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Online grocery shopping (OGS) has significantly risen due to accelerated retail digitization and reshaped consumer shopping behaviors over the last years. Despite this trend, the German online grocery market lags behind its international counterparts. Notably, with almost half of the German population aged over 50 and the 55–64 age group emerging as the largest user segment in e-commerce, the over-50 demographic presents an attractive yet relatively overlooked audience for the expansion of the online grocery market. However, research on OGS behavior among German over-50s is scarce. This study addresses this gap, empirically investigating OGS adoption factors within this demographic through an online survey with 179 respondents. Our findings reveal that over a third of the over-50 demographic has embraced OGS, indicating a growing receptivity for OGS among the over-50s. Notably, home delivery, product variety, convenience, and curiosity emerged as primary drivers for OGS adoption among this demographic. Surprisingly, most adopters did not increase online grocery orders since 2020 and a not inconsiderable proportion have even stopped buying groceries online again. For potential OGS adopters, regional product availability turned out as a motivator, signaling substantial growth potential and providing online grocers with strategic opportunities to target this demographic. In light of our research, we offer practical suggestions to online grocery retailers, aiming to overcome barriers and capitalize on key drivers identified in our study for sustained growth in the over-50 market segment.
In a randomized controlled cross-over study ten male runners (26.7 ± 4.9 years; recent 5-km time: 18:37 ± 1:07 min:s) performed an incremental treadmill test (ITT) and a 3-km time trial (3-km TT) on a treadmill while wearing either carbon fiber insoles with downwards curvature or insoles made of butyl rubber (control condition) in light road racing shoes (Saucony Fastwitch 9). Oxygen uptake, respiratory exchange ratio, heart rate, blood lactate concentration, stride frequency, stride length and time to exhaustion were assessed during ITT. After ITT, all runners rated their perceived exertion, perceived shoe comfort and perceived shoe performance. Running time, heart rate, blood lactate levels, stride frequency and stride length were recorded during, and shoe comfort and shoe performance after, the 3-km TT. All parameters obtained during or after the ITT did not differ between the two conditions [range: p = 0.188 to 0.948 (alpha value: 0.05); Cohen's d = 0.021 to 0.479] despite the rating of shoe comfort showing better scores for the control insoles (p = 0.001; d = −1.646). All parameters during and after the 3-km TT showed no differences (p = 0.200 to 1.000; d = 0.000 to 0.501) between both conditions except for shoe comfort showing better scores for control insoles (p = 0.017; d = −0.919). Running with carbon fiber insoles with downwards curvature did not change running performance or any submaximal or maximal physiological or biomechanical parameter and perceived exertion compared to control condition. Shoe comfort is impaired while running with carbon fiber insoles. Wearing carbon fiber insoles with downwards curvature during treadmill running is not beneficial when compared to running with control insoles.
Garbage in, Garbage out: How does ambiguity in data affect state-of-the-art pedestrian detection?
(2024)
This thesis investigates the critical role of data quality in computer vision, particularly in the realm of pedestrian detection. The proliferation of deep learning methods has emphasised the importance of large datasets for model training, while the quality of these datasets is equally crucial. Ambiguity in annotations, arising from factors like mislabelling, inaccurate bounding box geometry and annotator disagreements, poses significant challenges to the reliability and robustness of the pedestrian detection models and their evaluation. This work aims to explore the effects of ambiguous data on model performance with a focus on identifying and separating ambiguous instances, employing an ambiguity measure utilizing annotator estimations of object visibility and identity. Through accurate experimentation and analysis, trade-offs between data cleanliness and representativeness, noise removal and retention of valuable data emerged, elucidating their impact on performance metrics like the log average miss-rate, recall and precision. Furthermore, a strong correlation between ambiguity and occlusion was discovered with higher ambiguity corresponding to greater occlusion prevalence. The EuroCity Persons dataset served as the primary dataset, revealing a significant proportion of ambiguous instances with approximately 8.6% ambiguity in the training dataset and 7.3% in the validation set. Results demonstrated that removing ambiguous data improves the log average miss-rate, particularly by reducing the false positive detections. Augmentation of the training data with samples from neighbouring classes enhanced the recall but diminished precision. Error correction of wrong false positives and false negatives significantly impacts model evaluation results, as evidenced by shifts in the ECP leaderboard rankings. By systematically addressing ambiguity, this thesis lays the foundation for enhancing the reliability of computer vision systems in real-world applications, motivating the prioritisation of developing robust strategies to identify, quantify and address ambiguity.
Die vorliegende Arbeit beschäftigt sich mit der Nutzung von Reinforcement Learning in der Informationsbeschaffungs-Phase eines Penetration Tests. Es werden Kernprobleme in den bisherigen Ansätzen anderer das Thema betreffender wissenschaftlicher Arbeiten analysiert und praktische Lösungsansätze für diese bisherigen Hindernisse vorgestellt und implementiert. Die Arbeit zeigt damit eine beispielhafte Implementierung eines Reinforcement Learning Agenten zur Automatisierung der Informationsbeschaffungs-Phase eines Penetration Tests und stellt Lösungen für existierende Probleme in diesem Bereich dar.
Eingebettet wird diese wissenschaftliche Arbeit in die Anforderungen der Herrenknecht AG hinsichtlich der Absicherung des Tunnelbohrmaschinen-Netzwerks. Dabei werden praktische Ergebnisse des eigen entwickelten Reinforcement Learning Modells im Tunnelbohrmaschinen-Test-Netzwerk der Herrenknecht AG vorgestellt.
This paper provides a comprehensive overview of approaches to the determination of isocontours and isosurfaces from given data sets. Different algorithms are reported in the literature for this purpose, which originate from various application areas, such as computer graphics or medical imaging procedures. In all these applications, the challenge is to extract surfaces with a specific isovalue from a given characteristic, so called isosurfaces. These different application areas have given rise to solution approaches that all solve the problem of isocontouring in their own way. Based on the literature, the following four dominant methods can be identified: the marching cubes algorithms, the tessellation-based algorithms, the surface nets algorithms and the ray tracing algorithms. With regard to their application, it can be seen that the methods are mainly used in the fields of medical imaging, computer graphics and the visualization of simulation results. In our work, we provide a broad and compact overview of the common methods that are currently used in terms of isocontouring with respect to certain criteria and their individual limitations. In this context, we discuss the individual methods and identify possible future research directions in the field of isocontouring.
Background: Assistive Robotic Arms are designed to assist physically disabled people with daily activities. Existing joysticks and head controls are not applicable for severely disabled people such as people with Locked-in Syndrome. Therefore, eye tracking control is part of ongoing research. The related literature spans many disciplines, creating a heterogeneous field that makes it difficult to gain an overview.
Objectives: This work focuses on ARAs that are controlled by gaze and eye movements. By answering the research questions, this paper provides details on the design of the systems, a comparison of input modalities, methods for measuring the performance of these controls, and an outlook on research areas that gained interest in recent years.
Methods: This review was conducted as outlined in the PRISMA 2020 Statement. After identifying a wide range of approaches in use the authors decided to use the PRISMA-ScR extension for a scoping review to present the results. The identification process was carried out by screening three databases. After the screening process, a snowball search was conducted.
Results: 39 articles and 6 reviews were included in this article. Characteristics related to the system and study design were extracted and presented divided into three groups based on the use of eye tracking.
Conclusion: This paper aims to provide an overview for researchers new to the field by offering insight into eye tracking based robot controllers. We have identified open questions that need to be answered in order to provide people with severe motor function loss with systems that are highly useable and accessible.
Der Online-Handel verzeichnet seit Jahren ein stetiges Wachstum. Durch die COVID-19-Pandemie kaufen nun auch Nutzende, die zuvor physische Kanäle bevorzugten, vermehrt online ein. Der Anbietererfolg hängt dabei wesentlich von der Kenntnis über die Kund*innen ab. Allerdings dominieren einige große Anbieter den Markt, während kleinere Online-Shops Schwierigkeiten haben, ihre Angebote zu personalisieren. Eine Lösung bietet der Ansatz selbstbestimmter Identitäten. Dieser ermöglicht Kund*innen, ihre eigenen Shoppingdaten zu kontrollieren und sie selektiv mit Online-Shops zu teilen. Dadurch können individuelle Wünsche und Anforderungen der Kund*innen in Online-Shops berücksichtigt und ein personalisiertes Angebot sowie eine gute Nutzungserfahrung geboten werden. Trotz des großen Potenzials selbstbestimmter Identitäten ist der Ansatz in Deutschland kaum verbreitet. Dieser Beitrag beleuchtet den Einsatz selbstbestimmter Identitäten im Online-Handel. Mithilfe eines menschenzentrierten Gestaltungsprozesses wurden Personas und Ist-Szenarien erstellt, sowie daraus resultierend Anforderungen erhoben und Potenziale identifiziert. Auf Basis dessen konnte ein Daten- und Architekturmodell zur Integration von selbstbestimmten Identitäten im Online-Handel entwickelt werden.
"Ad fontes!"
Francesco Petrarca (1301–1374)
In the beginning, there was an idea: the reconstruction of the first "Iron Hand" of the Franconian imperial knight Götz von Berlichingen (1480–1562). We found that with this historical prosthesis, simple actions for daily use, such as holding a wine glass, a mobile phone, a bicycle handlebar grip, a horse’s reins, or some grapes, are possible without effort. Controlling this passive artificial hand, however, is based on the help of a healthy second hand.
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.