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Professor Dr. Dietmar Fink, Inhaber des Lehrstuhls für Unternehmensberatung an der Hochschule Bonn-Rhein-Sieg und Geschäftsführender Direktor der Wissenschaftlichen Gesellschaft für Management und Beratung (WGMB) in Bonn, über den Mehrwert von Consulting-Rankings und den Sinn von Beraterprojekten bei Versicherern
"Innovation Journalism ist die Politikberichterstattung der Zukunft" Interview mit David Nordfors
(2011)
For robots acting - and failing - in everyday environments, a predictable behaviour representation is important so that it can be utilised for failure analysis, recovery, and subsequent improvement. Learning from demonstration combined with dynamic motion primitives is one commonly used technique for creating models that are easy to analyse and interpret; however, mobile manipulators complicate such models since they need the ability to synchronise arm and base motions for performing purposeful tasks. In this paper, we analyse dynamic motion primitives in the context of a mobile manipulator - a Toyota Human Support Robot (HSR)- and introduce a small extension of dynamic motion primitives that makes it possible to perform whole body motion with a mobile manipulator. We then present an extensive set of experiments in which our robot was grasping various everyday objects in a domestic environment, where a sequence of object detection, pose estimation, and manipulation was required for successfully completing the task. Our experiments demonstrate the feasibility of the proposed whole body motion framework for everyday object manipulation, but also illustrate the necessity for highly adaptive manipulation strategies that make better use of a robot's perceptual capabilities.
Diese Studie untersucht die Aneignung und Nutzung von Sprachassistenten wie Google Assistant oder Amazon Alexa in Privathaushalten. Unsere Forschung basiert auf zehn Tiefeninterviews mit Nutzern von Sprachassistenten sowie der Evaluation bestimmter Interaktionen in der Interaktionshistorie. Unsere Ergebnisse illustrieren, zu welchen Anlässen Sprachassistenten im heimischen Umfeld genutzt werden, welche Strategien sich die Nutzer in der Interaktion mit Sprachassistenten angeeignet haben, wie die Interaktion abläuft und welche Schwierigkeiten sich bei der Einrichtung und Nutzung des Sprachassistenten ergeben haben. Ein besonderer Fokus der Studie liegt auf Fehlinteraktionen, also Situationen, in denen die Interaktion scheitert oder zu scheitern droht. Unsere Studie zeigt, dass das Nutzungspotenzial der Assistenten häufig nicht ausgeschöpft wird, da die Interaktion in komplexeren Anwendungsfällen häufig misslingt. Die Nutzer verwenden daher den Sprachassistenten eher in einfachen Anwendungsfällen und neue Apps und Anwendungsfälle werden gar nicht erst ausprobiert. Eine Analyse der Aneignungsstrategien, beispielsweise durch eine selbst erstellte Liste mit Befehlen, liefert Erkenntnisse für die Gestaltung von Unterstützungswerkzeugen sowie die Weiterentwicklung und Optimierung von sprachbasierten Mensch-Maschine-Interfaces.
"Simplizistische Lösungen verbieten sich." Mit diesem Satz forderte der frühere Vorsitzende des Bundestagsauschusses für wirtschaftliche Zusammenarbeit, Prof. Dr. Uwe Holtz, schon vor dreißig Jahren angemessene Lösungen für globale Politik. Gerade auf die Unüberschaubarkeit und Wechselwirkung globaler Herausforderungen darf nicht mit einfachen Rezepten geantwortet werden. Dr. Eckhard Deutscher, Vorsitzender des Entwicklungsausschusses der OECD, und Prof. Dr. Hartmut Ihne, Präsident der Hochschule Bonn-Rhein-Sieg, ehren mit dem von ihnen herausgegebenen Aufsatzband Uwe Holtz als einen wichtigen Vordenker globaler Entwicklungen.
Als Auftaktband der Internationalen Schriftenreihe der Hochschule Bonn-Rhein-Sieg bietet der Sammelband Analysen zu aktuellen Themen in Außen-, Sicherheits-, Umwelt und Entwicklungspolitik. Führende Persönlichkeiten der internationalen Zusammenarbeit, der Entwicklungspolitik und der Entwicklungsforschung kommen darin zu Wort.
Die dargestellte Rating-Methodik auf der Basis der Vorgehensweise von S&P erscheint bei einer grundsätzlichen Untersuchung der Ausfallwahrscheinlichkeiten von Zahlungsverpflichtungen als sachgerecht. Allerdings bedürfen die aufgezeigten Analyseschritte einer deutlichen Adjustierung der Methodik, um die unterschiedlichen Effekte einer internen und einer externen Finanzierung so herauszuarbeiten, dass nicht bereits durch die angewandte Art der Analyse Verzerrungen in den Aussagen eintreten.
Die Projektverbünde in der Förderlinie FDMScouts.nrw haben am 28.03.2023 die Online-Veranstaltung "#datendienstag: Datenmanagementpläne und Forschungsdatenmanagement in Forschungsanträgen" angeboten. Der Vortrag richtete sich an Forschende und Infrastrukturangehörige – vor allem aus der Forschungsförderung, welche die Antragsstellung begleiten.
Viele Drittmittelgeber erwarten als Teil eines Förderantrags Informationen zum Umgang mit Forschungsdaten. Ein formeller Datenmanagementplan (DMP) wird nur in den seltensten Fällen verlangt. Dennoch ist ein DMP für die Arbeit in einem Forschungsprojekt von Vorteil. Welche Vorteile dies sind und welche Anforderungen Forschende bei der Antragstellung bezüglich des FDMs zu erwarten haben, waren – neben Tipps und Tricks – Gegenstand dieser Veranstaltung.
This ICB Research Report constitutes the proceedings of the following four workshops which were held on Tuesday, 29th June 2010 as part of the Requirements Engineering: Foundation for Software Quality (REFSQ) conference 2010 at the University of Duisburg-Essen. First Workshop on Creativity in Requirements Engineering (CreaRE). First International Workshop on Product Line Requirements Engineering and Quality (PLREQ). First Workshop on Requirements Prioritization for customer-oriented Software-Development (RePriCo). First Workshop on Requirements Engineering in Small Companies (RESC).
2-Methyl-3-hydroxybutyryl-CoA dehydrogenase deficiency is caused by mutations in the HADH2 gene
(2003)
2-methylacetoacetyl-coenzyme A thiolase (beta-ketothiolase) deficiency: one disease - two pathways
(2019)
Background: 2-methylacetoacetyl-coenzyme A thiolase deficiency (MATD; deficiency of mitochondrial acetoacetyl-coenzyme A thiolase T2/ “beta-ketothiolase”) is an autosomal recessive disorder of ketone body utilization and isoleucine degradation due to mutations in ACAT1.
Methods: We performed a systematic literature search for all available clinical descriptions of patients with MATD. 244 patients were identified and included in this analysis. Clinical course and biochemical data are presented and discussed.
Results: For 89.6 % of patients at least one acute metabolic decompensation was reported. Age at first symptoms ranged from 2 days to 8 years (median 12 months). More than 82% of patients presented in the first two years of life, while manifestation in the neonatal period was the exception (3.4%). 77.0% (157 of 204 patients) of patients showed normal psychomotor development without neurologic abnormalities.
Conclusion: This comprehensive data analysis provides a systematic overview on all cases with MATD identified in the literature. It demonstrates that MATD is a rather benign disorder with often favourable outcome, when compared with many other organic acidurias.
20 Jahre Hochschul- und Kreisbibliothek Bonn-Rhein-Sieg: Eine ungewöhnliche Erfolgsgeschichte
(2018)
Als am 28. September 1998 Oberkreisdirektor Frithjof Kühn (der spätere Landrat) und Kreisdirektorin Monika Lohr für den Rhein-Sieg-Kreis sowie Gründungsrektor Prof. Dr. Hubert Severin und Kanzler Hans Stender für die Fachhochschule Rhein-Sieg (heute Hochschule Bonn-Rhein-Sieg) einen Kooperationsvertrag unterschrieben, taten sie etwas sehr Ungewöhnliches: Die wissenschaftliche Bibliothek der Fachhochschule und die öffentliche Bibliothek des Rhein-Sieg-Kreises sollten organisatorisch und räumlich zusammengelegt werden.
Innovative Technologien, veränderte Anbieterstrukturen, stets neue Leistungsangebote und wandelnde Kundenanforderungen prägen und verändern von Beginn an das Erscheinungsbild des TK-Marktes. Unter Berücksichtigung einer Betrachtung im Zeitablauf lässt sich der Markt in drei aufeinanderfolgende Phasen einteilen: 1. Marktöffnung, 2. Konsolidierung und Optimierung, 3. Automatisierung. Die Phasen sind selbstverständlich nicht Überschneidungsfrei, geben jedoch einen Hinweis auf die strukturellen Veränderungen des Marktes.
Sharing economies enabled by technical platforms have been studied regarding their economic, legal, and social effects, as well as with regard to their possible influences on CSCW topics such as work, collaboration, and trust. While a lot current research is focusing on the sharing economy and related communities, there is little work addressing the phenomenon from a socio-technical point of view. Our workshop is meant to address this gap. Building on research themes and discussion from last year’s ECSCW, we seek to engage deeper with topics such as novel socio-technical approaches for enabling sharing communities, discussing issues around digital consumer and worker protection, as well as emerging challenges and opportunities of existing platforms and approaches.
Sie sind im Bereich Qualitätsmanagement tätig und haben die Aufgabe bekommen, ein Problem systematisch zu untersuchen und methodisch zu lösen? Sie haben zu viele Aufgaben und wissen nicht, wie Sie diese priorisieren sollen? Oder haben Sie zu begrenzte Ressourcen, um alle Reklamationen gleichzeitig bearbeiten zu können? Oder wissen nicht, wie Sie einen bestimmten Prozess in seinen Grenzen zielführend verbessern können?
Background 3-hydroxy-3-methylglutaryl-coenzyme A lyase deficiency (HMGCLD) is an autosomal recessive disorder of ketogenesis and leucine degradation due to mutations in HMGCL .
Method We performed a systematic literature search to identify all published cases. 211 patients of whom relevant clinical data were available were included in this analysis. Clinical course, biochemical findings and mutation data are highlighted and discussed. An overview on all published HMGCL variants is provided.
Results More than 95% of patients presented with acute metabolic decompensation. Most patients manifested within the first year of life, 42.4% already neonatally. Very few individuals remained asymptomatic. The neurologic long-term outcome was favorable with 62.6% of patients showing normal development.
Conclusion This comprehensive data analysis provides a systematic overview on all published cases with HMGCLD including a list of all known HMGCL mutations.
3D Printers as Sociable Technologies: Taking Appropriation Infrastructures to the Internet of Things
(2017)
3D time of flight distance measurement with custom solid state image sensors in CMOS, CCD technology
(2000)
Since we are living in a three-dimensional world, an adequate description of our environment for many applications includes the relative position and motion of the different objects in a scene. Nature has satisfied this need for spatial perception by providing most animals with at least two eyes. This stereo vision ability is the basis that allows the brain to calculate qualitative depth information of the observed scene. Another important parameter in the complex human depth perception is our experience and memory. Although it is far more difficult, a human being is even able to recognize depth information without stereo vision. For example, we can qualitatively deduce the 3D scene from most photos, assuming that the photos contain known objects [COR]. The acquisition, storage, processing and comparison of such a huge amount of information requires enormous computational power - with which nature fortunately provides us. Therefore, for a technical implementation, one should resort to other simpler measurement principles. Additionally, the qualitative distance estimates of such knowledge-based passive vision systems can be replaced by accurate range measurements.
3D Time-of-Flight (ToF)
(2012)
3D Time-of-Flight (ToF)
(2015)
3D tracking using multiple Nintendo Wii Remotes: a simple consumer hardware tracking approach
(2009)
An easy to build and cost-effective 3D tracking solution is presented, using Nintendo Wii Remotes acting as cameras. As the hardware differs from usual tracking cameras, the calibration and tracking process has to be adapted accordingly. The tracking approach described could be used for tracking the user's motions in video games based upon physical activity (sports, fighting or dancing games), allowing the player to interact with the game in a more intuitive way than by just pressing buttons.
3D User Interfaces
(2005)
3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation
(2018)
In this course, we will take a detailed look at different topics in the field of 3D user interfaces (3DUIs) for Virtual Reality and Gaming. With the advent of Augmented and Virtual Reality in numerous application areas, the need and interest in more effective interfaces becomes prevalent, among others driven forward by improved technologies, increasing application complexity and user experience requirements. Within this course, we highlight key issues in the design of diverse 3DUIs by looking closely into both simple and advanced 3D selection/manipulation and spatial navigation interface design topics. These topics are highly relevant, as they form the basis for most 3DUI-driven application, yet also can cause major issues (performance, usability, experience. motion sickness) when not designed properly as they can be difficult to handle. Within this course, we build on top of a general understanding of 3DUIs to discuss typical pitfalls by looking closely at theoretical and practical aspects of selection, manipulation, and navigation and highlight guidelines for their use.
From video games to mobile augmented reality, 3D interaction is everywhere. But simply choosing to use 3D input or 3D displays isn't enough: 3D user interfaces (3D UIs) must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today's most comprehensive primary reference to building outstanding 3D UIs. Four pioneers in 3D user interface research and practice have extensively expanded and updated this book, making it today's definitive source for all things related to state-of-the-art 3D interaction.
3D-Imaging
(2009)
The objective of the presented approach is to develop a 3D-reconstruction method for micro organisms from sequences of microscopic images by varying the level-of-focus. The approach is limited to translucent silicatebased marine and freshwater organisms (e.g. radiolarians). The proposed 3D-reconstruction method exploits the connectivity of similarly oriented and spatially adjacent edge elements in consecutive image layers. This yields a 3D-mesh representing the global shape of the objects together with details of the inner structure. Possible applications can be found in comparative morphology or hydrobiology, where e.g. deficiencies in growth and structure during incubation in toxic water or gravity effects on metabolism have to be determined.
In Fortführung zu den drei erfolgreichen „Usable Security und Privacy“ Workshops der letzten drei Jahre, sollen in einem vierten ganztätigen wissenschaftlichen Workshop auf der diesjährigen Mensch und Computer sechs bis acht Arbeiten auf dem Gebiet Usable Security and Privacy vorgestellt und diskutiert werden. Vorgesehen sind Beiträge aus Forschung und Praxis, die neue nutzerzentrierte Ansätze aber auch praxisrelevante Lösungen zur nutzerzentrierten Entwicklung und Ausgestaltung von digitalen Schutzmechanismen thematisieren. Mit dem Workshop soll das etablierte Forum weiterentwickelt werden, in dem sich Experten aus unterschiedlichen Domänen, z. B. dem Usability-Engineering und Security-Engineering, transdisziplinär austauschen können. Der Workshop wird von den Organisatoren als klassischer wissenschaftlicher Workshop ausgestaltet. Ein Programmkomitee bewertet die Einreichungen und wählt daraus die zur Präsentation akzeptierten Beiträge aus. Diese werden zudem im Poster- und Workshopband der Mensch und Computer 2018 veröffentlicht.
50 Jahre: Von der FH zur HAW
(2022)
Bei der sechsten Ausgabe des wissenschaftlichen Workshops ”Usable Security und Privacy” auf der Mensch und Computer 2020 werden wie in den vergangenen Jahren aktuelle Forschungs- und Praxisbeiträge präsentiert und anschließend mit allen Teilnehmenden diskutiert. Drei Beiträge befassen sich dieses Jahr mit dem Thema Privatsphäre, einer mit dem Thema Sicherheit. Mit dem Workshop wird ein etabliertes Forum fortgeführt und weiterentwickelt, in dem sich Expert*innen aus unterschiedlichen Domänen, z. B. dem Usability- und Security-Engineering, transdisziplinär austauschen können.
Auch die mittlerweile siebte Ausgabe des wissenschaftlichen Workshops “Usable Security und Privacy” auf der Mensch und Computer 2021 wird aktuelle Forschungs- und Praxisbeiträge präsentiert und anschließend mit allen Teilnehmer:innen diskutiert. Zwei Beiträge befassen sich dieses Jahr mit dem Thema Privatsphäre, zwei mit dem Thema Sicherheit. Mit dem Workshop wird ein etabliertes Forum fortgeführt und weiterentwickelt, in dem sich Expert:innen aus unterschiedlichen Domänen, z. B. dem Usability- und Security- Engineering, transdisziplinär austauschen können.
Ziel der achten Auflage des wissenschaftlichen Workshops “Usable Security and Privacy” auf der Mensch und Computer 2022 ist es, aktuelle Forschungs- und Praxisbeiträge zu präsentieren und anschließend mit den Teilnehmenden zu diskutieren. Der Workshop soll ein etabliertes Forum fortführen und weiterentwickeln, in dem sich Experten aus verschiedenen Bereichen, z. B. Usability und Security Engineering, transdisziplinär austauschen können.
Ziel der neunten Ausgabe des wissenschaftlichen Workshops "Usable Security und Privacy" auf der Mensch und Computer 2023 ist es, aktuelle Forschungs- und Praxisbeiträge auf diesem Gebiet zu präsentieren und mit den Teilnehmer:innen zu diskutieren. Getreu dem Konferenzmotto "Building Bridges" soll mit dem Workshop ein etabliertes Forum fortgeführt und weiterentwickelt werden, in dem sich Expert:innen, Forscher:innen und Praktiker:innen aus unterschiedlichen Domänen transdisziplinär zum Thema Usable Security und Privacy austauschen können. Das Thema betrifft neben dem Usability- und Security-Engineering unterschiedliche Forschungsgebiete und Berufsfelder, z. B. Informatik, Ingenieurwissenschaften, Mediengestaltung und Psychologie. Der Workshop richtet sich an interessierte Wissenschaftler:innen aus all diesen Bereichen, aber auch ausdrücklich an Vertreter:innen der Wirtschaft, Industrie und öffentlichen Verwaltung.
Safety-critical applications like autonomous driving use Deep Neural Networks (DNNs) for object detection and segmentation. The DNNs fail to predict when they observe an Out-of-Distribution (OOD) input leading to catastrophic consequences. Existing OOD detection methods were extensively studied for image inputs but have not been explored much for LiDAR inputs. So in this study, we proposed two datasets for benchmarking OOD detection in 3D semantic segmentation. We used Maximum Softmax Probability and Entropy scores generated using Deep Ensembles and Flipout versions of RandLA-Net as OOD scores. We observed that Deep Ensembles out perform Flipout model in OOD detection with greater AUROC scores for both datasets.
A Bicycle Simulator Based on a Motion Platform in a Virtual Reality Environment - FIVIS Project
(2007)
This paper gives an overview of the development of Fair Trade in six European countries: Austria, France, Germany, the Netherlands, Switzerland and the United Kingdom. After the description of the food retail industry and its market structures in these countries, the main European Fair Trade organizations are analyzed regarding their role within the Fair Trade system. The following part deals with the development of Fair Trade sales in general and with respect to the products coffee, tea, bananas, fruit juice and sugar. An overview of the main activities of national Fair Trade organizations, e.g. public relation activities, completes the analysis. This study shows the enormous upswing of Fair Trade during the last decade and the reasons for this development. Nevertheless, it comes to the conclusion that Fair Trade is still far away from being an essential part of the food retail industry in Europe.
This paper compares the memory allocation of two Java virtual machines, namely Oracle Java HotSpot VM 32-bit (OJVM) and Jamaica JamaicaVM (JJVM). The basic difference of the architectures in both machines is that the JamaicaVM uses fixed-size blocks for allocating objects on the heap. The basic difference of the architectures is that the JJVM uses fixed size block allocation on the heap. This means that objects have to be split into several connected blocks if they are bigger than the specified block-size. On the other hand, for small objects a full block must be allocated. The paper contains both theoretical and experimental analysis on the memory-overhead. The theoretical analysis is based on specifications of the two virtual machines. The experimental analysis is done with a modified JVMTI Agent together with the SPECjvm2008 Benchmark.
Recent years have seen extensive adoption of domain generation algorithms (DGA) by modern botnets. The main goal is to generate a large number of domain names and then use a small subset for actual C&C communication. This makes DGAs very compelling for botmasters to harden the infrastructure of their botnets and make it resilient to blacklisting and attacks such as takedown efforts. While early DGAs were used as a backup communication mechanism, several new botnets use them as their primary communication method, making it extremely important to study DGAs in detail.
In this paper, we perform a comprehensive measurement study of the DGA landscape by analyzing 43 DGAbased malware families and variants. We also present a taxonomy for DGAs and use it to characterize and compare the properties of the studied families. By reimplementing the algorithms, we pre-compute all possible domains they generate, covering the majority of known and active DGAs. Then, we study the registration status of over 18 million DGA domains and show that corresponding malware families and related campaigns can be reliably identified by pre-computing future DGA domains. We also give insights into botmasters’ strategies regarding domain registration and identify several pitfalls in previous takedown efforts of DGA-based botnets. We will share the dataset for future research and will also provide a web service to check domains for potential DGA identity.
The objective of this thesis is to implement a computer game based motivation system for maximal strength testing on the Biodex System 3 Isokinetic Dynamometer. The prototype game has been designed to improve the peak torque produced in an isometric knee extensor strength test. An extensive analysis is performed on a torque data set from a previous study. The torque responses for five second long maximal voluntary contractions of the knee extensor are analyzed to understand torque response characteristics of different subjects. The parameters identifed in the data analysis are used in the implementation of the 'Shark and School of Fish' game. The behavior of the game for different torque responses is analyzed on a different torque data set from the previous study. The evaluation shows that the game rewards and motivates continuously over a repetition to reach the peak torque value. The evaluation also shows that the game rewards the user more if he overcomes a baseline torque value within the first second and then gradually increase the torque to reach peak torque.
The aim of design science research (DSR) in information systems is the user-centred creation of IT-artifacts with regard to specific social environments. For culture research in the field, which is necessary for a proper localization of IT-artifacts, models and research approaches from social sciences usually are adopted. Descriptive dimension-based culture models most commonly are applied for this purpose, which assume culture being a national phenomenon and tend to reduce it to basic values. Such models are useful for investigations in behavioural culture research because it aims to isolate, describe and explain culture-specific attitudes and characteristics within a selected society. In contrast, with the necessity to deduce concrete decisions for artifact-design, research results from DSR need to go beyond this aim. As hypothesis, this contribution generally questions the applicability of such generic culture dimensions’ models for DSR and focuses on their theoretical foundation, which goes back to Hofstede’s conceptual Onion Model of Culture. The herein applied literature-based analysis confirms the hypothesis. Consequently, an alternative conceptual culture model is being introduced and discussed as theoretical foundation for culture research in DSR.
New cars are increasingly "connected" by default. Since not having a car is not an option for many people, understanding the privacy implications of driving connected cars and using their data-based services is an even more pressing issue than for expendable consumer products. While risk-based approaches to privacy are well established in law, they have only begun to gain traction in HCI. These approaches are understood not only to increase acceptance but also to help consumers make choices that meet their needs. To the best of our knowledge, perceived risks in the context of connected cars have not been studied before. To address this gap, our study reports on the analysis of a survey with 18 open-ended questions distributed to 1,000 households in a medium-sized German city. Our findings provide qualitative insights into existing attitudes and use cases of connected car features and, most importantly, a list of perceived risks themselves. Taking the perspective of consumers, we argue that these can help inform consumers about data use in connected cars in a user-friendly way. Finally, we show how these risks fit into and extend existing risk taxonomies from other contexts with a stronger social perspective on risks of data use.
During exercise, heart rate has proven to be a good measure in planning workouts. It is not only simple to measure but also well understood and has been used for many years for workout planning. To use heart rate to control physical exercise, a model which predicts future heart rate dependent on a given strain can be utilized. In this paper, we present a mathematical model based on convolution for predicting the heart rate response to strain with four physiologically explainable parameters. This model is based on the general idea of the Fitness-Fatigue model for performance analysis, but is revised here for heart rate analysis. Comparisons show that the Convolution model can compete with other known heart rate models. Furthermore, this new model can be improved by reducing the number of parameters. The remaining parameter seems to be a promising indicator of the actual subject’s fitness.
In Sensor-based Fault Detection and Diagnosis (SFDD) methods, spatial and temporal dependencies among the sensor signals can be modeled to detect faults in the sensors, if the defined dependencies change over time. In this work, we model Granger causal relationships between pairs of sensor data streams to detect changes in their dependencies. We compare the method on simulated signals with the Pearson correlation, and show that the method elegantly handles noise and lags in the signals and provides appreciable dependency detection. We further evaluate the method using sensor data from a mobile robot by injecting both internal and external faults during operation of the robot. The results show that the method is able to detect changes in the system when faults are injected, but is also prone to detecting false positives. This suggests that this method can be used as a weak detection of faults, but other methods, such as the use of a structural model, are required to reliably detect and diagnose faults.
A trace of the execution of a concurrent object-oriented program can be displayed in two-dimensions as a diagram of a non-metric finite geometry. The actions of a programs are represented by points, its objects and threads by vertical lines, its transactions by horizontal lines, its communications and resource sharing by sloping arrows, and its partial traces by rectangular figures.