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Seit 2009 das erste Mal der Bitcoin als Open-Source-Software veröffentlicht wurde, sind neue Kryptowährungen stetig dazu gekommen und weiterentwickelt worden. Einige Jahre später folgten Währungen wie Litecoin, Ripple und Ethereum. Inzwischen sind Kryptowährungen im Großteil der Welt legal und gelten in einigen Ländern bereits als offizielles Zahlungsmittel. Betrachtet man die weitere Entwicklung, stellt sich die Frage, ob Kryptowährungen eine funktionierende Alternative zu herkömmlichen Währungen bieten können, und ob diese unter aktuellen ökologischen Bedingungen tragbar wäre.
Ziel ist es, die Frage zu beantworten, welche Kriterien Kryptowährungen erfüllen müssten, um weiterhin einen hohen Stellenwert einzunehmen. Es wird eine Literaturrecherche durchgeführt, welche die Funktionsweise und Problematik verschiedener Mining-Konzepte erklärt, und ökologische Daten analysiert. Dabei zeigt sich, dass es Ansätze zu ökologischen Kryptowährungen gibt, die noch in der Entwicklung sind. Kryptowährungen, die diese Aspekte nicht berücksichtigen, werden
langfristig als Alternative ökologisch nicht tragbar sein.
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.
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.
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.
Die Entwicklungen des maschinellen Lernens und damit einhergehend auch der künstlichen Intelligenz umfassen immer mehr Anwendungsfälle im täglichen Leben. Je komplexer und autonomer diese Systeme werden, desto schwieriger lässt 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 für den Umgang mit diesen Technologien. Neben der Erklärung wesentlicher Begriffe aus dem Bereich der KI und Ethik werden durch die Recherche geeigneter Literatur über Pflegeroboter und dem autonomen Fahren zwei Anwendungsbereiche vorgestellt, die einen Bedarf an moralischen Maschinen aufweisen. Maßnahmen zur Regulierung innerhalb der Europäischen Union erfolgen durch das Anwenden bestehender und Erlassen neuer Gesetze sowie über die Definition ethischer Leitlinien, die ebenfalls als Teil der vorliegenden Arbeit behandelt werden.
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.
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.