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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.
Will Eisners Graphic Novels zeugen von einer tiefgehenden Identitifation mit dem Judentum als Volkszugehörigkeit, Religion und Kultur und spiegeln das Judentum in all seinen Facetten wider. Dabei ist besonders hervorzuheben, dass die Entwicklung des Gesamtwerks parallel verläuft zur Geschichte der Emanzipation der jüdischen Bevölkerung in New York City. Der Band clustert die jüdischen Aspekte in Eisners Werk in beispielsweise Faktoren kollektiver Erinnerung, Umgang mit und Kampf gegen Antisemitismus und religiöse Besonderheiten.
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.
To construct a business process model manually is a highly complex and error-prone task which takes a lot of time and deep insights into the organizational structure, its operations and business rules. To improve the output of business analysts dealing with this process, different techniques have been introduced by researchers to support them during construction with helpful recommendations. These supporting recommendation systems vary in their way of what to recommend in the first place as well as their calculations taking place under the hood to recommend the most fitting element to the user. After a broad introduction into the field of business process modeling and its basic recommendation structures, this work will take a closer look at diverse proposals and descriptions published in current literature regarding implementation strategies to effectively and efficiently assist modelers during their business process model creation. A critical analysis of presentations in the selected literature will point out strengths and weaknesses of their approaches, studies and descriptions of those. As a result, the final concept matrix in this work will give a precise and helpful overview about the key features and recommendation methods used and implemented in previous research studies to pinpoint an entry into future works without the downsides already spotted by fellow researchers.
This bachelor thesis deals with the conception, implementation and evaluation of a Jump'n'Run game and the consideration of the influence of achievment systems on players. In the game Age of Tunes you play Bardur, the beardless bard and have to try to free the cursed magical creatures in the world Harmonica. The emphasis of the thesis was the clean conception and gradual development of the game, appealing graphic quality, integration of opponents, a mini-game and the consideration of effects of an achievment system on players. In a final evaluation the game and the behavior could be evaluated regarding the achievments.
Groundwater is essential for the provision of drinking water in many areas around the world. The ecosystem services provided by groundwater-related organisms are crucial for the quality of groundwater-bearing aquifers. Therefore, if remediation of contaminated groundwater is necessary, the remediation method has to be carefully selected to avoid risk-risk trade-offs that might impact these valuable ecosystems. In the present thesis, the ecotoxicity of the in situ remediation agent Carbo-Iron (a composite of zero valent nano-iron and active carbon) was investigated, an estimation of its environmental risk was performed, and the risk and benefit of a groundwater remediation with Carbo-Iron were comprehensively analysed.
At the beginning of the work on the present thesis, a sound assessment of the environmental risks of nanomaterials was impeded by a lack of guidance documents, resulting in many uncertainties on selection of suitable test methods and a low comparability of test results from different studies with similar nanomaterials. The reasons for the low comparability were based on methodological aspects of the testing procedures before and during the toxicity testing. Therefore, decision trees were developed as a tool to systematically decide on ecotoxicity test procedures for nanomaterials. Potential effects of Carbo-Iron on embryonic, juvenile and adult life stages of zebrafish (Danio rerio) and the amphipod Hyalella azteca were investigated in acute and chronic tests. These tests were based on existing OECD and EPA test guidelines (OECD, 1992a, 2013a, 2013b; US EPA, 2000) to facilitate the use of the obtained effect data in the risk assessment. Additionally, the uptake of particles into the test organisms was investigated using microscopic methods. In zebrafish embryos, effects of Carbo-Iron on gene expression were investigated. The obtained ecotoxicity data were complemented by studies with the waterflea Daphnia magna, the algae Scenedesmus vacuolatus, larvae of the insect species Chironomus riparius and nitrifying soil microorganisms.
In the fish embryo test, no passage of Carbo-Iron particles into the perivitelline space or the embryo was observed. In D. rerio and H. azteca, Carbo-Iron was detected in the gut at the end of exposure, but no passage into the surrounding tissue was detected. Carbo-Iron had no significant effect on soil microorganisms and on survival and growth of fish. However, it had significant effects on the growth, feeding rate and reproduction of H. azteca and on survival and reproduction in D. magna. Additionally, the development rate of C. riparius and the cell volume of S. vacuolatus were negatively influenced.
A predicted no effect concentration of 0.1 mg/L was derived from the ecotoxicity studies based on the no-effect level determined in the reproduction test with D. magna and an assessment factor of 10. It was compared to measured and modelled environmental concentrations for Carbo-Iron after application to an aquifer contaminated with chlorohydrocarbons in a field study. Based on these concentrations, risk quotients were derived. Additionally, the overall environmental risk before and after Carbo-Iron application was assessed to verify whether the chances for a risk-risk trade-off by the remediation of the contaminated site could be minimized. With the data used in the present study, a reduced environmental risk was identified after the application of Carbo-Iron. Thus, the benefit of remediation with Carbo-Iron outweighs potential negative effects on the environment.
Deformable Snow Rendering
(2019)
Accurate snow simulation is key to capture snow's iconic visuals. Intricate
methods exist that attempt to grasp snow behaviour in a holistic manner. Computational complexity prevents them from reaching real-time performance. This thesis presents three techniques making use of the GPU that focus on the deformation of a snow surface in real-time. The approaches are examined by their ability to scale with an increasing number of deformation actors and their visual portrayal of snow deformation. The findings indicate that the approaches maintain real-time performance well into several hundred individual deformation actors. However, these approaches each have their individual restrictions handicapping the visual results. An experimental approach is to combine the techniques at reduced deformation actor count to benefit from the detailed, merged deformation pattern.
While the existing literature on cooperative R&D projects between firms and public research institutes (PRI) has made valuable contributions by examining various factors and their influence on different outcome measures, there has been no investigation of cooperative R&D project success between firms and PRI from a product competitive advantage perspective. However, insights into the development of a meaningful and superior product (i.e., product competitive advantage) are particularly important in the context of cooperative R&D projects between PRI and (mainly small and medium-sized) firms in the biotechnology industry in response to increasing competition to raise capital funds necessary for survival.
The objectives of this thesis are: (1) to elaborate the theoretical foundations which explain the achievement of a product competitive advantage in cooperative R&D projects between biotechnology firms and PRI, (2) to identify and empirically evaluate the determining factors for achieving a product competitive advantage in cooperative R&D projects between biotechnology firms and PRI, and (3) to show how cooperative R&D projects between biotechnology firms and PRI should be designed and executed to support the achievement of a product competitive advantage.
To accomplish these objectives, a model of determinants of product competitive advantage in cooperative R&D projects between biotechnology firms and PRI is developed by drawing from the theoretical foundations of resource-based theory and information-processing theory. The model is evaluated using data from 517 questionnaires on cooperative R&D projects between at least one biotechnology firm and one PRI. The data are analyzed using variance-based structural equation modeling (i.e., PLS-SEM) in order to conduct hypotheses testing. The evaluation of the empirical data includes an additional mediation analysis and the comparison of effects in subsamples.
The results demonstrate the importance of available resources and skills, as well as the proficient execution of marketing-related and technical activities for the achievement of a product competitive advantage in cooperative R&D projects between biotechnology firms and PRI. By identifying project-related and process-related factors affecting product competitive advantage and empirically testing their relationships, the research findings should be valuable for both researchers and practitioners. After discussing contributions and implications for research and practice, the present thesis concludes with limitations and avenues for future research.
Despite the inception of new technologies at a breakneck pace, many analytics projects fail mainly due to the use of incompatible development methodologies. As big data analytics projects are different from software development projects, the methodologies used in software development projects could not be applied in the same fashion to analytics projects. The traditional agile project management approaches to the projects do not consider the complexities involved in the analytics. In this thesis, the challenges involved in generalizing the application of agile methodologies will be evaluated, and some suitable agile frameworks which are more compatible with the analytics project will be explored and recommended. The standard practices and approaches which are currently applied in the industry for analytics projects will be discussed concerning enablers and success factors for agile adaption. In the end, after the comprehensive discussion and analysis of the problem and complexities, a framework will be recommended that copes best with the discussed challenges and complexities and is generally well suited for the most data-intensive analytics projects.
Student misbehavior and its treatment is a major challenge for teachers and a threat to their well-being. Indeed, teachers are obliged to punish student misbehavior on a regular basis. Additionally, teachers’ punishment decisions are among the most frequently reported situations when it comes to students’ experiences of injustice in school. By implication, it is crucial to understand teachers’ treatment of student misbehavior vis-à-vis students’ perceptions. One key dimension of punishment behavior reflects its underlying motivation and goals. People generally intend to achieve three goals when punishing misbehavior, namely, retribution (i.e., evening out the harm caused), special prevention (i.e., preventing recidivism of the offender), and general prevention (i.e., preventing imitation of others). Importantly, people’s support of these punishment goals is subject to hierarchy and power, implying that teachers’ and students’ punishment goal preferences differ. In this dissertation, I present three research projects that shed first light on teachers’ punishment and its goals along with the students’ perception of classroom intervention strategies pursuing these goals. More specifically, I first examined students’ (i.e., children’s) general support of each of the three punishment goals sketched above. Furthermore, I applied an attributional approach to understand and study the goals teachers intend to achieve when punishing student misbehavior. Finally, I investigated teachers’ and students’ support of the punishment goals regarding the same student misbehavior to directly compare their views on these goals and reactions pursuing them. In sum, the findings show that students generally prefer retribution and special prevention to general prevention, whereas teachers prefer general prevention and special prevention to retribution. This ultimately translates into a "mismatch" of teachers and students in their preferences for specific punishment goals, and the findings suggest that this may indeed enhance students’ perception of injustice. Overall, the results of the present research program may be valuable for the development of classroom intervention strategies that may reduce rather than enhance conflicts in student-teacher-interactions.