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Estimation of Scattering and Transfer Parameters in Stratified Dispersive Tissues of the Human Torso
(2021)
The aim of this study is to understand the effect of the various layers of biological tissues on electromagnetic radiation in a certain frequency range. Understanding these effects could prove crucial in the development of dynamic imaging systems under operating environments during catheter ablation in the heart. As the catheter passes through some arterial paths in the region of interest inside the heart through the aorta, a three-dimensional localization of the catheter is required. In this paper, a study is given on the detection of the catheter by using electromagnetic waves. Therefor, an appropriate model for the layers of the human torso is defined and simulated without and with an inserted electrode.
Duplikaterkennung, -suche und -konsolidierung für Kunden- und Geschäftspartnerdaten, sog. „Identity Resolution“, ist die Voraussetzung für erfolgreiches Customer Relationship Management und Customer Experience Management, aber auch für das Risikomanagement zur Minimierung von Betrugsrisiken und Einhaltung regulatorischer Vorschriften und viele weitere Anwendungsfälle. Diese Systeme sind jedoch hochkomplex und müssen individuell an die kundenspezifischen Anforderungen angepasst werden. Der Einsatz lernbasierter Verfahren bietet großes Potenzial zur automatisierten Anpassung. In diesem Beitrag präsentieren wir für ein KMU praxisfähige, lernbasierte Verfahren zur automatischen Konfiguration von Business-Regeln in Duplikaterkennungssystemen. Dabei wurden für Fachanwender Möglichkeiten entwickelt, um beispielgetrieben das Match-System an individuelle Business-Regeln (u.a. Umzugserkennung, Sperrlistenabgleich) anzupassen und zu konfigurieren. Die entwickelten Verfahren wurden evaluiert und in einer prototypischen Lösung integriert. Wir konnten zeigen, dass unser Machine-Learning-Verfahren, die von einem Domainexperten erstellten Business-Regeln für das Duplikaterkennungssystem „identity“ verbessern konnte. Zudem konnte der hierzu erforderliche Zeitaufwand verkürzt werden.
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.
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.
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.
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.
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.
Do you know that for each banana bunch the complete plant must be cut as well? Only in Brazil 440 million trees are planted annually. With an average weight of 30 kg per banana plant you can estimate about 13,5 million tons of banana residues per year. Although there exist some projects to use these residues for the production of valuable products (e.g fibers for textile and paper production) most of this organic waste material is unused and left for composting on the farmland.
The basic idea of this project is to evaluate this organic waste material for converting it to a renewable and CO2 neutral fuel. Therefore, the different parts of the banana plant (heart, leaves and pseudo stem) were analyzed regarding their biogas potential (specific biogas yield and biogas production kinetics). In further studies the effect of mechanical and enzymatic pretreatments of the different parts of the plants was investigated. This examination could then be the basis for an energetic usage of this organic residue.
The biogas batch experiments were performed according to the german guideline VDI 4630 in 2-L-Batch reactors at 37°C. As biogas substrates, the heart, the leaves and the pseudo stem of the banana plant residue with and without enzymatic/mechanical pretreatment were used.
The different parts of the banana plants result in a specific biogas production yield in the range of 260-470 norm liters per kg organic dry mass.
To determine the influence of the mechanical pretreatment (particle size 1-15 mm) on the biogas production kinetics, the kinetic constants were defined and calculated. The reduction of the particle size leads to an improved biogas production kinetics. Therefore experiments will demonstrate, if the results from the batch experiments can be converted in the continuous fed biogas reactor. The experiments of the enzymatic pretreatment are still under investigation.
In a Semi-autonomic cloud auditing architecture we weaved in privacy enhancing mechanisms [15] by applying the public key version of the Somewhat homomorphic encryption (SHE) scheme from [4]. It turns out that the performance of the SHE can be significantly improved by carefully deriving relevant crypto parameters from the concrete cloud auditing use cases for which the scheme serves as a privacy enhancing approach. We provide a generic algorithm for finding good SHE parameters with respect to a given use case scenario by analyzing and taking into consideration security, correctness and performance of the scheme. Also, to show the relevance of our proposed algorithms we apply it to two predominant cloud auditing use cases.
Covert- and side-channels as well as techniques to establish them in cloud computing are in focus of research for quite some time. However, not many concrete mitigation methods have been developed and even less have been adapted and concretely implemented by cloud providers. Thus, we recently conceptually proposed C 3 -Sched a CPU scheduling based approach to mitigate L2 cache covert-channels. Instead of flushing the cache on every context switch, we schedule trusted virtual machines to create noise which prevents potential covert-channels. Additionally, our approach aims on preserving performance by utilizing existing instead of artificial workload while reducing covert-channel related cache flushes to cases where not enough noise has been achieved. In this work we evaluate cache covert-channel mitigation and performance impact of our integration of C 3 -Sched in the XEN credit scheduler. Moreover, we compare it to naive solutions and more competitive approaches.
Elektronische Türschilder zur Darstellung von Informationen sind insbesondere in öffentlichen Gebäuden zwischenzeitlich weit verbreitet. Die Varianz dieser elektronischen Türschilder reicht vom Tablet-basierten Türschild bis hin zum PC-basierten Türschild mit externem Bildschirm. Zumeist werden die Systeme mit 230 V betrieben. Bei einer großen Summe von Türschildern in öffentlichen Gebäuden kann dies zu einem signifikanten Umsatz an Energie führen. Im Rahmen dieses Papers wird die Entwicklung eines energieautarken arbeiten Türschildes vorgestellt, bei dem ein E-Paper-Display zum Einsatz kommt. Das Türschild lässt sich per Smartphone-App und NFC-Schnittstelle konfigurieren. Es wird insbesondere auf das Low-Power-Hardware-Design der Elektronik und energetische Aspekte eingegangen.
Environmentally-friendly implementation of new technologies and eco-innovative solutions often faces additional secondary ecological problems. On the other hand, existing biological systems show a lesser environmental impact as compared to the human-made products or technologies. The paper defines a research agenda for identification of underlying eco-inventive principles used in the natural systems created through evolution. Finally, the paper proposes a comprehensive method for capturing eco-innovation principles in biological systems in addition and complementary to the existing biomimetic methods and TRIZ methodology and illustrates it with an example.
Cross-industry innovation is commonly understood as identification of analogies and interdisciplinary transfer or copying of technologies, processes, technical solutions, working principles or models between industrial sectors. In general, creative thinking in analogies belongs to the efficient ideation techniques. However, engineering graduates and specialists frequently lack the skills to think across the industry boundaries systematically. To overcome this drawback an easy-to-use method based on five analogies has been evaluated through its applications by students and engineers in numerous experiments and industrial case studies. The proposed analogies help to identify and resolve engineering contradictions and apply approaches of the Theory of Inventive Problem Solving TRIZ and biomimetics. The paper analyses the outcomes of the systematized analogies-based ideation and outlines that its performance continuously grows with the engineering experience. It defines metrics for ideation efficiency and ideation performance function.
This book constitutes the refereed proceedings of the 20th International TRIZ Future Conference, TFC 2020, held online at the University Cluj-Napoca, Romania, in October 2020 and sponsored by the International Federation for Information Processing.
34 chapters were carefully peer reviewed and selected from 91 conference submissions. They are organized in the following thematic sections: computing TRIZ; education and pedagogy; sustainable development; tools and techniques of TRIZ for enhancing design; TRIZ and system engineering; TRIZ and complexity; and cross-fertilization of TRIZ for innovation management.
Sustainable design of equipment for process intensification requires a comprehensive and correct identification of relevant stakeholder requirements, design problems and tasks crucial for innovation success. Combining the principles of the Quality Function Deployment with the Importance-Satisfaction Analysis and Contradiction Analysis of requirements gives an opportunity to define a proper process innovation strategy more reliably and to develop an optimal process intensification technology with less secondary engineering and ecological problems.
Time Sensitive Networking (TSN) provides mechanisms to enable deterministic and real-time networking in industrial networks. Configuration of these mechanisms is key to fully deploy and integrate TSN in the networks. The IEEE 802.1 Qcc standard has proposed different configuration models to implement a TSN configuration. Up until now, TSN and its configuration have been explored mostly for Ethernet-based industrial networks. However, they are still considered “work-in-progress” for wireless networks. This work focuses on the fully centralized model and describes a generic concept to enable the configuration of TSN mechanisms in wireless industrial networks. To this end, a configuration entity is implemented to conFigure the wireless end stations to satisfy their requirements. The proposed solution is then validated with the Digital Enhanced Cordless Telecommunication ultra-low energy (DECT ULE) wireless communication protocol.
The authentication method of electronic devices, based on individual forms of correlograms of their internal electric noises, is well-known. Specific physical differences in the components – for example, caused by variations in production quality – cause specific electrical signals, i.e. electric noise, in the electronic device. It is possible to obtain this information and to identify the specific differences of the individual devices using an embedded analog-to-digital converter (ADC). These investigations confirm the possibility to identify and authenticate electronic devices using bit templates, calculated from the sequence of values of the normalized autocorrelation function of noise. Experiments have been performed using personal computers. The probability of correct identification and authentication increases with increasing noise recording duration. As a result of these experiments, an accuracy of 98.1% was achieved for a 1 second-long registration of EM for a set of investigated computers.
The development of Internet of Things (IoT) embedded devices is proliferating, especially in the smart home automation system. However, the devices unfortunately are imposing overhead on the IoT network. Thus, the Internet Engineering Task Force (IETF) have introduced the IPv6 Low-Power Wireless Personal Area Network (6LoWPAN) to provide a solution to this constraint. 6LoWPAN is an Internet Protocol (IP) based communication where it allows each device to connect to the Internet directly. As a result, the power consumption is reduced. However, the limitation of data transmission frame size of the IPv6 Routing Protocol for Low-power and Lossy Network’s (RPL’s) had made it to be the running overhead, and thus consequently degrades the performance of the network in terms of Quality of Service (QoS), especially in a large network. Therefore, HRPL was developed to enhance the RPL protocol to minimize redundant retransmission that causes the routing overhead. We introduced the T-Cut Off Delay to set the limit of the delay and the H field to respond to actions taken within the T-Cut Off Delay. Thus, this paper presents the comparison performance assessment of HRPL between simulation and real-world scenarios (6LoWPAN Smart Home System (6LoSH) testbed) in validating the HRPL functionalities. Our results show that HRPL had successfully reduced the routing overhead when implemented in 6LoSH. The observed Control Traffic Overhead (CTO) packet difference between each experiment is 7.1%, and the convergence time is 9.3%. Further research is recommended to be conducted for these metrics: latency, Packet Delivery Ratio (PDR), and throughput.
During the day-to-day exploitation of localization systems in mines, the technical staff tends to incorrectly rearrange radio equipment: positions of devices may not be accurately marked on a map or their positions may not correspond to the truth. This situation may lead to positioning inaccuracies and errors in the operation of the localization system.This paper presents two Bayesian algorithms for the automatic corrections of positions of the equipment on the map using trajectories restored by the inertial measurement units mounted to mobile objects, like pedestrians and vehicles. As a basis, a predefined map of the mine represented as undirected weighted graph was used as input. The algorithms were implemented using the Simultaneous Localization and Mapping (SLAM) approach.The results prove that both methods are capable to detect misplacement of access points and to provide corresponding corrections. The discrete Bayesian filter outperforms the unscented Kalman filter, which, however, requires more computational power.
RETIS – Real-Time Sensitive Wireless Communication Solution for Industrial Control Applications
(2020)
Ultra-Reliable Low Latency Communications (URLLC) has been always a vital component of many industrial applications. The paper proposes a new wireless URLLC solution called RETIS, which is suitable for factory automation and fast process control applications, where low latency, low jitter, and high data exchange rates are mandatory. In the paper, we describe the communication protocol as well as the hardware structure of the network nodes for implementing the required functionality. Many techniques enabling fast, reliable wireless transmissions are used – short Transmission Time Interval (TTI), Time-Division Multiple Access (TDMA), MIMO, optional duplicated data transfer, Forward Error Correction (FEC), ACK mechanism. Preliminary tests show that reliable end-to-end latency down to 350 μs and packet exchange rate up to 4 kHz can be reached (using quadruple MIMO and standard IEEE 802.15.4 PHY at 250 kbit/s).