Refine
Year of publication
Document Type
- Bachelor Thesis (14)
- Master's Thesis (12)
- Researchpaper (4)
- Periodicalpart (3)
- Study Thesis (3)
- Book (2)
- Diploma Thesis (2)
- Article (1)
- Report (1)
Language
- English (42) (remove)
Has Fulltext
- yes (42)
Is part of the Bibliography
- no (42)
Keywords
- Computergraphik (2)
- Deep Learning (2)
- Deterministic Lockstep (2)
- Gamification (2)
- International Media Management, International Strategy ,Global Strategy ,Transnational Media Corporations ,Media Management ,International Management (2)
- Maschinelles Lernen (2)
- Networked Games (2)
- Verteilte Systeme (2)
- Visual Effects (2)
- deep learning (2)
Institute
- FB 1: Druck und Medien (19)
- Computer Science and Media (Master) (5)
- FB 2: Electronic Media (4)
- Bibliotheks- und Medienmanagement (Bachelor, Diplom) (3)
- FB 3: Information und Kommunikation (3)
- Audiovisuelle Medien (Bachelor, Diplom) (2)
- Bibliotheks- und Informationsmanagement (Bachelor, Master) (2)
- Medieninformatik (Bachelor, Diplom) (2)
- Bibliothek (1)
- Mobile Medien (Bachelor) (1)
The increasing availability of online video content, partially fueled by the Covid-19 pandemic and the growing presence of social media, adds to the importance of providing audio descriptions as a media alternative to video content for blind and visually impaired people. In order to address concerns as to what can be sufficiently described and how such descriptions can be delivered to users, a concept has been developed providing audio descriptions in multiple levels of detail. Relevant information is incorporated into an XML-based data structure. The concept also includes a process to provide optional explanations to terms and abbreviations, helping users without specific knowledge or people with cognitive concerns in comprehending complex videos. These features are implemented into a prototype based on the Able Player software. By conducting a user test, the benefits of multi-layered audio descriptions and optional explanatory content are evaluated. Findings suggest that the choice of several levels of detail is received positively. Users acknowledged the concept of explanations played parallelly to the video and described further use cases for such a practice. Participants preferred a higher level of detail for a high-paced action video and a lower level for informative content. Possibilities to extend the data structure and features include multilanguage use cases and distributed systems.
The Eclipse rich client platform as container for componentoriented plugins provides a framework to host plugins, which concerning its look and feelembed well in a client workstation. J2EE client container provide a runtime environment for applications, integrated in a multitier architecture and therefore have to access services Java 2 Enterprise Edition (J2EE). Combining the two container approaches will create a new runtime environment for application clients, which appear in the user interface style of Eclipse and are able to take up the J2EE services. This diploma thesis discusses concepts of combining Eclipse and the client container.
Diese Diplomarbeit beschreibt den Prozess bei der Herstellung einer Web-Site für einen Verein. Der Projekt wird eingeschätzt, die Zielgruppe und die Bedürfnisse des Vereins werden definiert, um einen Konzept für die Web-Site herauszufinden. Dann werden die Zeitplanung, die Tätigkeitplanung und den Begriff Teammanagement im Kontext analysiert. Der dritte Teil bechreibt die getroffenen Entscheidungen bei den Screen- und Interface-Design. Im vierten findet man Information über die Installierung des Sites ins Netz, über die Anmeldungsmethoden an Suchmaschinen.und über die Aktualisierung.
Websites or web applications, whether they represent shopping systems, on demand services or a social networks, have something in common: data must be stored somewhere and somehow. This job can be achieved by various solutions with very different performance characteristics, e.g. based on simple data files, databases or high performance RAM storage solutions. For todays popular web applications it is important to handle database operations in a minimum amount of time, because they are struggling with a vast increase in visitors and user generated data. Therefore, a major requirement for modern database application is to handle huge data (also called big data) in a short amount of time and to provide high availability for that data. A very popular database application in the open source community is MySQL, which was originally developed by a swedisch company called MySQL AB and is now maintenanced by Oracle. MySQL is shipped in a bundle with the Apache web server and therefore has a large distribution. This database is easily installed, maintained and administrated. By default MySQL is shipped with the MyISAM storage engine, which has good performance on read requests, but a poor one on massive parallel write requests. With appropriate tuning of various database settings, special architecture setups (replication, partitioning, etc.) or other storage engines, MySQL can be turned into a fast database application. For example Wikipedia uses MySQL for their backend data storage. In the lecture Ultra Large Scale Systems and System Engineering teached by Walter Kriha at Media University Stuttgart, the question Can a MySQL database application handle more then 3000 database requests per second? came up some time. Inspired by this issue, I got myself going to find out, if MySQL is able to handle such a amount of requests per second. At that time I also read something about the high availability and scalability solution MySQL Cluster and it was the right time to test the performance of that solution. In this paper I describe how to set up a MySQL database server with the additional MySQL Cluster storage engine ndbcluster and how to configure a database cluster. In addition I execute some database tests on that cluster to proof that its possible the get a throughput of >= 3000 read requests per second with a MySQL database.
Secure Search
(2011)
Nowadays it is easy to track web users among websites: cookies, web bugs or browser fingerprints are very useful techniques to achieve this. The data collected can be used to derive a specific user profile. This information can be used by third parties to present personalized advertisements while surfing the web. In addition a potential attacker could monitor all web traffic of an user e.g. its search queries. As a conclusion the attacker knows the intentions of the web user and of the company he is working for. As competitors maybe very interested in such information, this could lead to a new form of industrial espionage. In this paper I present some of the techniques commonly used. I illustrate some problems caused by the usage of insecure transmission lines and compromised search engines. Some camouflage techniques presented may help to protect the web users identity. This paper is a based on the lecture "Secure Systems" teached by Professor Walter Kriha at the Media University (HdM) Stuttgart.
Deep learning methods have proven highly effective for object recognition tasks, especially
in the form of artificial neural networks. In this bachelor’s thesis, a way is shown to imple-
ment a ready-to-use object recognition implementation on the NAO robotic platform using
Convolutional Neural Networks based on pretrained models. Recognition of multiple objects
at once is realized with the help of the Multibox algorithm. The implementation’s object
recognition rates are evaluated and analyzed in several tests.
Furthermore, the implementation offers a graphical user interface with several options to
adjust the recognition process and for controlling movements of the robot’s head in order
to easier acquire objects in the field of view. Additionally, a dialogue system for querying
further results is presented.
This paper gives an overview of the advantages and weaknesses of distributed source code review tools in software engineering. We cover this topic with a specific focus on Google’s freely available software Gerrit. In chapter 1 we discuss how code-reviews are generally useful for groups of programmers. We lay out how traditional approaches differ from distributed setups where developers may be vastly distributed from a geographical point of view or where meetings are otherwise contraindicated. In chapter 2 we discuss how users can interact with Gerrit, and chapter 3 covers some basic knowledge for those people who have to administer one or more Gerrit installations. Finally, chapter 4 summarizes key points and gives an outlook on the future role of distributed code-review.
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale.
One of the reasons for this is that interacting with human counterparts is typically considered much more interesting than playing against an Artificial Intelligence.
Although the visual quality of game worlds has increased over the past years,they often fall short in providing consistency with regard to behavior and interactivity.
This is especially true for the game worlds of MMOGs. One way of making a game world feel more alive is to implement a Fire Propagation System that defines show fire spreads in the game world. Singleplayer games like Far Cry 2 and The Legend of Zelda:
Breath of the Wild already feature implementations of such a system. As far as the author of this thesis knows, however, noMMOGwith an implemented Fire Propagation System has been released yet. This work introduces two approaches for developing such a system for a MMOG with a client-server architecture.
It was implemented using the proprietary game engine Snowdrop. The approaches presented in this thesis can be used as a basis for developing a Fire Propagation System and can be adjusted easily to fit the needs of a specific project.
Virtual-reality (VR) is an immersive technology with a growing market and many applications for gesture recognition. This thesis presents a VR gesture recognition method using signal processing techniques. The core concept is based on the comparison of motion features in the form of signals between a runtime recording of users and a possible gesture set. This comparison yields a similarity score through which the most similar gesture can be recognized by a continuous recognition system. Some selected comparison methods are presented, evaluated and discussed. An example implementation is demonstrated. However, due to an introduced layer model parts of the method and its implementation are interchangeable.
Similar or even better performance is achieved compared to other related work. The comparison method Dynamic Time Warping (DTW) reaches an average positive recognitions rate of 98.18% with acceptable real-time application performance. Additionally, the method comes with some benefits: position and direction of users is irrelevant, body proportions have no significant negative impact on recognition rates, faster and slower gesture executions are possible, no user inputs are needed to communicate gesture start and end (continuous recognition), also continuous gestures can be recognized, and the recognition is fast enough to trigger gesture specific events already during the execution.
Multiplayer games can increase player enjoyment through social interactions, cooperation, and competition. Their market popularity shows the success of especially networked multiplayer games, which pose new networking challenges to game developers. The main challenge is synchronizing game state across players. Research identifies deterministic lockstep, snapshot interpolation, and state-sync as primary methods for this task, each with distinct advantages and disadvantages.
This work, and the master thesis this paper is based on, quantitatively evaluated deterministic lockstep, demonstrating its vertical (entity count) and horizontal (player count) scaling limitations and compares the method to snapshot interpolation. Lockstep supports minimum 16,000 entities for up to 10 players and a horizontal scaling of 40 or more players with 1024 entities. However, a negative correlation between entity and player count limits was observed, which was indicated by the maximum scaling configurations 30 players with 4096 entities or 20 players with 8192 entities. Snapshot interpolation faced a vertical limit with 4096 entities and 10 players and horizontally with 40 or more players and 1024 entities.
The paper further contributes by comparing results to related work, summarizing synchronization methods, proposing a hybrid architecture model of deterministic lockstep with snapshot interpolation for re-synchronization and hot-joins, and deconstructing Unity Transport Package’s (UTP) network packets.