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Institute
- Institut für Computervisualistik (100)
- Fachbereich 4 (68)
- Institut für Management (42)
- Institut für Wirtschafts- und Verwaltungsinformatik (32)
- Institut für Informatik (14)
- Institut für Softwaretechnik (8)
- Institute for Web Science and Technologies (3)
- Fachbereich 6 (1)
- Fachbereich 7 (1)
- Institut für Evangelische Theologie (1)
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 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.
A growing flood of advertising and information as well a limited capacity to collect information present a challenge to marketing today. Marketing in general is very important for the success of a company. But the classic marketing theory which ignores the special characteristics of young companies dominates. A new company with a new idea and a new product meets an existing market with customers and established competitors. For an innovation-related founding context this is a special challenge.
In this bachelor thesis the subjects, entrepreneurship and marketing will be discussed first. In addition the special characteristics of young companies, the so-called liabilities will be explained. The meaning of the term entrepreneurial marketing is explained by detailed consideration of the close and wide conceptual understanding. Afterwards the comparison clarifies the difference to the classic marketing. As part of the literature review, the current state of research will be presented and the practical use will be examined in more detail based on the central approaches. The approaches are the guerrilla marketing, ambient marketing, sensation marketing, viral marketing and ambush marketing. How entrepreneurial marketing with the central approaches is used in a start-up company is analyzed by a qualitative investigation in the form of a case study.
The case study shows that unconventional marketing measures and low use of medium can have a large effect. The entrepreneurial marketing therefore offers an alternative to classic marketing because it pays attention to the special characteristics of a young start-up company. This bachelor thesis shows that the entrepreneurial marketing can convert the weaknesses of young founding companies into strengths and lead to superiority over the competition.
Simulation von Rauch
(2019)
This bachelor thesis deals with the simulation of smoke in a particle
system. Here the possibilities are investigated to implement smoke as
realistically as possible in a particle system and to calculate it in real time.
The physical simulation is based on the work of Müller and
Ren, who deal with the physical properties of fluids and gases.
The simulation was implemented on the GPU using C++, OpenGL and
the compute shaders available in OpenGL. Special attention was paid
to the performance of the simulation. Hoetzlein techniques are
used to accelerate the particle system. Two acceleration methods were
then implemented and compared. The runtime, but also the used memory
space of the GPU is discussed.
The mitral valve is one of four human heart valves. It is located in the left heart and acts as a unidirectional passageway for blood between the left atrium and the left ventricle. A correctly functioning mitral valve prevents a backflow of blood into the pulmonary circulation (lungs) and thus constitutes a vital part of the cardiac cycle. Pathologies of the mitral valve can manifest in a variety of symptoms with severity ranging from chest pain and fatigue to pulmonary edema (fluid accumulation in the tissue and air space of lungs), which may ultimately cause respiratory failure.
Malfunctioning mitral valves can be restored through complex surgical interventions, which greatly benefit from intensive planning and pre-operative analysis. Visualization techniques provide a possibility to enhance such preparation processes and can also facilitate post-operative evaluation. The work at hand extends current research in this field, building upon patient-specific mitral valve segmentations developed at the German Cancer Research Center, which result in triangulated 3D models of the valve surface. The core of this work will be the construction of a 2D-view of these models through global parameterization, a method that can be used to establish a bijective mapping between a planar parameter domain and a surface embedded in higher dimensions.
A flat representation of the mitral valve provides physicians with a view of the whole surface at once, similar to a map. This allows assessment of the valve's area and shape without the need for different viewing angles. Parts of the valve that are occluded by geometry in 3D become visible in 2D.
An additional contribution of this work will be the exploration of different visualizations of the 3D and 2D mitral valve representations. Features of the valve can be highlighted by associating them with specified colors, which can for instance directly convey pathology indicators.
Quality and effectiveness of the proposed methods were evaluated through a survey conducted at the Heidelberg University Hospital.
The goal of this work is the induction, conception, implementation and evaluation of an interactive game application among Android. The game genre of the app is a 2D-Jump ‘n’ Run Side-Scroller, whose graphical implementation is based on the four elements earth, fire, water and wind. The application should have classic functions of a Jump ‘n’ Run game and allow the player to overcome the four game worlds to find the finish. The implementation is based on Unity Engine and Adobe Photoshop. A user test asks basic questions about the application and specific questions about the research question, which are then evaluated. The research question examines the connection between fun factor and color perception while playing the app. Represented by the natural color combinations of the four elements. At the end possibilities for expansion and future prospects will be discussed.
Mit der rasant fortschreitenden Entwicklung von Informatiksystemen und Algorithmen ist die Erfassung und Verarbeitung von Daten in immer größeren Umfang möglich. Verschiedene Initiativen haben sich dadurch motiviert zur Aufgabe gemacht, über die daraus resultierenden Gefahren für die Persönlichkeitsrechte und die Meinungsfreiheit aufzuklären. Dies soll einen bewussteren Umgang mit personenbezogenen Daten zur Folge haben. Zum Schutz der Grundrechte bedarf es aufgeklärter und informierter Nutzer, diese Aufgabe können die Initiativen allerdings nicht alleine leisten. Die staatlichen Bildungseinrichtungen und besonders die Schulen, stehen hier in der Pflicht sich an der Lösung des Problems zu beteiligen. Um ihrem Bildungsauftrag im vollen Ausmaß gerecht zu werden, bedarf es struktureller Änderungen, wie der Änderung von Lehrplänen. Solange diese allerdings nicht erfolgt sind, muss in und mit den gegebenen Strukturen gearbeitet werden. Eine Plattform dafür bietet der schulische Informatikunterricht.
Die vorliegende Arbeit stellt eine Unterrichtsreihe zur Behandlung von Datenschutz und Datensicherheit vor. Es wurde dabei ein kontextorientierter Ansatz nach Vorbild von Informatik im Kontext gewählt. Die Reihe Smartphone-Applikationen beinhaltet über die genannten primären Themen der Unterrichtsreihe hinaus weitere Dimensionen, die bei der Nutzung von Smartphones auftreten. Durch den direkten Bezug zum Alltag der Schüler soll dabei eine möglichst hohe Betroffenheit erzeugt werden. Dadurch sollen die Schüler ihr bisheriges Nutzungsverhalten überdenken und im besten Fall ihren Altersgenossen als Vorbilder dienen. Die Prüfung der Durchführbarkeit der Reihe im Unterricht steht noch aus. Diese war im Rahmen dieser Arbeit, begründet durch die begrenzte Bearbeitungszeit, nicht zu leisten.
In this thesis criteria and requirements for a successful collaboration platform for the improvement of communication between scientific institutes of the railway industry distributed worldwide are developed and evaluated. First, an introduction to collaboration platforms and their current market situation and trends will be given. The result-ing knowledge will be used for a qualitative content analysis in the form of interviews with the target group of the planned collaboration platform. Based on the basic knowledge and the interviews carried out, hypotheses for communication in scientific institutes will then be formed. These hypotheses serve to create a questionnaire for a quantitative survey of the target group. The following analysis of general collaboration platforms and those of the railway industry provides further insights and describes requirements for a successful conception of a collaboration platform.
A subsequently planned conception of this platform cannot be carried out within the scope of this research work due to a lack of meaningful results and information. The planned quantitative content analysis was too complex for the chosen research context. In this research work, the quantitative questioning will be prepared for the following research work in this topic area. Further work results will be evaluated and made available for the following research work.
Social Network of Business Objects (SoNBO) is a concept for aggregating information distributed in he-terogeneous system landscapes and making it available via a single user interface. The central idea is to understand company information as a network (graph). There is already a SoNBO-Explorer which integrates the information of a customer relationship management system (CRM system). The challenge in configuring such an application is to identify the corporate network and thus find out how the stored data is linked within the company. A tool that can visualize the corporate network is helpful for this. In this thesis a selfdeveloped tool (SoNBO-Graph-App) is presented as a prototype, which realizes this visualization. With this application the configuration of the network in the SoNBO Explorer consisting of the merged data can be supported by carrying out that configuration on a graphical level. The prototype is connected to two different databases of a Customer Relationship Management (CRM) system and allows the aggregation of these data so that it is displayed as a graph in an overview. This gives the user a better insight and understanding of the relationship between the different data. This work is part of the longterm research project SoNBO, whose goal is a concept for the integration of information from different business application systems.
This work describes a novel software tool for visualizing anatomical segmentations of medical images. It was developed as part of a bachelor's thesis project, with a view to supporting research into automatic anatomical brain image segmentation. The tool builds on a widely-used visualization approach for 3D image volumes, where sections in orthogonal directions are rendered on screen as 2D images. It implements novel display modes that solve common problems with conventional viewer programs. In particular, it features a double-contour display mode to aid the user's spatial orientation in the image, as well as modes for comparing two competing segmentation labels pertaining to one and the same anatomical region. The tool was developed as an extension to an existing open-source software suite for medical image processing. The visualization modes are, however, suitable for implementation in the context of other viewer programs that follow a similar rendering approach.
The modified code can be found here: soundray.org/mm-segmentation-visualization.tar.gz.
The goal of this thesis is to create a recommender system (RS) for business processes, based on the existing ProM plugin RegPFA. To accomplish this task, firstly an interface must be created that sets up and expands a database receiving probabilistic finite automata (PFA) created by RegPFA in tsml format as input. Secondly, a Java program must be designed that uses said database to recommend the process elements that are most likely to follow a given sequence of process elements.
Abstract
This bachelor thesis delivers a comprehensive overview of the topic Internet of Things (IoT). With the help of a first literature review, important characteristics, architectures, and properties have been identified. The main aim of this bachelor thesis is to determine whether the use of IoT in the transport of food, considering the compliance with the cold chain, can provide advantages for companies to reduce food waste. For this purpose, a second literature review has been carried out with food transport systems without the use, as well as with the use of IoT. Based on the literature review, it is possible at the end to determine a theoretical ‘ideal’ system for food transport in refrigerated trucks. The respective used technologies are also mentioned. The findings of several authors have shown that often significant improvements can be achieved in surveillance, transport in general, or traceability of food, and ultimately food waste can be reduced. However, benefits can also be gained using new non-IoT-based technologies. Thus, the main knowledge of this bachelor thesis is that a theoretical ‘ideal’ transport system contains a sensible combination of technologies with and without IoT. This system includes the use of a Wireless Sensor Network (WSN) for real-time food monitoring, as well as an alarm function when the temperature exceeds a maximum. Real-time monitoring with GPS coupled with a monitoring center to prevent traffic jams is another task. Smart and energy-efficient packaging, and finally the use of the new supercooling-technology, make the system significantly more efficient in reducing food waste. These highlights, that when choosing a transport system, which is as efficient and profitable as possible for food with refrigerated transport, companies need not just rely on the use of IoT. On this basis, it is advisable to combine the systems and technologies used so far with IoT in order to avoid as much food waste as possible.
In this thesis, the theory of video seethrough is fundamentally presented on the basis of a panoramic view from several camera frames of
different perspectives. Based on this, a system was designed and implemented in which video streams are put together into a panoramic image by
perspective distortion. This is then projected onto the inside of a cylinder
with the virtual position of the viewer in the middle. Finally, the resulting
video panoramas will be displayed in VR glasses. Within the implementation some optimizations are also presented, among others those that make
the system real-time capable beyond the task. Furthermore, the developed
system will be evaluated and compared with two other methods.
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.
This Bachelor thesis describes the conception, implementation and evaluation of a playful augmented reality application for mobile devices. Building on the ARCore SDK, the game pARcours was developed, where the player can place virtual objects in the real environment to build their own parcours. This must be flown through with a likewise virtual aircraft. The main focus in the implementation of the game was on the interaction with the virtual objects and the collision detection of these with real surfaces. Furthermore, various input methods for building the parcours and controlling the aircrafts were examined. In a final evaluation both the game and the various input methods could be evaluated, as well as ARCore with regard to the development of augmented reality applications.
Raytracing von NURBS
(2019)
NURBS sind eine Art von Splines, die besondere Eigenschaften besitzen.
Das ray tracen von NURBS ist eine der Darstellungsmöglichkeiten von NURBS.
Dies ist durch das konkrete berechnen von Schnittpunkten mit Strahlen
möglich. Durch die vielseitige Möglichkeiten der Modellierung mittels NURBS
sind diese beliebt in Anwendungen die im Maschinenbau verwendet werden
und auch anderen CAD-Programmen. Diese Arbeit befasst sich mit der
Berechnung von NURBS-Kurven und -Oberflächen, dem direkten rendern
von diesen und wägt ab ob sich der Aufwand dafür im Vergleich zu Tesselierung
lohnt.
Für die Entwicklung sicherer Softwaresysteme erweitert UMLsec die UML durch die Definition von Sicherheitsanforderungen, die erfüllt sein müssen. In Klassendiagrammen können Attribute und Methoden von Klassen Sicherheitseigenschaften wie secrecy oder integrity haben, auf die nicht authorisierte Klassen keinen Zugriff haben sollten. Vererbungen zwischen Klassen erzeugen eine Komplexität und werfen die Frage auf, wie man mit der Vererbung von Sicherheitseigenschaften umgehen sollte. Neben der Option in sicherheitskritischen Fällen auf Vererbungen zu verzichten, gibt es im Gebiet der objektorientierten Datenbanken bereits viele allgemeine Recherchen über die Auswirkungen von Vererbung auf die Sicherheit. Das Ziel dieser Arbeit ist es, Ähnlichkeiten und Unterschiede von der Datenbankseite und den Klassendiagrammen zu identifizieren und diese Lösungsansätze zu übertragen und zu formalisieren. Eine Implementierung des Modells evaluiert, ob die Lösungen in der Praxis anwendbar sind.
Literaturanalyse und Darstellung aktueller Forschungsschwerpunkte zum Thema Entrepreneurial Strategy
(2019)
Entrepreneurial Strategy ist in der Literaturwelt weit verbreitet. Dieser Begriff fand schon im 20. Jahrhundert seine Anwendung und zieht sich bis ins heutige Zeitalter weiter. Diese Beständigkeit und Entwicklung des Entrepreneurs und dem Wunsch nach einem eigenen Unternehmen trieben die Diskussion dieses Themas voran. Die Wahl der passenden unternehmerischen Strategie ist eine der wichtigsten Entscheidungen, die ein Unternehmer treffen muss. Diese Problematik sorgte für eine Analyse und genaue Forschung der Entscheidungen und Einflussfaktoren. Resultate davon wurden festgehalten und interpretiert um die Branche der Entrepreneure zu fördern und somit die Wirtschaft anzutreiben. In der vorliegenden Arbeit wird zunächst ein Grundverständnis für die wichtigsten Begrifflichkeiten ausgearbeitet. Grundlage dieser Bachelorarbeit ist jedoch, anhand einer Literaturanalyse nach Webster und Watson (2002) einen Einblick in die Forschung der Entwicklung von Entrepreneurial Strategy zu geben und den aktuellen Stand herauszuarbeiten. Anahnd dieser Literaturanalyse werden Referenzen, Konzepte und die Notwendigkeit von Strategien verdeutlicht und die Rolle in einem Start-Up erklärt. Aus der Analyse und dem Vergleich zu älteren Veröffentlichungen geht hervor, das der Prozess der Strategiefindung eine Differenzierung in zwei Teile aufweist. Es wird unter dem Strategiesuch- und dem Strategieauswahlprozess uinterschieden. Merkmale, die früher als Allgemeine Einflussfaktoren für die Wahl der Strategie angenommen wurden, werden in der heutigen Literatur den genauen Prozessen und Phasen zugeteilt. Das Resultiert, das Merkmale, wie die persönlichen Eigenschaften, die Umgebung und das Humankapital eines Unternehmers mehr Einfluss während dem Suchprozess haben als während der darauffolgenden Auswahl. Zudem wurden für die Auwahl Methoden und Richtlinien entwickelt, die dem Unternehmer helfen sollen seine Alternativen zu sortieren und daraus zu wählen.