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We present the design of a system combining augmented reality (AR) and gamification to support elderly persons’ rehabilitation activities. The system is attached to the waist; it collects detailed movement data and at the same time augments the user’s path by projections. The projected AR-elements can provide location-based information or incite movement games. The collected data can be observed by therapists. Based on this data, the challenge level can be more frequently adapted, keeping up the patient’s motivation. The exercises can involve cognitive elements (for mild cognitive impairments), physiological elements (rehabilitation), or both. The overall vision is an individualized and gamified therapy. Thus, the system also offers application scenarios beyond rehabilitation in sports. In accordance with the methodology of design thinking, we present a first specification and a design vision based on inputs from business experts, gerontologists, physiologists, psychologists, game designers, cognitive scientists and computer scientists.
Besides of conventional CAD systems, new, cloudbased CAD systems have also been available for some years. These CAD systems designed according to the principle of software as a service (SaaS) differ in some important features from the conventional CAD systems. Thus, these CAD systems are operated via a browser and it is not necessary to install the software on a computer. The CAD-data is stored in the cloud and not on a local computer or central server. This new approach should also facilitate the sharing and management of data. Finally, many of these new CAD systems are available as freeware for education purposes, so the universities can save license costs. The chances and risks of cloud-based systems will first be analyzed in this paper. Then two leading cloud-based CAD systems will be researched. During the process, the technical performance range these new systems offer for the product development will be initially checked and reviewed. For this purpose, various criteria are worked out and the CAD software is evaluated using these criteria. In addition, the criteria are weighted by their importance for design education. This allows one to conclude which capabilities the different CAD system offers for use in education.
Human-robot collaboration plays a strong role in industrial production processes. The ISO/TS 15066 defines four different methods of collaboration between humans and robots. So far, there was no robotic system available that incorporates all four collaboration methods at once. Especially for the speed and separation monitoring, there was no sensor system available that can easily be attached directly to an off-the-shelf industrial robot arm and that is capable of detecting obstacles in distances from a few millimeters up to five meters. This paper presented first results of using a 3D time-of-flight camera directly on an industrial robot arm for obstacle detection in human-robot collaboration. We attached a Visionary-T camera from SICK to the flange of a KUKA LBR iiwa 7 R800. With Matlab, we evaluated the pictures and found that it works very well for detecting obstacles in a distance range starting from 0.5 m and up to 5 m.
In this paper we report on the commercial background as well as resulting high-level architecture and design of a cloud-based system for cryptographic software protection and licensing. This is based on the experiences and insights gained in the context of a real-world commercial R&D project at Wibu-Systems AG, a company that specialises in software encryption and licensing solutions.
The CAN bus still is an important fieldbus in various domains, e.g. for in-car communication or automation applications. To counter security threats and concerns in such scenarios we design, implement, and evaluate the use of an end-to-end security concept based on the Transport Layer Security protocol. It is used to establish authenticated, integrity-checked, and confidential communication channels between field devices connected via CAN. Our performance measurements show that it is possible to use TLS at least for non time-critical applications, as well as for generic embedded networks.
This paper describes the Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2018 adult size humanoid competition. Sweaty came 2nd in RoboCup 2017 adult size league. The main characteristics of Sweaty are described in the Team Description Paper 2017. The improvements that have been made or are planned to be implemented for RoboCup 2018 are described in this paper.
Accelerated transformation of the society and industry through digi-talization, artificial intelligence and other emerging technologies has intensified the need for university graduates that are capable of rapidly finding breakthrough solutions to complex problems, and can successfully implement innovation con-cepts. However, there are only few universities making significant efforts to com-prehensively incorporate creative and systematic tools of TRIZ (theory of in-ventive problem solving) and KBI (knowledge-based innovation) into their de-gree structure. Engineering curricula offer little room for enhancing creativity and inventiveness by means of discipline‐specific subjects. Moreover, many ed-ucators mistakenly believe that students are either inherently creative, or will in-evitably obtain adequate problem-solving skills as a result of their university study. This paper discusses challenges of intelligent integration of TRIZ and KBI into university curricula. It advocates the need for development of standard guidelines and best-practice recommendations in order to facilitate sustainable education of ambitious, talented, and inventive specialists. Reflections of educa-tors that teach TRIZ and KBI to students from mechanical, electrical, process engineering, and business administration are presented.