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This paper presents a new approach for the teaching of competence in additive manufacturing to engineering students in product development. Particularly new to this approach is the combination of the students' autonomous assembly and commissioning of a 3D-printer, and the independent development of guidelines for this new technology regarding the design of components. This way the students will be able to gain first practical experiences with the data preparation, the additive manufacturing process itself and also the required post-treatment of the 3D-printed parts. To allow the students a significantly deeper insight into the functioning of 3D-printing, the workshop Rapid Prototyping developed a new approach in the course of which the students first assemble a construction kit for a 3D-printer themselves and then commission the printer. This enables the students to gain a better understanding of the functionality and configuration of additive manufacturing. In a next step, the students used the 3D-printers they constructed themselves to produce components which they take from a database. Finally, the experiences of the students in the course of the workshop will be evaluated to review the effectiveness of the new approach.
In der Wertanalyse ist die Methodik TRIZ (Theorie der Lösung erfinderischer Problemstellungen) seit vielen Jahren als Werkzeug zur Kostensenkung oder zur Steigerung der Funktionalität von Produkten bekannt. Seit ihrem ersten Bekanntwerden in Westeuropa hat sich auch TRIZ weiterentwickelt. So wurden Methoden zur Modellierung von Systemen inzwischen erweitert und um Werkzeuge zur schnellen Lösungsfindung, zur Fehlervoraussage und zur Produktplanung neu entwickelt. Durch den weltweiten wissenschaftlichen Fortschritt, die Verwendung unterschiedlicher Sprachen und neue Literatur ist andererseits auch die verwendete Terminologie angewachsen und nicht mehr eindeutig. Die neue VDI-Richtlinie 4521, von deren erstem Teil nun der Gründruck vorliegt, zielt deswegen auf eine Standardisierung der Terminologie und eine vereinheitlichte Beschreibung der Methoden ab. Mit ihrer Hilfe sollen das Studium der Methodik erleichtert, die Benutzung von Literatur vereinfacht und Inhalte der TRIZ klarer darstellbar werden.
The application of leaky feeder (radiating) cables is a common solution for the implementation of reliable radio communication in huge industrial buildings, tunnels and mining environment. This paper explores the possibilities of leaky feeders for 1D and 2D localization in wireless systems based on time of flight chirp spread spectrum technologies. The main focus of this paper is to present and analyse the results of time of flight and received signal strength measurements with leaky feeders in indoor and outdoor conditions. The authors carried out experiments to compare ranging accuracy and radio coverage area for a point-like monopole antenna and for a leaky feeder acting as a distributed antenna. In all experiments RealTrac equipment based on nanoLOC radio standard was used. The estimation of the most probable path of a chirp signal going through a leaky feeder was calculated using the ray tracing approach. The typical non-line-of-sight errors profiles are presented. The results show the possibility to use radiating cables in real time location technologies based on time-of-flight method.
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.
The overview of public key infrastructure based security approaches for vehicular communications
(2015)
Modern transport infrastructure becomes a full member of globally connected network. Leading vehicle manufacturers have already triggered development process, output of which will open a new horizon of possibilities for consumers and developers by providing a new communication entity - a car, thus enabling Car2X communications. Nevertheless some of available systems already provide certain possibilities for vehicles to communicate, most of them are considered not sufficiently secured. During last 15 years a number of big research projects funded by European Union and USA governments were started and concluded after which a set of standards were published prescribing a common architecture for Car2X and vehicles onboard communications. This work concentrates on combining inner and outer vehicular communications together with a use of Public Key Infrastructure (PKI).
The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.
Security in IT systems, particularly in embedded devices like Cyber Physical Systems (CPSs), has become an important matter of concern as it is the prerequisite for ensuring privacy and safety. Among a multitude of existing security measures, the Transport Layer Security (TLS) protocol family offers mature and standardized means for establishing secure communication channels over insecure transport media. In the context of classical IT infrastructure, its security with regard to protocol and implementation attacks has been subject to extensive research. As TLS protocols find their way into embedded environments, we consider the security and robustness of implementations of these protocols specifically in the light of the peculiarities of embedded systems. We present an approach for systematically checking the security and robustness of such implementations using fuzzing techniques and differential testing. In spite of its origin in testing TLS implementations we expect our approach to likewise be applicable to implementations of other cryptographic protocols with moderate efforts.