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3D Bin Picking with an innovative powder filled gripper and a torque controlled collaborative robot
(2023)
A new and innovative powder filled gripper concept will be introduced to a process to pick parts out of a box without the use of a camera system which guides the robot to the part. The gripper is a combination of an inflatable skin, and a powder inside. In the unjammed condition, the powder is soft and can adjust to the geometry of the part which will be handled. By applying a vacuum to the inflatable skin, the powder gets jammed and transforms to a solid shaped form in which the gripper was brought before applying the vacuum. This physical principle is used to pick parts. The flexible skin of the gripper adjusts to all kinds of shapes, and therefore, can be used to realize 3D bin picking. With the help of a force controlled robot, the gripper can be pushed with a consistent force on flexible positions depending of the filling level of the box. A Kuka LBR iiwa with joint torque sensors in all of its seven axis’ was used to achieve a constant contact pressure. This is the basic criteria to achieve a robust picking process.
In 4D printing, an additively manufactured component is given the ability to change its shape or function in an intended and useful manner over time. The technology of 4D printing is still in an early stage of development. Nevertheless, interesting research and initial applications exist in the literature. In this work, a novel methodical approach is presented that helps transfer existing 4D printing research results and knowledge into solving application tasks systematically. Moreover, two different smart materials are analyzed, used, and combined following the presented methodical approach to solving the given task in the form of recovering an object from a poorly accessible space. This is implemented by self-positioning, grabbing, and extracting the target object. The first smart material used to realize these tasks is a shape-memory polymer, while the second is a polymer-based magnetic composite. In addition to the presentation and detailed implementation of the methodical approach, the potentials and behavior of the two smart materials are further examined and narrowed down as a result of the investigation. The results show that the developed methodical approach contributes to moving 4D printing closer toward a viable alternative to existing technologies due to its problem-oriented nature.
Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.
Inadequate mechanical compliance of orthopedic implants can result in excessive strain of the bone interface, and ultimately, aseptic loosening. It is hypothesized that a fiber-based biometal with adjustable anisotropic mechanical properties can reduce interface strain, facilitate continuous remodeling, and improve implant survival under complex loads. The biometal is based on strategically layered sintered titanium fibers. Six different topologies are manufactured. Specimens are tested under compression in three orthogonal axes under 3-point bending and torsion until failure. Biocompatibility testing involves murine osteoblasts. Osseointegration is investigated by micro-computed tomography and histomorphometry after implantation in a metaphyseal trepanation model in sheep. The material demonstrates compressive yield strengths of up to 50 MPa and anisotropy correlating closely with fiber layout. Samples with 75% porosity are both stronger and stiffer than those with 85% porosity. The highest bending modulus is found in samples with parallel fiber orientation, while the highest shear modulus is found in cross-ply layouts. Cell metabolism and morphology indicate uncompromised biocompatibility. Implants demonstrate robust circumferential osseointegration in vivo after 8 weeks. The biometal introduced in this study demonstrates anisotropic mechanical properties similar to bone, and excellent osteoconductivity and feasibility as an orthopedic implant material.
The Internet of Things is spreading significantly in every sector, including the household, a variety of industries, healthcare, and emergency services, with the goal of assisting all of those infrastructures by providing intelligent means of service delivery. An Internet of Vulnerabilities (IoV) has emerged as a result of the pervasiveness of the Internet of Things (IoT), which has led to a rise in the use of applications and devices connected to the IoT in our day-to-day lives. The manufacture of IoT devices are growing at a rapid pace, but security and privacy concerns are not being taken into consideration. These intelligent Internet of Things devices are especially vulnerable to a variety of attacks, both on the hardware and software levels, which leaves them exposed to the possibility of use cases. This master’s thesis provides a comprehensive overview of the Internet of Things (IoT) with regard to security and privacy in the area of applications, security architecture frameworks, a taxonomy of various cyberattacks based on various architecture models, such as three-layer, four-layer, and five-layer. The fundamental purpose of this thesis is to provide recommendations for alternate mitigation strategies and corrective actions by using a holistic rather than a layer-by-layer approach. We discussed the most effective solutions to the problems of privacy and safety that are associated with the Internet of Things (IoT) and presented them in the form of research questions. In addition to that, we investigated a number of further possible directions for the development of this research.
A report from the World Economic Forum (2019) stated loneliness as the third societal stressor in the world, mainly in western countries. Moreover, research shows that loneliness tends to be experienced more severely by young adults than other age groups (Rokach, 2000), which is the case of university students who face profound periods of loneliness when attending university in a new place (Diehl et al., 2018). Digital technology, especially mental health apps (MHapps), have been viewed as promising solutions to address this distress in universities, however, little evidence on this topic reveals uncertainty around how these resources impact individual well-being. Therefore, this research proposed to investigate how the gamified social mobile app Noneliness reduced loneliness rates and other associated mental health issues of students from a German university. As little work has focused on digital apps targeting loneliness, this project also proposed to describe and discuss the app’s design and development processes. A multimethod approach was adopted: literature review on high-efficacy MHapps design, gamification for mental health and loneliness interventions; User Experience Design and Human-centered Computing. Evaluations occurred according to the app’s development iterations, which assessed four versions (from prototype to Beta) through quantitative and qualitative studies with university students. The main results obtained regarding the design aspects were: users' preference for minimalistic interfaces; importance in maintaining privacy and establishing trust among users; students' willingness to use an online support space for emotional and educational support. Most used features were those related to group discussions, private chats and university social events. Preferred gamification elements were those that provided positive reinforcement to motivate social interactions (e.g. Points, Levels and Achievements). Results of a pilot randomized controlled trial with university students (N = 12), showed no statistically significant interactions in reducing loneliness among experimental group members (n = 7, x² = 3.500, p-value = 0.477, Cramer’s V = 0.27) who made continued use of the app for six weeks. On the other hand, the app showed effects of moderate magnitude on loneliness reduction in this group. The app also demonstrated relatively strong magnitude effects on other associated variables, such as depression and stress in the experimental group. In addition to motivating the conduct of further studies with larger samples, the findings point to a potential app effectiveness not only to reduce loneliness, but also other variables that may be associated with the distress.
Lithium-ion batteries exhibit slow voltage dynamics on the minute time scale that are usually associated with transport processes. We present a novel modelling approach toward these dynamics by combining physical and data-driven models into a Grey-box model. We use neural networks, in particular neural ordinary differential equations. The physical structure of the Grey-box model is borrowed from the Fickian diffusion law, where the transport domain is discretized using finite volumes. Within this physical structure, unknown parameters (diffusion coefficient, diffusion length, discretization) and dependencies (state of charge, lithium concentration) are replaced by neural networks and learnable parameters. We perform model-to-model comparisons, using as training data (a) a Fickian diffusion process, (b) a Warburg element, and (c) a resistor-capacitor circuit. Voltage dynamics during constant-current operation and pulse tests as well as electrochemical impedance spectra are simulated. The slow dynamics of all three physical models in the order of ten to 30 min are well captured by the Grey-box model, demonstrating the flexibility of the present approach.
Given the looming threats of climate change and the rapid worldwide urbanization, it is a necessity to prioritize the transition towards a carbon-free built environment. This research study provides a holistic digital methodology for parametric design of urban residential buildings with regard to the Mediterranean semi-arid climate zone of Morocco in the early design phase. The morphological parameters of the urban residential buildings, namely the buildings’ typology, the distance between buildings, the urban grid’s orientation, and the window-towall ratio, are evaluated in order to identify the key combinations of passive and active solar design strategies that determine the high energy performing configurations, based on the introduced Energy Performance Index (EPI), which is the ratio between solar BIPV production to maximum available installed BIPV capacity and the normalized thermal energy needs. Through an automated processing of 2187 iterations via Grasshopper, we simulate daylight autonomy, indoor thermal comfort and solar rooftop photovoltaic and building integrated photovoltaic (BIPV) energy potential. Then, we analyze the conflicting objectives of energy efficiency measures, active solar design strategies, and indoor visual comfort in the decision-making process that supports our goal of getting closer to net zero urban residential buildings. The digital workflow showed interesting trends in reaching a balanced equilibrium between performance metrics influenced by the contrasting impact of solar exposure on indoor daylight autonomy and thermal energy demand. Furthermore, the study’s findings indicate that it is possible to achieve an annual load match exceeding 66,56 % while simultaneously ensuring an acceptable visual indoor comfort (sDA higher than 0.4). The findings also highlight the important role of the BIPV system in shifting towards the net zero energy goal, by contributing up to 30 % of the overall solar energy output and covering up to 20 % of the yearly self-consumption. Moreover, the energy balance evaluation on an hourly basis indicates that BIPV system notably enhances the daily load cover factor by up to 5.5 %, particularly in the case of slab SN typology, throughout the different seasons. Graphical representations of the yearly, monthly and hourly load matches and the hourly energy balance of the best performing configurations provide a thorough understanding of the potential evolution of the urban energy system over time as a result of the gradual integration of active solar electricity production.
In recent years, predictive maintenance tasks, especially for bearings, have become increasingly important. Solutions for these use cases concentrate on the classification of faults and the estimation of the Remaining Useful Life (RUL). As of today, these solutions suffer from a lack of training samples. In addition, these solutions often require high-frequency accelerometers, incurring significant costs. To overcome these challenges, this research proposes a combined classification and RUL estimation solution based on a Convolutional Neural Network (CNN) and a Long Short-Term Memory (LSTM) network. This solution relies on a hybrid feature extraction approach, making it especially appropriate for low-cost accelerometers with low sampling frequencies. In addition, it uses transfer learning to be suitable for applications with only a few training samples.
In 4D printing an additively manufactured component is given the ability to change its shape or function under the influence of an external stimulus. To achieve this, special smart materials are used that are able to react to external stimuli in a specific way. So far, a number of different stimuli have already been investigated and initial applications have been impressively demonstrated, such as self-folding bodies and simple grippers. However, a methodical specification for the selection of the stimuli and their implementation was not yet in the foreground of the development.
The focus of this work is therefore to develop a methodical approach with which the technology of 4DP can be used in a solution- and application-oriented manner. The developed approach is based on the conventional design methodology for product development to solve given problems in a structured way. This method is extended by specific approaches under consideration of the 4D printing and smart materials.
To illustrate the developed method, it is implemented in practice using a problem definition in the form of an application example. In this example, which represents the recovery of an object from a difficult-to-access environment, the individual functions of positioning, gripping and extraction are implemented using 4D printing. The material extrusion process is used for additive manufacturing of all components of the example. Finally, the functions are successfully tested. The developed approach offers an innovative and methodical approach to systematically solve technical complex problems using 4DP and smart materials.