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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.
In der Wertanalyse ist die Methodik TRIZ (Theorie der Lösung erfinderischer Problemstellungen) seit vielen Jahren als Werkzeug zur Kostensenkung oder zur Steigerung der Funktionalität von Produkten bekannt. Seit ihrem ersten Bekanntwerden in Westeuropa hat sich auch TRIZ weiterentwickelt. So wurden Methoden zur Modellierung von Systemen inzwischen erweitert und um Werkzeuge zur schnellen Lösungsfindung, zur Fehlervoraussage und zur Produktplanung neu entwickelt. Durch den weltweiten wissenschaftlichen Fortschritt, die Verwendung unterschiedlicher Sprachen und neue Literatur ist andererseits auch die verwendete Terminologie angewachsen und nicht mehr eindeutig. Die neue VDI-Richtlinie 4521, von deren erstem Teil nun der Gründruck vorliegt, zielt deswegen auf eine Standardisierung der Terminologie und eine vereinheitlichte Beschreibung der Methoden ab. Mit ihrer Hilfe sollen das Studium der Methodik erleichtert, die Benutzung von Literatur vereinfacht und Inhalte der TRIZ klarer darstellbar werden.
The application of leaky feeder (radiating) cables is a common solution for the implementation of reliable radio communication in huge industrial buildings, tunnels and mining environment. This paper explores the possibilities of leaky feeders for 1D and 2D localization in wireless systems based on time of flight chirp spread spectrum technologies. The main focus of this paper is to present and analyse the results of time of flight and received signal strength measurements with leaky feeders in indoor and outdoor conditions. The authors carried out experiments to compare ranging accuracy and radio coverage area for a point-like monopole antenna and for a leaky feeder acting as a distributed antenna. In all experiments RealTrac equipment based on nanoLOC radio standard was used. The estimation of the most probable path of a chirp signal going through a leaky feeder was calculated using the ray tracing approach. The typical non-line-of-sight errors profiles are presented. The results show the possibility to use radiating cables in real time location technologies based on time-of-flight method.
Towards a gamification of industrial production: a comparative study in sheltered work environments
(2015)
Using video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.
After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.
Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems' effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.
The overview of public key infrastructure based security approaches for vehicular communications
(2015)
Modern transport infrastructure becomes a full member of globally connected network. Leading vehicle manufacturers have already triggered development process, output of which will open a new horizon of possibilities for consumers and developers by providing a new communication entity - a car, thus enabling Car2X communications. Nevertheless some of available systems already provide certain possibilities for vehicles to communicate, most of them are considered not sufficiently secured. During last 15 years a number of big research projects funded by European Union and USA governments were started and concluded after which a set of standards were published prescribing a common architecture for Car2X and vehicles onboard communications. This work concentrates on combining inner and outer vehicular communications together with a use of Public Key Infrastructure (PKI).
The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.
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.
With major intellectual properties there is a long tradition of cross-media value chains -- usually starting with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed: (1) smaller productions start to establish cross media value chains; (2) there is a trend from sequential towards parallel content production. In this work we describe how the production of a historic documentary takes a cross media approach right from the start. We analyze how this impacts the content creation pipelines with respect to story, audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future small-scale cross media productions.
Ripple: Overview and Outlook
(2015)
Ripple is a payment system and a digital currency which evolved completely independently of Bitcoin. Although Ripple holds the second highest market cap after Bitcoin, there are surprisingly no studies which analyze the provisions of Ripple.
In this paper, we study the current deployment of the Ripple payment system. For that purpose, we overview the Ripple protocol and outline its security and privacy provisions in relation to the Bitcoin system. We also discuss the consensus protocol of Ripple. Contrary to the statement of the Ripple designers, we show that the current choice of parameters does not prevent the occurrence of forks in the system. To remedy this problem, we give a necessary and sufficient condition to prevent any fork in the system. Finally, we analyze the current usage patterns and trade dynamics in Ripple by extracting information from the Ripple global ledger. As far as we are aware, this is the first contribution which sheds light on the current deployment of the Ripple system.
Environmental Monitoring is an attractive application field for Wireless Sensor Network (WSN). Water Level Monitoring helps to increase the efficiency of water distribution and management. In Pakistan, the world’s largest irrigation system covers 90.000 km of channels which needs to be monitored and managed on different levels. Especially the sensor systems for the small distribution channels need to be low energy and low cost. The distribution presents a technical solution for a communication system which is developed in a research project being co-funded by German Academic Exchange Service (DAAD). The communication module is based on IEEE-802.15.4 transceivers which are enhanced through Wake-On-Radio (WOR) to combine low-energy and real-time behavior. On higher layers, IPv6 (6LoWPAN) and corresponding routing protocols like Routing Protocol for Low power and Lossy Networks (RPL) can extend range of the network. The data are stored in a database and can be viewed online via a web interface. Of course, also automatic data analysis can be performed.
We report the use of the Raman spectral information of the chemical compound toluene C7H8 as a reference on the analysis of laboratory-prepared and commercially acquired gasoline-ethanol blends. The rate behavior of the characteristic Raman lines of toluene and gasoline has enabled the approximated quantification of this additive in commercial gasoline-ethanol mixtures. This rate behavior has been obtained from the Raman spectra of gasoline-ethanol blends with different proportions of toluene.
All these Raman spectra have been collected by using a self-designed, frequency precise and low-cost Fourier-transform Raman spectrometer (FT-Raman spectrometer) prototype. This FT-Raman prototype has helped to accurately confirm the frequency position of the main characteristic Raman lines of toluene present on the different gasoline-ethanol samples analyzed at smaller proportions than those commonly found in commercial gasoline-ethanol blends. The frequency accuracy validation has been performed by analyzing the same set of toluene samples with two additional state-of-the-art commercial FT-Raman devices. Additionally, the spectral information has been contrasted, with highly-correlated coefficients as a result, with the values of the standard Raman spectrum of toluene.
In many scientific studies lens experiments are part of the curriculum. The conducted experiments are meant to give the students a basic understanding for the laws of optics and its applications. Most of the experiments need special hardware like e.g. an optical bench, light sources, apertures and different lens types. Therefore it is not possible for the students to conduct any of the experiments outside of the university’s laboratory. Simple optical software simulators enabling the students to virtually perform lens experiments already exist, but are mostly desktop or web browser based.
Augmented Reality (AR) is a special case of mediated and mixed reality concepts, where computers are used to add, subtract or modify one’s perception of reality. As a result of the success and widespread availability of handheld mobile devices, like e.g. tablet computers and smartphones, mobile augmented reality applications are easy to use. Augmented reality can be easily used to visualize a simulated optical bench. The students can interactively modify properties like e.g. lens type, lens curvature, lens diameter, lens refractive index and the positions of the instruments in space. Light rays can be visualized and promote an additional understanding of the laws of optics. An AR application like this is ideally suited to prepare the actual laboratory sessions and/or recap the teaching content.
The authors will present their experience with handheld augmented reality applications and their possibilities for light and optic experiments without the needs for specialized optical hardware.
Soccer simulation league is one of the founding leagues of RoboCup. In this paper we discuss the past, present and planned future achievements and changes. Also we summarize the connections and inter-league achievements of this league and provide an overview of the community contributions that made this league successful.
Additive Manufacturing and Reverse Engineering have increasingly been gaining in importance over the past years. This paper investigates the current status of the implementation of these new technologies in design education and also identifies current shortcomings. Then it develops two new approaches for the teaching of the necessary expertise for the design of 3D-printed components and illustrates these with case studies. First, a workshop is presented in which students gain a broad understanding for the functionalities of additive manufacturing and the creative possibilities and limits of this process, through the assembly and installation of a 3D-printer. A second new approach is the combination of reverse engineering and 3D-printing. Thereby, students learn how to deal with this complex process chain. The result of these new approaches can e.g. be seen in the design guidelines for Additive Manufacturing, which were developed by the students themselves. At the same time, the students are able to estimate opportunities and limits of both technologies. Finally, the success of the new course contents and form is reviewed by an evaluation by the students.
In addition to traditional methods in product development, the increasing availability of two new 3D digital technologies, namely digital manufacturing (3D-printing) and digitizing of surfaces (3D-scanning), offer new opportunities in product development processes today. With regard to the systematic implementation of these technologies in the education of students in the field of product development, however, only a small number of approaches exist so far. This paper explores several ways in which 3D digital technologies can productively be used in design education. The innovative aspects here include that the students assemble and install the 3D-printers themselves, and that they are introduced to an approach that combines 3D-scanning followed by 3D-printing.
MPC-Workshop Juli 2015
(2015)
MPC-Workshop Februar 2015
(2015)
Combined heat and power production (CHP) based on solid oxide fuel cells (SOFC) is a very promising technology to achieve high electrical efficiency to cover power demand by decentralized production. This paper presents a dynamic quasi 2D model of an SOFC system which consists of stack and balance of plant and includes thermal coupling between the single components. The model is implemented in Modelica® and validated with experimental data for the stack UI-characteristic and the thermal behavior. The good agreement between experimental and simulation results demonstrates the validity of the model. Different operating conditions and system configurations are tested, increasing the net electrical efficiency to 57% by implementing an anode offgas recycle rate of 65%. A sensitivity analysis of characteristic values of the system like fuel utilization, oxygen-to-carbon ratio and electrical efficiency for different natural gas compositions is carried out. The result shows that a control strategy adapted to variable natural gas composition and its energy content should be developed in order to optimize the operation of the system.
Sowohl Angebot als auch Nachfrage nach Videos mit Lehrinhalt verzeichnen aktuell ein nahezu explosionsartiges Wachstum; MOOCs machen dabei jedoch nur einen geringen Anteil aus. Während Studierende einen positiven Effekt von Lehrvideos auf den eigenen Lernerfolg wahrnehmen, ist dieser bei objektiver Prüfung jedoch oft nicht nachweisbar. Für Dozenten eröffnet dies ein Spannungsfeld, für dessen Lösung dieser Beitrag die im Selbstversuch erprobte Möglichkeit der Produktion von Kurzvideos und deren Veröffentlichung auf YouTube vorstellt.
Theoretical details about optics and photonics are not common knowledge nowadays. Physicists are keen to scientifically explain ‘light,’ which has a huge impact on our lives. It is necessary to examine it from multiple perspectives and to make the knowledge accessible to the public in an interdisciplinary, scientifically well-grounded and appealing medial way. To allow an information exchange on a global scale, our project “Invisible Light” establishes a worldwide accessible platform. Its contents will not be created by a single instance, but user-generated, with the help of the global community. The article describes the infotainment portal “Invisible Light,” which stores scientific articles about light and photonics and makes them accessible worldwide. All articles are tagged with geo-coordinates, so they can be clearly identified and localized. A smartphone application is used for visualization, transmitting the information to users in real time by means of an augmented reality application. Scientific information is made accessible for a broad audience and in an attractive manner.
The United Nations have declared 2015 as the International Year of Light (IYL2015) and light-based technologies [1]. As a main result, the public interest is focused on both the achievements and the new frontiers of optics and photonics. This opens up new perspectives in the teaching and training of optics and photonics. In the first part of the paper, the author presents the numerous anniversaries occurring in the International Year of Light 2015 together with their importance to the development of science and technology. In the second part, we report on an interactive video projection at the opening ceremony of the IYL2015 in Paris on January 19-20, 2015. Students of Offenburg University have established an interactive video projection which visualizes Twitter and Facebook messages posted with the hashtag #iyl2015 in a mapping technique. Thus, the worldwide community can be interactively part of the opening ceremony. Finally, upcoming global community projects related to optics and astronomy events are presented.
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.
6LoWPAN (IPv6 over Low Power Wireless Personal Area Networks) is gaining more and more attraction for the seamless connectivity of embedded devices for the Internet of Things (IoT). Whereas the lower layers (IEEE802.15.4 and 6LoWPAN) are already well defined and consolidated with regard to frame formats, header compression, routing protocols and commissioning procedures, there is still an abundant choice of possibilities on the application layer. Currently, various groups are working towards standardization of the application layer, i.e. the ETSI Technical Committee on M2M, the IP for Smart Objects (IPSO) Alliance, Lightweight M2M (LWM2M) protocol of the Open Mobile Alliance (OMA), and OneM2M. This multitude of approaches leaves the system developer with the agony of choice. This paper selects, presents and explains one of the promising solutions, discusses its strengths and weaknesses, and demonstrates its implementation.
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.
In online analytical processing (OLAP), filtering elements of a given dimensional attribute according to the value of a measure attribute is an essential operation, for example in top-k evaluation. Such filters can involve extremely large amounts of data to be processed, in particular when the filter condition includes “quantification” such as ANY or ALL, where large slices of an OLAP cube have to be computed and inspected. Due to the sparsity of OLAP cubes, the slices serving as input to the filter are usually sparse as well, presenting a challenge for GPU approaches which need to work with a limited amount of memory for holding intermediate results. Our CUDA solution involves a hashing scheme specifically designed for frequent and parallel updates, including several optimizations exploiting architectural features of Nvidia’s Fermi and Kepler GPUs.
In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6) of gamified business processes. Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implicatio. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.
Der hier vorliegende Beitrag beschreibt erste Untersuchungsergebnisse mit der Finite-Elemente-Methode (FEM) zur Entlastung der Kerbspannungen an Getriebewellen mit Durchdringungskerben. Es handelt sich bei den Kerben um eine Umlaufnut mit überlagerter Querbohrung und um einen Wellenabsatz mit überlagerter Querbohrung. Die neu entwickelte Entlastungskerbe erweitert die üblichen Möglichkeiten zur Entlastung von Durchdringungskerben und ermöglicht bedeutende Spannungsreduktionen bis etwa 48% bei Biegung oder Zug/Druck. Die Entlastung bei Torsionsbelastung beträgt maximal etwa 18%. Es wurden Spannungsdiagramme der variierten Entlastungsnutparameter erstellt und Formeln zur näherungsweisen Berechnung der zu erwartenden Spannungen in der Durchdringungskerbe und in der Entlastungsnut ermittelt, zudem werden Empfehlungen zur Gestaltung der Entlastungskerbe gegeben. Dieser Beitrag bietet eine Grundlage zur weiteren Untersuchung zum Thema „räumliche Durchdringungskerben“ und deren Entlastung.
Eye-Tracking-Analyse des Betrachtungsverhaltens bei Micro-Präsentationen in der CAE-Ausbildung
(2015)
Die Zielsetzung des vorliegenden Beitrags ergibt sich aus der persönlichen Motivation der Autoren, das visuelle Verhalten und das Handeln vom jungen Ingenieur beim Micro-Präsentieren technischer Inhalte und Lösungsergebnisse in bildlicher und begrifflicher Form besser zu verstehen und somit effizienter unterstützen zu können. Dabei wurden mehrere Einzelpersonen aus dem Studiengang des Maschinenbaus der Hochschule Offenburg mit Hilfe der Eye-Tracking-Technick beobachtet. Die Probanden befinden sich im 6. Semester, sind im Alter von 21 bis 24 Jahren und zeichnen sich durch einen einheitlichen Ausbildungsstand aus. Die Versuchszeit für die Präsentation der Aufgabe betrug 100 Sekunden. Die Analyse der gewonnenen Daten dieser empirischen Laboruntersuchung erlaubt erste Einblicke in die visuelle Wahrnehmung technischer Objekte beim Vortragen.
Wireless sensor networks have recently found their way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researchers. Such monitoring applications, in general, don way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researc latency requirements regarding to the energy efficiency. Also a challenge of this application is the network topology as the application should be able to be deployed in very large scale. Nevertheless low power consumption of the devices making up the network must be on focus in order to maximize the lifetime of the whole system. These devices are usually battery-powered and spend most of their energy budget on radio transceiver module. A so-called Wake-On-Radio (WoR) technology can be used to achieve a reasonable balance among power consumption, range, complexity and response time. In this paper, some designs for integration of WOR into IEEE 802.1.5.4 are to be discussed, providing an overview of trade-offs in energy consumption while deploying the WoR schemes in a monitoring system.
Extended Performance Measurements of Scalable 6LoWPAN Networks in an Automated Physical Testbed
(2015)
IPv6 over Low power Wireless Personal Area Networks, also known as 6LoWPAN, is becoming more and more a de facto standard for such communications for the Internet of Things, be it in the field of home and building automation, of industrial and process automation, or of smart metering and environmental monitoring. For all of these applications, scalability is a major precondition, as the complexity of the networks continuously increase. To maintain this growing amount of connected nodes a various 6LoWPAN implementations are available. One of the mentioned was developed by the authors' team and was tested on an Automated Physical Testbed for Wireless Systems at the Laboratory Embedded Systems and Communication Electronics of Offenburg University of Applied Sciences, which allows the flexible setup and full control of arbitrary topologies. It also supports time-varying topologies and thus helps to measure performance of the RPL implementation. The results of the measurements prove an excellent stability and a very good short and long-term performance also under dynamic conditions. In all measurements, there is an advantage of minimum 10% with regard to the average times, like global repair time; but the advantage with reagr to average values can reach up to 30%. Moreover, it can be proven that the performance predictions from other papers are consistent with the executed real-life implementations.
The transformation of the building energy sector to a highly efficient, clean, decentralised and intelligent system requires innovative technologies like microscale trigeneration and thermally activated building structures (TABS) to pave the way ahead. The combination of such technologies however presents a scientific and engineering challenge. Scientific challenge in terms of developing optimal thermo-electric load management strategies based on overall energy system analysis and an engineering challenge in terms of implementing these strategies through process planning and control. Initial literature research has pointed out the need for a multiperspective analysis in a real life laboratory environment. To this effect an investigation is proposed wherein an analytical model of a microscale trigeneration system integrated with TABS will be developed and compared with a real life test-rig corresponding to building management systems. Data from the experimental analysis will be used to develop control algorithms using model predictive control for achieving the thermal comfort of occupants in the most energy efficient and grid reactive manner. The scope of this work encompasses adsorption cooling based microscale trigeneration systems and their deployment in residential and light commercial buildings.
This paper presents a practice and science orientated education approach for freshman students of interdisciplinary bachelor engineering degree programs. This approach is meant to enhance the motivation and success of freshman students during their whole study. The education approach is called Fit4PracSis (Fit for Practice and Sciences) It was started to develop, set up and establish an education approach, which is building a relationship to students' future profession and to scientific working during the introductory study phase. The freshman students will be trained early in important skills, which are necessary for achieving the final degree successfully and handling of future business and research activities.
Skills, abilities and capability of our freshmen are increasingly heterogeneous, regarding age, attained levels of education and motivational aspects. Additionally, students tend to recoil from subjects dealing with mathematical backgrounds. As a result high, drop-out numbers are a huge problem in technical degree programs.
Since mechanics is based on physics and mathematics our students face enormous difficulties. To deal with them, a form of teaching and learning has been developed that is composed of the following arrangements:
1. Problems and tasks of different levels are solved during lessons. The access to theoretical issues is being developed by or rather as a result of solving these problems. By doing so, especially students with yet insufficient skills are enabled to develop their methodological skills.
2. Challenging students to independently transfer these skills on other problems is helpful. At the end of each lecture two students are selected randomly. Each of them is faced with an exercise they have to solve and present at the beginning of the next lecture. Because of small student numbers, chances are high that every student participates at least once by the end of semester. Surveys show that particularly weaker students benefit from that kind of model learning.
3. We are surrounded by mechanical issues. Given that, students are presented with “every-day-life” problems which students can apply their theoretical knowledge on. The problems are analyzed by groups of students, which leads to an enhanced and reflective perception of each and every one. Some examples are: “A broomstick in equilibrium”, “Sensitive cups”, “Transforming a roman basilica into a gothic cathedral”.
4. All lectures have been filmed by the staff of the Information Center of the Offenburg University during the previous term. Additionally to the notes taken by the students individually during the lectures, these recordings are helpful in the process of preparation and post-processing of the material. The recordings are accessible via the university’s learning management system “Moodle”.
Surveys show that students benefit from the great variety of the provided, interactive learning arrangements. It is interesting to discover that students not only take positive advantages in the lecture “mechanics 1/statics” but tend to transfer these positive experiences on other subjects.
Cardiac resynchronization therapy (CRT) is an established biventricular pacing therapy in heart failure patients with left bundle branch block and reduced left ventricular ejection fraction, but not all patients improved clinically as CRT responder. Purpose of the study was to evaluate electrical left atrial conduction delay (LACD) with focused transesophageal electrocardiography in CRT responder and CRT non-responder.
Methods: Twenty heart failure patients (age 66.6±8.2 years; 2 females, 18 males) with New York Heart Association functional class 3.0±0.3 and 174.2±40.2ms QRS duration were analysed using posterior left atrial transesophageal electrocardiography with hemispherical electrodes. Electrical LACD was measured between onset and offset of transesophageal left atrial signal before implantation of CRT devices.
Results: Electrical LACD could be evaluated by bipolar transesophageal left atrial electrocardiography using TO Osypka electrode in all heart failure patients with negative correlation between 54.7±18.1ms LACD and 24.9±6.4% left ventricular ejection fraction (r=-0.65, P=0.002). There were 16 CRT responders with reduction of New York Heart Association functional class from 3.0±0.29 to 2.1±0.2 (r=0.522, P=0.038) during 9.41±10.96 month biventricular pacing and negative correlation between 49.6±14.2ms LACD and 26.0±6.2% left ventricular ejection fraction (r=-0.533, P=0.034). There were 4 CRT non-responders with no reduction of New York Heart Association functional class from 3.0±0.4 to 2.8±0.5 (r=0.816, P=0.184) during with 13.88±16.39 month biventricular pacing and no correlation between 75.25±19.17ms LACD and 20.75±6.4% left ventricular ejection fraction (r=-0.831, P=0.169).
Conclusions: Focused transesophageal left atrial electrocardiography can be utilized to analyse electrical LACD in heart failure patients. LACD correlated negative with left ventricular ejection fraction in CRT responders. LACD may be a useful parameter to evaluate electrical left atrial desynchronization in heart failure patients.