Fachbereich - Medien
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Investing as Random Trial
(2017)
We introduce an investment algorithm for a market of individual securities. The investment algorithm is derived from constraints depending on investment parameters in order to limit the risk and to take into account an individual investor. One constraint is devoted to trading costs. Purchased securities are selected randomly among securities that meet the buy condition, making trading a random trial. Simulations with historical price data are demonstrated for a simple example: The buy condition is evaluated on the basis of the price relationship for two subsequent trading days and the sales condition is defined by holding securities only for one day. A trading expert evaluates the expected return for the investment algorithm with respect to the random selection. Thus, the expert informs precisely on how many market players perform using the same investment algorithm. Its findings are for a parametrized set of buy conditions simultaneously, which makes a trading expert a valuable tool for theorists as well as for practitioners. In our example, the trading expert demonstrated clearly a significant mean reversion effect for a horizon of one day.
Mobile live video streaming is becoming an increasingly popular form of interaction both in social media and remote collaboration scenarios. However, in most cases the streamed video does not take mobile devices' spatial data into account (e.g., the viewers do not know the spatial orientation of a streamer), or use such data only in specific scenarios (e.g., to navigate around a spherical video stream).
More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has only been partly exploited due to unresolved problems such as ergonomic problems, numerous challenges with user interaction and the inability to perform exact, fast and progressive refinements. This paper explores past research, shows alternative approaches and proposes novel interaction tools for pending problems. An immersive modelling application for polygon meshes is created from scratch and tested by professional users of desktop modelling tools, such as Autodesk Maya, in order to assess the efficiency, comfort and speed of the proposed application with direct comparison to professional desktop modelling tools.
Die Unified Modeling Language (UML) wird mithilfe eines Profils erweitert, um den Entwurf relationaler Datenbanken zu unterstützen. Elemente von UML wie Vererbung können zur Datenbankmodellierung genutzt werden, und datenbankspezifische Elemente wie beispielweise Indizes lassen sich in UML modellieren. Es wird eine automatisierte Abbildung vom UML-Klassendiagramm zum Datenbankschema erklärt und das Round-Trip-Engineering zwischen UML und einem Datenbankschema dargestellt. Schließlich wird der Nutzen dieser Modellierungsmethode verdeutlicht.
Nach einer erfolgreichen Wiederbelebung der Medieninformatik-Workshopreihe mit dem Workshop Medieninformatik 2016 auf der Mensch-und-Computer 2016 in Aachen, lädt die Fachgruppe Medieninformatik (FG MI) im Fachbereich Mensch-Computer-Interaktion (FB MCI) der Gesellschaft für Informatik (GI) ein zum Workshop Medieninformatik 2017. In diesem Jahr soll es, aufbauend auf den Ergebnissen des 2016er-Workshops, zunächst um das Herausarbeiten von Berufsbildern und Färbungen der Medieninformatik- und Medieninformatik-orientieren Studiengänge gehen. Grundlage der Diskussion ist eine, im Vorfeld des Workshops durchzuführende Kurzumfrage, in der die Zielrichtung der jeweiligen Studiengänge und die Absolventenstatistiken hinsichtlich der Arbeitsfelder erfasst werden. Die Ergebnisse der Befragung werden vor dem Workshop an die Workshop-Teilnehmer zurückgespielt und sollen diesen als Kontext für die Vorbereitung der Workshop-Vorträge dienen. Die Vorträge sollen nach relativ engen Vorgaben die Themen Berufsbilder und Färbungen der Medieninformatik thematisieren, um die Workshopdiskussion anzustoßen. Daran anknüpfend sind die Themen Studiengangsgestaltung (Curriculum) und Erfahrungsaustausch zu (praxisgerechten) Lehr-Lernformen vorgesehen. Des Weiteren soll das im 2016-Workshop sehr kontrovers diskutierte Thema „Gibt es eine Medieninformatik-Forschung?“ anhand konkreter Medieninformatik-Forschungsvorhaben erneut thematisiert werden. Der vorgestellte Themenkanon ist nicht abschließend zu verstehen, sondern soll durch die Teilnehmenden im Vorfeld und vor Ort ergänzt werden.
Das Buzzword Agilität ist in aller Munde. Agile Methoden und Werkzeuge werden vor allem in der Softwareentwicklung eingesetzt. Mehr und mehr setzen sich agile Prinzipien aber auch als generelles Managementkonzept jenseits der Softwareentwicklung durch. Gerade junge Unternehmen und Startups der Digitalbranche mit ihren oftmals flachen Hierarchien machen sich agile Werte wie Transparenz, Feedback und Selbstorganisation zu eigen. Wir haben uns gefragt, ob diese Werte – neben weiteren – nicht auch für die Lehre an Hochschulen Gültigkeit haben sollten und ob nicht agile Projekttools wie Slack oder Trello gerade im Rahmen der projektorientierten Lehre von großem Nutzen sein könnten. Dieser Workshop startet daher mit einem aktuellen Erfahrungsbericht über ein umfangreiches Crossmedia-Projekt unter dem Einsatz agiler Projekttools an der Hochschule Düsseldorf. Der weitere Verlauf des Workshops ist – ganz im Sinne der agilen Idee – noch offen. Allerdings werden einige vorbereitete iPads zur Verfügung stehen, damit Workshopteilnehmerinnen und –teilnehmer ggf. erste praktische Erfahrungen mit Trello sammeln können.
Was ist eigentlich ein "UnSeminar"? Prof. Marmann aus dem Fachbereich Medien der Hochschule Düsseldorf erklärt in einem Interview mit dem Hochschulradio Düsseldorf sein Konzept für die Durchführung von Seminaren, das den Teilnehmerinnen und Teilnehmern sehr viel Freiheit in der (digitalen) Ausgestaltung der Themen bietet.
In Anlehnung an das Barcamp-Format, das auch "Unkonferenz" genannt wird, werden die Seminarthemen erst im Verlauf der Veranstaltung und durch Teilnehmenden entwickelt. Hierzu dienen mehrere Feedbackschleifen. Darüber hinaus kommen in den Unseminaren verschiedene digitale Technologien zur Organisation, zur Kommunikation und zur Kreation zum Einsatz, um en passant auch die Digitalkompetenz der Studierenden weiterzuentwickeln. So ist z.B. ein Multimedia-Abstract Bestandteil eines jeden Seminarbeitrages und die Seminarbeiträge selbst werden mit einem typischen Blogsystem ausgearbeitet. Alle Beiträge sind innerhalb des Fachbereichs für interessierte Studierende einsehbar, so dass Studierende auch von Kommilitonen lernen können.
The Sound of Success: Investigating Cognitive and Behavioral Effects of Motivational Music in Sports
(2017)
Listening to music before, during, or after sports is a common phenomenon, yet its functions and effects on performance, cognition, and behavior remain to be investigated. Listening to music before, during, or after sports is a common phenomenon, yet its functions and effects on performance, cognition, and behavior remain to be investigated. In this study we present a novel approach to the role of music in sports and exercise that focuses on the notion of musical self-enhancement (Elvers, 2016). We derived the following hypotheses from this framework: listening to motivational music will (i) enhance self-evaluative cognition, (ii) improve performance in a ball game, and (iii) evoke greater risk-taking behavior. To evaluate the hypotheses, we conducted a between-groups experiment (N = 150) testing the effectiveness of both an experimenter playlist and a participant-selected playlist in comparison to a no-music control condition. All participants performed a ball-throwing task developed by Decharms and Davé (1965), consisting of two parts: First, participants threw the ball from fixed distances into a funnel basket. During this task, performance was measured. In the second part, the participants themselves chose distances from the basket, which allowed their risk-taking behavior to be assessed. The results indicate that listening to motivational music led to greater risk taking but did not improve ball-throwing performance. This effect was more pronounced in male participants and among those who listened to their own playlists. Furthermore, self-selected music enhanced state self-esteem in participants who were performing well but not in those who were performing poorly. We also discuss further implications for the notion of musical self-enhancement. // Listening to music before, during, or after sports is a common phenomenon, yet its functions and effects on performance, cognition, and behavior remain to be investigated. In this study we present a novel approach to the role of music in sports and exercise that focuses on the notion of musical self-enhancement (Elvers, 2016). We derived the following hypotheses from this framework: listening to motivational music will (i) enhance self-evaluative cognition, (ii) improve performance in a ball game, and (iii) evoke greater risk-taking behavior. To evaluate the hypotheses, we conducted a between-groups experiment (N = 150) testing the effectiveness of both an experimenter playlist and a participant-selected playlist in comparison to a no-music control condition. All participants performed a ball-throwing task developed by Decharms and Davé (1965), consisting of two parts: First, participants threw the ball from fixed distances into a funnel basket. During this task, performance was measured. In the second part, the participants themselves chose distances from the basket, which allowed their risk-taking behavior to be assessed. The results indicate that listening to motivational music led to greater risk taking but did not improve ball-throwing performance. This effect was more pronounced in male participants and among those who listened to their own playlists. Furthermore, self-selected music enhanced state self-esteem in participants who were performing well but not in those who were performing poorly. We also discuss further implications for the notion of musical self-enhancement.
“Shake it out” - How Motion Capture and Smartphone-Assessed Movement Can Predict Properties of Music
(2017)
Progressive web applications (PWAs) seem to be the next big thing in the mobile landscape. These are web applications with “super-powers” which are meant to provide the kinds of user experiences previously only native mobile applications could. Therefore they are able to match native applications in their capabilities but still thrive on the reachability of the web. They achieve this by implementing certain characteristics which originate from innovative standards and sophisticated best practices. Conveniently, as it is the web, PWAs are working seamlessly cross-platform. One of the closest things to a PWA so far may be an application created with the NativeScript framework. Such an application is also developed with web technologies yet able to use any native interface directly. This is made possible by using a designated runtime for mediating between JavaScript and the mobile system. Eventually, NativeScript is able to offer a high degree nativity yet also of convenient abstraction during development. This paper is set out to deliver further insight into both approaches by contrasting them based on the characteristics of PWAs. For this purpose, these characteristics are elaborated and adjusted to be applicable to native mobile applications. Hence a reasonable basis for what to expect from a native application is derived. Then NativeScript is assessed on this basis by the means of transferable concepts and technologies as well as a prototypic mobile application. Finally, an informed discussion and conclusion is performed based on the results. The comprehensive characteristics of PWAs resolve previous shortcomings with well thought out concepts and new technologies. These are transferable to native mobile applications to a far extent and may also be put into practice with NativeScript. The framework’s approach may be very well called ingenious, however, in the long run it might fall short of the innovative concept of PWAs. Having said this, it is still able to serve as a practical measure for creating appealing user experiences for multiple systems with arguably little effort. Due to large overlap a transformation between the two application types is a realistic option. Either way, web technologies are far from what they used to be and it is exciting to see how the mobile and web landscape will evolve in the future.
While developing for multiple platforms at once seems like a convenient solution, there are several challenges arising when trying to abstract the entire mobile development. This paper is meant to evaluate current cross-platform development for mobile applications. The background for its necessity, its conceptual approach and the problems to face when developing cross-platform were determined and explained in detail. Afterwards, certain solutions were evaluated against the former insights. Based on the results, an informed discussion and conclusion was performed. The mobile environment consist of only two big players by now, Android and iOS. These operating systems differ in architecture, design and consequently in the way applications are developed for each of them. Therefore, high demands are made towards cross-platform solutions. Tools which allow for the creation of applications for multiple platforms at once have to match native applications in regard to user experience and performance. At the same time they need to be able to optimize developments with the goal of being cost efficient. Apache Cordova, Xamarin and NativeScript were selected for evaluation in regard to their ability to meet these requirements. Cordova acts as the comparison group of cross-platform tools. It is the big player in the field and there are reasons for this. However, aspiring solutions with higher nativity and ambitious approaches are emerging. Xamarin and NativeScript deliver top quality results while offering loosely coupled developments. Therefore it is possible to develop high quality applications and still benefit from the advantages of platform-independent solutions. As a consequence mobile development is about to change in the foreseeable future. More sophisticated approaches may lead to a higher number of developments done cross-platform, and rightfully so.
Live-Video-Broadcasting mit mehreren Kameras erfordert eine Vielzahl von Fachkenntnissen. Robotersysteme ermöglichen zwar die Automatisierung von gängigen und wiederholten Tracking-Aufnahmen, diese erlauben jedoch keine kurzfristigen Anpassungen aufgrund von unvorhersehbaren Ereignissen. In diesem Beitrag wird ein modulares, automatisiertes Kamerasteuerungs- und Bildschnitt-System eingeführt, das auf grundlegenden kinematografischen Regeln basiert. Die Positionen der Akteure werden durch ein markerloses Tracking-System bereitgestellt. Darüber hinaus werden Tonpegel der Lavaliermikrofone der Akteure zur Analyse der aktuellen Szene verwendet. Ein Expertensystem ermittelt geeignete Kamerawinkel und entscheidet, wann von einer Kamera auf eine andere umgeschaltet werden soll. Eine Testproduktion wurde durchgeführt, um den entwickelten Prototyp in einem Live-Broadcast-Szenario zu beobachten und diente als Videodemonstration für eine Evaluierung.