Elektronik und Informatik
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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.
Linking Intrusion Detection System Information and System Model to Redesign Security Architecture
(2020)
Improved Direct Power Control Applied to Parallel Active Filtering Based on Fuzzy Logic Controller
(2018)
Microflows: Leveraging Process Mining and an Automated Constraint Recommender for Microflow Modeling
(2018)
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.
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.
Software design patterns and the abstractions they offer can support developers and maintainers with program code comprehension. Yet manually-created pattern documentation within code or code-related assets, such as documents or models, can be unreliable, incomplete, and labor-intensive. While various Design Pattern Detection (DPD) techniques have been proposed, industrial adoption of automated DPD remains limited. This paper contributes a hybrid DPD solution approach that leverages a Bayesian network integrating developer expertise via rule-based micropatterns with our machine learning subsystem that utilizes graph embeddings. The prototype shows its feasibility, and the evaluation using three design patterns shows its potential for detecting both design patterns and variations.
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.
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.
A complex and dynamic IT landscape with evermore digital elements, relations, and content presents a challenge for Enterprise Architecture (EA). Disparate digital repositories, including Knowledge Management Systems (KMS), Enterprise Content Management Systems (ECMS), and Enterprise Architecture Tools (EAT), often remain disjointed. And even if integrated, insights remain hindered by current visualization limitations, making it increasingly difficult to analyze, manage, and gain insights into the digital enterprise reality. This paper contributes our nexus-based Virtual Reality (VR) solution concept VR-EA+TCK that enhances and amalgamates EAT with KMS and ECMS capabilities. By enabling visualization, navigation, and interaction in VR with dynamically-generated EA diagrams, knowledge/value chains, and KMS/ECMS digital entities, it sets the groundwork for stakeholder-accessible grassroots enterprise modeling/analysis and future collaboration in a metaverse. An implementation shows its feasibility, while a case study demonstrates its potential using enterprise analysis scenarios: ECMS/KMS coverage in the EA, business processes, knowledge chains, Wardley Maps, and risk analysis.