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Wow, You Are Terrible at This!: An Intercultural Study on Virtual Agents Giving Mixed Feedback
(2020)
While the effects of virtual agents in terms of likeability, uncanniness, etc. are well explored, it is unclear how their appearance and the feedback they give affects people's reactions. Is critical feedback from an agent embodied as a mouse or a robot taken less serious than from a human agent? In an intercultural study with 120 participants from Germany and the US, participants had to find hidden objects in a game and received feedback on their performance by virtual agents with different appearances. As some levels were designed to be unsolvable, critical feedback was unavoidable. We hypothesized that feedback would be taken more serious, the more human the agent looked. Also, we expected the subjects from the US to react more sensitively to criticism. Surprisingly, our results showed that the agents' appearance did not significantly change the participants' perception. Also, while we found highly significant differences in inspirational and motivational effects as well as in perceived task load between the two cultures, the reactions to criticism were contrary to expectations based on established cultural models. This work improves our understanding on how affective virtual agents are to be designed, both with respect to culture and to dialogue strategies.
This paper presents a new approach for the teaching of competence in additive manufacturing to engineering students in product development. Particularly new to this approach is the combination of the students' autonomous assembly and commissioning of a 3D-printer, and the independent development of guidelines for this new technology regarding the design of components. This way the students will be able to gain first practical experiences with the data preparation, the additive manufacturing process itself and also the required post-treatment of the 3D-printed parts. To allow the students a significantly deeper insight into the functioning of 3D-printing, the workshop Rapid Prototyping developed a new approach in the course of which the students first assemble a construction kit for a 3D-printer themselves and then commission the printer. This enables the students to gain a better understanding of the functionality and configuration of additive manufacturing. In a next step, the students used the 3D-printers they constructed themselves to produce components which they take from a database. Finally, the experiences of the students in the course of the workshop will be evaluated to review the effectiveness of the new approach.
Additive manufacturing (AM) or 3D printing (3DP) has become a widespread new technology in recent years and is now used in many areas of industry. At the same time, there is an increasing need for training courses that impart the knowledge required for product development in 3D printing. In this article, a workshop on “Rapid Prototyping” is presented, which is intended to provide students with the technical and creative knowledge for product development in the field of AM. Today, additive manufacturing is an important part of teaching for the training of future engineers. In a detailed literature review, the advantages and disadvantages of previous approaches to training students are examined and analyzed. On this basis, a new approach is developed in which the students analyze and optimize a given product in terms of additivie manufacturing. The students use two different 3D printers to complete this task. In this way, the students acquire the skills to work independently with different processes and materials. With this new approach, the students learn to adapt the design to different manufacturing processes and to observe the restrictions of different materials. The results of these courses are evaluated through feedback in a presentation and a questionnaire.
Home Care Applications and Ambient Assisted Living become increasingly attractive. This is caused as well by market pull, as the number of elderly people grows monotonously, as well as by technology push, as technological advances and attractive products pave the way to economically advantageous offerings. However, in real-life applications, a significant number of challenges remain. Those include seamless communication between products from different supplier, due to the lack of sufficiently standardized solutions, energy budgets, and scalability of solutions. This paper presents the experience from the InCASA project (Integrated Network for Completely Assisted Senior Citizen's Autonomy), where architectures for heterogeneous physical and logical communication flows are examined.
In cardiac resynchronization therapy (CRT) for heart failure, individualization of the AV delay is essential to improve hemodynamics and to minimize non-responder rate. In patients in sinus rhythm having additional disposition to bradycardia, optimization is necessary for both situations, atrial sensing and pacing. Therefore, echo-optimization is the goldstandard but time consuming. Unfortunately, it depends on the particular CRT systems parameter set if the resulting individually optimal AV delays can be programmed or not. Some CRT systems provide a set of AV delays for DDD operation combined with a set of the pace-sense-compensation to optimize the AV delay in DDD and VDD operation. The pace-sense-compensation (PSC) can be defined by the difference of implant-related interatrial conduction intervals in DDD and VDD operation measured in the esophageal left atrial electrogram. In a cohort of 96 CRT patients we found mean PSC of 59-35ms ranging between 0-143ms. As a consequence, allowing 10ms tolerance, AVD optimization is completely impossible in one of the two modes, VDD or DDD operation, in 34 (35%) or 5 (5%) patients with implants restricting the PSC range to 60ms or 100ms, respectively. Thus, we propose companies to provide CRT systems with programmable pace-sense- compensation between 0ms and 150ms.
A recognizable division appears between students with a comprehensive knowledge of the Web and those that are less certain about its resources. This is where, the teaching innovation Web Mentoring: Peer-to-Peer has been developed to help the students to cope better with the demands of media education. Furthermore, this presents the opportunity for master’s degree students to begin mentoring undergraduate students. Mentoring sessions have already been carried out successfully in the previous two semesters and are being presented, evaluated and discussed.
This paper describes a comparative study of two tactile systems supporting navigation for persons with little or no visual and auditory perception. The efficacy of a tactile head-mounted device (HMD) was compared to that of a wearable device, a tactile belt. A study with twenty participants showed that the participants took significantly less time to complete a course when navigating with the HMD, as compared to the belt.
Generative convolutional deep neural networks, e.g. popular GAN architectures, are relying on convolution based up-sampling methods to produce non-scalar outputs like images or video sequences. In this paper, we show that common up-sampling methods, i.e. known as up-convolution or transposed convolution, are causing the inability of such models to reproduce spectral distributions of natural training data correctly. This effect is independent of the underlying architecture and we show that it can be used to easily detect generated data like deepfakes with up to 100% accuracy on public benchmarks. To overcome this drawback of current generative models, we propose to add a novel spectral regularization term to the training optimization objective. We show that this approach not only allows to train spectral consistent GANs that are avoiding high frequency errors. Also, we show that a correct approximation of the frequency spectrum has positive effects on the training stability and output quality of generative networks.
A novel approach of a test environment for embedded networking nodes has been conceptualized and implemented. Its basis is the use of virtual nodes in a PC environment, where each node executes the original embedded code. Different nodes run in parallel, connected via so-called virtual channels. The environment allows to modifying the behavior of the virtual channels as well as the overall topology during runtime to virtualize real-life networking scenarios. The presented approach is very efficient and allows a simple description of test cases without the need of a network simulator. Furthermore, it speeds up the process of developing new features as well as it supports the identification of bugs in wireless communication stacks. In combination with powerful test execution systems, it is possible to create a continuous development and integration flow.
The paper describes the implementation of practical laboratory settings in a virtual environment. With the entry of VR glasses into the mass market, there is a chance to establish educational and training applications for displaying some teaching materials and practical works. Therefore our project focuses on the realization of virtual experiments and environments, which gives users a deep insight into selected subfields of Optics and Photonics. Our goal is not to substitute the hand on experiments rather to extend them. By means of VR glasses, the user is offered the possibility to view the experiment from several angles and to make changes through interactive control functions. During the VR application, additional context-related information is displayed. By using object recognition, the specific graphics and texts for the respective object are loaded and supplemented at the appropriate place. Thus, complex facts are supported in an informative way. The prototype is developed using the Unity Engine and can thus be exported to different platforms and end devices. Another major advantage of virtual simulations to the real situation is the high degree of controllability as well as the easy repeatability. With slight modifications, entire experiments can be reused. Our research aims to acquire new knowledge in the field of e-learning in association with VR technology. Here we try to answer a core question of the compatibility of the individual media components.
VR-based implementation of interactive laboratory experiments in optics and photonics education
(2022)
Within the framework of a developed blended learning concept, a lot of experience has already been gained with a mixture of theoretical lectures and hands-on activities, combined with the advantages of modern digital media. Here, visualizations using videos, animations and augmented reality have proven to be effective tools to convey learning content in a sustainable way. In the next step, ideas and concepts were developed to implement hands-on laboratory experiments in a virtual environment. The main focus is on the realization of virtual experiments and environments that give the students a deep insight into selected subfields of optics and photonics.
Vortex breakdown phenomena in rotating fluids are investigated both theoretically and experimentally. The fluid is contained in a cone between two spherical surfaces. The primary swirling motion is induced ba the rotating lower boundary. The upper surface can be fixed with non-slip condition or can be a stress-free surface. Depending on these boundary conditions and on the Reynolds number, novel structures of recirculation zones are realized. The axisymmetric flow patterns are simulated numerically by a finite difference method. Experiments are done to visualize the topological structure of the flow pattern and to observe the existence ranges of the different recirculating flows. The comparison between theory and experiment shows good agreement with respect to the topological structure of the flow.
Background: Transesophageal left atrial (LA) pacing and transesophageal LA ECG recording are semi-invasive techniques for diagnostic and therapy of supraventricular rhythm disturbance. Cardiac resynchronization therapy (CRT) with right atrial (RA) sensed biventricular pacing is an established therapy for heart failure patients with reduced left ventricular (LV) ejection fraction, sinus rhythm and interventricular electrical desynchronization.
Purpose: The aim of the study was to evaluate electromagnetic and voltage pacing fields of the combination of RA pacing, LA pacing and biventricular pacing in patients with long interatrial and interventricular electrical desynchronization.
Methods: The modelling and electromagnetic simulations of transesophageal LA pacing in combination with RA pacing and biventricular pacing would be staged and analyzed with the CST (Computer Simulation Technology) software. Different electrodes were modelled in order to simulate different types of bipolar pacing in the 3D-CAD Offenburg heart rhythm model: The bipolar Solid S (Biotronik) electrode where modelled for RA pacing and right ventricular (RV) pacing, Attain 4194 (Medtronic) for LV pacing and TO8 (Osypka) multipolar esophageal electrode with hemispheric electrodes for LA pacing.
Results: The pacemaker amplitudes for the electromagnetic pacing simulations were performed with 3 V for RA pacing, 1.5 V for RV pacing, 50 V for LA pacing and 3V for LV pacing with pacing impulse duration of 0.5 ms for RA, RV and LV pacing and 10 ms for LA pacing. The atrioventricular pacing delay after RA pacing was 140 ms. The different pacing modes AAI, VVI, DDD, DDD0V and DDD0D were evaluated for the analysis of the electric pacing field propagation of pacemaker, CRT and LA pacing. The pacing results were compared at minimum (LOW) and maximum (HIGH) parameter settings. While the LOW setting produced fewer tetrahedral and more inaccurate results, the HIGH setting produced many tetrahedral and therefore more accurate results.
Conclusions: The simulation of the combination of transesophageal LA pacing with RA sensed biventricular pacing is possible with the Offenburg heart rhythm model. The new temporary 4-chamber pacing method may be additional useful method in CRT non-responders with long interatrial electrical delay.
Nowadays the processing power of mobile phones, Smart phones and PDA is increasing, as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. Proposals and solutions for dynamic reduction of the transmitted content will be discussed. For that, device specific properties will be taken into account, aiming at reducing the need of processing power at the client side to display the 3D Virtual Reality data. Therefore, well known technologies like data compression are combined with new approaches to achieve the goal of adaptive content transmission. For device dependant reduction of processing power the data has to be pre-processed at the server side or the server itself has to take over functionality of weak mobile devices.
The importance of machine learning (ML) has been increasing dramatically for years. From assistance systems to production optimisation to healthcare support, almost every area of daily life and industry is coming into contact with machine learning. Besides all the benefits ML brings, the lack of transparency and difficulty in creating traceability pose major risks. While solutions exist to make the training of machine learning models more transparent, traceability is still a major challenge. Ensuring the identity of a model is another challenge, as unnoticed modification of a model is also a danger when using ML. This paper proposes to create an ML Birth Certificate and ML Family Tree secured by blockchain technology. Important information about training and changes to the model through retraining can be stored in a blockchain and accessed by any user to create more security and traceability about an ML model.