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Die Arbeit beschäftigt sich mit dem Thema der Progressive Web App, dabei wird auf die Entwicklung und das Wirtschaftliche Potential eingegangen. Die Arbeit kann als Hilfestellung bei der Entscheidung, ob eine Progressive Web App in einem Unternehmen eingesetzt werden soll, dienen.
G.R.E.C is a adventure game, set in an dystopien industrial world, where you are a scavenger for hire. Explore the village of Vankhart Valley and grab everything valuable you can get your hands on.
Your trusty old jump boots will help you avoiding the nasty and deadly spores that changed the world of G.R.E.C forever.
Schluckspecht project
(2022)
This thesis deals with the implementation of the SUBSCALE algorithm in the Python programming language. First, the current state of research and the needs of the target group are considered. Then, the choice of language is decided based on the findings. On the basis of self-generated requirements, the implementation is carried out.
Finally, the code is evaluated for accuracy, consistency, and execution time, as well as its applicability in practice.
Since the implementation of the current work proved to be unconvincing, an approach is tested in which Python is used only as a front-end.
How can manufacturers or service companies provide better services with connected products, without having acquired a powerful IT infrastructure nor the competences for software development?
Today companies can appeal to a relocated-IT-infrastructure provider, which is called Cloud.
Consequently, they do not have to manage and take care of the safety/security aspect, the updates and the breakdown of the infrastructure internally, as those are all managed by the provider.
It is possible to outsource the development of the software of the connected product to an external company. However, the question now is how fast this company can juggle from one Cloud to another in order to fulfil their clients wishes?
neverMind offers a solution based on a multi-protocols-platform linking the different connected products to a multitude of Clouds without having to redesign the whole communication stack/building block for each change in the Cloud-solution. This is the object of my thesis.
The development follows the V-Model, the first steps to understand the complexity of the project were the realisation of the product technical and architectural specifications. The last step before the Implementation was to design in details the progress and the process of every parts of the platform.
The outcome of the requirements analysis led me to divide the project in two parts:
• a “General Interface” acting as a gateway between the Client-application and “Cloud-modules”
• the “Cloud-modules” themselves.
So far, the specifications are drown up; the General Interface and a client example are coded, as well as a first Cloud-module template.
This paper describes a project absolved to increase the material flow through the LTCC production of the Bosch Anderson Plant in South Carolina, USA. To archive this goal the regarded value stream is introduced first. The bottleneck, which is limiting the material flow is found and eliminated in order to increase the output of the machine and consequently improve the material flow through the whole value stream. The completed projects made for this purpose result in a 13% increase. To control the material flow the inventory sizes are determined. The inventories, from which the size is desired to be determined, include climatization processes to dry the pastes that are applied in the previous process steps. Therefore, a separation of the parts in the production process climatization and the buffer is necessary first. After that the buffer can be eliminated and the inventory areas minimized. The results are smaller and controlled buffer sizes that make part of the floor space unnecessary. A welcomed side effect is the solution to a production problem of warped parts because of too long climatization times. Observations over time show that the results of the buffer limitations are just right to improve the material flow through the LTCC production.
In the field of network security, the detection of intrusions is an important task to prevent and analyse attacks.
In recent years, an increasing number of works have been published on this subject, which perform this detection based on machine learning techniques.
Thereby not only the well-studied detection of intrusions, but also the real-time capability must be considered.
This thesis addresses the real-time functionality of machine learning based network intrusion detection.
For this purpose we introduce the network feature generator library PyNetFlowGen, which is designed to allow real-time processing of network data.
This library generates 83 statistical features based on reassembled data flows.
The introduced performant Cython implementation allows processing individual packets within 4.58 microseconds.
Based on the generated features, machine learning models were examined with regard to their runtime and real-time capabilities.
The selected Decision-Tree-Classifier model created in Python was further optimised by transpiling it into C-Code, what reduced the prediction time of a single sample to 3.96 microseconds on average.
Based on the feature generator and the machine learning model, an basic IDS system was implemented, which allows a data throughput between 63.7 Mbit/s and 2.5 Gbit/s.
When a patient with hearing aids needs to partake in audiometry procedures they need to visit a specialist which costs both time and money. Ideally, the patient should be able to conduct these tests alone, during their own time, and without additional costs. With this idea comes the question of if whether this is possible or not, and, if it is, how.
This thesis explores the throughput of Bluetooth Low Energy and if it is configurable to have a high enough data rate to send high quality audio data with a lossless audio codec while communicating with a low end device. Additionally, this thesis will show that using Rust to develop embedded software is possible and how using it can make the process of doing so easier.
The core logging and tracing facility in Windows operating system is called Event Tracing for Windows (ETW).
Data sources providing events for ETW are instrumented all over the operating system.
That means most hard- and software assets in a Windows system are instrumented with ETW and so are able to contribute low-level information.
ETW can be used by developers and administrators to get low-level information about operating system's activity.
We describe existing tools to interact with the ETW faciltity and evaluate them based on defined criteria.
Based on relevant application scenarios, we show the richness of informational content for debugging or detecting security incidents with ETW.
The widely used instrumentation of ETW in the operating system and its application results also in security risks according to confidentiality.
Based on common ETW providers we show the impact to confidentiality what ETW offers an adversary.
At the end we evaluate solutions and approaches for a customizable telemetry infrastructure using ETW in large-scale environments.
This thesis deals with the implementation of character controls and combat system of the Action Adventure 'Scout 3D'. The game development was realized with the game engine Unity 3D. In the first part, the architecture of a typical game engine is explained. The single components are describes step by step. Then, five well-known game engines are compared and evaluated. In the next chapter, a short overview about design and architecture patterns is worked out. The features of Unity, that are used for the implementation, and Unity's animation system 'Mecanim, are described finally. The second part includes the requirement definitions for the game 'Scout COD' which define player input, different conditions that allow or disallow several activities and the behaviour of enemies. With the help of patterns the architecture of the game is designed. Then, the implementation is explained by means of code snippets.