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Die Rechtsfigur der gemeinsamen Verantwortlichkeit beschäftigt die datenschutzrechtliche Literatur seit Langem. Die Bestimmung der Verantwortlichkeit bei arbeitsteiligen Verarbeitungsverfahren, welche vor allem bei heutigen Plattformdiensten üblich sind, ist komplex: Stets sind mehrere Akteure beteiligt und in der Regel werden durch die Handlung eines Beteiligten mehrere Verarbeitungsschritte ausgelöst. Nun hat sich der EuGH in einem in mehrfacher Hinsicht bemerkenswerten Urteil geäußert.
With a steady increase of regulatory requirements for business processes, automation support of compliance management is a field garnering increasing attention in Information Systems research. Several approaches have been developed to support compliance checking of process models. One major challenge for such approaches is their ability to handle different modeling techniques and compliance rules in order to enable widespread adoption and application. Applying a structured literature search strategy, we reflect and discuss compliance-checking approaches in order to provide an insight into their generalizability and evaluation. The results imply that current approaches mainly focus on special modeling techniques and/or a restricted set of types of compliance rules. Most approaches abstain from real-world evaluation which raises the question of their practical applicability. Referring to the search results, we propose a roadmap for further research in model-based business process compliance checking.
Generating synthetic LiDAR point cloud data for object detection using the Unreal Game Engine
(2024)
Object detection based on artificial intelligence is ubiquitous in today’s computer vision research and application. The training of the neural networks for object detection requires large and high-quality datasets. Besides datasets based on image data, datasets derived from point clouds offer several advantages. However, training datasets are sparse and their generation requires a lot of effort, especially in industrial domains. A solution to this issue offers the generation of synthetic point cloud data. Based on the design science research method, the work at hand proposes an approach and its instantiation for generating synthetic point cloud data based on the Unreal Engine. The point cloud quality is evaluated by comparing the synthetic cloud to a real-world point cloud. Within a practical example the applicability of the Unreal Game engine for synthetic point cloud generation could be successfully demonstrated.