@masterthesis{Gniffke, type = {Bachelor Thesis}, author = {Gniffke, Jennifer Eileen}, title = {Sole Searching in Germany: Customer Journeys and the Effect of AI Marketing Tools on Footwear Purchases}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-18351}, school = {Hochschule Rhein-Waal}, pages = {135}, abstract = {This thesis examines the effects Artificial Intelligence Marketing has on German customers and their Customer Journey. As Artificial Intelligence is gaining in significance in our lives, it is also starting to make its way into marketing, though it is still in its early stages here. Compared to other countries, like China and the USA, Germany's adaptation of Artificial Intelligence solutions is limited. Current literature shows that the opinions of customers on Artificial Intelligence Marketing in Germany are still rather unexplored. Semi-structured interviews with six young adults from Germany were conducted to investigate their Customer Journey for footwear purchases. Additionally they were introduced to Artificial Intelligence Marketing and their acceptance was analyzed by using the Technology Acceptance Model. The analysis of the results shows that the factor of assistance through Artificial Intelligence Marketing is appreciated by most who do not know what they want before they start their Customer Journey. It is concluded that the actual usage and how this affects German Generation Z customers is dependent on their Customer Journey and how they prefer to shop.}, language = {en} } @masterthesis{Krishnamoorthy, type = {Bachelor Thesis}, author = {Krishnamoorthy, Harriha}, title = {K{\"u}nstliche Intelligenz und nachhaltiger Fast Fashion im E-Commerce - Machbarkeitsanalyse und qualitative Analyse zur kognitiven Dissonanz der Konsumenten}, school = {Hochschule Rhein-Waal}, abstract = {This thesis deals with the consumer purchasing behavior in the fast fashion segment. The central focus includes analyzing factors such as purchase intention, e-commerce trade, consequences and environmental impacts. The first section defines terms and compares current studies to each other. This is followed by a methodical discussion. In order to assess consumer purchasing behavior, semi-structured interviews were conducted, and digital diary entries were written by participants from generation Y and Z. Based on these results shopper types were identified.}, language = {de} } @masterthesis{Olfert, type = {Bachelor Thesis}, author = {Olfert, Jennifer}, title = {Sustainability and the Fast Fashion Paradox of Gen Z - A qualitative Analysis of Consumer Characteristics and Cognitive Dissonance}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-21720}, school = {Hochschule Rhein-Waal}, pages = {158}, abstract = {This study delves into the fashion preferences and decision-making processes of six Gen-Z participants, shedding light on their intricate choices. Despite a shared emphasis on visually appealing fashion and moderate sustainability knowledge, participants showed a limited inclination towards sustainable choices. Notably, price takes precedence, reflecting a prevalent budget-conscious approach. Surprisingly, participants exhibit a low preference for consistency, challenging the expectation of significant cognitive dissonance in their fashion choices. The results suggest a minimal role of cognitive dissonance, indicating a relaxed decision-making style. The study underscores the dominance of ultra-fast fashion, design, and affordability in participants' choices. Future research is encouraged to address and reduce Gen-Z's (ultra-) fast fashion consumption, promoting sustainability knowledge and a greater preference for sustainable fashion.}, language = {en} } @masterthesis{Kottek, type = {Bachelor Thesis}, author = {Kottek, Nick}, title = {Echtzeit-Erkennung von Gesten des deutschen Fingeralphabets mithilfe eines Convolutional Neural Networks}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-19768}, school = {Hochschule Rhein-Waal}, pages = {58}, abstract = {Sign language is an important factor in the integration of deaf and hard of hearing people into society. Due to the limited number of people who speak sign language, there is a communication barrier that needs to be addressed. In recent years, sign language has been an important field of research. There have been numerous attempts at trying to find a solution to this problem. This thesis focuses on the German finger alphabet, which has not been researched as much. It examines whether it is possible to recognize the gestures of the German finger alphabet in real time with a convolutional neural network. For that, literature is consulted, and a prototype is developed. The prototype includes a newly created dataset with 2,500 images distributed over 25 gestures, a convolutional neural network, and software for real-time translation of a video stream. The prototype demonstrates the feasibility of realizing such a task. The convolutional neural network achieves an accuracy of 99.61\%. On a powerful desktop computer, the prediction of a single frame takes between 36 and 40 ms. However, there are some limitations and restrictions to the quality of prediction caused by factors such as lighting and background. Additionally, certain similar gestures, such as M and N, are difficult to distinguish. Based on these results, ideas and suggestions for future studies are presented.}, language = {de} } @masterthesis{Okos, type = {Bachelor Thesis}, author = {Okos, Martin}, title = {Ethische und rechtliche Rahmenbedingungen des Maschinellen Lernens - eine systematische Analyse zur Konzeptualisierung und Regulation innerhalb der EU}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-15170}, school = {Hochschule Rhein-Waal}, pages = {80}, abstract = {Die Entwicklungen des maschinellen Lernens und damit einhergehend auch der k{\"u}nstlichen Intelligenz umfassen immer mehr Anwendungsf{\"a}lle im t{\"a}glichen Leben. Je komplexer und autonomer diese Systeme werden, desto schwieriger l{\"a}sst sich ihr Verhalten prognostizieren und es ist nicht auszuschließen, dass Situationen entstehen, die ethische und rechtliche Fragen aufwerfen. Das Ziel dieser Arbeit ist die Untersuchung der erforderlichen Rahmenbedingungen f{\"u}r den Umgang mit diesen Technologien. Neben der Erkl{\"a}rung wesentlicher Begriffe aus dem Bereich der KI und Ethik werden durch die Recherche geeigneter Literatur {\"u}ber Pflegeroboter und dem autonomen Fahren zwei Anwendungsbereiche vorgestellt, die einen Bedarf an moralischen Maschinen aufweisen. Maßnahmen zur Regulierung innerhalb der Europ{\"a}ischen Union erfolgen durch das Anwenden bestehender und Erlassen neuer Gesetze sowie {\"u}ber die Definition ethischer Leitlinien, die ebenfalls als Teil der vorliegenden Arbeit behandelt werden.}, language = {de} } @masterthesis{Salobir, type = {Bachelor Thesis}, author = {Salobir, Randy}, title = {Dark Patterns in Videospielen - Unterschiede zwischen Casual-, Core- und Hardcore-Gamern}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-14911}, school = {Hochschule Rhein-Waal}, pages = {76}, abstract = {Gaming has become a huge industry. In an attempt to generate more revenue, manipulative design decisions, aimed towards making the consumer act in certain ways or perform certain actions, which are beneficial to the developers of the game, have become a common sight. Those design decisions have become known under the umbrella term "Dark Patterns". While individual Dark Patterns have already been researched on their impact on gamers as a whole, it stands to reason that groups with widely different gaming behaviors would exhibit differences in their exposure and vulnerability towards these patterns. This bachelor's thesis aims to use a quantitative approach in the form of an online survey (n=465), to research this. For that, the survey asked questions about the participants gaming behavior and interactions with a wide array of Dark Patterns. The participants will then be grouped into casual-, core- and hardcore gamers based on their answers about their gaming behavior, after which the groups will then be directly compared in terms of their exposure and vulnerability towards Dark Patterns, in order to find any significant differences. Finally, these results will be discussed and suggestions for further research will be offered.}, language = {de} } @masterthesis{Nosseir, type = {Bachelor Thesis}, author = {Nosseir, Dominic}, title = {Prototypisches Design einer barrierefreien E-Commerce- Website - gem{\"a}ß der Web Content Accessibility Guidelines (WCAG) 2.1}, school = {Hochschule Rhein-Waal}, abstract = {This work focuses on accessibility on the internet, in this context a research for a prototype was developed and afterwards evaluated, to show the usability difference between an accessible and an inaccessible website. Both sites were evaluated with respectively three test subjects for every site, to find out which site is more user- friendly. For this purpose The Web Content Accessibility Guidelines (WCAG) were explained. Afterwards ten E-Commerce-Sites that sell Dog Food were analyzed on their conformity to the WCAG, to find the most common WCAG-violations, in order to prevent these in the later implementation of the prototype. This prototype was developed in three stages, the first one was a paper-prototype to concept the structure. The second was modeled through the software „Figma" to specify the styling. At the end the final prototype was implemented in HTML with the „Angular" framework. Thereafter, the prototype was examined through user-tests to check if there were usability-errors or inaccessible elements, that need to be fixed in order to accomplish an accessible prototype. After the result were evaluated and the found accessibility- errors were fixed. The prototype went again through a usability-test execution, to ensure that the prototype is accessible. The result show, that the accessible site is more user-friendly and WCAG compliant than the inaccessible site. So the statement can be made that the WCAG-conformity increases the usability of a website.}, language = {de} } @masterthesis{Westermann, type = {Bachelor Thesis}, author = {Westermann, Beke}, title = {Kryptow{\"a}hrung als Alternative zu herk{\"o}mmlichem Geld - Aus {\"o}kologischer Sicht}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-16758}, school = {Hochschule Rhein-Waal}, pages = {73}, abstract = {Seit 2009 das erste Mal der Bitcoin als Open-Source-Software ver{\"o}ffentlicht wurde, sind neue Kryptow{\"a}hrungen stetig dazu gekommen und weiterentwickelt worden. Einige Jahre sp{\"a}ter folgten W{\"a}hrungen wie Litecoin, Ripple und Ethereum. Inzwischen sind Kryptow{\"a}hrungen im Großteil der Welt legal und gelten in einigen L{\"a}ndern bereits als offizielles Zahlungsmittel. Betrachtet man die weitere Entwicklung, stellt sich die Frage, ob Kryptow{\"a}hrungen eine funktionierende Alternative zu herk{\"o}mmlichen W{\"a}hrungen bieten k{\"o}nnen, und ob diese unter aktuellen {\"o}kologischen Bedingungen tragbar w{\"a}re. Ziel ist es, die Frage zu beantworten, welche Kriterien Kryptow{\"a}hrungen erf{\"u}llen m{\"u}ssten, um weiterhin einen hohen Stellenwert einzunehmen. Es wird eine Literaturrecherche durchgef{\"u}hrt, welche die Funktionsweise und Problematik verschiedener Mining-Konzepte erkl{\"a}rt, und {\"o}kologische Daten analysiert. Dabei zeigt sich, dass es Ans{\"a}tze zu {\"o}kologischen Kryptow{\"a}hrungen gibt, die noch in der Entwicklung sind. Kryptow{\"a}hrungen, die diese Aspekte nicht ber{\"u}cksichtigen, werden langfristig als Alternative {\"o}kologisch nicht tragbar sein.}, language = {de} } @masterthesis{Ko2026, type = {Bachelor Thesis}, author = {Ko, Tin Long}, title = {The advancement of the ball point game}, school = {Hochschule Rhein-Waal}, year = {2026}, abstract = {Lean management concepts are dynamic, yet students often meet them as static definitions. This thesis advances the Ball Point Pen Game into a production simulation that exposes bottlenecks, queues, work-in-process accumulation and defects while keeping the pen-assembly task simple and standardised. Using design-based research, one design-test-reflect cycle was executed: redesign requirements were derived from Lean and lean-game education literature, implemented as roles, control rules and learning objectives, and piloted in class. The revised game increases complexity without adding product difficulty by introducing an explicit order-release rhythm (takt), separated material and information flows, visual control, and progressive pull logic across three rounds. Across rounds, batch size is reduced stepwise, supermarket/Kanban replenishment is introduced, and a simple poka-yoke prevents assembly errors. A pilot execution with seven students evaluated the redesign using a single-group pre-post knowledge test, a post-game perception questionnaire, and in-game KPIs (throughput, lead time, WIP and defects) supported by observation notes. Results are interpreted as exploratory due to the small sample and lack of a control group. Participants reported high engagement and that game discussions helped translate observations into improvement actions, aligning with prior evidence that simulation games can support understanding and transfer in Lean education. However, implementation deviations required by the small group (role merging and ad-hoc facilitation changes) reduced instruction clarity for at least one participant. The thesis delivers a reusable player/instructor manual plus design rationales and measurement procedures to guide the next test and a larger evaluation with stronger internal validity.}, language = {en} }