000 Informatik, Informationswissenschaft, allgemeine Werke
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This thesis deals with the basic design and rigorous analysis of cryptographic schemes and primitives, especially of authenticated encryption schemes, hash functions, and password-hashing schemes.
In the last decade, security issues such as the PS3 jailbreak demonstrate that common security notions are rather restrictive, and it seems that they do not model the real world adequately. As a result, in the first part of this work, we introduce a less restrictive security model that is closer to reality. In this model it turned out that existing (on-line) authenticated encryption schemes cannot longer beconsidered secure, i.e. they can guarantee neither data privacy nor data integrity. Therefore, we present two novel authenticated encryption scheme, namely COFFE and McOE, which are not only secure in the standard model but also reasonably secure in our generalized security model, i.e. both preserve full data inegrity. In addition, McOE preserves a resonable level of data privacy.
The second part of this thesis starts with proposing the hash function Twister-Pi, a revised version of the accepted SHA-3 candidate Twister. We not only fixed all known security issues
of Twister, but also increased the overall soundness of our hash-function design.
Furthermore, we present some fundamental groundwork in the area of password-hashing schemes. This research was mainly inspired by the medial omnipresence of password-leakage incidences. We show that the password-hashing scheme scrypt is vulnerable against cache-timing attacks due to the existence of a password-dependent memory-access pattern. Finally, we introduce Catena the first password-hashing scheme that is both memory-consuming and resistant against cache-timing attacks.
The increasing success of BIM (Building Information Model) and the emergence of its implementation in 3D construction models have paved a way for improving scheduling process. The recent research on application of BIM in scheduling has focused on quantity take-off, duration estimation for individual trades, schedule visualization, and clash detection.
Several experiments indicated that the lack of detailed planning causes about 30% non-productive time and stacking of trades. However, detailed planning still has not been implemented in practice despite receiving a lot of interest from researchers. The reason is associated with the huge amount and complexity of input data. In order to create a detailed planning, it is time consuming to manually decompose activities, collect and calculate the detailed information in relevant. Moreover, the coordination of detailed activities requires much effort for dealing with their complex constraints.
This dissertation aims to support the generation of detailed schedules from a rough schedule. It proposes a model for automated detailing of 4D schedules by integrating BIM, simulation and Pareto-based optimization.
Der Entwurfsraum für den Entwurf eines Tragwerks ist ein n-dimensionaler Raum, der aus allen freien Parametern des Modells aufgespannt wird.
Traditionell werden nur wenige Punkte dieses Raumes durch eine numerische (computergestützte) Simulation evaluiert, meist auf Basis der Finite-Elemente-Methode.
Mehrere Faktoren führen dazu, dass heute oft viele Revisionen eines Simulationsmodells durchlaufen werden: Zum einen ergeben sich oft Planungsänderungen, zum anderen ist oft die Untersuchung von Planungsalternativen und die Suche nach einem Optimum wünschenswert.
In dieser Arbeit soll für ein vorhandenes Finite-Elemente-Framework die sequentielle Datei-Eingabeschnittstelle durch eine Netzwerkschnittstelle ersetzt werden, die den Erfordernissen einer interaktiven Arbeitsweise entspricht. So erlaubt die hier konzipierte Schnittstelle interaktive, inkrementelle Modelländerungen sowie Status- und Berechnungsergebnis-Abfragen durch eine bidirektionale Schnittstelle.
Die Kombination aus interaktiver numerischer Simulation und Interoperabilität durch die Anwendung von Konzepten zur Bauwerks-Informations-Modellierung im Tragwerksentwurf ist Ziel dieser Dissertation. Die Beschreibung der Konzeption und prototypischen Umsetzung ist Gegenstand der schriftlichen Arbeit.
A fundamental characteristic of human beings is the desire to start learning at the moment of birth. The rather formal learning process that learners have to deal with in school, on vocational training or in university, is currently subject to fundamental changes. The increasing technologization, overall existing mobile devices, the ubiquitous access to digital information, and students being early adaptors of all these technological innovations require reactions on the part of the educational system.
This study examines such a reaction: The use of mobile learning in higher education.
Examining the subject m-learning first requires an investigation of the educational model e-learning. Many universities already established e-learning as one of their educational segments, providing a wide range of methods to support this kind of teaching.
This study includes an empirical acceptance analysis regarding the general learning behavior of students and their approval of e-learning methods. A survey on the approval of m-learning supplements the results.
Mobile learning is characterized by both the mobility of the communication devices and the users. Both factors lead to new correlations, demonstrate the potential of today's mobile devices and the probability to increase the learning performance.
The dissertation addresses these correlations and the use of mobile devices in the context of m-learning. M-learning and the usage of mobile devices not only require a reflection from a technological point of view. In addition to the technical features of such mobile devices, the usability of their applications plays an important role, especially with regard to the limited display size.
For the purpose of evaluating mobile apps and browser-based applications, various analytical methods are suitable.
The concluding heuristic evaluation points out the vulnerability of an established m-learning application, reveals the need for improvement, and shows an approach to rectify the shortcoming.
Modern digital material approaches for the visualization and simulation of heterogeneous materials allow to investigate the behavior of complex multiphase materials with their physical nonlinear material response at various scales. However, these computational techniques require extensive hardware resources with respect to computing power and main memory to solve numerically large-scale discretized models in 3D. Due to a very high number of degrees of freedom, which may rapidly be increased to the two-digit million range, the limited hardware ressources are to be utilized in a most efficient way to enable an execution of the numerical algorithms in minimal computation time. Hence, in the field of computational mechanics, various methods and algorithms can lead to an optimized runtime behavior of nonlinear simulation models, where several approaches are proposed and investigated in this thesis.
Today, the numerical simulation of damage effects in heterogeneous materials is performed by the adaption of multiscale methods. A consistent modeling in the three-dimensional space with an appropriate discretization resolution on each scale (based on a hierarchical or concurrent multiscale model), however, still contains computational challenges in respect to the convergence behavior, the scale transition or the solver performance of the weak coupled problems. The computational efficiency and the distribution among available hardware resources (often based on a parallel hardware architecture) can significantly be improved. In the past years, high-performance computing (HPC) and graphics processing unit (GPU) based computation techniques were established for the investigationof scientific objectives. Their application results in the modification of existing and the development of new computational methods for the numerical implementation, which enables to take advantage of massively clustered computer hardware resources. In the field of numerical simulation in material science, e.g. within the investigation of damage effects in multiphase composites, the suitability of such models is often restricted by the number of degrees of freedom (d.o.f.s) in the three-dimensional spatial discretization. This proves to be difficult for the type of implementation method used for the nonlinear simulation procedure and, simultaneously has a great influence on memory demand and computational time.
In this thesis, a hybrid discretization technique has been developed for the three-dimensional discretization of a three-phase material, which is respecting the numerical efficiency of nonlinear (damage) simulations of these materials. The increase of the computational efficiency is enabled by the improved scalability of the numerical algorithms. Consequently, substructuring methods for partitioning the hybrid mesh were implemented, tested and adapted to the HPC computing framework using several hundred CPU (central processing units) nodes for building the finite element assembly. A memory-efficient iterative and parallelized equation solver combined with a special preconditioning technique for solving the underlying equation system was modified and adapted to enable combined CPU and GPU based computations.
Hence, it is recommended by the author to apply the substructuring method for hybrid meshes, which respects different material phases and their mechanical behavior and which enables to split the structure in elastic and inelastic parts. However, the consideration of the nonlinear material behavior, specified for the corresponding phase, is limited to the inelastic domains only, and by that causes a decreased computing time for the nonlinear procedure. Due to the high numerical effort for such simulations, an alternative approach for the nonlinear finite element analysis, based on the sequential linear analysis, was implemented in respect to scalable HPC. The incremental-iterative procedure in finite element analysis (FEA) during the nonlinear step was then replaced by a sequence of linear FE analysis when damage in critical regions occured, known in literature as saw-tooth approach. As a result, qualitative (smeared) crack initiation in 3D multiphase specimens has efficiently been simulated.
Interactive scientific visualizations are widely used for the visual exploration and examination of physical data resulting from measurements or simulations. Driven by technical advancements of data acquisition and simulation technologies, especially in the geo-scientific domain, large amounts of highly detailed subsurface data are generated. The oil and gas industry is particularly pushing such developments as hydrocarbon reservoirs are increasingly difficult to discover and exploit. Suitable visualization techniques are vital for the discovery of the reservoirs as well as their development and production. However, the ever-growing scale and complexity of geo-scientific data sets result in an expanding disparity between the size of the data and the capabilities of current computer systems with regard to limited memory and computing resources.
In this thesis we present a unified out-of-core data-virtualization system supporting geo-scientific data sets consisting of multiple large seismic volumes and height-field surfaces, wherein each data set may exceed the size of the graphics memory or possibly even the main memory. Current data sets fall within the range of hundreds of gigabytes up to terabytes in size. Through the mutual utilization of memory and bandwidth resources by multiple data sets, our data-management system is able to share and balance limited system resources among different data sets. We employ multi-resolution methods based on hierarchical octree and quadtree data structures to generate level-of-detail working sets of the data stored in main memory and graphics memory for rendering. The working set generation in our system is based on a common feedback mechanism with inherent support for translucent geometric and volumetric data sets. This feedback mechanism collects information about required levels of detail during the rendering process and is capable of directly resolving data visibility without the application of any costly occlusion culling approaches. A central goal of the proposed out-of-core data management system is an effective virtualization of large data sets. Through an abstraction of the level-of-detail working sets, our system allows developers to work with extremely large data sets independent of their complex internal data representations and physical memory layouts.
Based on this out-of-core data virtualization infrastructure, we present distinct rendering approaches for specific visualization problems of large geo-scientific data sets. We demonstrate the application of our data virtualization system and show how multi-resolution data can be treated exactly the same way as regular data sets during the rendering process. An efficient volume ray casting system is presented for the rendering of multiple arbitrarily overlapping multi-resolution volume data sets. Binary space-partitioning volume decomposition of the bounding boxes of the cube-shaped volumes is used to identify the overlapping and non-overlapping volume regions in order to optimize the rendering process. We further propose a ray casting-based rendering system for the visualization of geological subsurface models consisting of multiple very detailed height fields. The rendering of an entire stack of height-field surfaces is accomplished in a single rendering pass using a two-level acceleration structure, which combines a minimum-maximum quadtree for empty-space skipping and sorted lists of depth intervals to restrict ray intersection searches to relevant height fields and depth ranges. Ultimately, we present a unified rendering system for the visualization of entire geological models consisting of highly detailed stacked horizon surfaces and massive volume data. We demonstrate a single-pass ray casting approach facilitating correct visual interaction between distinct translucent model components, while increasing the rendering efficiency by reducing processing overhead of potentially invisible parts of the model. The combination of image-order rendering approaches and the level-of-detail feedback mechanism used by our out-of-core data-management system inherently accounts for occlusions of different data types without the application of costly culling techniques.
The unified out-of-core data-management and virtualization infrastructure considerably facilitates the implementation of complex visualization systems. We demonstrate its applicability for the visualization of large geo-scientific data sets using output-sensitive rendering techniques. As a result, the magnitude and multitude of data sets that can be interactively visualized is significantly increased compared to existing approaches.
This thesis focuses on the analysis and design of hash functions and authenticated encryption schemes that are blockcipher based. We give an introduction into these fields of research – taking in a blockcipher
based point of view – with special emphasis on the topics of double length, double call blockcipher based compression functions. The first main topic (thesis parts I - III) is on analysis and design of
hash functions. We start with a collision security analysis of some well known double length blockcipher based compression functions and hash functions: Abreast-DM, Tandem-DM and MDC-4. We also propose new double length compression functions that have elevated collision security guarantees. We complement the collision analysis with a preimage analysis by stating (near) optimal security results for Abreast-DM, Tandem-DM, and Hirose-DM. Also, some generalizations are discussed. These are the first preimage security results for blockcipher based double length hash functions that go beyond the birthday barrier.
We then raise the abstraction level and analyze the notion of ’hash function indifferentiability from a random oracle’. So we not anymore focus on how to obtain a good compression function but, instead, on how to obtain a good hash function using (other) cryptographic primitives. In particular we give some examples when this strong notion of hash function security might give questionable advice for building a practical hash function. In the second main topic (thesis part IV), which is on authenticated encryption schemes, we present an on-line authenticated encryption scheme, McOEx, that simultaneously achieves privacy and confidentiality and is secure against nonce-misuse. It is the first dedicated scheme that achieves high standards of security and – at the same time – is on-line computable.
Web applications that are based on user-generated content are often criticized for containing low-quality information; a popular example is the online encyclopedia Wikipedia. The major points of criticism pertain to the accuracy, neutrality, and reliability of information. The identification of low-quality information is an important task since for a huge number of people around the world it has become a habit to first visit Wikipedia in case of an information need. Existing research on quality assessment in Wikipedia either investigates only small samples of articles, or else deals with the classification of content into high-quality or low-quality. This thesis goes further, it targets the investigation of quality flaws, thus providing specific indications of the respects in which low-quality content needs improvement. The original contributions of this thesis, which relate to the fields of user-generated content analysis, data mining, and machine learning, can be summarized as follows:
(1) We propose the investigation of quality flaws in Wikipedia based on user-defined cleanup tags. Cleanup tags are commonly used in the Wikipedia community to tag content that has some shortcomings. Our approach is based on the hypothesis that each cleanup tag defines a particular quality flaw.
(2) We provide the first comprehensive breakdown of Wikipedia's quality flaw structure. We present a flaw organization schema, and we conduct an extensive exploratory data analysis which reveals (a) the flaws that actually exist, (b) the distribution of flaws in Wikipedia, and, (c) the extent of flawed content.
(3) We present the first breakdown of Wikipedia's quality flaw evolution. We consider the entire history of the English Wikipedia from 2001 to 2012, which comprises more than 508 million page revisions, summing up to 7.9 TB. Our analysis reveals (a) how the incidence and the extent of flaws have evolved, and, (b) how the handling and the perception of flaws have changed over time.
(4) We are the first who operationalize an algorithmic prediction of quality flaws in Wikipedia. We cast quality flaw prediction as a one-class classification problem, develop a tailored quality flaw model, and employ a dedicated one-class machine learning approach. A comprehensive evaluation based on human-labeled Wikipedia articles underlines the practical applicability of our approach.
The automotive industry requires realistic virtual reality applications more than other domains to increase the efficiency of product development. Currently, the visual quality of virtual invironments resembles reality, but interaction within these environments is usually far from what is known in everyday life. Several realistic research approaches exist, however they are still not all-encompassing enough to be usable in industrial processes. This thesis realizes lifelike direct multi-hand and multi-finger interaction with arbitrary objects, and proposes algorithmic and technical improvements that also approach lifelike usability. In addition, the thesis proposes methods to measure the effectiveness and usability of such interaction techniques as well as discusses different types of grasping feedback that support the user during interaction. Realistic and reliable interaction is reached through the combination of robust grasping heuristics and plausible pseudophysical object reactions. The easy-to-compute grasping rules use the objects’ surface normals, and mimic human grasping behavior. The novel concept of Normal Proxies increases grasping stability and diminishes challenges induced by adverse normals. The intricate act of picking-up thin and tiny objects remains challenging for some users. These cases are further supported by the consideration of finger pinches, which are measured with a specialized finger tracking device. With regard to typical object constraints, realistic object motion is geometrically calculated as a plausible reaction on user input. The resulting direct finger-based
interaction technique enables realistic and intuitive manipulation of arbitrary objects. The thesis proposes two methods that prove and compare effectiveness and usability. An expert review indicates that experienced users quickly familiarize themselves with the technique. A quantitative and qualitative user study shows that direct finger-based interaction is preferred over indirect interaction in the context of functional car assessments. While controller-based interaction is more robust, the direct finger-based interaction provides greater realism, and becomes nearly as reliable when the pinch-sensitive mechanism is used. At present, the haptic channel is not used in industrial virtual reality applications. That is why it can be used for grasping feedback which improves the users’ understanding of the grasping situation. This thesis realizes a novel pressure-based tactile feedback at the fingertips. As an alternative, vibro-tactile feedback at the same location is realized as well as visual feedback by the coloring of grasp-involved finger segments. The feedback approaches are also compared within the user study, which reveals that grasping feedback is a requirement to judge grasp status and that tactile feedback improves interaction independent of the used display system. The considerably stronger vibrational tactile feedback can quickly become annoying during interaction. The interaction improvements and hardware enhancements make it possible to interact with virtual objects in a realistic and reliable manner. By addressing realism and reliability, this thesis paves the way for the virtual evaluation of human-object interaction, which is necessary for a broader application of virtual environments in the automotive industry and other domains.
Der inhaltlichen Qualitätssicherung von Bauwerksinformationsmodellen (BIM) kommt im Zuge einer stetig wachsenden Nutzung der verwendeten BIM für unterschiedliche Anwen-dungsfälle eine große Bedeutung zu. Diese ist für jede am Datenaustausch beteiligte Software dem Projektziel entsprechend durchzuführen. Mit den Industry Foundation Classes (IFC) steht ein etabliertes Format für die Beschreibung und den Austausch eines solchen Modells zur Verfügung. Für den Prozess der Qualitätssicherung wird eine serverbasierte Testumgebung Bestandteil des neuen Zertifizierungsverfahrens der IFC sein. Zu diesem Zweck wurde durch das „iabi - Institut für angewandte Bauinformatik” in Zusammenarbeit mit „buildingSMART e.V.“ (http://www.buildingsmart.de) ein Global Testing Documentation Server (GTDS) implementiert. Der GTDS ist eine, auf einer Datenbank basierte, Web-Applikation, die folgende Intentionen verfolgt:
• Bereitstellung eines Werkzeugs für das qualitative Testen IFC-basierter Modelle
• Unterstützung der Kommunikation zwischen IFC Entwicklern und Anwendern
• Dokumentation der Qualität von IFC-basierten Softwareanwendungen
• Bereitstellung einer Plattform für die Zertifizierung von IFC Anwendungen
Gegenstand der Arbeit ist die Planung und exemplarische Umsetzung eines Werkzeugs zur interaktiven Visualisierung von Qualitätsdefiziten, die vom GTDS im Modell erkannt wurden. Die exemplarische Umsetzung soll dabei aufbauend auf den OPEN IFC TOOLS (http://www.openifctools.org) erfolgen.
Radiodiskussion bei bauhaus.fm am 5. November 2012.
Harald S. Liehr ist Lektor und Leiter der Niederlassung Weimar des Böhlau-Verlags (Wien / Köln / Weimar), Dr. Frank Simon-Ritz ist Direktor der Universitätsbibliothek der Bauhaus-Universität Weimar.
Die Fragen stellten René Tauschke und Jean-Marie Schaldach.
Bauphysikalisches Quartett
(2012)
Quartett ist ein ebenso altes, wie auch beliebtes Kartenspiel. Vor allem bei Kindern erfreut es sich großer Beliebtheit, während in den älteren Generationen kaum jemand mit Quartettkarten spielt.
Quartettspiele speziell für Kleinkinder sind zum Großteil mit Inhalten versehen, die Wissen auf spielerische Art und Weise vermitteln. Dabei werden gute Lernerfolge in dieser Zielgruppe verzeichnet.
Wie lassen sich also diese Lernerfolge durch das Spielen mit Quartettkarten erzielen? Und wie kann dieser Effekt auch auf Studenten übertragen werden?
Ziel dieser Arbeit ist es, das Konzept des Quartettkartenspiels auf bauphysikalische Inhalte anzuwenden und gegebenenfalls die Spielprinzipien zu erweitern oder zu verändern. Dabei sind die Studenten der Fakultät Bauingenieurswesen die Zielgruppe, an die sich das Spiel richten soll.
Besondere Herausforderung ist es, unterschiedliche Objekteklassen von bauphysikalischer Relevanz in einem Spiel zusammenzubringen und vergleichbar zu machen. Das sich ergebende Quartettkartenspiel sollte nicht nur eine Objektklasse, sondern mehrere Objektklassen zum Inhalt haben. Dabei sollen die Objektklassen so gewählt werden, dass sich Kategorien mit bauphysikalischem Inhalt finden lassen.
Augenmerk sollte auch auf die Strukturierung der Lerninhalte gelegt werden, um eine leichte Übertragung des Spielkonzepts auf andere Fachdomänen zu ermöglichen. Das Ergebnis der Arbeit sind zwei fertige und spielbare Quartette.
In crowdsourcingbasierten Systemen kommt der Qualitätssicherung des durch Benutzer generierten Inhaltes große Bedeutung für die Erhaltung der Benutzbarkeit zu. Das bauphysikalische Lehrspiel "BuildVille" benutzt für die Quiz-Anwendung einen Crowdsourcing-Ansatz: Die Quiz-Fragen werden von den Benutzern selbst generiert. Mit Hilfe dieser Arbeit soll sichergestellt werden, dass fehlerhafte, irrtümlicherweise oder zum Spaß eingegebene Fragen möglichst früh erkannt, korrigiert oder von der weiteren Verbreitung ausgeschlossen werden. Dazu soll mit Hilfe einer Analyse bestehender crowdsourcingbasierter Systeme bezüglich umgesetzter Qualitätssicherungsmaßnahmen ein Konzept für die QS-Maßnahmen in BuildVille entwickelt werden.
Es ist ein Bild aus alten Tagen: ein wissbegieriger Student, auf der Suche nach fundierter wissenschaftlicher Information, begibt sich an den heiligsten Ort aller Bücher – die Universitätsbibliothek. Doch seit einiger Zeit tummeln sich Studierende nicht mehr nur in Bibliotheken, sondern auch immer häufiger im Internet. Sie suchen und finden dort digitale Bücher, sogenannte E-Books.
Wie lässt sich der Wandel durch den Einzug des E-Books in das etablierte Forschungssystem beschreiben, welche Konsequenzen lassen sich daraus ablesen und wird schließlich alles digital, sogar die Bibliothek? Diesen Fragen geht ein elfköpfiges Expertenteam aus Deutschland und der Schweiz während der zweitägigen Konferenz auf den Grund.
Bei den Weimarer E-DOC-Tagen geht es nun um die Veränderung des institutionellen Gefüges rund um das digitale Buch. Denn traditionell sind Verlage und Bibliotheken wichtige Bestandteile der Wissensversorgung in Studium und Lehre. Doch mit dem Aufkommen des E-Books verlagert sich die Recherche mehr und mehr ins Internet. Die Suchmaschine Google tritt als neuer Konkurrent der klassischen Bibliotheksrecherche auf. Aber auch Verlage müssen verstärkt auf die neuen Herausforderungen eines digitalen Buchmarktes reagieren.
In Kooperation mit der Universitätsbibliothek und dem Master-Studiengang Medienmanagement diskutieren Studierende, Wissenschaftler, Bibliothekare und Verleger, wie das E-Book unseren Umgang mit Literatur verändert. Der Tagungsband stellt alle Perspektiven und Ergebnisse zum Nachlesen zusammen.
Superimposing Dynamic Range
(2009)
Replacing a uniform illumination by a high-frequent illumination enhances the contrast of observed and captured images. We modulate spatially and temporally multiplexed (projected) light with reflective or transmissive matter to achieve high dynamic range visualizations of radiological images on printed paper or ePaper, and to boost the optical contrast of images viewed or imaged with light microscopes.
Entwurf eines Spieler-Modells für eine erweiterbare Spielplattform zur Ausbildung in der Bauphysik
(2012)
Im Projekt Intelligentes Lernen beschäftigen sich die Professuren Content Management und Web-Technologien, Systeme der Virtuellen Realität und Bauphysik der Bauhaus- Universität Weimar mit der Entwicklung innovativer Informationstechnologien für eLearning- Umgebungen. In den Teilbereichen Retrieval, Extraktion und Visualisierung großer Dokumentkollektionen, sowie simulations- und planbasierter Wissensvermittlung werden Algorithmen und Werkzeuge erforscht, um eLearning-Systeme leistungsfähiger zu machen und um somit den Lernerfolg zu optimieren.
Ziel des Projekts, auf dem Gebiet des simulationsbasierten Wissenstransfers, ist die Entwicklung eines Multiplayer Online Games (MOG) zur Ausbildungsunterstützung in der Bauphysik.
Im Rahmen der vorliegenden Bachelorarbeit wird für diese digitale Lernsoftware ein Spieler- Modell zur Verwaltung der spielerspezifischen Daten entworfen und in das bestehende Framework integriert. Der Schwerpunkt der Arbeit liegt in der Organisation der erlernten Fähigkeiten des Spielers und in der an den Wissensstand angepassten Auswahl geeigneter Spielaufgaben. Für die Anwendung im eLearning-Bereich ist die Erweiterbarkeit des Modells um neue Lernkomplexe eine wesentliche Anforderung.