Elektronik und Informatik
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Path planning for an identification mission of an Autonomous Underwater Vehicle in a lemniscate form
(2018)
Two-Level Classification of Chronic Stress Using Machine Learning on Resting-State EEG Recordings
(2020)
Online Monitoring System for Photovoltaic Systems Using Anomaly Detection with Machine Learning
(2019)
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)
A Systematic Literature Review of Medical Chatbot Research from a Behavior Change Perspective
(2020)
Speichereinsatz versus Netzausbau - Methoden der Bürgerkommunikation am Beispiel des Projekts NEOS
(2020)
Can one 3D print a laser?
(2020)
IT-Sicherheit
(2018)
Statistische Versuchsplanung
(2021)
Design and Implementation of a Plug-In Repetitive Controller for a High Precision Axis System
(2021)
VR Live Motion Capture
(2021)
Learning for E-Learning
(2020)
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.
VR-EvoEA+BP
(2023)
Enterprise digitalization results in an evolving and dynamic IT landscape of digital elements, relations, knowledge, content, activities, and business processes (BPs), which are spread across disparate enterprise IT systems, repositories, and tools. To be relevant, useful, and actionable, Enterprise Architecture (EA) relies on comprehensive documentation based on underlying information corresponding to reality. Yet current diagram-centric 2D visualizations for EA and BP models are too limited in scope to express reality (intentionally simplifying), are typically static (and not kept up-to-date), and cannot express and integrate the changing complexities of the enterprise context. This misalignment with reality and a changing enterprise misinforms and constrains the context-awareness and perception of EA and BP for stakeholders, impeding analyses, management, and holistic insights into the enterprise digital reality. This paper contributes our nexus-based Virtual Reality (VR) solution concept VR-EvoEA+BP to support comprehensive enterprise context visualization in conjunction with EA and model evolution and BP mining and analysis. Portraying an organic, evolving, and dynamic enterprise while supplementing static enterprise structure depictions, our implementation demonstrates its feasibility. A case study based on enterprise analysis and BP scenarios exhibits 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.
Microflows: Leveraging Process Mining and an Automated Constraint Recommender for Microflow Modeling
(2018)
Improved Direct Power Control Applied to Parallel Active Filtering Based on Fuzzy Logic Controller
(2018)
Linking Intrusion Detection System Information and System Model to Redesign Security Architecture
(2020)
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.
Modelling and Essential Control of an Oceanographic Monitoring Remotely Operated Underwater Vehicle
(2018)