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Covert and Side-Channels have been known for a long time due to their versatile forms of appearance. For nearly every technical improvement or change in technology, such channels have been (re-)created or known methods have been adapted. For example the introduction of hyperthreading technology has introduced new possibilities for covert communication between malicious processes because they can now share the arithmetic logical unit (ALU) as well as the L1 and L2 cache which enables establishing multiple covert channels. Even virtualization which is known for its isolation of multiple machines is prone to covert and side-channel attacks due to the sharing of resources. Therefore itis not surprising that cloud computing is not immune to this kind of attacks. Even more, cloud computing with multiple, possibly competing users or customers using the same shared resources may elevate the risk of unwanted communication. In such a setting the ”air gap” between physical servers and networks disappears and only the means of isolation and virtual separation serve as a barrier between adversary and victim. In the work at hand we will provide a survey on weak spots an adversary trying to exfiltrate private data from target virtual machines could exploit in a cloud environment. We will evaluate the feasibility of example attacks and point out possible mitigation solutions if they exist.
In this paper an RFID/NFC (ISO 15693 standard) based inductively powered passive SoC (system on chip) for biomedical applications is presented. A brief overview of the system design, layout techniques and verification method is dis-cussed here. The SoC includes an integrated 32 bit microcontroller, sensor interface circuit, analog to digital converter, integrated RAM, ROM and some other peripherals required for the complete passive operation. The entire chip is realized in CMOS 0.18 μm technology with a chip area of 1.52mm x 3.24 mm.
Skills, abilities and capability of our freshmen are increasingly heterogeneous, regarding age, attained levels of education and motivational aspects. Additionally, students tend to recoil from subjects dealing with mathematical backgrounds. As a result high, drop-out numbers are a huge problem in technical degree programs.
Since mechanics is based on physics and mathematics our students face enormous difficulties. To deal with them, a form of teaching and learning has been developed that is composed of the following arrangements:
1. Problems and tasks of different levels are solved during lessons. The access to theoretical issues is being developed by or rather as a result of solving these problems. By doing so, especially students with yet insufficient skills are enabled to develop their methodological skills.
2. Challenging students to independently transfer these skills on other problems is helpful. At the end of each lecture two students are selected randomly. Each of them is faced with an exercise they have to solve and present at the beginning of the next lecture. Because of small student numbers, chances are high that every student participates at least once by the end of semester. Surveys show that particularly weaker students benefit from that kind of model learning.
3. We are surrounded by mechanical issues. Given that, students are presented with “every-day-life” problems which students can apply their theoretical knowledge on. The problems are analyzed by groups of students, which leads to an enhanced and reflective perception of each and every one. Some examples are: “A broomstick in equilibrium”, “Sensitive cups”, “Transforming a roman basilica into a gothic cathedral”.
4. All lectures have been filmed by the staff of the Information Center of the Offenburg University during the previous term. Additionally to the notes taken by the students individually during the lectures, these recordings are helpful in the process of preparation and post-processing of the material. The recordings are accessible via the university’s learning management system “Moodle”.
Surveys show that students benefit from the great variety of the provided, interactive learning arrangements. It is interesting to discover that students not only take positive advantages in the lecture “mechanics 1/statics” but tend to transfer these positive experiences on other subjects.
The United Nations have declared 2015 as the International Year of Light (IYL2015) and light-based technologies [1]. As a main result, the public interest is focused on both the achievements and the new frontiers of optics and photonics. This opens up new perspectives in the teaching and training of optics and photonics. In the first part of the paper, the author presents the numerous anniversaries occurring in the International Year of Light 2015 together with their importance to the development of science and technology. In the second part, we report on an interactive video projection at the opening ceremony of the IYL2015 in Paris on January 19-20, 2015. Students of Offenburg University have established an interactive video projection which visualizes Twitter and Facebook messages posted with the hashtag #iyl2015 in a mapping technique. Thus, the worldwide community can be interactively part of the opening ceremony. Finally, upcoming global community projects related to optics and astronomy events are presented.
Theoretical details about optics and photonics are not common knowledge nowadays. Physicists are keen to scientifically explain ‘light,’ which has a huge impact on our lives. It is necessary to examine it from multiple perspectives and to make the knowledge accessible to the public in an interdisciplinary, scientifically well-grounded and appealing medial way. To allow an information exchange on a global scale, our project “Invisible Light” establishes a worldwide accessible platform. Its contents will not be created by a single instance, but user-generated, with the help of the global community. The article describes the infotainment portal “Invisible Light,” which stores scientific articles about light and photonics and makes them accessible worldwide. All articles are tagged with geo-coordinates, so they can be clearly identified and localized. A smartphone application is used for visualization, transmitting the information to users in real time by means of an augmented reality application. Scientific information is made accessible for a broad audience and in an attractive manner.
Alexander von Humboldt, a German scientist and explorer of the 19th century, viewed the natural world holistically and described the harmony of nature among the diversity of the physical world as a conjoining between all physical disciplines. He noted in his diary: “Everything is interconnectedness.”
The main feature of Humboldt’s pioneering work was later named “Humboldtian science”, meaning the accurate study of interconnected real phenomena in order to find a definite law and a dynamic cause.
Following Humboldt's idea of nature, an Internet edition of his works must preserve the author’s original intention, retain an awareness of all relevant works, and still adhere to the requirements of scholarly edition.
At the present time, however, the highly unconventional form of his publications has undermined the awareness and a comprehensive study of Humboldt’s works.
Digital libraries should supply dynamic links to sources, maps, images, graphs and relevant texts. New forms of interaction and synthesis between humanistic texts and scientific observation need to be created.
Information technology is the only way to do justice to the broad range of visions, descriptions and the idea of nature of Humboldt’s legacy. It finally leads to virtual research environments as an adequate concept to redesign our digital archives, not only for Humboldt’s documents, but for all interconnected data.
This article sets the focus on methods of information technology in the Humboldt Portal, which represents an ongoing research project to develop a virtual research environment on the Internet for the legacy of Alexander von Humboldt. Based on the experiences of developing and providing the Humboldt Digital Library (www.avhumboldt.net) for more than a decade, we defined a working plan to create an Internet portal for comprehensive access to Humboldt’s writings, no matter if documents are provided as PDF files, scan images or XML-TEI documents on external archives (Google Books, Internet Archive, Deutsches Textarchiv, Bibliotheque National de France). Going far beyond services of a digital library we will provide an information network with multimedia assets, which are containing objects like terms, paragraphs, data tables, scan images, or illustrations, together with correlated properties like thematic linkage to other objects, relevant keywords with optional synonyms and dynamic hyperlinks to related translations in different languages. So the Humboldt Portal can contribute to the key question, how to present interconnected data in an appropriate form using information technologies on the Web.
The aim of this research work was to develop a boiler model with few parameters required for energy planning. The showcase considered for this work was the boiler system of the energy center at Offenburg University of Applied Sciences. A grey box model of the boiler was developed systematically starting from model abstraction, simplification, model break-down and to the use of empirical correlations wherever necessary to describe the intermediate effects along with the use of information from manufacturer’s specification in order to reduce parameters. This strategy had resulted in a boiler model with only 6 parameters, namely, nominal burner capacity, water gallery capacity, air ratio, heat capacity of wall, thermal conductance on flue gas and hot water side. Most of these parameters can be obtained through the information available in the spec sheets and thus an energy planner will be able to parameterize the model with low effort. The model was validated with the monitored data of the showcase. It was tested for the start-up, shut-down behavior and the effect of storage.
Additive Manufacturing and Reverse Engineering have increasingly been gaining in importance over the past years. This paper investigates the current status of the implementation of these new technologies in design education and also identifies current shortcomings. Then it develops two new approaches for the teaching of the necessary expertise for the design of 3D-printed components and illustrates these with case studies. First, a workshop is presented in which students gain a broad understanding for the functionalities of additive manufacturing and the creative possibilities and limits of this process, through the assembly and installation of a 3D-printer. A second new approach is the combination of reverse engineering and 3D-printing. Thereby, students learn how to deal with this complex process chain. The result of these new approaches can e.g. be seen in the design guidelines for Additive Manufacturing, which were developed by the students themselves. At the same time, the students are able to estimate opportunities and limits of both technologies. Finally, the success of the new course contents and form is reviewed by an evaluation by the students.
In addition to traditional methods in product development, the increasing availability of two new 3D digital technologies, namely digital manufacturing (3D-printing) and digitizing of surfaces (3D-scanning), offer new opportunities in product development processes today. With regard to the systematic implementation of these technologies in the education of students in the field of product development, however, only a small number of approaches exist so far. This paper explores several ways in which 3D digital technologies can productively be used in design education. The innovative aspects here include that the students assemble and install the 3D-printers themselves, and that they are introduced to an approach that combines 3D-scanning followed by 3D-printing.
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.
The Metering Bus, also known as M-Bus, is a European standard EN13757-3 for reading out metering devices, like electricity, water, gas, or heat meters. Although real-life M-Bus networks can reach a significant size and complexity, only very simple protocol analyzers are available to observe and maintain such networks. In order to provide developers and installers with the ability to analyze the real bus signals easily, a web-based monitoring tool for the M-Bus has been designed and implemented. Combined with a physical bus interface it allows for measuring and recording the bus signals. For this at first a circuit has been developed, which transforms the voltage and current-modulated M-Bus signals to a voltage signal that can be read by a standard ADC and processed by an MCU. The bus signals and packets are displayed using a web server, which analyzes and classifies the frame fragments. As an additional feature an oscilloscope functionality is included in order to visualize the physical signal on the bus. This paper describes the development of the read-out circuit for the Wired M-Bus and the data recovery.
Environmental Monitoring is an attractive application field for Wireless Sensor Network (WSN). Water Level Monitoring helps to increase the efficiency of water distribution and management. In Pakistan, the world’s largest irrigation system covers 90.000 km of channels which needs to be monitored and managed on different levels. Especially the sensor systems for the small distribution channels need to be low energy and low cost. The distribution presents a technical solution for a communication system which is developed in a research project being co-funded by German Academic Exchange Service (DAAD). The communication module is based on IEEE-802.15.4 transceivers which are enhanced through Wake-On-Radio (WOR) to combine low-energy and real-time behavior. On higher layers, IPv6 (6LoWPAN) and corresponding routing protocols like Routing Protocol for Low power and Lossy Networks (RPL) can extend range of the network. The data are stored in a database and can be viewed online via a web interface. Of course, also automatic data analysis can be performed.
The transformation of the building energy sector to a highly efficient, clean, decentralised and intelligent system requires innovative technologies like microscale trigeneration and thermally activated building structures (TABS) to pave the way ahead. The combination of such technologies however presents a scientific and engineering challenge. Scientific challenge in terms of developing optimal thermo-electric load management strategies based on overall energy system analysis and an engineering challenge in terms of implementing these strategies through process planning and control. Initial literature research has pointed out the need for a multiperspective analysis in a real life laboratory environment. To this effect an investigation is proposed wherein an analytical model of a microscale trigeneration system integrated with TABS will be developed and compared with a real life test-rig corresponding to building management systems. Data from the experimental analysis will be used to develop control algorithms using model predictive control for achieving the thermal comfort of occupants in the most energy efficient and grid reactive manner. The scope of this work encompasses adsorption cooling based microscale trigeneration systems and their deployment in residential and light commercial buildings.
Autonomous humanoid robots require light weight, high torque and high speed actuators to be able to walk and run. For conventional gears with a fixed gear ratio the product of torque and velocity is constant. On the other hand desired motions require maximum torque and speed. In this paper it is shown that with a variable gear ratio it is possible to vary the relation between torque and velocity. This is achieved by introducing systems of rods and levers to move the joints of our humanoid robot ”Sweaty II”. On the basis of a variable gear ratio low speed and high torque can be achieved for those joint angles, which require this motion mode, whereas high speed and low torque can be realized for those joint angles, where it is favorable for the desired motion.
Monitors are in the center of media productions and hold an important function as the main visual interface. Tablets and smartphones are becoming more and more important work tools in the media industry. As an extension to our lecture contents an intensive discussion of different display technologies and its applications is taking place now. The established LCD (Liquid Crystal Display) technology and the promising OLED (Organic Light Emitting Diode) technology are in the focus.
The classic LCD is currently the most important display technology. The paper will present how the students should develop sense for display technologies besides the theoretical scientific basics. The workshop focuses increasingly on the technical aspects of the display technology and has the goal of deepening the students understanding of the functionality by building simple Liquid Crystal Displays by themselves.
The authors will present their experience in the field of display technologies. A mixture of theoretical and practical lectures has the goal of a deeper understanding in the field of digital color representation and display technologies. The design and development of a suitable learning environment with the required infrastructure is crucial. The main focus of this paper is on the hands-on optics workshop “Liquid Crystal Display in the do-it-yourself”.