@phdthesis{Mthunzi, author = {Mthunzi, Everett}, title = {Interactive Surface Environments: Design and Implementation}, doi = {10.25643/bauhaus-universitaet.6406}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20230704-64065}, school = {Bauhaus-Universit{\"a}t Weimar}, pages = {128}, abstract = {This dissertation presents three studies on the design and implementation of interactive surface environments. It puts forward approaches to engineering interactive surface prototypes using prevailing methodologies and technologies. The scholarly findings from each study have been condensed into academic manuscripts, which are conferred herewith. The first study identifies a communication gap between engineers of interactive surface systems (i.e., originators of concepts) and future developers. To bridge the gap, it explores a UML-based framework to establish a formal syntax for modeling hardware, middleware, and software of interactive surface prototypes. The proposed framework targets models-as-end-products, towards enabling a shared view of research prototypes thereby facilitating dialogue between concept originators and future developers. The second study positions itself to support developers with an open-source solution for exploiting 3D point clouds for interactive tabletop applications using CPU architectures. Given dense 3D point-cloud representations of tabletop environments, the study aims toward mitigating high computational effort by segmenting candidate interaction regions as a preprocessing step. The study contributes a robust open-source solution for reducing computational costs when leveraging 3D point clouds for interactive tabletop applications. The solution itself is flexible and adaptable to variable interactive surface applications. The third study contributes an archetypal concept for integrating mobile devices as active components in augmented tabletop surfaces. With emphasis on transparent development trails, the study demonstrates the utility of the open-source tool developed in the second study. In addition to leveraging 3D point clouds for real-time interaction, the research considers recent advances in computer vision and wireless communication to realize a modern, interactive tabletop application. A robust strategy that combines spatial augmented reality, point-cloud-based depth perception, CNN-based object detection, and Bluetooth communication is put forward. In addition to seamless communication between adhoc mobile devices and interactive tabletop systems, the archetypal concept demonstrates the benefits of preprocessing point clouds by segmenting candidate interaction regions, as suggested in the second study. Collectively, the studies presented in this dissertation contribute; 1—bridging the gap between originators of interactive surface concepts and future developers, 2— promoting the exploration of 3D point clouds for interactive surface applications using CPU-based architectures, and 3—leveraging 3D point clouds together with emerging CNN-based object detection, and Bluetooth communication technologies to advance existing surface interaction concepts.}, subject = {Mensch-Maschiene-Kommunikation}, language = {en} } @article{SchwenkeSoebkeKraft, author = {Schwenke, Nicolas and S{\"o}bke, Heinrich and Kraft, Eckhard}, title = {Potentials and Challenges of Chatbot-Supported Thesis Writing: An Autoethnography}, series = {Trends in Higher Education}, volume = {2023}, journal = {Trends in Higher Education}, number = {Volume 2, issue 4}, publisher = {MDPI}, address = {Basel}, doi = {10.3390/higheredu2040037}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20231207-65016}, pages = {611 -- 635}, abstract = {The release of the large language model-based chatbot ChatGPT 3.5 in November 2022 has brought considerable attention to the subject of artificial intelligence, not only to the public. From the perspective of higher education, ChatGPT challenges various learning and assessment formats as it significantly reduces the effectiveness of their learning and assessment functionalities. In particular, ChatGPT might be applied to formats that require learners to generate text, such as bachelor theses or student research papers. Accordingly, the research question arises to what extent writing of bachelor theses is still a valid learning and assessment format. Correspondingly, in this exploratory study, the first author was asked to write his bachelor's thesis exploiting ChatGPT. For tracing the impact of ChatGPT methodically, an autoethnographic approach was used. First, all considerations on the potential use of ChatGPT were documented in logs, and second, all ChatGPT chats were logged. Both logs and chat histories were analyzed and are presented along with the recommendations for students regarding the use of ChatGPT suggested by a common framework. In conclusion, ChatGPT is beneficial for thesis writing during various activities, such as brainstorming, structuring, and text revision. However, there are limitations that arise, e.g., in referencing. Thus, ChatGPT requires continuous validation of the outcomes generated and thus fosters learning. Currently, ChatGPT is valued as a beneficial tool in thesis writing. However, writing a conclusive thesis still requires the learner's meaningful engagement. Accordingly, writing a thesis is still a valid learning and assessment format. With further releases of ChatGPT, an increase in capabilities is to be expected, and the research question needs to be reevaluated from time to time.}, subject = {Chatbot}, language = {en} } @article{HahlbrockBraunHeideletal., author = {Hahlbrock, David and Braun, Michael and Heidel, Robin and Lemmen, Patrik and Boumann, Roland and Bruckmann, Tobias and Schramm, Dieter and Helm, Volker and Willmann, Jan}, title = {Cable Robotic 3D-printing: additive manufacturing on the construction site}, series = {Construction Robotics}, volume = {2022}, journal = {Construction Robotics}, publisher = {Springer International Publishing}, address = {Cham}, doi = {10.1007/s41693-022-00082-3}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20230124-48791}, pages = {1 -- 14}, abstract = {This paper outlines an important step in characterizing a novel field of robotic construction research where a cable-driven parallel robot is used to extrude cementitious material in three-dimensional space, and thus offering a comprehensive new approach to computational design and construction, and to robotic fabrication at larger scales. Developed by the Faculty of Art and Design at Bauhaus-University Weimar (Germany), the faculty of Architecture at the University of Applied Sciences Dortmund (Germany) and the Chair of Mechatronics at the University of Duisburg-Essen (Germany), this approach offers unique advantages over existing additive manufacturing methods: the system is easily transportable and scalable, it does not require additional formwork or scaffolding, and it offers digital integration and informational oversight across the entire design and building process. This paper considers 1) key research components of cable robotic 3D-printing (such as computational design, material exploration, and robotic control), and 2) the integration of these parameters into a unified design and building process. The demonstration of the approach at full-scale is of particular concern.}, subject = {Robotik}, language = {en} } @article{Stadler, author = {Stadler, Max}, title = {Gr{\"u}nderzeit. Hightech und Alternativen der Wissenschaft in West-Berlin}, series = {NTM Zeitschrift f{\"u}r Geschichte der Wissenschaften, Technik und Medizin}, volume = {2022}, journal = {NTM Zeitschrift f{\"u}r Geschichte der Wissenschaften, Technik und Medizin}, number = {30 (2022)}, publisher = {Basel}, address = {Birkh{\"a}user}, doi = {10.1007/s00048-022-00352-9}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20230124-48800}, pages = {599 -- 632}, abstract = {Zu den diversen Unternehmungen sozialbewegter „Gegenwissenschaft", die um 1980 auf der Bildfl{\"a}che der BRD erschienen, z{\"a}hlte der 1982 gegr{\"u}ndete Berliner Wissenschaftsladen e. V., kurz WILAB - eine Art „alternatives" Spin-off der Technischen Universit{\"a}t Berlin. Der vorliegende Beitrag situiert die Ausgr{\"u}ndung des „Ladens" im Kontext zeitgen{\"o}ssischer Fortschritte der (regionalen) Forschungs- und Technologiepolitik. Gezeigt wird, wie der deindustrialisierenden Inselstadt, qua „innovationspolitischer" Gegensteuerung, dabei sogar eine gewisse Vorreiterrolle zukam: {\"u}ber die Stadtgrenzen hinaus sichtbare Neuerungen wie die Gr{\"u}ndermesse BIG TECH oder das 1983 er{\"o}ffnete Berliner Innovations- und Gr{\"u}nderzentrum (BIG), der erste „Incubator" [sic] der BRD, etwa gingen auf das Konto der 1977/78 lancierten Technologie-Transferstelle der TU Berlin, TU-transfer. Anders gesagt: tendenziell bekam man es hier nun mit Verh{\"a}ltnissen zu tun, die immer weniger mit den Tr{\"a}umen einer „kritischen", nicht-fremdbestimmten (Gegen‑)Wissenschaft kompatibel waren. Latent kontr{\"a}r zur historiographischen Prominenz des wissenschaftskritischen Zeitgeists fristeten „alternativen" Zielsetzungen verpflichtete Unternehmungen wie „WILAB" ein relativ marginalisiertes Nischendasein. Dennoch wirft das am WILAB verfolgte, so gesehen wenig aussichtsreiche Anliegen, eine andere, n{\"a}mlich „humanere" Informationstechnologie in die Wege zu leiten, ein instruktives Licht auf die Aufbr{\"u}che „unternehmerischer" Wissenschaft in der BRD um 1980.}, subject = {Berlin }, language = {de} } @misc{CarvalhoDaher, type = {Master Thesis}, author = {Carvalho Daher, Cesar Felipe}, title = {Horoskopos: a virtual planetarium for astrology}, doi = {10.25643/bauhaus-universitaet.4718}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20220930-47181}, school = {Bauhaus-Universit{\"a}t Weimar}, pages = {104}, abstract = {This report details the development of Horoskopos, a virtual planetarium for astrology. This project was an attempt to develop a learning tool for studying astrological concepts as connected to observational astronomy. The premise that astrology and observational astronomy were once inseparable from each other in ancient times guided the conceptualization of this tool as an interactive planetarium. The main references were existing software and applications for visualization in astrology and astronomy. Professional astrology teachers were consulted in order to understand better the state of astrological teaching and learning, as well as existing tools and practice. Horoskopos was built using the Unity3D development interface, which is based on the C\# programming language. It also relied on the Swiss Ephemeris coding interface from Astrodienst. The development process was experimental and many of the needed skills were developed as needed. Usability tests were performed as new features were added to the interface. The final version of Horoskopos is fully usable, with many interactive visualization features and a defined visual identity. It was validated together with professional astrologers for its effectiveness in concept and visualization.}, subject = {Mediendesign}, language = {en} } @phdthesis{CarvajalBermudez, author = {Carvajal Berm{\´u}dez, Juan Carlos}, title = {New methods of citizen participation based on digital technologies}, doi = {10.25643/bauhaus-universitaet.4712}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20220906-47124}, school = {Bauhaus-Universit{\"a}t Weimar}, abstract = {The current thesis presents research about new methods of citizen participation based on digital technologies. The focus on the research lies on decentralized methods of participation where citizens take the role of co-creators. The research project first conducted a review of the literature on citizen participation, its origins and the different paradigms that have emerged over the years. The literature review also looked at the influence of technologies on participation processes and the theoretical frameworks that have emerged to understand the introduction of technologies in the context of urban development. The literature review generated the conceptual basis for the further development of the thesis. The research begins with a survey of technology enabled participation applications that examined the roles and structures emerging due to the introduction of technology. The results showed that cities use technology mostly to control and monitor urban infrastructure and are rather reluctant to give citizens the role of co-creators. Based on these findings, three case studies were developed. Digital tools for citizen participation were conceived and introduced for each case study. The adoption and reaction of the citizens were observed using three data collection methods. The results of the case studies showed consistently that previous participation and engagement with informal citizen participation are a determinining factor in the potential adoption of digital tools for decentralized engagement. Based on these results, the case studies proposed methods and frameworks that can be used for the conception and introduction of technologies for decentralized citizen participation.}, subject = {Partizipation}, language = {en} } @phdthesis{Vogler, author = {Vogler, Verena}, title = {A framework for artificial coral reef design: Integrating computational modelling and high precision monitoring strategies for artificial coral reefs - an Ecosystem-aware design approach in times of climate change}, isbn = {978-3-00-074495-2}, doi = {10.25643/bauhaus-universitaet.4611}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20220322-46115}, school = {Bauhaus-Universit{\"a}t Weimar}, pages = {243}, abstract = {Tropical coral reefs, one of the world's oldest ecosystems which support some of the highest levels of biodiversity on the planet, are currently facing an unprecedented ecological crisis during this massive human-activity-induced period of extinction. Hence, tropical reefs symbolically stand for the destructive effects of human activities on nature [4], [5]. Artificial reefs are excellent examples of how architectural design can be combined with ecosystem regeneration [6], [7], [8]. However, to work at the interface between the artificial and the complex and temporal nature of natural systems presents a challenge, i.a. in respect to the B-rep modelling legacy of computational modelling. The presented doctorate investigates strategies on how to apply digital practice to realise what is an essential bulwark to retain reefs in impossibly challenging times. Beyond the main question of integrating computational modelling and high precision monitoring strategies in artificial coral reef design, this doctorate explores techniques, methods, and linking frameworks to support future research and practice in ecology led design contexts. Considering the many existing approaches for artificial coral reefs design, one finds they often fall short in precisely understanding the relationships between architectural and ecological aspects (e.g. how a surface design and material composition can foster coral larvae settlement, or structural three-dimensionality enhance biodiversity) and lack an integrated underwater (UW) monitoring process. Such a process is necessary in order to gather knowledge about the ecosystem and make it available for design, and to learn whether artificial structures contribute to reef regeneration or rather harm the coral reef ecosystem. For the research, empirical experimental methods were applied: Algorithmic coral reef design, high precision UW monitoring, computational modelling and simulation, and validated through parallel real-world physical experimentation - two Artificial Reef Prototypes (ARPs) in Gili Trawangan, Indonesia (2012-today). Multiple discrete methods and sub techniques were developed in seventeen computational experiments and applied in a way in which many are cross valid and integrated in an overall framework that is offered as a significant contribution to the field. Other main contributions include the Ecosystem-aware design approach, Key Performance Indicators (KPIs) for coral reef design, algorithmic design and fabrication of Biorock cathodes, new high precision UW monitoring strategies, long-term real-world constructed experiments, new digital analysis methods and two new front-end web-based tools for reef design and monitoring reefs. The methodological framework is a finding of the research that has many technical components that were tested and combined in this way for the very first time. In summary, the thesis responds to the urgency and relevance in preserving marine species in tropical reefs during this massive extinction period by offering a differentiated approach towards artificial coral reefs - demonstrating the feasibility of digitally designing such 'living architecture' according to multiple context and performance parameters. It also provides an in-depth critical discussion of computational design and architecture in the context of ecosystem regeneration and Planetary Thinking. In that respect, the thesis functions as both theoretical and practical background for computational design, ecology and marine conservation - not only to foster the design of artificial coral reefs technically but also to provide essential criteria and techniques for conceiving them. Keywords: Artificial coral reefs, computational modelling, high precision underwater monitoring, ecology in design.}, subject = {Korallenriff}, language = {en} } @phdthesis{Gollub, author = {Gollub, Tim}, title = {Information Retrieval for the Digital Humanities}, doi = {10.25643/bauhaus-universitaet.4673}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20220801-46738}, school = {Bauhaus-Universit{\"a}t Weimar}, pages = {177}, abstract = {In ten chapters, this thesis presents information retrieval technology which is tailored to the research activities that arise in the context of corpus-based digital humanities projects. The presentation is structured by a conceptual research process that is introduced in Chapter 1. The process distinguishes a set of five research activities: research question generation, corpus acquisition, research question modeling, corpus annotation, and result dissemination. Each of these research activities elicits different information retrieval tasks with special challenges, for which algorithmic approaches are presented after an introduction of the core information retrieval concepts in Chapter 2. A vital concept in many of the presented approaches is the keyquery paradigm introduced in Chapter 3, which represents an operation that returns relevant search queries in response to a given set of input documents. Keyqueries are proposed in Chapter 4 for the recommendation of related work, and in Chapter 5 for improving access to aspects hidden in the long tail of search result lists. With pseudo-descriptions, a document expansion approach is presented in Chapter 6. The approach improves the retrieval performance for corpora where only bibliographic meta-data is originally available. In Chapter 7, the keyquery paradigm is employed to generate dynamic taxonomies for corpora in an unsupervised fashion. Chapter 8 turns to the exploration of annotated corpora, and presents scoped facets as a conceptual extension to faceted search systems, which is particularly useful in exploratory search settings. For the purpose of highlighting the major topical differences in a sequence of sub-corpora, an algorithm called topical sequence profiling is presented in Chapter 9. The thesis concludes with two pilot studies regarding the visualization of (re)search results for the means of successful result dissemination: a metaphoric interpretation of the information nutrition label, as well as the philosophical bodies, which are 3D-printed search results.}, subject = {Information Retrieval}, language = {en} } @article{SoebkeLueck, author = {S{\"o}bke, Heinrich and L{\"u}ck, Andrea}, title = {Framing Algorithm-Driven Development of Sets of Objectives Using Elementary Interactions}, series = {Applied System Innovation}, volume = {2022}, journal = {Applied System Innovation}, number = {Volume 5, issue 3, article 49}, publisher = {MDPI}, address = {Basel}, doi = {10.3390/asi5030049}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20220713-46624}, pages = {1 -- 20}, abstract = {Multi-criteria decision analysis (MCDA) is an established methodology to support the decision-making of multi-objective problems. For conducting an MCDA, in most cases, a set of objectives (SOO) is required, which consists of a hierarchical structure comprised of objectives, criteria, and indicators. The development of an SOO is usually based on moderated development processes requiring high organizational and cognitive effort from all stakeholders involved. This article proposes elementary interactions as a key paradigm of an algorithm-driven development process for an SOO that requires little moderation efforts. Elementary interactions are self-contained information requests that may be answered with little cognitive effort. The pairwise comparison of elements in the well-known analytical hierarchical process (AHP) is an example of an elementary interaction. Each elementary interaction in the development process presented contributes to the stepwise development of an SOO. Based on the hypothesis that an SOO may be developed exclusively using elementary interactions (EIs), a concept for a multi-user platform is proposed. Essential components of the platform are a Model Aggregator, an Elementary Interaction Stream Generator, a Participant Manager, and a Discussion Forum. While the latter component serves the professional exchange of the participants, the first three components are intended to be automatable by algorithms. The platform concept proposed has been evaluated partly in an explorative validation study demonstrating the general functionality of the algorithms outlined. In summary, the platform concept suggested demonstrates the potential to ease SOO development processes as the platform concept does not restrict the application domain; it is intended to work with little administration moderation efforts, and it supports the further development of an existing SOO in the event of changes in external conditions. The algorithm-driven development of SOOs proposed in this article may ease the development of MCDA applications and, thus, may have a positive effect on the spread of MCDA applications.}, subject = {Multikriteria-Entscheidung}, language = {en} } @book{BreuerBartFreieretal., author = {Breuer, Johannes and Bart, Marlene and Freier, Alex Leo and R{\"u}nker, Maximilian and Jakubek, Kristin and Rubiano, Juan and Groos, Cora and Š{\´a}lek, Martin and Fritz, Henrieke and Kokkinidou, Eirini and Richter, Fabian and Liu, Ani and Held, Tobias and Moses, Gabriel S and Blasius, Clara Maria and Sp{\aa}ng, Fanny and Bencicova, Evelyn and R{\"u}ckeis, Julia and Thurow, Katharina and Maas, Frederike and Farf{\´a}n, Vanessa and Tikka, Emilia and Lee, Sang and Holzheu, Stefanie}, title = {Atlas der Datenk{\"o}rper. K{\"o}rperbilder in Kunst, Design und Wissenschaft im Zeitalter digitaler Medien}, volume = {2022}, editor = {Breuer, Johannes and Bart, Marlene and Freier, Alex Leo}, publisher = {transcript Verlag}, address = {Bielefeld}, issn = {2750-7483}, doi = {10.1515/9783839461785}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20220411-46248}, publisher = {Bauhaus-Universit{\"a}t Weimar}, pages = {172}, abstract = {Digitale Technologien und soziale Medien ver{\"a}ndern die Selbst- und K{\"o}rperwahrnehmung und verzerren, verst{\"a}rken oder produzieren dabei spezifische K{\"o}rperbilder. Die Beitr{\"a}ger*innen kartographieren diese Ph{\"a}nomene, fragen nach ihrer medialen Existenzweise sowie nach den M{\"o}glichkeiten ihrer Kritik. Dabei begegnen sie ihrer Neuartigkeit mit einer transdisziplin{\"a}ren Herangehensweise. Aus sowohl der Perspektive k{\"u}nstlerischer und gestalterischer Forschung als auch der Kunst-, Kultur- und Medienwissenschaft sowie der Psychologie und Neurowissenschaft wird die Landschaft rezenter K{\"o}rperbilder und Techniken einer digitalen K{\"o}rperlichkeit untersucht.}, subject = {K{\"o}rperbild}, language = {de} }