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Institute
In dieser Bachelorarbeit wird anhand von Beispielen die Produktion von Audiodateien gezeigt, und wie diese beispielhaft in ein Videospiel eingefügt werden können. Hierzu werden zunächst die verschiedenen Programmtypen präsentiert, mit denen Audiodateien produziert werden können. Um einen möglichst geringen Kostenaufwand zu zeigen, werden Programme benutzt, die kostenlos oder kostengünstig erworben werden können. Danach wird an Beispielen gezeigt, wie mit den ausgewählten Programmen Stimmen, Geräusche und Musik aufgenommen und bearbeitet werden können. Abschließend wird an einer Spiele-Engine vorgeführt, wie die erstellten Audiodateien ins Spiel eingefügt und einprogrammiert werden. Durch diese Bachelorarbeit sollen vor allem Neueinsteiger (und Studenten) an Audio und Sound Design herangeführt werden, sodass sie mit den praktischen Unterweisungen in dieser Arbeit selbst Audiodateien produzieren können.
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.
Various companies have been collecting people's digital footprint by offering free digital services to them. People are aware of it vaguely, it is difficult for them to see what actually the companies have or its value. According to the General Data Protection Regulation, finally, individuals can request their collected data from the companies. Nevertheless, the data has been offered as machine-readable files mostly that individuals cannot understand. Thus, a data visualisation application for individuals was designed to improve these problems in this project. The application was built as low fidelity and high fidelity prototypes and tested with 10 participants through remote usability tests to explore its possibility. In the tests, the target users showed their positive interest in the concept and visual design. Consequently, it clearly showed its potential to improve the situation. However, some participants seemed to worry about sharing their data for donating, or unsatisfied with the basic level of data visualisation. To cope with these issues and to have a better effect, some improvement of interface design, additional introduction screens and advanced data visualisation was suggested as a further improvement for the future.
Linux is an operating system, which is used by a limited number of people. The main idea of this project is to develop a game that not only simulates Linux, but also provides an opportunity to learn various things about the use of this operating system.
The game, LinuxSimulationGame, is built with Unity and designed by following the requirements of a focus group. While in development, game tests are used to investigate the current state and quality of the game. Game tests provide feedback to the developer, which can be used to plan further changes. By using mechanics like space, objects, actions, rules and skills the game produces various situations in which a user is able to learn. By memorizing information based on a Linux operating system.
Both game tests and interviews have proved an interest in this kind of gameplay. LinuxSimulationGame is a game which could result in an increase of knowledge. This would require further testing. This document describes mechanics and data needed for creation of games like LinuxSimulationGame.
Die Bereitschaft bei einem Herzstillstand Erste Hilfe zu leisten nimmt ab. Im Jahr 2019 führten nur 39% der Notfallzeugen eine Herzdruckmassage durch, 3% weniger als noch im Jahr davor. (Nur ein Drittel hilft mit Herzdruckmassage, 2019) Sofortige und qualitativ hochwertige Wiederbelebungsmaßnahmen können jedoch die Überlebenschancen des Patienten verdoppeln bis vervierfachen. Vor allem der Einsatz eines Defibrillators innerhalb der ersten 3–5 Minuten nach dem Kollaps kann die Überlebenschancen auf 50–70 % erhöhen. (Perkins et al., 2015) Um die Bereitschaft zur Ersten Hilfe im Falle eines Herzinfarktes zu erhöhen, wurde in Kooperation mit der secova GmbH & Co. KG eine Virtual Reality Schulung mit Fokus auf hohe User-Experience entwickelt, in welcher der Anwender in die Rolle eines Notfallzeugen schlüpft. So soll dem Nutzer das richtige Vorgehen auf spielerische Weise nahegebracht werden.
Our everyday is ruled by transporting data across the globe. It is unimaginable not being able to communicate around the world nowadays.
It is not trivial to find suitable legal grounds for transferring data out of the European Union. The European Commission must declare a country as safe to be able to transfer data in this specific country. It is necessary to follow this principle not to violate any data protection laws. Since the 16th of July 2020 it is not allowed to transfer any data into the United States using the “Privacy Shield” as a legal safeguard due to the judgment of the European Court. There are still methods for legitimizing data transfers such as ”Binding Corporate Rules (BCR’s)” or “Standard contractual clauses”. Those well-known legal safeguards are only available for transferring data into the United States if “additional measures” were taken according to the European Court. To this day no official instance announced what those “additional measures” could be.
This bachelor thesis will analysis the problems a possible “additional measure” must face. To achieve this goal the method of literature review will be used. Many older and newer professional article, books, laws and jurisprudence will be researched and analysed to an- ticipate the needs for a “additional measure”.
Since the European Court complained in its jurisprudence about the lack of data security due to the enhanced possibilities of the US intelligence authorities inside the United States a possible outcome of this bachelor thesis could be the need to encrypt every data that is been send to the United States. Other possibilities could be to transfer the place where the data is processed into the European Union.
This bachelor thesis accompanies and documents the implementation and first step in the iterative development of a concept for a knowledge duel application. The application’s goal is to exploit a player’s playfulness and competitiveness, in order to learn new information and reinforce previously acquired knowledge. The concept was developed in cooperation with the Bäumer, Afonso, Meissner GmbH. Because of its goal, the concept and its implementation are analyzed in the context of serious games. To achieve this, the thesis first examines the meaning of the serious games term and what their most significant attributes are. It also explores some state of the art systems and concepts of all the implementation’s related fields. After extensive documentation of the concept and its implementation in the form of the web application called sw¨up, a formative evaluation using the results of several semi-structured interviews takes place. Following that, the
thesis further explores possible improvements and new features for later iterations of the application. The evaluation shows that sw¨up happens to be a very intuitive, performant and both optically and structurally well designed application. Additionally several problem fixes and improvements were found while evaluating the interviews’ results. While it is shown that sw¨up shares many similarities with a serious game, it can not be proven with the acquired results that sw¨up can effectively cause a learning effect and thus be considered a serious game. This remains to be determined by further, more in-depth tests and evaluations.
Interactive learning platforms which include multiple modules and components require handling learning data and synchronizing progress across the entities. This thesis aims to create a control layer to manage the learning data and depict it on the user interface, as well as a learning path recommendation system to establish a learning path defined by the teacher. The project extends the pre-existing TierschutzErleben platform, utilizing a stateof-the-art specification for learning data, frontend framework, and a video game engine.
A main control unit is developed to manage learning data and coordinate elements of the platform. To recommend learning paths, a system is created, and interfaces are established to validate communication. A service is introduced to relay events between components, with events containing instructions for executing appropriate actions on the receiving end.
Additionally, a command execution system is implemented to manage these commands.
The implementation of a single control layer, composed of the developed services, effectively coordinates data collected from multiple entities. The use of interfaces and the command execution system provides a clear and structured view of events and their
corresponding actions.
Digital media is finding its way into all parts of life, even eating. The gamification of food is experimented with, mainly for recreational purposes. But it could also be used to achieve a different goal. In this work, an approach to motivating children to eat and like vegetables more is explored. First, the basic perception of vegetables by children is examined and various ideas for games are explored with Cooperative Inquiry. These can be grouped into three categories: building, challenge and randomness. Possible prototypes have been discussed in form of text. A building game has been tested and it had a positive effect on the perception of vegetables of the participating children.
However, only few children were available to work with, making further studies necessary.
Ziel der vorliegenden Abschlussarbeit war es, ausgewählte Multibankingapps anhand des von Yu-Kai Chou entworfenen Gamification Frameworks Octalysis (Y.-k. Chou, 2019) zu analysie- ren, um daraufhin eine Aussage über die Anwendbarkeit des Frameworks auf Multibankingapps treffen zu können. Mithilfe des Design Pattern Canvas (Žavcer u. a., 2015) wurde ein Arte- fakt geschaffen, welches Entwicklern solcher Apps erlaubt, die im Framework beschriebenen Core Drives auf die Anwendung abzustimmen. Die Anwendbarkeit des Frameworks wurde zwar durch die Analyse bestätigt, jedoch ergaben sich weitere Abhängigkeiten, welche grundlegend für eine erfolgreiche Anwendung sind. Darunter zählt beispielsweise die Offenheit der Nutzer gegenüber Finanzthemen.