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The increasing prevalence of myopia throughout the industrialized world in recent decades has caused costs and problems for the eye health. Changed lifestyle and behavior are the main causes. For the pathogenesis of myopia, the amount of time spent outdoor and near activities play an important role. Various options for the treatment of myopia have been described as effective in the literature. Normal single vision glasses and contact lenses can only provide clear vision, but do not reduce myopia progression. Orthokeratology shows a slowing of axial growth, but has an increased risk of infectious keratitis. Low-dose atropine (0.01%) is currently the best pharmacological option. It proved safe, effective and showed the least rebound effect with negligible side effects. Other options for the treatment of myopia include special glasses, behavioral changes and prolonged outdoor exposure (to prevent the onset of myopia), as well as other methods. An increasingly important myopia management option is multifocal contact lenses, that provide a peripheral treatment zone producing myopic defocus. Such myopia control lenses are available as customized or as daily or monthly lenses. Children benefit from wearing contact lenses more than just having refractive error correction and myopia control, they have a better self-esteem and improved quality of life. The numerous findings on the safety and efficacy of soft multifocal distance center contact lenses in children to reduce the progression of myopia suggest that this modality should be considered as a main treatment option. Less, but similar to orthokeratology, when wearing soft lenses there is a risk of developing potentially serious complications such as microbial keratitis. The introduction of child-appropriate risk minimization strategies, and patient and parent education with regular monitoring is essential and leads to successful contact lens wear. This literature review summarized the actual knowledge about myopia management, prevalence, etiology and the visual and healthy consequences of myopia.
The three currently most important strategies for slowing the progression of myopia are soft multifocal distance center contact lenses, Orthokeratology and low-dose atropine ophthalmic drops.
VR-EA: Virtual Reality Visualization of Enterprise Architecture Models with ArchiMate and BPMN
(2019)
The digital transformation occurring throughout enterprises results in an increasingly dynamic and complex IT landscape. As the structures with which enterprise architecture (EA) deals become more digital, larger, complex, and dynamic, new approaches for modeling, documenting, and conveying EA structural and relational aspects are needed. The potential for virtual reality (VR) to address upcoming EA modeling challenges has as yet been insufficient- ly explored. This paper contributes a VR hypermodel solution concept for visu- alizing, navigating, interacting with ArchiMate and Business Process Modeling Notation (BPMN) models in VR. An implementation demonstrates its feasibil- ity and a case study is used to show its potential.
As the size of software program code bases in software development projects increases, insight into and comprehension of their underlying dependency structures presents a challenge for programmers. The increasing availability of virtual reality (VR) systems brings VR-based visualization of program code structures into practical reach for software developers and could support program comprehension and insight. However, the complete visual immersion with VR presents a cognitive burden and potential distractions. Applying gamification to such a VR visualization capability has hitherto been insufficiently investigated as to its potential motivation and program comprehension factors. This paper describes and evaluates a VR digital gamification approach for program code called VR Gamified Immersion in Software structures (VR-GaImS), which applies digital gamification to a multi-metaphor VR visualization of software program structures. The results of a preliminary empirical investigation utilizing our prototype indicate its potential to increase enjoyment and motivation, focus attention, and encourage the exploration of software structures.
Enterprise Architecture (EA) Frameworks (EAFs) have attempted to support comprehensive and cohesive modeling and documentation of the enterprise. However, these EAFs were not conceived for today’s rapidly digitalized enterprises and the associated IT complexity. A digitally-centric EAF is needed, freed from the past restrictive EAF paradigms and embracing the new potential in a data-centric world. This paper proposes an alternative EAF that is digital, holistic, and digitally sustainable - the Digital Diamond Framework. D2F is designed for responsive and agile enterprises, for aligning business plans and initiatives with the actual enterprise state, and addressing the needs of EA for digitized structure, order, modeling, and documentation. The feasibility of D2F is demonstrated with a prototype implementation of an EA tool that applies its principles, showing how the framework can be practically realized, while a case study based on ArchiSurance example and an initial performance and scalability characterization provide additional insights as to its viability.
Databases are becoming an ubiquitous and integral part of most software as the data era and the Internet of Everything unfolds. Alternative database types such as NoSQL grow in popularity and allow data to be stored and accessed more simply or in new ways. Thus, software developers, not just database specialists, are more likely to encounter and need to deal with databases. Virtual Reality (VR) technology has grown in popularity, yet its integration in the software development tool chain has been limited. One potential application area for VR technology that has not been sufficiently explored is database-model visualization. This paper describes Virtual Reality Immersion in Data Models (VRiDaM), a generic database-model approach for visualizing, navigating, and conveying database-model information interactively. It describes and explores both native VR and WebVR solution concepts, with prototypes showing the viability of the approach.