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This master- thesis investigates the topic of intercultural web design. Two websites from different countries are exemplarily compared. On the basis of cultural dimensions, cultural differences are presented on each respective website. The analysis particularly focuses on how detailed the respective website-designer and -operator regards their users" cultural differences and the creation of a cross-cultural web design. The analysis illustrates which cultural - and particularly intercultural - aspects of countries were taken into consideration in the design of the web sites. The investigation led to the conclusion that their implementation was not consequently executed for all web sites. Hence, this thesis offers suggestions for the improvement of aspects which are most important in intercultural web design.
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.
Thematik dieser Arbeit ist das dreidimensionale Image-Warping für diffuse und reflektierende Oberflächen. Das Warpingverfahren für den reflektierenden Fall gibt es erst seit 2014. Bei diesem neuen Algorithmus treten Artefakte auf, sobald ein Bild für einen alternativen Blickwinkel auf eine sehr unebene Fläche berechnet werden soll.
In dieser Arbeit wird der Weg von einem Raytracer, der die Eingabetexturen erzeugt, über das Warpingverfahren für beide Arten der Oberflächen, bis zur Optimierung des Reflective-Warping-Verfahrens erarbeitet. Schließlich werden die Ergebnisse der Optimierung bewertet und in den aktuellen sowie zukünftigen Stand der Technik eingeordnet.
Proceedings of the 9th Open German-Russian Workshop on Pattern Recognition and Image Understanding
(2015)
The Proceedings of the 9th Open German-Russian Workshop on Pattern Recognition and Image Understanding include publications (extended abstracts), that cover but are not limited to the following topics: - Mathematical Theory of Pattern Recognition, Image and Speech Processing, Analysis, Recognition and Understanding. - Cognitive Technologies, Information Technologies, Automated Systems and Software for Pattern Recognition, Image, Speech and Signal Processing, Analysis and Understanding - Databases, Knowledge Bases, and Linguistic Tools - Special-Purpose Architectures, Software and Hardware Tools - Vision and Sensor Data Interpretation for Robotics - Industrial, Medical, Multimedia and Other Applications - Algorithms, Software, Automated Systems and Information Technologies in Bioinformatics and Medical Informatics. The workshop took place from December 1st-5th, 2014, at the University of Koblenz-Landau in Koblenz, Germany.
Real-time graphics applications are tending to get more realistic and approximate real world illumination gets more reasonable due to improvement of graphics hardware. Using a wide variation of algorithms and ideas, graphics processing units (GPU) can simulate complex lighting situations rendering computer generated imagery with complicated effects such as shadows, refraction and reflection of light. Particularly, reflections are an improvement of realism, because they make shiny materials, e.g. brushed metals, wet surfaces like puddles or polished floors, appear more realistic and reveal information of their properties such as roughness and reflectance. Moreover, reflections can get more complex, depending on the view: a wet surface like a street during rain for example will reflect lights depending on the distance of the viewer, resulting in more streaky reflection, which will look more stretched, if the viewer is locatedrnfarther away from the light source. This bachelor thesis aims to give an overview of the state-of-the-art in terms of rendering reflections. Understanding light is a basic need to understand reflections and therefore a physical model of light and its reflection will be covered in section 2, followed by the motivational section 2.2, that will give visual appealing examples for reflections from the real world and the media. Coming to rendering techniques, first, the main principle will be explained in section 3 followed by a short general view of a wide variety of approaches that try to generate correct reflections in section 4. This thesis will describe the implementation of three major algorithms, that produce plausible local reflections. Therefore, the developed framework is described in section 5, then three major algorithms will be covered, that are common methods in most current game and graphics engines: Screen space reflections (SSR), parallax-corrected cube mapping (PCCM) and billboard reflections (BBR). After describing their functional principle, they will be analysed of their visual quality and the possibilities of their real-time application. Finally they will be compared to each other to investigate the advantages and disadvantages over each other. In conclusion, the gained experiences will be described by summarizing advantages and disadvantages of each technique and giving suggestions for improvements. A short perspective will be given, trying to create a view of upcoming real-time rendering techniques for the creation of reflections as specular effects.
The present work introduces a rigid-body physics engine, focusing on the collision detection by GPU. The increasing performance and accessibility of modern graphics cards ensures that they can be also used for algorithms that are meant not only for imaging. This advantage is used to implement an efficient collision detection based on particles. The performance differences between CPU and GPU are presented by using a test environment.
The mitral valve is one of the four valves in the human heart. It is located in the left heart chamber and its function is to control the blood flow from the left atrium to the left ventricle. Pathologies can lead to malfunctions of the valve so that blood can flow back to the atrium. Patients with a faulty mitral valve function may suffer from fatigue and chest pain. The functionality can be surgically restored, which is often a long and exhaustive intervention. Thorough planning is necessary to ensure a safe and effective surgery. This can be supported by creating pre-operative segmentations of the mitral valve. A post-operative analysis can determine the success of an intervention. This work will combine existing and new ideas to propose a new approach to (semi-)automatically create such valve models. The manual part can guarantee a high quality model and reliability, whereas the automatic part contributes to saving valuable labour time.
The main contributions of the automatic algorithm are an estimated semantic separation of the two leaflets of the mitral valve and an optimization process that is capable of finding a coaptation-line and -area between the leaflets. The segmentation method can perform a fully automatic segmentation of the mitral leaflets if the annulus ring is already given. The intermediate steps of this process will be integrated into a manual segmentation method so a user can guide the whole procedure. The quality of the valve models generated by the method proposed in this work will be measured by comparing them to completely manually segmented models. This will show that commonly used methods to measure the quality of a segmentation are too general and do not suffice to reflect the real quality of a model. Consequently the work at hand will introduce a set of measurements that can qualify a mitral valve segmentation in more detail and with respect to anatomical landmarks. Besides the intra-operative support for a surgeon, a segmented mitral valve provides additional benefits. The ability to patient-specifically obtain and objectively describe the valve anatomy may be the base for future medical research in this field and automation allows to process large data sets with reduced expert dependency. Further, simulation methods that use the segmented models as input may predict the outcome of a surgery.
Simulation von Schnee
(2015)
Physic simulations allow the creation of dynamic scenes on the computer. Computer generated images become lively and find use in movies, games and engineering applications. GPGPU techniques make use of the graphics card to simulate physics. The simulation of dynamic snow is still little researched. The Material Point Method is the first technique which is capable of showing the dynamics andrncharacteristics of snow.
The hybrid use of Lagrangian particles and a regular cartesian grid enables solving of partial differential equations. Therefore articles are transformed to the grid. The grid velocities can then be updated with the calculation of gradients in an FEM-manner (finite element method). Finally grid node velocities are weight back to the particles to move them across the scene. This method is coupled with a constitutive model to cover the dynamic nature of snow. This include collisions and breaking.
This bachelor thesis connects the recent developments in GPGPU techniques of OpenGL with the Material Point Method to efficiently simulate visually compelling, dynamic snow scenes.