Browsing by Author "Haas, Nico"
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Item Open Access Designing privacy-preserving architectures for cloud-based services(2021) Haas, NicoPrivacy is becoming increasingly relevant in society. One reason is the growth in digital networking of people, partly resulting from the increased use of end devices. According to Adam Moore, the definition of privacy includes the "right to control access to and uses of places, bodies, and personal information" [Moo08]. This definition assumes the users themselves can govern the flow of their personal data. In many cases, however, user data is still being stored without consent, partly for commercial purposes or misused by other third parties. One specific case is the Facebook-Cambridge Analytica scandal in 2018 [CG18]. In order to protect personal data, the EU introduced a uniform set of rules: The General Data Protection Regulation (GDPR) [EU16]. Implemented in 2018, it aims to ensure privacy at an early stage of software development ("privacy by design"), and data protection as a default setting ("privacy by default"). In software development, architectural patterns are used for designing a software architecture, each representing "a package of design decisions that is found repeatedly in practice, has known properties that permit reuse, and describes a class of architectures" [BCK03]. These patterns do not address privacy, or address it insufficiently. The following two questions arise: Which architectural patterns exist that implement privacy requirements in a software architecture? How can these patterns be selected in a given application context? This thesis proposes privacy-preserving architectural patterns implementing privacy requirements from early on in the software development process. Furthermore, a methodology is presented that assigns appropriate patterns to the respective use case. A use case demonstrates the applicability of the methodology. Finally, the the presented architectural patterns and methodology are discussed.Item Open Access Evaluation of “In-VR-Questionnaires"(2017) Haas, NicoWithin the past ten years virtual reality has grown up and the topic became omnipresent. As a result, accompanying research in the realm of VR has increased, too. The two most popular terms describing the quality in VR are “immersion” and “presence”. Presence is mainly defined as the sense of “being there”, i.e. the feeling of being in the virtual world (instead of the real world). Measuring the level of presence by evaluating presence-specific questionnaires is a a well-established technique. In a previous project my colleagues and I used a questionnaire that has been completed inside the VR. This was the first time to our knowledge an integrated questionnaire was applied in a Virtual environment (VE)) to this extent. While the project was conducted, the question arose whether these “In-VR-Questionnaires” can even improve Presence because the user inevitably cannot see the real world during the whole experience. In the scope of this thesis we carried out a study and conducted a factorial analysis variance to compare the main effects of the two different appearances of questionnaires (in VR vs not in VR) with other factors on presence. We did not find evidence that In-VRQuestionnaires (In-VR-Qs) have a significant effect on the experience in the virtual world in terms of presence. Yet, applying qualitative feedback like the “think aloud protocol” showed that there might be an increased focus completing the questionnaire in virtual reality (VR) and that In-VR-Qs may lead to more truthful answers of the participants. Furthermore, the collected data gave us more insight in the 3 chosen questionnaires and the correlations of their respective items. One result is the fact that a new presence questionnaire can be build on the basis of these data. Also we found item six of the IGroup Presence Questionnaire showing extremely high correlation in respect to the questionnaire itself which means this item may be used alone to achieve almost the same results as the whole 14-item questionnaire. Besides, the fact that both questionnaire appearances do not show significantly differences, also implies that you can choose which one you want to use depending on the present situation. Especially for research and gaming development like games during a testing phase, participants can give immediate feedback filling integrated questionnaires without leaving the VR.