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The heterogeneity of today's state-of-the-art computer architectures is confronting application developers with an immense degree of complexity which results from two major challenges. First, developers need to acquire profound knowledge about the programming models or the interaction models associated with each type of heterogeneous system resource to make efficient use thereof. Second, developers must take into account that heterogeneous system resources always need to exchange data with each other in order to work on a problem together. However, this data exchange is always associated with a certain amount of overhead, which is why the amounts of data exchanged should be kept as low as possible.
This thesis proposes three programming abstractions to lessen the burdens imposed by these major challenges with the goal of making heterogeneous system resources accessible to a wider range of application developers. The lib842 compression library provides the first method for accessing the compression and decompression facilities of the NX-842 on-chip compression accelerator available in IBM Power CPUs from user space applications running on Linux. Addressing application development of scale-out GPU workloads, the CloudCL framework makes the resources of GPU clusters more accessible by hiding many aspects of distributed computing while enabling application developers to focus on the aspects of the data parallel programming model associated with GPUs. Furthermore, CloudCL is augmented with transparent data compression facilities based on the lib842 library in order to improve the efficiency of data transfers among cluster nodes. The improved data transfer efficiency provided by the integration of transparent data compression yields performance improvements ranging between 1.11x and 2.07x across four data-intensive scale-out GPU workloads. To investigate the impact of programming abstractions for data placement in NUMA systems, a comprehensive evaluation of the PGASUS framework for NUMA-aware C++ application development is conducted. On a wide range of test systems, the evaluation demonstrates that PGASUS does not only improve the developer experience across all workloads, but that it is also capable of outperforming NUMA-agnostic implementations with average performance improvements of 1.56x.
Based on these programming abstractions, this thesis demonstrates that by providing a sufficient degree of abstraction, the accessibility of heterogeneous system resources can be improved for application developers without occluding performance-critical properties of the underlying hardware.
Residential segregation is a widespread phenomenon that can be observed in almost every major city. In these urban areas, residents with different ethnical or socioeconomic backgrounds tend to form homogeneous clusters. In Schelling’s classical segregation model two types of agents are placed on a grid. An agent is content with its location if the fraction of its neighbors, which have the same type as the agent, is at least 𝜏, for some 0 < 𝜏 ≤ 1. Discontent agents simply swap their location with a randomly chosen other discontent agent or jump to a random empty location. The model gives a coherent explanation of how clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors.
Although the model is well studied, previous research focused on a random process point of view. However, it is more realistic to assume instead that the agents strategically choose where to live. We close this gap by introducing and analyzing game-theoretic models of Schelling segregation, where rational agents strategically choose their locations.
As the first step, we introduce and analyze a generalized game-theoretic model that allows more than two agent types and more general underlying graphs modeling the residential area. We introduce different versions of Swap and Jump Schelling Games. Swap Schelling Games assume that every vertex of the underlying graph serving as a residential area is occupied by an agent and pairs of discontent agents can swap their locations, i.e., their occupied vertices, to increase their utility. In contrast, for the Jump Schelling Game, we assume that there exist empty vertices in the graph and agents can jump to these vacant vertices if this increases their utility. We show that the number of agent types as well as the structure of underlying graph heavily influence the dynamic properties and the tractability of finding an optimal strategy profile.
As a second step, we significantly deepen these investigations for the swap version with 𝜏 = 1 by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy, and the dynamic properties. Moreover, we restrict the movement of agents locally. As a main takeaway, we find that both aspects influence the existence and the quality of stable states.
Furthermore, also for the swap model, we follow sociological surveys and study, asking the same core game-theoretic questions, non-monotone singlepeaked utility functions instead of monotone ones, i.e., utility functions that are not monotone in the fraction of same-type neighbors. Our results clearly show that moving from monotone to non-monotone utilities yields novel structural properties and different results in terms of existence and quality of stable states.
In the last part, we introduce an agent-based saturated open-city variant, the Flip Schelling Process, in which agents, based on the predominant type in their neighborhood, decide whether to change their types. We provide a general framework for analyzing the influence of the underlying topology on residential segregation and investigate the probability that an edge is monochrome, i.e., that both incident vertices have the same type, on random geometric and Erdős–Rényi graphs. For random geometric graphs, we prove the existence of a constant c > 0 such that the expected fraction of monochrome edges after the Flip Schelling Process is at least 1/2 + c. For Erdős–Rényi graphs, we show the expected fraction of monochrome edges after the Flip Schelling Process is at most 1/2 + o(1).
Complex networks like the Internet or social networks are fundamental parts of our everyday lives. It is essential to understand their structural properties and how these networks are formed. A game-theoretic approach to network design problems has become of high interest in the last decades. The reason is that many real-world networks are the outcomes of decentralized strategic behavior of independent agents without central coordination. Fabrikant, Luthra, Maneva, Papadimitriou, and Schenker proposed a game-theoretic model aiming to explain the formation of the Internet-like networks. In this model, called the Network Creation Game, agents are associated with nodes of a network. Each agent seeks to maximize her centrality by establishing costly connections to other agents. The model is relatively simple but shows a high potential in modeling complex real-world networks. In this thesis, we contribute to the line of research on variants of the Network Creation Games. Inspired by real-world networks, we propose and analyze several novel network creation models. We aim to understand the impact of certain realistic modeling assumptions on the structure of the created networks and the involved agents’ behavior.
The first natural additional objective that we consider is the network’s robustness. We consider a game where the agents seek to maximize their centrality and, at the same time, the stability of the created network against random edge failure.
Our second point of interest is a model that incorporates an underlying geometry. We consider a network creation model where the agents correspond to points in some underlying space and where edge lengths are equal to the distances between the endpoints in that space. The geometric setting captures many physical real-world networks like transport networks and fiber-optic communication networks.
We focus on the formation of social networks and consider two models that incorporate particular realistic behavior observed in real-world networks. In the first model, we embed the anti-preferential attachment link formation. Namely, we assume that the cost of the connection is proportional to the popularity of the targeted agent. Our second model is based on the observation that the probability of two persons to connect is inversely proportional to the length of their shortest chain of mutual acquaintances.
For each of the four models above, we provide a complete game-theoretical analysis. In particular, we focus on distinctive structural properties of the equilibria, the hardness of computing a best response, the quality of equilibria in comparison to the centrally designed socially optimal networks. We also analyze the game dynamics, i.e., the process of sequential strategic improvements by the agents, and analyze the convergence to an equilibrium state and its properties.
Organizations are investing billions on innovation and agility initiatives to stay competitive in their increasingly uncertain business environments. Design Thinking, an innovation approach based on human-centered exploration, ideation and experimentation, has gained increasing popularity. The market for Design Thinking, including software products and general services, is projected to reach 2.500 million $ (US-Dollar) by 2028. A dispersed set of positive outcomes have been attributed to Design Thinking. However, there is no clear understanding of what exactly comprises the impact of Design Thinking and how it is created. To support a billion-dollar market, it is essential to understand the value Design Thinking is bringing to organizations not only to justify large investments, but to continuously improve the approach and its application.
Following a qualitative research approach combined with results from a systematic literature review, the results presented in this dissertation offer a structured understanding of Design Thinking impact. The results are structured along two main perspectives of impact: the individual and the organizational perspective. First, insights from qualitative data analysis demonstrate that measuring and assessing the impact of Design Thinking is currently one central challenge for Design Thinking practitioners in organizations. Second, the interview data revealed several effects Design Thinking has on individuals, demonstrating how Design Thinking can impact boundary management behaviors and enable employees to craft their jobs more actively.
Contributing to innovation management research, the work presented in this dissertation systematically explains the Design Thinking impact, allowing other researchers to both locate and integrate their work better. The results of this research advance the theoretical rigor of Design Thinking impact research, offering multiple theoretical underpinnings explaining the variety of Design Thinking impact. Furthermore, this dissertation contains three specific propositions on how Design Thinking creates an impact: Design Thinking creates an impact through integration, enablement, and engagement. Integration refers to how Design Thinking enables organizations through effectively combining things, such as for example fostering balance between exploitation and exploration activities. Through Engagement, Design Thinking impacts organizations involving users and other relevant stakeholders in their work. Moreover, Design Thinking creates impact through Enablement, making it possible for individuals to enact a specific behavior or experience certain states.
By synthesizing multiple theoretical streams into these three overarching themes, the results of this research can help bridge disciplinary boundaries, for example between business, psychology and design, and enhance future collaborative research. Practitioners benefit from the results as multiple desirable outcomes are detailed in this thesis, such as successful individual job crafting behaviors, which can be expected from practicing Design Thinking. This allows practitioners to enact more evidence-based decision-making concerning Design Thinking implementation. Overall, considering multiple levels of impact as well as a broad range of theoretical underpinnings are paramount to understanding and fostering Design Thinking impact.
N-of-1 trials are the gold standard study design to evaluate individual treatment effects and derive personalized treatment strategies. Digital tools have the potential to initiate a new era of N-of-1 trials in terms of scale and scope, but fully functional platforms are not yet available. Here, we present the open source StudyU platform, which includes the StudyU Designer and StudyU app. With the StudyU Designer, scientists are given a collaborative web application to digitally specify, publish, and conduct N-of-1 trials. The StudyU app is a smartphone app with innovative user-centric elements for participants to partake in trials published through the StudyU Designer to assess the effects of different interventions on their health. Thereby, the StudyU platform allows clinicians and researchers worldwide to easily design and conduct digital N-of-1 trials in a safe manner. We envision that StudyU can change the landscape of personalized treatments both for patients and healthy individuals, democratize and personalize evidence generation for self-optimization and medicine, and can be integrated in clinical practice.
Knowledge-intensive business processes are flexible and data-driven. Therefore, traditional process modeling languages do not meet their requirements: These languages focus on highly structured processes in which data plays a minor role. As a result, process-oriented information systems fail to assist knowledge workers on executing their processes. We propose a novel case management approach that combines flexible activity-centric processes with data models, and we provide a joint semantics using colored Petri nets. The approach is suited to model, verify, and enact knowledge-intensive processes and can aid the development of information systems that support knowledge work.
Knowledge-intensive processes are human-centered, multi-variant, and data-driven. Typical domains include healthcare, insurances, and law. The processes cannot be fully modeled, since the underlying knowledge is too vast and changes too quickly. Thus, models for knowledge-intensive processes are necessarily underspecified. In fact, a case emerges gradually as knowledge workers make informed decisions. Knowledge work imposes special requirements on modeling and managing respective processes. They include flexibility during design and execution, ad-hoc adaption to unforeseen situations, and the integration of behavior and data. However, the predominantly used process modeling languages (e.g., BPMN) are unsuited for this task.
Therefore, novel modeling languages have been proposed. Many of them focus on activities' data requirements and declarative constraints rather than imperative control flow. Fragment-Based Case Management, for example, combines activity-centric imperative process fragments with declarative data requirements. At runtime, fragments can be combined dynamically, and new ones can be added. Yet, no integrated semantics for flexible activity-centric process models and data models exists.
In this thesis, Wickr, a novel case modeling approach extending fragment-based Case Management, is presented. It supports batch processing of data, sharing data among cases, and a full-fledged data model with associations and multiplicity constraints. We develop a translational semantics for Wickr targeting (colored) Petri nets. The semantics assert that a case adheres to the constraints in both the process fragments and the data models. Among other things, multiplicity constraints must not be violated. Furthermore, the semantics are extended to multiple cases that operate on shared data. Wickr shows that the data structure may reflect process behavior and vice versa. Based on its semantics, prototypes for executing and verifying case models showcase the feasibility of Wickr. Its applicability to knowledge-intensive and to data-centric processes is evaluated using well-known requirements from related work.
A decade ago, it became feasible to store multi-terabyte databases in main memory. These in-memory databases (IMDBs) profit from DRAM's low latency and high throughput as well as from the removal of costly abstractions used in disk-based systems, such as the buffer cache. However, as the DRAM technology approaches physical limits, scaling these databases becomes difficult. Non-volatile memory (NVM) addresses this challenge. This new type of memory is persistent, has more capacity than DRAM (4x), and does not suffer from its density-inhibiting limitations. Yet, as NVM has a higher latency (5-15x) and a lower throughput (0.35x), it cannot fully replace DRAM.
IMDBs thus need to navigate the trade-off between the two memory tiers. We present a solution to this optimization problem. Leveraging information about access frequencies and patterns, our solution utilizes NVM's additional capacity while minimizing the associated access costs. Unlike buffer cache-based implementations, our tiering abstraction does not add any costs when reading data from DRAM. As such, it can act as a drop-in replacement for existing IMDBs. Our contributions are as follows:
(1) As the foundation for our research, we present Hyrise, an open-source, columnar IMDB that we re-engineered and re-wrote from scratch. Hyrise enables realistic end-to-end benchmarks of SQL workloads and offers query performance which is competitive with other research and commercial systems. At the same time, Hyrise is easy to understand and modify as repeatedly demonstrated by its uses in research and teaching.
(2) We present a novel memory management framework for different memory and storage tiers. By encapsulating the allocation and access methods of these tiers, we enable existing data structures to be stored on different tiers with no modifications to their implementation. Besides DRAM and NVM, we also support and evaluate SSDs and have made provisions for upcoming technologies such as disaggregated memory.
(3) To identify the parts of the data that can be moved to (s)lower tiers with little performance impact, we present a tracking method that identifies access skew both in the row and column dimensions and that detects patterns within consecutive accesses. Unlike existing methods that have substantial associated costs, our access counters exhibit no identifiable overhead in standard benchmarks despite their increased accuracy.
(4) Finally, we introduce a tiering algorithm that optimizes the data placement for a given memory budget. In the TPC-H benchmark, this allows us to move 90% of the data to NVM while the throughput is reduced by only 10.8% and the query latency is increased by 11.6%. With this, we outperform approaches that ignore the workload's access skew and access patterns and increase the query latency by 20% or more.
Individually, our contributions provide novel approaches to current challenges in systems engineering and database research. Combining them allows IMDBs to scale past the limits of DRAM while continuing to profit from the benefits of in-memory computing.
Today, point clouds are among the most important categories of spatial data, as they constitute digital 3D models of the as-is reality that can be created at unprecedented speed and precision. However, their unique properties, i.e., lack of structure, order, or connectivity information, necessitate specialized data structures and algorithms to leverage their full precision. In particular, this holds true for the interactive visualization of point clouds, which requires to balance hardware limitations regarding GPU memory and bandwidth against a naturally high susceptibility to visual artifacts.
This thesis focuses on concepts, techniques, and implementations of robust, scalable, and portable 3D visualization systems for massive point clouds. To that end, a number of rendering, visualization, and interaction techniques are introduced, that extend several basic strategies to decouple rendering efforts and data management: First, a novel visualization technique that facilitates context-aware filtering, highlighting, and interaction within point cloud depictions. Second, hardware-specific optimization techniques that improve rendering performance and image quality in an increasingly diversified hardware landscape. Third, natural and artificial locomotion techniques for nausea-free exploration in the context of state-of-the-art virtual reality devices. Fourth, a framework for web-based rendering that enables collaborative exploration of point clouds across device ecosystems and facilitates the integration into established workflows and software systems.
In cooperation with partners from industry and academia, the practicability and robustness of the presented techniques are showcased via several case studies using representative application scenarios and point cloud data sets. In summary, the work shows that the interactive visualization of point clouds can be implemented by a multi-tier software architecture with a number of domain-independent, generic system components that rely on optimization strategies specific to large point clouds. It demonstrates the feasibility of interactive, scalable point cloud visualization as a key component for distributed IT solutions that operate with spatial digital twins, providing arguments in favor of using point clouds as a universal type of spatial base data usable directly for visualization purposes.