causal online game for learning vocabularies. I am creating this application for my master thesis of my career as a "Computervisualist" (computer visions) for the University of Koblenz - Landau. The application is an online browser game based on the idea of the really successful Facebook game FarmVille. The application is seperated in two parts; a Grails application manages a database which holds the game objects like vocabulary, a Flex/Flash application generates the actual game by using these data. The user can create his own home with everything in it. For creating things, the user has to give the correct translation of the object he wants to create several times. After every query he has to wait a certain amount of time to be queried again. When the correct answer is given sufficient times, the object is builded. After building one object the user is allowed to build others. After building enough objects in one area (i.e. a room, a street etc.) the user can activate other areas by translating all the vocabularies of the previous area. Users can also interact with other users by adding them as neighbors and then visiting their homes or sending them gifts, for which they have to fill in the correct word in a given sentence.
This paper describes a parallel algorithm for selecting activation functionsrnof an artifcial network. For checking the efficiency of this algorithm a count of multiplicative and additive operations is used.
The Budget Management System IRM@ doesn"t comply anymore with the needs of Rhineland-Palatinate for a modern management information system. Therefore this bachelor thesis introduces the concept "KoRe Light" as a reporting system for cost accounting, which is based on the data of the system IRM@. For the public budget management, this system should be used as a base for decision making. System analysis is the type of systems engineering used, which consists of analysis, conceptual design and implementation.
Implementation is no part of this thesis anymore. Focus of the conceptual design is in the enhanced search function, which allows more comprehensive and easier to read reports. The result contains the components use case diagram, requirements definition, data model, process model and mock-ups for "KoRe Light". In conclusion recommendations for the implementation and a short résumé are given.
Diese Arbeit beschreibt einen Ansatz zur webbasierten und GPU-unterstützten medizinischen Visualisierung. Der Schwerpunkt liegt auf der client-seitigen Ausführung von direktem Volumen-Rendering mittels WebGL und der Übertragung von medizinischen Datensätzen von Server zu Client. Die Motivation dieser Arbeit liegt vor allem in den neuesten Entwicklungen von Webtechnologien begründet, da es bisher nicht möglich war hardwarebeschleunigte 3D-Grafik direkt im Webbrowser darzustellen. Erst seit der Entwicklung der 3D-Grafik-Programmierschnittstelle WebGL besteht die Möglichkeit GPU-unterstütztes Volumenrendering im Browser-Kontext ohne den Einsatz zusätzlicher Software zu realisieren. Es wird ein webbasiertes Volumenrendering-System vorgestellt, das die Umsetzung von Volumen-Raycasting mit WebGL zur direkten Darstellung von Volumendaten in Echtzeit behandelt. Für die technische Umsetzung wurden das Google Web Toolkit und die Google App Engine als Infrastruktur verwendet.
Im Rahmen dieser Abschlußarbeit wurde ein Plugin zur Visualisierung/Simulation von Public-Key-Infrastrukturen für die Kryptographie-Lernsoftware JCryp-Tool entwickelt und implementiert. Public-Key-Infrastrukturen stellen einen Bereich in der Kryptographie dar, mit dem viele Anwender von IT-Systemen in Berührung kommen.
The estimation of various social objects is necessary in different fields of social life, science, education, etc. This estimation is usually used for forecasting, for evaluating of different properties and for other goals in complex man-machine systems. At present this estimation is possible by means of computer and mathematical simulation methods which is connected with significant difficulties, such as: - time-distributed process of receiving information about the object; - determination of a corresponding mathematical device and structure identification of the mathematical model; - approximation of the mathematical model to real data, generalization and parametric identification of the mathematical model; - identification of the structure of the links of the real social object. The solution of these problems is impossible without a special intellectual information system which combines different processes and allows predicting the behaviour of such an object. However, most existing information systems lead to the solution of only one special problem. From this point of view the development of a more general technology of designing such systems is very important. The technology of intellectual information system development for estimation and forecasting the professional ability of respondents in the sphere of education can be a concrete example of such a technology. Job orientation is necessary and topical in present economic conditions. It helps tornsolve the problem of expediency of investments to a certain sphere of education. Scientifically validated combined diagnostic methods of job orientation are necessary to carry out professional selection in higher education establishments. The requirements of a modern society are growing, with the earlier developed techniques being unable to correspond to them sufficiently. All these techniques lack an opportunity to account all necessary professional and personal characteristics. Therefore, it is necessary to use a system of various tests. Thus, the development of new methods of job orientation for entrants is necessary. The information model of the process of job orientation is necessary for this purpose. Therefore, it would be desirable to have an information system capable of giving recommendations concerning the choice of a trade on the basis of complex personal characteristics of entrants.
Domestic robots will become more important in current time. They will find use in everyday situations like cleaning the floor, mowing the lawn or helping to monitor buildings and outdoor installations. However, most of these robots lack in a "human" face, a crucial factor.
In this bachelor thesis a virtual, exchangeable face for the robot Lisa of the study group "Active Vision" of the University Koblenz will be developed. Psychological studies by Krach et al. (2008) have shown that robots with features attractrnattention of the observers and are considered to be more intelligent.
Computerfaces or also Talkingheads are not only used with robots but also in videogames and animation movies. But the movement and mime of the face is usually constructed by hand that provides a fixed course of motions. More interesting is the usage in applications free of barrier. In this field the phonemes are extracted from an incoming audio signal and are assigned to the appropriate visemes.
Within this bachelor thesis this occurrence is achieved with the help of the Text-to-Speech-Synthesizer Festival whereby the movement of the lips change dynamically according to the given text. Not only is the correct movement of the lips of great importance, but also the showingrnof emotions. With the help of a special emoticon arithmetic which is added to the text that is to be synthesized the visualization of emotions is possible.
This bachelor thesis deals with the comparison related to the similarity of recorded WiFi patterns during the tracing of a path through the streets of a large city. Both MAC address only comparison has been investigated as well as the incorporation of RSSI values, whereby the localization accuracy has been evaluated. Methods for the detection of different types and combinations of loops in the path are demonstrated likewise the attempt to estimate the degree of urban development in the environment of the user by assessing the received signal strength and signal-to-noise ratio of GPS satellites and GSM cell towers.
In order to observe a user- proximity to a certain spot on a large public square the absorption of WiFi signals by the human body has been taken into account. Finally, the results of a comparison of the computing performance of a modern smartphone versus the alternative of remote calculation on a server including data transmission via cellular data network are presented.
Identifying reusable legacy code able to implement SOA services is still an open research issue. This master thesis presents an approach to identify legacy code for service implementation based on dynamic analysis and the application of data mining techniques. rnrnAs part of the SOAMIG project, code execution traces were mapped to business processes. Due to the high amount of traces generated by dynamic analyses, the traces must be post-processed in order to provide useful information. rnrnFor this master thesis, two data mining techniques - cluster analysis and link analysis - were applied to the traces. First tests on a Java/Swing legacy system provided good results, compared to an expert- allocation of legacy code.
With the ongoing process of building business networks in today- economy, business to-business integration (B2B Integration) has become a strategic tool for utilizing and optimizing information exchange between business partners. Industry and academia have made remarkable progress in implementing and conceptualizing different kinds of electronic inter-company relationships in the last years. Nevertheless, academic findings generally focus exclusively on certain aspects of the research object, e.g. document standards, process integration or other descriptive criteria. Without arncommon framework these results stay unrelated and their mutual impact on each other remains largely unexplained. In this paper we explore motivational factors of B2B integration in practice. In a research project using a uniform taxonomy (eXperience methodology) we classified real-world B2B integration projects from a pool of over 400 case studies using a pre-developed framework for integration scenarios. The result of our partly exploratory research shows the influence of the role of a company in the supply chain and its motive to invest in a B2B solution.
Im Vergleich zu herkömmlicher Computergrafik (perspektivische Projektion) bietet Raytracing entscheidende Vorteile, die hauptsächlich in der vergleichsweise hohen physikalischen Korrektheit der Methode begründet sind. Die Schwächen liegen hingegen im immensen Rechenaufwand.
Ein Raytracer ist vergleichsweise so rechenintensiv, weil für jeden Pixel mindestens ein Strahl verschickt werden muss. Dieser muss gegen alle Objekte im Raum geschnitten werden. Hinzu kommen noch die Strahlen, die entstehen, wenn Strahlen an Objekten reflektiert werden (Rekursion). Um diesen Rechenaufwand zu verkleinern und zusätzlich ein besseres Bild zu erzeugen, soll der adaptive Sampler den Raytracer unterstützen. Der adaptive Sampler soll während des Rendervorgangs den progressiven Fortschritt in der Bildgenerierung beobachten und Pixel von der weiteren Berechnung ausschließen, für die sich ein zusätzliches Verschießen von Strahlen nicht mehr lohnt.
Anders als der rein progressive Raytracer hört der adaptive Sampler mit dem Konvergieren des Bildes auf zu rechnen. Der adaptive Sampler soll so dafür sorgen, dass schneller ein besseres Bild erzeugt wird und somit die Performanz gesteigert wird. Insgesamt erwartet man sich vom adaptiven Sampler Vorteile bei der Berechnung von bestimmten Szenen. Unter anderem eine Verbesserung bei Szenen mit rein diffus beleuchteten Bildbereichen, sowie eine Verbesserung bei Szenen mit unterschiedlich rechenintensiven Bildbereichen. Ein normaler Raytracer kann nicht beurteilen, wie sinnvoll seine Schüsse sind. Er kann nur mehr Strahlen verschießen, in der Hoffnung, das Bild damit effektiv zu verbessern.
Es gibt jedoch viele Szenarien, bei denen eine linear steigende Schussanzahl pro Pixel keine gleichmäßige Verbesserung im Bild erzeugt. Das bedeutet, dass Bereiche im Bild schon gut aussehen, während andere noch sehr verrauscht sind. Man möchte nun Bildbereiche, die bereits konvergiert sind, in denen sich ein weiterer Beschuss also nicht mehr bemerkbar macht, ausschließen und die Rechenleistung dort nutzen, wo man sie noch braucht.
Wichtig dabei ist, dass Pixel nicht ungewollt zu früh von der Berechnung ausgeschlossen werden, die nicht weit genug konvergiert sind. Der adaptive Sampler soll so lange arbeiten, bis jeder Pixel dauerhaft keine Änderungen mehr vorweist. Das bedeutet, dass die Wahrscheinlichkeit für eine signifikante Farbänderung eines Pixels durch Verschießen eines Strahls (bei mehreren Lichtquellen in RenderGin mehrere Strahlen pro Pixel) klein genug ist. Es wird zwar intern keine Wahrscheinlichkeit berechnet, jedoch bekommt der Raytracer eine Art Gedächtnis: Er speichert die Veränderungen im beleuchteten Bild und deren Verlauf in eigenen Gedächtnisbildern. Das "Gedächtnis" für das alte Bild (Zustand des Bildes in der letzten Iteration über die Pixel) repräsentiert dabei das Kurzzeitgedächtnis. Es ist absolut genau. Das Langzeitgedächtnis wird von drei verschiedenen Bildern repräsentiert. Das erste gibt die Anzahl der verschossenen Strahlen pro Pixel an. Das zweite ist ein Wahrheitswertebild, das für jeden Pixel angibt, ob dieser noch in die Berechnung einbezogen werden soll. Das dritte Bild gibt an, wie oft jeder Pixel eine Farbänderung vollzogen hat, die geringer ist als der geforderte Maximalabstand eines Pixels zu sich selbst (vor und nach dem Verschießen eines weiteren Strahls).
Mit diesen drei Bildern ist es möglich, zusätzliche quantitative Informationen zu den qualitativen Informationen des Vergleichs vom neuen und alten Bild zu berücksichtigen.
In dieser Arbeit kläre ich die Frage, ob die gewünschten Effekte eintreten und ob bei Integration in die bestehende Struktur von RenderGin ein Performanzgewinn möglich ist. Die Umsetzung eines adaptiven Samplers ist als Plug-In in der Software RenderGin von Numenus GmbH geschehen. RenderGin ist ein echtzeitfähiger, progressiver Raytracer, der sich durch seine Performanz auszeichnet. Die Bildgenerierung geschieht allein auf der CPU, die Grafikkarte wird lediglich zur Anzeige des erzeugten Bildes benötigt.
Die Umsetzung und Programmierung des Plug-Ins ist in Microsoft Visual Studio 2010 geschehen unter Verwendung des RenderGin SDK der Numenus GmbH.
Due to the incorrect allocation management and the continuous increase of internet-capable devices, IPv4-adresses are nearly exhausted. For this reason and because of new requirements demanded by the technique of the internet the IPv6-protocol has been developed. The IPv6-protocol provides a larger adress space and will gradually replace the IPv4-protocol. However, the routing-protocols have to be adapted to the new internetprotocol. This paper will introduce and analyse the dynamic Routing-Information-Protocol RIPng which in itself is an inter-gateway protocol (IGP). The routers inside the network can exchange information about their different connections over this protocol. Furthermore, this paper will explain the basics of the IPv6-protocol, of the used protocol-algorithm as well as of the RIPv2-protocol. In the practical part of the paper the Counting-to-Infinity-Problem and some attributes of RIPng will be reviewed under the IPv6-protocol.
Diese Arbeit hat die Entwicklung eines Verfahrens zum Ziel, dass Bewegung und auftretende Bewegungsunschärfe durch Verfahren des Non-Photorealistic Renderings darstellt. Dabei soll das angestrebte Verfahren den Verlauf der Bewegung für ein dargestelltes Bild ermitteln und mit Speed Lines annähern. Das sich bewegende Objekt bzw. der sich bewegende Teil des Objekts wird abhängig von der Stärke der Bewegung teilweise bis komplett ausgeblendet. Das Verfahren soll echtzeitfähig sein. Aufgrund von vorgestellten Verfahren im Bereich NPR und Motion Blur entwickelt die Arbeit eigene Ansätze, die die genannten Anforderungen umsetzen. Dabei beachtet die Arbeit zwei Aspekte: Sie nimmt so wenige Änderungen wie möglich am verwendeten Szenegraphen vor und führt nach Möglichkeit zur Laufzeit keine Berechnungen auf Seiten der CPU durch. So soll ein Verfahren entstehen, das als Post-Processing Verfahren in Anwendungen integriert werden kann, interaktive Wiederholungsraten ermöglicht und damit auch in Spielen zur Anwendung kommen kann.
API migration refers to the change of a used API to a different API in a program. A special case is called wrapper-based API migration. The API change is done without touching the program but the old API is reimplemented by means of the from now on used one. This so called wrapper has the interface of the reimplemented API but uses the implementation of the new one.
This is an interesting approach because the wrapper can be used in each program, which uses the old API.
To make this approach reproducible we study a ranking-based method for implementing a wrapper, where we always implement the method with the highest priority depending on failing test cases. Thus, we can reconstruct each implementation step.
We first develop an infrastructure to run and log test suites of Java projects that use an API, which we want to change.
We then build a wrapper for a given API using the ranking-based approach.
We present the user-centered, iterative design of Mobile Facets, a mobile application for the faceted search and exploration of a large, multi-dimensional data set of social media on a touchscreen mobile phone. Mobile Facets provides retrieval of resources such as places, persons, organizations, and events from an integration of different open social media sources and professional content sources, namely Wikipedia, Eventful, Upcoming, geo-located Flickr photos, and GeoNames. The data is queried live from the data sources. Thus, in contrast to other approaches we do not know in advance the number and type of facets and data items the Mobile Facets application receives in a specific contextual situation. While developingrnMobile Facets, we have continuously evaluated it with a small group of fifive users. We have conducted a task-based, formative evaluation of the fifinal prototype with 12 subjects to show the applicability and usability of our approach for faceted search and exploration on a touchscreen mobile phone.
An estimation of the number of multiplication and addition operations for training artififfcial neural networks by means of consecutive and parallel algorithms on a computer cluster is carried out. The evaluation of the efficiency of these algorithms is developed. The multilayer perceptron, the Volterra network and the cascade-correlation network are used as structures of artififfcial neural networks. Different methods of non-linear programming such as gradient and non-gradient methods are used for the calculation of the weight coefficients.
The interaction with the Wii Remote controller consists mainly in calculating rotations of the controller. The subject of this project is to make a real 1 on 1 mapping of the orientation and position of the Wiimote in a virtual application possible. The position of the Wiimote shall be calculated by stereotracking with two cameras.
The project shall be demonstrated in different applications.