Refine
Departments, institutes and facilities
- Fachbereich Informatik (571)
- Institute of Visual Computing (IVC) (203)
- Fachbereich Ingenieurwissenschaften und Kommunikation (196)
- Institut für Cyber Security & Privacy (ICSP) (182)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (182)
- Institut für Verbraucherinformatik (IVI) (104)
- Fachbereich Wirtschaftswissenschaften (100)
- Institut für funktionale Gen-Analytik (IFGA) (48)
- Internationales Zentrum für Nachhaltige Entwicklung (IZNE) (43)
- Fachbereich Angewandte Naturwissenschaften (42)
Document Type
- Conference Object (1426) (remove)
Year of publication
Language
- English (1426) (remove)
Keywords
- FPGA (11)
- Machine Learning (9)
- Virtual Reality (9)
- Privacy (7)
- Robotics (7)
- Sustainability (7)
- DPA (6)
- Education (6)
- Entrepreneurship (6)
- ICT (6)
Along with the success of the digitally revived stereoscopic cinema, other events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.
XML Encryption and XML Signature are fundamental security standards forming the core for many applications which require to process XML-based data. Due to the increased usage of XML in distributed systems and platforms such as in SOA and Cloud settings, the demand for robust and effective security mechanisms increased as well. Recent research work discovered, however, substantial vulnerabilities in these standards as well as in the vast majority of the available implementations. Amongst them, the so-called XML Signature Wrapping attack belongs to the most relevant ones. With the many possible instances of this attack type, it is feasible to annul security systems relying on XML Signature and to gain access to protected resources as has been successfully demonstrated lately for various Cloud infrastructures and services. This paper contributes a comprehensive approach to robust and effective XML Signatures for SOAP-based Web Services. An architecture is proposed, which integrates the r equired enhancements to ensure a fail-safe and robust signature generation and verification. Following this architecture, a hardened XML Signature library has been implemented. The obtained evaluation results show that the developed concept and library provide the targeted robustness against all kinds of known XML Signature Wrapping attacks. Furthermore the empirical results underline, that these security merits are obtained at low efficiency and performance costs as well as remain compliant with the underlying standards.
In this paper, we present XPERSim, a 3D simulator built on top of open source components that enables users to quickly and easily construct an accurate and photo-realistic simulation for robots of arbitrary morphology and their environments. While many existing robot simulators provide a good dynamics simulation, they often lack the high quality visualization that is now possible with general-purpose hardware. XPERSim achieves such visualization by using the Object-Oriented Graphics Rendering Engine 3D (Ogre) engine to render the simulation whose dynamics are calculated using the Open Dynamics Engine (ODE). Through XPERSim’s integration into a component-based software integration framework used for robotic learning by experimentation, XPERSIF, and the use of the scene-oriented nature of the Ogre engine, the simulation is distributed to numerous users that include researchers and robotic components, thus enabling simultaneous, quasi-realtime observation of the multiple-camera simulations.
XML Signature Wrapping (XSW) has been a relevant threat to web services for 15 years until today. Using the Personal Health Record (PHR), which is currently under development in Germany, we investigate a current SOAP-based web services system as a case study. In doing so, we highlight several deficiencies in defending against XSW. Using this real-world contemporary example as motivation, we introduce a guideline for more secure XML signature processing that provides practitioners with easier access to the effective countermeasures identified in the current state of research.
This paper describes a codesign environment based on the WWW (World Wide Web) and its implementation. Tool invocations and their respective results are linked using hypertext documents. We show how to configure a WWW browser for spawning design tools and how frequent tasks like documentation generation and retrieval are facilitated. The design flow can be adopted to the given application very easily. In addition we introduce the concept of a work flow called ‘design by documentation’. A WWW link to the results is given and experience using it in a codesign project is described.
The paper presents a new control strategy of management of transport companies operating in completive transport environment. It is aimed to optimise the headway of transport companies to provide the balance between costs and benefits of operation under competition. The model of transport system build using AnyLogic comprises agent-based and discrete-event techniques. The model combined two transport companies was investigated under condition of the competition between them. It was demonstrated that the control strategy can ensure the balance of interests of transport companies trying to find compromise between cost of operation and quality of service.
Work in progress: Starter-project for first semester students to survey their engineering studies
(2015)
In this contribution, we describe the activities and promotion programs installed at the Bonn-Rhein-Sieg University as an institution and at the Department of Computer Science respectively for increasing the total number of computer science students and in particular the female rate. We report about our experiences in addressing gender aspects in education and try to evaluate the outcome of our programs with respect to our equal rights for women strategy. We propose a closer look at mental self-theories enabled by E-portfolios to address also gender issues in Computer Science. Moreover, reasons are identified and discussed which may be responsible for the reduced interest in particular of female young adults to choose a computer science study program.
In education, finding the appropriate learning pace that fits to the members of a large group is a challenging task. This becomes especially evident when teaching multidisciplinary subjects such as epidemiology in medicine or computer science in most study programs, since lecturers have to face a very heterogeneous state of previous knowledge. Approaching this issue requires an individual supervision of each and every student, which is obviously bounded by the available resources. Moreover, when referring back to the second example, writing computer programs requires a complex installation and configuration of development tools. Many beginning programmers already become stuck at this entry stage. This paper introduces WHELP, a Web-based Holistic E-Learning Platform, which provides an integrated environment enabling the learning and teaching of computer science topics without the need to install any software. Moreover, WHELP includes an interactive feedback system for each programming exercise, where lecturers or tutors can supply comments, improvements, code assistance or tips helping the students to accomplish their tasks. Furthermore, WHELP offers a statistical analysis module as well as a real-time classroom polling system both promoting an overview of the state of knowledge of a course. In addition to that, WHELP enables collaborative working including code-sharing and peer-to-peer learning. This feature enables students to work on exercises simultaneously at distinct places. WHELP has been successfully deployed in the winter term 2013 at the Cologne University of Applied Sciences supporting the 120 students and 3 lecturers to learn and teach basic topics of computer science in an engineering study program.
Risk-based authentication (RBA) aims to strengthen password-based authentication rather than replacing it. RBA does this by monitoring and recording additional features during the login process. If feature values at login time differ significantly from those observed before, RBA requests an additional proof of identification. Although RBA is recommended in the NIST digital identity guidelines, it has so far been used almost exclusively by major online services. This is partly due to a lack of open knowledge and implementations that would allow any service provider to roll out RBA protection to its users. To close this gap, we provide a first in-depth analysis of RBA characteristics in a practical deployment. We observed N=780 users with 247 unique features on a real-world online service for over 1.8 years. Based on our collected data set, we provide (i) a behavior analysis of two RBA implementations that were apparently used by major online services in the wild, (ii) a benchmark of the features to extract a subset that is most suitable for RBA use, (iii) a new feature that has not been used in RBA before, and (iv) factors which have a significant effect on RBA performance. Our results show that RBA needs to be carefully tailored to each online service, as even small configuration adjustments can greatly impact RBA's security and usability properties. We provide insights on the selection of features, their weightings, and the risk classification in order to benefit from RBA after a minimum number of login attempts.
This paper aspires to develop a deeper understanding of the sharing/collaborative/platform economy, and in particular of the technical mechanisms upon which the digital platforms supporting it are built. In surveying the research literature, the paper identifies a gap between studies from economical, social or socio-technical angles, and presentations of detailed technical solutions. Most cases study larger, ‘monotechnological’ platforms, rather than local platforms that lend components from several technologies. Almost no literature takes a design perspective. Rooted in Sharing & Caring, an EU COST Action (network), the paper presents work to systematically map out functionalities across domains of the sharing economy. The 145 technical mechanisms we collected illustrate how most platforms are depending on a limited number of functionalities that lack in terms of holding communities together. The paper points to the necessity of a better terminology and concludes by discussing challenges and opportunities for the design of future and more inclusive platforms.
Smart home systems change the way we experience the home. While there are established research fields within HCI for visualizing specific use cases of a smart home, studies targeting user demands on visualizations spanning across multiple use cases are rare. Especially, individual data-related demands pose a challenge for usable visualizations. To investigate potentials of an end-user development (EUD) approach for flexibly supporting such demands, we developed a smart home system featuring both pre-defined visualizations and a visualization creation tool. To evaluate our concept, we installed our prototype in 12 households as part of a Living Lab study. Results are based on three interview studies, a design workshop and system log data. We identified eight overarching interests in home data and show how participants used pre-defined visualizations to get an overview and the creation tool to not only address specific use cases but also to answer questions by creating temporary visualizations.
Application systems are often advertised with features, and features are used heavily for requirements man- agement. However, often software manufacturers only have incomplete information about the features of their software. The information is distributed over different sources, such as requirements documents, issue trackers, user manuals, and code. In this paper, we research the occurrence of feature information in open source software engineering data. We report on a case study with three open source systems. We analyze what information about features can be found in issue trackers and user documentation. Furthermore, we study the abstraction levels on which the features are described, how feature information is related, and we discuss the possibility to discover such information semi-automatically. To mirror the diversity of software development contexts, we choose open source systems, which are quite different, e.g., in the rigor of issue tracker usage. The results differ accordingly. One main result is that the user documentation did not provide more accurate information than the issue tracker compared to a provided feature list. The results also give hints on how the management of feature relevant information can be supported.
In January 2015, German trade and industry announced to support the national animal welfare initiative "Initiative Tierwohl" (ITW) which stands for a more sustainable and animal-friendly meat production. A web content analysis shows that the ITW initiative has been widely picked up and discussed by online media and that user comments are quite heterogeneous. The current study identifies different types of consumers through factor and cluster analysis and is based on an online survey as well as face-to-face interviews. According to our results, the identified consumer groups demonstrate a rather passive comment behaviour on the internet. In fact, the internet was hardly mentioned as an information source for meat production; consumers more frequently referred to brochures, leaflets and personal contacts with sales personnel.
Web-based Editor for YAWL
(2013)
This paper presents a web-based editor that offers YAWL editing capabilities and comprehensive support for the XML format of YAWL. The open-source project Signavio Core Components is extended with a graphical user interface (GUI) for parts of the YAWL Language, and an import-/export component that converts between YAWL and the internal format of Signavio Core Components. This conversion, between the web-based editor and the offcial YAWL Editor, is lossless so both tools may be used together. Compared to the offcial YAWL Editor, the web-based editor is missing some features, but could still facilitate the usage of the YAWL system in use cases that are not supported by a desktop application.
Although much effort is made to prevent risks arising from food, food-borne diseases are an ever present-threat to the consumers’ health. The consumption of fresh food that is contaminated with pathogens like fungi, viruses or bacteria can cause food poisoning that leads to severe health damages or even death. The outbreak of Shiga Toxin-producing enterohemorrhagic E. coli (EHEC) in Germany and neighbouring countries in 2011 has shown this dramatically. Nearly 4.000 people were reported of being affected and more than 50 people died during the so called EHEC-crisis. As a result the consumers’ trust in the safety of fruits and vegetables decreased sharply.
Software development is a complex task. Merely focussing on functional requirements is not sufficient any more. Developers are responsible to take many non-functional requirements carefully into account. Security is amongst the most challenging, as getting it wrong will result in a large user-base being potentially at risk. A similar situation exists for administrators. Security defaults have been put into place here to encounter lacking security controls. As first attempts to establish security by default in software development are flourishing, the question on their usability for developers arises.
In this paper we study the effectiveness and efficiency of Content Security Policy (CSP) enforced as security default in a web framework. When deployed correctly, CSP is a valid protection mean in a defence-in-depth strategy against code injection attacks. In this paper we present a first qualitative laboratory study with 30 participants to discover how developers deal with CSP when deployed as security default. Our results emphasize that the deployment as security default has its benefits but requires careful consideration of a comprehensive information flow in order to improve and not weaken security. We provide first insights to inform research about aiding developers in the creation of secure web applications with usable security by default.
In this contribution a machine vision inspection system is presented which is designed as a length measuring sensor. It is developed to be applied to a range of heat shrink tubes, varying in length, diameter and color. The challenges of this task were the precision and accuracy demands as well as the real-time applicability of the entire approach since it should be realized in regular industrial line production. In production, heat shrink tubes are cut to specific sizes from a continuous tube. A multi-measurement strategy has been developed, which measures each individual tube segment several times with sub pixel accuracy while being in the visual field. The developed approach allows for a contact-free and fully automatic control of 100% of produced heat shrink tubes according to the given requirements with a measuring precision of 0.1mm. Depending on the color, length and diameter of the tubes considered, a true positive rate of 99.99% to 100% has been reached at a true negative rate of > 99.7.
Dementia not only affects the cognitive capabilities, especially memory and orientation, but also physical capabilities, which are associated with a decrease of physical activities. Here, ICT can play a major role to improve health, quality of life and wellbeing in older adults suffering from dementia and related stakeholders, such as relatives, professional and informal caregivers. The aim of the presented system is to increase physical and cognitive capabilities of people with dementia and their caregivers to support them in daily life activities, reduce the strain of the caregivers and improve both their wellbeing.
Media development cooperation has aimed for decades at enhancing free and independent media in developing countries as well as economies in transition. Within this field of activity, the concept of media viability has gained more and more attention in recent years. This is mainly due to a proposal of UNESCO`s intergovernmental Bureau of the International Programme for the Development of Communication (IPDC). The UNESCO, in partnership with DW Akademie, has drafted a list of indicators that delineate the influencing factors of media viability for media organizations in any given country (UNESCO 2015).
As a consequence of the novelty of the media viability concept, the state of scientific research is restricted. It is frequently focused on isolated case studies without providing a scientific basis for comparison. Empirical studies and comparative analyses are limited to certain media sectors such as the print market, as well as for journalism startups and spin-offs in developed economies.
This paper describes the development of a Pedelec controller whose performance level (PL) conforms to European standard on safety of machinery [9] and whose soft- ware is verified to conform to EPAC standard [6] by means of a software verification technique called model checking. In compliance with the standard [9] the hardware needs to implement the required properties corresponding to categories “C” and “D”. The latter is used if the breaks are not able to bring the velomobile with a broken motor controller to a full stop. Therefore the controller needs to implement a test unit, which verifies the functionality of the components and, in case of an emergency, shuts the whole hardware down to prevent injuries of the cyclist. The MTTFd can be measured through a failure graph, which is the result of a FMEA analysis, and can be used to proof that the Pedelec controller meets the regulations of the system specification. The analysis of the system in compliance with [9] usually treats the software as a black box thus ignoring its inner workings and validating its correctness by means of testing. In this paper we present a temporal logic specification according to [6], based on which the software for the Pedelec controller is implemented, and verify instead of only testing its functionality. By means of model checking [1] we proof that the software fulfills all requirements which are regulated by its specification.
UTRAN Internet Access
(1999)
The megatrends towards both a digital and a usership economy have changed entire markets in the past and will continue to do so over the next decades. In this work, we outline what this change means for possible futures of the mobility sector, taking the combination of trends in both economies into account. Using a sys-tematic, scenario-based trend analysis, we draft four general future scenarios and adapt the two most relevant scenarios to the automotive sector. Our findings show that combing the trends from both economies provides new insights that have often been neglected in literature because of an isolated view on digital technology only. However, service concepts such as self-driving car sharing or self-driving taxis have a great impact at various levels including microeconomic (e.g., service and product design, business models) and macroeconomic (e.g., with regard to ecological, economical, and social impacts). We give a brief outline of these issues and show which business mo dels could be successful in the most likely future scenarios, before we frame strategic implications for today’s automobile manufacturers.
Execution monitoring is essential for robots to detect and respond to failures. Since it is impossible to enumerate all failures for a given task, we learn from successful executions of the task to detect visual anomalies during runtime. Our method learns to predict the motions that occur during the nominal execution of a task, including camera and robot body motion. A probabilistic U-Net architecture is used to learn to predict optical flow, and the robot's kinematics and 3D model are used to model camera and body motion. The errors between the observed and predicted motion are used to calculate an anomaly score. We evaluate our method on a dataset of a robot placing a book on a shelf, which includes anomalies such as falling books, camera occlusions, and robot disturbances. We find that modeling camera and body motion, in addition to the learning-based optical flow prediction, results in an improvement of the area under the receiver operating characteristic curve from 0.752 to 0.804, and the area under the precision-recall curve from 0.467 to 0.549.
The alternative use of travel time is one of the widely discussed benefits of driverless cars. We therefore conducted 14 co-design sessions to examine how people manage their time, to determine how they perceive the value of time in driverless cars and to derive design implications. Our findings suggest that driverless mobility will affect both people’s use of travel time as well as their time management in general. The participants repeatedly stated the desire of completing tasks while traveling to save time for activities that are normally neglected in their everyday life. Using travel time efficiently requires using car space efficiently, too. We found out that the design concept of tiny houses could serve as common design pattern to deal with the limited space within cars and support diverse needs.
In interactive graphics it is often necessary to introduce large changes in the image in response to updated information about the state of the system. Updating the local state immediately would lead to a sudden transient change in the image, which could be perceptually disruptive. However, introducing the correction gradually using smoothing operations increases latency and degrades precision. It would be beneficial to be able to introduce graphic updates immediately if they were not perceptible. In the paper the use of saccade-contingent updates is exploited to hide graphic updates during the period of visual suppression that accompanies a rapid, or saccadic, eye movement. Sensitivity to many visual stimuli is known to be reduced during a change in fixation compared to when the eye is still. For example, motion of a small object is harder to detect during a rapid eye movement (saccade) than during a fixation. To evaluate if these findings generalize to large scene changes in a virtual environment, gaze behavior in a 180 degree hemispherical display was recorded and analyzed. This data was used to develop a saccade detection algorithm adapted to virtual environments. The detectability of trans-saccadic scene changes was evaluated using images of high resolution real world scenes. The images were translated by 0.4, 0.8 or 1.2 degrees of visual angle during horizontal saccades. The scene updates were rarely noticeable for saccades with a duration greater than 58 ms. The detection rate for the smallest translation was just 6.25%. Qualitatively, even when trans-saccadic scene changes were detectible, they were much less disturbing than equivalent changes in the absence of a saccade.
Scientific or statistical research has long been the domain of dedicated programming languages such as R, SPSS or SAS. A few years other competitors entered the arena, among them Python with its powerful SciPy package. The following article introduces SciPy by applying a small subset of its functionality to a well-known dataset.
Despite perfect functioning of its internal components, a robot can be unsuccessful in performing its tasks because of unforeseen situations. These situations occur when the behavior of the objects in the robot’s environment deviates from its expected values. For robots, such deviations are exhibited in the form of unknown external faults which prohibit them from performing their tasks successfully. In this work we propose to use naive physics knowledge to reason about such faults in the robotics domain. We propose an approach that uses naive physics concepts to find information about the situations which result in a detected unknown fault. The naive physics knowledge is represented by the physical properties of objects which are formalized in a logical framework. The proposed approach applies a qualitative version of physical laws to these properties for reasoning about the detected fault. By interpreting the reasoning results the robot finds the information about the situations which can cause the fault. We apply the proposed approach to the scenarios in which a robot performs manipulation tasks of picking and placing objects. Results of this application show that naive physics holds great promise for reasoning about unknown ex- ternal faults in robotics.
Trust is the lubricant of the sharing economy, especially in peer-to-peer carsharing where you leave a valuable good to a stranger in the hope of getting it backunscathed. Central mechanisms for handling this information gap nowadays are ratings and reviews of other users. The rising of connected car technology opens new possibilities to increase trust by collecting and providing e.g. driving behavior data. At the same time, this means an intrusion into the privacy of the user. Therefore, in this work we explore technological approaches that allow building trust without violating the privacy of individuals. We evaluate to what extent blockchain technology and smart contracts are suitable technologies to meet these challengesby setting upa prototype implementation of a block-chain-based carsharing approach. In this context, we present our research approachand evaluate the prototype in terms of trust and privacy.
In this paper, a set of micro-benchmarks is proposed to determine basic performance parameters of single-node mainstream hardware architectures for High Performance Computing. Performance parameters of recent processors, including those of accelerators, are determined. The investigated systems are Intel server processor architectures as well as the two accelerator lines Intel Xeon Phi and Nvidia graphic processors. Results show similarities for some parameters between all architectures, but significant differences for others.
Using an Embroidery Machine to Achieve a Deeper Understanding of Electromechanical Applications
(2013)
Efficient and comprehensive assessment of students knowledge is an imperative task in any learning process. Short answer grading is one of the most successful methods in assessing the knowledge of students. Many supervised learning and deep learning approaches have been used to automate the task of short answer grading in the past. We investigate why assistive grading with active learning would be the next logical step in this task as there is no absolute ground truth answer for any question and the task is very subjective in nature. We present a fast and easy method to harness the power of active learning and natural language processing in assisting the task of grading short answer questions. A webbased GUI is designed and implemented to incorporate an interactive short answer grading system. The experiments show that active learning saves the time and effort of graders in assessment and reaches the performance of supervised learning with less amount of graded answers for training.
When dialogues with voice assistants (VAs) fall apart, users often become confused or even frustrated. To address these issues and related privacy concerns, Amazon recently introduced a feature allowing Alexa users to inquire about why it behaved in a certain way. But how do users perceive this new feature? In this paper, we present preliminary results from research conducted as part of a three-year project involving 33 German households. This project utilized interviews, fieldwork, and co-design workshops to identify common unexpected behaviors of VAs, as well as users’ needs and expectations for explanations. Our findings show that, contrary to its intended purpose, the new feature actually exacerbates user confusion and frustration instead of clarifying Alexa's behavior. We argue that such voice interactions should be characterized as explanatory dialogs that account for VA’s unexpected behavior by providing interpretable information and prompting users to take action to improve their current and future interactions.
This paper gives necessary foundations to understand the mechanism of warning processing and summarizes the state of the art in warning development. That includes a description of tools, researchers use to work in this scientific field. In detail these are models that describes the human way of processing warnings and mental models. Both are presented detailed with relevant examples. The paper tells how these tools are connected and how they are used to improve the effectiveness of warnings.
The development of fully automated vehicles is becoming more and more present in the social discussion. The image of fully automated cars is determined by automobile manufacturers and placed in the context of individual traffic. In contrast to fully autonomous private cars, fully automated public transport is already operating in some cities and is to be expanded in the future. Autonomous public transport offers great potential for the development and promotion of sustainable mobility concepts. However, the user acceptance is important for the enforcement and widespread use of these technical innovations. An online study on the acceptance of fully automated public transport based on quantitative data of a sample of N = 201 is presented. The results show a high level of familiarity with the topic and a very high level of overall intention to use fully automated public transport in the future.
Agricultural activities within the city boundaries have a long history in both developed and developing countries. Especially in developing countries these activities contribute to food security and the mitigation of malnutrition (food grown for home consumption). They generate additional income and contribute to recreation, environmental health as well as social interaction. In this paper, a broad approach of Urban AgriCulture is used, which includes the production of crops in urban and peri-urban areas and ranges in developed countries from allotment gardens (Schrebergarten) over community gardens (Urban Gardening) to semi-entrepreneurial self-harvest farms and fully commercialized agriculture (Urban Farming). Citizens seek to make a shift from traditional to new (sustainable) forms of food supply. From this evolves a demand for urban spaces that can be used agriculturally. The way how these citizens’ initiatives can be supported and their contribution to a resilient and sustainable urban food system increasingly attracts attention. This paper presents an empirical case study on Urban AgriCulture initiatives in the Bonn-Rhein-Sieg region (Germany). Urban AgriCulture is still a niche movement with the potential to contribute more significantly to urban development and constitute a pillar of urban quality of life.
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. While using handheld input devices for navigation may often be good enough, it does not match our natural experience of motion in the real world. Frequently, there are strong arguments for supporting body-centered self-motion cues as they may improve orientation and spatial judgments, and reduce motion sickness. Yet, how these cues can be introduced while the user is not moving around physically is not well understood. Actuated solutions such as motion platforms can be an option, but they are expensive and difficult to maintain. Alternatively, within this article we focus on the effect of upper-body tilt while users are seated, as previous work has indicated positive effects on self-motion perception. We report on two studies that investigated the effects of static and dynamic upper body leaning on perceived distances traveled and self-motion perception (vection). Static leaning (i.e., keeping a constant forward torso inclination) had a positive effect on self-motion, while dynamic torso leaning showed mixed results. We discuss these results and identify further steps necessary to design improved embodied locomotion control techniques that do not require actuated motion platforms.
While universities are mandated to teach, research and do community outreach, studies reveal that typical university communities live in relative isolation where research is more basic than applied. This study focused on; 1) determining how WWE could be fostered through linkages between universities and external agencies (communities, public and private sectors); 2) establishing how universities’ resources could be optimized to promote research and capacity building for WWE. The dimensions of WWE studied were; 1) Technical & Business Models; 2) Capacity building; and 3) institutional frameworks. Baseline studies were conducted in which qualitative and quantitative data was collected through questionnaires, interviews, documents analysis. Experimentations were carried out whereby Laboratory tests on Bio-methane Potential (BMP) for different biomass types was conducted. A complete chain of briquettes production and consumption has been successfully piloted at St Kizito High School in Namugongo, near Kampala. The 20,000 kg of briquettes produced (from municipal bio-waste) by students monthly are used to cook in three schools whose total population is 2000 students. With an average net profit of $ 3000, the project makes business sense even in absence of social-benefit accounting. Based on start-up capital of $ 12,250, the payback period on investment is 14.7 months. Bio-char (from carbonized waste) and briquette-ash are used as organic fertilizers and biocide in vegetable gardens at the schools. New pathways for municipal waste management based on stakeholder engagement and entrepreneurship are demonstrated; departing from the conventional waste collection and disposal models. This circular enterprise which enhances Food, Agriculture, Biodiversity, Land-use and Energy (FABLE) nexus will scale-up to incorporate non-student communities (youths/women), private waste-collectors and entrepreneurs. The application of entrepreneurial models for engaging students in green enterprises integrates technological, social, economic and governance dimensions for promoting municipal sanitation, environment; energy and food security.
Higher Education Institutions (HEIs) should, on the one hand, provide theoretical and practical knowledge to students and, on the other hand, make valuable contributions to theoretical knowledge and provide new insights by means of research. However, HEIs have to face changing and increasing demands with respect to what they are expected to achieve. Education and research issues are no longer enough, what matters today is the so called “third mission”. A specific example for implementing a third mission is the cooperation between HEIs and business incubators. With this in mind, a local consortium consisting of regional HEIs, e.g. Bonn-Rhein-Sieg University of Applied Sciences, as well as public and private institutions and partners initiated and established an incubator hub for the region Bonn/Rhein-Sieg in 2016, called “Digital Hub Region Bonn”. This conference contribution reports on our experience with regards to this cooperation approach resulting from the above- mentioned case. Furthermore the pros and cons as well as some issues of this kind of cooperation will be discussed. Last but not least this paper initiates the opportunity to share and compare the experiences of other university business incubators in Africa as well as in Germany. As we will describe, the financial investment of HEIs in a joint-incubator with other public as well as private partners offers substantial benefits, such as mutual know-how transfer from HEIs to the economy and vice versa. This strengthens entrepreneurial mindsets and activities and contributes to the development and growth of the local economy. Consequently, this cooperation sometimes creates challenges at various levels, for example due to differing interests between HEIs and business partners. This conference contribution offers approaches to solve these issues and to support private public partnership in business incubation.
The formulation of transport network problems is represented as a translation between two domain specific languages: from a network description language, used by network simulation community, to a problem description language, understood by generic non-linear solvers. A universal algorithm for this translation is developed, an estimation of its computational complexity given, and an efficient application of the algorithm demonstrated on a number of realistic examples. Typically, for a large gas transport network with about 10K elements the translation and solution of non-linear system together require less than 1 sec on the common hardware. The translation procedure incorporates several preprocessing filters, in particular, topological cleaning filters, which accelerate the solution procedure by factor 8.
Unexpected Situations in Service Robot Environment: Classification and Reasoning Using Naive Physics
(2014)
Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In this paper, we present a comprehensive study that evaluates player experience of three stereoscopic games in comparison with their monoscopic counterparts. We examined 60 participants, each playing one of the three games, using three self-reporting questionnaires and one psychophysiological instrument. Our main results are (1) stereoscopy in games increased experienced immersion, spatial presence, and simulator sickness; (2) the effects strongly differed across the three games and for both genders, indicating more affect on male users and with games involving depth animations; (3) results related to attention and cognitive involvement indicate more direct and less thoughtful interactions with stereoscopic games, pointing towards a more natural experience through stereoscopy.