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Während in anderen Staaten die Überwachung von Verkehr und Nachbarschaft mit Videokameras weit verbreitet ist, wird in Deutschland derzeit über im Auto angebrachte Videokameras, die das Verkehrsgeschehen um das Fahrzeug herum aufnehmen, diskutiert und gestritten. Diese werden in der Regel „neudeutsch“ Dashcam genannt (dash = Armaturenbrett). Auch die Bezeichnungen „Car-Cam“ oder „On-Board-Kamera“, selbst „CrashCam“ finden sich. Verbreitung finden die Filmchen dieser Dashcams derzeit in erster Linie bei Diensten wie Youtube, wenn ein Fahrer meint, besonders spektakuläre Szenen mitgeschnitten zu haben (z.B. ein quer über die Autobahn abstürzendes Flugzeug) oder sich besonders über andere Fahrer ärgert bzw. lustig machen möchte. Der Beitrag setzt sich mit der datenschutzrechtlichen Zulässigkeit derartiger Einrichtungen auseinander. Nach einer kurzen Vorbemerkung zur Reichweite der hier vorgestellten Beurteilung über Dashcams hinaus (I.) wird zunächst der Stand der Rechtsprechung speziell zur Zulässigkeit und Verwertbarkeit von Dashcam-Aufnahmen aufgezeigt (II.). Sodann wird die Verwendung von Dashcams einer sorgfältigen datenschutzrechtlichen Analyse unterzogen (III.), aus der nur das Fazit (IV.) gezogen werden kann, dass derartige Aufzeichnungen öffentlichen Raumes regelmäßig unzulässig sind.
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.
Widerruf beim Anwaltsvertrag
(2015)
Who is Who? Joseph Fourier
(2015)
Was ist eine Theorie?
(2015)
Zeitungsverlage haben jahrzehntelang in einem sehr stabilen Marktumfeld agiert, sodass die Kunst darin bestand, das Umfeld möglichst weiterhin konstant zu halten und die bestehenden Märkte und Produkte zu optimieren. Die neuen Medien- und Produktformen, die in dieser Zeit im Publikums- und Werbemarkt aufkamen, wurden bei den lokalen und regionalen Verlagen in das eigene Angebotsspektrum integriert, sodass am Ende im Regelfall ein oftmals kleiner, aber hochprofitabler Medienkonzern ins Internetzeitalter eintrat. Hier kommen nun zunehmend Anforderungen an digitale Geschäftsmodelle auf, die neue Geschäftsmodelle erfordern, die skalierbar sind.
Renommierte Autoren aus Wissenschaft und Praxis zeigen die Wandlung vom Zeitungsverlag zum crossmedialen Dienstleister der Region auf. Dieser produziert und bietet als Medienhaus alle relevanten Mediengattungen (digitale Produkte, E-Commerce, Services, Sonderprodukte aus dem Medienbereich) an. Dabei werden die Anforderungen an die einzelnen Verlagsfunktionen (Redaktion, Vertrieb, Marketing, Anzeigen) genauso beschrieben wie die neuen Ansprüche an die Managementkapazitäten und Organisationsstrukturen im integrierten Medienhaus. Der Verknüpfung der unterschiedlichen Geschäftsfelder kommt eine besondere Bedeutung zu, um Synergien besser zu realisieren. Auch die Unterschiede in der Umsetzung von Finanzierungsmodellen durch Vertriebs- und Werbeerlöse bei digitalen Produkten werden beleuchtet.
A 2D-separation of 16 polyaromatic hydrocarbons (PAHs) according to the Environmental Protecting Agency (EPA) standard was introduced. Separation took place on a TLC RP-18 plate (Merck, 1.05559). In the first direction, the plate was developed twice using n-pentane at −20°C as the mobile phase. The mixture acetonitrile-methanol-acetone-water (12:8:3:3, v/v) was used for developing the plate in the second direction. Both developments were carried out over a distance of 43 mm. Further on in this publication, a specific and very sensitive indication method for benzo[a]pyrene and perylene was presented. The method can detect these hazardous compounds even in complicated PAH mixtures. These compounds can be quantified by a simple chemiluminescent reaction with a limit of detection (LOD) of 48 pg per band for perylene and 95 pg per band for benzo[a]pyrene. Although these compounds were separated from all other PAHs in the standard, a separation of both compounds was not possible from one another. The method is suitable for tracing benzo[a]pyrene and/or perylene. The proposed chemiluminescence screening test on PAHs is extremely sensitive but may indicate a false positive result for benzo[a]pyrene.
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.
Chronic insomnia is defined by difficulties in falling asleep, maintaining sleep, and early morning awakening, and is coupled with daytime consequences such as fatigue, attention deficits, and mood instability. These symptoms persist over a period of at least 3 months (Diagnostic and Statistical Manual 5 criteria). Chronic insomnia can be a symptom of many medical, neurological, and mental disorders. As a disorder, it incurs substantial health-care and occupational costs, and poses substantial risks for the development of cardiovascular and mental disorders, including cognitive deficits. Family and twin studies confirm that chronic insomnia can have a genetic component (heritability coefficients between 42% and 57%), whereas the investigation of autonomous and central nervous system parameters has identified hyperarousal as a final common pathway of the pathophysiology, implicating an imbalance of sleep–wake regulation consisting of either overactivity of the arousal systems, hypoactivity of the sleep-inducing systems, or both. Insomnia treatments include benzodiazepines, benzodiazepine-receptor agonists, and cognitive behavioural therapy. Treatments currently under investigation include transcranial magnetic or electrical brain stimulation, and novel methods to deliver psychological interventions.
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.
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.
Sicher funken mit 2,45 GHz
(2015)
Eine repräsentative Studie mit 2.400 deutschen Arbeitnehmern zeigt, dass Mitarbeiter seltener krank werden, wenn sie sich an ihr Unternehmen gebunden fühlen. Die Studie offenbart auch, dass die Intensität des Commitment maßgeblich von fünf Einflussfaktoren abhängt. Die Kenntnis dieser Faktoren ermöglicht es Personalmanagern, Mitarbeiter gezielter an das Unternehmen zu binden, um so den Krankenstand positiv zu beeinflussen.