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Institute
- Fakultät Elektrotechnik, Medizintechnik und Informatik (EMI) (ab 04/2019) (45)
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- IBMS - Institute for Advanced Biomechanics and Motion Studies (ab 16.11.2022) (12)
- INES - Institut für nachhaltige Energiesysteme (10)
- Fakultät Medien (M) (ab 22.04.2021) (7)
- IUAS - Institute for Unmanned Aerial Systems (3)
- POIM - Peter Osypka Institute of Medical Engineering (2)
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.
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.
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.