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This paper examines the communication channels used by innovation projects at the ProtoSpace Hamburg, when engaging with stakeholders, and tries to answer the thesis question whether new media channels improve the chances of success for innovation projects, when used for this communication. Expert interviews with eight experts in com-munication, innovation and stakeholder management were conducted and then analyzed through the application of Mayring´s qualitative content analysis, in order to answer the posed question.
The voluntary international blog VaultingNews exists for two years now. Meanwhile the
team grew and the costs increased. This thesis is a collection of tools, which can help
to improve the communication of the team members who are spread all over the world
and introduces monetization ideas where the focus lies on establishing an online fan
shop based in Germany. This chapter results in a check list which laws have to be
observed.
The main purpose of this thesis is to investigate factors influencing the buying decision of cigarette smokers. To achieve this, different theories concerning consumer buying behavior and factors influencing have been discussed to achieve a deeper understand of consumer behaviour. To enable me comprehend the influence factors that influence the buying decision of a smoker as a consumer, a survey with questionnaires was performed. The results of the survey indicates that brand awareness, quality of the tobacco, price, packaging, advertisement, influence by others and availability are the major factors influencing the buying decision of a smoker, with availability, quality, price and brand awareness having the most effective influence on a smoker.
The games industry has significantly grown over the last 30 years. Projects are getting bigger and more expensive, making it essential to plan, structure and track them more efficiently.
The growth of projects has increased the administrative workload for producers, project managers and leads, as they have to monitor and control the progress of the project in order to keep a permanent overview of the project. This is often accompanied by a lack of insight into the project and basic communication within the team. Therefore, the goal of this thesis is to enhance conventional project management methods with process structures that occur frequently in game development.
This thesis initially elaborates on what project management in the game industry actually is: Here, methods are considered, especially agile methods and progress tracking prac-tices, which were created for software development and have become a standard in game development. Subsequently, an example is used to demonstrate how process management can function within the development of video games. Based on this, the ideal is depicted, which is implemented and used in a tool at the German games studio KING Art GmbH. This ideal is compared with expert interviews in order to verify its gen-eral validity in the industry.
By integrating process structures, the administrative effort can be reduced, communica-tion within game development can be simplified, while the current project status can be permanently presented. This benefits both project management and leads, as well as the entire team. Further application tests of this theory would have to be organized to check scalability and to draw comparisons to other applications.
This Bachelor thesis deals with connected systems consisting of a multitude of similar electronic devices
(often referred to as agents) endowed with information processing abilities. It is required that these socalled multi-agent systems solve a certain task with a high reliability, while the individual components
are not able to solve the problem on their own in a satisfying manner. A central control unit can not or
shall not be used in such systems for a variety of different reasons: For example, a significant drawback of
a central control unit is the vulnerability of the system. If the central control unit fails, the whole system breaks down. Therefore, multi-agent systems require special algorithms enabling the agents to solve a
common, global problem in a suitable manner by local interaction only.
In this thesis distributed algorithms are investigated which can be used for distributed information pro-cessing and control of such multi-agent systems. In the first part of this work, it is assumed that each
agent posses a private information state about a common parameter of interest. The described consensus algorithm enables all agents to reach a system-wide identical information state by local information
exchanges only. Subsequently, it is considered the case that every agent has access to streaming data containing information about an a priori unknown parameter. The diffusion strategy described in the second
part enables the agents to estimate this parameter and to minimize a global cost function which depends
on it. Both algorithms are described in a general framework and can therefore be applied to a variety of
different problems. One application of these strategies, which is described in the third part of this work,
is the simulation of swarming behavior.
The Blockchain is a technology which has the capabilities to change the way, the world operates. As promising as this may be, there are still many challenges which do not exist or are way simpler to solve in conventional software solutions. Services which are offered over the blockchain suffer from so called Block-confirmation-times where the customer simply has to wait till the transaction is confirmed. In this paper possible solutions to that problem will be examined and challenges that arise from the specific criteria of the Ethereum Blockchain will be analyzed.
Abstract nicht vorhanden
The bachelor thesis is assigned to introduce the theoretical concept of Human Recourses Management, to analyze the work of human resources department of the LLC Tavria-V and to offer actions with recommendation to improve the productivity of the personnel. To start the implementation of actions for personnel management improvement, first of all, an overview of theoretical and methodological aspects of the HRM are presented and theories which earlier had an impact on our present running of the "workers" are described. Secondly, the concept of organizational work of the enterprise, main indexes and types of activities are figured out and in the form of tables and diagrams analyzed. The main object of the thesis - the process of personnel management with qualitative characteristics is described and presented. Using also the survey of employee all advantages and disadvantages of the present system of HRM are defined. Then in the last part, taking to account all data about current situation, recommended actions and effect for LLC Tavria-V on the basis of the personnel management analysis are presented in the work.
The GeoFlow II experiment aims to replicate Earth’s core dynamics using a rotating spherical container with controlled temperature differences and simulated gravity. During the GeoFlow II campaign, a massive dataset of images was collected, necessitating an automated system for image processing and fluid flow visualization in the northern hemisphere of the spherical container. From here, we aim to detect the special structures appearing on the post processed images. Recognizing YOLOv5’s proficiency in object detection, we apply Yolov5 model for this task.