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This paper presents a new approach for the teaching of competence in additive manufacturing to engineering students in product development. Particularly new to this approach is the combination of the students' autonomous assembly and commissioning of a 3D-printer, and the independent development of guidelines for this new technology regarding the design of components. This way the students will be able to gain first practical experiences with the data preparation, the additive manufacturing process itself and also the required post-treatment of the 3D-printed parts. To allow the students a significantly deeper insight into the functioning of 3D-printing, the workshop Rapid Prototyping developed a new approach in the course of which the students first assemble a construction kit for a 3D-printer themselves and then commission the printer. This enables the students to gain a better understanding of the functionality and configuration of additive manufacturing. In a next step, the students used the 3D-printers they constructed themselves to produce components which they take from a database. Finally, the experiences of the students in the course of the workshop will be evaluated to review the effectiveness of the new approach.
In der Wertanalyse ist die Methodik TRIZ (Theorie der Lösung erfinderischer Problemstellungen) seit vielen Jahren als Werkzeug zur Kostensenkung oder zur Steigerung der Funktionalität von Produkten bekannt. Seit ihrem ersten Bekanntwerden in Westeuropa hat sich auch TRIZ weiterentwickelt. So wurden Methoden zur Modellierung von Systemen inzwischen erweitert und um Werkzeuge zur schnellen Lösungsfindung, zur Fehlervoraussage und zur Produktplanung neu entwickelt. Durch den weltweiten wissenschaftlichen Fortschritt, die Verwendung unterschiedlicher Sprachen und neue Literatur ist andererseits auch die verwendete Terminologie angewachsen und nicht mehr eindeutig. Die neue VDI-Richtlinie 4521, von deren erstem Teil nun der Gründruck vorliegt, zielt deswegen auf eine Standardisierung der Terminologie und eine vereinheitlichte Beschreibung der Methoden ab. Mit ihrer Hilfe sollen das Studium der Methodik erleichtert, die Benutzung von Literatur vereinfacht und Inhalte der TRIZ klarer darstellbar werden.
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.
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.
The overview of public key infrastructure based security approaches for vehicular communications
(2015)
Modern transport infrastructure becomes a full member of globally connected network. Leading vehicle manufacturers have already triggered development process, output of which will open a new horizon of possibilities for consumers and developers by providing a new communication entity - a car, thus enabling Car2X communications. Nevertheless some of available systems already provide certain possibilities for vehicles to communicate, most of them are considered not sufficiently secured. During last 15 years a number of big research projects funded by European Union and USA governments were started and concluded after which a set of standards were published prescribing a common architecture for Car2X and vehicles onboard communications. This work concentrates on combining inner and outer vehicular communications together with a use of Public Key Infrastructure (PKI).
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.
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.
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.
Ripple: Overview and Outlook
(2015)
Ripple is a payment system and a digital currency which evolved completely independently of Bitcoin. Although Ripple holds the second highest market cap after Bitcoin, there are surprisingly no studies which analyze the provisions of Ripple.
In this paper, we study the current deployment of the Ripple payment system. For that purpose, we overview the Ripple protocol and outline its security and privacy provisions in relation to the Bitcoin system. We also discuss the consensus protocol of Ripple. Contrary to the statement of the Ripple designers, we show that the current choice of parameters does not prevent the occurrence of forks in the system. To remedy this problem, we give a necessary and sufficient condition to prevent any fork in the system. Finally, we analyze the current usage patterns and trade dynamics in Ripple by extracting information from the Ripple global ledger. As far as we are aware, this is the first contribution which sheds light on the current deployment of the Ripple 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.
In many scientific studies lens experiments are part of the curriculum. The conducted experiments are meant to give the students a basic understanding for the laws of optics and its applications. Most of the experiments need special hardware like e.g. an optical bench, light sources, apertures and different lens types. Therefore it is not possible for the students to conduct any of the experiments outside of the university’s laboratory. Simple optical software simulators enabling the students to virtually perform lens experiments already exist, but are mostly desktop or web browser based.
Augmented Reality (AR) is a special case of mediated and mixed reality concepts, where computers are used to add, subtract or modify one’s perception of reality. As a result of the success and widespread availability of handheld mobile devices, like e.g. tablet computers and smartphones, mobile augmented reality applications are easy to use. Augmented reality can be easily used to visualize a simulated optical bench. The students can interactively modify properties like e.g. lens type, lens curvature, lens diameter, lens refractive index and the positions of the instruments in space. Light rays can be visualized and promote an additional understanding of the laws of optics. An AR application like this is ideally suited to prepare the actual laboratory sessions and/or recap the teaching content.
The authors will present their experience with handheld augmented reality applications and their possibilities for light and optic experiments without the needs for specialized optical hardware.
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.
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.