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In this TDP we describe a new tool created for testing the strategy layer of our soccer playing agents. It is a complete 2D simulator that simulates the games based on the decisions of 22 agents. With this tool, debugging the decision and strategy layer of our agents is much more efficient than before due to various interaction methods and complete control over the simulation.
In the future, the tool could also serve as a measure to run simulations of game series much faster than with the 3D simulator. This way, the impact of different play strategies could be evaluated much faster than before.
Technology and computer applications influence our daily lives and questions arise concerning the role of artificial intelligence and decision-making algorithms. There are warning voices, that computers can, in theory, emulate human intelligence-and exceed it. This paper points out that a replacement of humans by computers is unlikely, because human thinking is characterized by cognitive heuristics and emotions, which cannot simply be implemented in machines operating with algorithms, procedural data processing or artificial neural networks. However, we are going to share our responsibilities with superior computer systems, which are tracking and surveying all of our digital activities, whereas we have no idea of the decision-making processes inside the machines. It is shown that we need a new digital humanism defining rules of computer responsibilities to avoid digital totalism and comprehensive monitoring and controlling of individuals within the planet Earth.
The electrical field (E-field) of the biventricular (BV) stimulation is important for the success of cardiac resynchronization therapy (CRT) in patients with cardiac insufficiency and widened QRS complex.
The aim of the study was to model different pacing and ablation electrodes and to integrate them into a heart model for the static and dynamic simulation of BV stimulation and HF ablation in atrial fibrillation (AF).
The modeling and simulation was carried out using the electromagnetic simulation software CST. Five multipolar left ventricular (LV) electrodes, four bipolar right atrial (RA) electrodes, two right ventricular (RV) electrodes and one HF ablation catheter were modelled. A selection were integrated into the heart rhythm model (Schalk, Offenburg) for the electrical field simulation. The simulation of an AV node ablation at CRT was performed with RA, RV and LV electrodes and integrated ablation catheter with an 8 mm gold tip.
The BV stimulation were performed simultaneously at amplitude of 3 V at the LV electrode and 1 V at the RV electrode with a pulse width of 0.5 ms each. The far-field potential at the RA electrode tip was 32.86 mV and 185.97 mV at a distance of 1 mm from the RA electrode tip. AV node ablation was simulated with an applied power of 5 W at 420 kHz at the distal ablation electrode. The temperature at the catheter tip was 103.87 °C after 5 s ablation time and 37.61 °C at a distance of 2 mm inside the myocardium. After 15 s, the temperature was 118.42 °C and 42.13 °C.
Virtual heart and electrode models as well as the simulations of electrical fields and temperature profiles allow the static and dynamic simulation of atrial synchronous BV stimulation and HF ablation at AF and could be used to optimize the CRT and AF ablation.
The ability to detect a target signal masked by noise is improved in normal-hearing listeners when interaural phase differences (IPDs) between the ear signals exist either in the masker or in the signal. To improve binaural hearing in bilaterally implanted cochlear implant (BiCI) users, a coding strategy providing the best possible access to IPDs is highly desirable. Outcomes of a previous study (Zirn, Arndt et al. 2016) revealed that a subset of BiCI users showed improved IPD detection thresholds with the fine structure processing strategy FS4 compared to the constant rate strategy HDCIS using narrowband stimuli. In contrast, little differences between the coding strategies were found for broadband stimuli with regard to binaural speech intelligibility level differences (BILD) as an estimate of binaural unmasking. Compared to normalhearing listeners (7.5 ± 1.2 dB) BILD were small in BiCI users (around 0.5 dB with both coding strategies).
In the present work, we investigated the influence of binaural fitting parameters on BILD. In our cohort of BiCI users many were implanted with electrode arrays differing in length left versus right. Because this length difference typically corresponded to the distance of two electrode contacts the first modification of bilateral fitting was a tonotopic adjustment by deactivation of the most apical electrode contact on the side with the deeper inserted array (tonotopic approach).
The second modification was the isolation of the residual, most apical electrode contacts by deactivation of the basally adjacent electrode contact on each side (tonotopic sparse approach). Applying these modifications, BILD improved by up to 1.5 dB.
Our university carries out various research projects. Among others, the project Schluckspecht is an interdisciplinary work on different ultra-efficient car concepts for international contests. Besides the engineering work, one part of the project deals with real-time data visualization. In order to increase the efficiency of the vehicle, an online monitoring of the runtime parameters is necessary. The driving parameters of the vehicle are transmitted to a processing station via a wireless network connection. We plan to use an augmented reality (AR) application to visualize different data on top of the view of the real car. By utilizing a mobile Android or iOS device a user can interactively view various real-time and statistical data. The car and its components are meant to be augmented by various additional information, whereby that information should appear at the correct position of the components. An engine e.g. could show the current rpm and consumption values. A battery on the other hand could show the current charge level. The goal of this paper is to evaluate different possible approaches, their suitability and to expand our application to other projects at our university.
In the course of the last few years, our students are becoming increasingly unhappy. Sometimes they stop attending lectures and even seem not to know how to behave correctly. It feels like they are getting on strike. Consequently, drop-out rates are sky-rocketing. The lecturers/professors are not happy either, adopting an “I-don’t-care” attitude.
An interdisciplinary, international team set in to find out: (1) What are the students unhappy about? Why is it becoming so difficult for them to cope? (2) What does the “I-don’t-care” attitude of professors actually mean? What do they care or not care about? (3) How far do the views of the parties correlate? Could some kind of mutual understanding be achieved?
The findings indicate that, at least at our universities, there is rather a long way to go from “Engineering versus Pedagogy” to “Engineering Pedagogy”.
Finding clusters in high dimensional data is a challenging research problem. Subspace clustering algorithms aim to find clusters in all possible subspaces of the dataset where, a subspace is the subset of dimensions of the data. But exponential increase in the number of subspaces with the dimensionality of data renders most of the algorithms inefficient as well as ineffective. Moreover, these algorithms have ingrained data dependency in the clustering process, thus, parallelization becomes difficult and inefficient. SUBSCALE is a recent subspace clustering algorithm which is scalable with the dimensions and contains independent processing steps which can be exploited through parallelism. In this paper, we aim to leverage, firstly, the computational power of widely available multi-core processors to improve the runtime performance of the SUBSCALE algorithm. The experimental evaluation has shown linear speedup. Secondly, we are developing an approach using graphics processing units (GPUs) for fine-grained data parallelism to accelerate the computation further. First tests of the GPU implementation show very promising results.
The need to measure basic aerosol parameters has increased dramatically in the last decade. This is due mainly to their harmful effect on the environment and on public health. Legislation requires that particle emissions and ambient levels, workplace particle concentrations and exposure to them are measured to confirm that the defined limits are met and the public is not exposed to harmful concentrations of aerosols.
In this paper we show that a model-free approach to learn behaviors in joint space can be successfully used to utilize toes of a humanoid robot. Keeping the approach model-free makes it applicable to any kind of humanoid robot, or robot in general. Here we focus on the benefit on robots with toes which is otherwise more difficult to exploit. The task has been to learn different kick behaviors on simulated Nao robots with toes in the RoboCup 3D soccer simulator. As a result, the robot learned to step on its toe for a kick that performs 30% better than learning the same kick without toes.
Applications helping us to maintain the focus on work are called “Zenware” (from concentration and Zen). While form factors, use cases and functionality vary, all these applications have a common goal: creating uninterrupted, focused attention on the task at hand. The rise of such tools exemplifies the users’ desire to control their attention within the context of omnipresent distraction. In expert interviews we investigate approaches in the context of attention-management at the workplace of knowledge workers. To gain a broad understanding, we use judgement sampling in interviews with experts from several disciplines. We especially explore how focus and flow can be stimulated. Our contribution has four components: a brief overview on the state of the art (1), a presentation of the results (2), strategies for coping with digital distractions and design guidelines for future Zenware (3) and an outlook on the overall potential in digital work environments (4).
Gamifying rehabilitation is an efficient way to improve motivation and exercise frequency. However, between flow theory, self-determination theory or Bartle's player types there is much room for speculation regarding the mechanics required for successful gamification, which in turn leads to increased motivation. For our study, we selected a gamified solution for motion training (an exergame) where the playful design elements are extremely simple. The contribution is three-fold: we show best practices from the state of the art, present a study analyzing the effects of simple gamification mechanics on a quantitative and on a qualitative level and discuss strategies for playful design in therapeutic movement games.
Additive manufacturing processes have evolved rapidly in recent years and now offer a wide range of manufacturing technologies and workable materials. This range from plastics and metals to paper and even polymer plaster composites. Due to the layer by layer structure of the components the additive processes have in comparison with conventional manufacturing processes the advantage of freedom of design, that means the simple implementation of complex geometries. Moreover, the additive processes provide the advantage of reduced consumption of resources, since essentially only the material is consumed, which is required for the actual component, since no waste in the form of chips is produced. In order to use these advantages, the potentials of additive manufacturing and the requirements of sustainable design must already be observed in the product development process. So the design of the components and products must be made so as little as possible construction and supporting material is required for the generative production and therefore little resources are consumed. Also, all steps of the additive manufacturing process must be considered properly, that includes the post processing. This allows components be designed so that for instance the effort for removing the support structure is considerably reduced. This leads to a significant reduction in manufacturing time and thus energy consumption. The implementation of these potentials in product development can be demonstrated by means of a multiple-stages model. A case study shows how this model is applied in the training of Master students in the field of product development. In a workshop the students work as a group while implementing the task of developing a miniature racing car under the rules of sustainable design in compliance with the boundary conditions for an additive manufacturing. In this case, Fused Deposition Modelling FDM using plastics as a building material is applied. The results show how the students have dealt with the different requirements and how they have implemented them in product development and in the subsequent additive manufacturing.
The present-day methods of numerical simulation offer a great variety of options for optimizing metal forming processes. Although it is possible to simulate complex forming processes, the results are typically available only as 2D projections on screens. Some forming processes have reached a level of complexity beyond the level of spatial sense, which makes it necessary to use physical 3D representations to develop a deeper understanding of the material flow, microstructural processes, process and design limits, or to design the required tooling. Physical 3D models can be produced in a short amount of time using 3D printing, and indexed with a wide range of colors. In this paper, the additive manufacturing of 3D color models based on simulation results are explored by means of examples from metal forming. Different 3D-printing processes are compared on the basis of quality as well as technical and economic criteria. Other examples from the fields joining by upset-bulging of tubes and microstructure simulation are also analyzed. This paper discusses the possibilities offered by the rapid progress and wide availability of 3D printers for the design and optimization of complex metal forming processes.
Architecture models are an essential component of the development process and enable a physical representation of virtual designs. In addition to the conventional methods of model production using the machining of models made of wood, metal, plastic or glass, a number of additive manufacturing processes are now available. These new processes enable the additive manufacturing of architectural models directly from CAAD or BIM data. However, the boundary conditions applicable to the ability to manufacture models with additive manufacturing processes must also be considered. Such conditions include the minimum wall thickness, which depends on the applied additive manufacturing process and the materials used. Moreover, the need for the removal of support structures after the additive manufacturing process must also be considered. In general, a change in the scale of these models is only possible at very high effort. In order to allow these restrictions to be adequately incorporated into the CAAD model, this contribution develops a parametrized CAAD model that allows such boundary conditions to be modified and adapted while complying with the scale. Usability of this new method is illustrated and explained in detail in a case study. In addition, this article addresses the additive manufacturing processes including subsequent post-processing.