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This paper describes the development of a Pedelec controller whose performance level (PL) conforms to European standard on safety of machinery [9] and whose soft- ware is verified to conform to EPAC standard [6] by means of a software verification technique called model checking. In compliance with the standard [9] the hardware needs to implement the required properties corresponding to categories “C” and “D”. The latter is used if the breaks are not able to bring the velomobile with a broken motor controller to a full stop. Therefore the controller needs to implement a test unit, which verifies the functionality of the components and, in case of an emergency, shuts the whole hardware down to prevent injuries of the cyclist. The MTTFd can be measured through a failure graph, which is the result of a FMEA analysis, and can be used to proof that the Pedelec controller meets the regulations of the system specification. The analysis of the system in compliance with [9] usually treats the software as a black box thus ignoring its inner workings and validating its correctness by means of testing. In this paper we present a temporal logic specification according to [6], based on which the software for the Pedelec controller is implemented, and verify instead of only testing its functionality. By means of model checking [1] we proof that the software fulfills all requirements which are regulated by its specification.
Designing stereoscopic information visualization for 3D-TV: What can we learn from S3D gaming?
(2012)
This paper explores graphical design and spatial alignment of visual information and graphical elements into stereoscopically filmed content, e.g. captions, subtitles, and especially more complex elements in 3D-TV productions. The method used is a descriptive analysis of existing computer- and video games that have been adapted for stereoscopic display using semi-automatic rendering techniques (e.g. Nvidia 3D Vision) or games which have been specifically designed for stereoscopic vision. Digital games often feature compelling visual interfaces that combine high usability with creative visual design. We explore selected examples of game interfaces in stereoscopic vision regarding their stereoscopic characteristics, how they draw attention, how we judge effect and comfort and where the interfaces fail. As a result, we propose a list of five aspects which should be considered when designing stereoscopic visual information: explicit information, implicit information, spatial reference, drawing attention, and vertical alignment. We discuss possible consequences, opportunities and challenges for integrating visual information elements into 3D-TV content. This work shall further help to improve current editing systems and identifies a need for future editing systems for 3DTV, e.g., live editing and real-time alignment of visual information into 3D footage.
We present a study that investigates user performance benefits of playing video games using 3D motion controllers in 3D stereoscopic vision in comparison to monoscopic viewing. Using the PlayStation 3 game console coupled with the PlayStation Move Controller, we explored five different games that combine 3D stereo and 3D spatial interaction. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game expertise pre-questionnaire was used to classify participants into beginners and expert game player categories to analyze a possible impact on performance differences. The results show two cases where the 3D stereo display did help participants perform significantly better than with a 2D display. For the first time, we can report a positive effect on gaming performance based on stereoscopic vision, although reserved to isolated tasks and depending on game expertise. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of 3D stereoscopic vision and 3D motion control to enhance game experiences.
Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In this paper, we present a comprehensive study that evaluates player experience of three stereoscopic games in comparison with their monoscopic counterparts. We examined 60 participants, each playing one of the three games, using three self-reporting questionnaires and one psychophysiological instrument. Our main results are (1) stereoscopy in games increased experienced immersion, spatial presence, and simulator sickness; (2) the effects strongly differed across the three games and for both genders, indicating more affect on male users and with games involving depth animations; (3) results related to attention and cognitive involvement indicate more direct and less thoughtful interactions with stereoscopic games, pointing towards a more natural experience through stereoscopy.
MySAP CRM
(2004)
Für eine erfolgreiche Strategie im Bereich Customer Relationship Management (CRM) ist ein solches Integrationsniveau notwendig – schließlich endet die Interaktion mit dem Kunden nicht mit dem Auftrag. Vertriebs- und Serviceanwendungen für den Kundenkontakt mit Backoffice-Prozessen in Finanz- und Supply-Chain-Management-Lösungen zu verbinden ist lediglich der Anfang eines durchgängigen Prozesses, in den auch Vertriebspartner und Wiederverkäufer einbezogen werden müssen.
mySAP CRM
(2004)
MySAP CRM
(2002)
We present a model checking algorithm for ∀CTL (and full CTL) which uses an iterative abstraction refinement strategy.
It terminates at least for all transition systems M that have a finite simulation or bisimulation quotient. In contrast to other abstraction refinement algorithms, we always work with abstract models whose sizes depend only on the length of the formula θ (but not on the size of the system, which might be infinite).
In der vorliegenden Arbeit werden Verfahren vorgestellt, die geeignet sind, Modelle des menschlichen kardiovaskulären Systems an individuelle Kreislaufreaktionen anzupassen. Allgemeine Kreislaufmodelle des menschlichen kardiovaskulären Systems sind in der Regel nichtlineare Differentialgleichungssysteme, für die es keine effizienten Optimierungsverfahren gibt. Durch die Einschränkung auf relevante Aspekte (bzgl. der Individualisierungsaufgabe) wird ein solches Modell auf Modelle einfacherer Struktur projiziert, die eine Approximation durch Funktionsapproximatoren erlauben, für welche wiederum effiziente Optimierungsalgorithmen existieren. In Abhängigkeit von der Struktur der Individualisierungsaufgabe kommt zusätzlich ein modifiziertes BFGS-Verfahren zum Einsatz, das Approximationen solcher Modellaspekte verwendet um die Konvergenz der Modellindividualisierung zu verbessern.
The SAP R/3 system
(2000)