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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Wireless sensor networks have recently found their way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researchers. Such monitoring applications, in general, don way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researc latency requirements regarding to the energy efficiency. Also a challenge of this application is the network topology as the application should be able to be deployed in very large scale. Nevertheless low power consumption of the devices making up the network must be on focus in order to maximize the lifetime of the whole system. These devices are usually battery-powered and spend most of their energy budget on radio transceiver module. A so-called Wake-On-Radio (WoR) technology can be used to achieve a reasonable balance among power consumption, range, complexity and response time. In this paper, some designs for integration of WOR into IEEE 802.1.5.4 are to be discussed, providing an overview of trade-offs in energy consumption while deploying the WoR schemes in a monitoring system.
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.
We report the use of the Raman spectral information of the chemical compound toluene C7H8 as a reference on the analysis of laboratory-prepared and commercially acquired gasoline-ethanol blends. The rate behavior of the characteristic Raman lines of toluene and gasoline has enabled the approximated quantification of this additive in commercial gasoline-ethanol mixtures. This rate behavior has been obtained from the Raman spectra of gasoline-ethanol blends with different proportions of toluene.
All these Raman spectra have been collected by using a self-designed, frequency precise and low-cost Fourier-transform Raman spectrometer (FT-Raman spectrometer) prototype. This FT-Raman prototype has helped to accurately confirm the frequency position of the main characteristic Raman lines of toluene present on the different gasoline-ethanol samples analyzed at smaller proportions than those commonly found in commercial gasoline-ethanol blends. The frequency accuracy validation has been performed by analyzing the same set of toluene samples with two additional state-of-the-art commercial FT-Raman devices. Additionally, the spectral information has been contrasted, with highly-correlated coefficients as a result, with the values of the standard Raman spectrum of toluene.
The application of leaky feeder (radiating) cables is a common solution for the implementation of reliable radio communication in huge industrial buildings, tunnels and mining environment. This paper explores the possibilities of leaky feeders for 1D and 2D localization in wireless systems based on time of flight chirp spread spectrum technologies. The main focus of this paper is to present and analyse the results of time of flight and received signal strength measurements with leaky feeders in indoor and outdoor conditions. The authors carried out experiments to compare ranging accuracy and radio coverage area for a point-like monopole antenna and for a leaky feeder acting as a distributed antenna. In all experiments RealTrac equipment based on nanoLOC radio standard was used. The estimation of the most probable path of a chirp signal going through a leaky feeder was calculated using the ray tracing approach. The typical non-line-of-sight errors profiles are presented. The results show the possibility to use radiating cables in real time location technologies based on time-of-flight method.
We provide a privacy-friendly cloud-based smart metering storage architecture which provides few-instance storage on encrypted measurements by at the same time allowing SQL queries on them. Our approach is most flexible with respect to two axes: on the one hand it allows to apply filtering rules on encrypted data with respect to various upcoming business cases; on the other hand it provides means for a storage-efficient handling of encrypted measurements by applying server-side deduplication techniques over all incoming smart meter measurements. Although the work at hand is purely dedicated to a smart metering architecture we believe our approach to have value for a broader class of IoT cloud storage solutions. Moreover, it is an example for Privacy-by-design supporting the positive-sum paradigm.