1,720,990 research outputs found

    An die Arbeit - „Productivity Hero“ als originelles Designkonzept für ein gamifiziertes Aufgabenmanagementsystem

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    This dissertation investigates whether and how employee productivity and performance can be sustainably increased through the use of gamified task management systems based on ICT, digitally supported motivation concepts and gamification. On the one hand, work-related and individual factors that can influence the productivity and performance of employees in the workplace are being researched (particularly with regard to the effectiveness of factors such as ICT, gamification and employee motivation). On the other hand, practical and useful recommendations are developed for both managers and employees, with the help of which employee productivity and performance in the production and service sector can be sustainably increased and task management in today's organisations can be supported without cutting staff or neglecting basic employee needs

    Nesting algorithm for irregular shapes on simple flat surfaces

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    The leather processing industry requires considerable amounts of leather. The desire from an economic perspective is, that the leather waste is small. In small and medium-sized companies, optimizations are done from people by hand. The people try to place cutting parts on a leather skin, that the total of leather waste is small and they are arriving this with their experience. Larger leather processing companies are using computer-based optimization methods / algorithms (nesting algorithms) for leather cutting and cnc machines for optimization the cutting prozess. With this work, a new nesting algorithm for leather cutting optimization will be shown. The nesting algorithm is inspired by Human thought and action. The calculation and consideration of C-obstacle polygons have is an elementary component. By using enhanced methods for calculating polygon-union and polygon-difference it can be shown, that templates can be placed optimized on C-obstacle polygons with zero surfaces. Through a comprehensive analysis on the templates forms, the relative (the design) and absolute template size is shown, also that the approach and the evaluation of templates a fundamental part in nesting algorithms is

    Hacking Cultural Heritage : der Hackathon als Methode zur Interpretation des Kulturerbes

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    Hackathons were originated from both the evolution of and revolution caused by personal computers. Initially, they have been implemented as a collaborative method for solving computer-related problems or conceptualizing new possibilities based on specific infrastructures. Only later on, when Cultural Institutions had undergone intensive digitization, Hackathons started to be part of their repertoire. Because of the special nature of Cultural Institutions, Hackathons for Cultural Heritage cannot be understood in the same way as their counterparts happening in a purely engineering domain. Problem solving and conceptualization through collaborative programming are entangled with the significance of the content matter they intend to deal with: the institutionsa collections. Based on these considerations, this thesis aims at explaining the underlying principles, interactions, and infrastructures of the Hackathon as a method for Heritage Interpretation. Moreover, the thesis also proposes a Fast-speed IT Platform, which was designed within the context of the Two-speed IT infrastructure, where a foundational, stable, and slow infrastructure is complemented by an additional creative, experimental, and agile infrastructure, which is capable of promptly responding to the needs of communities. The platform is an effort to implement strategies for interpreting, recontextualizing, and telling stories with Digital Collections. In addition, the platform aims at mitigating problems concerning technical knowledge that is usually required for taking advantage of the affordances of Digital Collections as a creative material

    Der "Realismus" algorithmisch erzeugter menschlicher Figuren. Eine Studie ausgewählter Beispiele von 1964 bis 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    Algorithmic thinking: central concepts, elements and pedagogical considerations

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    This thesis researches the essence of algorithmic thinking. What does the term mean? What are its central concepts and elements, and what is its importance for developing programs? How to teach algorithmic thinking in the introductory parts of computer science, such as programming? "Computational thinking" is related to algorithmic thinking, but the two are not the same. Computational thinking has been promoted as a mode of reasoning about problems and methods of their solution aimed at computing as the activity of computers; algorithmic thinking involves a thought process in and towards algorithms. Algorithmic thinking is associated with that kind of thought that the machine would have if it could think. That kind of thought is necessary to reduce a phenomenon from the real world to the computational world. A semiotic transformation that is characterized by the rigor of precision, clarity, unambiguity, and by being operational. Insofar, algorithmic thinking is more abstract; it does not necessarily strive to compute; it instead is about developing computable functions. Algorithmic thinking is the leading mental activity required in preparation for developing programs. However, it must not be restricted to the field of programming. One particular effort of the thesis is pedagogical considerations about teaching algorithmic thinking in the introductory computer science courses focused on programming. The current emphasis on a more explicit understanding of algorithmic thinking represents a renewed vision to prepare young students in fields influenced by computing

    Manfred Mohr's Algorithms & Sol LeWitt's Concepts: Towards an Aesthetics of Algorithmic Art

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    Ursprünglicher Titel der Dissertation: «Manfred Mohr's Algorithms & Sol LeWitt's Concepts: Towards an Aesthetics of Algorithmic Art»The central argument of the present dissertation is that aesthetics as a theory of sensation is no longer sufficient in the realm of algorithmic art. The point of departure for this argument is the observation that the algorithmic image rests on the fact that only its appearance on the computer screen, or its projection on a piece of paper or canvas, can be perceived by the senses. For its part, the underlying computer program that generates the image remains hidden to the observer. Nevertheless – as the thesis demonstrates – one cannot ignore what occurs on the invisible side of the algorithmic image, since its perceptible presentation strongly depends upon its computational basis. With this in mind, the dissertation points towards an aesthetics that presupposes - in addition to sensory perception - the viewer's ability to think in abstract terms: in other words, to reflect on the structural logic of a visual work as well as the processes that generate it, rather than merely contemplating its visual content. Following the computer semiotics studies, this way of thinking is referred to as algorithmic thinking in the present research. By applying algorithmic thinking to a selection of Manfred Mohr’s algorithmic works, this thesis elaborates aesthetic principles according to which it might be possible to characterize algorithmic art. Towards this goal, the study focuses on the visible representation and the computable basis of algorithmic images as units of analysis. As the thesis shows, the elaborated aesthetic characteristics of algorithmic art can also in principle be discerned in Conceptual Art. Therefore, to illustrate that the aesthetics of algorithmic art can nevertheless lay claim to a novel character and does not merely replicate essential aesthetics of art practices that rely on traditional (i.e. non-computer) media, the dissertation analyzes Mohr’s algorithmic works in a comparative perspective to Sol LeWitt’s conceptual pieces

    Rational Character

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    The aim of this dissertation is to propose a new method of understanding and teaching characters, especially numerals, as spatialtemporal experience based on rational elements and components. The method contributes to the solution of the problem that with traditional methods of character representation their shape and content are mutually underivable. The solution requires an innovative approach in rethinking on the very basic level of the character system. The two main contributions of the dissertation are: 1) Delta Number, an innovation of the numeral system, and 2) Rational Character, an innovation of the sign system

    Moving Algorithm Immersive Technologies and Reflexive Spaces for Tangible Interaction

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    Sensual experience and interaction, combined with abstract concepts from informatics, arouse children s curiosity about technical processes. That is the assumption of this dissertation. The concept Moving Algorithm aims to provide guidelines on how technical systems in the field of media education for children can be designed and developed to encourage independent learning. Criteria are given for such digital products. This PhD project contributes to the field of interaction design and children. Moving Algorithm is implemented within the application of Der Schwarm, which allows the examination of algorithmic processes through sensual experience and interaction. Exploration is provided on several levels, as multiple senses as well as cognitive abilities are addressed. A concept allows the organisation of workshops particularly for evaluation purposes. Workshops employing methods from empirical social research have been held and evaluated

    Perspektiven des universitären Unterrichts in Costa Rica in Zeiten digitaler Medien

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    Perspectives of university teaching in Costa Rica in times of digital media examines an educational approach to understand the space of learning that takes place in higher education. For that, a selection of viewpoints of digital media and university teaching are discussed in the light of a tradition: the Journeyman Years. The key research question is: what is a space of learning in higher education from the students and professor's perspectives at the Universidad de Costa Rica? Pertinent to this topic, other sub-questions are: what kind of spaces of learning are being ofered at the Universidad de Costa Rica? How to reconsider the space of learning at a university? Chapter Two introduces the Wanderjahre (Journeyman Years) story, a leading metaphor for this manuscript where an approach to learning in terms of space is presented. Chapter Three examines two diferent knowledge approaches: frst, mechanistic thinking is highlighted in relation to digital media. Humans learn of natural phenomena through rational means, seeking to demystify and unveil a true world. Second, romantic thinking is featured in relation to higher education. Individuals learn about the world by engaging in practice while being social, experiencing directly the world in continuous change. Chapter Four presents an interpretation of the previous theoretical perspectives. After a selection of reviewed concepts, Learning by Wandering is proposed, a structure to analyze the construction of the space of learning in higher education. Chapter Five describes an ethnographic case study of the space of learning at the Universidad de Costa Rica, where 150 students and eight university teachers throughout diferent contexts are studied. Chapter Six features the major relevant fndings in my thesis to analyze university teaching in terms of space. In this chapter, a list of recommendations for the Universidad de Costa Rica is ofered, in order to foster higher education in terms of space
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