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The precise positioning of mobile systems is a prerequisite for any autonomous behavior, in an industrial environment as well as for field robotics. The paper describes the set up for an experimental platform and its use for the evaluation of simultaneous localization and mapping (SLAM) algorithms. Two approaches are compared. First, a local method based on point cloud matching and integration of inertial measurement units is evaluated. Subsequent matching makes it possible to create a three-dimensional point cloud that can be used as a map in subsequent runs. The second approach is a full SLAM algorithm, based on graph relaxation models, incorporating the full sensor suite of odometry, inertial sensors, and 3D laser scan data.
A novel approach for synchronization and calibration of a camera and an inertial measurement unit (IMU) in the research-oriented visual-inertial mapping-and localization-framework maplab is presented. Mapping and localization are based on detecting different features in the environment. In addition to the possibility of creating single-case maps, the included algorithms allow merging maps to increase mapping accuracy and obtain large-scale maps. Furthermore, the algorithms can be used to optimize the collected data. The preliminary results show that after appropriate calibration and synchronization maplab can be used efficiently for mapping, especially in rooms and small building environments.
In this contribution, we propose an system setup for the detection andclassification of objects in autonomous driving applications. The recognition algo-rithm is based upon deep neural networks, operating in the 2D image domain. Theresults are combined with data of a stereo camera system to finally incorporatethe 3D object information into our mapping framework. The detection systemis locally running upon the onboard CPU of the vehicle. Several network archi-tectures are implemented and evaluated with respect to accuracy and run-timedemands for the given camera and hardware setup.
A Gamified and Adaptive Learning System for Neurodivergent Workers in Electronic Assembling Tasks
(2020)
Learning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, we designed an adaptive learning system that combines an augmented interaction space with user-sensitive virtual assistance to support step-by-step guidance for neurodivergent workers in electronic assembling tasks. Gamified learning elements were also included in the interface to provide self-motivation and praise whenever users progress in their learning and work achievements.
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.
Deafblindness, a form of dual sensory impairment, signifcantly impacts communication, access to information and mobility. Inde- pendent navigation and wayfnding are main challenges faced by individuals living with combined hearing and visual impairments. We developed a haptic wearable that provides sensory substitution and navigational cues for users with deafblindness by conveying vibrotactile signals onto the body. Vibrotactile signals on the waist area convey directional and proximity information collected via a fisheye camera attached to the garment, while semantic informa- tion is provided with a tapping system on the shoulders. A playful scenario called “Keep Your Distance” was designed to test the navigation system: individuals with deafblindness were “secret agents” that needed to follow a “suspect”, but they should keep an opti- mal distance of 1.5 meters from the other person to win the game. Preliminary fndings suggest that individuals with deafblindness enjoyed the experience and were generally able to follow the directional cues.
Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness
(2020)
Deafblindness is a dual sensory impairment that affects many aspects of life, including mobility, access to information, communication, and social interactions. Furthermore, individuals living with deafblindness are under a high risk of social isolation. Therefore, we identified opportunities for applying assistive tools to support social interactions through co-ideation activities with members of the deafblind community. This work presents our co-design approach, lessons learned and directions for designing meaningful assistive tools for dual sensory loss.
Interaction and capturing information from the surrounding is dominated by vision and hearing. Haptics on the other side, widens the bandwidth and could also replace senses (sense switching) for impaired. Haptic technologies are often limited to point-wise actuation. Here, we show that actuation in two-dimensional matrices instead creates a richer input. We describe the construction of a full-body garment for haptic communication with a distributed actuating network. The garment is divided into attachable-detachable panels or add-ons that each can carry a two dimensional matrix of actuating haptic elements. Each panel adds to an enhanced sensoric capability of the human- garment system so that together a 720° system is formed. The spatial separation of the panels on different body locations supports semantic and theme-wise separation of conversations conveyed by haptics. It also achieves directional faithfulness, which is maintaining any directional information about a distal stimulus in the haptic input.
Tactile Navigation with Checkpoints as Progress Indicators?: Only when Walking Longer Straight Paths
(2020)
Persons with both vision and hearing impairments have to rely primarily on tactile feedback, which is frequently used in assistive devices. We explore the use of checkpoints as a way to give them feedback during navigation tasks. Particularly, we investigate how checkpoints can impact performance and user experience. We hypothesized that individuals receiving checkpoint feedback would take less time and perceive the navigation experience as superior to those who did not receive such feedback. Our contribution is two-fold: a detailed report on the implementation of a smart wearable with tactile feedback (1), and a user study analyzing its effects (2). The results show that in contrast to our assumptions, individuals took considerably more time to complete routes with checkpoints. Also, they perceived navigating with checkpoints as inferior to navigating without checkpoints. While the quantitative data leave little room for doubt, the qualitative data open new aspects: when walking straight and not being "overwhelmed" by various forms of feedback in succession, several participants actually appreciated the checkpoint feedback.
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.
Deafblindness, also known as dual sensory loss, is the combination of sight and hearing impairments of such extent that it becomes difficult for one sense to compensate for the other. Communication issues are a key concern for the Deafblind community. We present the design and technical implementation of the Tactile Board: a mobile Augmentative and Alternative Communication (AAC) device for individuals with deafblindness. The Tactile Board allows text and speech to be translated into vibrotactile signs that are displayed real-time to the user via a haptic wearable. Our aim is to facilitate communication for the deafblind community, creating opportunities for these individuals to initiate and engage in social interactions with other people without the direct need of an intervener.
Novel manufacturing technologies, such as printed electronics, may enable future applications for the Internet of Everything like large-area sensor devices, disposable security, and identification tags. Printed physically unclonable functions (PUFs) are promising candidates to be embedded as hardware security keys into lightweight identification devices. We investigate hybrid PUFs based on a printed PUF core. The statistics on the intra- and inter-hamming distance distributions indicate a performance suitable for identification purposes. Our evaluations are based on statistical simulations of the PUF core circuit and the thereof generated challenge-response pairs. The analysis shows that hardware-intrinsic security features can be realized with printed lightweight devices.
Neuromorphic computing systems have demonstrated many advantages for popular classification problems with significantly less computational resources. We present in this paper the design, fabrication and training of a programmable neuromorphic circuit, which is based on printed electrolytegated field-effect transistor (EGFET). Based on printable neuron architecture involving several resistors and one transistor, the proposed circuit can realize multiply-add and activation functions. The functionality of the circuit, i.e. the weights of the neural network, can be set during a post-fabrication step in form of printing resistors to the crossbar. Besides the fabrication of a programmable neuron, we also provide a learning algorithm, tailored to the requirements of the technology and the proposed programmable neuron design, which is verified through simulations. The proposed neuromorphic circuit operates at 5V and occupies 385mm 2 of area.
The TriRhenaTech alliance presents a collection of accepted papers of the cancelled tri-national 'Upper-Rhine Artificial Intelligence Symposium' planned for 13th May 2020 in Karlsruhe. The TriRhenaTech alliance is a network of universities in the Upper-Rhine Trinational Metropolitan Region comprising of the German universities of applied sciences in Furtwangen, Kaiserslautern, Karlsruhe, and Offenburg, the Baden-Wuerttemberg Cooperative State University Loerrach, the French university network Alsace Tech (comprised of 14 'grandes écoles' in the fields of engineering, architecture and management) and the University of Applied Sciences and Arts Northwestern Switzerland. The alliance's common goal is to reinforce the transfer of knowledge, research, and technology, as well as the cross-border mobility of students.
Konstrukteure im Maschinenbau stehen häufig vor der Problemstellung, hochfest vorgespannte Schraubenverbindungen und einen durchgehenden Korrosionsschutz zu vereinen. Die Normen und Richtlinien bieten hierzu Stand heute keine ausreichenden Antworten. Die Hochschule Offenburg befasst sich im Rahmen einer industriellen Gemeinschaftsforschung mit der Fragestellung, welchen Einfluss organische Beschichtungen auf die Vorspannkraft insbesondere bei erhöhten Umgebungstemperaturen haben. In dieser Arbeit werden die ersten Ergebnisse zum Einfluss der Einzelschichtstärke des Beschichtungssystems präsentiert.
OVVL (the Open Weakness and Vulnerability Modeller) is a tool and methodology to support threat modeling in the early stages of the secure software development lifecycle. We provide an overview of OVVL (https://ovvl.org), its data model and browser-based UI. We equally provide a discussion of initial experiments on how identified threats in the design phase can be aligned with later activities in the software lifecycle (issue management and security testing).
Threat Modelling is an accepted technique to identify general threats as early as possible in the software development lifecycle. Previous work of ours did present an open-source framework and web-based tool (OVVL) for automating threat analysis on software architectures using STRIDE. However, one open problem is that available threat catalogues are either too general or proprietary with respect to a certain domain (e.g. .Net). Another problem is that a threat analyst should not only be presented (repeatedly) with a list of all possible threats, but already with some automated support for prioritizing these. This paper presents an approach to dynamically generate individual threat catalogues on basis of the established CWE as well as related CVE databases. Roughly 60% of this threat catalogue generation can be done by identifying and matching certain key values. To map the remaining 40% of our data (~50.000 CVE entries) we train a text classification model by using the already mapped 60% of our dataset to perform a supervised machine-learning based text classification. The generated entire dataset allows us to identify possible threats for each individual architectural element and automatically provide an initial prioritization. Our dataset as well as a supporting Jupyter notebook are openly available.
The PHOTOPUR project aims to develop a photocatalytic process as a type of AOPs (Advanced Oxidation Processes) for the elimination of plant protection products (PPP) of the cleaning water used to wash sprayers. At INES a PV based energy supply for the photocatalytic cleaning system was developed within the framework of two bachelor theses and assembled as a demonstration unit. Then the system was step by step extended with further process automation features and pushed to a remote operating device. The final system is now available as a mobile unit mounted on a lab table. The latest step was the photocatalytic reactor module which completed the first PHOTOPUR prototype. The system is actually undergoing an intensive testing phase with performance checks at the consortium partners. First results give an overview about the successful operation.
Well-designed and informative product presentations can support consumers in making purchase decisions. There are plenty of facts and details about a product of interest. However, also emotions are an important aspect for the purchase decision. The unique visualization opportunities of virtual reality (VR) can give users of VR applications the feeling of being there (telepresence). The applications can intensely engage them in a flow experience, comprising the four dimensions of enjoyment, curiosity, focused attention and control. In this work, we claim that VR product presentations can create subjective product experiences for consumers and motivate them to reuse this innovative type of product presentation in the future, by immersing them in a virtual world and causing them to interact with it. To verify the conceptual model a study was conducted with 551 participants who explored a VR hotel application. The results indicate that VR product presentations evoke positive emotions among consumers. The virtual experience made potential customers focus their attention on the virtual world and aroused their curiosity about getting more information about the product in an enjoyable way. In contrast to the theoretical assumption, control did not influence the users’ behavioral intentions to reuse VR product presentation. We conclude that VR product presentations create a feeling of telepresence, which leads to a flow experience that contributes to the behavioral intention of users to reuse VR product presentations in the future.
One of the main requirements of spatially distributed Internet of Things (IoT) solutions is to have networks with wider coverage to connect many low-power devices. Low-Power Wide-Area Networks (LPWAN) and Cellular IoT(cIOT) networks are promising candidates in this space. LPWAN approaches are based on enhanced physical layer (PHY) implementations to achieve long range such as LoRaWAN, SigFox, MIOTY. Narrowband versions of cellular network offer reduced bandwidth and, simplified node and network management mechanisms, such as Narrow Band IoT (NB-IoT) and Long-Term Evolution for Machines (LTE-M). Since the underlying use cases come with various requirements it is essential to perform a comparative analysis of competing technologies. This article provides systematic performance measurement and comparison of LPWAN and NB-IoT technologies in a unified testbed, also discusses the necessity of future fifth generation (5G) LPWAN solutions.
Wireless communication technologies play a major role to enable megatrends like Internet of Things (IoT) and Industry 4.0. The Narrowband Wireless WAN (NBWWAN) introduced to meet the long range and low power requirements of spatially distributed wireless communication use cases. These networks introduce additional challenges in testing because the network topology and RF characteristics become particularly complex and thus a multitude of different scenarios must be tested. This paper describes the infrastructure for automated testing of radio communication and for systematic measurements of the network performance of NBWWAN.
Wireless synchronization of industrial controllers is a challenging task in environments where wired solutions are not practical. The best solutions proposed so far to solve this problem require pretty expensive and highly specialized FPGA-based devices. With this work we counter the trend by introducing a straightforward approach to synchronize a fairly cheap IEEE 802.11 integrated wireless chip (IWC) with external devices. More specifically we demonstrate how we can reprogram the software running in the 802.11 IWC of the Raspberry Pi 3B and transform the receiver input potential of the wireless transceiver into a triggering signal for an external inexpensive FPGA. Experimental results show a mean-square synchronization error of less than 496 ns, while the absolute synchronization error does not exceed 6 μs. The jitter of the output signal that we obtain after synchronizing the clock of the external device did not exceed 5.2 μs throughout the whole measurement campaign. Even though we do not score new records in term of accuracy, we do in terms of complexity, cost, and availability of the required components: all these factors make the proposed technique a very promising of the deployment of large-scale low-cost automation solutions.