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Investigation of the Angle Dependency of Self-Calibration in Multiple-Input-Multiple-Output Radars
(2021)
Multiple-Input-Multiple-Output (MIMO) is a key technology in improving the angular resolution (spatial resolution) of radars. In MIMO radars the amplitude and phase errors in antenna elements lead to increase in the sidelobe level and a misalignment of the mainlobe. As the result the performance of the antenna channels will be affected. Firstly, this paper presents analysis of effect of the amplitude and phase errors on angular spectrum using Monte-Carlo simulations. Then, the results are compared with performed measurements. Finally, the error correction with a self-calibration method is proposed and its angle dependency is evaluated. It is shown that the values of the errors change with an incident angle, which leads to a required angle-dependent calibration.
Estimation of Scattering and Transfer Parameters in Stratified Dispersive Tissues of the Human Torso
(2021)
The aim of this study is to understand the effect of the various layers of biological tissues on electromagnetic radiation in a certain frequency range. Understanding these effects could prove crucial in the development of dynamic imaging systems under operating environments during catheter ablation in the heart. As the catheter passes through some arterial paths in the region of interest inside the heart through the aorta, a three-dimensional localization of the catheter is required. In this paper, a study is given on the detection of the catheter by using electromagnetic waves. Therefor, an appropriate model for the layers of the human torso is defined and simulated without and with an inserted electrode.
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.
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.
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.
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.
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 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.
Do you know that for each banana bunch the complete plant must be cut as well? Only in Brazil 440 million trees are planted annually. With an average weight of 30 kg per banana plant you can estimate about 13,5 million tons of banana residues per year. Although there exist some projects to use these residues for the production of valuable products (e.g fibers for textile and paper production) most of this organic waste material is unused and left for composting on the farmland.
The basic idea of this project is to evaluate this organic waste material for converting it to a renewable and CO2 neutral fuel. Therefore, the different parts of the banana plant (heart, leaves and pseudo stem) were analyzed regarding their biogas potential (specific biogas yield and biogas production kinetics). In further studies the effect of mechanical and enzymatic pretreatments of the different parts of the plants was investigated. This examination could then be the basis for an energetic usage of this organic residue.
The biogas batch experiments were performed according to the german guideline VDI 4630 in 2-L-Batch reactors at 37°C. As biogas substrates, the heart, the leaves and the pseudo stem of the banana plant residue with and without enzymatic/mechanical pretreatment were used.
The different parts of the banana plants result in a specific biogas production yield in the range of 260-470 norm liters per kg organic dry mass.
To determine the influence of the mechanical pretreatment (particle size 1-15 mm) on the biogas production kinetics, the kinetic constants were defined and calculated. The reduction of the particle size leads to an improved biogas production kinetics. Therefore experiments will demonstrate, if the results from the batch experiments can be converted in the continuous fed biogas reactor. The experiments of the enzymatic pretreatment are still under investigation.
In a Semi-autonomic cloud auditing architecture we weaved in privacy enhancing mechanisms [15] by applying the public key version of the Somewhat homomorphic encryption (SHE) scheme from [4]. It turns out that the performance of the SHE can be significantly improved by carefully deriving relevant crypto parameters from the concrete cloud auditing use cases for which the scheme serves as a privacy enhancing approach. We provide a generic algorithm for finding good SHE parameters with respect to a given use case scenario by analyzing and taking into consideration security, correctness and performance of the scheme. Also, to show the relevance of our proposed algorithms we apply it to two predominant cloud auditing use cases.