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Ripple: Overview and Outlook
(2015)
Ripple is a payment system and a digital currency which evolved completely independently of Bitcoin. Although Ripple holds the second highest market cap after Bitcoin, there are surprisingly no studies which analyze the provisions of Ripple.
In this paper, we study the current deployment of the Ripple payment system. For that purpose, we overview the Ripple protocol and outline its security and privacy provisions in relation to the Bitcoin system. We also discuss the consensus protocol of Ripple. Contrary to the statement of the Ripple designers, we show that the current choice of parameters does not prevent the occurrence of forks in the system. To remedy this problem, we give a necessary and sufficient condition to prevent any fork in the system. Finally, we analyze the current usage patterns and trade dynamics in Ripple by extracting information from the Ripple global ledger. As far as we are aware, this is the first contribution which sheds light on the current deployment of the Ripple system.
It is the purpose of this paper to address ethical issues concerning the development and application of Assistive Technology at Workplaces (ATW). We shall give a concrete technical concept how such technology might be constructed and propose eight technical functions it should adopt in order to serve its purpose. Then, we discuss the normative questions why one should use ATW, and by what means. We argue that ATW is good to the extent that it ensures social inclusion and consider four normative domains in which its worth might consists in. In addition, we insist that ATW must satisfy two requirements of good workplaces, which we specify as (a) an exploitation restraint and (b) a duty of care.
Covert and Side-Channels have been known for a long time due to their versatile forms of appearance. For nearly every technical improvement or change in technology, such channels have been (re-)created or known methods have been adapted. For example the introduction of hyperthreading technology has introduced new possibilities for covert communication between malicious processes because they can now share the arithmetic logical unit (ALU) as well as the L1 and L2 cache which enables establishing multiple covert channels. Even virtualization which is known for its isolation of multiple machines is prone to covert and side-channel attacks due to the sharing of resources. Therefore itis not surprising that cloud computing is not immune to this kind of attacks. Even more, cloud computing with multiple, possibly competing users or customers using the same shared resources may elevate the risk of unwanted communication. In such a setting the ”air gap” between physical servers and networks disappears and only the means of isolation and virtual separation serve as a barrier between adversary and victim. In the work at hand we will provide a survey on weak spots an adversary trying to exfiltrate private data from target virtual machines could exploit in a cloud environment. We will evaluate the feasibility of example attacks and point out possible mitigation solutions if they exist.
Zeitungsverlage haben jahrzehntelang in einem sehr stabilen Marktumfeld agiert, sodass die Kunst darin bestand, das Umfeld möglichst weiterhin konstant zu halten und die bestehenden Märkte und Produkte zu optimieren. Die neuen Medien- und Produktformen, die in dieser Zeit im Publikums- und Werbemarkt aufkamen, wurden bei den lokalen und regionalen Verlagen in das eigene Angebotsspektrum integriert, sodass am Ende im Regelfall ein oftmals kleiner, aber hochprofitabler Medienkonzern ins Internetzeitalter eintrat. Hier kommen nun zunehmend Anforderungen an digitale Geschäftsmodelle auf, die neue Geschäftsmodelle erfordern, die skalierbar sind.
Verlage, die ihr Kernverbreitungsgebiet in lokalen oder regionalen Märkten haben, sind bereits seit Jahrzehnten in diesen Märkten im Werbe- und Nutzermarkt verankert. Beim Aufbau digitaler Geschäftsfelder können die bestehenden Kundenbeziehungen und Erfahrungen dazu benutzt werden, neue Dienste aufzubauen, die die Entwicklung zu mobilen Anwendungen, mit sozialem und lokalem Bezug für Anwendungen (z. B. Apps) mit echtem Informations- oder Gebrauchsmehrwert nutzen.
Wir brauchen mehr Klarheit
(2015)
Die traditionellen Geschäftsmodelle der Zeitungsverlage beruhen auf der Werbevermarktung von Anzeigen und Beilagen und dem direkten Erlösmodell für journalistische Inhalte durch Abonnement, bzw. Einzelverkaufserlöse. Diese Geschäftsmodelle verändern sich zugunsten neuer nicht-journalistischer digitaler Geschäftsmodelle, deren Zukunftsfähigkeit jedoch in vielen Fällen noch nicht bewiesen ist.
Dieses Kapitel beschreibt den technologischen, politischen und wirtschaftlichen Hintergrund, vor dem die derzeitigen Veränderungen der deutschen Zeitungslandschaft zu bewerten sind. Das Phänomen der Konvergenz, d. h. unterschiedliche Entwicklungslinien bewegen sich aufeinander zu, können wir in ganz unterschiedlichen gesellschaftlichen Bereichen immer wieder feststellen. Positionen politischer Parteien konvergieren, Hochschulgattungen nähern sich einander an und ebenso die Mediengattungen in Form der „Medienkonvergenz“.
"Machen Sie doch mal mehr PR und Werbung für Ihre Schule": Kommunikationscontrolling in Schulen
(2015)
Henry Fords Bonmot zur Werbeerfolgskontrolle ist sicherlich der bekannteste Satz im Sektor des Kommunikationscontrollings: „Die Hälfte unserer Werbegelder werfen wir zum Fenster raus. Ich weiß nur nicht, welche Hälfte das ist.“ Diese kritische Würdigung von Kommunikationsleistungen ist auch heute noch immer wieder Thema und gerade im Umfeld von Schule, wo diese Prozesse noch keine sehr lange Tradition haben, Teil der internen und externen Diskussion. Die Steuerung von Kommunikationsprozessen erfordert jedoch nicht nur die Quantifizierung von Kommunikationsleistungen, sondern eine Einbettung in die gesamte Marketingstrategie und in die Bewertung einzelner Marketingbereiche und der dort entwickelten Marketingziele.
Führung braucht Klarheit
(2015)
Klarheit ist das grundlegende Prinzip für Führungserfolg und ist für die eigene Weiterentwicklung als Führungskraft von zentraler Bedeutung. Dazu gehören Klarheit über die eigene Person, Klarheit über die Führungsrolle, Klarheit über die Führungsziele oder auch die Klarheit über die Wertvorstellungen und Klarheit in der Führungskommunikation. Das Buch hilft Führungskräften, sich im Rahmen eines Selbstcoachings die notwendige Klarheit zu verschaffen. Checklisten und Praxisbeispiele ermöglichen den einfachen Transfer in den praktischen Führungsalltag.
Highlights
Konkrete Anleitung zum Selbstcoaching
Rasche Wirksamkeit durch Fokussierung auf „Klarheit“
Mit Selbstchecks und Fallstudien
The United Nations have declared 2015 as the International Year of Light (IYL2015) and light-based technologies [1]. As a main result, the public interest is focused on both the achievements and the new frontiers of optics and photonics. This opens up new perspectives in the teaching and training of optics and photonics. In the first part of the paper, the author presents the numerous anniversaries occurring in the International Year of Light 2015 together with their importance to the development of science and technology. In the second part, we report on an interactive video projection at the opening ceremony of the IYL2015 in Paris on January 19-20, 2015. Students of Offenburg University have established an interactive video projection which visualizes Twitter and Facebook messages posted with the hashtag #iyl2015 in a mapping technique. Thus, the worldwide community can be interactively part of the opening ceremony. Finally, upcoming global community projects related to optics and astronomy events are presented.
Theoretical details about optics and photonics are not common knowledge nowadays. Physicists are keen to scientifically explain ‘light,’ which has a huge impact on our lives. It is necessary to examine it from multiple perspectives and to make the knowledge accessible to the public in an interdisciplinary, scientifically well-grounded and appealing medial way. To allow an information exchange on a global scale, our project “Invisible Light” establishes a worldwide accessible platform. Its contents will not be created by a single instance, but user-generated, with the help of the global community. The article describes the infotainment portal “Invisible Light,” which stores scientific articles about light and photonics and makes them accessible worldwide. All articles are tagged with geo-coordinates, so they can be clearly identified and localized. A smartphone application is used for visualization, transmitting the information to users in real time by means of an augmented reality application. Scientific information is made accessible for a broad audience and in an attractive manner.
Rechtliche Dimension des Journalismus: Redaktionelle Verantwortung und User Generated Content
(2015)
Journalismus wandelt sich durch die Einbeziehung von User Generated Content. Dies hat nicht nur publizistische Folgen, sondern führt auch zu Problemen im Bereich der medienrechtlichen Verantwortung für die so publizierten Inhalte. Vor allem urheber- und persönlichkeitsrechtlichen Fragen sind für neue digitale Produkte zu prüfen. Insgesamt zeigt sich auch aus rechtlicher Sicht, dass eine Kombination unter Einbeziehung klassischer journalistischer Strukturen hilfreich ist, während rein von anonymen Nutzern gestaltete Produkte erhebliche Risiken bergen.
EuGH "Videoüberwachung"
(2015)
Auch und gerade im Gesundheitswesen müssen Daten zwischen diversen Stellen ausgetauscht werden. Dies geschieht in der Praxis regelmäßig etwa zur Abrechnung von Versicherungsleistungen, bei Überweisungen von Patienten und im Abrechnungswesen der Ärzteschaft. Aber auch die Übernahme einer Arztpraxis ist ein Problemfall. Schon die Erhebung von Gesundheitsdaten bedarf aufgrund des datenschutzrechtlichen Verbots mit Erlaubnisvorbehalt (§ 4 BDSG) einer Rechtsgrundlage. Umso mehr darf die Weitergabe von Patientendaten als besonderen personenbezogenen Daten i.S.d. § 3 Abs. 9 BDSG nur erfolgen, wenn sie durch Gesetz oder durch die Einwilligung der betroffenen Person gestattet wurde. Eine Einwilligung durch Unterzeichnung einer klauselmäßige Schweigepflichtentbindung ist möglich, unterliegt aber bestimmten formalen und inhaltlichen Anforderungen.
Widerruf beim Anwaltsvertrag
(2015)
Facebook - "App Zentrum"
(2015)
Während in anderen Staaten die Überwachung von Verkehr und Nachbarschaft mit Videokameras weit verbreitet ist, wird in Deutschland derzeit über im Auto angebrachte Videokameras, die das Verkehrsgeschehen um das Fahrzeug herum aufnehmen, diskutiert und gestritten. Diese werden in der Regel „neudeutsch“ Dashcam genannt (dash = Armaturenbrett). Auch die Bezeichnungen „Car-Cam“ oder „On-Board-Kamera“, selbst „CrashCam“ finden sich. Verbreitung finden die Filmchen dieser Dashcams derzeit in erster Linie bei Diensten wie Youtube, wenn ein Fahrer meint, besonders spektakuläre Szenen mitgeschnitten zu haben (z.B. ein quer über die Autobahn abstürzendes Flugzeug) oder sich besonders über andere Fahrer ärgert bzw. lustig machen möchte. Der Beitrag setzt sich mit der datenschutzrechtlichen Zulässigkeit derartiger Einrichtungen auseinander. Nach einer kurzen Vorbemerkung zur Reichweite der hier vorgestellten Beurteilung über Dashcams hinaus (I.) wird zunächst der Stand der Rechtsprechung speziell zur Zulässigkeit und Verwertbarkeit von Dashcam-Aufnahmen aufgezeigt (II.). Sodann wird die Verwendung von Dashcams einer sorgfältigen datenschutzrechtlichen Analyse unterzogen (III.), aus der nur das Fazit (IV.) gezogen werden kann, dass derartige Aufzeichnungen öffentlichen Raumes regelmäßig unzulässig sind.
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.
Im vorliegenden Bericht werden die Arbeiten und Ergebnisse der Hochschule Offenburg (HSOG) des Teilvorhabens 6 (TV6) dargestellt. Im Rahmen des TV6 des Gesamtvorhabens war die HSOG direkt in das Teilprojekt 3 – berufsbegleitender Bachelorstudiengang Informatik/IT-Sicherheit – involviert. Für dieses Teilprojekt wurden Studieninhalte entwickelt und ein empirischer Modellversuch mit Hilfe des Pilotjahrgangs durchgeführt.
In addition to traditional methods in product development, the increasing availability of two new 3D digital technologies, namely digital manufacturing (3D-printing) and digitizing of surfaces (3D-scanning), offer new opportunities in product development processes today. With regard to the systematic implementation of these technologies in the education of students in the field of product development, however, only a small number of approaches exist so far. This paper explores several ways in which 3D digital technologies can productively be used in design education. The innovative aspects here include that the students assemble and install the 3D-printers themselves, and that they are introduced to an approach that combines 3D-scanning followed by 3D-printing.
The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.
Towards a gamification of industrial production: a comparative study in sheltered work environments
(2015)
Using video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.
After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.
Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems' effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.
Design approaches for the gamification of production environments: a study focusing on acceptance
(2015)
Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes.
In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness.
The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.
Recent advances in motion recognition allow the development of Context-Aware Assistive Systems (CAAS) for industrial workplaces that go far beyond the state of the art: they can capture a user's movement in real-time and provide adequate feedback. Thus, CAAS can address important questions, like Which part is assembled next? Where do I fasten it? Did an error occur? Did I process the part in time? These new CAAS can also make use of projectors to display the feedback within the corresponding area on the workspace (in-situ). Furthermore, the real-time analysis of work processes allows the implementation of motivating elements (gamification) into the repetitive work routines that are common in manual production. In this chapter, the authors first describe the relevant backgrounds from industry, computer science, and psychology. They then briefly introduce a precedent implementation of CAAS and its inherent problems. The authors then provide a generic model of CAAS and finally present a revised and improved implementation.
With major intellectual properties there is a long tradition of cross-media value chains -- usually starting with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed: (1) smaller productions start to establish cross media value chains; (2) there is a trend from sequential towards parallel content production. In this work we describe how the production of a historic documentary takes a cross media approach right from the start. We analyze how this impacts the content creation pipelines with respect to story, audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future small-scale cross media productions.
In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6) of gamified business processes. Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implicatio. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.
Massiv gescheitert
(2015)