<?xml version="1.0" encoding="utf-8"?>
<export-example>
  <doc>
    <id>393</id>
    <completedYear/>
    <publishedYear>2019</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>63</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2019-07-30</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2018-05-24</thesisDateAccepted>
    <title language="eng">A comparison of the impact between recorded and classic cooking recipes employing user experience research methods</title>
    <abstract language="eng">This research focuses on measuring learning curves from different people while they cook with the aid from various media channels. For such purpose profile inquiries, face-to-face interviews, self-recorded assignments, and classification tests will be used. The analysis of the results intends to derive into good practices of e-learning media design.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-3937</identifier>
    <licence>CC BY 4.0 International - Namensnennung</licence>
    <author>Alisa Gron</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>UX</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>SDA-M</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Learning media</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Self-education</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Cooking</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Self-education</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Cooking</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>SDA-M</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>Learning media</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>swd</type>
      <value>UX</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/393/MA_HSRW_Digital_Media_Thesis_Gron.pdf</file>
  </doc>
  <doc>
    <id>1879</id>
    <completedYear/>
    <publishedYear>2024</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2024-02-03</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2023-12-15</thesisDateAccepted>
    <title language="eng">Pepper ChatGPT System as a Study Programme Guide for Students</title>
    <abstract language="eng">This thesis centers on enhancing the humanoid Pepper robot with Artificial Intelligence-driven information delivery capabilities in an educational setting using Large Language Model at student &#13;
service centers. In this work, Pepper was connected to GPT-Engine to act as a voice assistant robot. &#13;
With the help of GPT-Engine Pepper can answer questions about the University and its study programmes. The enhancement involves a client-server architecture, where the client-side application &#13;
enables students to interact with Pepper via speech, and the server-side, equipped with AI functionalities, processes these interactions and generates appropriate responses. This setup significantly &#13;
augments Pepper's capabilities, allowing for more accurate and efficient information delivery. An experiment was conducted with nine student participants of Hochschule-Rhein Waal, where they &#13;
asked questions about the University and study Programmes to inform themselves about the University and Study Programmes. During the interaction, they evaluated the robot's clarity of communication, accuracy of responses, and overall user experience. The findings indicate that while the AI enhancements generally improved Pepper's ability to communicate and provide information, areas such as voice recognition and response accuracy require further improvement. This research contributes to the field of human-robot interaction by illustrating a practical approach to augmenting existing service robots with AI capabilities. It underscores the importance of advanced AI integration in enhancing the functionality of service robots in educational environments. The study provides valuable insights into the broader application of AI-enhanced robots in the Information Guide role, highlighting the ongoing need for technological advancements in AI integration and humanrobot interaction.</abstract>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC0 1.0 Universell - Gemeinfreiheit (Public Domain)</licence>
    <author>Sudarshan Awasthi</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Pepper robot</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>AI integration</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Human-robot interaction</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Educational technology</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Client server</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>ChatGPT</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Large Language Models</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
  </doc>
  <doc>
    <id>1912</id>
    <completedYear/>
    <publishedYear>2023</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2024-03-12</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2024-01-31</thesisDateAccepted>
    <title language="eng">Implementation and evaluation of a "Friendship flowerbed" - a novel approach of incorporating interactive friendship data physicalization in gifting experiences</title>
    <abstract language="eng">Data physicalizations are physical objects that encode data. The concept comes from data visualization, except for in a physicalization the data is presented as 3D tangible objects. Research shows that physical representation of data and being able to interact with it improve understanding and memorability of data, which supports the embodied cognition thesis, according to which cognition is supported by the body and the physical world and developmental psychology research, suggesting that manipulation of physical objects can promote understanding and learning. Alongside traditional physicalizations of statistical data, there also exist physicalizations of personal data, for example heartrate patterns, DNA data, one’s emotional states during the course of the week, etc. Research shows that such physicalizations, often embodied into everyday objects to promote familiarity and intuitive interaction, stimulate self-reflection as well as social interactions by telling others the stories behind the data. Some researchers thought about using data physicalizations as gifts and created example of such gifting artifacts. However, the design process of these artifacts was not based on the user research; nor were the physicalization gifts evaluated in any way. This is the gap that we are addressing in this master thesis, and the goal of our project was therefore to create and evaluate a personal data physicalization present using the human centered design approach. We started our work by conducting user research: performing interviews and defining the important characteristics of the future physicalisation gift. It was followed by a brainstorming session of possible design solutions and creation of the prototype. The prototype was then tested with users, addressing understandability of the data presented in the physicalisation and subjective perception of the gift. Our documentation of the findings and the research process provides a new step in the research of personal data physicalisations and lays out new topics for future investigations.</abstract>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC BY-NC-SA 4.0 International - Namensnennung-Nicht kommerziell-Weitergabe unter gleichen Bedingungen</licence>
    <author>Tetiana Marchenko</author>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
  </doc>
  <doc>
    <id>2121</id>
    <completedYear/>
    <publishedYear>2025</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2025-01-24</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>0024-09-23</thesisDateAccepted>
    <title language="deu">Pepper: Der halbautonome, humanoide Service-Roboter</title>
    <abstract language="deu">Die vorliegende Arbeit untersucht die Integration großer Sprachmodelle in die Steuerung humanoider Roboter, am Beispiel der Anbindung von ChatGPT an den Service-Roboter Pepper. Motivation der Arbeit ist die Frage, wie moderne Sprachmodelle die Interaktionsfähigkeit älterer Roboterplattformen verbessern können, sodass Roboter wie Pepper trotz ihres Alters und begrenzter physischer Fähigkeiten in sozialen und bildungsbezogenen Anwendungen relevant bleiben. Ziel der Forschung ist es, Peppers Kommunikations- und Interaktionsmöglichkeiten durch die Kombination seiner bestehenden und möglichen Funktionen mit den Sprachverarbeitungsfähigkeiten von ChatGPT zu erweitern. Hierzu wurde ein System entwickelt, das kontextbasierte Codes (Actioncodes) verwendet, die es dem Sprachmodell ermöglichen, Peppers Verhalten dynamisch zu steuern und flexibel auf Situationen zu reagieren. Dazu gehört die technische Anbindung von ChatGPT an die QiSDK, die Implementierung spezifischer Actioncodes sowie die Definition einer Persönlichkeit und kontextuellen Wissensbasis für den Roboter. Das System wurde auf Basis vorangegangener Feldversuche im Labor getestet und evaluiert. Die Ergebnisse zeigen, dass die Integration von ChatGPT Peppers Interaktionsfähigkeit signifikant verbessert, indem die Kommunikation natürlicher und die Reaktionen des Roboters flexibler werden. Diese Arbeit demonstriert, wie moderne Sprachmodelle dazu beitragen können, ältere Robotersysteme zu modernisieren und ihre Einsatzmöglichkeiten erheblich zu erweitern.</abstract>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>Bestimmungen des deutschen Urheberrechts</licence>
    <author>Lukas Schink</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Robotik</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Chat-GPT</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Mensch-Roboter-Interaktion</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Service-Roboter</value>
    </subject>
    <collection role="ddc" number="000">Informatik, Informationswissenschaft, allgemeine Werke</collection>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
  </doc>
  <doc>
    <id>2242</id>
    <completedYear>2025</completedYear>
    <publishedYear>2025</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>--</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="eng">implementation and investigation of a distributed robotic chess system</title>
    <abstract language="eng">This thesis presents and evaluates a distributed robotic system that successfully integrates a native Windows chess engine (Fritz 19) with a containerized ROS2-based robot control system, operating on a single host computer. The architecture is designed to solve the common challenge of bridging disparate operating systems in real-time robotics.&#13;
Performance analysis over 35 moves demonstrates the architecture’s high reliability, achieving a 100% success rate in the software pipeline from command generation to execution planning. The study quantifies the system’s primary performance bottleneck, showing that the physical robot movement averaged 22.6 seconds, while the underlying communication latency was negligible at 2.89 ms. This highlights a crucial distinction between computational speed and the challenges of physical manipulation.&#13;
Compared to existing human-robot chess systems, which typically operate within a single OS or rely heavily on computer vision, this work contributes a validated architectural alternative. Its primary contribution is a single-host framework that integrates a native Windows application with a containerized ROS2 system. This provides a robust solution for developers needing to bridge disparate software ecosystems in real-time robotics and establishes a performance baseline demonstrating that such integration is highly efficient.</abstract>
    <enrichment key="opus.import.date">2025-07-30T12:05:59+00:00</enrichment>
    <enrichment key="opus.source">sword</enrichment>
    <enrichment key="opus.import.user">swordtest</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC BY 4.0 International - Namensnennung</licence>
    <author>Abdalrahman Elmessiry</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>ROS2</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Distributed Systems</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Containerization</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Chess Robot.</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <collection role="Import" number="import">Import</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
  </doc>
  <doc>
    <id>429</id>
    <completedYear/>
    <publishedYear>2020</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>98</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2020-01-21</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2020-11-26</thesisDateAccepted>
    <title language="eng">Conversational design: the use of chatbot as an electoral information dissemination tool</title>
    <abstract language="eng">A steady decline in voter turnout has been recorded in many democratic countries, with young people (i.e Gen Z and Millennials) identified as a significant portion of those who don’t vote. Research has shown that one of the reasons young people do not vote is a lack of information about the electoral process, candidates and policies. Studies have also shown that preferred information dissemination medium is aligned across age groups, with older people trusting old media such as newspapers and young people leaning towards new media such as social media. With the recent advancement in machine learning, natural language interface and popularity of conversational agents such as chatbots, a new subset of new media has emerged. This study aims to investigate if chatbots could be an efficient medium for young people to access electoral information. It does this by comparing it with a website, using the EU electoral page as a case study.&#13;
Based on the content of the EU electoral webpage, a chatbot was designed, trained and deployed on Telegram. Participants were randomly divided into two experimental groups (chatbot and website) and asked to find a list of crucial information, interact with the medium and then respond to the System usability scale (SUS), and a perception questionnaire. Observed data and interview notes were also taken. Analysis of the experimental data, observed data and surveys demonstrated that chatbot as a tool is inefficient as an electoral information tool because of the limitation of chatbot when out of scope questions are asked and limitation in following conversation contexts which is crucial to conversations. However, it is rated as above average on usability and joy of use, but raises questions on trust and data protection. It is recommended that the study be performed again when there are more advances to natural language processing to see if its efficiency as an electoral information medium will improve. A longitudinal study is also recommended to see if there’s a direct impact of chatbots as a tool, on young people’s motivation to vote.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-4294</identifier>
    <licence>CC BY 4.0 International - Namensnennung</licence>
    <author>Oluwabusayomi Oyewole</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Conversational design</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Information</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Chatbot</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Election</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/429/Oyewole_masters thesis.pdf</file>
  </doc>
  <doc>
    <id>1555</id>
    <completedYear/>
    <publishedYear>2022</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2022-07-29</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2022-06-07</thesisDateAccepted>
    <title language="deu">Prototypisches Design einer barrierefreien E-Commerce- Website - gemäß der Web Content Accessibility Guidelines (WCAG) 2.1</title>
    <abstract language="eng">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.</abstract>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>Bestimmungen des deutschen Urheberrechts</licence>
    <author>Dominic Nosseir</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Barrierefreiheit</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Web Content Accessibility Guidelines</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Prototyping</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>User Testing</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Evaluation</value>
    </subject>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
  </doc>
</export-example>
