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Printed circuit boards (PCB) are a foundation of electronical devices in modern society. The fabrication of these boards requires various processes and machines. The utilisation of a robot with multiple tools can shorten the process chain compared to screen printing. In this paper a system is presented, which utilises an industrial six axis robot to manufacture
PCBs. The process flow and conversion process of the Gerber format into robot specific commands is presented. The advantages and challenges applying a robot to print circuits are discussed.
Plastics are used today in many areas of the automotive, aerospace and mechanical engineering industries due to their lightweight potential and ease of processing. Additive manufacturing is applied more and more frequently, as it offers a high degree of design freedom and eliminates the need for complex tools. However, the application of additively manufactured components made of plastics have so far been limited due to their comparatively low strength. For this reason, processes that offer additional reinforcement of the plastic matrix using fibers made of high-strength materials have been developed. However, these components represent a composite of different materials produced on the basis of fossil raw materials, which are difficult to recycle and generally not biodegradable.
Therefore, this paper will explore the potential for new composite materials whose matrix consists of a bio-based plastic. In this investigation, it is assumed that the matrix is reinforced with a fibrous material made of natural fiber to significantly increase the strength. This potential material should offer a lightweight yet strong structure and be biodegradable after use under controlled conditions. Therefore, the state of the art in the use of bio-based materials in 3D printing is first presented. In order to determine the economic boundary conditions, the growth potentials for bio-based materials are analyzed. Also, the recycling prospects for bio-based plastics will also be highlighted. The greenhouse gas emissions and land use to be expected when using bio-based materials are also estimated. Finally, the degradability of the composites is discussed.
Mathematik lässt sich in vielen Objekten finden. Sei es die lineare Steigung eines Handlaufs zum Schulgebäude oder die nahezu zylindrische Form einer Litfaßsäule in der Innenstadt. Das Bestreben, Schüler*innen diese Zusammenhänge entdecken zu lassen, steht im Zentrum des MathCityMap Projekts (Ludwig et al., 2013). Auf sogenannten mathematischen Wanderpfaden (bzw. Mathtrails) werden Schüler*innen durch eine App zu Mathematikaufgaben an realen Objekten bzw. in realen Situationen ihrer Umwelt geleitet. Um die Aufgaben zu lösen, werden Daten erhoben, z. B. durch Messungen oder Zählen. Entscheidend ist, dass die Aufgaben so gestellt sind, dass der Schritt der Datenbeschaffung nur vor Ort stattfinden kann und somit direkt mit dem Objekt bzw. der Situation verknüpft wird.
Learning programming fundamentals is considered as one of the most challenging and complex learning activities. Some authors have proposed visual programming language (VPL) approaches to address part of the inherent complexity [1]. A visual programming language lets users develop programs by combining program elements, like loops graphically rather than by specifying them textually. Visual expressions, spatial arrangements of text and graphic symbols are used either as syntax elements or secondary notation. VPLs are normally used for educational multimedia, video games, system development, and data warehousing/business analytics purposes. For example, Scratch, a platform of Massachusetts Institute of Technology, is designed for kids and after school programs.
Design of mobile software applications is considered as one of the most challenging application domains due to the build in sensors as part of a mobile device, like GPS, camera or Near Field Communication (NFC). Sensors enable creation of context-aware mobile applications in which applications can discover and take advantage of contextual information, such as user location, nearby people and objects, and the current user activity. As a consequence, context-aware mobile applications can sense clues about the situational environment making mobile devices more intelligent, adaptive, and personalized. Such context aware mobile applications seem to be motivating and attractive case studies, especially for programming beginners (“my own first app”).
In this work, we introduce a use-case centered approach as well as clear separation of user interface design and sensor-based program development. We provide an in-depth discussion of a new VPL based teaching method, a step by step development process to enable programming beginners the creation of context aware mobile applications. Finally, we argue that addressing challenges for programming beginners by our teaching approach could make programming teaching more motivating, with an additional impact on the final software quality and scalability.
The key contributions of our study are the following:
- An overview of existing attempts to use VPL approaches for mobile applications
- A use case centered teaching approach based on a clear separation of user interface design and sensor-based program development
- A teaching case study enabling beginners a step by step creation of context-aware mobile applications based on the MIT App Inventor (a platform of Massachusetts Institute of Technology)
- Open research challenges and perspectives for further development of our teaching approach
References:
[1] Idrees, M., Aslam, F. (2022). A Comprehensive Survey and Analysis of Diverse Visual Programming Languages, VFAST Transactions on Software Engineering, 2022, Volume 10, Number 2, pp 47-60.
In 4D printing an additively manufactured component is given the ability to change its shape or function under the influence of an external stimulus. To achieve this, special smart materials are used that are able to react to external stimuli in a specific way. So far, a number of different stimuli have already been investigated and initial applications have been impressively demonstrated, such as self-folding bodies and simple grippers. However, a methodical specification for the selection of the stimuli and their implementation was not yet in the foreground of the development.
The focus of this work is therefore to develop a methodical approach with which the technology of 4DP can be used in a solution- and application-oriented manner. The developed approach is based on the conventional design methodology for product development to solve given problems in a structured way. This method is extended by specific approaches under consideration of the 4D printing and smart materials.
To illustrate the developed method, it is implemented in practice using a problem definition in the form of an application example. In this example, which represents the recovery of an object from a difficult-to-access environment, the individual functions of positioning, gripping and extraction are implemented using 4D printing. The material extrusion process is used for additive manufacturing of all components of the example. Finally, the functions are successfully tested. The developed approach offers an innovative and methodical approach to systematically solve technical complex problems using 4DP and smart materials.
Voice User Experience
(2023)
Sprachassistenten wie Alexa, Google Assistant, Siri, Cortana, Magenta und Bixby erfreuen sich dank ihrer intuitiven, schnellen und bequemen Interaktionsmöglichkeiten zunehmender Beliebtheit und bieten deshalb spannende Möglichkeiten für die Weiterentwicklung des digitalen Kundendialogs. Doch ob die Technologie wirklich breite Akzeptanz finden wird, hängt nicht nur mit ihrer technischen Qualität oder Usability zusammen. Auch die User Experience, die neben den Reaktionen der Nutzer*innen während der Anwendung auch ihre Erwartungen und Wahrnehmungen vor und nach der Anwendung umfasst, spielt eine zentrale Rolle. Die Messung der Qualität der Voice User Experience (Voice UX) ist daher von großem Interesse für die Bewertung und Optimierung von Sprachapplikationen. Die Frage, wie die Voice UX von sprachgesteuerten Systemen gemessen werden kann, ist jedoch noch offen. Aktuelle Methoden stützen sich häufig auf UX-Forschung zu grafischen Benutzeroberflächen, obwohl die sprachbasierten Interaktionsformen in der Regel weder visuell noch haptisch greifbar sind. In unserem Beitrag möchten wir den aktuellen Status quo der deutschen Voice User Experience untersuchen. Folgende Fragen stehen dabei im Mittelpunkt: Wie können Sprachanwendungen zu einem erfolgreichen Kundendialog beitragen? Welche Nutzerirritationen treten aktuell bei der Anwendung von Sprachassistenten auf? Mit welchen Methoden lässt sich die Voice User Experience messen?
The present paper addresses the research question: What recommendations for action and potential adjustments should an online magazine for beauty and fashion implement in order to make affiliate articles in these sections even more appealing to the target group and provide added value for them?
To be able to answer this research question, three hypotheses were defined and tested with using qualitative and quantitative research. The qualitative research consisted of user experience testings, where four affiliate articles in the fields of beauty and fashion were tested with 13 participants. The quantitative research involved collecting, analyzing and evaluating data from the four affiliate articles conducted with the company's real-life target group. Based on these results, recommendations for action were derived, which should not only improve the quality of the content in the future, but also increase the efficiency of the implementation of those articles.
Established robot manufacturers have developed methods to determine and optimize the accuracy of their robots. These methods vary from robot manufacturers to their competitors. Due to the lack of published data, a comparison of robot performance is difficult. The aim of this article is to find methods to evaluate important characteristics of a robot with an accurate and cost-effective setup. A laser triangulation sensor and geometric referenced spheres were used as a base to compare the robot performance.
Kundendaten im E-Commerce – Optimierungspotenzial im Checkout-Prozess des deutschen Online-Handels
(2023)
Die Gestaltung eines benutzungsfreundlichen Checkout-Prozesses ist für den Erfolg des E-Commerce von großer Bedeutung. Die Abfrage der Kundendaten bildet einen wichtigen Teil der Customer Journey. Auf der einen Seite wollen die Handelsunternehmen so viel wie möglich über ihre Kundschaft erfahren, um möglichst zielgenaue Angebote und Marketingmaßnahmen ausspielen und das perfekte Einkaufserlebnis generieren zu können. Auf der anderen Seite möchten sich die Kundinnen und Kunden beim Online-Shopping auf den Kauf konzentrieren und erwarten einen reibungslosen Ablauf. Der Checkout-Prozess ist in diesem Zusammenhang ein kritischer Punkt. Dies spiegelt sich auch in den hohen Warenkorbabbruchraten wider. Um Online-Shoppende nachhaltig zu begeistern, gibt es noch viel Raum für Verbesserungen. Mit dem Ziel, den Status quo im deutschen Online-Handel besser zu verstehen und Usability und User Experience für eine höhere Konvertierungsrate zu optimieren, untersuchte die hier vorgestellte Forschungsarbeit den Anmelde- und Checkout-Prozess der 100 umsatzstärksten Online-Shops in Deutschland. Es werden die Ergebnisse der Studie präsentiert und aufgezeigt, an welchen Stellen Optimierungspotenzial besteht – bspw. bei zu komplizierten Formularen, unnötigen Datenabfragen oder erzwungenen Registrierungen – sowie Vorschläge für die Praxis des Online-Handels diskutiert.
Additive manufacturing enables the production of lightweight and resilient components with extensive design freedom. In the low-cost sector, material extrusion (e.g. Fused Deposition Modeling - FDM) has been the main method used to date. Thus, robust 3D printers and inexpensive 3D materials (polymer filaments) can be used. However, the printing times for FDM are very long and the quality of the dimensions and surfaces is limited. Recently, new processes from the field of Vat polymerization have entered the market. For example, masked stereolithography (mSLA) offers a significant improvement in component quality and build speed through the use of resins and large-area curing at still reasonable costs. Currently, there is only limited knowledge available on the optimal design of components using this young process. In this contribution, design guidelines are developed to determine the possibilities and limitations of mSLA from a design point of view. For this purpose, a number of test geometries are designed and investigated to obtain systematic insights into important design features, such as wall thickness, grooves and holes. In addition, typical problems in additive manufacturing, such as the design of overhangs and fits or the hollowing of components, are investigated. The evaluation of practical 3D printing tests thus provides important parameters that can be transferred to design guidelines of components for additive manufacturing using mSLA.
Robotic Process Automation (RPA) is a technology for automating business processes and connecting systems by means of software robots in organizations that is gaining traction and growing out of its infancy. Thus, it is no longer just a question of what is technologically feasible, but rather how this technology can be used most profitably. However, business models for RPA remain underinvestigated in literature. Existing work is highly heterogenous, lacking structure and applicability in practice. To close this gap, we present an approach to sustainably establish RPA as a driver of digitization and automation within a company based on an iterative, holistic view of business models with the Business Model Canvas as analysis tool.
In order to attract new students, German universities must provide quick and easy access to relevant information. A chatbot can help increase the efficiency in academic advising for prospective students. In this study we evaluate the acceptance and effects of chatbots in German student-university communication. We conducted a qualitative UX-Study with the chatbot prototype of Offenburg University of Applied Sciences (HSO), in order to determine which features are particularly relevant and which requirements are made by the users. The results show that acceptance increases if the chatbot offers quick and adequate assistance, furthermore, our participants preferred an informal communication style and valued friendly and helpful personality traits for chatbots.
4D printing (4DP) is an evolutionary step of 3D printing, which includes the fourth dimension, in this case the time. In different time steps the printed structure shows different shapes, influenced by external stimuli like light, temperature, pH value, electric or magnetic field. The advantage of 4DP is the solution of technical problems without the need for complex internal energy supply via cables or pipes. Previous approaches to 4D printing with magnetoresponsive materials only use materials with limited usability (e.g. hydrogels) and complex programming during the manufacturing process (e.g. using magnets on the nozzle). The 4D printing using unmagnetized particles and the later magnetization allows the use of a standard 3D printer and has the advantage of being easily reproducible and relatively inexpensive for further application. Therefore, a magnetoresponsive feedstock filament is produced which shows elastic and magnetic properties. In a first step, pellets are produced by compounding polymer with magnetic particles. In a second step, those pellets are extruded in form of filament. This filament is printed using a conventional printing system for Material Extrusion (MEX-TRB/P). Various prototypes have been printed, deformed and magnetized, which is called programming. In comparison to shape memory polymers (SMP) the repeatability of the movement is better. The results show the possibilities of application and function of magnetoresponsive materials. In addition, an understanding of the behaviour of this novel material is achieved.
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.
Artificial Intelligence (AI) can potentially transform many aspects of modern society in various ways, including automation of tasks, personalization of products and services, diagnosis of diseases and their treatment, transportation, safety, and security in public spaces, etc. Recently, AI technology has been transforming the financial industry, offering new ways to analyse data and automate processes, reduce costs, increase efficiency, and provide more personalized services to customers. However, it also raised important ethical and regulatory questions that need to be addressed by the industry and society as a whole. The aim of the Erasmus+ project Transversal Skills in Applied Artificial Intelligence - TSAAI (KA220-HED - Cooperation Partnerships in higher education) has been to establish a training platform that will incorporate teaching guidelines based on a curriculum covering different areas of application of AI technology. In this work, we will focus on applying AI models in the financial and insurance sectors.
Differentiation between human and non-human objects can increase efficiency of human-robot collaborative applications. This paper proposes to use convolutional neural networks for classifying objects in robotic applications. The body temperature of human beings is used to classify humans and to estimate the distance to the sensor. Using image classification with convolutional neural networks it is possible to detect humans in the surroundings of a robot up to five meters distance with low-cost and low-weight thermal cameras. Using transfer learning technique we trained the GoogLeNet and MobilenetV2. Results show accuracies of 99.48 % and 99.06 % respectively.
While most ultrafast time-resolved optical pump-probe experiments in magnetic materials reveal the spatially homogeneous magnetization dynamics of ferromagnetic resonance (FMR), here we explore the magneto-elastic generation of GHz-to-THz frequency spin waves (exchange magnons). Using analytical magnon oscillator equations, we apply time-domain and frequency-domain approaches to quantify the results of ultrafast time-resolved optical pump-probe experiments in free-standing ferromagnetic thin films. Simulations show excellent agreement with the experiment, provide acoustic and magnetic (Gilbert) damping constants and highlight the role of symmetry-based selection rules in phonon-magnon interactions. The analysis is extended to hybrid multilayer structures to explore the limits of resonant phonon-magnon interactions up to THz frequencies.
This paper presents a system that uses a multi-stage AI analysis method for determining the condition and status of bicycle paths using machine learning methods. The approach for analyzing bicycle paths includes three stages of analysis: detection of the road surface, investigation of the condition of the bicycle paths, and identification of substrate characteristics. In this study, we focus on the first stage of the analysis. This approach employs a low-threshold data collection method using smartphone-generated video data for image recognition, in order to automatically capture and classify surface condition and status.
For the analysis convolutional neural networks (CNN) are employed. CNNs have proven to be effective in image recognition tasks and are particularly well-suited for analyzing the surface condition of bicycle paths, as they can identify patterns and features in images. By training the CNN on a large dataset of images with known surface conditions, the network can learn to identify common features and patterns and reliably classify them.
The results of the analysis are then displayed on digital maps and can be utilized in areas such as bicycle logistics, route planning, and maintenance. This can improve safety and comfort for cyclists while promoting cycling as a mode of transportation. It can also assist authorities in maintaining and optimizing bicycle paths, leading to more sustainable and efficient transportation system.
In this paper we present the concept of the "KI-Labor Südbaden" to support regional companies in the use of AI technologies. The approach is based on the "Periodic Table of AI" and is extended with both new dimensions for sustainability, and the impact of AI on the working environment. It is illustrated on the basis of three real-world use cases: 1. The detection of humans with lowresolution infrared (IR) images for collaborative robotics; 2. The use of machine data from specifically designed vehicles; 3. State-of-the-art Large Language Models (LLMs) applied to internal company documents. We explain the use cases, thereby demonstrating how to apply the Periodic Table of AI to structure AI applications.
3D Bin Picking with an innovative powder filled gripper and a torque controlled collaborative robot
(2023)
A new and innovative powder filled gripper concept will be introduced to a process to pick parts out of a box without the use of a camera system which guides the robot to the part. The gripper is a combination of an inflatable skin, and a powder inside. In the unjammed condition, the powder is soft and can adjust to the geometry of the part which will be handled. By applying a vacuum to the inflatable skin, the powder gets jammed and transforms to a solid shaped form in which the gripper was brought before applying the vacuum. This physical principle is used to pick parts. The flexible skin of the gripper adjusts to all kinds of shapes, and therefore, can be used to realize 3D bin picking. With the help of a force controlled robot, the gripper can be pushed with a consistent force on flexible positions depending of the filling level of the box. A Kuka LBR iiwa with joint torque sensors in all of its seven axis’ was used to achieve a constant contact pressure. This is the basic criteria to achieve a robust picking process.
Due to globalization and the resulting increase in competition on the market, products must be produced more and more cheaply, especially in series production, because buyers expect new variants or even completely new products in ever shorter cycles. Injection molding is the most important production process for manufacturing plastic components in large quantities. However, the conventional production of a mold is extremely time-consuming and costly, which creates a contradiction to the fast pace of the market. Additive tooling is an area of application of additive manufacturing, which in the field of injection molding is preferably used for the prototype production of mold inserts. This allows injection molding tools to be produced faster and more cheaply than through the subtractive manufacturing of metal tools. Material Jetting processes using polymers (MJT-UV/P), also called Polyjet Modeling (PJM), have a great potential for use in additive tooling. Due to the poorer mechanical and thermal properties compared to conventional mold insert materials, e.g. steel or aluminum, the previously used design principles cannot be applied. Accordingly, new design guidelines are necessary, which are developed in this paper. The necessary information is obtained with the help of a systematic literature research. The design guidelines are mapped in a uniform design guide, which is structured according to the design process of injection molds. The guidelines do not only refer to the constructive design of the injection mold or the polymer mold insert, but to the entire design process and describe the four phases of planning, conception, development and realization. Particular attention is paid to the special geometric designs of a polymer mold insert and the thermomechanical properties of the mold insert materials. As a result, design guidelines are available that are adapted to the special requirements of additive tooling of molds inserts made of plastics for injection molding.
Visual programming languages (VPL) let users develop software programs by combining visual program elements, like lists of objects, loops or conditional statements rather than by specifying them textually.
Humanoid robots programming is a very attractive and motivating application domain for students, especially for programming beginners. Humanoid robots are constructed in such a way that they mimic the human body by using actuators that perform like muscles. Typically, a humanoid robot consists of sensors and actuators, i.e. torso, a head, two arms, and two legs, though some humanoid robots may replicate only part of the body, for example, from the waist up. In some cases, humanoid robots are equipped with heads designed to replicate additional human facial features such as eyes. Additional sensors are needed by a robot to gather information about the conditions of the environment to allow the robot to make necessary decisions about its position or certain actions that the situation requires, e.g. an arm movement or an open/close hand action. Other examples for sensor are reflective infrared sensors used to detect objects in proximity.
In this work, we introduce a use-case centered approach based on sensors and actors of a robot and a workflow model to visually describe the sequence of actions including conditional actions or concurrent actions. We provide an in-depth discussion of a new VPL based teaching method for programming humanoid robots based on VPLs. Open research challenges, limits and perspectives for further development of our teaching approach are discussed as well.
The main advantage of mobile context-aware applications is to provide effective and tailored services by considering the environmental context, such as location, time, nearby objects and other data, and adapting their functionality according to the changing situations in the context information without explicit user interaction. The idea behind Location-Based Services (LBS) and Object-Based Services (OBS) is to offer fully-customizable services for user needs according to the location or the objects in a mobile user's vicinity. However, developing mobile context-aware software applications is considered as one of the most challenging application domains due to the built-in sensors as part of a mobile device. Visual Programming Languages (VPL) and hybrid visual programming languages are considered to be innovative approaches to address the inherent complexity of developing programs. The key contribution of our new development approach for location and object-based mobile applications is a use case driven development approach based on use case templates and visual code templates to enable even programming beginners to create context-aware mobile applications. An example of the use of the development approach is presented and open research challenges and perspectives for further development of our approach are formulated.
Sensors and actuators enable creation of context-aware applications in which applications can discover and take advantage of contextual information, such as user location, nearby people and objects. In this work, we use a general context definition, which can be applied to various devices, e.g., robots and mobile devices. Developing context-based software applications is considered as one of the most challenging application domains due to the sensors and actuators as part of a device. We introduce a new development approach for context-based applications by using use-case descriptions and Visual Programming Languages (VPL). The introduction of web-based VPLs, such as Scratch and Snap, has reinvigorated the usefulness of VPLs. We provide an in-depth discussion of our new VPL based method, a step by step development process to enable development of context-based applications. Two case studies illustrate how to apply our approach to different problem domains: Context-based mobile apps and context-based humanoid robot applications.
Public educational institutions are increasingly confronted with a decline in the number of applicants, which is why competition between colleges and universities is also intensifying. For this reason, it is important to position oneself as an institution in order to be perceived by the various target groups and to differentiate oneself from the competition. In this context, the brand and thus its perception and impact play a decisive role, especially in view of the desired communication of the institution's own values and its self-image, the brand identity. To this end, emotions serve as an approach to creating positive stimulation and brand loyalty.
The aim of this study is to identify indicators at country level that could prove useful in improving the effectiveness of fraud detection in European Structural and Investment Funds. The chapter analyses EU funds, belonging to the period 2014–2020, from and the study suggests the convenience of tracking funds, especially in countries with higher GDP and higher transparency levels, and the lesser relevance of the number of irregularities for countries with higher GDP and those receiving larger funds. Fraud and fraud detection rates in individual funds vary significantly across states. Federal states, such as the Federal Republic of Germany, are comparatively successful in detecting fraud in EU funds.
Voice user interfaces (VUIs) offer an intuitive, fast and convenient way for humans to interact with machines and computers. Yet, whether they’ll be truly successful and find widespread uptake in the near future depends on the user experience (UX) they offer. With this survey-based study (n = 108), we aim to identify the major annoyances German voice assistant users are facing in voice-driven human-computer interactions. The results of our questionnaire show that irritations appear in six categories: privacy issues, unwanted activation, comprehensibility, response quality, conversational design and voice characteristics. Our findings can help identify key areas of work to optimize voice user experience in order to achieve greater adaptation of the technology. In addition, they can provide valuable information for the further development and standardization of voice user experience (VUX) research.
As a university it is more and more difficult to reach all target groups equally. Common problems like information overload, numerous institutions with same focuses or multi-channel-communication make it hard to gain the attention of the target group. This paper is four-fold: we present an overview of the state of art and the importance of the study (I), based on which we highlight the approach to user experience analysis. First, we identified the irritations in the course of an expert evaluation (II) and verified them within the test, including the target groups (III). Finally, based on the results, we were able to pro-vide recommendations for action to improve the UX and to be used for the conception of an intranet (IV).
3D printing offers customisation capabilities regarding suspensions for oscillators of vibration energy harvesters. Adjusting printing parameters or geometry allows to influence dynamic properties like resonance frequency or bandwidth of the oscillator. This paper presents simulation results and measurements for a spiral shaped suspension printed with polylactic acid (PLA) and different layer heights. Eigenfrequencies have been simulated and measured and damping ratios have been experimentally determined.
This paper presents the development of a capacitive level sensor for robotics applications, which is designed for measurements of liquid levels during a pouring process. The proposed sensor design applies the advantages of guard electrodes in combination with passive shielding to increase resistance against external influences. This is important for reliable operations in rapidly changing measurement environments, as they occur in the field of robotics. The non-contact type sensor for liquid level measurement is the solution for avoiding contaminations and suit food guidelines. The designed sensor can be utilized in gastronomic applications. Two versions of the sensor were simulated, fabricated, and compared. The first version is based on copper electrodes, and the other type is fully 3D printed with electrodes made of conductive polylactic acid (PLA).
The development of a 3D printed force sensor for a gripper was studied applying an embedded constantan wire as sensing element. In the first section, the state of the art is explained. In the main section of the paper the modeling, simulation and verification of a sensor element are described for a three-point bending test made in accordance with the DIN EN ISO 178. The 3D printing process of the Fused Filament Fabrication (FFF) utilized for manufacturing the sensor samples in combination with an industrial robot are shown. A comparison between theory and practice are considered in detail. Finally, an outlook is given regarding the integration of the sensor element in gripper jaws.
In the development of new vehicles, increasing customer comfort requirements and rising safety regulations often result in an increase in weight. Nevertheless, in order to be able to meet the demand for reduced fuel consumption, it is necessary within product development process to implement complex and filigree lightweight structures. This contribution therefore addresses the potential of generatively developed components for fiber-reinforced additive manufacturing (FRAM). Currently, several commercial systems for this application are available on the market. Therefore, a comparison of the systems is first made to determine a suitable system. Then, a highly stressed and safety-relevant chassis component of a race car is generatively designed and manufactured using FRAM. A matrix with short fiber reinforcement and additional long fiber reinforcement with carbon fibers is applied. Finally, tensile tests are carried out to check the mechanical properties. In addition, relevant properties such as weight and cost are obtained in order to be able to compare them with conventionally developed and manufactured components.
The integration of additive manufacturing processes into the teaching of students is an important prerequisite for the further dissemination of this new technology. In this context, the DfAM is of particular importance. For this reason, this paper presents an approach in which a connection is made between methodical product development and practical implementation by AM. Using a model racing car as an example, students independently develop significant improvements of particular assemblies. A final evaluation shows that the students have significantly improved their skills and competencies.
This paper presents a method for supporting the application of Additive Tooling (AT)-based validation environments in integrated product development. Based on a case study, relevant process steps, activities and possible barriers in the realisation of an injection-moulded product are identified and analysed. The aim of the method is to support the target-oriented application of Additive Tooling to obtain physical prototypes at an early stage and to shorten validation cycles.
Separation Estimation with Thermal Cameras for Separation Monitoring in Human-Robot Collaboration
(2022)
Human-Robot Collaborative applications have the drawback of being less efficient than their non-collaborative counterparts. One of the main reasons is, that the robot has to slow down when a human being is within the operating space of the robot. There are different approaches on dynamic speed and separation monitoring in human-robot collaborative applications. One approach additionally differentiates between human and non-human objects to increase efficiency in speed and separation monitoring. This paper proposes to estimate the separation distance by measuring the temperature of the approaching object. Measurements show that the measured temperature of a human being decreases with 1 deg C per meter distance from the sensor. This allows an estimation of separation between a robotic system and a human being.
A novelty solution for controls of assistive technology represent the usage of eye tracking devices such as for smart wheelchairs and robotic arms [10, 4]. In this context usage supporting methods like artificial feedback are not well explored. Vibrotactile feedback has shown to be helpful to decrease the cognitive load on the visual and auditive channels and can provide a perception of touch [17]. People with severe limitations of motor functions could benefit from eye tracking controls supported with vibrotactile feedback. In this study fundamental results will be presented in the design of an appropriate vibrotactile feedback system for eye tracking applications. We will show that a perceivable vibrotactile stimulus has no significant effect on the accuracy and precision of a head worn eye tracking device. It is anticipated that the results of this paper will lead to new insights in the design of vibrotactile feedback for eye tracking applications and eye tracking controls.
Robust scheduling problem is a major decision problem that is addressed in the literature, especially for remanufacturing systems; this problem is complex because of the high uncertainty and complex constraints involved. Generally, the existing approaches are dedicated to specific processes and do not enable the quick and efficient generation and evaluation of schedules. With the emergence of the Industry 4.0 paradigm, data availability is now considered an opportunity to facilitate the decision-making process. In this study, a data-driven decisionmaking process is proposed to treat the robust scheduling problem of remanufacturing systems in uncertain environments. In particular, this process generates simulation models based on a data-driven modeling approach. A robustness evaluation approach is proposed to answer several decision questions. An application of the decision process in an industrial case of a remanufacturing system is presented herein, illustrating the impact of robustness evaluation results on real-life decisions.
In the railway technical centers, scheduling the maintenance activities is a very complex task, it consists in ordering, in the time, all the maintenance operations on the workstations, while respecting the number of resources, precedence constraints, and the workstations' availabilities. Currently, this process is not completely automatic. For improving this situation, this paper presents a mathematical model for the maintenance activities scheduling in the case of railway remanufacturing systems. The studied problem is modeled as a flexible job-shop, with the possibility for a job to be executed several times on a stage. MILP formulation is implemented with the Makespan as an objective, representing the time for remanufacturing the train. The aim is to create a generic model for optimizing the planning of the maintenance activities and improving the performance of the railway technical centers. At last, numerical results are presented, discussing the impact of the instances size on the computing time to solve the described problem.
Due to the increasing aging of the population, the number of elderly people requiring care is growing in most European countries. However, the number of caregivers working in nursing homes and on daily care services is declining in countries like Germany or Italy. This limits the time for interpersonal communication. Furthermore, as a result of the Covid-19 pandemic, social distancing during contact restrictions became more important, causing an additional reduction of personal interaction. This social isolation can strongly increase emotional stress. Robotic assistance could contribute to addressing this challenge on three levels: (1) supporting caregivers to respond individually to the needs of patients and residents in nursing homes; (2) observing patients’ health and emotional state; (3) complying with high hygiene standards and minimizing human contact if required. To further the research on emotional aspects and the acceptance of robotic assistance in care, we conducted two studies where elderly participants interacted with the social robot Misa. Facial expression and voice analysis were used to identify and measure the emotional state of the participants during the interaction. While interpersonal contact plays a major role in elderly care, the findings reveal that robotic assistance generates added value for both caregivers and patients and that they show emotions while interacting with them.
Additive manufacturing with plastics enables the production of lightweight and resilient components with a high degree of design freedom. In the low-cost sector, Material Extrusion as Fused Layer Modeling (FLM) has so far been the leading method, as it offers simple 3D printers and a variety of inexpensive 3D materials. However, printing times for 6FLM are very long and dimensional accuracy and surface finish are rather poor. Recently, new processes from the field of Vat Polymerization have appeared on the market, such as masked Stereolithography (mSLA), which offer a significant improvement in component quality and build speed at equally favorable machine costs.
This paper therefore analyzes the technical and economic capabilities of the two competing additive processes. For this purpose, the achievable dimensional and surface qualities are determined using a test specimen which represents various important geometry elements. In addition, the machine and material costs are determined and compared with each other. Finally, the resulting environmental impact is determined in the form of the CO2 footprint. In order to optimize the strength of the printed components, material properties of the tensile specimens produced additively with mSLA are determined. The use of ABS-like resins will also be investigated to determine optimal processing settings.
This work focuses on the dependencies between typical design parameters of surface acoustic wave (SAW) resonators and the nonlinear emitted signals of second and third order. The parameters metalization ratio and pitch are used as examples, but the approach can be extended to other design parameters as well. It is shown, that the interaction between the nonlinear current generation and the linear admittance is defining the measured nonlinear power signals. It is also discussed, that changes in linear properties get more pronounced in nonlinear responses. Therefore, slight effects on linear parameters will have significant influence on the observed nonlinearity.
Nonlinear acoustic waves are considered that have displacements localized at the tip of an elastic wedge. The evolution equation governing their propagation is discussed and compared with its analogues pertaining to nonlinear acoustic surface and bulk waves. Solitary wave solutions of the evolution equation have been determined numerically for the cases of two rectangular edges which may be viewed as generated by splitting a half-space, consisting of crystalline silicon, into two quarter-spaces. For these two geometries, the kernel in the nonlinear terms of the evolution equation has been calculated from the second-order and third-order elastic constants of silicon, and weak dispersion due to tip truncation has been considered. Solitary pulse shapes have been computed and collisions of solitary pulses have been simulated for various relative speeds of the two collision partners. Collision scenarios for the two wedge geometries were found to differ considerably. Special attention is paid to the peculiar interaction of two initially identical solitary pulses.
Projektmanagement entwickelt sich kontinuierlich, auch in qualitativen Sprüngen und Zyklen. Planungsiterationen aus der Agilität und die coronabedingte Digitalisierung der Kommunikation sind nicht die einzigen aktuellen Entwicklungen. Nicht einmal die Wichtigsten. Es wird ein Überblick vermittelt, der nicht nur verstehen, sondern gestalten hilft.
Today, Additive Manufacturing (AM) is an important part of teaching for the education of future engineers. Therefore, a variety of approaches have been developed in recent years on how to bring the design for additive manufacturing (DfAM) into university teaching. In a detailed literature review, the advantages and disadvantages of the previous approaches are considered and analysed. Based on this, an extended approach is presented in which students analyse and optimize a given product with respect to additive manufacturing. In doing so, the students have to solve challenging tasks in optimization in product development with the help of methodical approaches and practically implement their developed solutions with state-of-the-art additive processes. To work on this task, the students have two different 3D printers at their disposal, which work with different processes and materials. Thus, the students learn to adapt the design to different manufacturing processes and to consider the restrictions of different materials. The assessment of the results from this course is done through feedback and a written survey.
For some years now, additive manufacturing (AM) has offered an alternative to conventional manufacturing processes. The strengths of AM are primarily the rapid implementation of ideas into a usable product and the ability to produce geometrically complex shapes. It has also significantly advanced the lightweight design of products made of plastic. So far, the strength of printed components made of polymers is previously very limited.
Recently, new AM processes have become available that allow the embedding of short and also long fibers in polymer matrix. Thus, the manufacturing of components that provide a significant increase in strength becomes possible. In this way, both complex geometries and sophisticated applications can be implemented. This paper therefore investigates how this new technology can be implemented in product development, focusing on sports equipment. An extensive literature research shows that lightweight design plays a decisive role in sports equipment. In addition, the advantages of AM in terms of individualized products and low quantities can be fully exploited.
An example of this approach is the steering system for a seat sled used by paraplegic athletes in the Olympic discipline of Nordic paraskiing. A particular challenge here is the placement and alignment of the long carbon fibers within the polymer matrix and the verification of the strength by means of Finite-Element-Analysis (FEA). In addition, findings from bionics are used to optimize the lightweight design of the steering system. Using this example, it can be shown that the weight of the steering system can be drastically reduced compared to conventional manufacturing. At the same time, a number of parts can be saved through function integration and thus the manufacturing and assembly effort can be reduced significantly.
Additive manufacturing offers completely new production technologies thanks to the layered structure and the simultaneous processing of several materials. In order to exploit the potential of this new technology, it is already necessary in product development to consider the components no longer as monolithic blocks, but as a structure of many layers and individual elements (voxels). Therefore, this paper will examine the current state of voxel-based CAD systems and the subsequent 3D multi-material printing of the designed components. Different voxel-based CAD systems are used and analyzed for component design and a sample component is additively manufactured. The results show that simple components can be designed using voxel-based CAD systems. With the application of 3D multi-material printing, different materials and thus functions can be assigned to the designed voxel-based CAD-model.
Fallstudien sollen theoretische Lerninhalte zu Konzepten von Business Intelligence und Data Warehousing veranschaulichen und in einen praxisnahen Kontext bringen. Außerdem sollen Studierende umsetzungsorientierte Kompetenzen mit praxisrelevanten Systemen erwerben. Um diese Kompetenzen abzuprüfen und um die Auseinandersetzung mit Software und Konzepten zu vertiefen, haben sich Projekte als Ergänzung zu Fallstudien und Klausuren vielfach bewährt. Der Vortrag stellt dar, welche Möglichkeiten Dozierende im Rahmen der vom UCC zur Verfügung gestellten Plattform SAP Data Warehouse Cloud (SAP DWC) haben, um studentische Projekte zu Data Warehousing und Analytics durchzuführen. Der Autor berichtet über seine Erfahrung aus der Betreuung von über 30 Projekten mit SAP DWC aus verschiedenen Studiengängen seit 2020. Neben einer Übersicht über die von Studierenden gewählten Themen werden ausgewählte Projektergebnisse vorgestellt. Außerdem wird auf den Modus der Durchführung sowie existierende systemseitige Limitationen eingegangen. Für Dozierende, die mit ihren Studierenden eigene Projekte erfolgreich durchführen möchten, werden konkrete Hinweise und Maßnahmen dargestellt.
Duplikaterkennung, -suche und -konsolidierung für Kunden- und Geschäftspartnerdaten, sog. „Identity Resolution“, ist die Voraussetzung für erfolgreiches Customer Relationship Management und Customer Experience Management, aber auch für das Risikomanagement zur Minimierung von Betrugsrisiken und Einhaltung regulatorischer Vorschriften und viele weitere Anwendungsfälle. Diese Systeme sind jedoch hochkomplex und müssen individuell an die kundenspezifischen Anforderungen angepasst werden. Der Einsatz lernbasierter Verfahren bietet großes Potenzial zur automatisierten Anpassung. In diesem Beitrag präsentieren wir für ein KMU praxisfähige, lernbasierte Verfahren zur automatischen Konfiguration von Business-Regeln in Duplikaterkennungssystemen. Dabei wurden für Fachanwender Möglichkeiten entwickelt, um beispielgetrieben das Match-System an individuelle Business-Regeln (u.a. Umzugserkennung, Sperrlistenabgleich) anzupassen und zu konfigurieren. Die entwickelten Verfahren wurden evaluiert und in einer prototypischen Lösung integriert. Wir konnten zeigen, dass unser Machine-Learning-Verfahren, die von einem Domainexperten erstellten Business-Regeln für das Duplikaterkennungssystem „identity“ verbessern konnte. Zudem konnte der hierzu erforderliche Zeitaufwand verkürzt werden.
The use of architectural models is a long-proven method for the visualization of designs. More recently, powerful 3D printers have enabled the rapid and cost-effective additive manufacturing (AM) of textured architectural models. The use of AM technology to sample terraced houses in a specific use case (sampling center with more than 1200 customers per year) is examined within this contribution. The aim is to offer customers with limited spatial imagination assistance in the form of detailed architectural models of the whole house, which are divided into different modules. For this purpose, the structure of the terraced house is first analysed and examined for flexible design elements. The implementation of different variants of each floor should serve as a basis for the customer's decision on design and equipment. Thus, the architectural models are additively manufactured using Polyjet modeling. The necessary CAAD-data and interfaces, the technical possibilities and limits of this approach as well as the resulting costs are analyzed. The results of the AM process are evaluated to determine their applicability for the sampling of terraced houses. In addition, the evaluation will show that the additively manufactured architectural models will allow a more precise visualization of the building and thus a faster understanding of the design choices.
In an experience economy market competition in software branches is becoming more and more intense. Technical innovations, global retail practices and the multidimensional conception of experiences provide both opportunities and challenges for companies worldwide. Retailers strive for an optimized conversion rate, but poor UX still abound. Particularly Germany-based companies are less evolved in an international comparison of industrialized economies. The value of integrating users in the development process is recognized, but methodologies must carefully be incorporated into existing agile workflows. The goal of this study is to bridge the gaps between internal agency and external client and user interests. The contribution is four-fold: an overview of the current status of customer centricity in the E-Commerce branch of trade is provided (I). Based on this corpus, a methodical framework, aiming to incorporate the experience logic in UX practices within an agile project team, is presented (II). The framework is applied by a single case study - the shop relaunch of a motorbike accessory store (III). Finally, all interest groups (UX, development and project management) are incorporated in the qualitative content analysis (IV).