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    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001
    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present.
    Dissertation
      449  1031
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    Let’s get to work – “Productivity Hero” as an original design concept of a gamified task management system
    This dissertation investigates whether and how employee productivity and performance can be sustainably increased through the use of gamified task management systems based on ICT, digitally supported motivation concepts and gamification. On the one hand, work-related and individual factors that can influence the productivity and performance of employees in the workplace are being researched (particularly with regard to the effectiveness of factors such as ICT, gamification and employee motivation). On the other hand, practical and useful recommendations are developed for both managers and employees, with the help of which employee productivity and performance in the production and service sector can be sustainably increased and task management in today's organisations can be supported without cutting staff or neglecting basic employee needs.
    Dissertation
      183  165
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    The demise of data privacy in the era of surveillance capitalism
    Data privacy is a critical phenomenon. It is characterised as a state in which an individual’s data remains confidential, including the current era of surveillance capitalism, where individuals constantly provide their data in return for navigating websites and applications owned by tech surveillance capitalist companies on the Internet. This is important and complex at the same time, especially in this era, where individuals’ data can easily be compromised. The seriousness and critical nature of this situation urge us to examine the current situation of individuals’ data privacy within websites and applications owned by tech surveillance capitalist companies. To achieve the results of this investigation, we formulate three hypotheses. 1) Individuals and tech surveillance capitalist companies share the responsibility for demising data privacy. 2) Tech surveillance capitalist companies maximise surplus-value by exploiting individuals’ invaluable data, invaluable data which contains personal and other individuals’ data. And 3) Individuals’ data privacy is demised through the usage of dataveillance and deceptive patterns by tech surveillance capitalist companies. In Hypothesis One, we seek to examine who is responsible for the termination of data privacy: the owners of personal data, surveillance capitalism, or both. In Hypothesis Two, we critically examine the exploitation of invaluable data in software updates and upgrades, new hardware development, and targeted advertising to increase the surplus-value of these companies. In Hypothesis Three, we investigate the tools used by tech surveillance capitalist companies to collect substantially more data than they need. The results of these three hypotheses are highly concerning. The results of Hypothesis One reveal that tech surveillance capitalist companies compromise data privacy, and individuals play a role through their decisions. Factors such as age, education, culture, and economic status shape this behaviour of individuals. Despite concerns about privacy, individuals continue to depend on these companies because of Internet addiction, convenience, and perceived advantages. The results of Hypothesis Two emphasise the conflict perspectives between individuals and tech surveillance companies. While for individuals, personal data needs protection, for companies, it is valuable and must be exploited to gain direct and indirect surplus-value. Finally, the results from Hypothesis Three show that at the collection level, individuals begin to lose the confidentiality of their data through the dataveillance operations of tracing, observing, and seeking data. Deceptive patterns are also used in legal consent forms to collect more data than necessary.
    Dissertation
      50  285
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    Rationalzeichen
    The aim of this dissertation is to propose a new method of understanding and teaching characters, especially numerals, as spatialtemporal experience based on rational elements and components. The method contributes to the solution of the problem that with traditional methods of character representation their shape and content are mutually underivable. The solution requires an innovative approach in rethinking on the very basic level of the character system. The two main contributions of the dissertation are: 1) Delta Number, an innovation of the numeral system, and 2) Rational Character, an innovation of the sign system.
    Dissertation
      343  126
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    Perspectives of university teaching in Costa Rica in times of digital media
    Perspectives of university teaching in Costa Rica in times of digital media examines an educational approach to understand the space of learning that takes place in higher education. For that, a selection of viewpoints of digital media and university teaching are discussed in the light of a tradition: the Journeyman Years. The key research question is: what is a space of learning in higher education from the students and professor's perspectives at the Universidad de Costa Rica? Pertinent to this topic, other sub-questions are: what kind of spaces of learning are being ofered at the Universidad de Costa Rica? How to reconsider the space of learning at a university? Chapter Two introduces the Wanderjahre (Journeyman Years) story, a leading metaphor for this manuscript where an approach to learning in terms of space is presented. Chapter Three examines two diferent knowledge approaches: frst, mechanistic thinking is highlighted in relation to digital media. Humans learn of natural phenomena through rational means, seeking to demystify and unveil a true world. Second, romantic thinking is featured in relation to higher education. Individuals learn about the world by engaging in practice while being social, experiencing directly the world in continuous change. Chapter Four presents an interpretation of the previous theoretical perspectives. After a selection of reviewed concepts, Learning by Wandering is proposed, a structure to analyze the construction of the space of learning in higher education. Chapter Five describes an ethnographic case study of the space of learning at the Universidad de Costa Rica, where 150 students and eight university teachers throughout diferent contexts are studied. Chapter Six features the major relevant fndings in my thesis to analyze university teaching in terms of space. In this chapter, a list of recommendations for the Universidad de Costa Rica is ofered, in order to foster higher education in terms of space.
    Dissertation
      377  439
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    Algorithmic thinking: central concepts, elements and pedagogical considerations
    This thesis researches the essence of algorithmic thinking. What does the term mean? What are its central concepts and elements, and what is its importance for developing programs? How to teach algorithmic thinking in the introductory parts of computer science, such as programming? "Computational thinking" is related to algorithmic thinking, but the two are not the same. Computational thinking has been promoted as a mode of reasoning about problems and methods of their solution aimed at computing as the activity of computers; algorithmic thinking involves a thought process in and towards algorithms. Algorithmic thinking is associated with that kind of thought that the machine would have if it could think. That kind of thought is necessary to reduce a phenomenon from the real world to the computational world. A semiotic transformation that is characterized by the rigor of precision, clarity, unambiguity, and by being operational. Insofar, algorithmic thinking is more abstract; it does not necessarily strive to compute; it instead is about developing computable functions. Algorithmic thinking is the leading mental activity required in preparation for developing programs. However, it must not be restricted to the field of programming. One particular effort of the thesis is pedagogical considerations about teaching algorithmic thinking in the introductory computer science courses focused on programming. The current emphasis on a more explicit understanding of algorithmic thinking represents a renewed vision to prepare young students in fields influenced by computing.
    Dissertation
      458  611
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    Hacking Cultural Heritage : the Hackathon as a Method for Heritage Interpretation
    Hackathons were originated from both the evolution of and revolution caused by personal computers. Initially, they have been implemented as a collaborative method for solving computer-related problems or conceptualizing new possibilities based on specific infrastructures. Only later on, when Cultural Institutions had undergone intensive digitization, Hackathons started to be part of their repertoire. Because of the special nature of Cultural Institutions, Hackathons for Cultural Heritage cannot be understood in the same way as their counterparts happening in a purely engineering domain. Problem solving and conceptualization through collaborative programming are entangled with the significance of the content matter they intend to deal with: the institutionsa collections. Based on these considerations, this thesis aims at explaining the underlying principles, interactions, and infrastructures of the Hackathon as a method for Heritage Interpretation. Moreover, the thesis also proposes a Fast-speed IT Platform, which was designed within the context of the Two-speed IT infrastructure, where a foundational, stable, and slow infrastructure is complemented by an additional creative, experimental, and agile infrastructure, which is capable of promptly responding to the needs of communities. The platform is an effort to implement strategies for interpreting, recontextualizing, and telling stories with Digital Collections. In addition, the platform aims at mitigating problems concerning technical knowledge that is usually required for taking advantage of the affordances of Digital Collections as a creative material.
    Dissertation
      884  884
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    ZeichenRaumDigitale Medien in Studienumgebungen am Beispiel der Computerkunst
    This work investigates potentials of digital media in education. The concepts of sign and space play a central role for the theoretical part. Media are viewed as abstract spaces of a semiotic character. Processes of change and the experience of difference are important in educational situations and in semiotics.The thesis starts from two assumptions:1) Potentials of digital media can be derived from computer products. This is demonstrated by the example of early computer art. Such potentials are computabiltiy, which is a precondition of any computer work; the twofold existence of algorithmic things as program and as presentation; and variability and the unfinished status, of digital media.2) Potentials of digital media in learning environments unfold only when they are considered to be designed means, as well as subject matter to be designed. Experience gained from the project 'compArt: a space for computer art' at the University of Bremen serves as my background.As a practical consequence, steps are taken towards developing an 'aesthetic laboratory' which is to unite principles of pragmatism with potentials of digital media in the aesthetic domain.
    Dissertation
      702  191
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    Nesting-Algorithmus für irreguläre einfache Formen auf ebenen Flächenstücken
    The leather processing industry requires considerable amounts of leather. The desire from an economic perspective is, that the leather waste is small. In small and medium-sized companies, optimizations are done from people by hand. The people try to place cutting parts on a leather skin, that the total of leather waste is small and they are arriving this with their experience. Larger leather processing companies are using computer-based optimization methods / algorithms (nesting algorithms) for leather cutting and cnc machines for optimization the cutting prozess. With this work, a new nesting algorithm for leather cutting optimization will be shown. The nesting algorithm is inspired by Human thought and action. The calculation and consideration of C-obstacle polygons have is an elementary component. By using enhanced methods for calculating polygon-union and polygon-difference it can be shown, that templates can be placed optimized on C-obstacle polygons with zero surfaces. Through a comprehensive analysis on the templates forms, the relative (the design) and absolute template size is shown, also that the approach and the evaluation of templates a fundamental part in nesting algorithms is.
    Dissertation
      669  452
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    Possible futures of e-learning: the influence of technology in education
    This qualitative study explored the use of technology in teaching and the future of e-learning at German universities after the COVID-19 pandemic. Based on a case study design involving purposive sampling, 10 bachelor's and master's students from seven German universities were interviewed to assess their experience with e-learning, hybrid models of learning, and conventional learning. Results showed that students' preferences depend on the particular strengths and weaknesses of every model. Direct contact is facilitated through traditional learning, whereas e-learning facilitates flexibility, convenience, and variability, which are applicable in the pandemic situation. The hasty shift towards online learning amid the COVID-19 pandemic accentuated the application of e-learning in ensuring that education goes on during a crisis and accelerated its implementation. Students recognized technology's potential to revolutionize higher education by new methods, although digital divides and participation gaps are still issues. Hybrid models proved to be a middle option, balancing flexibility with face-to-face contact. The study points out that technological innovation and global disruptions like pandemics are key drivers of e-learning's growth, suggesting its greater role in future education systems. However, it provokes further inquiry into long-term impact, fairness of access, and pedagogy to ensure maximum hybrid and online learning settings for inclusivity and quality within evolving educational settings.
    Dissertation
      204  200