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Personal und Organisation
(2021)
Explorational video games and video game genres like Rogle-Likes depend heavily on the presence of an interesting and exciting game world and high replayability. This can be achieved by a high amount of content generated by procedural generation. Space themed games in particular usually lack game worlds with visual and gameplay diversity. This work focuses on the generation of diverse planets as game worlds for an interplanetary building strategy PC game. Therefore, a generator was developed within the Unity game engine to generate pseudo random planet models. Classic and modern approaches to procedural content generation were evaluated and compared in order to assess their suitability for the implementation of the generator. The generated models utilize a data structure that allows for changes in the model based on player interaction. The resulting planets differ in size, biomes and surface structure. The planet's basic sphere geometry is derived from a subdivided icosphere. Using a voronoi diagram, its surface is divided into regions representing biomes, continents and oceans. A basic simulation of continental plates is used to determine mountain and canyon locations. These are formed by nested noise functions and domain warping creating a height field. The planet surface consists of multiple material layers represented by data.
Steganography embraces several hiding techniques which spawn across multiple domains. However, the related terminology is not unified among the different domains, such as digital media steganography, text steganography, cyber-physical systems steganography, network steganography (network covert channels), local covert channels, and out-of-band covert channels. To cope with this, a prime attempt has been done in 2015, with the introduction of the so-called hiding patterns, which allow to describe hiding techniques in a more abstract manner. Despite significant enhancements, the main limitation of such a taxonomy is that it only considers the case of network steganography. Therefore, this paper reviews both the terminology and the taxonomy of hiding patterns as to make them more general. Specifically, hiding patterns are split into those that describe the embedding and the representation of hidden data within the cover object. As a first research action, we focus on embedding hiding patterns and we show how they can be applied to multiple domains of steganography instead of being limited to the network scenario. Additionally, we exemplify representation patterns using network steganography.
Anordnung des HmbBfDI gegen Facebook - Dringlichkeitsanordnung statt Zusammenarbeit und Kohärenz?
(2021)
Selbstbestimmte Identitäten
(2021)
„Ich will loslegen!“ (IWL). Dieser Ausruf spiegelt die Motivation der befragten Unternehmer*innen zu einem Zeitpunkt wider, an dem sie sich entschlossen haben, ein erstes oder neues Digitalisierungsprojekt zu initiieren. Um aktiv eine Unterstützung für das Vorhaben anzufragen, beantworteten kleinste, kleine und mittlere Unternehmen (KKMU) die 100 Fragen des IST-1-Fragebogens. Unsere IWL-Studie beinhaltet die Analyse der Antworten der Unternehmer*innen und ermöglicht neue Erkenntnisse. Sie zeigt Bedürfnisse und Widersprüche im Hinblick auf Digitalisierungsvorhaben auf. Wo setzen KKMU ihren Fokus, wie handeln sie und welche Potenziale und Hürden offenbaren sich im Kontext digitaler Lösungen? Die verschiedenen Punkte werden in der vorliegenden Fassung anhand von Hypothesen erläutert und abschließend diskutiert.