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As competition for tourists becomes more global, understanding and accommodating the needs of international tourists, with their different cultural backgrounds, has become increasingly important. This study highlights the variations in tourist industry service--particularly as they relate to different cultures. Specifically, service failures experienced by Japanese and German tourists in the U.S. were categorized using the Critical Incident Technique (CIT). The results were compared with earlier studies of service failures experienced by American consumers in the tourist industry. The sample consists of 128 Japanese and 94 “Germanic” (German, Austrian, Swiss-German) respondents. The Japanese and German sample rated “Inappropriate employee behavior” most significant category of service failure. More than half of these respondents said that, because of the failure, they would avoid the offending U.S. business. This is a much stronger response than an American sample had reported in an earlier study. The implications for managers and researchers are discussed.
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. While using handheld input devices for navigation may often be good enough, it does not match our natural experience of motion in the real world. Frequently, there are strong arguments for supporting body-centered self-motion cues as they may improve orientation and spatial judgments, and reduce motion sickness. Yet, how these cues can be introduced while the user is not moving around physically is not well understood. Actuated solutions such as motion platforms can be an option, but they are expensive and difficult to maintain. Alternatively, within this article we focus on the effect of upper-body tilt while users are seated, as previous work has indicated positive effects on self-motion perception. We report on two studies that investigated the effects of static and dynamic upper body leaning on perceived distances traveled and self-motion perception (vection). Static leaning (i.e., keeping a constant forward torso inclination) had a positive effect on self-motion, while dynamic torso leaning showed mixed results. We discuss these results and identify further steps necessary to design improved embodied locomotion control techniques that do not require actuated motion platforms.
The device (10) has a handrail (18) provided with an optical contactless monitoring device formed as an active sensor system, where the monitoring device is arranged in a region of a guide (14) of the handrail at a front base (16) of an escalator (12) or a moving pavement. The monitoring device has two transmission paths (28, 30) with wavelength bands that are different from each other, where one of the paths includes the handrail. Ratio or difference between signals of the paths is used for recognizing foreign bodies e.g. hands of adults and children.
Mobile Kundenbindung
(2015)
Since being introduced in the sixties and seventies, semi-implicit RosenbrockWanner (ROW) methods have become an important tool for the timeintegration of ODE and DAE problems. Over the years, these methods have been further developed in order to save computational effort by regarding approximations with respect to the given Jacobian [5], reduce effects of order reduction by introducing additional conditions [2, 4] or use advantages of partial explicit integration by considering underlying Runge-Kutta formulations [1]. As a consequence, there is a large number of different ROW-type schemes with characteristic properties for solving various problem formulations given in literature today.
Noncooperative Game Theory
(2016)
Der Nutzen von Prozessmanagement für die Effizienz und Effektivität der Organisation von Unternehmen ist vielfach bestätigt. Eine Studie der gfo-Gesellschaft für Organisation stellt fest, dass der Umsetzungsgrad der Prozessorganisation in Unternehmen dennoch mangelhaft ist. Es fehlt die Unterstützung der Leitung, die selbst noch überwiegend funktional organisiert ist.
We propose a high-performance GPU implementation of Ray Histogram Fusion (RHF), a denoising method for stochastic global illumination rendering. Based on the CPU implementation of the original algorithm, we present a naive GPU implementation and the necessary optimization steps. Eventually, we show that our optimizations increase the performance of RHF by two orders of magnitude when compared to the original CPU implementation and one order of magnitude compared to the naive GPU implementation. We show how the quality for identical rendering times relates to unfiltered path tracing and how much time is needed to achieve identical quality when compared to an unfiltered path traced result. Finally, we summarize our work and describe possible future applications and research based on this.
Rendering techniques for design evaluation and review or for visualizing large volume data often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates. A view direction based rendering technique renders the users central field of view in high quality whereas the surrounding is rendered with a level of detail approach depending on the distance to the users central field of view thus giving the opportunity to increase rendering efficiency. We propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.
This presentation gives an overview of current research in the area of high quality rendering and visualization at the Institute of Visual Computing (IVC). Our research facility has some unique software and hardware installations of which we will describe a large, ultra- high resolution (72 megapixel) video wall in this presentation.
We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.