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VR-GitCity
(2023)
The increasing demand for software functionality necessitates an increasing amount of program source code that is retained and managed in version control systems, such as Git. As the number, size, and complexity of Git repositories increases, so does the number of collaborating developers, maintainers, and other stakeholders over a repository’s lifetime. In particular, visual limitations of command line or two- dimensional graphical Git tooling can hamper repository comprehension, analysis, and collaboration across one or multiple repositories when a larger stakeholder spectrum is involved. This is especially true for depicting repository evolution over time. This paper contributes VR-GitCity, a Virtual Reality (VR) solution concept for visualizing and interacting with Git repositories in VR. The evolution of the code base is depicted via a 3D treemap utilizing a city metaphor, while the commit history is visualized as vertical planes. Our prototype realization shows its feasibility, and our evaluation results based on a case study show its depiction, comprehension, analysis, and collaboration capabilities for evolution, branch, commit, and multi-repository analysis scenarios.
VR-EDStream+EDA
(2023)
With increasing digitalization, the importance of data and events, which comprise its most fundamental level, cannot be overemphasized. All types of organizations, including enterprises, business, government, manufacturing, and the supporting IT, are dependent on these fundamental building blocks. Thus, evidence-based comprehension and analysis of the underlying data and events, their stream processing, and correlation with enterprise events and activities becomes vital for an increasing set of (grassroot or citizen) stakeholders. Thus, further investigation of accessible alternatives to visually support analysis of data and events is needed. This paper contributes VR-EDStream+EDA, a solution for immersively visualizing and interacting with data and event streams or pipelines and generically visualizing Event-Driven Architecture (EDA) in Virtual Reality (VR). Our realization shows its feasibility, and a case-based evaluation provides insights into its capabilities.
The surface topography of biodegradable polymer foils is modified by mechanical imprinting on a submillimeter length scale. The created patterns strongly influence the wetting behavior and allow the preparation of hydrophobic surfaces with controlled solid-liquid interaction. A detailed analysis of anisotropic surface patterns reveals that the observed effect arises from a combination of topographical and compositional changes that are introduced to the surface. As a main result it is found that an individual combination of material and structure is required for the production of water-repellent biopolymer foils that are highly attractive for packaging applications.
Laser melting manufacturing of large elements of lunar regolith simulant for paving on the Moon
(2023)
The next steps for the expansion of the human presence in the solar system will be taken on the Moon. However, due to the low lunar gravity, the suspended dust generated when lunar rovers move across the lunar soil is a significant risk for lunar missions as it can affect the systems of the exploration vehicles. One solution to mitigate this problem is the construction of roads and landing pads on the Moon. In addition, to increase the sustainability of future lunar missions, in-situ resource utilization (ISRU) techniques must be developed. In this paper, the use of concentrated light for paving on the Moon by melting the lunar regolith is investigated. As a substitute of the concentrated sunlight, a high-power CO2 laser is used in the experiments. With this set-up, a maximum laser spot diameter of 100 mm can be achieved, which translates in high thicknesses of the consolidated layers. Furthermore, the lunar regolith simulant EAC-1A is used as a substitute of the actual lunar soil. At the end of the study, large samples (approximately 250 × 250 mm) with interlocking capabilities were fabricated by melting the lunar simulant with the laser directly on the powder bed. Large areas of lunar soil can be covered with these samples and serve as roads and landing pads, decreasing the propagation of lunar dust. These manufactured samples were analysed regarding their mineralogical composition, internal structure and mechanical properties.
Future lunar exploration will be based on in-situ resource utilization (ISRU) techniques. The most abundant raw material on the Moon is lunar regolith, which, however, is very scarce on Earth, making the study of simulants a necessity. The objective of this study is to characterize and investigate the sintering behavior of EAC-1A lunar regolith simulant. The characterization of the simulant included the determination of the phase assemblage, characteristic temperatures determination and water content analysis. The results are discussed in the context of sintering experiments of EAC-1A simulant, which showed that the material can be sintered to a relative density close to 90%, but only within a very narrow range of temperatures (20–30 °C). Sintering experiments were performed for sieved and unsieved, as well as for dried and non-dried specimens of EAC-1A. In addition, an analysis of the densification and mechanical properties of the sintered specimens was done. The sintering experiments at different temperatures showed that the finest fraction of sieved simulant can reach a higher maximum sintering temperature, and consequently a higher densification and biaxial strength. The non-dried powder exhibited higher densification and biaxial strength after sintering compared to the dried specimen. This difference was explained with a higher green density of the non-dried powder during pressing, rather than due to an actual influence on the sintering mechanism. Nevertheless, drying the powder prior to sintering is important to avoid the overestimation of the strength of specimens to be fabricated on the Moon.
A Context and Augmented Reality BPMN and BPMS Extension for Industrial Internet of Things Processes
(2022)
In the context of Industry 4.0, smart factories enable a new level of highly individualized and very efficient production, driven by highly automated processes and connected Industrial Internet of Things (IIoT) devices. Yet the IIoT process context, crucial for operational process enactment, cannot be readily represented in processes as currently modeled. Despite automation progress, manual tasks performed by humans (such as maintenance) remain, and while complicated tasks can be supported by Augmented Reality (AR) devices, they remain insufficiently integrated into global production processes. To seamlessly integrate process automation, IIoT context, and AR, this paper contributes BPMN-CARX, a Context and Augmented Reality eXtension (CARX) for BPMN (Business Process Model and Notation) and the CARX Framework, which enables AR and IIoT context integration with existing Business Process Management Systems (BPMSs). An Industry 4.0 case study demonstrates its feasibility and applicability.
The use of computers spread among the population, both for work and leisure purposes. This poses an increased risk factor for dry eye disease, a multifactorial disease influencing the surface of the eye. With the recent increasing usage of head-mounted displays, it is critical to determine whether or not they have the same impact on the tear film as conventional screens.
Dieser Leitfaden soll Ihnen helfen:
• Nachhaltige Alternativen in Betracht zu ziehen
• Den Ressourcenverbrauch zu reduzieren
• Verträge so zu strukturieren, dass sie die Ziele der nachhaltigen Entwicklung fördern
• Potentielle Budgeteinsparungen zu identifizieren
• Ihr Publikum über das Thema Nachhaltigkeit zu informieren
Ein Ziel der vorliegenden Bachelorthesis ist es, die Berufsbilder OrthoptistIn und OptometristIn vorzustellen,deren Zusammenhänge und Unterschiede hinsichtlich der Betreuung von Kindern zu ermitteln und somit gegenüberzustellen. Um die notwendigen Informationen für eine Gegenüberstellung zu erhalten, soll eine Online-Umfrage durchgeführt werden. Es soll gezeigt werden, welche Gemeinsamkeiten in der Vorgehensweise bezüglich der Betreuung von Kindern vorliegen. Für die Gegenüberstellung sollen zudem Grundlagen zu den Berufsbildern und deren Aufgabenbereich sowie zu den visuellen Begebenheiten von Kindern erarbeitet und aufgezeigt werden. Des Weiteren soll ein Leitfaden zur optometrischen Betreuung von Kindern mit binokularen Sehproblemen ab dem Grundschulalter erstellt werden, der zur praktischen Anwendung für Optometristen dient und ein Protokoll zur Dokumentation von Ergebnissen beinhaltet. Dieser Leitfaden soll Optometristen ein strukturiertes und geleitetes Vorgehen ermöglichen.
In Branchen wie Luftfahrt, Hotellerie oder Autovermietungen gehört «Revenue-Marketing» (kurz: RM) in Form von dynamischer Preisgestaltung schon lange zum angewendeten Standard. Ziel dieser Studie ist herauszufinden, wie die Haltung der schweizerischen Augenoptikerbranche gegenüber «Revenue-Marketing» ist. Es wird analysiert, wie viele Augenoptikfachgeschäfte in der Schweiz dynamische Preise anwenden und wie viele diese nicht anwenden. Es wird analysiert, wie die dynamischen Preise gesteuert werden und welche Produkte betroffen sind. Werden noch keine dynamischen Preise verwendet, wird nachgefragt, ob eine mögliche Einführung geplant ist. Sofern keine Einführung geplant ist, werden die Ablehnungsgründe analysiert. Zudem wird geforscht, ob die Firmengrösse einen Einflussfaktor auf die Verwendung von «Revenue-Marketing» hat.