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This study explores the opportunities and risks associated with user-generated content (UGC) in the communication strategies of marketing departments from a business perspective. With the rise of social media and online platforms, UGC has become a powerful tool for brands to engage with their audience, build trust, and enhance brand awareness. However, implementing UGC also comes with inherent risks, including the loss of control over brand messaging, potential negative user-generated content, and legal implications.
To investigate these dynamics, an empirical mixed-methods approach was employed, including expert interviews and a comprehensive literature review. The findings indicate that UGC offers significant opportunities for marketing departments, such as increased customer loyalty, enhanced authenticity, brand awareness, as well as a diverse set of possible content. However, the study also reveals the potential risks associated with UGC, highlighting the importance of managing these risks effectively.
The research of this thesis aims to analyze how a specific CSR approach from the Adidas Group on sustainability is perceived globally based on an analysis of the movements on the stock market combined with a sentiment analysis of tweet activities on Twitter. The thesis analyzed both positive feedback and critic from customers worldwide regarding the approach and other initiatives from the Adidas Group and their partner Parley for the Oceans, a non-governmental organization working towards a more sustainable world.
In the field of satellites it is common practice to combine multiple ground stations into one network, to increase communication times with satellites. This work focuses on TIM, which is an international academic colaborative project. Important criteria for this project are elaborated and used to evaluate existing ground station networks. It concludes that there is no appropriate solution availiable for this specific use case and establish a proposed solution. The proposed ground station network software will be elaborated and evaluated.
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.
Since its foundation as an application of algebra, coding theory is obtaining a day by day increasing importance. For instance, any communication system needs the concepts of coding theory to function efficiently. In this thesis, reader will find an introductory explanation to linear codes and binary hamming codes including some of the algebraic tools devised in their applications. All the described software applications are verified using SageMath 9.0 using Hochschule Mittweida’s JupyterHub.
In this work, a transgenic zebrafish line that expresses the fluorophore dsRed under the endogenous zebrafish cochlin promotor is supposed to be established, using the CRISPR/Cas9 system. dsRed was cloned into a pBluescript vector, followed by the cloning of the cochlin locus into this vector. This bait construct was then supposed to be micro injected into wild type AB zebrafish embryos. The micro injection of Cas9 mRNA, single guide RNA and a bait construct was practiced with the tyrosinase gene, which was disrupted using CRISPR/Cas9.
The objective of this Bachelor Project is the creation of a tool that should support forensic investigators during IT forensic interventions. It uses Kismet as the base program and adds functionalities to it via the plugin interface. The installation of the plugin shall be explained, how the plugin works, and a recommendation on how to use it. To understand the underlying basics, an introduction about WLAN and Bluetooth is given. The tests that were performed with the new plugin are described as well as their results. It is therefore briefly discussed why the tool is applicable for locating Wi-Fi devices, especially access points, but not Bluetooth devices. Using all this a few ideas on how to improve the tool and what can be researched in this area are provided.
This thesis aims to research the platform YouTube and whether “being a YouTuber” qualifies as a profession or not and what leads to this. The author combines existing scientific data and information provided by YouTubers doing this as a job and uses the compilation method. The author merges that material and uses it to create a bachelor thesis that covers both the theoretical and practical approach. The aim was to find out if there is a success recipe that can be followed that leads to views and clicks which are essential for the profession as a YouTuber. To do this, the author created two channels to see how the factors mentioned in this thesis are applied and if the approach leads to success. The findings of this thesis showed, that although the profession of a YouTuber can be classified as a job, it needs to be viewed differently from commonly known and in society accepted careers. Becoming a YouTuber and making money from this business, therefore, cannot be guaranteed.
The aim of this bachelor thesis is to find out how the use of artificial intelligence, specifically the one used in combat situations, can increase the playing time or even the replay value of games in the action role-playing genre. Thereby, it focuses mainly on combat situations between a player and an artificial intelligence.
To begin with, this bachelor thesis examines the action role-playing genre in order to find a suitable definition for it. Accordingly, action role-playing games involve titles that send the player on a hero’s journey-like adventure in which they must prove their skills in combat against virtual opponents. The greatest challenge of these real-time battles comes from the required quick reflexes, skill queries and hand-eye coordination.
Next, six means of increasing the replayability of a game are explored: Experience and Nostalgia, Variety and Randomness, Goals and Completion, Difficulty, Learning, and Social Aspect. The paper then proceeds to give an explanation for the term Artificial Intelligence and examines the various methods used to create intelligent behavior as well as the general advancement of the research field. Special attention is given to the implementation methods of Finite State Machines and Behavior Trees, as they are the most widely used methods for creating behavioral patterns of virtual characters.
Finally, a study conducted as part of the bachelor thesis is described, which compares a mathematically balanced artificial intelligence with a behaviorally balanced one in terms of game performance regarding the willingness of test subjects to purchase and play through the game as well as its replay value. The thesis concludes with the findings that while the behavioral approach is more promising than the mathematical approach, a combination of the two methods ultimately leads to the best outcome. Furthermore, the study shows that the use of artificial intelligence to individualize gaming experiences is promising for the future of the gaming industry.
Where does the cocoa, which we consume on a regular basis, come from? Supply chains are not always transparent, much less easily comprehensible. The cocoa industry faces ongoing challenges. Whether it be the chocolate manufacturers’ promise to maintain a sustainable and ethical supply chain, the minimal impact on the environment or the maximum adherence to human rights in their production process. This paper revises important steps which lead to the compliance with UN standards and questions the role of consumers in the construct of ethical chocolate products.