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In this paper an RFID/NFC (ISO 15693 standard) based inductively powered passive SoC (system on chip) for biomedical applications is presented. A brief overview of the system design, layout techniques and verification method is dis-cussed here. The SoC includes an integrated 32 bit microcontroller, sensor interface circuit, analog to digital converter, integrated RAM, ROM and some other peripherals required for the complete passive operation. The entire chip is realized in CMOS 0.18 μm technology with a chip area of 1.52mm x 3.24 mm.
A new RFID/NFC (ISO 15693 standard) based inductively powered passive SoC (System on chip) for biomedical applications is presented here. The proposed SOC consists of an integrated 32 bit microcontroller, RFID/NFC frontend, sensor interface circuit, analog to digital converter and some peripherals such as timer, SPI interface and memory devices. An energy harvesting unit supplies the power required for the entire system for complete passive operation. The complete chip is realized on CMOS 0.18 μm technology with a chip area of 1.5 mm × 3.0 mm.
In this paper, a complete passive transponder device has been discussed which is meant to monitor leakage in silicone breast implants. The passive tag operates in the HF frequency range of 13.56MHz using RFID ISO 15693 standard. The complete system consists of the transponder, reader and a PC. This paper focusses on the development of such a state of the art passive RFID transponder to monitor the wellness of the silicone breast implants periodically in order to detect leakage in the same. Keyword: RFID (Radio frequency identification device), EM (Electromagnetic) field, Passive Transponder, Silicone breast implants.
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.
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.
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.
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.
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.
Generative machine learning models for creative purposes play an increasingly prominent role in the field of dance and technology. A particularly popular approach is the use of such models for generating synthetic motions. Such motions can either serve as source of ideation for choreographers or control an artificial dancer that acts as improvisation partner for human dancers. Several examples employ autoencoder-based deep-learning architectures that have been trained on motion capture recordings of human dancers. Synthetic motions are then generated by navigating the autoencoder's latent space. This paper proposes an alternative approach of using an autoencoder for creating synthetic motions. This approach controls the generation of synthetic motions on the level of the motion itself rather than its encoding. Two different methods are presented that follow this principle. Both methods are based on the interactive control of a single joint of an artificial dancer while the other joints remain under the control of the autoencoder. The first method combines the control of the orientation of a joint with iterative autoencoding. The second method combines the control of the target position of a joint with forward kinematics and the application of latent difference vectors. As illustrative example of an artistic application, this latter method is used for an artificial dancer that plays a digital instrument. The paper presents the implementation of these two methods and provides some preliminary results.
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.
In thin-layer chromatography, fiber-bundle arrays have been introduced for spectral absorption measurements in the UV-region. Using all-silica fiber bundles, the exciting light will be detected after re-emission on the plate with a fiberoptic spectrometer. In addition, fluorescence light can be detected which will be masked by the re-emitted light. Therefore, it is helpful to separate the absorption and fluorescence on the TLC-plate. A modified three-array assembly has been developed: using one array for detection, the two others are used for excitation with broadband band deuterium-light and with UV-LEDs adjusted to the substances under test. As an example, the quantification of glucosamine in nutritional supplements or spinach leaf extract will be described. Using simply heating of the amino-plate for derivation, the reaction product of Glucosamine can be detected sensitively either by light absorption or by fluorescence, using the new fiber-optic assembly. In addition, the properties of the new 3-row fiber-optic array and the commercially available UV-LEDs will be shown, in the interesting wavelength region for excitation of fluorescence, from 260 nm to 360 nm. The squint angle having an influence on coupling efficiency and spatial resolution will be measured with the inverse farfield method. Some properties of UV-LEDs for analytical applications will be described and discussed, too.
Die Hochschule Offenburg begleitet seit Juli 2006 in Zusammenarbeit mit dem Fraunhofer ISE in Freiburg, die solar unterstützte Klimatisierung der Festo AG & Co. KG in Esslingen im Rahmen des Forschungsvorhabens Solarthermie2000plus. Dabei wurde die bereits bestehende Adsorptionskälteanlage, die bisher mit Gaskesseln und Kompressorenabwärme betrieben wurde, durch eine Solaranlage als dritte Wärmequelle ergänzt.
Eine neue Prozessidee zur Auftrennung racemischer Wirkstoffe unter Verwendung nanoskaliger AlO(OH)‐Hohlkugeln als Adsorbens und überkritischen Kohlenstoffdioxides (sc‐CO2) als Lösungsmittel wird vorgestellt. Zur Auslegung des Prozesses werden Untersuchungen zur Abscheidung der racemischen Wirkstoffe (RS)‐Flurbiprofen, (RS)‐Ibuprofen, (RS)‐Ketoprofen und den reinen Enantiomeren (R)‐Flurbiprofen, (S)‐Ibuprofen und (S)‐Ketoprofen an AlO(OH)‐Hohlkugeln präsentiert und bewertet. Zudem werden Adsorptionsdaten von gasförmigem CO2 an den Hohlkugeln und kommerziellen AlO(OH)‐Partikeln, die mit einer Magnetschwebewaage ermittelt wurden, verglichen. Abschließend werden erste Ergebnisse von orientierenden Versuchen zur Adsorption von racemischem Flurbiprofen aus sc‐CO2 an den Hohlkugeln vorgestellt.
The isolation measures adopted during the COVID-19 pandemic brought light to discussions related to the importance of meaningful social relationships as a basic need to human well-being. But even before the pandemic outbreak in the years 2020 and 2021, organizations and scholars were already drawing attention to the growing numbers related to lonely people in the world (World Economic Forum, 2019). Loneliness is an emotional distress caused by the lack of meaningful social connections, which affects people worldwide across all age groups, mainly young adults (Rook, 1984). The use of digital technologies has gained prominence as a means of alleviating the distress. As an example, studies have shown the benefits of using digital games both to stimulate social interactions (Steinfield, Ellison & Lampe, 2008) and to enhance the effects of digital interventions for mental health treatments, through gamification (Fleming et al., 2017). It is with these aspects in mind that the gamified app Noneliness was designed with the intention of reducing loneliness rates among young students at a German university. In addition to sharing the related works that supported the application development, this chapter also presents the aspects considered for the resource's design, its main functionalities, and the preliminary results related to the reduction of loneliness in the target audience.
The transition from college to university can have a variety of psychological effects on students who need to cope with daily obligations by themselves in a new setting, which can result in loneliness and social isolation. Mobile technology, specifically mental health apps (MHapps), have been seen as promising solutions to assist university students who are facing these problems, however, there is little evidence around this topic. My research investigates how a mobile app can be designed to reduce social isolation and loneliness among university students. The Noneliness app is being developed to this end; it aims to create social opportunities through a quest-based gamified system in a secure and collaborative network of local users. Initial evaluations with the target audience provided evidence on how an app should be designed for this purpose. These results are presented and how they helped me to plan the further steps to reach my research goals. The paper is presented at MobileHCI 2020 Doctoral Consortium.
Loneliness, an emotional distress caused by the lack of meaningful social connections, has been increasingly affecting university students who need to deal with everyday situations in a new setting, especially those who have come from abroad. Currently there is little work on digital solutions to reduce loneliness. Therefore, this work describes the general design considerations for mobile apps in this context and outlines a potential solution. The mobile app Noneliness is used to this end: it aims to reduce loneliness by creating social opportunities through a quest-based gamified system in a secure and collaborative network of local users. The results of initial evaluations with the target audience are described. The results informed a user interface redesign as well as a review of the features and the gamification principles adopted.
During the periods of social isolation to contain the advance of COVID-19 in 2020 and 2021, educational institutions have had the challenge to adopt technological strategies not only to ensure continuity in students’ classes, but also to support their mental health in a period of uncertainty and health risks. Loneliness is an emotional distress caused by the lack of meaningful social connections; it has increasingly affected young adults worldwide during the pandemic's social isolation and still bears psychological effects in the current post-pandemic period. In the light of this challenge, the Nonenliness App was developed as a way to bring together university communities to address issues related to loneliness and mental health disorders through a gamified and social online environment. In this paper, we present the app and its main functionalities (Beta version) and discuss the preliminary results of a pilot clinical study conducted with university students in Germany (N = 12) to verify the app's efficacy and usability, alongside the challenges faced and the next steps to be taken regarding the platform's improvement.
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.
Duplikaterkennung, -suche und -konsolidierung für Kunden- und Geschäftspartnerdaten, sog. „Identity Resolution“, ist die Voraussetzung für erfolgreiches Customer Relationship Management und Customer Experience Management, aber auch für das Risikomanagement zur Minimierung von Betrugsrisiken und Einhaltung regulatorischer Vorschriften und viele weitere Anwendungsfälle. Diese Systeme sind jedoch hochkomplex und müssen individuell an die kundenspezifischen Anforderungen angepasst werden. Der Einsatz lernbasierter Verfahren bietet großes Potenzial zur automatisierten Anpassung. In diesem Beitrag präsentieren wir für ein KMU praxisfähige, lernbasierte Verfahren zur automatischen Konfiguration von Business-Regeln in Duplikaterkennungssystemen. Dabei wurden für Fachanwender Möglichkeiten entwickelt, um beispielgetrieben das Match-System an individuelle Business-Regeln (u.a. Umzugserkennung, Sperrlistenabgleich) anzupassen und zu konfigurieren. Die entwickelten Verfahren wurden evaluiert und in einer prototypischen Lösung integriert. Wir konnten zeigen, dass unser Machine-Learning-Verfahren, die von einem Domainexperten erstellten Business-Regeln für das Duplikaterkennungssystem „identity“ verbessern konnte. Zudem konnte der hierzu erforderliche Zeitaufwand verkürzt werden.
In this paper we present the concept of the "KI-Labor Südbaden" to support regional companies in the use of AI technologies. The approach is based on the "Periodic Table of AI" and is extended with both new dimensions for sustainability, and the impact of AI on the working environment. It is illustrated on the basis of three real-world use cases: 1. The detection of humans with lowresolution infrared (IR) images for collaborative robotics; 2. The use of machine data from specifically designed vehicles; 3. State-of-the-art Large Language Models (LLMs) applied to internal company documents. We explain the use cases, thereby demonstrating how to apply the Periodic Table of AI to structure AI applications.
Kundendaten im E-Commerce – Optimierungspotenzial im Checkout-Prozess des deutschen Online-Handels
(2023)
Die Gestaltung eines benutzungsfreundlichen Checkout-Prozesses ist für den Erfolg des E-Commerce von großer Bedeutung. Die Abfrage der Kundendaten bildet einen wichtigen Teil der Customer Journey. Auf der einen Seite wollen die Handelsunternehmen so viel wie möglich über ihre Kundschaft erfahren, um möglichst zielgenaue Angebote und Marketingmaßnahmen ausspielen und das perfekte Einkaufserlebnis generieren zu können. Auf der anderen Seite möchten sich die Kundinnen und Kunden beim Online-Shopping auf den Kauf konzentrieren und erwarten einen reibungslosen Ablauf. Der Checkout-Prozess ist in diesem Zusammenhang ein kritischer Punkt. Dies spiegelt sich auch in den hohen Warenkorbabbruchraten wider. Um Online-Shoppende nachhaltig zu begeistern, gibt es noch viel Raum für Verbesserungen. Mit dem Ziel, den Status quo im deutschen Online-Handel besser zu verstehen und Usability und User Experience für eine höhere Konvertierungsrate zu optimieren, untersuchte die hier vorgestellte Forschungsarbeit den Anmelde- und Checkout-Prozess der 100 umsatzstärksten Online-Shops in Deutschland. Es werden die Ergebnisse der Studie präsentiert und aufgezeigt, an welchen Stellen Optimierungspotenzial besteht – bspw. bei zu komplizierten Formularen, unnötigen Datenabfragen oder erzwungenen Registrierungen – sowie Vorschläge für die Praxis des Online-Handels diskutiert.
We aim to debate and eventually be able to carefully judge how realistic the following statement of a young computer scientist is: “I would like to become an ethical correctly acting offensive cybersecurity expert”. The objective of this article is not to judge what is good and what is wrong behavior nor to present an overall solution to ethical dilemmas. Instead, the goal is to become aware of the various personal moral dilemmas a security expert may face during his work life. For this, a total of 14 cybersecurity students from HS Offenburg were asked to evaluate several case studies according to different ethical frameworks. The results and particularities are discussed, considering different ethical frameworks. We emphasize, that different ethical frameworks can lead to different preferred actions and that the moral understanding of the frameworks may differ even from student to student.
Thin-layer chromatography is a rapid and reliable working method for quantification of mycotoxins which is suitable for checking EC legislation aflatoxin limits for dried figs without an RP-18 pre-column cleaning step. We describe normal-phase chromatography on silica gel plates with 2.4:0.05:0.1:0.05 ( v/v ) methyl t -butyl ether-water-methanol-cyclohexane as mobile phase and reversed-phase chromatography on RP-18 plates with methanol-4% aqueous ZnSO 4 solution-ethyl methyl ketone 15:15:3 ( v/v ) as mobile phase. Sample pretreatment was by modified QuEChERS (Quick, Easy, Cheap, Effective, Rugged, Safe) extraction with tetrahydrofuran or acetone. NaCl was used as QuEChERS salt. Response was a linear function of amount chromatographed in the ranges 3 to 100 pg per zone for aflatoxins B 2 and G 2 , 10 to 350 pg per zone for the aflatoxins B 1 and G 1 , and 0.25 to 2.5 ng per zone for ochratoxin A. Quantification limits for the aflatoxins were between 13 and 35 pg per zone (equivalent to 1.5 and 2.4 ppb, taking the pre-treatment procedure into account). Ochratoxin A was detectable with a limit of quantification of 970 pg per zone, corresponding to 56 ppb in the sample. Normal phase and RP-18 separations work rapidly, reliably, and at low cost. They are also suitable for checking the content of the mycotoxins patulin, penicillic acid, zearalenone, and deoxynivalenol.
Grey-box modelling combines physical and data-driven models to benefit from their respective advantages. Neural ordinary differential equations (NODEs) offer new possibilities for grey-box modelling, as differential equations given by physical laws and neural networks can be combined in a single modelling framework. This simplifies the simulation and optimization and allows to consider irregularly-sampled data during training and evaluation of the model. We demonstrate this approach using two levels of model complexity; first, a simple parallel resistor-capacitor circuit; and second, an equivalent circuit model of a lithium-ion battery cell, where the change of the voltage drop over the resistor-capacitor circuit including its dependence on current and State-of-Charge is implemented as NODE. After training, both models show good agreement with analytical solutions respectively with experimental data.
Lithium-ion batteries show strongly nonlinear behaviour regarding the battery current and state of charge. Therefore, the modelling of lithium-ion batteries is complex. Combining physical and data-driven models in a grey-box model can simplify the modelling. Our focus is on using neural networks, especially neural ordinary differential equations, for grey-box modelling of lithium-ion batteries. A simple equivalent circuit model serves as a basis for the grey-box model. Unknown parameters and dependencies are then replaced by learnable parameters and neural networks. We use experimental full-cycle data and data from pulse tests of a lithium iron phosphate cell to train the model. Finally, we test the model against two dynamic load profiles: one consisting of half cycles and one dynamic load profile representing a home-storage system. The dynamic response of the battery is well captured by the model.
Nowadays, the wide majority of Europeans uses smartphones. However, touch displays are still not accessible by everyone. Individuals with deafblindness, for example, often face difculties in accessing vision-based touchscreens. Moreover, they typically have few fnancial resources which increases the need for customizable, low-cost assistive devices. In this work-in-progress, we present four prototypes made from low-cost, every-day materials, that make modern pattern lock mechanisms more accessible to individuals with vision impairments or even with deafblindness. Two out of four prototypes turned out to be functional tactile overlays for accessing digital 4-by-4 grids that are regularly used to encode dynamic dot patterns. In future work, we will conduct a user study investigating whether these two prototypes can make dot-based pattern lock mechanisms more accessible for individuals with visual impairments or deafblindness.
In short-reach connections, large-diameter multimode fibres allow for robust and easy connections. Unfortunately, their propagation properties depend on the excitation conditions. We propose a launching technique using a fibre stub that can tolerate fabrication tolerances in terms of tilts and off-sets to a large extent. A study of the influence of displaced connectors along the transmission link shows that the power distributions approach a steady-state power distribution very similar to the initial distribution established by the proposed launching scheme.
Die Möglichkeit zur digitalen Verbindung geographischer Orte mit Aufgaben, Herausforderungen oder Lernmaterialien hat eine Vielzahl von Anwendungen auch außerhalb der Mathematikbildung inspiriert. Dieser Beitrag stellt eine exemplarische Auswahl solcher Applikationen vor und versucht, die technischen, organisatorischen und konzeptionellen Gestaltungselemente zu systematisieren. Die Ausführungen sollen als Anregung bei der Anlage von Mathematiktrails sowie bei der Weiterentwicklung technischer Lösungen für den Lehreinsatz dienen.