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Taxonomy and Systematics of Spiny-Backed Treefrogs, Genus Osteocephalus (Amphibia: Anura: Hylidae)
(2015)
The pan-Amazonian treefrog genus Ostecephalus is poorly understood both on a taxonomic and phylogenetic level. The status of several frogs already or not yet referred to the genus is unclear and the relationships among the genus and with respect to related genera is not understood. In this work O. cabrerai (Cochran and Goin, 1970) from Colombia and Peru is redescribed and O. festae (Peracca, 1904) from the foothills of the Andes in Ecuador is revalidated. Hyla inframaculata Boulenger, 1882, from the lower Amazon in Brazil, is reallocated to Osteocephalus and O. elkejungingerae (Henle, 1981) from the Andean foothills in Peru is shown to be a synonym of Hyla mimetica (Melin, 1941), the valid name being O. mimeticus. Hyla vilarsi Melin, 1941 is considered a valid species in the genus Osteocephalus and revalidated from the synonymies of several other frogs. Three new species, O. castaneicola from northern Bolivia and southern Peru, O. duellmani from a sub-Andean mountain range in southern Ecuador, and O. camufatus from central Amazonian Brazil, are described. A phylogenetic analysis based on up to nine mitochondrial genes and one nuclear one reveals the paraphyly of the genus as previously understood with respect to the genus Tepuihyla. A new taxonomy is proposed, securing the monophyly of Osteocephalus and Tepuihyla by rearranging and redefining the content of both genera. A new genus, Dryaderces, is erected for the sister group of Osteocephalus. The colouration of newly metamorphosed individuals is proposed as a morphological synapomorphy for Osteocephalus. Five monophyletic species groups within Osteocephalus are recognized, three species of Osteocephalus (O. germani, O.rnphasmatus, O. vilmae) and three species of Tepuihyla (T. celsae, T. galani, T. talbergae) synonymized and three species (Hyla helenae to Osteocephalus, O.rnexophthalmus to Tepuihyla and O. pearsoni to Dryaderces gen. n.) reallocated. Furthermore, nine putative new species are flagged (an increase to 138% of the current diversity), an indication that species numbers are largely underestimated, with most hidden diversity centred on widespread and polymorphic nominal species. The evolutionary origin of breeding strategies within Osteocephalus is discussed in the light of this new phylogeny and a novel type of amplexus (gular amplexus) is described.
This thesis shows an interaction of primitives in a three-dimensional space which is done by gestures. Functions which are difficult to do by gestures without any absolute feeling of the position are implemented with a touchscreen. Besides the touchscreen a second input device, a Leap-Motion, is used to obtain data of the motion of the hand. To get its data the Leap-Motion uses two CCD-cameras and three infrared LEDs. The interactions that can be done without any feedback of the absolute position are the translation, rotation and scale. These three and the movement through space are implemented as gestures in this thesis. This is done in Blender with the BlenderrnGame Engine and Python. The only function which has been implemented for the touchscreen is to select an object. Later on, a comparative control of the mouse was invented to contrast it with the control of the gestures. There are two big differences between these two controls. On the one hand, the gesture controls can be done in a three-dimensional space but most people aren't used to it yet. On the other hand, there is just a two-dimensional input possibility with the mouse control. Otherwise it is familiar to most persons. The evaluation should reveal if people prefer interaction by mouse control or by gestures. The result shows that the prefered control is done by the mouse. However in some categories of the tests the gestures are quite close to the result of the mouse.
This thesis conducts a text and network analysis of criminological files. The specific focus during the research is the field money laundering. The analysis showed the most important concepts present in the text which were classified in eleven different classes. The relationships of those concepts were analysed using ego networks, key entity identification and clustering. Some of the statements given about money laundering could be validated by the findings of this analysis and their interpretation. Specific concepts like banks and organizations as well as foreign subsidiaries were identified. Aggregating these concepts with the statements in chapter 1.4.3 on the circular process of money laundering it can be stated that different organizations and individuals, present in the criminological files, were placing money through different banks, organizations and investments in the legal financial market. At last this thesis tries to validate the benefits of the used tools for the kind of conducted research process. An estimation on ORA's and Automap's applicability for this kind of research is given in the end.
NeuLand 2011,02 = Nr. 31
(2015)
Campusschule: Uni goes Schulpraxis
Praxisluft schnuppern - Wie in der Lehre praktisches Know-how vermittelt wird
Money, money, money - Fördermöglichkeiten für Studierende und Promovierende
Hinter den Kulissen - Ein Tag mit Chefhausmeister Hans-Jürgen Lösch
Wolfgang Huber - Interview mit dem Frank-Loeb-Gastprofessor 2011
Information systems research has started to use crowdsourcing platforms such as Amazon Mechanical Turks (MTurk) for scientific research, recently. In particular, MTurk provides a scalable, cheap work-force that can also be used as a pool of potential respondents for online survey research. In light of the increasing use of crowdsourcing platforms for survey research, the authors aim to contribute to the understanding of its appropriate usage. Therefore, they assess if samples drawn from MTurk deviate from those drawn via conventional online surveys (COS) in terms of answers in relation to relevant e-commerce variables and test the data in a nomological network for assessing differences in effects.
The authors compare responses from 138 MTurk workers with those of 150 German shoppers recruited via COS. The findings indicate, inter alia, that MTurk workers tend to exhibit more positive word-of mouth, perceived risk, customer orientation and commitment to the focal company. The authors discuss the study- results, point to limitations, and provide avenues for further research.
The increasing application of titanium dioxide nanoparticles (nTiO2) entails an increased risk regarding their release to surface water bodies, where they likely co-occur with other anthropogenic stressors, such as heavy metals. Their co-occurrence may lead to an adsorption of the metal ions onto the particles. These nanoparticles often sediment, due to their agglomeration, and thus pose a risk for pelagic or benthic species. The combined toxicity of nTiO2 and heavy metals is likely influenced by the properties of both stressors (since they may alter their interaction) and by environmental parameters (e.g., organic matter, pH, ionic strength) affecting their fate.
These issues were not yet systematically examined by the recent literature. Therefore, this thesis investigated the influence of nTiO2-products with differing crystalline phase composition on the toxicity of copper (as representative for heavy metals) in presence of different organic matters using the pelagic test organism Daphnia magna.
Moreover, the duration of the stressors` interaction (=aging) likely modulates the combined toxicity. Hence, the influence of nTiO2 on copper toxicity after aging as a function of environmental parameters (i.e., organic matter, pH, ionic strength) was additionally investigated.
Finally, the transferability of the major findings to benthic species was examined using Gammarus fossarum. The present thesis discovered a reduction of the copper toxicity facilitated by nTiO2 for all assessed scenarios, while its magnitude was determined by the surface area and structure of nTiO2, the quantity and quality of organic matter as well as the aging of both stressors. The general copper toxicity reduction by nTiO2 was also transferable to benthic species, despite their potentially increased exposure due to the sedimentation of nTiO2 with adsorbed copper. These observations suggest the application of nTiO2 as remediation agent, but potential side effects (e.g., chronic toxicity, reactive oxygen species formation) require further investigations. Moreover, questions regarding the transferability to other stressors (e.g., different heavy metals, organic chemicals) and the fate of stressors adsorbed to nTiO2 in aquatic ecosystems remain open.
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.
Emotion regulation – an empirical investigation in female adolescents with nonsuicidal self- injury
(2015)
Nonsuicidal self-injury (NSSI) was included as a condition for further study in the DSM-5. Therefore, it is necessary to investigate the suggested diagnostic criteria and the clinical and psychological correlates. In order to provide an optimal treatment best tailored to the patients need, a clear differentiation between Borderline Personality Disorder (BPD) and NSSI is needed. The investigation of personality traits specific to patients with NSSI might be helpful for this differentiation. Furthermore, social difficulties can often be a trigger for NSSI. However, little is known about how adolescents with NSSI perceive social situations. Therefore, we examined how adolescents with NSSI process emotional expressions. A new emotion recognition paradigm (ERP) using colored and morphed facial expressions of happiness, anger, sadness, disgust and fear was developed and evaluated in a student sample, selected for being high (HSA) or low socially anxious (LSA). HSA showed a tendency towards impaired emotion recognition, and the paradigm demonstrated good construct validity.
For the main study, we investigated characteristics of NSSI, clinical and psychological correlates, personality traits and emotion recognition. We examined 57 adolescents with NSSI diagnosis, 12 adolescents with NSSI without impairment/distress and 14 adolescents with BPD, 32 clinical controls without NSSI, and 64 nonclinical controls. Participants were interviewed regarding mental disorders, filled out self-report questionnaires and participated in the ERP.
Results indicate that adolescents with NSSI experienced a higher level of impairment than clinical controls. There were similarities between adolescents with NSSI and adolescents with BPD, but also important differences. Adolescents with NSSI were characterized by specific personality traits such as high harm avoidance and novelty seeking compared to clinical controls. In adolescents with BPD, these personality traits were even more pronounced. No group differences in the recognition of facial expressions were found. Nonetheless compared to the control group, adolescents with NSSI rated the stimuli as significantly more unpleasant and arousing.
In conclusion, NSSI is a highly impairing disorder characterized by high comorbidity with various disorders and by specific personality traits, providing further evidence that NSSI should be handled as a distinct diagnostic entity. Consequently, the proposed DSM-5 diagnostic criteria for NSSI are useful and necessary.
Virtueller Konsum - Warenkörbe, Wägungsschemata und Verbraucherpreisindizes in virtuellen Welten
(2015)
Virtual worlds have been investigated by several academic disciplines for several years, e.g. sociology, psychology, law and education. Since the developers of virtual worlds have implemented aspects like scarcity and needs, even economic research has become interested in these virtual environments. Exploring virtual economies mainly deals with the research of trade regarding the virtual goods used to supply the emerged needs. On the one hand, economics analyzes the meaning of virtual trade according to the overall interpretation of the economical characteristics of virtual worlds. As some virtual worlds allow the change of virtual world money with real money and vice versa, virtual goods are traded by the users for real money, researchers on the other hand, study the impact of the interdependencies between virtual economies and the real world. The presented thesis mainly focuses on the trade within virtual worlds in the context of virtual consumption and the observation of consumer prices. Therefore, the four virtual worlds World of Warcraft, RuneScape, Entropia Universe and Second Life have been selected. There are several components required to calculate consumer price indices. First, a market basket, which contains the relevant consumed goods existing in virtual worlds, must be developed. Second, a weighting scheme has to be established, which shows the dispersion of consumer tendencies. Third, prices of relevant consumer goods have to be taken. Following real world methods, it is the challenge to apply those methods within virtual worlds. Therefore, this dissertation contains three corresponding investigation parts. Within a first analysis, it will be evaluated, in how far virtual worlds can be explored to identify consumable goods. As a next step, the consumption expenditures of the avatars will be examined based on an online survey. At last, prices of consumable goods will be recorded. Finally, it will be possible to calculate consumer price indices. While investigating those components, the thesis focuses not only on the general findings themselves, but also on methodological issues arising, like limited access to relevant data, missing legal legitimation or security concerns of the users. Beside these aspects, the used methods also allow the examination of several other economic aspects like the consumption habits of the avatars. At the end of the thesis, it will be considered to what extent virtual world economic characteristics can be compared with the real world.
Aspects like the important role of weapons or the different usage of food show significant differences to the real world, caused by the business models of virtual worlds.
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.