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The Internet of Things (IoT) is a fast-growing, technological concept, which aims to integrate various physical and virtual objects into a global network to enable interaction and communication between those objects (Atzori, Iera and Morabito, 2010). The application possibilities are manifold and may transform society and economy similarly to the usage of the internet (Chase, 2013). Furthermore, the Internet of Things occupies a central role for the realisation of visionary future concepts, for example, Smart City or Smart Healthcare. In addition, the utilisation of this technology promises opportunities for the enhancement of various sustainability aspects, and thus for the transformation to a smarter, more efficient and more conscious dealing with natural resources (Maksimovic, 2017). The action principle of sustainability increasingly gains attention in the societal and academical discourse. This is reasoned by the partly harmful consumption and production patterns of the last century (Mcwilliams et al., 2016). Relating to sustainability, the advancing application of IoT technology also poses risks. Following the precautionary principle, these risks should be considered early (Harremoës et al., 2001). Risks of IoT for sustainability include the massive amounts of energy and raw materials which are required for the manufacturing and operation of IoT objects and furthermore, the disposal of those objects (Birkel et al., 2019). The exact relations in the context of IoT and sustainability are insufficiently explored to this point and do not constitute a central element within the discussion of this technology (Behrendt, 2019). Therefore, this thesis aims to develop a comprehensive overview of the relations between IoT and sustainability.
To achieve this aim, this thesis utilises the methodology of Grounded Theory in combination with a comprehensive literature review. The analysed literature primarily consists of research contributions in the field of Information Technology (IT). Based on this literature, aspects, solution approaches, effects and challenges in the context of IoT and sustainability were elaborated. The analysis revealed two central perspectives in this context. IoT for Sustainability (IoT4Sus) describes the utilisation and usage of IoT-generated information to enhance sustainability aspects. In contrast, Sustainability for IoT (Sus4IoT) fo-cuses on sustainability aspects of the applied technology and highlights methods to reduce negative impacts, which are associated with the manufacturing and operation of IoT. Elaborated aspects and relations were illustrated in the comprehensive CCIS Framework. This framework represents a tool for the capturing of relevant aspects and relations in this context and thus supports the awareness of the link between IoT and sustainability. Furthermore, the framework suggests an action principle to optimise the performance of IoT systems regarding sustainability.
The central contribution of this thesis is represented by the providence of the CCIS Framework and the contained information regarding the aspects and relations of IoT and sustainability.
The Internet of Things (IoT) recently developed from the far-away vision of ubiquitous computing into very tangible endeavors in politics and economy, implemented in expensive preparedness programs. Experts predict considerable changes in business models that need to be addressed by organizations in order to respond to competition. Although there is a need to develop strategies for upcoming transformations, organizational change literature did not turn to the specific change related to the new technology yet. This work aims at investigating IoT-related organizational change by identifying and classifying different change types. It therefore combines the methodological approach of grounded theory with a discussion and classification of identified change informed by a structured literature review of organizational change literature. This includes a meta-analysis of case studies using a qualitative, exploratory coding approach to identify categories of organizational change related to the introduction of IoT. Furthermore a comparison of the identified categories to former technology-related change is provided using the example of Electronic Business (e-business), Enterprise Resource Planning (ERP) systems, and Customer Relationship Management (CRM) systems. As a main result, this work develops a comprehensive model of IoT-related business change. The model presents two main themes of change indicating that personal smart things will transform businesses by means of using more personal devices, suggesting and scheduling actions of their users, and trying to avoid hazards. At the same time, the availability of information in organizations will further increase to a state where information is available ubiquitously. This will ultimately enable accessing real time information about objects and persons anytime and from any place. As a secondary result, this work gives an overview on concepts of technology-related organizational change in academic literature.
The extensive literature in the data visualization field indicates that the process of creating efficient data visualizations requires the data designer to have a large set of skills from different fields (such as computer science, user experience, and business expertise). However, there is a lack of guidance about the visualization process itself. This thesis aims to investigate the different processes for creating data visualizations and develop an integrated framework to guide the process of creating data visualizations that enable the user to create more useful and usable data visualizations. Firstly, existing frameworks in the literature will be identified, analyzed and compared. During this analysis, eight views of the visualization process are developed. These views represent the set of activities which should be done in the visualization process. Then, a preliminary integrated framework is developed based on an analysis of these findings. This new integrated framework is tested in the field of Social Collaboration Analytics on an example from the UniConnect platform. Lastly, the integrated framework is refined and improved based on the results of testing with the help of diagrams, visualizations and textual description. The results show that the visualization process is not a waterfall type. It is the iterative methodology with the certain phases of work, demonstrating how to address the eight views with different levels of stakeholder involvement. The findings are the basis for a visualization process which can be used in future work to develop the fully functional methodology.
Im Rahmen dieser Masterarbeit wird ein umfassender Überblick über die Vielfalt der Sicherheitsmodelle gegeben, indem ausgewählte Sicherheitsmodelle beschrieben, klassifiziert und miteinander verglichen werden.
Sicherheitsmodelle beschreiben in einer abstrakten Weise die sicherheitsrelevanten
Komponenten und Zusammenhänge eines Systems. Mit den Sicherheitsmodellen können komplexe Sachverhalte veranschaulicht und analysiert werden.
Da Sicherheitsmodelle unterschiedliche Sicherheitsaspekte behandeln, beschäftigt
sich diese Arbeit mit der Ausarbeitung eines Klassifizierungsschemas, welches
die strukturelle und konzeptuelle Besonderheiten der Modelle in Bezug auf die zugrundeliegenden Sicherheitsaspekte beschreibt. Im Rahmen des Klassifizierungsschemas werden die drei grundlegenden Modellklassen gebildet: Zugriffskontrollmodelle, Informationsflussmodelle und Transaktionsmodelle.
Sicherheitsmodelle werden in einem direkten und indirekten Vergleich gegenüber gestellt. Im letzten Fall werden sie einer oder mehrerer Modellklassen des Klassifizierungsschemas zugeordnet. Diese Klassifizierung erlaubt, Aussagen über die betrachteten Sicherheitsaspekte und die strukturellen bzw. konzeptuellen Besonderheiten eines Sicherheitsmodells in Bezug auf die anderen Sicherheitsmodelle
zu machen.
Beim direkten Vergleich werden anhand der ausgewählten Kriterien die Eigenschaften
und Aspekte der Sicherheitsmodelle orthogonal zu den Modellklassen
betrachtet.
A gonioreflectometer is a device to measure the reflection properties of arbitrary materials. In this work, such an apparatus is being built from easily obtainable parts. Therefore three stepper-motors and 809 light-emitting diodes are controlled by an Arduino microcontroller. RGB-images are captured with an industrial camera which serve as refelction data. Furthermore, a control software with several capture programs and a renderer for displaying the measured materials are implemented. These allow capturing and rendering entire bidirectional reflection distribution functions (BRDFs) by which also complex anisotropic material properties can be represented. Although the quality of the results has some artifacts due to shadows of the camera, these artifacts can be largely removed by using special algorithms like inpainting. In addition, the goniorefelctometer is applied to other use cases. One can perform 3D scans, light field capturing and light staging without altering the construction. The quality of these processes also meet the expectations in a positive way. Thus, the gonioreflectometer built in this work can be seen as a widely applicable and economical alternative to other publications.
Clubs, such as Scouts, rely on the work of their volunteer members, who have a variety of tasks to accomplish. Often there are sudden changes in their organization teams and offices, whereby planning steps are lost and inexperience in planning occurs. Since the special requirements are not covered by already existing tools, ScOuT, a planning tool for the organization administration, is designed and developed in this work to support clubs with regard to the mentioned problems. The focus was on identifying and using various suitable guidelines and heuristic methods to create a usable interface. The developed product was evaluated empirically by a user survey in terms of usability.
The result of this study shows that already a high degree of the desired goal could be reached by the inclusion of the guidelines and methods. From this it can be concluded that with the help of user-specific concept ideas and the application of suitable guidelines and methods, a suitable basis for a usable application to support clubs can be created.
In order to plan the interior of a room, various programs for computers,
smart phones or head-mounted displays are available. The transfer to the
real environment is a difficult task. Therefore an augmented reality approach
is developed to illustrate the planning in the real room. If several
people want to contribute their ideas, conventional systems require to
work on one device together. The aim of this master thesis is to design and
develop a collaborative spatial planning application in augmented reality.
The application is developed in Unity with ARCore and C#.
Das Ziel der vorliegenden Masterarbeit ist es, einen Einführungskurs in die Computervisualistik mit dem Schwerpunkt Computergrafik zu konzeptionieren und zu prototypisieren. Der Kurs sollte Grundlagen der Computergrafik vermitteln und dabei Bezüge zu anderen Veranstaltungen des Studiums herstellen, um Motivation und Verständnis für die komplexen Zusammenhänge der Studieninhalte in der Computervisualistik zu schaffen. Der aktuelle Studiengangplan weist hier bislang ein erkennbares Defizit auf. Für den Einführungskurs wurden prototypische Lerneinheiten auf Grundlage der didaktischen Methode der Moderation und unter Verwendung von Unity entwickelt. Konzept und Prototypen wurden an Probanden ohne informationstechnischen Hintergrund evaluiert. Die Ergebnisse zeigten, dass Unity eine geeignete Oberfläche für die Vermittlung der Informationen bietet. Diese stieß auf Akzeptanz und konnte leichte Zugänglichkeit bei den Probanden aufweisen, obwohl die Lerneinheiten selbst kleinere Schwächen aufwiesen. Im Anschluss an die erste Evaluationsphase wurde eine qualitative Umfrage mit Alumini der Computervisualistik durchgeführt. Die Ergebnisse bestätigten den Bedarf nach einer einführenden Veranstaltung zur Orientierung und zur Förderung von Motivation und Verständnis für die breiten Themengebiete der Computervisualistik.
Die Zielsetzung der vorliegenden Masterarbeit lag darin, die instrumentelle Gewäs-seranalytik im Freiland für Schüler*innen erschließbar zu machen.
Als Maßnahme der Master-Thesis wurde eine arbeitsteilige Lerneinheit rund um das Thema Gewässeranalytik für den außerschulischen Chemieunterricht der Sekun-darstufe II konzipiert und evaluiert. Die Konzeption erfolgte in Anlehnung an die Lehrpläne der Fächer Biologie, Geografie, Physik und Chemie des Landes Rhein-land-Pfalz. Zur Bewertung der Gewässergüte kam das digitale Messsystem Einstein Labmate für zahlreiche physikalisch-chemische Parameter zur Verwendung. Zu-sätzlich wurde das Online-Portal FLUVIDAT Saar zur rudimentären Bestimmung von Indikatororganismen sowie für eine Einordnung der Gewässerstruktur genutzt.
Im Rahmen der begleitenden Evaluation wird der Forschungsfrage nachgegangen, in wie weit die konzipierte Einheit praxistauglich und adressatengerecht für den Chemieunterricht der Oberstufe ist. Dies wird anhand der Konstrukte „Aktuelles Inte-resse“ und „Cognitive Load“ mit einem Fragebogen, einer Videoanalyse mit litera-turbasiertem Codierleitfaden sowie einem Lesbarkeitsindex der zugrundeliegenden Experimentieranleitungen überprüft.
Die Ergebnisse der Datenauswertung zeigten ein hohes aktuelles Interesse der Schüler*innen sowie eine angemessene kognitive Belastung. Durch die Erhebung der lernbezogenen kognitiven Belastung zeigte sich, dass die im unteren Bereich liegende Schwierigkeit der Materialien kognitive Kapazitäten zur Schemabildung frei gab.
The lasting hype around the mobile internet and the related technology of the mobile applications seem not to drop off. The immense economic potential of this market leads the businesses and ventures to continuously find new ways of monetization. The underlying causes of that phenomenon are rarely challenged. Scientific research in the field of "ubiquitous mobile" has not yet developed a clear overall picture of the causes and effect chains. Attempts of deriving causes by studies in related mass media such as the computer or the internet have been discussed controversially. By combining the research streams of media motive usage and the customer retention, this paper will present a new research model. Based on a quantitative survey in the German speaking the gained data proves the motives for mobility, information gathering and entertainment purposed to be the most important drivers of customer satisfaction in mobile applications. The paper also highlights a significant correlation between the customer satisfaction and the other determinants of customer retention.
The publication of open source software aims to support the reuse, the distribution and the general utilization of software. This can only be enabled by the correct usage of open source software licenses. Therefore associations provide a multitude of open source software licenses with different features, of which a developer can choose, to regulate the interaction with his software. Those licenses are the core theme of this thesis.
After an extensive literature research, two general research questions are elaborated in detail. First, a license usage analysis of licenses in the open source sector is applied, to identify current trends and statistics. This includes questions concerning the distribution of licenses, the consistency in their usage, their association over a period of time and their publication.
Afterwards the recommendation of licenses for specific projects is investigated. Therefore, a recommendation logic is presented, which includes several influences on a suitable license choice, to generate an at most applicable recommendation. Besides the exact features of a license of which a user can choose, different methods of ranking the recommendation results are proposed. This is based on the examination of the current situation of open source licensing and license suggestion. Finally, the logic is evaluated on the exemplary use-case of the 101companies project.
Business Process Querying (BPQ) is a discipline in the field of Business Process Man- agement which helps experts to understand existing process models and accelerates the development of new ones. Its queries can fetch and merge these models, answer questions regarding the underlying process, and conduct compliance checking in return. Many languages have been deployed in this discipline but two language types are dominant: Logic-based languages use temporal logic to verify models as finite state machines whereas graph-based languages use pattern matching to retrieve subgraphs of model graphs directly. This thesis aims to map the features of both language types to features of the other to identify strengths and weaknesses. Exemplarily, the features of Computational Tree Logic (CTL) and The Diagramed Modeling Language (DMQL) are mapped to one another. CTL explores the valid state space and thus is better for behavioral querying. Lacking certain structural features and counting mechanisms it is not appropriate to query structural properties. In contrast, DMQL issues structural queries and its patterns can reconstruct any CTL formula. However, they do not always achieve exactly the same semantic: Patterns treat conditional flow as sequential flow by ignoring its conditions. As a result, retrieved mappings are invalid process execution sequences, i.e. false positives, in certain scenarios. DMQL can be used for behavioral querying if these are absent or acceptable. In conclusion, both language types have strengths and are specialized for different BPQ use cases but in certain scenarios graph-based languages can be applied to both. Integrating the evaluation of conditions would remove the need for logic-based languages in BPQ completely.
Mapping ORM to TGraph
(2017)
Object Role Modeling (ORM) is a semantic modeling language used to describe objects and their relations amongst each other. Both objects and relations may be subject to rules or ORM constraints.
TGraphs are ordered, attributed, typed and directed graphs. The type of a TGraph and its components, the edges and vertices, is defined using the schema language graph UML (grUML), a profiled version of UML class diagrams. The goal of this thesis is to map ORM schemas to grUML schemas in order to be able to represent ORM schema instances as TGraphs.
Up to this point, the preferred representation for ORM schema instances is in form of relational tables. Though mappings from ORM schemas to relational schemas exist, those publicly available do not support most of the constraints ORM has to offer.
Constraints can be added to grUML schemas using the TGraph query language GReQL, which can efficiently check whether a TGraph validates the constraint or not. The graph library JGraLab provides efficient implementations of TGraphs and their query language GReQL and supports the generation of grUML schemas.
The first goal of this work is to perform a complete mapping from ORM schemas to grUML schemas, using GReQL to sepcify constraints. The second goal is to represent ORM instances in form of TGraphs.
This work gives an overview of ORM, TGraphs, grUML and GReQL and the theoretical mapping from ORM schemas to grUML schemas. It also describes the implementation of this mapping, deals with the representation of ORM schema instances as TGraphs and the question how grUML constraints can be validated.
Im Rahmen der Masterarbeit wird die kompetenzgestützte Weiterbildungssuche analysiert und am Beispiel des Weiterbildungsvergleichsportales EDUfittery dargestellt.
Die Umsetzung und Integration eines Kompetenzmessverfahrens in ein Vergleichsportal für Weiterbildungen war das Ziel dieser Arbeit. Des Weiteren sollte anhand des Kompetenzmessverfahrens ein sogenanntes „Matching“ zwischen Kompetenz und Weiterbildung erarbeitet werden. Beim „Matching“ werden dementsprechend die vom Kunden eingegebenen Kompetenzen mit passenden Weiterbildungsvorschlägen verbunden. Somit wird ein individuelles Kundenerlebnis in der Weiterbildungssuche erreicht. Um dies zu ermöglichen, wird zu Beginn der Arbeit ein theoretisches Kompetenzschema analysiert, sodass Aussagen über Erhebungsverfahren und Auswertungsstrategien getroffen werden können, um diese, besonders in Bezug auf ein web-gestütztes Messinstrument, kritisch zu hinterfragen. Aufbauend auf der Analyse verschiedener Kompetenzmessverfahren im Online-Segment, kann gezeigt werden, dass die Kompetenzdiagnostik zwar einige Verfahren zur Verfügung stellt, doch nur wenige sind praktikabel und in der Lage tätigkeitsbezogene Handlungskompetenzen zu bewerten. Folglich wurde das Instrument der Selbsteinschätzung von Kompetenzen als am besten zutreffendes Verfahren für EDUfittery gewählt.
Im Zuge der Arbeit wurden zwei Online-Umfragen und ein Experteninterview durchgeführt. Dabei wurden zum einen Mitarbeiter, als auch Personaler in Bezug auf Weiterbildungen befragt. Als Experte konnte Herr Korn, von der IHK Akademie Koblenz gewonnen werden. Anhand der Umfrageergebnisse und weiterer Recherchen konnte ein umfangreicher Business Case für EDUfittery angefertigt und mit Prozessdiagrammen veranschaulicht werden. Es wird ersichtlich, dass das Thema Kompetenzanalysen in Unternehmen bisher kaum Anwendung findet. Bei genauerer Betrachtung der aktuellen Marktsituation wird zusätzlich klar, dass es derzeitig noch keine Plattform gibt, die Kompetenzen mit Weiterbildungen erfolgreich in Zusammenhang bringt, um dem Kunden individuelle Weiterbildungslösungen anbieten zu können. Als Ergebnis der Arbeit kann demnach festgehalten werden, dass eine Integration von Kompetenzanalysen im Bereich Weiterbildungssuche durchaus sinnvoll ist. EDUfittery könnte sich bei erfolgreicher Umsetzung als hilfreiches Tool im Bereich Weiterbildung und Kompetenz etablieren und somit Unternehmen grundlegend bei der Abbildung, Analyse und Weiterentwicklung von Kompetenzen unterstützen.
Systems to simulate crowd-behavior are used to simulate the evacuation of a crowd in case of an emergency. These systems are limited to the moving-patterns of a crowd and are generally not considering psychological and/or physical conditions. Changing behaviors within the crowd (e.g. by a person falling down) are not considered.
For that reason, this thesis will examine the psychological behavior and the physical impact of a crowd- member on the crowd. In order to do so, this study develops a real-time simulation for a crowd of people, adapted from a system for video games. This system contains a behavior-AI for agents. In order to show physical interaction between the agents and their environment as well as their movements, the physical representation of each agent is realized by using rigid bodies from a physics-engine. The movements of the agents have an additional navigation mesh and an algorithm for collision avoidance.
By developing a behavior-AI a physical and psychological state is reached. This state contains a psychological stress-level as well as a physical condition. The developed simulation is able to show physical impacts such as crowding and crushing of agents, interaction of agents with their environment as well as factors of stress.
By evaluating several tests of the simulation, this thesis examines whether the combination of physical and psychological impacts is implementable successfully. If so, this thesis will be able to give indications of an agent- behavior in dangerous and/or stressful situations as well as a valuation of the complex physical representation.
Politische und gesellschaftliche Polarisierung ist ein interessantes Phänomen, über dessen Auswirkungen viele unterschiedliche, zum Teil auch gegensätzliche, Theorien existieren.
Polarisierung wird in der Literatur mit unterschiedlichen Methoden gemessen. Die vorliegende Arbeit gibt einen Überblick über existierende Polarisierungsmaße und es werden zwei neuartige Maße aus dem Gebiet der spektralen Graphentheorie vorgestellt. Anschließend werden die bekannten und die neu entwickelten Maße auf den LiquidFeedback-Datensatz der Piratenpartei Deutschland angewandt. Als Ergebnis lässt sich festhalten, dass die Maße teilweise zu unterschiedlichen Ergebnisse kommen. Dies liegt darin begründet, dass nicht alle Maße das Gleiche messen. Um zu verstehen was die einzelnen Maße aussagen, werden wesentliche Eigenschaften von Polarisierungsmaßen herausgearbeitet und es wird für jedes Maß dargelegt, welche Eigenschaften es erfüllt. Die angesprochenen Polarisierungsmaße beziehen sich auf die Entwicklung der Polarisierung zwischen Usern des LiquidFeedback-Systems. Bei der Betrachtung von einzelnen Personen und Abstimmungen fiel unter anderem auf, dass polarisierende Personen mehr Macht durch
Delegationen besitzen als die restlichen Personen und dass polarisierte Vorschläge circa doppelt so häufig umgesetzt werden.
Multi-agent systems are a mature approach to model complex software systems by means of Agent-Oriented Software Engineering (AOSE). However, their application is not widely accepted in mainstream software engineering. Parallel to this the interdisciplinary field of Agent-based Social Simulation (ABSS) finds increasing recognition beyond the purely academic realm which starts to draw attention from the mainstream of agent researchers. This work analyzes factors to improve the uptake of AOSE as well as characteristics which separate the two fields AOSE and ABSS to understand their gap. Based on the efficiency-oriented micro-agent concept of the Otago Agent Platform (OPAL) we have constructed a new modern and self-contained micro-agent platform called µ². The design takes technological trends into account and integrates representative technologies, such as the functionally-inspired JVM language Clojure (with its Transactional Memory), asynchronous message passing frameworks and the mobile application platform Android. The mobile version of the platform shows an innovative approach to allow direct interaction between Android application components and micro-agents by mapping their related internal communication mechanisms. This empowers micro-agents to exploit virtually any capability of mobile devices for intelligent agent-based applications, robotics or simply act as a distributed middleware. Additionally, relevant platform components for the support of social simulations are identified and partially implemented. To show the usability of the platform for simulation purposes an interaction-centric scenario representing group shaping processes in a multi-cultural context is provided. The scenario is based on Hofstede's concept of 'Cultural Dimensions'. It does not only confirm the applicability of the platform for simulations but also reveals interesting patterns for culturally augmented in- and out-group agents. This explorative research advocates the potential of micro-agents as a powerful general system modelling mechanism while bridging the convergence between mobile and desktop systems. The results stimulate future work on the micro-agent concept itself, the suggested platform and the deeper exploration of mechanisms for seemless interaction of micro-agents with mobile environments. Last but not least the further elaboration of the simulation model as well as its use to augment intelligent agents with cultural aspects offer promising perspectives for future research.
In usage of information systems the maintenance of their actuality and their extensibility is of importance. There is a constant reoccurrence of situations, when these goals cannot be supported by keeping on the old system, the legacy system. A solution for that is its migration into a new environment. The migration of software is to be considered as a subdiscipline of software engineering, more precisely, as a part of software maintenance. In this thesis the reference migration process model ReMiP, introduced in another thesis of the institute, was applied. The goal of this examination is to bring this model to practice in a website migration project and to analyze its validity. Here, especially the subject of completeness and generalizability of the model for migration processes and the gathering of concrete experiences with the intensity of its activities is of interest. The target environment for the website migration will be the content management system Plone. Within this thesis it will be described thoroughly. Finally, the website to migrate will be brought to its new target environment. The result of this thesis is the migrated GXL-Website in the target system Plone using the ReMiP. By this migration, the ReMiP was successfully validated as a reference process model for software migrations.
The goal of this master thesis was to develop a CRM system for the Assist team of CompuGroup Medical that is aiding in integrating open innovation into the development of the Minerva 2.0 software. To achieve this, CRM methodology has been combined with Social Networking Systems, following the research of Lin and Chen (2010, pp. 11 – 30). To achieve the predefined goals literature has been analyzed on how to successfully im- plement a CRM system as well as an online community. Subsequently the results have been applied to the development of the Minerva Community according to the guidelines of Design Science suggested by Hevner et al. (2004, pp. 75 – 104). The finished product is designed based on customer and management requirements and evaluated from a customer and company perspective.
Die im Rahmen dieser Masterarbeit durchgeführte Analyse von Ernährungsumstellungen auf die vegane Ernährung in Form von vier Portraits lotet mit ihrer interdisziplinären Perspektive aus Gastrosophie, Ethnologie und Leibphilosophie die soziokulturellen Aspekte dieser Transmissionsprozesse aus. Dazu gehören der zivilisatorisch erlernte Umgang mit Nahrung, das Umsetzen und Reflektieren sinnlicher Wahrnehmungen im Ernährungsprozess und die Prägung von Relationen zwischen Essendem und Zu-Essendem. Geleitet wird die Analyse dabei von der Forschungsfrage: „Welche leiblich sinnlichen Wahrnehmungen geben den Anstoß zu einer Ernährungsumstellung und wie begleiten diese den Prozess der Umstellung?“. Damit gibt die Frage den Fokus auf das (leibliche) Wahrnehmungsvermögen des Menschen vor und begrenzt Ernährung bewusst nicht auf ihre physiologische Funktion der Energiegewinnung. Dadurch flicht sie sich in den Diskurs um den cultural turn in der Ernährungswissenschaft ein und zielt weg von der metabolischen Durchmessung des Essens, hin auf das Verständnis von Ernährung als Praxis des Sich-Einverleibens-von-Anderem – Essen als Vollzug von Beziehungen. Das Sich-Ernähren wird damit als sozial geprägter und leiblich vermittelter Erfahrungsvorgang sichtbar, der über das Geschmackserlebnis hinaus durch Betroffenheitserfahrung konstituiert wird. Durch das Zusammenbringen philosophischer Perspektiven, wie die der Gastrosophie Harald Lemkes, die Essen u. a. auch als Selbstbestimmung denkt, und soziologischen Theorien, wie die des Habitus-Konzepts nach Pierre Bourdieu, wird deutlich, wie die Wahrnehmungspraxis und -fähigkeit des Menschen, in ihrem leiblichsinnlichen Aspekt, die Verhaltensbestimmung im Umgang mit Nahrung und deren Quellen beeinflusst. Die vier Portraits entstanden während einer sechsmonatigen ethnographischen Feldforschung und stellen anonymisiert die Motivation, den Verlauf und das Konfliktthema der jeweiligen Ernährungsumstellung dar. Die Portraits sind sehr individuell und zeigen auf, wie und warum beispielsweise die gesundheitliche Selbstsorge oder das empathische Mitleiden mit Nutztieren Veränderungen oder Tabuisierungen im Ernährungshandeln anstoßen.
While Virtual Reality has been around for decades it gained new life in recent years. The release of the first consumer hardware devices allows fully immersive and affordable VR for the user at home. This availability lead to a new focus of research on technical problems as well as psychological effects. The concepts of presence, describing the feeling of being in the virtual place, body ownership and their impact are central topics in research for a long time and still not fully understood.
To enable further research in the area of Mixed Reality, we want to introduce a framework that integrates the users body and surroundings inside a visual coherent virtual environment. As one of two main aspects we want to merge real and virtual objects to a shared environment in a way such that they are no longer visually distinguishable. To achieve this the main focus is not supposed to be on a high graphical fidelity but on a simplified representation of reality. The essential question is, what level of visual realism is necessary to create a believable mixed reality environment that induces a sense of presence in the user? The second aspect considers the integration of virtual persons. Can characters be recorded and replayed in a way such that they are perceived as believable entities of the world and therefore act as a part of the users environment?
The purpose of this thesis was the development of a framework called Mixed Reality Embodiment Platform. This inital system implements fundamental functionalities to be used as a basis for future extensions to the framework. We also provide a first application that enables user studies to evaluate the framework and contribute to aforementioned research questions.
In this work a framework is developed that is used to create an evaluation scheme for the evaluation of text processing tools. The evaluation scheme is developed using a model-dependent software evaluation approach and the focus of the model-dependent part is the text-processing process which is derived from the Conceptual Analysis Process developed in the GLODERS project. As input data a German court document is used containing two incidents of extortion racketeering which happened in 2011 and 2012. The evaluation of six different tools shows that one tool offers great results for the given dataset when it is compared to manual results. It is able to identify and visualize relations between concepts without any additional manual work. Other tools also offer good results with minor drawbacks. The biggest drawback for some tools is the unavailability of models for the German language. They can perform automated tasks only on English documents. Nonetheless some tools can be enhanced by self-written code which allows users with development experience to apply additional methods.
Particle swarm optimization is an optimization technique based on simulation of the social behavior of swarms.
The goal of this thesis is to solve 6DOF local pose estimation using a modified particle swarm technique introduced by Khan et al. in 2010. Local pose estimation is achieved by using continuous depth and color data from a RGB-D sensor. Datasets are aquired from different camera poses and registered into a common model. Accuracy and computation time of the implementation is compared to state of the art algorithms and evaluated in different configurations.
In this thesis, we deal with the question if challenge, flow and fun in computer games are related to each other, and which influence the motivational, psychological components motivation of success, motivation of failure and the chance of success do have. In addition, we want to know if a free choice in the level of difficulty is the optimal way to flow. To examine these theories, a study based on an online survey was executed, in which the participants played the game “flOw“. The results were evaluated with the help of a two-factorial analysis of variance with repeated measurement and tests on correlation. Thereby we found out that there actually exists a relation between challenge, flow and fun and that motivation does matter indirectly.
The Material Point Method (MPM) has proven to be a very capable simulation method in computer graphics that is able to model materials that were previously very challenging to animate [1, 2]. Apart from simulating singular materials, the simulation of multiple materials that interact with each other introduces new challenges. This is the focus of this thesis. It will be shown that the self-collision capabilities of the MPM can naturally handle multiple materials interacting in the same scene on a collision basis, even if the materials use distinct constitutive models. This is then extended by porous interaction of materials as in[3], which also integrates easily with MPM.It will furthermore be shown that regular single-grid MPM can be viewed as a subset of this multi-grid approach, meaning that its behavior can also be achieved if multiple grids are used. The porous interaction is generalized to arbitrary materials and freely changeable material interaction terms, yielding a flexible, user-controllable framework that is independent of specific constitutive models. The framework is implemented on the GPU in a straightforward and simple way and takes advantage of the rasterization pipeline to resolve write-conflicts, resulting in a portable implementation with wide hardware support, unlike other approaches such as [4].
Knowledge-based authentication methods are vulnerable to Shoulder surfing phenomenon.
The widespread usage of these methods and not addressing the limitations it has could result in the user’s information to be compromised. User authentication method ought to be effortless to use and efficient, nevertheless secure.
The problem that we face concerning the security of PIN (Personal Identification Number) or password entry is shoulder surfing, in which a direct or indirect malicious observer could identify the user sensitive information. To tackle this issue we present TouchGaze which combines gaze signals and touch capabilities, as an input method for entering user’s credentials. Gaze signals will be primarily used to enhance targeting and touch for selecting. In this work, we have designed three different PIN entry method which they all have similar interfaces. For the evaluation, these methods were compared based on efficiency, accuracy, and usability. The results uncovered that despite the fact that gaze-based methods require extra time for the user to get familiar with yet it is considered more secure. In regards to efficiency, it has the similar error margin to the traditional PIN entry methods.
This thesis deals with Responsible Research and Innovation (RRI). The objectives of the work are to clarify the term RRI and to identify the current state of research in the field. RRI is a concept significantly shaped by the European Commission (EC). It is composed of responsibility, research and innovation, which will be considered individually to begin with. According to the definition by Clausen (2009) used here, responsibility is made up of a subject ("Who takes responsibility"), an object ("for what,"), one or several addressees ("to whom") and authorities ("and why?"). In the conceptual chapter of this thesis, the role of organisations as subjects of responsibility is grounded in the fact that they work toward a certain purpose. More importantly, though, society as an important addressee and authority of responsibility, increasingly calls for organisations to take responsibility for the consequences and wider impacts of their actions. The field of sustainability, with its pillars of economical, ecological and social issues, is considered a key object of responsibility. Innovation and research as an integral part of it are understood as complex processes aiming at reaching corporate goals in novel ways. By means of a literature analysis according to Webster & Watson (2002) the current state of research on RRI is explored. Most of the literature used is identified as conceptual in nature. Despite the great uncertainty that still prevails, four dimensions of RRI can be identified: Deliberation, Anticipation, Reflexivity, and Responsiveness. Taking into account the results of the literature review, the dimensions offered by the EC are classified as important activities rather than conceptual dimensions. Research and innovation in alignment with RRI involves stakeholders, particularly society, in the process right from the beginning. It also examines its potential impacts and continually reflects on its motivations and underlying values. The most important aspect is the adaptability of the process in response to the results from the other dimensions. All activities are based on responsibility and sustainability and are integrated through appropriate management and governance. In addition to conceptual work, little research has been done especially with regard to operationalisation and implementation of RRI. For the latter, the embedding in a stage-gate process according to Cooper (2010) is suggested here. However, the actual design of the conceptual dimensions still needs to be specified. In addition, overall awareness of RRI needs to be sharpened and a commitment to RRI made.
With the appearance of modern virtual reality (VR) headsets on the consumer market, there has been the biggest boom in the history of VR technology. Naturally, this was accompanied by an increasing focus on the problems of current VR hardware. Especially the control in VR has always been a complex topic.
One possible solution is the Leap Motion, a hand tracking device that was initially developed for desktop use, but with the last major software update it can be attached to standard VR headsets. This device allows very precise tracking of the user’s hands and fingers and their replication in the virtual world.
The aim of this work is to design virtual user interfaces that can be operated with the Leap Motion to provide a natural method of interaction between the user and the VR environment. After that, subject tests are performed to evaluate their performance and compare them to traditional VR controllers.
Mit der Microsoft Kinect waren die ersten Aufnahmen von synchronisierten Farb- und Tiefendaten (RGB-D) möglich, ohne hohe finanzielle Mittel aufwenden zu müssen und neue Möglichkeiten der Forschung eröffneten sich. Mit fortschreitender Technik sind auch mobile Endgeräte in der Lage, immer mehr zu leisten. Lenovo und Asus bieten die ersten kommerziell erwerblichen Geräte mit RGB D-Wahrnehmung an. Mit integrierten Funktionen der Lokalisierung, Umgebungserkennung und Tiefenwahrnehmung durch die Plattform Tango von Google gibt es bereits die ersten Tests in verschiedenen Bereichen des Rechnersehens z.B. Mapping. In dieser Arbeit wird betrachtet, inwiefern sich ein Tango Gerät für die Objekterkennung eignet. Aus den Ausgangsdaten des Tango Geräts werden RGB D-Daten extrahiert und für die Objekterkennung verarbeitet. Es wird ein Überblick über den aktuellen Stand der Forschung und gewisse Grundlagen bezüglich der Tango Plattform gegeben. Dabei werden existierende Ansätze und Methoden für eine Objekterkennung auf mobilen Endgeräten untersucht. Die Implementation der Erkennung wird anhand einer selbst erstellten Datenbank von RGB-D Bildern gelernt und getestet. Neben der Vorstellung der Ergebnisse werden Verbesserungen und Erweiterungen für die Erkennung vorgeschlagen.
Data flow models in the literature are often very fine-grained, which transfers to the data flow analysis performed on them and thus leads to a decrease in the analysis' understandability. Since a data flow model, which abstracts from the majority of implementation details of the program modeled, allows for potentially easier to understand data flow analyses, this master thesis deals with the specification and construction of a highly abstracted data flow model and the application of data flow analyses on this model. The model and the analyses performed on it have been developed in a test-driven manner, so that a wide range of possible data flow scenarios could be covered. As a concrete data flow analysis, a static security check in the form of a detection of insufficient user input sanitization has been performed. To date, there's no data flow model on a similarly high level of abstraction. The proposed solution is therefore unique and facilitates developers without expertise in data flow analysis to perform such analyses.
Opinion Mining
(2010)
Das Opinion Mining stellt eine Methode dar, mit der Meinungen aus dem WWW gefiltert und intelligent aufbereitet werden können, um Stimmungsanalysen zu einzelnen Produkten und Dienstleistungen zu erstellen. Opionion Mining bietet den Unternehmen somit eine innovative Möglichkeit, ihre Marketingkommmunikation planbarer und wirkungsvoller zu gestalten und ein deutlich erhöhtes Maß an Involvement und Relevanz innerhalb bestimmter Zielgruppen zu erreichen. Zunächst werden die theoretischen Grundlagen des Web 2.0 und relevanter Methoden der Business Intelligence erläutert. Die empirische Untersuchung bildet den Schwerpunkt der Arbeit. Auf die Entwicklung eines Vorgehensmodells folgt die praktische Anwendung dieses Modells auf ein Produkt. Die Ergebnisse werden im Review-Scan im Hinblick auf Forschung und Praxis ausgewertet und diskutiert.
Opinion Mining : Using Twitter as a source of opinion for the prediction of stock market prices
(2012)
Neben den theoretischen Grundkonzepten der automatisierten Fließtextanalyse, die das Fundament dieser Arbeit bilden, soll ein Überblick in den derzeitigen Forschungsstand bei der Analyse von Twitter-Nachrichten gegeben werden. Hierzu werden verschiedene Forschungsergebnisse der, derzeit verfügbaren wissenschaftlichen Literatur erläutert, miteinander verglichen und kritisch hinterfragt. Deren Ergebnisse und Vorgehensweisen sollen in unsere eigene Forschung mit eingehen, soweit sie sinnvoll erscheinen. Ziel ist es hierbei, den derzeitigen Forschungsstand möglichst gut zu nutzen.
Ein weiteres Ziel ist es, dem Leser einen Überblick über verschiedene maschinelle Datenanalysemethoden zur Erkennung von Meinungen zu geben. Dies ist notwendig, um die Bedeutung der im späteren Verlauf der Arbeit eingesetzten Analysemethoden in ihrem wissenschaftlichen Kontext besser verstehen zu können. Da diese Methoden auf verschiedene Arten durchgeführt werden können, werden verschiedene Analysemethoden vorgestellt und miteinander verglichen. Hierdurch soll die Machbarkeit der folgenden Meinungsauswertung bewiesen werden. Um eine hinreichende Genauigkeit bei der folgenden Untersuchung zu gewährleisten, wird auf ein bereits bestehendes und evaluiertes Framework zurückgegriffen. Dieses ist als API 1 verfügbar und wird daher zusätzlich behandelt. Der Kern Inhalt dieser Arbeit wird sich der Analyse von Twitternachrichten mit den Methoden des Opinion Mining widmen.
Es soll untersucht werden, ob sich Korrelationen zwischen der Meinungsausprägung von Twitternachrichten und dem Börsenkurs eines Unternehmens finden lassen. Es soll dabei die Stimmungslage der Firma Google Inc. über einen Zeitraum von einem Monat untersucht und die dadurch gefunden Erkenntnisse mit dem Börsenkurs des Unternehmens verglichen werden. Ziel ist es, die Erkenntnisse von (Sprenger & Welpe, 2010) und (Taytal & Komaragiri, 2009) auf diesem Gebiet zu überprüfen und weitere Fragestellungen zu beantworten.
This thesis proposes the use of MSR (Mining Software Repositories) techniques to identify software developers with exclusive expertise about specific APIs and programming domains in software repositories. A pilot Tool for finding such
“Islands of Knowledge” in Node.js projects is presented and applied in a case study to the 180 most popular npm packages. It is found that on average each package has 2.3 Islands of Knowledge, which is possibly explained by the finding that npm packages tend to have only one main contributor. In a survey, the maintainers of 50 packages are contacted and asked for opinions on the results produced by the Tool. Together with their responses, this thesis reports on experiences made with the pilot Tool and how future iterations could produce even more accurate statements about programming expertise distribution in developer teams.
In this thesis, the performance of the IceCube projects photon propagation
code (clsim) is optimized. The process of GPU code analysis and perfor-
mance optimization is described in detail. When run on the same hard-
ware, the new version achieves a speedup of about 3x over the original
implementation. Comparing the unmodified code on hardware currently
used by IceCube (NVIDIA GTX 1080) against the optimized version run on
a recent GPU (NVIDIA A100) a speedup of about 9.23x is observed. All
changes made to the code are shown and their performance impact as well
as the implications for simulation accuracy are discussed individually.
The approach taken for optimization is then generalized into a recipe.
Programmers can use it as a guide, when approaching large and complex
GPU programs. In addition, the per warp job-queue, a design pattern used
for load balancing among threads in a CUDA thread block, is discussed in
detail.
Human detection is a key element for human-robot interaction. More and more robots are used in human environments, and are expected to react to the behavior of people. Before a robot can interact with a person, it must be able to detect it at first. This thesis presents a system for the detection of humans and their hands using a RGB-D camera. First, a model based hypotheses for possible positions of humans are created to recognize a person. By using the upper parts of the body are used to extract, new features based on relief and width of a person- head and shoulders are extracted. The hypotheses are checked by classifying the features with a support vector machine (SVM). The system is able to detect people in different poses. Both sitting and standing humans are found, by using the visible upper parts of the person. Moreover, the system is able to recognize if a human is facing or averting the sensor. If the human is facing the sensor, the color information and the distance between hand and body are used to detect the positions of the person- hands. This information is useful for gestures recognition and thus can further enhances human-robot interaction.
Point Rendering
(2021)
In this thesis different methods for rendering point data are shown and compared with each other. The methods can be divided into two categories. For one visual methods are introduced that strictly deal with the displaying of point primitves. The main problem here lies in the depiction of surfaces since point data, unlike traditional triangle meshes, doesn't contain any connectivity information. On the other hand data strucutres are shown that enable real-time rendering of large point clouds. Point clouds often contain large amounts of data since they are mostly generated through 3D scanning processes such as laser scanning and photogrammetry.
Today you can find smartphones everywhere. This situation created a hype for Augmented Reality and AR Apps. The big question is: Do these applications provide a real added value? To make AR pratically it is important to add the computational power of a computer to the advantages of AR. An easy and fast way of interaction is essential.
A Poker-Assistance-Software is an ideal test area for an AR Application with real added value. The estimation of the winning probability and a fast automated tracking of the playing cards is the perfect field of investigation.
In this discussion it is interesting to evaluate the added value of AR Applications in common.
In der Literatur sind Projekte als geeignetes Mittel zur Implementierung von Strategien im Unternehmen anerkannt. Ähnlich wie bei einem Projekt handelt es sich bei der Implementierung von Strategien um zeitlich befristete Aufgaben, die in der Regel eine hohe Komplexität und Neuartigkeit aufweisen. Aufgrund dessen werden heutzutage strategische Vorhaben in Form von Projekten umgesetzt. Somit haben Projekte eine hohe Bedeutung für die strategische Entwicklung von Unternehmen. Um diese strategische Entwicklung sichern zu können, muss ein permanentes Lenkungssystem für strategische Projekte im Unternehmen implementiert werden " das Projektportfoliomanagement. Aufgrund der Komplexität und Neuartigkeit strategischer Projekte ist das Projektportfoliomanagement ein hoch komplexes Lenkungssystem mit vielen Subprozessen, die mit hohen Kosten und Zeitaufwand verbunden sind. Diese Masterarbeit beschäftigt sich mit der Optimierung des Projektportfoliomanagements anhand der Lean-Philosophie. Letztere ist eine Sammlung von Prinzipien und Methoden, die für die Verschlankung der Produktion in der Automobilindustrie entwickelt wurde. Der Einsatz der Lean-Prinzipien brachte eine derartige Steigerung der Effizienz und Effektivität bei der Automobilherstellung, dass diese Prinzipien auch in anderen Branchen und Funktionsbereichen eigesetzt werden. Nun soll das Potential der Lean-Philosophie für die Optimierung des Projektportfoliomanagements untersucht werden.
Object recognition is a well-investigated area in image-based computer vision and several methods have been developed. Approaches based on Implicit Shape Models have recently become popular for recognizing objects in 2D images, which separate objects into fundamental visual object parts and spatial relationships between the individual parts. This knowledge is then used to identify unknown object instances. However, since the emergence of aσordable depth cameras like Microsoft Kinect, recognizing unknown objects in 3D point clouds has become an increasingly important task. In the context of indoor robot vision, an algorithm is developed that extends existing methods based on Implicit Shape Model approaches to the task of 3D object recognition.
This thesis explores the possibilities of probabilistic process modelling for the Computer Supported Cooperative Work (CSCW) systems in order to predict the behaviour of the users present in the CSCW system. Toward this objective applicability, advantages, limitations and challenges of probabilistic modelling are excavated in context of CSCW systems. Finally, as a primary goal seven models are created and examined to show the feasibilities of probabilistic process discovery and predictions of the users behaviour in CSCW systems.
Prototyp einer generischen Recommendation Engine basierend auf Echtzeit-Assoziationsanalysen mit R
(2016)
In dieser Arbeit wurde unter Verwendung der Programmiersprache R ein Prototyp zur Erstellung einer Recommendation Engine zur Aufdeckung von Assoziationen innerhalb einer gegebenen Datenmenge entwickelt. Die Berechnung der Assoziationen findet hierbei in Echtzeit statt und des Weiteren wurden die Analysefunktionen generisch programmiert, um ein schnelles Einbinden und einfaches Parametrisieren von Datensätzen zu ermöglichen. Die Entwicklung fußte auf der grundlegenden Motivation, Data Mining Methoden wie das Assoziationsverfahren teilweise zu automatisieren, um damit generierte Lösungen effizienter umsetzen zu können. Der Entwicklungsprozess war insgesamt erfolgreich, sodass alle Grundfunktionalitäten im Sinne eines evolutionären Prototypings vorhanden sind.
The industry standard Decision Model and Notation (DMN) has enabled a new way for the formalization of business rules since 2015. Here, rules are modeled in so-called decision tables, which are defined by input columns and output columns. Furthermore, decisions are arranged in a graph-like structure (DRD level), which creates dependencies between them. With a given input, the decisions now can be requested by appropriate systems. Thereby, activated rules produce output for future use. However, modeling mistakes produces erroneous models, which can occur in the decision tables as well as at the DRD level. According to the Design Science Research Methodology, this thesis introduces an implementation of a verification prototype for the detection and resolution of these errors while the modeling phase. Therefore, presented basics provide the needed theoretical foundation for the development of the tool. This thesis further presents the architecture of the tool and the implemented verification capabilities. Finally, the created prototype is evaluated.
Predictive Process Monitoring is becoming more prevalent as an aid for organizations to support their operational processes. However, most software applications available today require extensive technical know-how by the operator and are therefore not suitable for most real-world scenarios. Therefore, this work presents a prototype implementation of a Predictive Process Monitoring dashboard in the form of a web application. The system is based on the PPM Camunda Plugin presented by Bartmann et al. (2021) and allows users to easily create metrics, visualizations to display these metrics, and dashboards in which visualizations can be arranged. A usability test is with test users of different computer skills is conducted to confirm the application’s user-friendliness.
As a result of the technical progress, processes have to be adjusted. On the one hand, the digital transformation is absolutely necessary for every organization to operate efficient and sustainable, on the other hand whose accomplishment is a tremendous challenge. The huge amount of personal data, which accrue in this context, is an additional difficulty.
Against the background of the General Data Protection Regulation (GDPR), this thesis focuses on process management and ways of optimizing processes in a Human Resources Department. Beside the analysis of already existing structures and workflows, data management and especially the handling of personal data in an application process are examined. Both topics, the process management and the data protection are vitally important by itself, but it is necessary to implement the requirements of data protection within the appropriate position of a corresponding process. Relating to this, the thesis deals with the research question of what barriers may occur by a sustainable process integration and to which extend the GDPR prevent an unobstructed workflow within the Human Resources Department of the Handwerkskammer Koblenz. Additionally, answering the question of which subprocesses are convenient for a process automation is highly significant.
In scope of these questions Business Process Management is the solution. By means of the graphical representation standard, Business Process Model and Notation, a process model with the relevant activities, documents and responsibilities of the recruitment process is designed. Based on a target-actual comparison it becomes apparent, that standardized process steps with less exceptions and a large amount of information are basically convenient for automation respectively partial automation. After the different phases of the recruitment process are documented in detail, a Workflow-Management-System can ex-port the transformed models, so the involved employees just have to carry out a task list with assigned exercises. Against the background of the data protection regulations, access rights and maturities can be determined. Subsequently only authorized employees have admission to the personal data of applicants. Because of impending sanctions by violation against the GDPR, the implementation of the relevant legal foundations within the recruitment process is necessary and appropriate. Relating to the defined research questions, it appears that in principle not every activity is appropriate for a process automation. Especially unpredictable and on a wide range of factors depending subprocesses are unsuitable. Additionally, media discontinuities and redundant data input are obstacles to an enduring process integration. Nevertheless, a coherent consideration of the topics of business process management and the data protection regulations is required.
One of the fundamental decisions during the development of any system is the representation of data. In computer graphics, objects are usually represented as sets of triangles. There are however many different variants with their own strengths and weaknesses. This thesis will explore distancefields as a representation for objects. Distancefields are functions, which map every point in space to the distance to the closest surface point. While this description is very simple, a number of interesting properties can be derived, allowing for a multitude of shapes, operations and effects. An overview of the necessary background and methods is given. Furthermore, some extended or new approaches are presented, such as displaying implicit surfaces, approximating indirect illumination or implementing a GPU tracer.
Geographic cluster based routing in ad-hoc wireless sensor networks is a current field of research. Various algorithms to route in wireless ad-hoc networks based on position information already exist. Among them algorithms that use the traditional beaconing approach as well as algorithms that work beaconless (no information about the environment is required besides the own position and the destination). Geographic cluster based routing with guaranteed message delivery can be carried out on overlay graphs as well. Until now the required planar overlay graphs are not being constructed reactively.
This thesis proposes a reactive algorithm, the Beaconless Cluster Based Planarization (BCBP) algorithm, which constructs a planar overlay graph and noticeably reduces the number of messages required for that. Based on an algorithm for cluster based planarization it beaconlessly constructs a planar overlay graph in an unit disk graph (UDG). An UDG is a model for a wireless network in which every participant has the same sending radius. Evaluation of the algorithm shows it to be more efficient than the non beaconless variant. Another result of this thesis is the Beaconless LLRAP (BLLRAP) algorithm, for which planarity but not continued connectivity could be proven.
In this thesis the possibilities for real-time visualization of OpenVDB
files are investigated. The basics of OpenVDB, its possibilities, as well
as NanoVDB and its GPU port, were studied. A system was developed
using PNanoVDB, the graphics API port of OpenVDB. Techniques were
explored to improve and accelerate a single ray approach of ray tracing.
To prove real-time capability, two single scattering approaches were
also implemented. One of these was selected, further investigated and
optimized to achieve interactive real-time rendering.
It is important to give artists immediate feedback on their adjustments, as
well as the possibility to change all parameters to ensure a user friendly
creation process.
In addition to the optical rendering, corresponding benchmarks were
collected to compare different improvement approaches and to prove
their relevance. Attention was paid to the rendering times and memory
consumption on the GPU to ensure optimal use. A special focus, when
rendering OpenVDB files, was put on the integrability and extensibility of
the program to allow easy integration into an existing real-time renderer
like U-Render.
Motion capture refers to the process of capturing, processing and trans- lating real motions onto a 3D model. Not only in the movie and gaming industries, motion capture creates an indispensable realism of human and animal movement. Also in the context of robotics, medical movement therapy, as well as in AR and VR, motion capture is used extensively. In addition to the well established optical processes, especially in the last three areas, alternative systems based on inertial navigation (IMUs) are being used in-creasingly, because they do not rely on external cameras and thus limit the area of movement considerably less.
Fast evolving technical progress in the manufacturing of such IMUs allows building small sensors, wearable on the body which can transfer movements to a computer. The development of applying inertial systems to a motion capture context, however, is still at an early state. Problems like drift can currently only be minimized by adding additional hardware for correcting the read data.
In the following master thesis an IMU based motion capture system is designed and constructed. This contains the assembly of the hardware components as well as processing of the received movement data on the software side and their application to a 3D model.
Gartner predicts that 33 per cent of total accesses to Business Intelligence (BI) functionalities will be done until 2013 using mobile devices. While mobile devices have already spread to a high extent in private life they have recently become more and more part of the professional life as well and businesses are seeking to develop smart scenarios on how to integrate the new technologies in their processes. The development of mobile software applications is also booming in the field of BI. The research topic of Mobile Business Intelligence (mBI) is focussing on how to expand traditional BI concepts to the new mobility dimension thus enabling to apply BI functionalities on mobile devices, such as smartphones and tablet computers. The increasing significance of mBI for research in combination with the tremendous economic growth potential forecasted for the next years is the driver for writing this thesis. The main aspect of the present thesis is a concept on how to develop a consistent mBI Strategy aligning all structures, processes and stakeholders to one standard set of goals and guidelines. Crucial points when implementing an mBI strategy are the definition of goals, the identification of risks and opportunities, the adaptation of mBI to the user context, the integration of mBI into the existing IT landscape, as well as a proper set-up of system architectures and security concepts. Besides analyzing the aspect of mBI strategy this thesis also considers the market situation of mBI. Clearly defined goals and the systematic development of a consistent mBI strategy which is in line with these goals can be considered as a crucial prerequisite for companies to successfully implement mBI.