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This paper describes the Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2018 adult size humanoid competition. Sweaty came 2nd in RoboCup 2017 adult size league. The main characteristics of Sweaty are described in the Team Description Paper 2017. The improvements that have been made or are planned to be implemented for RoboCup 2018 are described in this paper.
Im ASIC Design Center der Hochschule Offenburg wird ein Design Kit für die UMC 0.18μm Faraday Technologie aufbereitet. Dabei werden alle benötigten Dateien, welche für einen zunächst rein digitalen Chipentwurf unter Verwendung der Synopsys, Cadence und Mentor Tools benötigt werden, für den UMC 0.18μm Prozess zusammengestellt.
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.
An der FH Offenburg arbeiten seit Ende 1989 in einem Team die Professoren Dr. Jansen, Dr. Schüssele, die wissenschaftlichen Mitarbeiter Bernd Reinke, Martin Jörger und die Diplomanden Hans Fiesel, Otmar Feißt an dem Entwurf eines Nachrichtenempfängers. Im Rahmen dieses Projekts, genannt GPS-Projekt (GPS = Global Positioning System), wurde im Herbst 1990 ein experimenteller Empfänger in Betrieb genommen. Nachdem die Testergebnisse gezeigt hatten,daß das Konzept der Anlage stimmte, ging es nun um die Miniaturisieriung, Integration und Optimierung der Schaltung. Außerdem sollte der bisher verwendete PC durch einen auf der Platine befindlichen Mikroprozessor ersetzt werden. Im Zusammenhang mit dem GPS-Projekt wurden bisher im Offenburger ASIC-Labor eine Analogschaltung auf einem B500, drei LCA Designs und diverse GAL's entwickelt.
Zur Zeit arbeiten mehrere Diplomanden an der zweiten Generation des Empfängers. Meine Aufgabe besteht darin, die dort noch in drei LCA's untergebrachte digitale Logik sowie einen Teil des bisherigen PC-Interface in einem IMS Gate Forrest zu integrieren. Außerdem muß die Logik von 8 Bit auf einen 16 Bit breiten Datenbus umgestellt und an die neue Peripherie des Mikroprozessors angepasst werden. Damit soll die jetzige Digital-Platine noch weiter verkleinert werden. Wesentlich ist dabei die Umsetzung der zahlreichen Zähler- und Registerstrukturen in einem Gate Forrest. Als Arbeitsmittel stehen Apollo Workstations mit Mentor Software zur Verfügung.
In this paper an RFID/NFC (ISO 15693 standard) based inductively powered passive SoC (system on chip) for biomedical applications is presented. A brief overview of the system design, layout techniques and verification method is dis-cussed here. The SoC includes an integrated 32 bit microcontroller, sensor interface circuit, analog to digital converter, integrated RAM, ROM and some other peripherals required for the complete passive operation. The entire chip is realized in CMOS 0.18 μm technology with a chip area of 1.52mm x 3.24 mm.
High mobility, electrolyte-gated transistors (EGTs) show high DC performance at low voltages (< 2 V). To model those EGTs, we have used different models for the below and the above threshold regime with appropriate interpolation to ensure continuity and smoothness over all regimes. This empirical model matches very well with our measured results obtained by the electrical characterization of EGTs.
E-Tutoren-Ausbildung: Lernerfahrungen reflektieren – Lehrhandlungskompetenzen dialogisch aufbauen
(2014)
Flashcards are a well known and proven method to learn and memorise. Such a way of learning is perfectly suited for “learning on the way,” but carrying all the flashcards could be awkward. In this scenario, a mobile device (mobile phone) is an adequate solution. The new mobile device operating system Android from Google allows for writing multimedia-enriched applications.
“Today’s network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats” [9]. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which is not predictable and have to be recognized by the system in order to know device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and upcoming other formats. Language Learning Game (LLG) is such an example of a device independent application where different kinds of devices and data formats, as a content of a flashcard is used for a collaborative learning. The idea of this game is to create a short story in a foreign language by using mobile devices. The story is developed by a group of participants by exchanging sentences/data via a flashcard system. This way the participants can learn from each other by knowledge sharing without fear of making mistakes because the group members are anonymous. Moreover they do not need a constant support from a teacher.
The invention concerns a method for spectrum monitoring a given frequency band, in which the spectral power density (S(f)) within the given frequency band is determined for all noise and signal components in the frequency band and, in order to detect the presence of one or more signals within the given frequency band, it is evaluated whether the spectral power density (S(f)) exceeds a threshold value (&lgr;). According to the invention, the threshold value (&lgr;) is calculated in accordance with an estimation of a distribution density (hR(S)) for the noise component of the spectral power density (S(f)) within the given frequency band and in accordance with a predefined value for the false-alarm probability (Pfa).
Existing approaches solving multi-vehicle pickup and delivery problems with soft time windows typically use common benchmark sets to verify their performance. However, there is a gap from these benchmark sets to real world problems with respect to instance size and problem complexity. In this paper we show that a combination of existing approaches together with improved heuristics is able to deal with the instance sizes and complexity of real world problems. The cost savings potential of the heuristics is compared to human dispatching plans generated from the data of a European carrier.
This paper describes the new Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2016 adult size humanoid competition. Based on experiences during RoboCup 2014, the Sweaty robot has been completely redesigned to a new robot Sweaty II. A major change is the use of linear actuators for the legs. Another characteristic is its indirect actuation by means of rods. This allows a variable transmission ratio depending on the angle of a joint.
This paper describes the new Sweaty humanoid adult size robot trying to qualify for the RoboCup 2014 adult size humanoid competition. The robot is built from scratch to eventually allow it to run. One characteristic is that to prevent the motors from overheating, water evaporation is used for cooling. The robot is literally sweating which has given it its name. Another characteristic is, that the motors are not directly connected to the frame but by means of beams. This allows a variable transmission ratio depending on the angle.
This paper describes the Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2017 adult size humanoid competition. Sweaty came 2nd in RoboCup 2016 adult size league. The paper describes the main characteristics of Sweaty that made this success possible, and improvements that have been made or are planned to be implemented for RoboCup 2017.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2009. It focuses on two distinctive features of the team: decisions making using extended behavior networks and its software architecture and implementation in Java to open the simulation for the Java community.