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Weiterentwicklung des Newsfeeds von InstaHub und Entwicklung einer Unterrichtsreihe zum Thema „Algorithmen in sozialen Netzwerken“ für die Sekundarstufe II (2019)
Steil, Daniel
Weiterentwicklung des Newsfeeds von InstaHub und Entwicklung einer Unterrichtsreihe zum Thema „Algorithmen in sozialen Netzwerken“ für die Sekundarstufe II
RoboCup 2019 – homer@UniKoblenz (Germany) (2019)
This paper describes the robots TIAGo and Lisa used by team homer@UniKoblenz of the University of Koblenz-Landau, Germany, for the participation at the RoboCup@Home 2019 in Sydney, Australia. We ended up first at RoboCup@Home 2019 in the Open Platform League and won the competition in our league now three times in a row (four times in total) which makes our team the most successful in RoboCup@Home. We demonstrated approaches for learning from demonstration, touch enforcing manipulation and autonomous semantic exploration in the finals. A special focus is put on novel system components and the open source contributions of our team. We have released packages for object recognition, a robot face including speech synthesis, mapping and navigation, speech recognition interface, gesture recognition and imitation learning. The packages are available (and new packages will be released) on http://homer.uni-koblenz.de.
Entwicklung eines Jump'n'Run Spiels und Bewertung des Einflusses von Erfolgssystemen (2019)
Weiler, Anthea
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.
Prozedurale Generierung von 3D-Stadtmodellen (2019)
Hermann, Simeon
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.
Echtzeitrendering von volumetrischen Wolken (2019)
Fedorenko, Jakob
In dieser Arbeit wird das Echtzeitrendering von Wolken von der Theorie bis hin zur Entwicklung derselben behandelt. Dabei sollen die visuellen Eigenschaften der Wolken sowie die unterschiedliche Wolkentypen simuliert werden. Dabei ist die Berechnung der Beleuchtung essentiell für ein glaubwürdiges Ergebnis. Die Rendertechniken nutzen dabei unterschiedliche Noise-Texturen; für die Modulierung der Wolken sind es hauptsächlich Perlin- und Perlin-Worley-Texturen. Das Rendern der Wolken wird per Compute-Shader durchgeführt um die Echtzeitfähigkeit zu gewährleisten. Um die Performance zu steigern, werden Temporal Reprojektion und andere Optimierungstechniken angewendet.
Development of an augmented reality pARcours (2019)
Peuker, Lea
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.
Entwicklung eines interaktiven Action-Rollenspiels mit Unity (2019)
Karolek, Vanessa
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.
Simulation von Rauch (2019)
Gaida, Sebastian
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.
Online-Panoramaerstellung für VR (2019)
Krämer, Katharina
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.
Entwicklung einer immersiven VR-Erfahrung (2019)
Hübel, Maximilian
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.
Konzeption und Entwicklung einer hybriden App zur Organisationsverwaltung (2019)
Werner, Lisa
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.
Untersuchung von Verfahren für dynamische Global Illumination in Echtzeit (2019)
Gauggel, Alexander
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.
Implementation und Untersuchung von Position Based Dynamics (2019)
Kölzer, Steven
The goal of simulations in computergraphics is the simulation of realistic phenomena of materials. Therefore, internal and external acting forces are accumulated in each timestep. From those, new velocities get calculated that ultimately change the positions of geometry or particles. Position Based Dynamics omits thie velocity layer and directly works on the positions. Constraints are a set of rules defining the simulated material. Those rules must not be violated throughout the simulation. If this happens, the violating positions get changed so that the constraints get fullfilled once again. In this work a PBD-framework gets implemented, that allows simulations of solids and fluids. Constraints get solved using GPU implementations of Gauss-Seidel and Gauss-Jakobi solvers. Results are physically plausible simulations that are real-time capable.
Development of an Entity Component System Architecture for Realtime Simulation (2019)
Hollmann, Trevor
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.
Einfluss unterschiedlicher Spielecontroller auf die Immersion und den Motion Sickness Effekt in der virtuellen Realität (2019)
Itani, Hussam
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.
Deformable Snow Rendering (2019)
Wasmut, Artur
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.
Natural Menu Interactions in VR with Leap Motion (2019)
Zeutzheim, Björn
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.
Entwicklung einer Unterrichtsreihe zu dem Thema Datenschutz mit Fokus auf den mathematischen Relationen in Sozialen Netzwerken (2019)
Biehl, Christopher Julien
In dieser Arbeit wird eine Unterrichtsreihe beschrieben, welche aus den drei Bereichen „mathematische Relationen“, „Datenbanken in Sozialen Netzwerken“ und „Datenschutz“ zusammengesetzt ist. Zu jedem Bereich wird ein eigener Unterrichtsentwurf präsentiert. Außerdem wurde im Rahmen der vorliegenden Arbeit ein Programm zur Visualisierung der Relationen des Sozialen Netzwerks Instahub entworfen, welches im Anschluss an die Beschreibung der Unterrichtsreihe aufgeführt wird.
Weiterentwicklung der Unterrichtsreihe Planspiel 2.0: „Wer weiß was über mich im Internet?“ des Projekts Informatik im Kontext und Durchführung dieser in einem Grundkurs Informatik (2019)
Noll, Christoph
Diese Arbeit soll das von Dietz und Oppermann entwickelte Planspiel „Datenschutz 2.0“ an den heutigen Alltag der Schüler anpassen, die Benutzung in der Sekundarstufe II ermöglichen und die technischen und gesetzlichen Problematiken des Planspiels beheben. Das mit dem Planspiel aufgegriffene Thema Datenschutz ist im rheinland-pfälzischen Informatik-Lehrplan für die Sekundarstufe II verankert. Hier wird der Begriff Datenschutz in der Reihe „Datenerhebung unter dem Aspekt Datenschutz beurteilen“ genannt. Jedoch werden in dem Planspiel keine Daten erhoben, sondern die selbst hinterlassenen Datenspuren untersucht. Diese Form des Datenschutzes ist im Grundkurs in der vorgeschlagenen Reihe „Datensicherheit unter der Berücksichtigung kryptologischer Verfahren erklären und beachten“ unter dem Thema Kommunikation in Rechnernetzen zu finden. Im Leistungskurs steht die Datensicherheit in gleichbenannter Reihe und Thema und in der Reihe „Datenerhebung unter dem Aspekt Datenschutz beurteilen“ im Thema Wechselwirkung zwischen Informatiksysteme, Individuum und Gesellschaft.
Stylized image triangulation (2019)
Löhne, Christoph Moritz
Stylized image triangulation is a popular tool of image processing. Results can be found on magazine covers or bought as a piece of art. Common use cases are filters by mobile apps or programs dedicated to automated triangulation. This thesis is based upon a paper that achieves new results formulating the adaptive dynamic triangulation as optimization problem. With this approach, new results concerning visual and technical quality are accomplished. One aim of this thesis is to make this approach accessible to as many users as possible. To reach users, a mobile app called Mesh is designed and implemented. A client-host-system is presented which relieves the app from computing the result requiring a lot of resources. Therefore, transferring the approach to a CPU based solution is part of the thesis. Also, a webserver is implemented that handles the communication between app and algorithm. “Mesh” enables the user to send a arbitrary image to the server whose result can be downloaded. Part of the research deals with optimizing the method. As the main step, the gradient descent method, which minimizes an approximation error, is examined with three different approaches re-defining the movement of a point: The limitation of the directions of movement in a meaningful manner, diagonal directions and a dynamically repositioning of points are analyzed. Results show no improvement of visual quality using diagonal instead of horizontal and vertical steps. Disallowing a point to take its last position, the limitation of step opportunities results in a loss of visual quality but reaches an intended global error earlier. The dynamically repositioning rests upon a vectorbased solution that weights the directions and applies a factor to each of them. This results in a longer computational time but also in a higher visual quality. Inspired by the work of Josh Bryan, another part of research aims at imitating an artists style. With the use of pseudo-random events combined with a geometryshader, a more natural look shall be achieved. This method illustrates a way of adding minor details to a rendering. To imitate an artist's work, a more complex and more precise triangulation is needed. As the last aspect, a renderstyle is presented. The style uses a center for its effect moving the triangles of a triangulation apart. The arbitrary choice of placing the centrum enables the renderstyle to be used in animations.
Konzeption und Entwicklung eines Raumplanungsystems in Augmented Reality (2019)
Bohleber, Helen
In order to plan the interior of a room, various programs for computers, smart phones or head-mounted displays are available. The transfer to the real environment is a difficult task. Therefore an augmented reality approach is developed to illustrate the planning in the real room. If several people want to contribute their ideas, conventional systems require to work on one device together. The aim of this master thesis is to design and develop a collaborative spatial planning application in augmented reality. The application is developed in Unity with ARCore and C#.
Hybrid Ray Tracing using RTX-Technology in Vulkan (2019)
Mader, Maximilian
In this master's thesis the principle of hybrid ray tracing, consisting of a rasterization pipeline which includes ray tracing techniques for certain effects, is explained and the implementation of an application which uses a hybrid approach in which ray tracing is used to calculate shadows, ambient occlusion, and reflections and combines those with direct lighting is documented and explained. Hybrid ray tracing is based on the idea of combining the performance and flexibility of rasterization-based approaches with ray tracing to overcome the limitation of not being able to access the complete surrounding geometry at any point in the scene. While describing the implementation of said application, the RTX API which is being used for ray tracing is explained as well Vulkan, the graphics API used. Based on the results and the insights gained while using the RTX API, it is assessed in regards of its usage scenarios and technical sophistication.
Construction of a gonioreflectometer to capture and render BRDFs (2019)
Schröder, Felix-León
A gonioreflectometer is a device to measure the reflection properties of arbitrary materials. In this work, such an apparatus is being built from easily obtainable parts. Therefore three stepper-motors and 809 light-emitting diodes are controlled by an Arduino microcontroller. RGB-images are captured with an industrial camera which serve as refelction data. Furthermore, a control software with several capture programs and a renderer for displaying the measured materials are implemented. These allow capturing and rendering entire bidirectional reflection distribution functions (BRDFs) by which also complex anisotropic material properties can be represented. Although the quality of the results has some artifacts due to shadows of the camera, these artifacts can be largely removed by using special algorithms like inpainting. In addition, the goniorefelctometer is applied to other use cases. One can perform 3D scans, light field capturing and light staging without altering the construction. The quality of these processes also meet the expectations in a positive way. Thus, the gonioreflectometer built in this work can be seen as a widely applicable and economical alternative to other publications.
Raytracing von NURBS (2019)
Markgraf, Richard
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.
Template Tracking auf Basis eines Partikelfilters (2019)
Hahn, Dennis
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.
Beschleunigung von GPU-basiertem Raytracing durch den adaptiven Linespace (2019)
Delgado Krämer, Pablo
Bildsynthese durch Raytracing gewinnt durch Hardware-Unterstützung in Verbraucher-Grafikkarten eine immer größer werdende Relevanz. Der Linespace dient dabei als eine neue, vielversprechende Beschleunigungsstruktur. Durch seine richtungsbasierte Natur ist es sinnvoll, ihn in andere Datenstrukturen zu integrieren. Bisher wurde er in ein Uniform-Grid integriert. Problematisch werden einheitlich große Voxel allerdings bei Szenen mit variierbarem Detailgrad. Diese Arbeit führt den adaptiven Linespace ein, eine Kombination aus Octree und Linespace. Die Struktur wird hinsichtlich ihrer Beschleunigungsfähigkeit untersucht und mit dem bisherigen Grid-Ansatz verglichen. Es wird gezeigt, dass der adaptive Linespace für hohe Grid-Auflösungen besser skaliert, durch eine ineffiziente GPU-Nutzung allerdings keine optimalen Werte erzielt.
Erweiterung der Music-Recognition-Software AudiVeris durch Bildvorverarbeitung (2019)
Bergen, Ruwen Davis
The goal of this bachelor thesis was to add an image processing step to the music recognition software AudiVeris, in order to extract data even from faulty music sheet images. The procedure starts with a binarization using a regional version of Otsu's method. Following this the music sheet is searched for possible bendings, similar to those a hardcover book would cause. To achieve this the Hough transform is used for line detection and the k-means algorithm for cluster detection. Thereafter the music image is straightened using the discovered curvature.
Temporal tracking of objects utilizing deep learning (2019)
Pohl, Marcel
Tracking is an integral part of many modern applications, especially in areas like autonomous systems and Augmented Reality. For performing tracking there are a wide array of approaches. One that has become a subject of research just recently is the utilization of Neural Networks. In the scope of this master thesis an application will be developed which uses such a Neural Network for the tracking process. This also requires the creation of training data as well as the creation and training of a Neural Network. Subsequently the usage of Neural Networks for tracking will be analyzed and evaluated. This includes several aspects. The quality of the tracking for different degrees of freedom will be checked as well as the the impact of the Neural Network on the applications performance. Additionally the amount of required training data is investigated, the influence of the network architecture and the importance of providing depth data as part of the networks input. This should provide an insight into how relevant this approach could be for its adoption in future products.
Implementation eines Modells zur Simulation von Muskeln (2019)
Remagen, Daniel
In order to simulate realistic motion sequences, muscles must be able to be modelled anatomically correct. Yet it is only possible in SimPack to define muscles as a straight line between two points. This thesis presents an approach where ellipses can be defined through which a muscle must pass. The main problem is to calculate the length of this muscle through the ellipses. An algorithm is presented that calculates the shortest path of a muscle path through this ellipses. This algorithm is then implemented in Fortran 90 and integrated into an existing muscle model in SimPack.
Simulation von Farbspritzern in VR (2019)
Kutscher, Steffen
In no field of computer science has the hardware developed as rapidly as in the field of computer graphics. Today, we can display complex, geometric scenes in real time in immersive systems and also integrate elaborate simulations. The aim of this work is to realize the simulation of paint splashes in a virtual world. For this purpose, an application will be implemented with the help of Unity, that uses three different techniques to color the environment with the help of paint splashes. Based on this application, the limits and possibilities of the techniques in virtual environments are examined more closely. This examination shows that an inverse projection produces the best results.
Immersion in virtuellen Welten (2019)
Bailer, Jeldrik
Ist es möglich, allein mittels VR-Headset bei Nutzern Immersion zu erzeugen? Zur Beantwortung dieser Frage werden zwei Simulationen einer Achterbahnfahrt ohne haptisches Feedback mittels der Unreal Engine 4.20.3 für ein HTC-Vive VR Headset entwickelt und implementiert. Die zweite Simulation unterscheidet sich von der ersten durch die Darbietung außergewöhnlicher Ereignisse während der Fahrt, für die vermutet wird, dass sie das Immersionserleben verstärken. Elf Probanden nahmen an der Untersuchung teil. Die Auswertung eines Fragebogens zur Erfassung der Intensität der Immersion und der Antworten auf offenen Fragen zeigt, dass Immersion in beiden Simulation erfolgreich erzeugt werden konnte. Manche Merkmale der Simulation vertieften bei einzelnen Probanden das immersive Erleben, bei anderen dagegen nicht. Die Bedeutung der Ergebnisse und Optimierungsmöglichkeiten für künftige Studien werden diskutiert.
Simulation von Schnee (2019)
Hoerttrich, Lars
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.
Entwicklung einer Unterrichtsreihe mit dem Thema Datenschutz zur Verbesserung der Datenschutzkompetenz von Schülerinnen und Schülern der Klassenstufe 6 an einem Gymnasium (2019)
Thielen, Johannes
Unterschiedliche Quellen (Print-Medien, Fernsehberichte u. Ä.) berichten immer wieder davon, dass es mit der Datenschutzkompetenz bei Kindern und Jugendlichen schlecht bestellt ist. Daher ist dem Thema Datenschutz im Informatikunterricht eine besondere Bedeutung zuzuschreiben. Im Rahmen der Dissertation von Herrn Hug wird ein Datenschutzkompetenzmodell [Quelle INFOS17] entwickelt, anhand dessen die Datenschutzkompetenz von Schülerinnen und Schülern im Altern von 10 bis 13 Jahren gemessen werden kann. Im Rahmen dieser Masterarbeit werden existierende Unterrichtsmaterialien zum Thema Datenschutz gesammelt und dazu eine Unterrichtsreihe entwickelt. Hierbei werden auch eigene Zugänge aufzeigt, um ein kohärentes und abgeschlossenes Projekt zu entwerfen, bei dem aktuelle Gefahren für Schülerinnen und Schüler aufgezeigt werden. Ziel ist es, dass die Schülerinnen und Schüler dazu befähigt werden, ihr Verhalten bezüglich Datenschutz besser einzuschätzen und verantwortungsvoller mit ihren persönlichen Daten umzugehen. Im Rahmen eines Feldversuches in einer 6. Klasse eines Gymnasiums wurde die Unterrichtsreihe erprobt.
Visualizing anatomical labels on brain images: developing a multi-functional display method (2019)
Meyer, Marius
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.
Entwicklung einer schwachen künstlichen Intelligenz als Gegner beim virtuellen Skat (2019)
Bartschat, Dennis
Eine Untersuchung verschiedener Algorithmen aus dem Themengebiet des maschinellen Lernens anhand des Problems, desReizens beim Skat.
2D-View of the Mitral Valve Through Global Parameterization (2019)
Eulzer, Pepe
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.
Simulation von flüssigen Zeichenmitteln (2019)
Polders, Heike
Im Bereich der Computergraphik bilden die Nicht-Photorealistischen Renderingverfahren einen Schwerpunkt in der technischen und wissenschaftlichen Visualisierung, vor allem aber in den künstlerischen Bereichen. Verschiedene Kunststile, sowie Zeichenmaterialien und ihre Eigenschaften stellen unterschiedliche Herausforderungen dar. Eine dieser Herausforderungen ist hierbei die Simulation flüssiger Zeichenmittel. Diese Arbeit beschäftigt sich mit der Erstellung eines interaktiven Zeichensystems für ein flüssiges Zeichenmittel, der Aquarellmalerei. Für die Simulation wird eine raue Zeichengrundlage generiert, sowie die Fluid Simulation und das optische Farbverhalten der Aquarellmalerei implementiert.
Konzeption und prototypische Implementierung einer „DogCam“ (2019)
Szudra, Bernhard
The aim of this work is to develop a simple concept for monitoring dogs that are alone at home for several hours. The prototypical implementation of such a "DogCam" can be considered as proof of concept. The basis for the prototype‘s implementation are the requirements identified within a conducted requirement analysis. Furthermore, the present work shows which improvements and extensions of the prototypical "DogCam" are possible and which similar projects already exist.
RoboCup 2018 – homer@UniKoblenz (Germany) (2018)
This paper describes the robots TIAGo and Lisa used by team homer@UniKoblenz of the University of Koblenz-Landau, Germany, for the participation at the RoboCup@Home 2018 in Montreal, Canada. Further this paper serves as qualification material for the RoboCup-@Home participation in 2018. A special focus is put on novel system components and the open source contributions of our team. This year the team from Koblenz won the biggest annual scientianc robot competition in Montreal in the RoboCup@Home Open Platform track for the third time and also won the RoboCup@Home German Open for the second time. As a research highlight a novel symbolic imitation learning approach was demonstrated during the annals. The TIAGo robotic research platform was used for the first time by the team. We have released packages for object recognition, a robot face including speech synthesis, mapping and navigation, speech recognition interface via android and a GUI. The packages are available (and new packages will be released) on http://wiki.ros.org/agas-ros-pkg. Further information can be found on our project page http://homer.uni-koblenz.de.
Photo realistic rendering of fur (2018)
Hilbig, Lucas
Photo realistic rendering of fur is a common problem in computer graphics and is often needed in animation films. This work presents two illumination models, originally presented for human hair rendering. The first model is from Marschner et al. presented in 2003, which is the basis of many other models. The second model is from d’Eon et al., which was presented in 2011. Both models are implemented into a path tracer, which simulates global illumination. The special features of fur fibers in contrast to human hair fibers will be shown and an explanation, to why both models can also be used for fur rendering, will be given. The main point of interest is a realistic visualization of fur. In addition to that the performance of both models will be compared and a suggestion to improve the performance will be given and evaluated in form of the use of a cylindrical intersection object for path tracing.
Bewertung geometrischer und radiometrischer Effekte digitaler Flächensensoren in der Bündeltriangulation (2018)
Kisser, Waldemar
Technologische Fortschritte auf dem Gebiet der integrierten Halbleitertechnik, die unter anderem auch zur gestiegenen Leistungsfähigkeit der Kamerasensoren beitragen, konzentrierten sich bisher primär auf die Schnelligkeit und das Auflösungsvermögen der Sensoren. Die sich ständig verändernde Entwicklung hat jedoch direkte Folgen auf das physikalische Verhalten einer Kamera und damit auch Konsequenzen für die erreichbare geometrische Genauigkeit einer photogrammetrischen 3D-Rekonstruktion. Letztere stand bisher nicht im Fokus der Forschung und ist eine Aufgabe, der sich diese Arbeit im Sinne der Photogrammetrie und Messtechnik stellt. Aktuelle Untersuchungen und Erfahrungen aus industriellen Projekten zeigen in diesem Zusammenhang, dass das geometrisch-physikalische Verhalten digitaler Kameras - für höchste photogrammetrische Ansprüche - noch nicht ausreichend modelliert ist. Direkte Aussagen zur erreichbaren Genauigkeit bei gegebener Hardware erweisen sich daher bislang als unzureichend. Ferner kommt es aufgrund der unpräzisen Modellierung zu Einbußen in der Zuverlässigkeit der erreichten Ergebnisse. Für den Entwickler präziser kamerabasierter Messverfahren folgt daraus, dass zu einer optimalen Schätzung der geometrischen Genauigkeit und damit auch vollständigen Ausschöpfung der Messkamera geeignete mathematische Modelle erforderlich sind, die das geometrisch physikalische Verhalten bestmöglich beschreiben. Diese Arbeit beschreibt, wie die erreichbare Genauigkeit einer Bündelblockausgleichung, schon a priori mithilfe des EMVA1288 Standards approximiert werden kann. Eine in diesem Zusammenhang wichtige Teilaufgabe ist die Schaffung einer optimalen Messanordnung. Hierzu gehören Untersuchungen der üblicherweise verwendeten Kalibrierkörper und die Beseitigung von systematischen Fehlern vor und nach der Bündelblockausgleichung. Zum Nachweis dieser Systematiken wird eine auf statistischem Lernen basierende Methode beschrieben und untersucht. Erst wenn alle genauigkeitsmindernden Einflüsse berücksichtigt sind, wird der Anteil des Sensors in den Messdaten sichtbar und damit auch mathematisch parametrisierbar. Die Beschreibung des Sensoreinflusses auf die erreichbare Genauigkeit der Bündelblockausgleichung erfolgt in drei Schritten. Der erste Schritt beschreibt den Zusammenhang zwischen ausgewählten EMVA1288-Kennzahlen und der Unsicherheit eines Grauwertes. Der zweite Schritt ist eine Modellierung dieser Grauwertunsicherheit als Zentrumsunsicherheit einer Zielmarke. Zur Beschreibung dieser Unsicherheit innerhalb der Bündelblockausgleichung wird ein stochastisches Modell, basierend auf dem EMVA1288-Standard, vorgeschlagen. Ausgehend vom Rauschen des Zielmarkenmittelpunktes wird im dritten Schritt die Unsicherheit im Objektraum beispielhaft mit Hilfe von physikalisch orientierten Simulationen approximiert. Die Wirkung der vorgeschlagenen Methoden wird anhand von Realkalibrierungen nachgewiesen. Abschließend erfolgt die Diskussion der vorgeschlagenen Methoden und erreichten Ergebnisse sowie ein Ausblick auf kommende Untersuchungen.
Stereoskopische Video-Panoramen (2018)
Winkler, Nico
In dieser Arbeit wird ein System zur Erzeugung und Darstellung stereoskopischen Video-Panoramen vorgestellt. Neben der theoretischen Grundlagen werden der Aufbau und die Funktionsweise dieses Systems erläutert. Dazu werden spezielle Kameras verwendet, die Panoramen aufnehmen können und zur Wiedergabe synchronisiert werden. Anschließend wird ein Renderer implementiert, welcher die Panoramen mithilfe einer VirtualReality Brille stereoskopisch darstellen kann. Dafür werden separate Aufnahmen für die beiden Augen gemacht und getrennt wiedergegeben. Zum Abschluss wird das entstandene Video-Panorama mit einem Panorama eines schon bestehenden Systems verglichen.
Methodenfindung, Konzeptionierung und Durchführung einer Usability-Evaluation anhand des Webclients PROXESS Scribe (2018)
Benze, Sarah
Das Ziel der vorliegenden Bachelorarbeit war die Untersuchung verschiedener Methoden zur Ermittlung und Verbesserung der User Experience eines Softwareproduktes einer mittelständigen Firma. Hierzu wurde zunächst ein geeignetes Designkonzept und dazu passende Methoden der Evaluation und des Testings ermittelt und dann auf das Produkt angewendet. Mit dem Leitgedanken des User-Centered-Designs wurden Methoden ausgewählt, welche die Nutzerinnen/Nutzer ins Zentrum der Untersuchung stellten. So konnte mit Hilfe der Nutzerinnen/Nutzer des Produktes herausgefunden werden, wie die User-Experience ausfällt und wie diese noch verbessert werden kann. In einer Fokusgruppe sind Prototypen für die Verbesserung und Weiterentwicklung der Software entstanden. Diese Bachelorarbeit ist sowohl für Sofwaredesignerinnen/-designer, als auch für Studentinnen/Studenten der Mensch-Maschine-Kommunikation interessant.
Rendering von Freiformflächen (2018)
Schank, Mike
Rendering von Freiformflächen mit dem Tessellation-Shader und Trimmung mit dem Newton-Verfahren.
Automatische Klassifikation von hämatopoetischen Zellen für ein computer-assistiertes Mikroskopiesystem (2018)
Krappe, Sebastian
The cytological examination of bone marrow serves as clarification of variations in blood smears. It is also used for the clarification of anemia, as exclusion of bone marrow affection at lymphoma and at suspicion of leukemia. The morphological evaluation of hematopoietic cells is the basis for the creation of the diagnosis and for decision support for further diagnostics. Even for experienced hematologists the manual classification of hematopoietic cells is time-consuming, error-prone and subjective. For this reason new methods in the field of image processing and pattern recognition for the automatic classification including preprocessing steps are developed for a computer-assisted microscopy system. These methods are evaluated by means of a huge reference database. The proposed image analysis procedures comprise methods for the automated detection of smears, for the determination of relevant regions, for the localization and segmentation of single hematopoietic cells as well as for the feature extraction and classification task. These methods provide the basis for the first system for the automated, morphological analysis of bone marrow aspirates for leukemia diagnosis and are therefore a major contribution for a better and more efficient patient care in the future.
Konzeption und Entwicklung eines Stat-Raising Spiels (2018)
Truong, Tina
The following work describes the prototypical conception and development of the stat-raising game "Adventurer's Guild" using the game engine Ren'Py. The game's narrative is influenced by player decisions and the planning of activities. The game is to be visually pleasing and enjoyable. After giving an overview of stat-raising as a genre, the existing games "Dandelion - Wishes Brought to You", "Pastry Lovers", "Long Live the Queen" and "Magical Diary" are analysed to pinpoint various strengths and weaknesses of their different takes on the genre. The resultant findings are used for the conception of a new stat-raising game. The game mechanics and the design decisions made are then shown in screenshots and thoroughly explained. In a final assessment, the game will be examined with regard to the given task. Further possibilities for potential improvements and expansions will be detailed at the end.
Molekulardynamik: Simulation der Bewegung von Molekülen (2018)
Baulig, Lukas
In this bachelor thesis a system for the simulation of the movements of molecules is developed. The calculation of the forces between chemically bonded atoms as well as intermolecular forces is done almost entirely on the GPU. The visualization of the simulation happens at an interactive framerate. To achieve rendering in realtime on off-the-shelf graphics cards, apt optimizations and slight abstractions of the underlying physical models are needed. One can control the execution speed or completely stop the simulation at any given moment. Some of the parameters of the underlying physical models of the simulation can be modified at runtime. With the right settings for the parameters, some phenomena of molecular dynamics can be observed, for example the spacial structure of the molecules.
Algorithmische Komposition (2018)
Schürstedt, Timothy Steven
Algorithmic composition is an interdisciplinary topic that unites music and science. The computer is able to generate algorithmic music with the aid of a specific algorithm. In this bachelor thesis, algorithmic composition is realized with the biology-inspired algorithms called Lindenmayer-system and cellular automaton. In order to realize the compositions, several techniques are presented as well as implemented and evaluated. Those techniques map the generated data from the algorithms on a meaningful musical result.
Methods Based on Random Finite Sets for Object Tracking in Computer Vision and Robotics (2018)
Wojke, Nicolai
This thesis addresses the automated identification and localization of a time-varying number of objects in a stream of sensor data. The problem is challenging due to its combinatorial nature: If the number of objects is unknown, the number of possible object trajectories grows exponentially with the number of observations. Random finite sets are a relatively new theory that has been developed to derive at principled and efficient approximations. It is based around set-valued random variables that contain an unknown number of elements which appear in arbitrary order and are themselves random. While extensively studied in theory, random finite sets have not yet become a leading paradigm in practical computer vision and robotics applications. This thesis explores random finite sets in visual tracking applications. The first method developed in this thesis combines set-valued recursive filtering with global optimization. The problem is approached in a min-cost flow network formulation, which has become a standard inference framework for multiple object tracking due to its efficiency and optimality. A main limitation of this formulation is a restriction to unary and pairwise cost terms. This circumstance makes integration of higher-order motion models challenging. The method developed in this thesis approaches this limitation by application of a Probability Hypothesis Density filter. The Probability Hypothesis Density filter was the first practically implemented state estimator based on random finite sets. It circumvents the combinatorial nature of data association itself by propagation of an object density measure that can be computed efficiently, without maintaining explicit trajectory hypotheses. In this work, the filter recursion is used to augment measurements with an additional hidden kinematic state to be used for construction of more informed flow network cost terms, e.g., based on linear motion models. The method is evaluated on public benchmarks where a considerate improvement is achieved compared to network flow formulations that are based on static features alone, such as distance between detections and appearance similarity. A second part of this thesis focuses on the related task of detecting and tracking a single robot operator in crowded environments. Different from the conventional multiple object tracking scenario, the tracked individual can leave the scene and later reappear after a longer period of absence. Therefore, a re-identification component is required that picks up the track on reentrance. Based on random finite sets, the Bernoulli filter is an optimal Bayes filter that provides a natural representation for this type of problem. In this work, it is shown how the Bernoulli filter can be combined with a Probability Hypothesis Density filter to track operator and non-operators simultaneously. The method is evaluated on a publicly available multiple object tracking dataset as well as on custom sequences that are specific to the targeted application. Experiments show reliable tracking in crowded scenes and robust re-identification after long term occlusion. Finally, a third part of this thesis focuses on appearance modeling as an essential aspect of any method that is applied to visual object tracking scenarios. Therefore, a feature representation that is robust to pose variations and changing lighting conditions is learned offline, before the actual tracking application. This thesis proposes a joint classification and metric learning objective where a deep convolutional neural network is trained to identify the individuals in the training set. At test time, the final classification layer can be stripped from the network and appearance similarity can be queried using cosine distance in representation space. This framework represents an alternative to direct metric learning objectives that have required sophisticated pair or triplet sampling strategies in the past. The method is evaluated on two large scale person re-identification datasets where competitive results are achieved overall. In particular, the proposed method better generalizes to the test set compared to a network trained with the well-established triplet loss.
Physikbasierte Hubschraubersimulation basierend auf dem Flugmuster Eurocopter EC 135 mit einem idealisierten Rotormodell (2018)
Schmidt, Patrik
Helicopters are crucial in today’s life. A vast amount of applications prove their range, which are not coverable by other types of aircraft. But they are very complex systems, both, technically and physically. This is one of the reasons why pilot training for helicopters is quite challenging. In the last two decades flight simulators became a supplementary instrument in the educational process of pilots. With flight simulators it is possible to replay uncommon or dangerous situations. In this thesis a simple flight simulator for helicopters will be developed based on rigid body physics. The foundation is a simplified rotor model which omits complex fluid dynamics. This helps to keep the implementation simple and illustrative as well as provide simulation rates at real-time. The modules are implemented within the Unreal Engine in such way, that changing helicopter characteristics is very easy.
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