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Institute
Databases are becoming an ubiquitous and integral part of most software as the data era and the Internet of Everything unfolds. Alternative database types such as NoSQL grow in popularity and allow data to be stored and accessed more simply or in new ways. Thus, software developers, not just database specialists, are more likely to encounter and need to deal with databases. Virtual Reality (VR) technology has grown in popularity, yet its integration in the software development tool chain has been limited. One potential application area for VR technology that has not been sufficiently explored is database-model visualization. This paper describes Virtual Reality Immersion in Data Models (VRiDaM), a generic database-model approach for visualizing, navigating, and conveying database-model information interactively. It describes and explores both native VR and WebVR solution concepts, with prototypes showing the viability of the approach.
DEKXTROSE: An Education 4.0 Mobile Learning Approach and Object-Aware App Based on a Knowledge Nexus
(2020)
The exponential growth in knowledge coupled with the decreasing knowledge half-life creates a challenging situation for educational programs - particularly those preparing software engineers for their very dynamic high-technology field. Teachers in high technology education areas are challenged in selecting and making relevant knowledge intuitively accessible to students, especially with regard the highly dynamic digital and software technologies. This paper contributes a knowledge nexus-based multimedia approach aligned with Higher Education 4.0 for creating learning apps on mobile devices that support multiple didactic models, leverage intrinsic curiosity and motivation, support gamification, and enable digital collaboration. Object recognition is used to trigger learning paths, and various didactic methods are supported via workflow-like learning flows to support group or team-based learning. A prototype app was realized to demonstrate its feasibility and an empirical evaluation in software engineering shows the didactic potential and advantages of the approach, which can be readily generalized and applied to the arts, sciences, etc.
As the amount of software source code increases, manual approaches for documentation or detection of software design patterns in source code become inefficient relative to the value. Furthermore, typical automatic pattern detection tools are limited to a single programming language. To address this, our Design Pattern Detection using Machine Learning (DPDML) offers a generalized and programming language agnostic approach for automated design pattern detection based on machine learning (ML). The focus of our evaluation was on ensuring DPDML can reasonably detect one design pattern in the structural, creational, and behavioral category for two popular programming languages (Java and C#). 60 unique Java and C# code projects were used to train the artificial neural network (ANN) and 15 projects were then used to test pattern detection. The results show the feasibility and potential for pursuing an ANN approach for automated design pattern detection.
DEKXTROSE: An Education 4.0 Mobile Learning Approach and Object-Aware App Based on a Knowledge Nexus
(2020)
The exponential growth in knowledge coupled with the decreasing knowledge half-life creates a challenging situation for educational programs - particularly those preparing software engineers for their very dynamic high-technology field. Teachers in high technology education areas are challenged in selecting and making relevant knowledge intuitively accessible to students, especially with regard the highly dynamic digital and software technologies. This paper contributes a knowledge nexus-based multimedia approach aligned with Higher Education 4.0 for creating learning apps on mobile devices that support multiple didactic models, leverage intrinsic curiosity and motivation, support gamification, and enable digital collaboration. Object recognition is used to trigger learning paths, and various didactic methods are supported via workflow-like learning flows to support group or team-based learning. A prototype app was realized to demonstrate its feasibility and an empirical evaluation in software engineering shows the didactic potential and advantages of the approach, which can be readily generalized and applied to the arts, sciences, etc.
The volume of program source code created, reused, and maintained worldwide is rapidly increasing, yet code comprehension remains a limiting productivity factor. For developers and maintainers, well known common software design patterns and the abstractions they offer can help support program comprehension. However, manual pattern documentation techniques in code and code-related assets such as comments, documents, or models are not necessarily consistent or dependable and are cost-prohibitive. To address this situation, we propose the Hybrid Design Pattern Detection (HyDPD), a generalized approach for detecting patterns that is programming-language-agnostic and combines graph analysis (GA) and Machine Learning (ML) to automate the detection of design patterns via source code analysis. Our realization demonstrates its feasibility. An evaluation compared each technique and their combination for three common patterns across a set of 75 single pattern Java and C# public sample pattern projects. The GA component was also used to detect the 23 Gang of Four design patterns across 258 sample C# and Java projects as well as in a large Java project. Performance and scalability were measured. The results show the advantages and potential of a hybrid approach for combining GA with artificial neural networks (ANN) for automated design pattern detection, providing compensating advantages such as reduced false negatives and improved F1 scores.
With the increasing pressure to deliver additional software functionality, software engineers and developers are often confronted with the dilemma of sufficient software testing. One aspect to avoid is test redundancy, and measuring test (or code or statement) coverage can help focus test development on those areas that are not yet sufficiently tested. As software projects grow, it can be difficult to visualize both the software product and the software testing area and their dependencies. This paper contributes VR-TestCoverage, a Virtual Reality (VR) solution concept for visualizing and interacting with test coverage, test results, and test dependency data in VR. Our VR implementation shows its feasibility. The evaluation results based on a case study show its support for three testing-related scenarios.
The increasing demand for software functionality necessitates an increasing amount of program source code that is retained and managed in version control systems, such as Git. As the number, size, and complexity of Git repositories increases, so does the number of collaborating developers, maintainers, and other stakeholders over a repository’s lifetime. In particular, visual limitations of Git tooling hampers repository comprehension, analysis, and collaboration across one or multiple repositories with a larger stakeholder spectrum. This paper contributes VR-Git, a Virtual Reality (VR) solution concept for visualizing and interacting with Git repositories in VR. Our prototype realization shows its feasibility, and our evaluation results based on a case study show its support for repository comprehension, analysis, and collaboration via branch, commit, and multi-repository scenarios.
Repeatable processes are fundamental for describing how enterprises and organizations operate, for production, for Industry 4.0, etc. As digitalization and automation progresses across all organizations and industries, including enterprises, business, government, manufacturing, and IT, evidence-based comprehension and analysis of the processes involved, including their variations, anomalies, and performance, becomes vital for an increasing set of stakeholders. Process Mining (PM) relies on logs or processes (as such evidence-based) to provide process-centric analysis data, yet insights are not necessarily visually accessible for a larger set of stakeholders (who may not be process or data analysts). Towards addressing certain challenges described in the Process Mining Manifesto, this paper contributes VR-ProcessMine, a solution for visualizing and interacting with PM results in Virtual Reality (VR). Our realization shows its feasibility, and a case-based evaluation provides insights into its capabilities.
As systems grow in complexity, the interdisciplinary nature of systems engineering makes the visualization and comprehension of the underlying system models challenging for the various stakeholders. This, in turn, can affect validation and realization correctness. Furthermore, stakeholder collaboration is often hindered due to the lack of a common medium to access and convey these models, which are often partitioned across multiple 2D diagrams. This paper contributes VR-SysML, a solution concept for visualizing and interacting with SysML models in Virtual Reality (VR). Our prototype realization shows its feasibility, and our evaluation results based on a case study shows its support for the various SysML diagram types in VR, cross-diagram element recognition via our backplane followers concept, and depicting further related (SysML and non-SysML) models side-by-side in VR.
VR-V&V
(2023)
To build quality into a software (SW) system necessitates supporting quality-related lifecycle activities during the software development. In software engineering, software Verification and Validation (V&V) processes constitute an inherent part of Software Quality Assurance (SQA) processes. A subset of the V&V activities involved are: 1) bidirectional traceability analysis of requirements to design model elements, and 2) software testing. Yet the complex nature of large SW systems and the dependencies involved in both design models and testing present a challenge to current V&V tools and methods regarding support for trace analysis. One of software’s essential challenges remains its invisibility, which also affects V&V activities. This paper contributes VR-V&V, a Virtual Reality (VR) solution concept towards supporting immersive V&V activities. By visualizing requirements, models, and testing artifacts with dependencies and trace relations immersively, they are intuitively accessible to a larger stakeholder audience such as SQA personnel while supporting digital cognition. Our prototype realization shows the feasibility of supporting immersive bidirectional traceability as well as immersive software test coverage and analysis. The evaluation results are based on a case study demonstrating its capabilities, in particular traceability support was performed with ReqIF, ArchiMate models, test results, test coverage, and test source to test target dependencies.
VR-SysML+Traceability
(2023)
As systems grow in complexity, the interdisciplinary nature of systems engineering makes the visualization and comprehension of the underlying system models challenging for the various stakeholders. This, in turn, can affect validation and realization correctness. Furthermore, stakeholder collaboration is often hindered due to the lack of a common medium to access and convey these models, which are often partitioned across multiple 2D diagrams. This paper contributes VR-SysML, a solution concept for visualizing and interacting with Systems Modeling Language (SysML) models in Virtual Reality (VR). Our prototype realization shows its feasibility, and our evaluation results based on a case study shows its support for the various SysML diagram types in VR, cross-diagram element recognition via our Backplane Followers concept, and depicting further related (SysML and non-SysML) models side-by-side in VR.
VR-GitCity
(2023)
The increasing demand for software functionality necessitates an increasing amount of program source code that is retained and managed in version control systems, such as Git. As the number, size, and complexity of Git repositories increases, so does the number of collaborating developers, maintainers, and other stakeholders over a repository’s lifetime. In particular, visual limitations of command line or two- dimensional graphical Git tooling can hamper repository comprehension, analysis, and collaboration across one or multiple repositories when a larger stakeholder spectrum is involved. This is especially true for depicting repository evolution over time. This paper contributes VR-GitCity, a Virtual Reality (VR) solution concept for visualizing and interacting with Git repositories in VR. The evolution of the code base is depicted via a 3D treemap utilizing a city metaphor, while the commit history is visualized as vertical planes. Our prototype realization shows its feasibility, and our evaluation results based on a case study show its depiction, comprehension, analysis, and collaboration capabilities for evolution, branch, commit, and multi-repository analysis scenarios.
VR-EDStream+EDA
(2023)
With increasing digitalization, the importance of data and events, which comprise its most fundamental level, cannot be overemphasized. All types of organizations, including enterprises, business, government, manufacturing, and the supporting IT, are dependent on these fundamental building blocks. Thus, evidence-based comprehension and analysis of the underlying data and events, their stream processing, and correlation with enterprise events and activities becomes vital for an increasing set of (grassroot or citizen) stakeholders. Thus, further investigation of accessible alternatives to visually support analysis of data and events is needed. This paper contributes VR-EDStream+EDA, a solution for immersively visualizing and interacting with data and event streams or pipelines and generically visualizing Event-Driven Architecture (EDA) in Virtual Reality (VR). Our realization shows its feasibility, and a case-based evaluation provides insights into its capabilities.
Hierarchy-aware Learning of Sequential Tool Usage via Semi-automatically Constructed Taxonomies
(2020)
Transformations in the work–nonwork interface highlight the importance of effectively managing the boundaries between life domains. However, do the ways individuals manage the boundaries between work and nonwork life change from one day to the next? If so, which antecedents may explain these intra-individual fluctuations in boundary management? Drawing on boundary management, spillover, and resource theories, we investigate daily changes in segmentation preferences and integration enactments as a function of experiencing strain in work and nonwork life. Assuming that changes in segmentation preferences reflect an individual’s strategy to regulate negative cross-role spillover, we suppose that strain increases individuals’ segmentation preferences; at the same time, however, it could force individuals to enact more integration.
This paper describes an application analysis of one important topic of diversity
marketing – gender marketing. With the help of two surveys and content analyses
in two different media sectors – television and print media – the general trend of
gender representation in advertising could be located. While most survey
respondents are still using characteristics for males and females which were
shaped by traditional gender roles, most of them believe that the roles from the
1950s are outdated and that the media should adapt to the changes in societies in
regard to gender roles. However, the content analyses have shown that the
marketers have already adapted and are primarily presenting the viewers
contemporary images of men and women instead of the stereotyped ones from the
1950s. The only issue that has not changed yet is the color coding which starts to
differentiate between males and females since childhood. The findings of this
paper suggest that the perception and the reality do not always correspond with
each other and that, although the adoption of the change of gender roles is
advancing, it is still not completed yet.
Novel myopia control spectacle lenses induce peripheral contrast reduction via optical diffusion. It is suggested, that the contrast reduction alters retinal processes in the low-level neural circuity, leading to an inhibition of eye growth. The purpose of this thesis is to evaluate the influence of full-field contrast reduction on low-level neural processing of the retina, described by the edge contrast sensitivity.
A good stereopsis (depth perception) is needed in everyday life, regardless whether a person is a professional driver or chef. Good estimation of distance, and of what is further and what closer, could mean the difference between a crushed and a whole car or between a bloody and a healthy finger. The main theme of this Master thesis is detect and quantify major factors in depth perception. Do the younger estimate the depth better than the older; do they have better depth perception with greater or smaller pupil distance; does depth perception depend on gender; what happens with stereopsis when vision is fogged by +0,5 and +1,0 D? These are the questions dealt with in this Master thesis.
To answer these questions measurements were made on 51 subjects (mean age 45,0 +/- 13,32 years) of whom 25 were women, mean age 45,5 +/-13,55 years (12 with PD<62 mm, mean and 13 with PD>66 mm) and 26 men, mean age 44,4 +/- 13,34 years (13 with PD<62 mm and, 13 with PD >66 mm). Each of these four groups was further divided by age (one in range 20 to 35 years and second in range 50 to 65 years).
The measurements were made with a few assumptions. The first assumption was that stereopsis is in direct correlation with visual acuity, the second assumption was that persons with bigger interpupillar distance have better stereopsis, and the third assumption was that with age the stereopsis ability decreases.
The measurements were done with modified Frisby–Davis test expanded from four geometrical shapes to twenty-five circles. The stereopsis was measured with full refractive correction at 4,5 and 3,0 meters. Later, stereopsis was measured with fogging with +0,5 and +1,0 D at the 4,5 and 3,0 meter distances.
Statistically there is no correlation (or very weak) between stereopsis and the visual acuity for whole group of 51 test persons, but if only young test persons are taken in consideration, the correlation becomes significant, r(20)=0,566, p=0,009 at 4,5 m and r(20)=0,456, p=0,043 at 3,0 m and that matches the assumption. Stereopsis is in no or weak positive correlation with pupil distance r(51)=0,059, p=0,679, which is in total contrast to the assumption. Stereopsis is in positive correlation with age at 4,5 meters measuring distance, r(51)=0,371, p=0,007, which corresponds to assumption. In addition, stereopsis is better in females than in males by 32,5%.
Based on the results it can be concluded that the stereopsis is in negative correlation with age, in positive correlation with visual acuity, females have better stereopsis than males and statistically, the correlation between stereopsis and pupil distance (PD) has not been proved. The most important conclusion is that the decreased visual acuity brings significant fall of stereopsis. A deficit in refraction of -0,50 D decreases stereo acuity by about 90% (nearly 2x) and a deficit of -1,0 D decreases stereo acuity by about 220% (about 3x).
Keywords: Stereopsis, stereo acuity, depth perception, pupil distance (PD), visual acuity (VA).
This research looks into the question of where and how Artificial Intelligence and Big Data can be usefully implemented into Affiliate Marketing. By consulting relevant literature and qualified experts, this work identifies 6 areas, where Artificial Intelligence can be beneficial. These areas were found to be Affiliate Recruitment, Affiliate Management, Product Data Feed Optimization, Tracking, Attribution and Forecasting.
The implementation of Artificial Intelligence in these areas revealed 3 advantages to the Affiliate Marketing channel: Saving of time, support of decision-making, and incentivizing of publishers. While a more detailed study of this research topic would be necessary for validating the results, the findings show that the implementation of Artificial Intelligence technology can help a business gain competitive advantage.
The surface topography of biodegradable polymer foils is modified by mechanical imprinting on a submillimeter length scale. The created patterns strongly influence the wetting behavior and allow the preparation of hydrophobic surfaces with controlled solid-liquid interaction. A detailed analysis of anisotropic surface patterns reveals that the observed effect arises from a combination of topographical and compositional changes that are introduced to the surface. As a main result it is found that an individual combination of material and structure is required for the production of water-repellent biopolymer foils that are highly attractive for packaging applications.
Learning for E-Learning
(2020)
In the fast-growing but also highly competitive market of battery-powered power tools, cell-pack-cooling systems are of high importance, as they guarantee safety and short charging times. A simulation model of an 18 V power tool battery pack was developed to be able to evaluate four different pack-cooling systems (two heat-conductive polymers, one phase change material, and non-convective air as reference) in an application scenario of practical relevance (the intensive use of a power tool followed by cooling down and charging steps). The simulation comprises battery models of 21700 cells that are commercially available as well as heat transfer models. The study highlights the performance of the different cooling materials and their effect on the maximum pack temperature and total charging cycle time. Key material parameters and their influence on the battery pack temperature and temperature homogeneity are discussed. Using phase change materials and heat-conductive polymers, a significantly lower maximum temperature during discharge (up to 26%) and a high shortening potential of the use/charging cycle (up to 32%) were shown. In addition to the cooling material sweep, a parameter sweep was performed, varying the external temperature and air movement. The high importance of the conditions of use on the cooling system’s performance was illustrated.
Soft magnetic Fe-Al alloys have been a subject of research in the past. However, they never saw the same reception in technical applications as the Fe-Si or Fe-Ni alloys, which is, to some extent, due to a low ductility level and difficulties in manufacturing. Additive manufacturing (AM) technology could be a way to avoid issues in conventional manufacturing and produce soft magnetic components from these alloys, as has already been shown with similarly brittle Fe-Si alloys. While AM has already been applied to certain Fe-Al alloys, no magnetic properties of AM Fe-Al alloys have been reported in the literature so far. Therefore, in this work, a Fe-12Al alloy was additively manufactured through laser powder bed fusion (L-PBF) and characterized regarding its microstructure and magnetic properties. A comparison was made with the materials produced by casting and rolling, prepared from melts with an identical chemical composition. In order to improve the magnetic properties, a heat treatment at a higher temperature (1300 °C) than typically applied for conventionally manufactured materials (850–1150 °C) is proposed for the AM material. The specially heat-treated AM material reached values (HC: 11.3 A/m; µmax: 13.1 × 103) that were close to the heat-treated cast material (HC: 12.4 A/m; µmax: 20.3 × 103). While the DC magnetic values of hot- and cold-rolled materials (HC: 3.2 to 4.1 A/m; µmax: 36.6 to 40.4 × 103) were not met, the AM material actually showed fewer losses than the rolled material under AC conditions. One explanation for this effect can be domain refinement effects. This study shows that it is possible to additively manufacture Fe-Al alloys with good soft magnetic behavior. With optimized manufacturing and post-processing, further improvements of the magnetic properties of AM L-PBF Fe-12Al may still be possible.
Purpose
The purpose of this study was to evaluate the validity of the iPad Aniseikonia Test for
measurement size lens-induced aniseikonia. The iPad Aniseikonia Test is a new
computer-based test designed for measuring aniseikonia in vertical direction. The iPad
Test uses red-green anaglyphs.
Methods
Aniseikonia was induced in 21 subjects by means of afocal size lenses. Resulting
aniseikonia was measured in vertical direction by the iPad Aniseikonia Test. The
measurement was performed in dark condition with appropriate correction of refractive
error. All subject were patients with normal vision with no anisometropia or other
ocular problem.
Results:
Afocal size lenses of known magnification were used to induce aniseikonia. 5
measurements were taken in each subject, ranging from zero to 7 % magnification.
When using the regression analysis, the slope of the fitted line significantly differs from
1. The average slope of regression line is 0,58.
Conclusions:
Only moderate accuracy was found for tested target size and orientation. In all cases the
iPad Aniseikonia Test underestimates the level of aniseikonia. However for gross
assessment of anisometropia in clinical practice it could be successfully used. Further
study with different target size should be addressed.
The direct ophthalmoscope is a retinal screening tool that has been in existence and development for more than 150 years, yet, the rapid influence of technological evolution in screening tools, has left the direct ophthalmoscope untouched. The main purpose of this master thesis is to determine if the direct ophthalmoscope has reached its maximum potential of development and, additionally, to determine if a further development, including a more electronic input, would be feasible.
Purpose: The aim is to be able to advise patients on the choice of sports and exercises regarding the effects on the intraocular pressure.
Methods: The search engines Google Scholar and PubMed were used to search for suitable studies. The studies were summarized, and the most important data were collected in one table for each study. The effect on the IOP was extracted or, if not given in the article, calculated by the difference of means of the IOP after or during exercise, and the baseline IOP before, whenever these values were available.
Findings: A total of 47 studies out of the years 1990 to 2020 that investigated the influence on the IOP of the most popular sports actively practiced in Germany were reviewed and summarized: twelve for running, sixteen for fitness/ weight training, one for swimming/diving, twelve for cycling, four for hiking, and two for yoga.
Conclusions: Throughout all studies and sports it was seen that physical fitness stabilized the IOP. Higher
intensity of exercise led to higher fluctuations of the IOP. Moderate endurance training keeps the IOP fluctuations low and may lead to a lower baseline IOP if practiced on a regular base. Fitness and weight training lead to fluctuations of the IOP in a pronounced manner when performed at moderate and high intensity. Therefore, only a moderate training can be recommended if there is need to keep the IOP stable. Isometric exercise is not recommended as it provokes a rise of the IOP even when performed with light loads. The Valsalva Maneuver should always be avoided as it leads to additional fluctuations of the IOP. Also, the IOP behaved more stable during resistance training when higher fitness was present.
Potentials of Digital Business Models – Empirical investigation of data driven impacts in industry
(2018)
Potential Benefits of Enterprise Architecture Management in the Digital Transformation Process
(2020)
This paper deals with the question of which factors have to be given for
successful share repurchases that create long-term shareholder value. Center of
the thesis is the agency theory and its influence on share repurchases. Based on
theoretical findings success factors for share repurchases are derived and then
verified by case studies.
The main drivers for a successful share repurchase elaborated by this paper are a
suitable long-term executive compensation, an independent board of directors and
a shareholder structure without a majority shareholder. Additionally the findings
show that tying repurchases to certain share price thresholds improves the quality
of share repurchases.
Ophthalmic lenses are ideally measured in accordance with the center of rotation of the eye. Therefore a measuring device was constructed due to this principle to measure lenses with a focimeter. In this work that measuring device was validated. Lenses of ± 4 dpt in spherical and aspherical design were measured across a field of 9x9 measuring points being at 5° distance from each other. This corresponds to a field of view of 40°. The measurement points in x- and y- direction were theoretically calculated to validate the measurement results. Regarding angles of incidence up to 20° it was supposed that the main optical aberration depends on a change in the sagittal and tangential sphere powers which is also defined as astigmatism. Therefore the calculation presents the tangential and sagittal oblique sphere powers depending on the different angles of the line of vision. On average the measurement results and the calculated data of the spherical designed lenses coincide quite good (correlation at 0,98), the systematic deviation of both values on average is 0.01 dpt and the random error (standard deviation) amounts 0.03 dpt on average. The minimum deviation is -0.06 dpt and the maximum is 0.09 dpt. Common focimeters have a measuring inaccuracy of up to 0.06 dpt (Diepes, Blendowske 2002). Therefore the quality of the measured data should be reliable. The aspherical designed lenses were compared to the spherical designed lenses. With increased angles of incidence the astigmatism of the aspherical lenses leads to lower values than the astigmatism of the spherical lenses
Creation of Liquid‐Air Dispersions in Oil and Water: Comparison of Calculations and Measurements
(2021)
Leveraging Augmented Reality to Support Context-Aware Tasks in Alignment with Business Processes
(2021)
The seamless inclusion of Augmented Reality (AR) with Business Process Management Systems (BPMSs) for Smart Factory and Industry 4.0 processes remains a challenge. Towards this end, this paper contributes an approach integrating context-aware AR into intelligent business processes to support and guide manufacturing personnel tasks and enable live task assignment optimization and support task execution quality. Our realization extends two BPMSs (Camunda and AristaFlow) and various AR devices. Various AR capabilities are demonstrated via a simulated industrial case study.
Production processes in Industry 4.0 settings are usually highly automated. However, many complicated tasks, such as machine maintenance, must be executed by human workers. In current smart factories, such tasks can be supported by Augmented Reality (AR) devices. These AR tasks rely on high numbers of contextual factors like live data from machines or work safety conditions and are mostly not well integrated into the global production process. This can lead to various problems like suboptimal task assignment, over-exposure of workers to hazards like noise or heat, or delays in the production process. Current Business Process Management (BPM) Systems (BPMS) are not capable of readily taking such factors into account. There- fore, this contribution proposes a novel approach for context- integrated modeling and execution of processes with AR tasks. Our practical evaluations show that our AR Process Framework can be easily integrated with prevalent BPMS. Furthermore, we have created a comprehensive simulation scenario and our findings suggest that the application of this system can lead to various benefits, like better quality of AR task execution and cost savings regarding the overall Industry 4.0 processes.
Although production processes in Industry 4.0 set- tings are highly automated, many complicated tasks, such as machine maintenance, continue to be executed by human workers. While smart factories can provide these workers with some digitalization support via Augmented Reality (AR) devices, these AR tasks depend on many contextual factors, such as live data feeds from machines in view, or current work safety conditions. Although currently feasible, these localized contextual factors are mostly not well-integrated into the global production process, which can result in various problems such as suboptimal task assignment, over-exposure of workers to hazards such as noise or heat, or delays in the production process. Current Business Process Management (BPM) Systems (BPMS) were not particularly designed to consider and integrate context-aware factors during planning and execution. This paper describes the AR-Process Framework (ARPF) for extending a BPMS to support context-integrated modeling and execution of processes with AR tasks in industrial use cases. Our realization shows how the ARPF can be easily integrated with prevalent BPMS. Our evaluation findings from a simulation scenario indicate that ARPF can improve Industry 4.0 processes with regard to AR task execution quality and cost savings.
Industry 4.0 production comprises complicated highly automated processes. However, human activities are also a crucial component of these processes, e.g., for machine main- tenance. Task assignment of human resources in this domain is challenging, as many factors have to be taken into account to ensure effective and efficient activity execution and satisfy special conditions (like worker safety). To overcome the limita- tions of current Business Process Management (BPM) Systems regarding activity resource assignment, this contribution provides a BPM-integrated approach that applies fuzzy sets for activity assignment. Our findings suggest that this approach can be easily applied to complex production scenarios, while providing efficient performance even with a large number of concurrent activity assignment requests. Additionally, our evaluation shows its potential for improved work distribution which can lead to cost savings in Industry 4.0 production processes.
Today’s Industry 4.0 Smart Factories involve complicated and highly automated processes. Nevertheless, certain crucial activities such as machine maintenance remain that require human involvement. For such activities, many factors have to be taken into account, like worker safety or worker qualification. This adds to the complexity of selection and assignment of optimal human resources to the processes and overall coordination. Contemporary Business Process Management (BPM) Systems only provide limited facilities regarding activity resource assignment. To overcome these, this contribution pro- poses a BPM-integrated approach that applies fuzzy sets and rule processing for activity assignment. Our findings suggest that our approach has the potential for improved work distribution and cost savings for Industry 4.0 production processes. Furthermore, the scalability of the approach provides efficient performance even with a large number of concurrent activity assignment requests and can be applied to complex production scenarios with minimal effort.
Future lunar exploration will be based on in-situ resource utilization (ISRU) techniques. The most abundant raw material on the Moon is lunar regolith, which, however, is very scarce on Earth, making the study of simulants a necessity. The objective of this study is to characterize and investigate the sintering behavior of EAC-1A lunar regolith simulant. The characterization of the simulant included the determination of the phase assemblage, characteristic temperatures determination and water content analysis. The results are discussed in the context of sintering experiments of EAC-1A simulant, which showed that the material can be sintered to a relative density close to 90%, but only within a very narrow range of temperatures (20–30 °C). Sintering experiments were performed for sieved and unsieved, as well as for dried and non-dried specimens of EAC-1A. In addition, an analysis of the densification and mechanical properties of the sintered specimens was done. The sintering experiments at different temperatures showed that the finest fraction of sieved simulant can reach a higher maximum sintering temperature, and consequently a higher densification and biaxial strength. The non-dried powder exhibited higher densification and biaxial strength after sintering compared to the dried specimen. This difference was explained with a higher green density of the non-dried powder during pressing, rather than due to an actual influence on the sintering mechanism. Nevertheless, drying the powder prior to sintering is important to avoid the overestimation of the strength of specimens to be fabricated on the Moon.
Laser melting manufacturing of large elements of lunar regolith simulant for paving on the Moon
(2023)
The next steps for the expansion of the human presence in the solar system will be taken on the Moon. However, due to the low lunar gravity, the suspended dust generated when lunar rovers move across the lunar soil is a significant risk for lunar missions as it can affect the systems of the exploration vehicles. One solution to mitigate this problem is the construction of roads and landing pads on the Moon. In addition, to increase the sustainability of future lunar missions, in-situ resource utilization (ISRU) techniques must be developed. In this paper, the use of concentrated light for paving on the Moon by melting the lunar regolith is investigated. As a substitute of the concentrated sunlight, a high-power CO2 laser is used in the experiments. With this set-up, a maximum laser spot diameter of 100 mm can be achieved, which translates in high thicknesses of the consolidated layers. Furthermore, the lunar regolith simulant EAC-1A is used as a substitute of the actual lunar soil. At the end of the study, large samples (approximately 250 × 250 mm) with interlocking capabilities were fabricated by melting the lunar simulant with the laser directly on the powder bed. Large areas of lunar soil can be covered with these samples and serve as roads and landing pads, decreasing the propagation of lunar dust. These manufactured samples were analysed regarding their mineralogical composition, internal structure and mechanical properties.
Young but not Naive: Leaders of Tomorrow Expect Limits to Digital Freedom to Preserve Freedom
(2021)
Purpose
To determine the stereo threshold and inherent variability with a monitor-based two-rod test at various eccentricities of the visual field. Additionally, to evaluate the duration of this procedure.
Subjects and methods
A pilot trial was conducted in five ophthalmologically normal subjects (2 male and 3 female) aged 21 – 23 years. Two black rods on white background, which appeared under an angle of 1° were presented in a viewing distance of 5.0 meters. The right rod was stationary, whilst the left rod appeared under a stereoscopic parallax, with an either proximal or distal displacement to the image plane. Threshold determination was assessed at seven eccentricities of the visual field by a staircase method. Eccentricities were 0° centrally, 5° to the right and left, 10° to the right and left and 15° to the right and left of the visual field. Proximal and distal displacement as well as the sequence of eccentricities were presented in random order. Stereo acuity was measured in two different sessions for four subjects and in five different sessions for one subject. For all sessions the duration was recorded. All sessions were separated by a time interval of at least 24 hours and no longer than 7 days. Evaluation was made by Wilcoxon test and Kruskal Wallis test at the 95% confidence level (CI) and the median was assessed for all thresholds.
Results
Stereo acuity declines with increasing eccentricities of the retina similar to visual acuity. While at 0° eccentricity thresholds were found to be lowest with (median) 5.0 seconds of arc (‘’) and the CI (0.5’’, 30.5’’) for all measurements, they increased to 112.2’’ at 15° eccentricity to the left in proximal displacement. Distal it was 19.9’’ centrally and 112.2’’ to the right at 15° eccentricity with CI (0.5’’, 30.5’’) for all measurements.
Repeatability of the threshold determination was found to be best at 0° eccentricity with proximal displacement showing the exact same result in the repetitive session and poorest repetition was found at 15° eccentricity to the left with distal displacement. Distal repeatability was worse than proximal. Median and CI of duration time was 5.3 (3.2, 8.3) minutes.
Conclusion
Stereo acuity thresholds are repeatable however increase with increasing eccentricity. Repetitions of the threshold determination do not vary considerably. The duration of these measurements indicates the monitor-based two-rod test as a fast procedure, that can be applied in future studies. The test program is limited by an imperfect algorithm and the stereoscopic images evoke cues, this should be reworked.