Refine
Year of publication
- 2011 (7) (remove)
Document Type
Conference Type
- Konferenzartikel (6)
- Sonstiges (2)
Is part of the Bibliography
- yes (7) (remove)
Keywords
Institute
Open Access
- Bronze (7) (remove)
Digital libraries are providing an increasing amount of data, which is normally structured in a classical way by documents and described by metadata as keywords. The data, even in scientific systems such as digital libraries and virtual research environments, will contain a great amount of noise or information unnecessary for our personal interests. Although there has been a lot of progress in the field of information retrieval, search techniques and other content finding methods, there is still much to be done in the field of information retrieval based on user behavior. This paper presents an approach deployed in the Humboldt Digital Library (HDL) to facilitate the retrieval of relevant information to the users of the system, making recommendations of paragraphs based on their profile and the behavior of other users who share similar profiles. The Humboldt digital library represents an innovative system of open access to the legacy of Alexander von Humboldt in a digital form on the Internet (www.avhumboldt.net). It contributes to the key question, how to present interconnected data in a proper form using information technologies.
Schulgebäude im Liegenschaftsbestand vieler Kommunen treten in den vergangenen Jahren immer stärker ins Interesse der Öffentlichkeit. Viele der Gebäude stammen aus den 70-er oder 80-er Jahren und stehen im Rahmen der Bestandserhaltung für Modernisierungsmaßnahmen an. Insbesondere die hohen Betriebskosten für die Heizung hatten bisher Maßnahmen für den winterlichen Wärmeschutz in den Vordergrund gestellt. Die verstärkt auftretenden sommerlichen Extremtemperaturen an Unterrichtstagen der vergangenen Jahre zeigen zudem einen Handlungsbedarf im Bereich des sommerlichen Wärmeschutzes auf. Für die Aufgaben des Gebäudemanagements und zur Umsetzung eines energieeffizienten Gebäudebetriebs zeigen sich immer stärker die Vorteile einer vielseitig einsetzbaren Gebäudeautomation, die über zentrale Stellen des FM (z.B. Technisches Rathaus) zugänglich ist.
Existing approaches solving multi-vehicle pickup and delivery problems with soft time windows typically use common benchmark sets to verify their performance. However, there is a gap from these benchmark sets to real world problems with respect to instance size and problem complexity. In this paper we show that a combination of existing approaches together with improved heuristics is able to deal with the instance sizes and complexity of real world problems. The cost savings potential of the heuristics is compared to human dispatching plans generated from the data of a European carrier.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2011. While last year’s TDP focused on the tool set created for 3D simulation in this year we describe the further improvement in this tools as well as some new features we implemented focusing on heterogeneous robot models which seem to be used in RoboCup 2012.
An additional tool was written to simply generate situation-dependent strategies. Furthermore some tools, described last year, are now integrated in one single GUI to easy things up.
The efficient support of Hardwae-In-theLoop (HIL) in the design process of hardwaresoftware-co-designed systems is an ongoing challenge. This paper presents a network-based integration of hardware elements into the softwarebased image processing tool „ADTF“, based on a high-performance Gigabit Ethernet MAC and a highly-efficient TCP/IP-stack. The MAC has been designed in VHDL. It was verified in a SystemCsimulation environment and tested on several Altera FPGAs.
The concept of m-learning which differs from other forms of e-learning covers a wide range of possibilities opened up by the convergence of new mobile technologies, wireless communication structure and distance learning development. This process of converging has launched some new goals to support m-learning where heterogeneity of devices, their operating systems (Linux, Windows, Symbian, Android etc) and supported markup languages (WML, XHTML etc), adaptive content, preferences or characteristics of user have become some of the major problems to be solved. To facilitate the learning process even more and to establish literally anytime anywhere learning, learning material/content should be available to the user always even if the user is in offline. Multiple devices used by the same user should also be synchronized among themselves and with server to provide updated learning content and to give a freedom to the user to choose any device as per his/her convenience. In this paper software architecture has been proposed to solve these problems and has been implemented by using a multidimensional flashcard learning system which synchronizes among all the devices that are being used by the user.
Today's network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different 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 efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which are not predictable and have to be recognized by the system in order to identify device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and other upcoming formats. A very suitable and useful example of the use of such a system is mobile learning because of the large amount of varying devices with significantly different features and functionalities. This is true not only to support different learners, e.g. all learners within one learning community, but also to support the same learner using different equipment parallel and/or at different times. Those applications may be significantly enhanced by including virtual reality content presentation. Whatever the purposes are, it is impossible to develop and adapt content for all kind of devices including mobiles individually due to different capabilities of the devices, cost issues and author‘s requirement. A solution should be found to enable the automation of the content adaptation process.