Refine
Year of publication
Document Type
Conference Type
- Konferenzartikel (39) (remove)
Is part of the Bibliography
- yes (39)
Keywords
- Licht (4)
- Optik (3)
- Virtuelle Realität (3)
- Education in Optics and Photonics (2)
- Photonik (2)
- 3D virtual reality (1)
- Art and Photonics (1)
- Assistive Technologies (1)
- Astronomical events (1)
- Audiovisual Performance (1)
- Ausbildung (1)
- Cloud Security (1)
- Cloud Service Provider (1)
- Cloud User (1)
- Computersicherheit (1)
- Context-awareness (1)
- DMD (1)
- Deaf-Blindness (1)
- Design (1)
- Digitalisierung (1)
- E-Learning (1)
- Erweiterte Realität <Informatik> (1)
- Flüssigkristall (1)
- Gamification (1)
- Generative Art (1)
- Gestaltung (1)
- HR (1)
- Human Resources (1)
- Improvisation (1)
- Industrie 4.0 (1)
- International Day of Light, IDL (1)
- International Year of Light, IYL (1)
- Kryptographie (1)
- Leap Motion Controller (1)
- Lehre (1)
- Live Broadcasting (1)
- Maschinenbau (1)
- Mikrocontroller (1)
- Netzwerk (1)
- Onboarding (1)
- Optics and Photonics (1)
- Phontonik (1)
- Physik (1)
- Prüfung (1)
- Roboter (1)
- Robotics (1)
- Robots (1)
- Simulation (1)
- Simulation-based Interaction (1)
- Smart wearables (1)
- Social Robots (1)
- Sound Synthesis (1)
- Soziale Roboter (1)
- VR (1)
- Wearables (1)
- Wissenschaft (1)
- cloud computing (1)
- differential mode-delay (1)
- e-learning (1)
- education and research (1)
- m-learning (1)
- multimode fibre (1)
- multimode fibre connectors (1)
- power distribution (1)
- research-oriented education (1)
- teaching and learning culture (1)
Institute
- Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021) (39) (remove)
Open Access
- Open Access (39) (remove)
Strings
(2020)
This article presents the currently ongoing development of an audiovisual performance work with the title Strings. This work provides an improvisation setting for a violinist, two laptop performers, and two generative systems. At the core of Strings lies an approach that establishes a strong correlation among all participants by means of a shared physical principle. The physical principle is that of a vibrating string. The article discusses how this principle is used in both natural and simulated forms as main interaction layer between all performers and as natural or generative principle for creating audio and video.
Qualitative Wissenschaft, künstlerisches Forschen und forschendes Lernen verbinden Erkenntnis aus Praxis und Erfahrung. In der Autoethnographie der eigenen Werkstatt des Hörens wie der Kultur in Studios anderer, wird die noch neue Interdisziplin Sound (Studies) erprobt und vertieft, mit Impulsen für die Praxis und Theorie, von der noch wenig bekannten A/r/t ographie heute, hin zu einer künftig A/R/Tophonie, dem künstlerischen Forschen in der Musik, ebenso wie durch Klang Komposition, Radio Kunst und visuelle Musik.
Logging information is more precious as it contains the execution of a system; it is produced by millions of events from simple application logins to random system errors. Most of the security related problems in the cloud ecosystem like intruder attacks, data loss, and denial of service, etc. could be avoided if Cloud Service Provider (CSP) or Cloud User (CU) analyses the logging information. In this paper we introduced few challenges, which are place of monitoring, security, and ownership of the logging information between CSP and CU.
Also we proposed a logging architecture to analyze the behaviour of the cloud ecosystem, to avoid data breaches and other security related issues at the CSP space. So that we believe our proposed architecture can provide maximum trust between CU and CSP.
In short-reach connections, large-diameter multimode fibres allow for robust and easy connections. Unfortunately, their propagation properties depend on the excitation conditions. We propose a launching technique using a fibre stub that can tolerate fabrication tolerances in terms of tilts and off-sets to a large extent. A study of the influence of displaced connectors along the transmission link shows that the power distributions approach a steady-state power distribution very similar to the initial distribution established by the proposed launching scheme.
Mobile learning (m-learning) can be considered as a new paradigm of e-learning. The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer. By outsourcing the computational power to a server, the coverage is worldwide.
Photonics meet digital art
(2014)
The paper focuses on the work of an interdisciplinary project between photonics and digital art. The result is a poster collection dedicated to the International Year of Light 2015. In addition, an internet platform was created that presents the project. It can be accessed at http://www.magic-of-light.org/iyl2015/index.htm. From the idea to the final realization, milestones with tasks and steps will be presented in the paper. As an interdisciplinary project, students from technological degree programs were involved as well as art program students. The 2015 Anniversaries: Alhazen (1015), De Caus (1615), Fresnel (1815), Maxwell (1865), Einstein (1905), Penzias Wilson, Kao (1965) and their milestone contributions in optics and photonics will be highlighted.
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.
OVVL (the Open Weakness and Vulnerability Modeller) is a tool and methodology to support threat modeling in the early stages of the secure software development lifecycle. We provide an overview of OVVL (https://ovvl.org), its data model and browser-based UI. We equally provide a discussion of initial experiments on how identified threats in the design phase can be aligned with later activities in the software lifecycle (issue management and security testing).
This paper describes the concept and some results of the project "Menschen Lernen Maschinelles Lernen" (Humans Learn Machine Learning, ML2) of the University of Applied Sciences Offenburg. It brings together students of different courses of study and practitioners from companies on the subject of Machine Learning. A mixture of blended learning and practical projects ensures a tight coupling of machine learning theory and application. The paper details the phases of ML2 and mentions two successful example projects.
Art and Photonics
(2019)
In this paper we report on our continuous efforts to apply optics and photonics in art. This results in interdisciplinary projects which sometimes lead to concrete art installations.
We presented some of these projects at the UNESCO headquarters in Paris, at the opening ceremony of the International Year of Light and the inaugural ceremony of the International Day of Light.
Some newer projects, such as “A Maze: Ingenious Pipes” and “The Power of Your Eyes,” are also presented in this paper.