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Unterschiedliche Stimulationszeitpunkte bei bimodaler Versorgung mit Hörgerät und Cochleaimplantat
(2023)
Die bimodale Versorgung von Patienten mit Hörgerät (HG) ipsilateral und Cochleaimplantat (CI) kontralateral bei asymmetrischem Hörverlust ist aufgrund vieler inhärenter Variablen die komplizierteste Versorgungsart im Kontext der Versorgung mit CI. Im vorliegenden Übersichtsartikel werden alle systematischen interauralen Unterschiede zwischen elektrischer und akustischer Stimulation dargestellt, die bei dieser Versorgungsart auftreten können. Darüber hinaus werden Methoden zur Quantifizierung des interauralen Latenzoffsets, also des Zeitunterschieds zwischen der akustischen und elektrischen Stimulation des Hörnervs, mittels Registrierung auditorisch evozierter Potenziale – erzeugt durch akustische bzw. elektrische Stimulation – und Messungen an den Sprachprozessoren und Hörgeräten vorgestellt. Die technische Kompensation des interauralen Latenzoffsets und ihre positive Auswirkung auf die Schalllokalisationsfähigkeit bimodal mit CI und HG versorgter Patienten wird ebenfalls beschrieben. Zuletzt werden neueste Erkenntnisse diskutiert, die Gründe dafür aufzeigen, warum die Kompensation des interauralen Latenzoffsets das Sprachverstehen im Störgeräusch bei bimodal versorgten CI-/HG-Trägern nicht verbessert.
Learning programming fundamentals is considered as one of the most challenging and complex learning activities. Some authors have proposed visual programming language (VPL) approaches to address part of the inherent complexity [1]. A visual programming language lets users develop programs by combining program elements, like loops graphically rather than by specifying them textually. Visual expressions, spatial arrangements of text and graphic symbols are used either as syntax elements or secondary notation. VPLs are normally used for educational multimedia, video games, system development, and data warehousing/business analytics purposes. For example, Scratch, a platform of Massachusetts Institute of Technology, is designed for kids and after school programs.
Design of mobile software applications is considered as one of the most challenging application domains due to the build in sensors as part of a mobile device, like GPS, camera or Near Field Communication (NFC). Sensors enable creation of context-aware mobile applications in which applications can discover and take advantage of contextual information, such as user location, nearby people and objects, and the current user activity. As a consequence, context-aware mobile applications can sense clues about the situational environment making mobile devices more intelligent, adaptive, and personalized. Such context aware mobile applications seem to be motivating and attractive case studies, especially for programming beginners (“my own first app”).
In this work, we introduce a use-case centered approach as well as clear separation of user interface design and sensor-based program development. We provide an in-depth discussion of a new VPL based teaching method, a step by step development process to enable programming beginners the creation of context aware mobile applications. Finally, we argue that addressing challenges for programming beginners by our teaching approach could make programming teaching more motivating, with an additional impact on the final software quality and scalability.
The key contributions of our study are the following:
- An overview of existing attempts to use VPL approaches for mobile applications
- A use case centered teaching approach based on a clear separation of user interface design and sensor-based program development
- A teaching case study enabling beginners a step by step creation of context-aware mobile applications based on the MIT App Inventor (a platform of Massachusetts Institute of Technology)
- Open research challenges and perspectives for further development of our teaching approach
References:
[1] Idrees, M., Aslam, F. (2022). A Comprehensive Survey and Analysis of Diverse Visual Programming Languages, VFAST Transactions on Software Engineering, 2022, Volume 10, Number 2, pp 47-60.
Visual programming languages (VPL) let users develop software programs by combining visual program elements, like lists of objects, loops or conditional statements rather than by specifying them textually.
Humanoid robots programming is a very attractive and motivating application domain for students, especially for programming beginners. Humanoid robots are constructed in such a way that they mimic the human body by using actuators that perform like muscles. Typically, a humanoid robot consists of sensors and actuators, i.e. torso, a head, two arms, and two legs, though some humanoid robots may replicate only part of the body, for example, from the waist up. In some cases, humanoid robots are equipped with heads designed to replicate additional human facial features such as eyes. Additional sensors are needed by a robot to gather information about the conditions of the environment to allow the robot to make necessary decisions about its position or certain actions that the situation requires, e.g. an arm movement or an open/close hand action. Other examples for sensor are reflective infrared sensors used to detect objects in proximity.
In this work, we introduce a use-case centered approach based on sensors and actors of a robot and a workflow model to visually describe the sequence of actions including conditional actions or concurrent actions. We provide an in-depth discussion of a new VPL based teaching method for programming humanoid robots based on VPLs. Open research challenges, limits and perspectives for further development of our teaching approach are discussed as well.
The main advantage of mobile context-aware applications is to provide effective and tailored services by considering the environmental context, such as location, time, nearby objects and other data, and adapting their functionality according to the changing situations in the context information without explicit user interaction. The idea behind Location-Based Services (LBS) and Object-Based Services (OBS) is to offer fully-customizable services for user needs according to the location or the objects in a mobile user's vicinity. However, developing mobile context-aware software applications is considered as one of the most challenging application domains due to the built-in sensors as part of a mobile device. Visual Programming Languages (VPL) and hybrid visual programming languages are considered to be innovative approaches to address the inherent complexity of developing programs. The key contribution of our new development approach for location and object-based mobile applications is a use case driven development approach based on use case templates and visual code templates to enable even programming beginners to create context-aware mobile applications. An example of the use of the development approach is presented and open research challenges and perspectives for further development of our approach are formulated.
Sensors and actuators enable creation of context-aware applications in which applications can discover and take advantage of contextual information, such as user location, nearby people and objects. In this work, we use a general context definition, which can be applied to various devices, e.g., robots and mobile devices. Developing context-based software applications is considered as one of the most challenging application domains due to the sensors and actuators as part of a device. We introduce a new development approach for context-based applications by using use-case descriptions and Visual Programming Languages (VPL). The introduction of web-based VPLs, such as Scratch and Snap, has reinvigorated the usefulness of VPLs. We provide an in-depth discussion of our new VPL based method, a step by step development process to enable development of context-based applications. Two case studies illustrate how to apply our approach to different problem domains: Context-based mobile apps and context-based humanoid robot applications.
Grundzüge der Strömungslehre
(2023)
Dieses ausgereifte Lehrbuch stellt in prägnant kurzer und mathematisch verständlicher Darstellung die strömungstechnischen Grundlagen dar. Aufgaben mit Lösungen helfen den Lernstoff richtig anzuwenden und fördern das Verständnis. Das Buch eignet sich zur Begleitung und Vertiefung der Vorlesungen über Strömungslehre sowie zum Selbststudium. Die vorliegende Auflage geht auf die immer größer werdende Rolle des Energiehaushalts ein und trägt damit den aktuellen Entwicklungen Rechnung. Ergänzt wurden aktuelle Übungsaufgaben der Strömungsmechanik, zahlreiche Beispiele veranschaulichen den Energiesatz.
This article provides an overview of the legal framework for website marketing. The presentation of the numerous legal provisions, which are spread over several areas of law, is oriented towards business challenges and measures. After placing the website in the context of marketing, the article focuses on the legal framework relating to the establishment, design and operation of a website. If, in addition to its communication function, a website also has a sales function, i. e. in e-commerce (online trade), additional specific legal conditions must be taken into account.
Vor dem Hintergrund einer zunehmenden Informations- und Reizüberlastung der Konsumenten werden aus Unternehmenssicht zielgruppenadäquate Inhalte, insbesondere zur Erreichung von kommunikationspolitischen Zielsetzungen, immer wichtiger. Um diese zu gewährleisten, bedarf es einer sinnvollen Planung, Produktion und Distribution von Inhalten. Der vorliegende Beitrag gibt einen Überblick über einen solchen Prozess und veranschaulicht die notwendigen Schritte für ein erfolgreiches Content-Marketing.
Digital, virtual environments and the metaverse are rapidly taking shape and will generate disruptive changes in the areas of ethics, privacy, safety, and how the relationships between human beings will be developed. To uncover some of some of the implications that will impact those areas, this study investigates the perceptions of 101 younger people from the generations Y and Z. We present a first exploratory analysis of the findings, focusing on knowledge and self-perception. Results show that these young generations are seriously doubting their knowledge on the metaverse and virtual worlds – regarding both the definition and the usage. It is interesting to see only a medium confidence level, considering that the participants are young and from an academic environment, which should increase their interest in and the affinity towards virtual worlds. Males from both generations perceive themselves as significantly more knowledgeable than females. Regarding a fitting definition, almost 40% agreed on the metaverse as a “universal and immersive virtual world that is made accessible using virtual reality and augmented reality technologies”. Regarding the topic in general, several participants (almost 40%) considered themselves sceptics or “just” users (38%). Interestingly, generation Y participants were more likely than the younger generation Z participants to identify themselves as early adopters or innovators. In result, the considerable amount of “mixed feelings” regarding digital, virtual environments and the metaverse shows that in-depth studies on the perception of the metaverse as well as its ethical and integrity implications are required to create more accessible, inclusive, safe, and inclusive digital, virtual environments.
Mathematik lässt sich in vielen Objekten finden. Sei es die lineare Steigung eines Handlaufs zum Schulgebäude oder die nahezu zylindrische Form einer Litfaßsäule in der Innenstadt. Das Bestreben, Schüler*innen diese Zusammenhänge entdecken zu lassen, steht im Zentrum des MathCityMap Projekts (Ludwig et al., 2013). Auf sogenannten mathematischen Wanderpfaden (bzw. Mathtrails) werden Schüler*innen durch eine App zu Mathematikaufgaben an realen Objekten bzw. in realen Situationen ihrer Umwelt geleitet. Um die Aufgaben zu lösen, werden Daten erhoben, z. B. durch Messungen oder Zählen. Entscheidend ist, dass die Aufgaben so gestellt sind, dass der Schritt der Datenbeschaffung nur vor Ort stattfinden kann und somit direkt mit dem Objekt bzw. der Situation verknüpft wird.
Footwear plays a critical role in our daily lives, affecting our performance, health and overall well-being. Well-designed footwear can provide protection, comfort and improved foot functionality, while poorly designed footwear can lead to mobility problems and declines in physical activity. The overall goal of footwear research is to provide a scientific basis for professionals in the field to provide an optimal footwear solution for a given person, for a given task, in a given environment, while using sustainable manufacturing processes. This article suggests potential directions for future research with a focus on athletic footwear biomechanics. Directions include the evidence-based individualisation of footwear, the interaction between design and prolonged use, and improving the sustainability of footwear. The authors also provide a speculative outlook on methodological developments that may provide greater insight into these areas. These developments may include: (1) the use of larger scale, real-world and representative data, (2) the use of 3D printing to create experimental footwear, (3) the advancement of in silico research methods, and (4) furthering multidisciplinary collaboration. If successfully applied in the future, footwear research will contribute to active and healthy lifestyles across the lifespan.
Bewegungsanalysesysteme in der Forschung und für niedergelassene Orthopädinnen und Orthopäden
(2023)
Hintergrund
Komplexe biomechanische Bewegungsanalysen können für eine Vielzahl orthopädischer Fragestellungen wichtige Informationen liefern. Bei der Beschaffung von Bewegungsanalysesystemen sind neben den klassischen Messgütekriterien (Validität, Reliabilität, Objektivität) auch räumliche und zeitliche Rahmenbedingungen sowie Anforderungen an die Qualifikation des Messpersonals zu berücksichtigen.
Anwendung
In der komplexen Bewegungsanalyse werden Systeme zur Bestimmung der Kinematik, der Kinetik und der Muskelaktivität (Elektromyographie) eingesetzt. Der vorliegende Artikel gibt einen Überblick über Methoden der komplexen biomechanischen Bewegungsanalyse für den Einsatz in der orthopädischen Forschung oder in der individuellen Patientenversorgung. Neben dem Einsatz zur reinen Bewegungsanalyse wird auch der Einsatz von Bewegungsanalyseverfahren im Bereich des Biofeedbacktrainings diskutiert.
Beschaffung
Für die konkrete Anschaffung von Bewegungsanalysesystemen empfiehlt sich die Kontaktaufnahme mit Fachgesellschaften (z. B. Deutsche Gesellschaft für Biomechanik), Hochschulen und Universitäten mit vorhandenen Bewegungsanalyseeinrichtungen oder Vertriebsfirmen im Bereich der Biomechanik.
High-tech running shoes and spikes ("super-footwear") are currently being debated in sports. There is direct evidence that distance running super shoes improve running economy; however, it is not well established to which extent world-class performances are affected over the range of track and road running events.
This study examined publicly available performance datasets of annual best track and road performances for evidence of potential systematic performance effects following the introduction of super footwear. The analysis was based on the 100 best performances per year for men and women in outdoor events from 2010 to 2022, provided by the world governing body of athletics (World Athletics).
We found evidence of progressing improvements in track and road running performances after the introduction of super distance running shoes in 2016 and super spike technology in 2019. This evidence is more pronounced for distances longer than 1500 m in women and longer than 5000 m in men. Women seem to benefit more from super footwear in distance running events than men.
While the observational study design limits causal inference, this study provides a database on potential systematic performance effects following the introduction of super shoes/spikes in track and road running events in world-class athletes. Further research is needed to examine the underlying mechanisms and, in particular, potential sex differences in the performance effects of super footwear.
Background:
Ankle braces aim to reduce lateral ankle sprains. Next to protection, factors influencing user compliance, such as sports performance, motion restriction, and users’ perceptions, are relevant for user compliance and thus injury prevention. Novel adaptive protection systems claim to change their mechanical behavior based on the intensity of motion (eg, the inversion velocity), unlike traditional passive concepts of ankle bracing.
Purpose:
To compare the performance of a novel adaptive brace with 2 passive ankle braces while considering protection, sports performance, freedom of motion, and subjective perception.
Study Design:
Controlled laboratory study.
Methods:
The authors analyzed 1 adaptive and 2 passive (one lace-up and one rigid brace) ankle braces, worn in a low-cut, indoor sports shoe, which was also the no-brace reference condition. We performed material testing using an artificial ankle joint system at high and low inversion velocities. Further, 20 male, young, healthy team sports athletes were analyzed using 3-dimensional motion analysis in sports-related movements to address protection, sports performance, and active range of motion dimensions. Participants rated subjective comfort, stability, and restriction experienced when using the products.
Results:
Subjective stability rating was not different between the adaptive and passive systems. The rigid brace was superior in restricting peak inversion during the biomechanical testing compared with the passive braces. However, in the material test, the adaptive brace increased its stiffness by approximately 400% during the fast compared with the slow inversion velocities, demonstrating its adaptive behavior and similar stiffness values to passive braces. We identified minor differences in sports performance tasks. The adaptive brace improved active ankle range of motion and subjective comfort and restriction ratings.
Conclusion:
The adaptive brace offered similar protective effects in high-velocity inversion situations to those of the passive braces while improving range of motion, comfort, and restriction rating during noninjurious motions.
Clinical Relevance:
Protection systems are only effective when used. Compared with traditional passive ankle brace technologies, the novel adaptive brace might increase user compliance by improving comfort and freedom of movement while offering similar protection in injurious situations.
Printed circuit boards (PCB) are a foundation of electronical devices in modern society. The fabrication of these boards requires various processes and machines. The utilisation of a robot with multiple tools can shorten the process chain compared to screen printing. In this paper a system is presented, which utilises an industrial six axis robot to manufacture
PCBs. The process flow and conversion process of the Gerber format into robot specific commands is presented. The advantages and challenges applying a robot to print circuits are discussed.
Established robot manufacturers have developed methods to determine and optimize the accuracy of their robots. These methods vary from robot manufacturers to their competitors. Due to the lack of published data, a comparison of robot performance is difficult. The aim of this article is to find methods to evaluate important characteristics of a robot with an accurate and cost-effective setup. A laser triangulation sensor and geometric referenced spheres were used as a base to compare the robot performance.
Novel approaches for the design of assistive technology controls propose the usage of eye tracking devices such as for smart wheelchairs and robotic arms. The advantages of artificial feedback, especially vibrotactile feedback, as opposed to their use in prostheses, have not been sufficiently explored. Vibrotactile feedback reduces the cognitive load on the visual and auditory channel. It provides tactile sensation, resulting in better use of assistive technologies. In this study the impact of vibration on the precision and accuracy of a head-worn eye tracking device is investigated. The presented system is suitable for further research in the field of artificial feedback. Vibration was perceivable for all participants, yet it does not produce any significant deviations in precision and accuracy.