Elektronik und Informatik
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Institute
Automated Software Engineering Process Assessment: Supporting Diverse Models using an Ontology
(2013)
While Virtual Reality (VR) has been applied to various domains to provide new visualization and interaction capabilities, enabling programmers to utilize VR for their software development and maintenance tasks has been insufficiently explored. In this paper, we present the Hyper-Display Environment (HyDE) in the form of a mixed-reality (HyDE-MR) or virtual reality (HyDE-VR) variant respectively, which provides simultaneous multiple operating system window visualization with integrated keyboard/mouse viewing and interaction using MR or in pure VR via a virtual keyboard. This paper applies HyDE in a software development case study as an alternative to typical non-VR Integrated Development Environments (IDEs), supporting software engineering tasks with multiple live screens in VR as an augmented virtuality. The MR solution concept enables programmers to benefit from VR visualization and virtually unlimited information displays while supporting their more natural keyboard interaction for basic code-centric tasks. Thus, developers can leverage VR paradigms and capabilities while directly interacting with their favorite tools to develop and maintain program code. A prototype implementation is described, with a case study demonstrating its feasibility and an initial empirical study showing its potential.
Microflows: Leveraging Process Mining and an Automated Constraint Recommender for Microflow Modeling
(2018)
Path planning for an identification mission of an Autonomous Underwater Vehicle in a lemniscate form
(2018)
Improved Direct Power Control Applied to Parallel Active Filtering Based on Fuzzy Logic Controller
(2018)
IT-Sicherheit
(2018)
Modelling and Essential Control of an Oceanographic Monitoring Remotely Operated Underwater Vehicle
(2018)
Parameter Identification and Optimization of an Oceanographic Monitoring Remotely Operated Vehicle
(2018)
Synchronization and Control of Modular AC- and DC-Sided Parallel-Connected Three-Level NPC Inverters
(2018)
VR-EA: Virtual Reality Visualization of Enterprise Architecture Models with ArchiMate and BPMN
(2019)
The digital transformation occurring throughout enterprises results in an increasingly dynamic and complex IT landscape. As the structures with which enterprise architecture (EA) deals become more digital, larger, complex, and dynamic, new approaches for modeling, documenting, and conveying EA structural and relational aspects are needed. The potential for virtual reality (VR) to address upcoming EA modeling challenges has as yet been insufficient- ly explored. This paper contributes a VR hypermodel solution concept for visu- alizing, navigating, interacting with ArchiMate and Business Process Modeling Notation (BPMN) models in VR. An implementation demonstrates its feasibil- ity and a case study is used to show its potential.
As the size of software program code bases in software development projects increases, insight into and comprehension of their underlying dependency structures presents a challenge for programmers. The increasing availability of virtual reality (VR) systems brings VR-based visualization of program code structures into practical reach for software developers and could support program comprehension and insight. However, the complete visual immersion with VR presents a cognitive burden and potential distractions. Applying gamification to such a VR visualization capability has hitherto been insufficiently investigated as to its potential motivation and program comprehension factors. This paper describes and evaluates a VR digital gamification approach for program code called VR Gamified Immersion in Software structures (VR-GaImS), which applies digital gamification to a multi-metaphor VR visualization of software program structures. The results of a preliminary empirical investigation utilizing our prototype indicate its potential to increase enjoyment and motivation, focus attention, and encourage the exploration of software structures.
Enterprise Architecture (EA) Frameworks (EAFs) have attempted to support comprehensive and cohesive modeling and documentation of the enterprise. However, these EAFs were not conceived for today’s rapidly digitalized enterprises and the associated IT complexity. A digitally-centric EAF is needed, freed from the past restrictive EAF paradigms and embracing the new potential in a data-centric world. This paper proposes an alternative EAF that is digital, holistic, and digitally sustainable - the Digital Diamond Framework. D2F is designed for responsive and agile enterprises, for aligning business plans and initiatives with the actual enterprise state, and addressing the needs of EA for digitized structure, order, modeling, and documentation. The feasibility of D2F is demonstrated with a prototype implementation of an EA tool that applies its principles, showing how the framework can be practically realized, while a case study based on ArchiSurance example and an initial performance and scalability characterization provide additional insights as to its viability.
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.
Online Monitoring System for Photovoltaic Systems Using Anomaly Detection with Machine Learning
(2019)
Magnetgetriebe
(2019)
Additive manufacturing of optical elements out of polymer allow new design concepts for optics. The parts are built up layer by layer. Unlike polymer binding with glass particles with its sintering process no secondary step is necessary for polymer printing to create the final part. With more and more printers and transparent materials available, this technology becomes more and more relevant for prototyping or custom optics. Therefor a deep understanding of the optical effects in the part is desirable. Key property of optical elements is the refractive index. The materials for polymer printing are most commonly resins that cure under UV-exposure and show lower refractive indices in liquid phase than cured. Assuming a dependency of the refractive index on the grade of polymerization and therefor the UV-exposure, the layering process of additive manufacturing causes variations of the refractive index within the part. Using the Scanning Focused Refractive Index Microscopy, the distribution of the refractive index within and between the layers is analyzed. The analysis includes comparisons between raw parts after printing and parts after UV post curing. Additionally, layer free samples from a Continuous Liquid Interface Printing System are examined for the homogeneity of the refractive index distribution. The purpose of the presentation is to give a detailed insight into the optical effects occurring at the layer interfaces of elements created by additive manufacturing. Possible use cases of the refractive index distributions within the part are also discussed.
Red Teaming
(2019)
Zu Beginn der Arbeit wurden die theoretischen Grundlagen zu Penetrationstest, Audit und Red Teaming beschrieben. In den rechtlichen Rahmenbedingungen wurden betroffene Gesetze unter die Lupe genommen.
Anschließend wurde eine Marktforschung bestehend aus einer Primär- und einer Sekundärmarkforschung durchgeführt. Die Sekundärforschung beschreibt die Angebote und Dienstleister, die auf dem Markt Red Teaming anbieten. Daraus wurden Unternehmen aus dem DACH-Raum für die Interviews der Primärforschung ausgewählt.
Das Red Team muss ein vorher definiertes Ziel erreichen. Das Red Team führt in Abstimmung mit dem White Team Angriffe durch, die technische, physische und menschliche Komponenten betreffen können. Welche Komponenten verwendet werden, unterscheidet sich nach Projekt und Dienstleister. Das Blue Team hat die Aufgabe, die Angriffe zu erkennen und darauf zu reagieren.
Mit dem gesammelten theoretischen Wissen und den Interviews wurden die Methoden verglichen und eine Methodik zur Einordnung erstellt. Das Red Teaming, Penetrationstests und Audits sind für unterschiedliche Situationen nützlich. Um die Auswahl zu erleichtern, ist es sinnvoll, die Ziele zu definieren, die mit dem Test erreicht werden sollen.
Als dritter Indikator ist der Scope hilfreich, da ein Penetrationstest eine technische Prüfung darstellt und beim Audit oder Red Teaming oftmals eine ganzheitliche Betrachtung der Organisation erfolgt.
Im letzten Abschnitt wird eine praktikable Methode zur Durchführung von Red Teaming beschrieben. Hierzu wurden Thesen auf Grundlage des gesammelten Wissens aufgestellt.
Die Arbeit endet mit einem Fazit und den Zukunftsaussichten von Red Teaming.
The digital transformation occurring in enterprises results in an in- creasingly dynamic and complex IT landscape that in turn impacts enterprise architecture (EA) and its artefacts. New approaches for dealing with more com- plex and dynamic models and conveying EA structural and relational insights are needed. As EA tools attempt to address these challenges, virtual reality (VR) can potentially enhance EA tool capabilities and user insight but further investigation is needed in how this can be achieved. This paper contributes a VR solution concept for visualizing, navigating, and interacting with EA tool dynamically-generated diagrams and models using the EA tool Atlas. An im- plementation shows its feasibility and a case study using EA scenarios is used to demonstrate its potential.
Nowadays, businesses with focus on consumer-products are challenged by short production cycles, high pricing pressure, and the need to deliver new features and services in a regular interval. Currently, businesses are tackling these challenges by automating their business pro- cesses, while yet trying to be flexible by introducing methods for process variability modeling. However, for larger processes and variability models, it becomes difficult to consider, maintain, and optimize all process variations in the various execution contexts. In software development, highly agile requirements are usually tackled with a flexible microservice architecture. Nonetheless, the fast-changing service landscape is often not fully reflected in the underlying business processes, leading to inefficiency and loss of profit. With this work, we extend our framework for process variability modeling with concepts of Microflows, allowing agile business process modeling and orchestration while utilizing the full flexibility of underlying microservices. In addition, we present a case study, showing how this approach is used in the context of an IoT application
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.
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.
Two-Level Classification of Chronic Stress Using Machine Learning on Resting-State EEG Recordings
(2020)
Self-Management of Diabetes Mellitus Patients Using mHealth Applications: A Systematic Review
(2020)
Lower bounds on the sum of 25th-powers of univariates lead to complete derandomization of PIT
(2020)
Speichereinsatz versus Netzausbau - Methoden der Bürgerkommunikation am Beispiel des Projekts NEOS
(2020)
Can one 3D print a laser?
(2020)
A Systematic Literature Review of Medical Chatbot Research from a Behavior Change Perspective
(2020)
Linking Intrusion Detection System Information and System Model to Redesign Security Architecture
(2020)
Learning for E-Learning
(2020)
Internet der Dinge
(2020)