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Mice and rats make up 95% of all animals used in medical research and drug discovery and development. Monitoring of physiological functions such as ECG, blood pressure, and body temperature over the entire period of an experiment is often required. Restraining of the animals in order to obtain this data can cause great inconvenience. The use of telemetric systems solves this problem and provides more reliable results. However, these devices are mostly equipped with batteries, which limit the time of operation or they use passive power supplies, which affects the operating range. The semi-passive telemetric implant being presented is based on RFID technology and overcomes these obstacles. The device is inductively powered using the magnetic field of a common RFID reader device underneath the cage, but is also able to operate for several hours autonomously. Being independent from the battery capacity, it is possible to use the implant over a long period of time or to re-use the device several times in different animals, thus avoiding the disadvantages of existing systems and reducing the costs of purchase and refurbishment.
Formal Description of Inductive Air Interfaces Using Thévenin's Theorem and Numerical Analysis
(2014)
With the development of new integrated circuits to interface radio frequency identification protocols, inductive air interfaces have become more and more important. Near field communication is not only able to communicate, but also possible to transfer power wirelessly and to build up passive devices for logistical and medical applications. In this way, the power management on the transponder becomes more and more relevant. A designer has to optimize power consumption as well as energy harvesting from the magnetic field. This paper discusses a model with simple equations to improve transponder antenna matching. Furthermore, a new numerical analysis technique is presented to calculate the coupling factors, inductions, and magnetic fields of multiantenna systems.
Transcatheter aortiv valve implantation is a new safe strategy treatment for patients with symptomatic severe aortic stenosis and high operative risk. The aim of the study was to compare the pre-and post- muiscatheter aortiv valve implantation procedures to determine the atrioventricuktr conduction time as a potential predictor of permanent pacemaker therapy requirement after transcatheter aortiv valve implantation. The transcatheter aortiv valve implantation patients were divided into groups without pacemaker and with dual or single chamber pacemEtker with diffent atrioventrieular conduction time disturbance before and after transcatheter aortiv valve implantation. In heart failure, patients without permanent pacemaker therapy after transcatheter aortiv valve implantation, atrioventricular conduction time was prolonged after transcatheter aortiv valve implantation. In patients with permanent dual chamber pacemaker therapy after transcatheter aortiv valve implantation, atrioventricular conduction time was normalised with dual chaniber atrioventrieuku pacing mode. Atrioventricular conduction time may be a useful parameter to evaluate the risk of post-procedural atrioventricular conduction block and permanent pacemaker therapy in transcatheter north, valve implantation patients.
The improvements in the hardware and software of communication devices have allowed running Virtual Reality (VR) and Augmented Reality (AR) applications on those. Nowadays, it is possible to overlay synthetic information on real images, or even to play 3D on-line games on smart phones or some other mobile devices. Hence the use of 3D data for business and specially for education purposes is ubiquitous. Due to always available at hand and always ready to use properties of mobile phones, those are considered as most potential communication devices. The total numbers of mobile phone users are increasing all over the world every day and that makes mobile phones the most suitable device to reach a huge number of end clients either for education or for business purposes. There are different standards, protocols and specifications to establish the communication among different communication devices but there is no initiative taken so far to make it sure that the send data through this communication process will be understood and used by the destination device. Since all the devices are not able to deal with all kind of 3D data formats and it is also not realistic to have different version of the same data to make it compatible with the destination device, it is necessary to have a prevalent solution. The proposed architecture in this paper describes a device and purpose independent 3D data visibility any time anywhere to the right person in suitable format. There is no solution without limitation. The architecture is implemented in a prototype to make an experimental validation of the architecture which also shows the difference between theory and practice.
Nowadays, it is assumed of many applications, companies and parts of the society to be always available online. However, according to [Times, Oct, 31 2011], 73% of the world population do not use the internet and thus aren't “online” at all. The most common reasons for not being “online” are expensive personal computer equipment and high costs for data connections, especially in developing countries that comprise most of the world’s population (e.g. parts of Africa, Asia, Central and South America). However it seems that these countries are leap-frogging the “PC and landline” age and moving directly to the “mobile” age. Decreasing prices for smart phones with internet connectivity and PC-like operating systems make it more affordable for these parts of the world population to join the “always-online” community. Storing learning content in a way accessible to everyone, including mobile and smart phones, seems therefore to be beneficial. This way, learning content can be accessed by personal computers as well as by mobile and smart phones and thus be accessible for a big range of devices and users. A new trend in the Internet technologies is to go to “the cloud”. This paper discusses the changes, challenges and risks of storing learning content in the “cloud”. The experiences were gathered during the evaluation of the necessary changes in order to make our solutions and systems “cloud-ready”.
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.
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.
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.