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The services sector is also called “tertiary sector” and has become increasingly important in the last few decades. The process of this occurring structural change is characterized by a significant increase in employment in the services sector. On the other hand, the former economic importance in traditional areas, such as agriculture and forestry, as well as manufacturing, is declining.
To have an overview it is important to look and to analyse the different research studies.
This paper presents the elements and the results from the European research project inCASA (Integrated Network for Completely Assisted Senior Citizen’s Autonomy), which designed and implemented a seamless integration of heterogeneous systems and network protocols for regionally distributed telecare and telehealth applications. The integration includes a multitude of physical interface, the transcoding of data models using embedded middleware, and a backend system with open interfaces. The implementation was verified in field tests in five European countries.
The Internet of Things (IoT), ubiquitous computing and ubiquitous connectivity, Cyber Physical Systems (CPS), ambient intelligence, Machine-to-Machine communication (M2M) or Car-to-Car (C2C)-communication, smart metering, smart grid, telematics, telecare, telehealth – there are many buzzwords around current developments related to the Internet.
This contribution gives an overview on such IoT-applications, as they are already used today to improve the availability of information, increase efficiency, push system limits and extend the value chain. At a closer look, the economic and technical development can be separated into different phases. It is interesting that we are currently at the threshold to a new phase, with decentralized and cooperative communication and control nodes as cornerstones. Thus, embedded systems and their connectivity are in the middle of the scene.
This recent development is described along with some example projects from the author’s team which are used in industrial automation, energy supply and distribution (home automation and smart metering), traffic engineering (cooperative driver assistance systems), and in telehealth and telecare.
Automated RF Emulator for a Highly Scalable IEEE802.11p Communication and Localization Subsystem
(2014)
The IEEE802.11p standard describes a protocol for car-to-X and mainly for car-to-car-communication. In the research project Ko-TAG, which is part of the research initiative Ko-FAS, cooperative sensor technology is developed for the support of highly autonomous driving. The Ko-TAG subsystem improves the real-time characteristics of IEEE802.11p needed for precise time of flight real-time localization while still fitting into the regulatory schemes. A secondary radar principle based on communication signals enables localization of objects with simultaneous data transmission. The Ko-TAG subsystem mainly concentrates on the support of traffic safety applications in intra-urban scenarios. This paper details on the development of a fully automated RF emulator used to test the Ko-TAG subsystem.
The RF emulator includes the physical networking nodes, but models the RF environment using RF-waveguides. The RF emulator allows the controlling of path loss and connectivity between any of the nodes with the help of RF attenuators and programmable RF switches, while it is shielded against its surrounding RF environment in the lab. Therefore it is an inexpensive alternative to an RF absorber chamber, which often is not available or exceeds the project’s budget.
Details about the system definition can be found in earlier papers. Test results are shown in the last part of the paper.
Efficient, secure and reliable communication is a major precondition for powerful applications in smart metering and smart grid. This especially holds true for the so called primary communication in the Local Metrological Network (LMN) between meter and data collector, as the LMN comes with the most stringent requirements with regard to cost, range, as well as bandwidth and energy efficiency. Until today, LMN field tests are operated all over the world. In these installations, however, energy autarkic systems play a marginal role. This contribution describes the results of the framework 7 (FP 7) WiMBex project (“Remote wireless water meter reading solution based on the EN 13757 standard, providing high autonomy, interoperability and range”). In this project an energy autarkic water meter was developed and tested, which follows the specification of the Wireless M-Bus protocol (EN 13757). The complete system development covers the PCB with the RF transceiver and the microcontroller, the energy converter and storage, and the software with the protocol. This contribution especially concentrates on the design, the development and the verification of the routing protocol. The routing protocol is based on the Q mode of EN13757-5 (Wireless M-Bus) and was extended by an additional energy state related parameter. This extension is orthogonal to the existing protocol and considers both the charge level and the charge characteristics (rate of occurrences, intensity). The software was implemented in NesC under the operating system TinyOS. The system was verified in an automated test bed and in field tests in UK and Ireland.
Both German and French Air-Source Heat Pump (ASHP) markets have been enjoying an overall upwards trend for many years but, nevertheless, they remain merely slightly penetrated. In terms of market players and their share, the French market is aptly diversified, whereas the German one, being utterly dominated by one single manufacturer, is badly in need of some diversification. At the same time Korean ASHP manufacturers are targeting the French but not German ASHP market. The main purpose of the paper is to find out likely reasons for their one-sided engagement, primarily those associated with the ASHP technology and its system-related aspects.
This thesis deals with the implementation of character controls and combat system of the Action Adventure 'Scout 3D'. The game development was realized with the game engine Unity 3D. In the first part, the architecture of a typical game engine is explained. The single components are describes step by step. Then, five well-known game engines are compared and evaluated. In the next chapter, a short overview about design and architecture patterns is worked out. The features of Unity, that are used for the implementation, and Unity's animation system 'Mecanim, are described finally. The second part includes the requirement definitions for the game 'Scout COD' which define player input, different conditions that allow or disallow several activities and the behaviour of enemies. With the help of patterns the architecture of the game is designed. Then, the implementation is explained by means of code snippets.
Smoothie: a solution for device and content independent applications including 3D imaging as content
(2014)
Network landscape of recent time contains many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information represented in different data formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. A lot of effort is being made in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including those that are mobile, considering the individual situation of the end user. Till today the research is going on in different parts of the world but the task is not completed yet. The goal of this research work is to find a way to solve the above stated problems by investigating system architectures to provide unconstrained, continuous and personalized access to the content and interactive applications everywhere and at anytime with different devices. As a Solution of the problem considered, a new architecture named “Smoothie” is proposed.