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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.
Virtual Reality (VR) leads to the highest level of immersion if presented using a 1:1 mapping of virtual space to physical space—also known as real walking. The advent of inexpensive consumer virtual reality (VR) headsets, all capable of running inside-out position tracking, has brought VR to the home. However, many VR applications do not feature full real walking, but instead, feature a less immersive space-saving technique known as instant teleportation. Given that only 0.3% of home users run their VR experiences in spaces more than 4m2, the most likely explanation is the lack of the physical space required for meaningful use of real walking. In this thesis, we investigate how to overcome this hurdle. We demonstrate how to run 1:1-mapped VR experiences in small physical spaces and we explore the trade-off between space and immersion. (1) We start with a space limit of 15cm. We present DualPanto, a device that allows (blind) VR users to experience the virtual world from a 1:1 mapped bird’s eye perspective—by leveraging haptics. (2) We then relax our space constraints to 50cm, which is what seated users (e.g., on an airplane or train ride) have at their disposal. We leverage the space to represent a standing user in 1:1 mapping, while only compressing the user’s arm movement. We demonstrate our 4 prototype VirtualArms at the example of VR experiences limited to arm movement, such as boxing. (3) Finally, we relax our space constraints further to 3m2 of walkable space, which is what 75% of home users have access to. As well- established in the literature, we implement real walking with the help of portals, also known as “impossible spaces”. While impossible spaces on such dramatic space constraints tend to degenerate into incomprehensible mazes (as demonstrated, for example, by “TraVRsal”), we propose plausibleSpaces: presenting meaningful virtual worlds by adapting various visual elements to impossible spaces. Our techniques push the boundary of spatially meaningful VR interaction in various small spaces. We see further future challenges for new design approaches to immersive VR experiences for the smallest physical spaces in our daily life.
Shams et al. report that glioma patients' motor status is predicted accurately by diffusion MRI metrics along the corticospinal tract based on support vector machine method, reaching an overall accuracy of 77%. They show that these metrics are more effective than demographic and clinical variables.
Along tract statistics enables white matter characterization using various diffusion MRI metrics. These diffusion models reveal detailed insights into white matter microstructural changes with development, pathology and function. Here, we aim at assessing the clinical utility of diffusion MRI metrics along the corticospinal tract, investigating whether motor glioma patients can be classified with respect to their motor status. We retrospectively included 116 brain tumour patients suffering from either left or right supratentorial, unilateral World Health Organization Grades II, III and IV gliomas with a mean age of 53.51 +/- 16.32 years. Around 37% of patients presented with preoperative motor function deficits according to the Medical Research Council scale. At group level comparison, the highest non-overlapping diffusion MRI differences were detected in the superior portion of the tracts' profiles. Fractional anisotropy and fibre density decrease, apparent diffusion coefficient axial diffusivity and radial diffusivity increase. To predict motor deficits, we developed a method based on a support vector machine using histogram-based features of diffusion MRI tract profiles (e.g. mean, standard deviation, kurtosis and skewness), following a recursive feature elimination method. Our model achieved high performance (74% sensitivity, 75% specificity, 74% overall accuracy and 77% area under the curve). We found that apparent diffusion coefficient, fractional anisotropy and radial diffusivity contributed more than other features to the model. Incorporating the patient demographics and clinical features such as age, tumour World Health Organization grade, tumour location, gender and resting motor threshold did not affect the model's performance, revealing that these features were not as effective as microstructural measures. These results shed light on the potential patterns of tumour-related microstructural white matter changes in the prediction of functional deficits.
Background:
Childhood and adolescence are critical stages of life for mental health and well-being. Schools are a key setting for mental health promotion and illness prevention. One in five children and adolescents have a mental disorder, about half of mental disorders beginning before the age of 14. Beneficial and explainable artificial intelligence can replace current paper- based and online approaches to school mental health surveys. This can enhance data acquisition, interoperability, data driven analysis, trust and compliance. This paper presents a model for using chatbots for non-obtrusive data collection and supervised machine learning models for data analysis; and discusses ethical considerations pertaining to the use of these models.
Methods:
For data acquisition, the proposed model uses chatbots which interact with students. The conversation log acts as the source of raw data for the machine learning. Pre-processing of the data is automated by filtering for keywords and phrases.
Existing survey results, obtained through current paper-based data collection methods, are evaluated by domain experts (health professionals). These can be used to create a test dataset to validate the machine learning models. Supervised learning
can then be deployed to classify specific behaviour and mental health patterns.
Results:
We present a model that can be used to improve upon current paper-based data collection and manual data analysis methods. An open-source GitHub repository contains necessary tools and components of this model. Privacy is respected through
rigorous observance of confidentiality and data protection requirements. Critical reflection on these ethics and law aspects is included in the project.
Conclusions:
This model strengthens mental health surveillance in schools. The same tools and components could be applied to other public health data. Future extensions of this model could also incorporate unsupervised learning to find clusters and patterns
of unknown effects.
Distributed decision-making studies the choices made among a group of interactive and self-interested agents. Specifically, this thesis is concerned with the optimal sequence of choices an agent makes as it tries to maximize its achievement on one or multiple objectives in the dynamic environment. The optimization of distributed decision-making is important in many real-life applications, e.g., resource allocation (of products, energy, bandwidth, computing power, etc.) and robotics (heterogeneous agent cooperation on games or tasks), in various fields such as vehicular network, Internet of Things, smart grid, etc.
This thesis proposes three multi-agent reinforcement learning algorithms combined with game-theoretic tools to study strategic interaction between decision makers, using resource allocation in vehicular network as an example. Specifically, the thesis designs an interaction mechanism based on second-price auction, incentivizes the agents to maximize multiple short-term and long-term, individual and system objectives, and simulates a dynamic environment with realistic mobility data to evaluate algorithm performance and study agent behavior.
Theoretical results show that the mechanism has Nash equilibria, is a maximization of social welfare and Pareto optimal allocation of resources in a stationary environment. Empirical results show that in the dynamic environment, our proposed learning algorithms outperform state-of-the-art algorithms in single and multi-objective optimization, and demonstrate very good generalization property in significantly different environments. Specifically, with the long-term multi-objective learning algorithm, we demonstrate that by considering the long-term impact of decisions, as well as by incentivizing the agents with a system fairness reward, the agents achieve better results in both individual and system objectives, even when their objectives are private, randomized, and changing over time. Moreover, the agents show competitive behavior to maximize individual payoff when resource is scarce, and cooperative behavior in achieving a system objective when resource is abundant; they also learn the rules of the game, without prior knowledge, to overcome disadvantages in initial parameters (e.g., a lower budget).
To address practicality concerns, the thesis also provides several computational performance improvement methods, and tests the algorithm in a single-board computer. Results show the feasibility of online training and inference in milliseconds.
There are many potential future topics following this work. 1) The interaction mechanism can be modified into a double-auction, eliminating the auctioneer, resembling a completely distributed, ad hoc network; 2) the objectives are assumed to be independent in this thesis, there may be a more realistic assumption regarding correlation between objectives, such as a hierarchy of objectives; 3) current work limits information-sharing between agents, the setup befits applications with privacy requirements or sparse signaling; by allowing more information-sharing between the agents, the algorithms can be modified for more cooperative scenarios such as robotics.
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).
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.
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.
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.
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.