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Institute
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HPTLC (High Performance Thin Layer Chromatography) is a well known and versatile separation method which shows many advantages when compared to other separation techniques. The method is fast and inexpensive and does not need time-consuming pretreatments. For visualisation of the sample distribution on a HPTLC-plate we developed a new and sturdy HPTLC-scanner. The scanner allows simultaneous registrations of spectra in a range from 198 nm to 612 nm with a spectral resolution of better than 0.8 nm. The on-plate spatial resolution is better than 160 μm. The measurement of 450 spectra in one separation track does not need more than two minutes. The new diode-array scanner offers a fast survey over a TLC-separation and makes various chemometric applications possible. For compound identification a cross-correlation function is described to compare UV sample spectra with appropriate library data. The cross-correlation function herein described can also be used for purity testing. Unresolved peaks can be virtually separated by use of a least squares fit algorithm. In summary, the diode arry system delivers much more information than the commonly used TLC-scanner.
Wireless communication systems more and more become part of our daily live. Especially with the Internet of Things (IoT) the overall connectivity increases rapidly since everyday objects become part of the global network. For this purpose several new wireless protocols have arisen, whereas 6LoWPAN (IPv6 over Low power Wireless Personal Area Networks) can be seen as one of the most important protocols within this sector. Originally designed on top of the IEEE802.15.4 standard it is a subject to various adaptions that will allow to use 6LoWPAN over different technologies; e.g. DECT Ultra Low Energy (ULE). Although this high connectivity offers a lot of new possibilities, there are several requirements and pitfalls coming along with such new systems. With an increasing number of connected devices the interoperability between different providers is one of the biggest challenges, which makes it necessary to verify the functionality and stability of the devices and the network. Therefore testing becomes one of the key components that decides on success or failure of such a system. Although there are several protocol implementations commonly available; e.g., for IoT based systems, there is still a lack of according tools and environments as well as for functional and conformance testing. This article describes the architecture and functioning of the proposed test framework based on Testing and Test Control Notation Version 3 (TTCN-3) for 6LoWPAN over ULE networks.
Training deep neural networks using backpropagation is very memory and computationally intensive. This makes it difficult to run on-device learning or fine-tune neural networks on tiny, embedded devices such as low-power micro-controller units (MCUs). Sparse backpropagation algorithms try to reduce the computational load of on-device learning by training only a subset of the weights and biases. Existing approaches use a static number of weights to train. A poor choice of this so-called backpropagation ratio limits either the computational gain or can lead to severe accuracy losses. In this paper we present TinyProp, the first sparse backpropagation method that dynamically adapts the back-propagation ratio during on-device training for each training step. TinyProp induces a small calculation overhead to sort the elements of the gradient, which does not significantly impact the computational gains. TinyProp works particularly well on fine-tuning trained networks on MCUs, which is a typical use case for embedded applications. For typical datasets from three datasets MNIST, DCASE2020 and CIFAR10, we are 5 times faster compared to non-sparse training with an accuracy loss of on average 1%. On average, TinyProp is 2.9 times faster than existing, static sparse backpropagation algorithms and the accuracy loss is reduced on average by 6 % compared to a typical static setting of the back-propagation ratio.
Time Resolved Measurements of Soot Concentrations and Mean Particle Sizes during EUDC and ECE Cycles
(2002)
Turbocharger housings in internal combustion engines are subjected to severe mechanical and thermal cyclic loads throughout their life-time or during engine testing. The combination of thermal transients and mechanical load cycling results in a complex evolution of damage, leading to thermo-mechanical fatigue (TMF) of the material. For the computational TMF life assessment of high temperature components, the DTMF model can provide reliable TMF life predictions. The model is based on a short fatigue crack growth law and uses local finite-element (FE) results to predict the number of cycles to failure for a technical crack. In engine applications, it is nowadays often acceptable to have short cracks as long as they do not propagate and cause loss of function of the component. Thus, it is necessary to predict not only potential crack locations and the corresponding number of cycles for a technical crack, but also to determine subsequent crack growth or even a possible crack arrest. In this work, a method is proposed that allows the simulation of TMF crack growth in high temperature components using FE simulations and non-linear fracture mechanics (NLFM).
A NLFM based crack growth simulation method is described. This method starts with the FE analysis of a component. In this paper, the method is demonstrated for an automotive turbocharger housing subjected to TMF loading. A transient elastic-viscoplastic FE analysis is used to simulate four heating and cooling cycles of an engine test. The stresses, inelastic strains, and temperature histories from the FEA are then used to perform TMF life predictions using the standard DTMF model. The crack position and the crack plane of critical hotspots are then identified. Simulated cracks are inserted at the hotspots. For the model demonstrated, cracks were inserted at two hotspot locations. The ΔJ integral is computed as a fracture mechanics parameter at each point along the crack-front, and the crack extension of each point is then evaluated, allowing the crack to grow iteratively. The paper concludes with a comparison of the crack growth curves for both hotspots with experimental results.
Nach dem Nachweis der Funktionalität des an der Fachhochschule Offenburg entwickelten Mikroprozessorkernels FHOP (First Homemade Operational Processor), wird eine Anwendung des Kernels in einem Applikationschip beschrieben.
Der Thermologger-ASIC soll mit Hilfe eines Temperatursensors die Umgebungstemperatur bei technischen Prozessen in regelmäßigen Zeitabständen erfassen und abspeichern. Die Meßwerte werden bei Bedarf ber eine serielle Schnittstelle des Thermologger-ASICs an einen PC übertragen und ausgewertet. Zur Verringerung der Leistungsaufnahme wird zwischen zwei Temperaturmessungen in einen Power-Down-Mode geschaltet.
Der ASIC soll später in einer Chipkarte integriert werden.
Im Institut für angewandte Forschung (IAF) der FH Offenburg wird derzeit eine Chipkarte entwickelt, mit der Temperaturzeitreihen über längere Zeiträume aufgezeichnet werden können. Die zur Datenerfassung erforderlichen Systemkomponenten sind auf nur einem Halbleiterchip zusammengefaßt, wodurch sich bei großen Produktionsstückzahlen ein sehr niedriger Herstellpreis erzielen läßt. Die 'Thermologger' genannte Chipkarte kann zudem mit Standard-Chipkartenlesern und einer dedizierten Software auf jedem PC konfiguriert, gelesen und ausgewertet werden.
Die zunehmende Anzahl von Transistoren mit immer kleineren Strukturgrößen führt zu einer zunehmenden Leistungsaufnahme in modernen Prozessoren. Das gilt insbesondere für High-End Prozessoren, die mit einer hohen Taktfrequenz betrieben werden. Die aufgenommene Leistung wird in Wärme umgewandelt, die in einer Temperaturerhöhung der Prozessoren resultiert. Hohe Betriebstemperaturen verursachen u.a. eine verringerte Rechenleistung, eine kürzere Lebensdauer des Prozessors und höhere Leckströme. Aus diesen Gründen wird aktives, dynamisches thermisches Management immer wichtiger. Dieser Beitrag stellt eine Erweiterung zu dem Standard- Linux-Scheduler in der Kernel-Version 3.0 für eingebettete Systeme vor: einen PID-Regler, der unter Angabe einer Solltemperatur eine dynamische Frequenz- und Spannungsskalierung durchführt. Die Experimente auf dem Freescale LMX6 Quadcore-Prozessor zeigen, dass der PID-Regler die Betriebstemperatur des Prozessors an die Solltemperatur regeln kann. Er ist die Grundlage für eine in Zukunft zu entwickelnde prädiktive Regelung.
Temperature regulation is an important component for modern high performance single -core and multi-core processors. Especially high operating frequencies and architectures with an increasing number of monolithically integrated transistors result in a high power dissipation and - since processor chips convert the consumed electrical energy into thermal energy - in high operating temperatures. High operating temperatures of processors can have drastic consequences regarding chip reliability, processor performance, and leakage currents. External components like fans or heat spreaders can help to reduce the processor temperature - with the disadvantage of additional costs and reduced reliability. Therefore, software based algorithms for dynamic temperature management are an attractive alternative and well known as Dynamic Thermal Management (DTM). However, the existing approaches for DTM are not taking into account the requirements of real-time embedded computing, which is the objective in the given project. The first steps are the profiling and the thermal modeling of the system, which is reported in this paper for a Freescale i. MX6Q quad-core microprocessor. An analytical model is developed and verified by an extensive set of measurement runs.
In this contribution, we present a novel 3D printed multi-material, electromagnetic vibration harvester. The harvester is based on a cantilever design and utilizes an embedded constantan wire within a matrix of polyethylene terephthalate glycol (PETG). A prototype has been manufactured with a combination of a fused filament fabrication (FFF) printer and a robot with a custom-made tool.
Currently, immersive technologies are enjoying great popularity. This trend is reflected in technological advances and the emergence of new products for the mass market, such as augmented reality glasses. The range of applications for immersive technologies is growing with more efficient and affordable technologies and student adoption. Especially in education, the use will improve existing learning methods. Immersive application use visual, audio and haptic sensors to fully engage the user in a virtual environment. This impression is reinforced with the help of realistic visualizations and the opportunity for interaction. In particular, Augmented reality is characterized by a high degree of integration between reality and the inserted virtual objects. An augmented interactive simulation for the determination of the specific charge of an electron will be used as an example to demonstrate how such immersion can be created for users. A virtual Helmholtz coil is used to measure and calculate the e/m constant. The voltage at the cathode for generating the electron beam, but also the voltage of the homogeneous magnetic field for deflecting the electron beam, can be variably controlled by haptic user input. Based on these voltages, an immersive virtual electron beam is calculated and visualized. In this paper, the authors present the conceptual steps of this immersive application and address the challenges associated with designing and developing an augmented and interactive simulation.
The series of conferences on Environmental Best Practices (EBP) was inaugurated at the University of Warmia and Mazury in Olsztyn, Poland in 2006 and continued at the Jagiellonian University in Kraków, Poland in 2009. This year the University of Applied Sciences Offenburg produly hosted the third event (EPB3).
Sweaty has already participated several times in RoboCup soccer competitions (Adult Size). Now the work is focused coordinating the play of two robots. Moreover, we are working on stabilizing the gait by adding additional sensor information. An ongoing work is the optimization of the control strategy by balancing between impedance and position control. By minimizing the jerk, gait and overall gameplay should improve significantly.
Sweaty has already participated several times in RoboCup soccer competitions (Adult Size). Now the work is focused on stabilizing the gait. Moreover, we would like to overcome the constraints of a ZMP-algorithm that has a horizontal footplate as precondition for the simplification of the equations. In addition we would like to switch between impedance and position control with a fuzzy-like algorithm that might help to minimize jerks when Sweaty’s feet touch the ground.
Sweaty has already participated four times in RoboCup soccer competitions (Adult Size) and came second three times. While 2016 Sweaty needed a lot of luck to be finalist, 2017 Sweaty was a serious adversary in the preliminary rounds. In 2018 Sweaty showed up in the final with some lack of experience and room for improvements, but not without any chance. This paper describes the intended improvements of the humanoid adult size robot Sweaty in order to qualify for the RoboCup 2019 adult size competition.
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.
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 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.
The increased complexity and dynamics of the business environment and the problems of a young organization are treated extensively in the literature [Bleicher 2002, p. 34; Malik 1996, p. 86; Ulrich/Probst 1990, p. 23ff; Gomez 1999, p. 65]. This complexity is the core of the leadership role in a company [Malik 1996, p. 184]. STÜTTGEN (1999, p. 8) states in this regard: "A satisfactory answer to the question, according to which patterns complex social systems are to be designed to meet the proliferating environmental complexity facing an adequate intrinsic complexity of the company can be, in this context, a critical success factor for management." How can young SMEs solve strategic problems with service engineering in their companies?
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).
Team description papers of magmaOffenburg are incremental in the sense that each year we address a different topic of our team and the tools around our team. In this year’s team description paper we focus on the architecture of the software. It is a main factor for being able to keep the code maintainable even after 15 years of development. We also describe how we make sure that the code follows this architecture.
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.
After having described many different aspects of our team software in previous years, in this paper we take the freedom to describe the magmaChallenge framework provided by the magmaOffenburg team. The framework is used as a benchmark tool to run different challenges like the running challenge in 2014 or the kick accuracy challenge in 2015. This description should serve as a documentation to simplify the maintenance by the community and to add new benchmarks in the future.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2013. While last year’s TDP focused on different ways how robot behavior can be defined in the magmaOffenburg framework this year we focus on how we statistically evaluate new features on distributed systems. We also show some results gained through such analysis.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2012. While last year’s TDP focused on the tool set created for 3D simulation and the support for heterogeneous robot models, this year we focus on the different ways how robot behavior can be defined in the magmaOffenburg framework and how those behaviors can be improved by learning.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2011. While last year’s TDP focused on the tool set created for 3D simulation in this year we describe the further improvement in this tools as well as some new features we implemented focusing on heterogeneous robot models which seem to be used in RoboCup 2012.
An additional tool was written to simply generate situation-dependent strategies. Furthermore some tools, described last year, are now integrated in one single GUI to easy things up.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2010. While last year’s TDP focused on decisions making using extended behavior networks and on its software architecture and implementation in this year we describe the tool set that was created for RoboCup 3D. It contians a GUI for agent- and world state visualization, for evaluation of localization algorithms and benchmarks in general, a visual editor for Extended Behavior Networks creation and debugging, a live movement tool to interact with the joints and finally a tool for editing behavior motor files.
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.
The Internet of Things (IoT), ubiquitous computing and ubiquitous connectivity, Cyber Physical Systems (CPS), ambient intelligence, Machine-to-Machine communication (M2M) or Car-to-Car (C2C)-communication, smart metering, smart grid, telematics, telecare, telehealth – there are many buzzwords around current developments related to the Internet.
This contribution gives an overview on such IoT-applications, as they are already used today to improve the availability of information, increase efficiency, push system limits and extend the value chain. At a closer look, the economic and technical development can be separated into different phases. It is interesting that we are currently at the threshold to a new phase, with decentralized and cooperative communication and control nodes as cornerstones. Thus, embedded systems and their connectivity are in the middle of the scene.
This recent development is described along with some example projects from the author’s team which are used in industrial automation, energy supply and distribution (home automation and smart metering), traffic engineering (cooperative driver assistance systems), and in telehealth and telecare.
The International Year of Light and Light-Based Technologies 2015 (IYL 2015) was celebrated around the world. Worldwide activities were organized to highlight the impact of optics and photonics on life, science, economics, arts and culture, and also in education. With most of our activities at Offenburg University of Applied Sciences (Offenburg/Germany), we reached our own students and the general population of our region: - University for Children: “The Magic of Light“ winter lecture program and “Across the Universe with Relativity and Quantum Theory” summer lecture program - “Students Meet Scientists” - “A Century of General Relativity Theory” lecture program Nevertheless, with some of our activities we also engaged a worldwide audience: - IYL 2015 art poster collection (Magic of Light and No Football, Just Photonics) - Smart Interactive Projection - Twitter Wall - “Invisible Light” - Live broadcasting of the total lunar eclipse - Film Festival Merida Mexico The authors will highlight recent activities at our university dedicated to promote, celebrate, and create a legacy for the IYL 2015.
The services sector is also called “tertiary sector” and has become increasingly important in the last few decades. The process of this occurring structural change is characterized by a significant increase in employment in the services sector. On the other hand, the former economic importance in traditional areas, such as agriculture and forestry, as well as manufacturing, is declining.
To have an overview it is important to look and to analyse the different research studies.
The paper will focus on the activities of the International Year of Light and Optical Technologies 2015 (IYL) with their impact in life, science, art, culture, education and outreach as well as the importance in promoting the objectives for sustainable development. It describes our activities carried out in the run-up to or during the IYL, as well as reports on the generic projects that led to the success of the IYL. The success of the IYL is illustrated by examples and statistics. Relating to the potential and success of the IYL, the impact and the genesis of the International Day of Light (IDL) is presented. Impressions from the opening ceremony of the IYL in Paris at UNESCO headquarters and the Inaugural Ceremony of the IDL will then be covered. A second focus is placed on the interdisciplinary media projects realized by the students of our university dedicated to these events. Finally, an analysis of the impact and legacy of IYL and IDL will be presented.
Ranging errors are inevitable in all local positioning systems, including those based on Time-of-Flight (ToF) technique. Results of experiments show that the major cause for these errors is a signal degradation from multipath propagation. This effect is especially critical in case of Non-Light-of-Sight (NLOS) conditions. This paper describes causes that affects ranging errors for nanoLOC™-TOF-technology and presents estimations for the probability density functions of such errors under different NLOS conditions. The provided estimations allow the improvement of the accuracy of the localization through the subsequent mitigation of the ranging errors from the measurements. Additionally, it is proposed to increase the number of cases of NLOS-conditions for the improvement of the accuracy.
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.