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The aim of this research work was to develop a boiler model with few parameters required for energy planning. The showcase considered for this work was the boiler system of the energy center at Offenburg University of Applied Sciences. A grey box model of the boiler was developed systematically starting from model abstraction, simplification, model break-down and to the use of empirical correlations wherever necessary to describe the intermediate effects along with the use of information from manufacturer’s specification in order to reduce parameters. This strategy had resulted in a boiler model with only 6 parameters, namely, nominal burner capacity, water gallery capacity, air ratio, heat capacity of wall, thermal conductance on flue gas and hot water side. Most of these parameters can be obtained through the information available in the spec sheets and thus an energy planner will be able to parameterize the model with low effort. The model was validated with the monitored data of the showcase. It was tested for the start-up, shut-down behavior and the effect of storage.
Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.
Design approaches for the gamification of production environments: a study focusing on acceptance
(2015)
Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes.
In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness.
The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.
In this work we describe the implementation details of a protocol suite for a secure and reliable over-the-air reprogramming of wireless restricted devices. Although, recently forward error correction codes aiming at a robust transmission over a noisy wireless medium have extensively been discussed and evaluated, we believe that the clear value of the contribution at hand is to share our experience when it comes to a meaningful combination and implementation of various multihop (broadcast) transmission protocols and custom-fit security building blocks: For a robust and reliable data transmission we make use of fountain codes a.k.a. rateless erasure codes and show how to combine such schemes with an underlying medium access control protocol, namely a distributed low duty cycle medium access control (DLDC-MAC). To handle the well known problem of packet pollution of forward-error-correction approaches where an attacker bogusly modifies or infiltrates some minor number of encoded packets and thus pollutes the whole data stream at the receiver side, we apply homomorphic message authentication codes (HomMAC). We discuss implementation details and the pros and cons of the two currently available HomMAC candidates for our setting. Both require as the core cryptographic primitive a symmetric block cipher for which, as we will argue later, we have opted for the PRESENT, PRIDE and PRINCE (exchangeable) ciphers in our implementation.
Covert and Side-Channels have been known for a long time due to their versatile forms of appearance. For nearly every technical improvement or change in technology, such channels have been (re-)created or known methods have been adapted. For example the introduction of hyperthreading technology has introduced new possibilities for covert communication between malicious processes because they can now share the arithmetic logical unit (ALU) as well as the L1 and L2 cache which enables establishing multiple covert channels. Even virtualization which is known for its isolation of multiple machines is prone to covert and side-channel attacks due to the sharing of resources. Therefore itis not surprising that cloud computing is not immune to this kind of attacks. Even more, cloud computing with multiple, possibly competing users or customers using the same shared resources may elevate the risk of unwanted communication. In such a setting the ”air gap” between physical servers and networks disappears and only the means of isolation and virtual separation serve as a barrier between adversary and victim. In the work at hand we will provide a survey on weak spots an adversary trying to exfiltrate private data from target virtual machines could exploit in a cloud environment. We will evaluate the feasibility of example attacks and point out possible mitigation solutions if they exist.
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.
Im Projekt bwLehrpool wurde ein verteiltes System für die flexible Nutzung von Rechnerpools durch Desktop-Virtualisierung entwickelt. Auf Basis eines zentral gebooteten Linux- Grundsystems können beliebige virtualisierbare Betriebssysteme für Lehrund Prüfungszwecke zentral bereitgestellt und lokal auf den Maschinen aus-gewählt werden. Die verschiedenen Ar- beitsumgebungen müssen nicht mehr auf den PCs installiert werden und erlauben so eine multifunktionale Nutzung von PCs und Räumen für vielfältige Lehrund Lernszenarien sowie für elektronische Prüfungen. bwLehrpool abstrahiert von der PC-Hardware vor Ort und ermöglicht den Dozenten die eigene Gestaltung und Verwaltung ihrer Softwareumgebungen als Self-Service. Darüber hinaus fördert bwLehrpool den hochschulübergreifenden Austausch von Kursumgebungen.
Der Studienbeginn wird an der Hochschule Offenburg durch Vorbereitungskurse, sogenannte Brückenkurse, unterstützt. Wir stellen vorläufige Ergebnisse beim Einsatz von Smartphones und Tablets im Rahmen des Physik-Brückenkurses vor, bei dem die Studenten Hilfen zum selbständigen Üben durch eine App erhalten. Durch die Überarbeitung des Kurses und den Einsatz der App konnte der Teilnehmerschwund verringert werden. Die Evaluationsergebnisse bestätigen eine hohe Akzeptanz der Neuerungen seitens der Studierenden. Erste Auswertungen von Ein- und Ausgangstests deuten darauf hin, dass durch den Brückenkurs eine Angleichung der Vorkenntnisse der Studienanfänger erreicht wird, da Teilnehmer mit geringeren Vorkenntnissen tendenziell einen größeren Lernfortschritt erreichen. Durch unterschiedliche Schwierigkeitsstufen und selbstregulierte Übungsphasen in individuellem Tempo können aber auch die Erfordernisse der stärkeren Teilnehmer angemessen berücksichtigt werden.