Bachelor Thesis
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Global-Illumination is an important part of the rendering of realistic images. However, the computational complexity of an accurate simulation of these effects is too high for the use in real time applications. In this paper Light-Propagation-Volumes, Screen-Space-Reflections and multiple variants of Screen-Space-Ambient-Occlusion are investigated as a solution for real time rendering. It is shown that they are fast enough for the use in real time applications. The various techniques approximate only a few aspects of the light transport, but complement each other.
This bachelor thesis implements a system for camera tracking based on a particle filter. For this purpose, a marker tracking is realized and the camera position is calculated based on the marker position. The marker is to be found with a particle filter and in order to accomplish this possible marker positions are simulated, also called particles, and weighted with Likelyhood-Functions. The focus lies on the evaluation of different Likelihood-Functions of the particle filter. The Likelyhood functions were implemented in CUDA as part of the implementation.
The following bachelor thesis gives an overview of various approaches and techniques for procedural generation of three-dimensional city models. Especially the usage of generative grammars is being examined and later used for the implementation of an own application. Its focus was the embedding of predetermined primary street networks as well as the procedural generation of secondary street networks and different kinds of buildings. The application allows the efficient creation of extensive and variably structured city models. However, there are restrictions regarding the realism and variation of the results.
Simulation von Schnee
(2019)
Using physics simulations natural phenomena can be replicated
with the computer. The aim is to calculate a physical feature as correclty as
possible in order to draw conclusions for the real world. Fields of Application
are, for example, medicine, industry, but also games or films.
Snow is a very complex natural phenomenon due to its physical structure
and properties. To simulate snow, different material properties have to be
considered.
The most important method that deals with the simulation of snow and its
dynamics is the material point method. It combines the Lagrangian particles
based on continuum mechanics with a Cartesian grid. The grid enables
communication between the snow particles, which are not actually connected.
For calculation of particles data is transferred from these particles to
the grid nodes. There, calculations are carried out with information about
neighboring particles. The results are then transferred back to the original
particles. Using GPGPU techniques, physical simulations can be implemented
on the graphics card. Procedures like the material point method
can be parallelized well with these techniques.
This paper deals with the physical basics of the material point method and
implements them on the graphics card using compute shaders. Then performance
and quality are evaluated.
The development of a game engine is considered a non-trivial problem. [3] The architecture of such simulation software must be able to manage large amounts of simulation objects in real-time while dealing with “crosscutting concerns” [3,p. 36] between subsystems. The use of object oriented paradigms to model simulation objects in class hierarchies has been reported as incompatible with constantly changing demands during game development [2, p. 9], resulting in anti-patterns and eventual, messy refactoring.[13]
Alternative architectures using data oriented paradigms revolving around object composition and aggregation have been proposed as a result. [13, 9, 1, 11]
This thesis describes the development of such an architecture with the explicit goals to be simple, inherently compatible with data oriented design, and to make reasoning about performance characteristics possible. Concepts are formally defined to help analyze the problem and evaluate results. A functional implementation of the architecture is presented together with use cases common to simulation software.
This thesis is about the design and the implementation of a virtual reality experience. The goal is to answer two questions: Is it possible to create an immersive virtual reality experience which is mainly using impulses and triggers to scare and frighten users? Secondly, is this immersion strong enough to create an illusion in which the user can't separate the real world from the virtual world? To realise this project the design program Unity3D as well as Visual Studios 2017 were used. Furthermore, in order to verify that the experience is indeed immersive for the user, an experiment with a sample size of seven people was created. Afterwards the candidates were interviewed via a questionnaire how they felt during the virtual reality application. As a result the study showed that the application has tendencies to be immersive but the users were still aware of the situation. It can be concluded that the immersion was not strong enough to fool users regarding the separation of virtual and real world.
This bachelor thesis investigates the utilization of the Wii Balance Board
in virtual reality applications. For the investigation a snowboard game is
implemented, in which the virtual avatar can be controlled with the pressure
sensors of the Wii Balance Board. The user should be able to move
playfully and intuitively through the virtual environment by balancing his
body. The immersiveness and the influence on motion sickness and cybersickness
will be investigated. In Addition, the Wii Balance Board will be
compared with the Xbox Controller. The aim of the work is to evaluate
whether the Wii Balance Board is able to allow free movement in virtual
environments and whether it is more advantageous to use it rather than
a conventional controller. The results of the survey indicate that the Wii
Balance Board has a positive influence on the immersivness of the game,
despite better game results by using a conventional controller. The survey
also reveals that the use of the Wii Balance Board is responsible for more
motion-sickness/cybersickness cases.
Over the past few decades society’s dependence on software systems has grown significantly. These systems are utilized in nearly every matter of life today and often handle sensitive, private data. This situation has turned software security analysis into an essential and widely researched topic in the field of computer science. Researchers in this field tend to make the assumption that the quality of the software systems' code directly affects the possibility for security gaps to arise in it. Because this assumption is based on properties of the code, proving it true would mean that security assessments can be performed on software, even before a certain version of it is released. A study based on this implication has already attempted to mathematically assess the existence of such a correlation, studying it based on quality and security metric calculations. The present study builds upon that study in finding an automatic method for choosing well-fitted software projects as a sample for this correlation analysis and extends the variety of projects considered for the it. In this thesis, the automatic generation of graphical representations both for the correlations between the metrics as well as for their evolution is also introduced. With these improvements, this thesis verifies the results of the previous study with a different and broader project input. It also focuses on analyzing the correlations between the quality and security metrics to real-world vulnerability data metrics. The data is extracted and evaluated from dedicated software vulnerability information sources and serves to represent the existence of proven security weaknesses in the studied software. The study discusses some of the difficulties that arise when trying to gather such information and link it to the difference in the information contained in the repositories of the studied projects. This thesis confirms the significant influence that quality metrics have on each other. It also shows that it is important to view them together as a whole and suppose that their correlation could influence the appearance of unwanted vulnerabilities as well. One of the important conclusions I can draw from this thesis is that the visualization of metric evolution graphs, helps the understanding of the values as well as their connection to each other in a more meaningful way. It allows for better grasp of their influence on each other as opposed to only studying their correlation values. This study confirms that studying metric correlations and evolution trends can help developers improve their projects and prevent them from becoming difficult to extend and maintain, increasing the potential for good quality as well as more secure software code.
This thesis deals with the conception and implementation of an action role-playing game using the game engine Unity. Within the context of an evaluation, the game was supposed to be evaluated with regard to the usability of the integrated control modes, the visual conviction of the animations and the user-friendliness of the tools and visualizations provided. In addition, weaknesses and problems in the game were to be identified through open feedback. The results of the evaluation showed that the game is still expandable in terms of usability and user-friendliness, but has left a good impression on the test persons.
In dieser Arbeit wird überprüft, ob die Befahrung mit Forstmaschinen auf Andosol-Waldstandorten Auswirkungen auf die Bodenverdichtung hat. Dazu werden Faktoren wie die Anzahl der Befahrungen, die Neigung sowie die Bodenart betrachtet und analysiert. Die Andosolböden im Untersuchungsgebiet sind durch sehr geringe Lagerungsdichten sowie hohe Porenvolumen, bedingt durch Laacher See-Tephra (LST), gekennzeichnet.
Infolge der Befahrung durch Forstmaschinen bei zum Teil ungünstiger Witterung, bildeten sich bis zu 67 cm tiefe Fahrspuren. Des Weiteren erhöht sich die Lagerungsdichte im Vergleich zum unbeeinflussten Wald im Schnitt um 17 %, im Extremfall bis zu 54 %. Einzeln betrachtet kann für die Bodenart ein starker Zusammenhang zwischen Feinboden, vor allem Schluff sowie Ton, und der Lagerungsdichte festgestellt werden. Ein Zusammenhang zwischen der Hangneigung und der Verdichtung des Bodens kann anhand der untersuchten Rückegasse nicht festgestellt werden. Die Anzahl der Befahrungen scheint im Untersuchungsgebiet mit dem Grad der Verdichtung einherzugehen.