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To this date, it is difficult to find high-level statistics on YouTube that paint a fair picture of the platform in its entirety. This study attempts to provide an overall characterization of YouTube, based on a random sample of channel and video data, by showing how video provision and consumption evolved over the course of the past 10 years. It demonstrates stark contrasts between video genres in terms of channels, uploads and views, and that a vast majority of on average 85% of all views goes to a small minority of 3% of all channels. The analytical results give evidence that older channels have a significantly higher probability to garner a large viewership, but also show that there has always been a small chance for young channels to become successful quickly, depending on whether they choose their genre wisely.
We present the design of a system combining augmented reality (AR) and gamification to support elderly persons’ rehabilitation activities. The system is attached to the waist; it collects detailed movement data and at the same time augments the user’s path by projections. The projected AR-elements can provide location-based information or incite movement games. The collected data can be observed by therapists. Based on this data, the challenge level can be more frequently adapted, keeping up the patient’s motivation. The exercises can involve cognitive elements (for mild cognitive impairments), physiological elements (rehabilitation), or both. The overall vision is an individualized and gamified therapy. Thus, the system also offers application scenarios beyond rehabilitation in sports. In accordance with the methodology of design thinking, we present a first specification and a design vision based on inputs from business experts, gerontologists, physiologists, psychologists, game designers, cognitive scientists and computer scientists.
Besides of conventional CAD systems, new, cloudbased CAD systems have also been available for some years. These CAD systems designed according to the principle of software as a service (SaaS) differ in some important features from the conventional CAD systems. Thus, these CAD systems are operated via a browser and it is not necessary to install the software on a computer. The CAD-data is stored in the cloud and not on a local computer or central server. This new approach should also facilitate the sharing and management of data. Finally, many of these new CAD systems are available as freeware for education purposes, so the universities can save license costs. The chances and risks of cloud-based systems will first be analyzed in this paper. Then two leading cloud-based CAD systems will be researched. During the process, the technical performance range these new systems offer for the product development will be initially checked and reviewed. For this purpose, various criteria are worked out and the CAD software is evaluated using these criteria. In addition, the criteria are weighted by their importance for design education. This allows one to conclude which capabilities the different CAD system offers for use in education.
Process engineering (PE) focuses on the design, operation, control and optimization of chemical, physical and biological processes and has applications in many industries. Process intensification (PI) is the key development approach in the modern process engineering. The theory of inventive problem solving (TRIZ) is today considered as the most comprehensive and systematically organized invention knowledge and creative thinking methodology. This paper analyses the opportunities of TRIZ application in PE and especially in combination with PI. In this context the paper outlines the major challenges for TRIZ application in PE, conceptualizes a possible TRIZ-based approach for process intensification and problem solving in PE, and defines the corresponding research agenda. It also presents the results of the original empirical innovation research in the field of solid handling in the ceramic industry, demonstrates a method for identification and prediction of contradictions and introduces the concept of the probability of contradiction occurrence. Additionally, it describes a technique of process mapping that is based on the function and multi-screen analysis of the processes. This technique is illustrated by a case study dealing with granulation process. The research work presented in this paper is a part of the European project “Intensified by Design® platform for the intensification of processes involving solids handling”.
Human-robot collaboration plays a strong role in industrial production processes. The ISO/TS 15066 defines four different methods of collaboration between humans and robots. So far, there was no robotic system available that incorporates all four collaboration methods at once. Especially for the speed and separation monitoring, there was no sensor system available that can easily be attached directly to an off-the-shelf industrial robot arm and that is capable of detecting obstacles in distances from a few millimeters up to five meters. This paper presented first results of using a 3D time-of-flight camera directly on an industrial robot arm for obstacle detection in human-robot collaboration. We attached a Visionary-T camera from SICK to the flange of a KUKA LBR iiwa 7 R800. With Matlab, we evaluated the pictures and found that it works very well for detecting obstacles in a distance range starting from 0.5 m and up to 5 m.
In this paper we report on the commercial background as well as resulting high-level architecture and design of a cloud-based system for cryptographic software protection and licensing. This is based on the experiences and insights gained in the context of a real-world commercial R&D project at Wibu-Systems AG, a company that specialises in software encryption and licensing solutions.