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Open Access
- Bronze (214) (remove)
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.
This paper describes the authors' first experiments in creating an artificial dancer whose movements are generated through a combination of algorithmic and interactive techniques with machine learning. This approach is inspired by the time honoured practice of puppeteering. In puppeteering, an articulated but inanimate object seemingly comes to live through the combined effects of a human controlling select limbs of a puppet while the rest of the puppet's body moves according to gravity and mechanics. In the approach described here, the puppet is a machine-learning-based artificial character that has been trained on motion capture recordings of a human dancer. A single limb of this character is controlled either manually or algorithmically while the machine-learning system takes over the role of physics in controlling the remainder of the character's body. But rather than imitating physics, the machine-learning system generates body movements that are reminiscent of the particular style and technique of the dancer who was originally recorded for acquiring training data. More specifically, the machine-learning system operates by searching for body movements that are not only similar to the training material but that it also considers compatible with the externally controlled limb. As a result, the character playing the role of a puppet is no longer passively responding to the puppeteer but makes movement decisions on its own. This form of puppeteering establishes a form of dialogue between puppeteer and puppet in which both improvise together, and in which the puppet exhibits some of the creative idiosyncrasies of the original human dancer.
Strings P
(2021)
Strings is an audiovisual performance for an acoustic violin and two generative instruments, one for creating synthetic sounds and one for creating synthetic imagery. The three instruments are related to each other conceptually , technically, and aesthetically by sharing the same physical principle, that of a vibrating string. This submission continues the work the authors have previously published at xCoAx 2020. The current submission briefly summarizes the previous publication and then describes the changes that have been made to Strings. The P in the title emphasizes, that most of these changes have been informed by experiences collected during rehearsals (in German Proben). These changes have helped Strings to progress from a predominantly technical framework to a work that is ready for performance.
Strings
(2020)
This article presents the currently ongoing development of an audiovisual performance work with the title Strings. This work provides an improvisation setting for a violinist, two laptop performers, and two generative systems. At the core of Strings lies an approach that establishes a strong correlation among all participants by means of a shared physical principle. The physical principle is that of a vibrating string. The article discusses how this principle is used in both natural and simulated forms as main interaction layer between all performers and as natural or generative principle for creating audio and video.
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.
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 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.
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.
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.
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.
Als Fortsetzung des FHOP-Projektes wurde an der Fachhochschule Offenburg auf Basis des bestehenden Mikroprozessorkerns im Rahmen einer Diplomarbeit ein Mikrocontroller in ES2-0.7 μm-Technologie entworfen. Der Controller wurde modular aufgebaut mit den Komponenten: FHOP-Mikroprozessor, Buscontroller, Waitstate-Chipselect-Einheit, 16x16 Bit Multiplizierer, 2KB ROM, 256 Byte RAM, Watchdog, PIO mit 16 konfigurierbaren Ports, SIO, 2 Timer und ein Interruptcontroller für 8 Interrputquellen.
Der Chip benötigt bei einer Komplexität von ca. 65400 Transistoren eine Siliziumfläche von etwa 27 mm². Er wurde im September 1996 zur Fertigung gegeben und mittlerweile erfolgreich getestet. Das interne ROM des Mikrocontrollers enthält das BIOS sowie ein Testprogramm. Zur Erstellung der Software steht eine komplette Entwicklungsumgebung zur Verfügung. Sämtliche Komponenten stehen im FHOP-Design-Kit in Kürze zur Verfügung.
Nach dem Nachweis der Funktionalität des an der Fachhochschule Offenburg entwickelten Mikroprozessorkernels FHOP (First Homemade Operational Processor), wird eine Anwendung des Kernels in einem Applikationschip beschrieben.
Der Thermologger-ASIC soll mit Hilfe eines Temperatursensors die Umgebungstemperatur bei technischen Prozessen in regelmäßigen Zeitabständen erfassen und abspeichern. Die Meßwerte werden bei Bedarf ber eine serielle Schnittstelle des Thermologger-ASICs an einen PC übertragen und ausgewertet. Zur Verringerung der Leistungsaufnahme wird zwischen zwei Temperaturmessungen in einen Power-Down-Mode geschaltet.
Der ASIC soll später in einer Chipkarte integriert werden.
Im Frühjahr 1995 entstand die Idee, einen Lottozahlengenerator als Demonstrations- und Studienobjekt, für die Anwendung komplexer digitaler Entwurfsmethoden, zu entwerfen. Mit Hilfe der Schaltung ist es möglich, 6 verschiedene Zahlen zufällig aus 49 Zahlen zu ermitteln. Bei der Ziehung der einzelnen Zahlen werden verschiedene Töne und Melodien erzeugt. Die Schaltung ist so konzipiert, daß eine einfache Bedienung möglich ist. Der Chip wurde als Standardzellen-Entwurf mit einer Fläche von ca. 7 um² geroutet.
An der Fachhochschule Offenburg wurde im Sept. 93 das Projekt eines implantierbaren 16 Bit Mikroprozessor-Kernels FHOP ins Leben gerufen. Ausgehend von dem in einem Testchip erfolgreich erprobten umstrukturierten Entwurf wurde durch gezielten Einsatz von strukturiertem Routen unter Nutzung der Fähigkeiten zum hierarchischen Arbeiten in der MENTOR-IC-Station eine erheblich verkleinerte und flächenmäßig optimierte Struktur abgeleitet, die sich mit 4 Quadratmilimetern Fläche durchaus mit kommerziellen Mikroprozessor-Kerneln vergleichen läßt.
FHOP-Mikroprozessor-Kernel
(1995)
Für die Implementation in ASIC's wurde ein kompakter Mikroprozessor-Kernel als Standardzellen-Makro entworfen. Durch konsequenten Einsatz von Hochsprachen und CAE-Werkzeugen (VHDL, Synthese) konnte ein vollständiges Design in nur vier Monaten durchgeführt werden. Der Prozessor wird in einem Testchip erprobt.
Erstellen von Hardmakros und Aufbau einer Zellbibliothek unter Verwendung des ES2-Library-Kits
(1993)
Es wird eine Anleitung zur Erstellung von Hardmakros mit der Mentor-Graphics-Software gegeben. Die Hardmakros werden mit Standardzellen aus der ES2-Bibliothek der Firma EUROCHIP aufgebaut. Die Hardmakros werden in eine eigenständige Bibliothek abgelegt und können in neuen Chip-Designs verwendet werden.
Mit zunehmend komplexer werdenden Schaltungen wachsen auch die Anforderungen an die Entwicklung einer entsprechenden Leiterplatte. Mit der BOARD-Station von MENTOR-Graphics können professionelle Leiterplatten entwickelt werden.
Im Rahmen dreier Entwicklungsprojekte an der Fachhochschule Offenburg wurden mehrere aufwendige Layoutentwürfe mit der BOARD-Station in verschiedenen Diplomarbeiten durchgeführt. Im Folgenden wird über die dabei gewonnenen Erfahrungen berichtet.
Digitaler Phasenreglerkreis mit numerisch gesteuertem Oszillator als LCA-Microcontroller Kombination
(1992)
Am Beispiel einer Schrittmotor-Indexerschaltung wird der effektive Einsatz von konfigurierbaren Logic Cell Arrays in Zusammenwirkung mit einem Mikrokontroller demonstriert, wobei die hohe Arbeitsgeschwindigkeit des LCAs den Bereich der Schaltung übernimmt und im Regelkreis die arithmetrische Berechnung durchführt. Die Konfiguration des LCA aus dem EPROM des Controllers führt zu einer ungewöhnlichen Flexibilität des Entwurfs und ermöglicht zahlreiche andere Anwendungen mit dieser Architektur.
Die Fachhochschule Offenburg bietet den Studenten des Fachbereichs Nachrichtentechnik seit Ende 1990 das Wahlfach "Entwicklung integrierter Anwenderschaltkreise (ASIC)" an. Ziel des Wahlfachs ist es, den Studenten Grundkenntnisse im Entwurf eines ASIC's zu vermitteln, und wie im folgenden Beitrag aufgezeigt, die Möglichkeit zu bieten, den gesamten Entwurfszyklus von der Schaltungsentwicklung bis hin zur Fertigungsmaske zu durchlaufen.
Die Fachhochschule Offenburg bietet seit dem Wintersemester 1990/91 den Studenten des Fachbereichs Nachrichtentechnik das Wahlpflichtfach ASIC-Design an. Schon kurz nach der Errichtung des ASIC-Design-Centers im Frühjahr 1990 ermöglicht sie damit künftigen Ingenieuren eine Ausbildung in einem Bereich, der in der modernen Schaltungsentwicklung nicht mehr wegzudenken ist.
Im Rahmen eines GPS-Projektes ist an der Fachhochschule Offenburg ein Konzept für einen experimentellen Navigationsempfänger entstanden. Hierfür wurde der digitale Teil entwickelt und aufgebaut. Für die Realisierung der Schaltung sollten benutzerprogrammierbare Gate Arrays von Xilinx (LCAs) verwendet werden, die sich schon bei einer anderen Arbeit an der Fachhochschule bewährt hatten.
Nachfolgend möchte ich dem Leser einen Überblick über das GPS-System und die Entwicklung der LCAs geben.
An der FH Offenburg arbeiten seit Ende 1989 in einem Team die Professoren Dr. Jansen, Dr. Schüssele, die wissenschaftlichen Mitarbeiter Bernd Reinke, Martin Jörger und die Diplomanden Hans Fiesel, Otmar Feißt an dem Entwurf eines Nachrichtenempfängers. Im Rahmen dieses Projekts, genannt GPS-Projekt (GPS = Global Positioning System), wurde im Herbst 1990 ein experimenteller Empfänger in Betrieb genommen. Nachdem die Testergebnisse gezeigt hatten,daß das Konzept der Anlage stimmte, ging es nun um die Miniaturisieriung, Integration und Optimierung der Schaltung. Außerdem sollte der bisher verwendete PC durch einen auf der Platine befindlichen Mikroprozessor ersetzt werden. Im Zusammenhang mit dem GPS-Projekt wurden bisher im Offenburger ASIC-Labor eine Analogschaltung auf einem B500, drei LCA Designs und diverse GAL's entwickelt.
Zur Zeit arbeiten mehrere Diplomanden an der zweiten Generation des Empfängers. Meine Aufgabe besteht darin, die dort noch in drei LCA's untergebrachte digitale Logik sowie einen Teil des bisherigen PC-Interface in einem IMS Gate Forrest zu integrieren. Außerdem muß die Logik von 8 Bit auf einen 16 Bit breiten Datenbus umgestellt und an die neue Peripherie des Mikroprozessors angepasst werden. Damit soll die jetzige Digital-Platine noch weiter verkleinert werden. Wesentlich ist dabei die Umsetzung der zahlreichen Zähler- und Registerstrukturen in einem Gate Forrest. Als Arbeitsmittel stehen Apollo Workstations mit Mentor Software zur Verfügung.
Die Elektronikindustrie bietet für die Realisierung digitaler Logik eine Vielzahl integrierter Bausteine an, die ein Höchstmaß an Zuverlässigkeit als auch Integrationsdichte ermöglichen.
Je nach Integrationsdichte unterscheidet man hierbei zwischen Standardlogik (TTL,CMOS,DTL...), programmierbarer Logik (PLA, GAL...), Gate Arrays und ASIC-Bausteinen. Mit steigender Integrationsdichte werden Systemeigenschaften verbessert, wie Leistungsverbrauch, Platzbedarf, und Zuverlässigkeit.
Jedoch steht ihr auch ein stark erhöhter Kosten- und Entwicklungsaufwand gegenüber, der den Einsatz hochintegrierter Bausteine in Einzelfertigung bzw. Kleinserien verhindert.
Xilinx bietet nun mit seiner LCA-Produktreihe (logic cell array) eine Alternative zu bestehender hochintegrierbarer Logik an, mit der es möglich sein soll, Vorteile der genannten Einzelproduktgruppen zu übernehmen, und deren Nachteile zu beseitigen.
Im Rahmen einer Diplomarbeit wurde ein solcher LCA-Baustein (XC3020) eingesetzt. Anhand der gegebenen konkreten Anwendung konnte hierbei untersuch twerden, wie schnell sich ein solcher Baustein in bestehende Hardware eingliedern läßt, und welche Integrationsdichte er ermöglicht.
Im Folgenden sollen nun als Schwerpunkte das Einsatzgebiet, die Entwicklung und die Simulation des LCA bei vorliegender Aufgabenstellung aufgezeigt werden.
Seit einiger Zeit wird an der Fachhochschule in Offenburg ein Entwicklungsprojekt verfolgt, an dessen Ende ein GPS Empfänger stehen soll. Dabei handelt es sich um einen Satellitenempfänger, mit dem weltweit eine genaue dreidimensionale Standortbestimmung durchgeführt werden kann. Für diesen Empfänger sollte ein Großteil der Analogschaltung, bestehend aus ZF Verstärker, Costas Loop Synchrondemodulator und Pegeldetektor, in das Transistorarray B500a von AEG intgriert werden. Das Chipdesign wurde im Labor für ASIC Design an der FH Offenburg während des Wintersemesters 1990/91 erstellt. Gefertigt wurde der Chip von der Firma AEG in Ulm, wobei die Fertigungszeit des ASIC 6 Wochen betragen hat.
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.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2013. While last year’s TDP focused on different ways how robot behavior can be defined in the magmaOffenburg framework this year we focus on how we statistically evaluate new features on distributed systems. We also show some results gained through such analysis.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2012. While last year’s TDP focused on the tool set created for 3D simulation and the support for heterogeneous robot models, this year we focus on the different ways how robot behavior can be defined in the magmaOffenburg framework and how those behaviors can be improved by learning.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2011. While last year’s TDP focused on the tool set created for 3D simulation in this year we describe the further improvement in this tools as well as some new features we implemented focusing on heterogeneous robot models which seem to be used in RoboCup 2012.
An additional tool was written to simply generate situation-dependent strategies. Furthermore some tools, described last year, are now integrated in one single GUI to easy things up.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2010. While last year’s TDP focused on decisions making using extended behavior networks and on its software architecture and implementation in this year we describe the tool set that was created for RoboCup 3D. It contians a GUI for agent- and world state visualization, for evaluation of localization algorithms and benchmarks in general, a visual editor for Extended Behavior Networks creation and debugging, a live movement tool to interact with the joints and finally a tool for editing behavior motor files.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2009. It focuses on two distinctive features of the team: decisions making using extended behavior networks and its software architecture and implementation in Java to open the simulation for the Java community.
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.
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.
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.
The title expresses goals the Kansas Geological Survey (KGS) has been working toward for some time. This report extends concepts and objectives developed while working on an earlier effort for effective interactive digital maps on the Internet. That work was reported to the 1998 DMT Workshop in Champaign, Illinois (Ross, 1998). The current project goes beyond previous efforts that focused on methods for serving the contents of a geographic information system (GIS); the points, lines, and polygons representing features of the digital geologic map and the data in the attribute tables of the GIS describing those features.
In den Unternehmen der Automobilbranche herrscht ein beträchtlicher Rationalisierungsdruck mit einem daraus folgenden hohen Automatisierungsgrad. Den erheblichen Investitionen in modernste Fertigungstechnologien und Montageanlagen steht zunehmend die Forderung eines Return of Investment mit zweistelligen Prozentsätzen gegenüber. Betriebliche Abläufe und Fertigungsprozesse werden daher sehr detailliert geplant, wobei 'minutiöse' Planungen oftmals nur die Beherrschung komplexer Prozeßabläufe vortäuschen. Ungeplante Einflußfaktoren und Störungen lassen manche Planung schnell zu Makulatur verkommen.
Geschäftsprozeßmodellierung und dynamische Simulationen von Fertigungsprozessen mittels zeitbewerteter Petri-Netze, bieten ausgezeichnete Möglichkeiten, komplexe Zusammenhänge transparenter zu machen und neue Erkenntnisse über die Einflüsse von Störungen oder Qualitätsschwankungen auf die Produkt- und Prozeßqualität zu erhalten. In einem Teilbereich der Produktion der Daimler-Benz AG in Gaggenau wurden Qualitätsstörungen und ihre Wirkungen auf den Fertigungsprozeß von Drehmomentwandlern untersucht. Die im Fertigungsverlauf auftretenden qualitätsbeeinflussenden Störungen wurden in Petri-Netz-Modellen abgebildet und in diversen Szenerien simuliert. Die Auswirkungen auf die Anlagenverfügbarkeit, Durchlaufzeiten, Lagerstrategien und die Kostensituationen wurden verdeutlicht und erste Maßnahmen mit den zugehörigen Voraussetzungen aufgezeigt.
“Today’s network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats” [9]. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which is not predictable and have to be recognized by the system in order to know device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and upcoming other formats. Language Learning Game (LLG) is such an example of a device independent application where different kinds of devices and data formats, as a content of a flashcard is used for a collaborative learning. The idea of this game is to create a short story in a foreign language by using mobile devices. The story is developed by a group of participants by exchanging sentences/data via a flashcard system. This way the participants can learn from each other by knowledge sharing without fear of making mistakes because the group members are anonymous. Moreover they do not need a constant support from a teacher.
Qualitative Wissenschaft, künstlerisches Forschen und forschendes Lernen verbinden Erkenntnis aus Praxis und Erfahrung. In der Autoethnographie der eigenen Werkstatt des Hörens wie der Kultur in Studios anderer, wird die noch neue Interdisziplin Sound (Studies) erprobt und vertieft, mit Impulsen für die Praxis und Theorie, von der noch wenig bekannten A/r/t ographie heute, hin zu einer künftig A/R/Tophonie, dem künstlerischen Forschen in der Musik, ebenso wie durch Klang Komposition, Radio Kunst und visuelle Musik.
Security in IT systems, particularly in embedded devices like Cyber Physical Systems (CPSs), has become an important matter of concern as it is the prerequisite for ensuring privacy and safety. Among a multitude of existing security measures, the Transport Layer Security (TLS) protocol family offers mature and standardized means for establishing secure communication channels over insecure transport media. In the context of classical IT infrastructure, its security with regard to protocol and implementation attacks has been subject to extensive research. As TLS protocols find their way into embedded environments, we consider the security and robustness of implementations of these protocols specifically in the light of the peculiarities of embedded systems. We present an approach for systematically checking the security and robustness of such implementations using fuzzing techniques and differential testing. In spite of its origin in testing TLS implementations we expect our approach to likewise be applicable to implementations of other cryptographic protocols with moderate efforts.
Digital libraries are providing an increasing amount of data, which is normally structured in a classical way by documents and described by metadata as keywords. The data, even in scientific systems such as digital libraries and virtual research environments, will contain a great amount of noise or information unnecessary for our personal interests. Although there has been a lot of progress in the field of information retrieval, search techniques and other content finding methods, there is still much to be done in the field of information retrieval based on user behavior. This paper presents an approach deployed in the Humboldt Digital Library (HDL) to facilitate the retrieval of relevant information to the users of the system, making recommendations of paragraphs based on their profile and the behavior of other users who share similar profiles. The Humboldt digital library represents an innovative system of open access to the legacy of Alexander von Humboldt in a digital form on the Internet (www.avhumboldt.net). It contributes to the key question, how to present interconnected data in a proper form using information technologies.
This article sets the focus on methods of information technology in the Humboldt Portal, which represents an ongoing research project to develop a virtual research environment on the Internet for the legacy of Alexander von Humboldt. Based on the experiences of developing and providing the Humboldt Digital Library (www.avhumboldt.net) for more than a decade, we defined a working plan to create an Internet portal for comprehensive access to Humboldt’s writings, no matter if documents are provided as PDF files, scan images or XML-TEI documents on external archives (Google Books, Internet Archive, Deutsches Textarchiv, Bibliotheque National de France). Going far beyond services of a digital library we will provide an information network with multimedia assets, which are containing objects like terms, paragraphs, data tables, scan images, or illustrations, together with correlated properties like thematic linkage to other objects, relevant keywords with optional synonyms and dynamic hyperlinks to related translations in different languages. So the Humboldt Portal can contribute to the key question, how to present interconnected data in an appropriate form using information technologies on the Web.
Technology and computer applications influence our daily lives and questions arise concerning the role of artificial intelligence and decision-making algorithms. There are warning voices, that computers can, in theory, emulate human intelligence-and exceed it. This paper points out that a replacement of humans by computers is unlikely, because human thinking is characterized by cognitive heuristics and emotions, which cannot simply be implemented in machines operating with algorithms, procedural data processing or artificial neural networks. However, we are going to share our responsibilities with superior computer systems, which are tracking and surveying all of our digital activities, whereas we have no idea of the decision-making processes inside the machines. It is shown that we need a new digital humanism defining rules of computer responsibilities to avoid digital totalism and comprehensive monitoring and controlling of individuals within the planet Earth.
A platform of an electronic capsule is being developed for multi-task medical assistant application. It includes a near field telemetry unit for bidirectional communication system of 115 KHz low carrier frequency for inductive data transmission suited for human body energy transfer. The system triggers an actuator for drug delivery in various time and release forms via wireless external control, it has the ability to record temperature, measure pH of the body (additional sensors), and retrieve data to the outside. It consists of a 32bit processor, memory, external peripheries, and detection facility. The complete system is designed to fit small-size mass medical application with low power consumption, size of 7x25mm. The system is designed, simulated and emulated on FPGA. A final layout of the complete chip design is still under progress.
Autonomous humanoid robots require light weight, high torque and high speed actuators to be able to walk and run. For conventional gears with a fixed gear ratio the product of torque and velocity is constant. On the other hand desired motions require maximum torque and speed. In this paper it is shown that with a variable gear ratio it is possible to vary the relation between torque and velocity. This is achieved by introducing systems of rods and levers to move the joints of our humanoid robot ”Sweaty II”. On the basis of a variable gear ratio low speed and high torque can be achieved for those joint angles, which require this motion mode, whereas high speed and low torque can be realized for those joint angles, where it is favorable for the desired motion.
Existing approaches solving multi-vehicle pickup and delivery problems with soft time windows typically use common benchmark sets to verify their performance. However, there is a gap from these benchmark sets to real world problems with respect to instance size and problem complexity. In this paper we show that a combination of existing approaches together with improved heuristics is able to deal with the instance sizes and complexity of real world problems. The cost savings potential of the heuristics is compared to human dispatching plans generated from the data of a European carrier.
The services sector is also called “tertiary sector” and has become increasingly important in the last few decades. The process of this occurring structural change is characterized by a significant increase in employment in the services sector. On the other hand, the former economic importance in traditional areas, such as agriculture and forestry, as well as manufacturing, is declining.
To have an overview it is important to look and to analyse the different research studies.
Sweaty has already participated several times in RoboCup soccer competitions (Adult Size). Now the work is focused coordinating the play of two robots. Moreover, we are working on stabilizing the gait by adding additional sensor information. An ongoing work is the optimization of the control strategy by balancing between impedance and position control. By minimizing the jerk, gait and overall gameplay should improve significantly.
Sweaty has already participated several times in RoboCup soccer competitions (Adult Size). Now the work is focused on stabilizing the gait. Moreover, we would like to overcome the constraints of a ZMP-algorithm that has a horizontal footplate as precondition for the simplification of the equations. In addition we would like to switch between impedance and position control with a fuzzy-like algorithm that might help to minimize jerks when Sweaty’s feet touch the ground.
Sweaty has already participated four times in RoboCup soccer competitions (Adult Size) and came second three times. While 2016 Sweaty needed a lot of luck to be finalist, 2017 Sweaty was a serious adversary in the preliminary rounds. In 2018 Sweaty showed up in the final with some lack of experience and room for improvements, but not without any chance. This paper describes the intended improvements of the humanoid adult size robot Sweaty in order to qualify for the RoboCup 2019 adult size competition.
This paper describes the Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2018 adult size humanoid competition. Sweaty came 2nd in RoboCup 2017 adult size league. The main characteristics of Sweaty are described in the Team Description Paper 2017. The improvements that have been made or are planned to be implemented for RoboCup 2018 are described in this paper.
This paper describes the Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2017 adult size humanoid competition. Sweaty came 2nd in RoboCup 2016 adult size league. The paper describes the main characteristics of Sweaty that made this success possible, and improvements that have been made or are planned to be implemented for RoboCup 2017.
This paper describes the new Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2016 adult size humanoid competition. Based on experiences during RoboCup 2014, the Sweaty robot has been completely redesigned to a new robot Sweaty II. A major change is the use of linear actuators for the legs. Another characteristic is its indirect actuation by means of rods. This allows a variable transmission ratio depending on the angle of a joint.
This paper describes the new Sweaty humanoid adult size robot trying to qualify for the RoboCup 2014 adult size humanoid competition. The robot is built from scratch to eventually allow it to run. One characteristic is that to prevent the motors from overheating, water evaporation is used for cooling. The robot is literally sweating which has given it its name. Another characteristic is, that the motors are not directly connected to the frame but by means of beams. This allows a variable transmission ratio depending on the angle.
In this TDP we describe a new tool created for testing the strategy layer of our soccer playing agents. It is a complete 2D simulator that simulates the games based on the decisions of 22 agents. With this tool, debugging the decision and strategy layer of our agents is much more efficient than before due to various interaction methods and complete control over the simulation.
In the future, the tool could also serve as a measure to run simulations of game series much faster than with the 3D simulator. This way, the impact of different play strategies could be evaluated much faster than before.
After having described many different aspects of our team software in previous years, in this paper we take the freedom to describe the magmaChallenge framework provided by the magmaOffenburg team. The framework is used as a benchmark tool to run different challenges like the running challenge in 2014 or the kick accuracy challenge in 2015. This description should serve as a documentation to simplify the maintenance by the community and to add new benchmarks in the future.
Time Resolved Measurements of Soot Concentrations and Mean Particle Sizes during EUDC and ECE Cycles
(2002)
A system for the on-line/in-line measurement of soot particle sizes and concentrations in the undiluted exhaust gas of diesel engines was developed and successfully tested. The unit uses the individual attenuations of three different laser wavelengths and is combined with an optical cell (white principle) with adjustable path lengths from 2.5 to 15 meters.
More than 200 years ago, the scientist Alexander von Humboldt noted in his travel diaries that "everything is interconnectedness", when he was fascinated by nature and the phenomena observed. The view of nature has become much more detailed through the knowledge of phenomena and natural processes, which led to a more precise view of nature shaped by Humboldt. Technological progress and the artificial intelligence of highly developed computer systems are upsetting this view and changing the established world view through a new, unprecedented interaction between man and machinery. Thus we need digital axioms and comprehensive rules and laws for such autonomous acting systems that determine human interaction between cybernetic systems and biological individuals. This digital humanism should encompass our relationship to nature, our handling of the complexity and diversity of nature and the technological influences on society in order to avoid technical colonialism through supercomputers.
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.
Weitsprung mit und ohne Unterschenkelprothese – gleiche Sportart, unterschiedliche Disziplinen
(2022)
The majority of anterior cruciate ligament (ACL) injuries in team sports are non-contact injuries, with cutting maneuvers identified as high-risk tasks. Young female handball players have been shown to be at greater risk for ACL injuries than males. One risk factor for ACL injuries is the magnitude of the knee abduction moment (KAM). Cutting technique variables on foot placement, overall approach and knee kinematics have been shown to influence the KAM. Since injury risk is believed to increase with increasing task complexity, the purpose of the study was to test the effect of task complexity on technique variables that influence the KAM in female handball players during fake-and-cut tasks.
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.
Objective: Dickkopf 3 (DKK3) has been identified as a urinary biomarker. Values above 4000 pg/mg creatinine (Cr) were linked with a higher risk of short-term decline of kidney function (J Am Soc Nephrol 29: 2722–2733). However, as of today, there is little experience with DKK3 as a risk marker in everyday clinical practice. We used algorithm-based data analysis to evaluate the potential dependence of DKK3 in a cohort from a large single center in Germany.
Method: DKK3 was measured in all CKD patients in our center October 1 st 2018 till Dec. 31 2019, together with calculated GFR (eGFR) and urinary albumin/creatinine ratio (UACR). Kidney transplant patients were excluded. Until the end of follow-up Dec 31 st 2021, repeated measurements were performed for all parameters. Data analysis was performed using MD-Explorer (BioArtProducts, Rostock, Germany) and Python with multiple libraries. Linear regression models were applied in patients for DKK3, eGFR and UACR. Comparison of the models was performed with a twosided Kolmogorov-Smirnov test.
Results: 1206 DKK3 measurements were performed in 1103 patients (621 male, age 70yrs, eGFR 29,41 ml/min/1.73qm, UACR 800 mg/g). 134 patients died during follow-up. DKK3 mean was 2905 pg/mg Cr (max. 20000, 75 % percentile 3800). 121 pts had DKK3 > 4000. At the end of follow-up 7 % of patients with DKK3 < 4000 (initial eGFR 17.6) versus 39.6 % of patients with DDK3 > 4000 (initial eGFR 15.7) underwent dialysis. Compared to eGFR and UACR at baseline, DKK3 > 4000 performed best to predict eGFR loss over the next 12 months.
Conclusion: In this cohort of CKD patients, DKK3 > 4000 at baseline predicted the eGFR slope better than eGFR or UACR at baseline. DKK3 > 4000 reflected a higher risk of progression towards ESRD in patients with similar baseline eGFR levels.
The purpose of this study was to describe the effects of running speed and slope on metatarsophalangeal (MTP) joint kinematics. 22 male and female runners underwent 3D motion analysis on an instrumented treadmill at three different speeds (2.5 m/s, 3.0 m/s, 3.5 m/s). At each speed, participants ran at seven slope conditions (downhill: -15%, -10%, -5%, level, and uphill: +5%, +10%, +15%). We found a significant main effect (p < 0.001) of running speed and slope on peak MTP dorsiflexion and a running speed by slope interaction effect (p < 0.001) for peak MTP dorsiflexion velocity. These findings highlight the need to consider running intensity and environmental factors like running surface inclination when considering MTP joint mechanics and technological aids to support runners.
Effect of downhill running on biomechanical risk factors associated with iliotibial band syndrome
(2022)
The purpose of this study was to identify the influence of downhill running on biomechanical risk factors for iliotibial band syndrome. We conducted a 3D motion analysis of 22 females and males running on an instrumented treadmill at four different inclinations (0%, -5%, -10%, -15%) at a speed of 3.5 m/s. We found significant differences for biomechanical risk factors associated with iliotibial band syndrome. Peak knee flexion angle at initial ground contact (p < .001), peak knee adduction angle (p = .005), and iliotibial band strain (p < .001) systematically increased with increasing slope. Downhill running increases biomechanical risk factors for iliotibial band syndrome. Our results highlight the need to consider the individual running environment in assessing overuse injury risk in runners.
This study aimed to compare a simplified calculation of the knee abduction moment with the traditional inverse dynamics calculation when athletes perform fake-cut maneuvers with different complexities. In the simplified calculation, we multiply the force vector with its lever arm to the knee, projected onto the local coordinate system of the proximal thigh, hence neglecting the inertial contributions from distal segments. We found very strong ranking consistency using Spearman’s rank correlation coefficient when using the simplified method compared to the traditional calculation. Independent of the tasks, the simplified method resulted in higher moments than the inverse dynamics. This was caused by ignoring the moment caused by segment linear acceleration generating a counteracting moment by about 7%. An alternative to the complex calculations of inverse dynamics can be used to investigate the contributions of the GRF magnitude and its lever arm to the knee.
The purpose of this study was to 1) compare knee joint kinematics and kinetics of fake-and-cut tasks of varying complexity in 51 female handball players and 2) present a case study of one athlete who ruptured her ACL three weeks post data collection. External knee joint moments and knee joint angles in all planes at the instance of the peak external knee abduction moment (KAM) as well as moment and angle time curves were analyzed. Peak KAMs and knee internal rotation moments were substantially higher than published values obtained during simple change-of-direction tasks and, along with flexion angles, differed significantly between the tasks. Introducing a ball reception and a static defender increased joint loads while they partially decreased again when anticipation was lacking. Our results suggest to use game-specific assessments of injury risk while complexity levels do not directly increase knee loading. Extreme values of several risk factors for a post-test injured athlete highlight the need and usefulness of appropriate screenings.