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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.
Towards a gamification of industrial production: a comparative study in sheltered work environments
(2015)
Using video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.
After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.
Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems' effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.
Design approaches for the gamification of production environments: a study focusing on acceptance
(2015)
Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes.
In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness.
The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.
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 Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.
Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.
With major intellectual properties there is a long tradition of cross-media value chains -- usually starting with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed: (1) smaller productions start to establish cross media value chains; (2) there is a trend from sequential towards parallel content production. In this work we describe how the production of a historic documentary takes a cross media approach right from the start. We analyze how this impacts the content creation pipelines with respect to story, audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future small-scale cross media productions.
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.
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.
Security in IT systems, particularly in embedded devices like Cyber Physical Systems (CPSs), has become an important matter of concern as it is the prerequisite for ensuring privacy and safety. Among a multitude of existing security measures, the Transport Layer Security (TLS) protocol family offers mature and standardized means for establishing secure communication channels over insecure transport media. In the context of classical IT infrastructure, its security with regard to protocol and implementation attacks has been subject to extensive research. As TLS protocols find their way into embedded environments, we consider the security and robustness of implementations of these protocols specifically in the light of the peculiarities of embedded systems. We present an approach for systematically checking the security and robustness of such implementations using fuzzing techniques and differential testing. In spite of its origin in testing TLS implementations we expect our approach to likewise be applicable to implementations of other cryptographic protocols with moderate efforts.
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.
We propose secure multi-party computation techniques for the distributed computation of the average using a privacy-preserving extension of gossip algorithms. While recently there has been mainly research on the side of gossip algorithms (GA) for data aggregation itself, to the best of our knowledge, the aforementioned research line does not take into consideration the privacy of the entities involved. More concretely, it is our objective to not reveal a node's private input value to any other node in the network, while still computing the average in a fully-decentralized fashion. Not revealing in our setting means that an attacker gains only minor advantage when guessing a node's private input value. We precisely quantify an attacker's advantage when guessing - as a mean for the level of data privacy leakage of a node's contribution. Our results show that by perturbing the input values of each participating node with pseudo-random noise with appropriate statistical properties (i) only a minor and configurable leakage of private information is revealed, by at the same time (ii) providing a good average approximation at each node. Our approach can be applied to a decentralized prosumer market, in which participants act as energy consumers or producers or both, referred to as prosumers.
In online analytical processing (OLAP), filtering elements of a given dimensional attribute according to the value of a measure attribute is an essential operation, for example in top-k evaluation. Such filters can involve extremely large amounts of data to be processed, in particular when the filter condition includes “quantification” such as ANY or ALL, where large slices of an OLAP cube have to be computed and inspected. Due to the sparsity of OLAP cubes, the slices serving as input to the filter are usually sparse as well, presenting a challenge for GPU approaches which need to work with a limited amount of memory for holding intermediate results. Our CUDA solution involves a hashing scheme specifically designed for frequent and parallel updates, including several optimizations exploiting architectural features of Nvidia’s Fermi and Kepler GPUs.
Cardiac resynchronization therapy (CRT) is an established class I level A biventricular pacing therapy in chronic heart failure patients with left bundle branch block and reduced left ventricular ejection fraction, but not all patients improved clinically. Purpose of the study was to evaluate electrical interatrial conduction delay (IACD) to interventricular conduction delay (IVCD) ratio with focused transesophageal left atrial and left ventricular electrocardiography.
Methods: Thirty eight chronic heart failure patients (age 63.4±10.2 years; 3 females, 35 males) with New York Heart Association (NYHA) functional class 3.0±0.2 and 171.71±36.17ms QRS duration were analysed using posterior left atrial and left ventricular transesophageal electrocardiography with hemispherical electrodes before CRT. Electrical IACD was measured between onset of P-wave in the surface ECG and onset of left atrial signal. Electrical IVCD was measured between onset of QRS complex in the surface ECG and onset of left ventricular signal.
Results: Electrical IACD and IVCD could be evaluated by transesophageal left atrial and left ventricular electrocardiography in all heart failure patients with correlation to 1.18±0.92 IACD-IVCD-ratio (r=-0.57, P<0.001; r=0.66, P<0.001). There were 32 CRT responder with reduction of NYHA class from 3.0±0.22 to 1.97±0.31 (P<0.001) during 16.5±18.9 month CRT with 75.19±33.49ms IACD, 78.91±24.73ms IVCD, 1.04±0.66 IACD-IVCD-ratio and correlation between IACD and IACDIVCD- ratio (r=0.84, P<0.001). There were 6 CRT nonresponder with no reduction of NYHA class from 3.0±0.3 to 2.9±0.5 during 14.3±13.7 month biventricular pacing, 50.0±28.26ms IVCD (P=0.014), 1.92±1.65 IACD-IVCD-ratio (P=0,029) and correlation between 67.0±24.9ms IACD and IACD-IVCD-ratio (r=0.85, P=0.031).
Conclusions: Focused transesophageal left atrial and left ventricular electrocardiography can be utilized to analyse electrical IACD and IVCD in heart failure patients. IACDIVDC- ratio may be a useful parameter to evaluate electrical left cardiac desynchronization in heart failure patients.
Cardiac resynchronization therapy (CRT) is an established biventricular pacing therapy in heart failure patients with left bundle branch block and reduced left ventricular ejection fraction, but not all patients improved clinically as CRT responder. Purpose of the study was to evaluate electrical left atrial conduction delay (LACD) with focused transesophageal electrocardiography in CRT responder and CRT non-responder.
Methods: Twenty heart failure patients (age 66.6±8.2 years; 2 females, 18 males) with New York Heart Association functional class 3.0±0.3 and 174.2±40.2ms QRS duration were analysed using posterior left atrial transesophageal electrocardiography with hemispherical electrodes. Electrical LACD was measured between onset and offset of transesophageal left atrial signal before implantation of CRT devices.
Results: Electrical LACD could be evaluated by bipolar transesophageal left atrial electrocardiography using TO Osypka electrode in all heart failure patients with negative correlation between 54.7±18.1ms LACD and 24.9±6.4% left ventricular ejection fraction (r=-0.65, P=0.002). There were 16 CRT responders with reduction of New York Heart Association functional class from 3.0±0.29 to 2.1±0.2 (r=0.522, P=0.038) during 9.41±10.96 month biventricular pacing and negative correlation between 49.6±14.2ms LACD and 26.0±6.2% left ventricular ejection fraction (r=-0.533, P=0.034). There were 4 CRT non-responders with no reduction of New York Heart Association functional class from 3.0±0.4 to 2.8±0.5 (r=0.816, P=0.184) during with 13.88±16.39 month biventricular pacing and no correlation between 75.25±19.17ms LACD and 20.75±6.4% left ventricular ejection fraction (r=-0.831, P=0.169).
Conclusions: Focused transesophageal left atrial electrocardiography can be utilized to analyse electrical LACD in heart failure patients. LACD correlated negative with left ventricular ejection fraction in CRT responders. LACD may be a useful parameter to evaluate electrical left atrial desynchronization in heart failure patients.
Soccer simulation league is one of the founding leagues of RoboCup. In this paper we discuss the past, present and planned future achievements and changes. Also we summarize the connections and inter-league achievements of this league and provide an overview of the community contributions that made this league successful.