004 Datenverarbeitung; Informatik
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Die weltweite Zugänglichkeit und umfangreiche Nutzung des Internets machen dieses Medium zu einem effizienten und beliebten Informations-, Kommunikations-, und Verkaufsinstrument. Immer mehr Menschen und Organisationen versuchen, diese Vorzüge durch eine eigene Website für ihre Zwecke zu verwenden. Als hilfreiches Mittel zur Optimierung von Webpräsenzen bewährte sich in den letzten Jahren der Einsatz von Web-Analytics-Software. Durch diese Software sind Websitebetreiber in der Lage, Informationen über die Besucher ihrer Website und deren Nutzungsverhalten zu sammeln und zu messen. Das angestrebte Resultat sind Optimierungsentscheidungen auf Basis von Daten an Stelle von Annahmen und wirkungsvolle Testmöglichkeiten.
Für den Bereich des E-Commerce existieren bis dato zahlreiche wissenschaftliche und praxiserprobte Hilfestellungen für Web-Analytics-Projekte. Informationswebsites hingegen werden trotz ihrer Wichtigkeit nur vereinzelt thematisiert. Um diesem Defizit entgegenzuwirken, hat Hausmann 2012 das Framework for Web Analytics entwickelt, welches dem Anwender ein hilfreiches Referenzmodell für sein Web Analytics-Vorhaben bietet. Diesen Ansatz weiter voranzutreiben ist das Ziel der Abschlussarbeit. Dazu wird mithilfe einer Literaturanalyse und einer Fallstudie das Framework validiert und ergänzt, sowie weitere Handlungsempfehlungen identifiziert. Als Ergebnis werden die wichtigsten Erkenntnisse dieser Forschung zusammengefasst und für den zukünftigen Gebrauch festgehalten.
This thesis deals with problems, which occure when rendering stereoscopic contents. These problems are elaborated, simulated with the help of a program developed in this thesis and evaluated by a group of volunteers. Thereby it shall be determined, whether the errors are noticeable and how much they influence the 3D effect of the stereoscopic images. Each error is simulated using different camera assemblies and evaluated depending on the choosen assembly.
This work deals with the migration of software systems towards the use of the character set defined in the Unicode standard. The work is performed as a case study on the document-management-system PROXESS. A conversion process will be designed that defines the working-steps of the migration for the entire system as well as an arbitrary decomposition of the system into individual modules. The working-steps for each module can be performed chronologically independent of each other to a great extend. For the conversion of the implementation, an approach of automatic recognition of usage patterns is applied. The approach aims at searching the abstract syntax tree for sequences of program instructions that can be assigned to a certain usage pattern. The usage pattern defines another sequence of instructions that acts as an sample solution for that usage pattern. The sample solution demonstrates the Unicode-based management of strings for that usage pattern. By applying a transformation rule, the original sequence of instructions is transferred to the sequence of instructions exposed by the sample solution of the related usage pattern. This mechanism is a starting point for the development of tools that perform this transformation automatically.
The following thesis analyses the functionality and programming capabilitiesrnof compute shaders. For this purpose, chapter 2 gives an introductionrnto compute shaders by showing how they work and how they can be programmed. In addition, the interaction of compute shaders and OpenGL 4.3 is shown through two introductory examples. Chapter 3 describes an NBodyrnsimulation that has been implemented in order to show the computational power of compute shaders and the use of shared memory. Then it is shown in chapter 4 how compute shaders can be used for physical simulationsrnand where problems may arise. In chapter 5 a specially conceived and implemented algorithm for detecting lines in images is described and then compared with the Hough transform. Lastly, a final conclusion is drawn in chapter 6.
Tagging systems are intriguing dynamic systems, in which users collaboratively index resources with the so-called tags. In order to leverage the full potential of tagging systems, it is important to understand the relationship between the micro-level behavior of the individual users and the macro-level properties of the whole tagging system. In this thesis, we present the Epistemic Dynamic Model, which tries to bridge this gap between the micro-level behavior and the macro-level properties by developing a theory of tagging systems. The model is based on the assumption that the combined influence of the shared background knowledge of the users and the imitation of tag recommendations are sufficient for explaining the emergence of the tag frequency distribution and the vocabulary growth in tagging systems. Both macro-level properties of tagging systems are closely related to the emergence of the shared community vocabulary. rnrnWith the help of the Epistemic Dynamic Model, we show that the general shape of the tag frequency distribution and of the vocabulary growth have their origin in the shared background knowledge of the users. Tag recommendations can then be used for selectively influencing this general shape. In this thesis, we especially concentrate on studying the influence of recommending a set of popular tags. Recommending popular tags adds a feedback mechanism between the vocabularies of individual users that increases the inter-indexer consistency of the tag assignments. How does this influence the indexing quality in a tagging system? For this purpose, we investigate a methodology for measuring the inter-resource consistency of tag assignments. The inter-resource consistency is an indicator of the indexing quality, which positively correlates with the precision and recall of query results. It measures the degree to which the tag vectors of indexed resources reflect how the users perceive the similarity between resources. We argue with our model, and show it with a user experiment, that recommending popular tags decreases the inter-resource consistency in a tagging system. Furthermore, we show that recommending the user his/her previously used tags helps to increase the inter-resource consistency. Our measure of the inter-resource consistency complements existing measures for the evaluation and comparison of tag recommendation algorithms, moving the focus to evaluating their influence on the indexing quality.
The annotation of digital media is no new area of research, instead it is widely investigated. There are many innovative ideas for creating the process of annotation. The most extensive segment of related work is about semi automatic annotation. One characteristic is common in the related work: None of them put the user in focus. If you want to build an interface, which is supporting and satsfying the user, you will have to do a user evaluation first. Whithin this thesis we want to analyze, which features an interface should or should not have to meet these requirements of support, user satisfaction and beeing intuitive. After collecting many ideas and arguing with a team of experts, we determined only a few of them. Different combination of these determined variables form the interfaces, we have to investigate in our usability study. The results of the usability leads to the assumption, that autocompletion and suggestion features supports the user. Furthermore coloring tags for grouping them into categories is not disturbing to the user, but has a tendency of being supportive. Same tendencies emerge for an interface consisting of two user interface elements. There is also an example given for the definition differences of being intuitive. This thesis leads to the concolusion that for reasons of user satisfaction and support it is allowed to differ from classical annotation interface features and to implement further usability studies in the section of annotation interfaces.
Die vorliegende Arbeit behandelt die Entwicklung einer Simulationsumgebung zur Darstellung von Objekten im Weltraum und ihrer gravitativen Wechselwirkung zu einander.
Vorab werden in Kapitel 1 Motivation und Zielsetzung der Arbeit erläutert, des Weiteren werden die verwendeten Werkzeuge benannt. Die nötigen astronomischen Grundlagen werden in Form von Begriffserklärungen und der Vorstellung der dieser Arbeit zugrunde liegenden physikalischen Gesetze in Kapitel 2 beschrieben.
Kapitel 3 befasst sich mit dem Aufbau der einzelnen Klassen. Hier wird insbesondere auf die Berechnung der Positionen und Geschwindigkeiten der simulierten Himmelskörper und den Aufbau und die Funktionsweise der verwendeten Elemente der Graphikengine Ogre3D eingegangen.
Im Kapitel 4 wird der Einsatz des Werkzeugs 3ds Max zur Erstellung der Geometrieobjekte und Materialien erläutert.
Abschließend wird in Kapitel 5 ein Fazit gezogen und mögliche zukünftige Erweiterungen erwogen.
This paper presents a method for the evolution of SHI ABoxes which is based on a compilation technique of the knowledge base. For this the ABox is regarded as an interpretation of the TBox which is close to a model. It is shown, that the ABox can be used for a semantically guided transformation resulting in an equisatisfiable knowledge base. We use the result of this transformation to effciently delete assertions from the ABox. Furthermore, insertion of assertions as well as repair of inconsistent ABoxes is addressed. For the computation of the necessary actions for deletion, insertion and repair, the E-KRHyper theorem prover is used.
Ein Werkzeug zur schnellen Erstellung individueller Schriftarten für die jeweiligen akuten Bedürfnisse wäre ein hilfreiches Instrument für Grafiker und Typographen. Die Anforderung für ein solches Instrument kann kaum sein, gute Schriftsätze zu erzeugen, dies liegt in den Händen des Gestalters, jedoch sollte sie jedem, der sich mit dem Thema befassen möchte, einen leichten Einstieg in die Gestaltung geben. Diese Arbeit versucht somit eine möglichst simple Lösung für das komplexe Thema der Schriftgestaltung zu liefern.
This master thesis deals basically with the design and implementation of a path planning system based on rapidly exploring search trees for general-n-trailers. This is a probabilistic method that is characterized by a fast and uniform exploration. The method is well established, however, has been applied only to vehicles with simple kinematics to date. General-n-trailers represent a particular challenge as their controllability is limited. For this reason the focus of this thesis rests on the application of the mentioned procedure to general-n-trailers. In this context systematic correlations between the characteristics of general-n-trailers and the possibilities for the realization and application of the method are analyzed.