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Open Access
- Open Access (560) (remove)
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.
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.
Selbsttests in Lernmanagementsystemen (LMS) ermöglichen es Studierenden, den eigenen Lernfortschritt einzuschätzen. Im Gegensatz zur Einreichung und Korrektur vollständig ausformulierter Aufgabenlösungen nutzen LMS überwiegend die Eingabe der Lösung im Antwort-Auswahl-Verfahren (Single-Choice). Nach didaktischen Ansatz „Physik durch Informatik“ geben die Lernenden stattdessen ihre Aufgabenlösungen in einer Programmiersprache ins LMS ein, was eine automatisierte Rückmeldung erleichtert und das Erreichen einer höheren Kompetenzstufe fördert. Es wurden zehn LMS-Selbsttests erstellt, bei denen die Lösungen zu einer Lehrbuch-Aufgabenstellung jeweils durch Eingabe in einer Programmiersprache und von einer Kontrollgruppe im Antwort-Auswahl-Verfahren abgefragt wurden. Ergebnisse aus dem ersten Einsatz dieser Selbsttests für die Lehrveranstaltung Physik im Studiengang Biotechnologie werden vorgestellt.
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.
Enhancing engineering creativity with automated formulation of elementary solution principles
(2023)
The paper describes a method for the automated formulation of elementary creative stimuli for product or process design at different levels of abstraction and in different engineering domains. The experimental study evaluates the impact of structured automated idea generation on inventive thinking in engineering design and compares it with previous experimental studies in educational and industrial settings. The outlook highlights the benefits of using automated ideation in the context of AI-assisted invention and innovation.
Neural networks have a number of shortcomings. Amongst the severest ones is the sensitivity to distribution shifts which allows models to be easily fooled into wrong predictions by small perturbations to inputs that are often imperceivable to humans and do not have to carry semantic meaning. Adversarial training poses a partial solution to address this issue by training models on worst-case perturbations. Yet, recent work has also pointed out that the reasoning in neural networks is different from humans. Humans identify objects by shape, while neural nets mainly employ texture cues. Exemplarily, a model trained on photographs will likely fail to generalize to datasets containing sketches. Interestingly, it was also shown that adversarial training seems to favorably increase the shift toward shape bias. In this work, we revisit this observation and provide an extensive analysis of this effect on various architectures, the common L_2-and L_-training, and Transformer-based models. Further, we provide a possible explanation for this phenomenon from a frequency perspective.
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.
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.
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.
In 2015, Google engineer Alexander Mordvintsev presented DeepDream as technique to visualise the feature analysis capabilities of deep neural networks that have been trained on image classification tasks. For a brief moment, this technique enjoyed some popularity among scientists, artists, and the general public because of its capability to create seemingly hallucinatory synthetic images. But soon after, research moved on to generative models capable of producing more diverse and more realistic synthetic images. At the same time, the means of interaction with these models have shifted away from a direct manipulation of algorithmic properties towards a predominance of high level controls that obscure the model's internal working. In this paper, we present research that returns to DeepDream to assess its suit-ability as method for sound synthesis. We consider this research to be necessary for two reasons: it tackles a perceived lack of research on musical applications of DeepDream, and it addresses DeepDream's potential to combine data driven and algorithmic approaches. Our research includes a study of how the model architecture, choice of audio data-sets, and method of audio processing influence the acoustic characteristics of the synthesised sounds. We also look into the potential application of DeepDream in a live-performance setting. For this reason, the study limits itself to models consisting of small neural networks that process time-domain representations of audio. These models are resource-friendly enough to operate in real time. We hope that the results obtained so far highlight the attractiveness of Deep-Dream for musical approaches that combine algorithmic investigation with curiosity driven and open ended exploration.
Digital, virtual environments and the metaverse are rapidly taking shape and will generate disruptive changes in the areas of ethics, privacy, safety, and how the relationships between human beings will be developed. To uncover some of some of the implications that will impact those areas, this study investigates the perceptions of 101 younger people from the generations Y and Z. We present a first exploratory analysis of the findings, focusing on knowledge and self-perception. Results show that these young generations are seriously doubting their knowledge on the metaverse and virtual worlds – regarding both the definition and the usage. It is interesting to see only a medium confidence level, considering that the participants are young and from an academic environment, which should increase their interest in and the affinity towards virtual worlds. Males from both generations perceive themselves as significantly more knowledgeable than females. Regarding a fitting definition, almost 40% agreed on the metaverse as a “universal and immersive virtual world that is made accessible using virtual reality and augmented reality technologies”. Regarding the topic in general, several participants (almost 40%) considered themselves sceptics or “just” users (38%). Interestingly, generation Y participants were more likely than the younger generation Z participants to identify themselves as early adopters or innovators. In result, the considerable amount of “mixed feelings” regarding digital, virtual environments and the metaverse shows that in-depth studies on the perception of the metaverse as well as its ethical and integrity implications are required to create more accessible, inclusive, safe, and inclusive digital, virtual environments.
Convolutional neural networks (CNN) define the state-of-the-art solution on many perceptual tasks. However, current CNN approaches largely remain vulnerable against adversarial perturbations of the input that have been crafted specifically to fool the system while being quasi-imperceptible to the human eye. In recent years, various approaches have been proposed to defend CNNs against such attacks, for example by model hardening or by adding explicit defence mechanisms. Thereby, a small “detector” is included in the network and trained on the binary classification task of distinguishing genuine data from data containing adversarial perturbations. In this work, we propose a simple and light-weight detector, which leverages recent findings on the relation between networks’ local intrinsic dimensionality (LID) and adversarial attacks. Based on a re-interpretation of the LID measure and several simple adaptations, we surpass the state-of-the-art on adversarial detection by a significant m argin and reach almost perfect results in terms of F1-score for several networks and datasets. Sources available at: https://github.com/adverML/multiLID
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.
In this paper, we describe a first publicly available fine-grained product recognition dataset based on leaflet images. Using advertisement leaflets, collected over several years from different European retailers, we provide a total of 41.6k manually annotated product images in 832 classes. Further, we investigate three different approaches for this fine-grained product classification task, Classification by Image, by Text, as well as by Image and Text. The approach "Classification by Text" uses the text extracted directly from the leaflet product images. We show, that the combination of image and text as input improves the classification of visual difficult to distinguish products. The final model leads to an accuracy of 96.4% with a Top-3 score of 99.2%. We release our code at https://github.com/ladwigd/Leaflet-Product-Classification.
It is common practice to apply padding prior to convolution operations to preserve the resolution of feature-maps in Convolutional Neural Networks (CNN). While many alternatives exist, this is often achieved by adding a border of zeros around the inputs. In this work, we show that adversarial attacks often result in perturbation anomalies at the image boundaries, which are the areas where padding is used. Consequently, we aim to provide an analysis of the interplay between padding and adversarial attacks and seek an answer to the question of how different padding modes (or their absence) affect adversarial robustness in various scenarios.
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.
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.
Variable refrigerant flow (VRF) and variable air volume (VAV) systems are considered among the best heating, ventilation, and air conditioning systems (HVAC) thanks to their ability to provide cooling and heating in different thermal zones of the same building. As well as their ability to recover the heat rejected from spaces requiring cooling and reuse it to heat another space. Nevertheless, at the same time, these systems are considered one of the most energy-consuming systems in the building. So, it is crucial to well size the system according to the building’s cooling and heating needs and the indoor temperature fluctuations. This study aims to compare these two energy systems by conducting an energy model simulation of a real building under a semi-arid climate for cooling and heating periods. The developed building energy model (BEM) was validated and calibrated using measured and simulated indoor air temperature and energy consumption data. The study aims to evaluate the effect of these HVAC systems on energy consumption and the indoor thermal comfort of the building. The numerical model was based on the Energy Plus simulation engine. The approach used in this paper has allowed us to reach significant quantitative energy saving along with a high level of indoor thermal comfort by using the VRF system compared to the VAV system. The findings prove that the VRF system provides 46.18% of the annual total heating energy savings and 6.14% of the annual cooling and ventilation energy savings compared to the VAV system.
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.
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.
Redesigning a curriculum for teaching media technology is a major challenge. Up-to-date teaching and learning concepts are necessary that meet the constant technological progress and prepare students specifically for their professional life. Teaching and studying should be characterized by a student-oriented teaching and learning culture. In order to achieve this goal, consistent evaluation is essential. The aim of the evaluation concept presented here is to generate structured information regarding the quality of content-related, didactic and organizational aspects of teaching. The exchange of opinions between students and lecturers should be encouraged in order to continuously improve the teaching and learning processes.
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.
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.
The use of artificial intelligence continues to impact a broad variety of domains, application areas, and people. However, interpretability, understandability, responsibility, accountability, and fairness of the algorithms' results - all crucial for increasing humans' trust into the systems - are still largely missing. The purpose of this seminar is to understand how these components factor into the holistic view of trust. Further, this seminar seeks to identify design guidelines and best practices for how to build interactive visualization systems to calibrate trust.
Landing heel first has been associated with elevated external knee abduction moments (KAM), thereby potentially increasing the risk of sustaining a non-contact ACL injury. Apart from the foot strike angle, knee valgus angle (VAL) and vertical center of mass velocity at initial ground contact (IC) have been associated with increased KAM in females across different sidestep cuts. While real-time biofeedback training has been proven effective for gait retraining [4], the highly dynamic, non-cyclical nature of cutting maneuvers makes real-time feedback unsuitable and alternative approaches necessary. This study aimed at assessing the efficacy of immediate software-aided feedback on cutting technique in reducing KAM during handball-specific cutting maneuvers.
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.
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.
The variable refrigerant flow system is one of the best heating, ventilation, and air conditioning systems (HVAC) thanks to its ability to provide thermal comfort inside buildings. But, at the same time, these systems are considered one of the most energy-consuming systems in the building sector. Thus, it is crucial to well size the system according to the building’s cooling and heating needs and the indoor temperature fluctuations. Although many researchers have studied the optimization of the building energy performance considering heating or cooling needs, using air handling units, radiant floor heating, and direct expansion valves, few studies have considered the use of multi-objective optimization using only the thermostat setpoints of VRF systems for both cooling and heating needs. Thus, the main aim of this study is to conduct a sensitivity analysis and a multi-objective optimization strategy for a residential building containing a variable refrigerant flow system, to evaluate the effect of the building performance on energy consumption and improve the building energy efficiency. The numerical model was based on the EnergyPlus, jEPlus, and jEPlus+EA simulation engines. The approach used in this paper has allowed us to reach significant quantitative energy saving by varying the cooling and heating setpoints and scheduling scenarios. It should be stressed that this approach could be applied to several HVAC systems to reduce energy-building consumption.
Die Positionierung mobiler Systeme mit hoher Genauigkeit ist eine Voraussetzung für intelligentes autonomes Verhalten, sowohl in der Feldrobotik als auch in industriellen Umgebungen. Dieser Beitrag beschreibt den Aufbau einer Roboterplattform und ihre Verwendung für den Test und die Bewertung von Kalman-Filter-Konfigurationen. Der Aufbau wurde mit einem mobilen Roboter Husky A200 und einem LiDAR-Sensor (Light Detection and Ranging) realisiert. Zur Verifizierung des vorgeschlagenen Aufbaus wurden fünf verschiedene Szenarien ausgearbeitet. Mit denen wurden die Filter auf ihre Leistungsfähigkeit hinsichtlich der Genauigkeit der Positionsbestimmung getestet.
Evaluierung von Kalman Filter Konfigurationen zur Roboterlokaliserung mittels Sensordatenfusion
(2023)
In dieser Arbeit werden drei verschiedene Konfigurationen der von Tom Moore, für das Robot Operating System, entwickelte Kalman-Filter vorgestellt. Diese bilden die Grundlage für eine Lokalisierung mittels Sensorfusion in dem verwendeten ROS-Framework. Ziel dieser Arbeit ist der Aufbau und die Verifikation einer Lokalisierung für ein mobiles Robotersystem Husky A200 der Firma Clearpath Robotics. Hierzu wurden die Möglichkeiten des bestehenden Systems untersucht und mehrere Versionen von Lokalisierungsfiltern konfiguriert. Am an Ende, wird eine Verifikation der Ergebnisse in verschiedenen Szenarien gegeneinandergestellt. Hierzu werden die Ergebnisse einer Variante des Extended Kalman-Filters in 2D (EKF2D), eine Variante des Unscented Kalman-Filter in 2D (UKF2D) und eine Variante des Extended Kalman-Filters in 3D (EKF3D) verifiziert und verglichen. Die Untersuchungen ergaben das der EKF2D die besten und robustesten Ergebnisse für eine Lokalisierung erbringt, trotz, im Vergleich zu der UKF2D Variante, 17,3 % höhere Endpositionsabweichung aufweist. Die in diesem Projekt gewählte EKF3D Konfigurationsvariante eignet sich, wegen seinen starken Ungenauigkeiten in der Höhenbestimmung nicht für eine aussagekräftige Positionsbestimmung.
A smart energy concept was designed and implemented for a cluster of 5 existing multi-family houses, which combines heat pumps, photovoltaic (PV) modules and combined heat and power units (CHP) to achieve energy- and cost-efficient operation. Measurement results of the first year of operation show that the local power generation by PV modules and CHP unit has a positive effect on the electrical self-sufficiency by reducing electricity import from the grid. In winter, when the CHP unit operates continuously for long periods, the entire electricity for the heat pump and 91 % of the total electricity demand of the neighborhood are supplied locally. In summer, only 53 % is generated within the neighborhood. The use of a specifically developed energy management system EMS is intended to further increase this share. CO2 emissions for heating and electricity of the neighborhood are evaluated and amount to 18.4 kg/(m2a). Compared to the previous energy system consisting of gas boilers (29.1 kg/(m2a)), savings of 37 % are achieved with electricity consumption from the grid being reduced by 65 %. In the second construction stage, an additional heat pump, CHP unit and PV modules will be added. The measurement results indicate that the final district energy system is likely to achieve the ambitious CO2 reduction goal of -50% and further increase the self-sufficiency of the district.
The increasing diffusion of rapidly developing AI technologies led to the idea of the experiment to combine TRIZ-based automated idea generation with the natural language processing tool ChatGPT, using the chatbot to interpret the automatically generated elementary solution principles. The article explores the opportunities and benefits of a novel AI-enhanced approach to teaching systematic innovation, analyses the learning experience, identifies the factors that affect students' innovation and problem-solving performance, and highlights the main difficulties students face, especially in interdisciplinary problems.
Inner Congo
(2023)
This research-creation project, part of the DE\GLOBALIZE artistic research cycle presented at the #IFM2022 Conference, investigates the complexities of Congo violence, care, and colonialism. Drawing on Michel Serres' metaphor of the great estuaries, the study explores the topology of interactive documentaries, blending theory, emotion, and personal experiences. Accessible through the interactive web documentation at http://deglobalize.com, the platform offers a media-archaeological archive for speculative ethnography, enabling the forensic processing of single documents in line with actor-network theory.
The isolation measures adopted during the COVID-19 pandemic brought light to discussions related to the importance of meaningful social relationships as a basic need to human well-being. But even before the pandemic outbreak in the years 2020 and 2021, organizations and scholars were already drawing attention to the growing numbers related to lonely people in the world (World Economic Forum, 2019). Loneliness is an emotional distress caused by the lack of meaningful social connections, which affects people worldwide across all age groups, mainly young adults (Rook, 1984). The use of digital technologies has gained prominence as a means of alleviating the distress. As an example, studies have shown the benefits of using digital games both to stimulate social interactions (Steinfield, Ellison & Lampe, 2008) and to enhance the effects of digital interventions for mental health treatments, through gamification (Fleming et al., 2017). It is with these aspects in mind that the gamified app Noneliness was designed with the intention of reducing loneliness rates among young students at a German university. In addition to sharing the related works that supported the application development, this chapter also presents the aspects considered for the resource's design, its main functionalities, and the preliminary results related to the reduction of loneliness in the target audience.
We aim to debate and eventually be able to carefully judge how realistic the following statement of a young computer scientist is: “I would like to become an ethical correctly acting offensive cybersecurity expert”. The objective of this article is not to judge what is good and what is wrong behavior nor to present an overall solution to ethical dilemmas. Instead, the goal is to become aware of the various personal moral dilemmas a security expert may face during his work life. For this, a total of 14 cybersecurity students from HS Offenburg were asked to evaluate several case studies according to different ethical frameworks. The results and particularities are discussed, considering different ethical frameworks. We emphasize, that different ethical frameworks can lead to different preferred actions and that the moral understanding of the frameworks may differ even from student to student.
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.