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H-BRS Bibliography
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- 2018 (74) (remove)
Keywords
- ICT (3)
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Messkampagnen im Projekt METPVNET zur Verbesserung der PV- Erzeugungsprognose auf Verteilnetzebene
(2018)
This paper presents the outcomes of an exploratory field study that examined the social impact of an ICT-based suite of exergames for people with dementia and their caregivers. Qualitative data was collected over a period of 8 months, during which time we studied the daily life of 14 people with dementia and their informal and professional caregivers. We focus on the experiential aspects of the system and examine its social impact when integrated into the daily routines of both people with dementia themselves and their professional and family caregivers. Our findings indicate that relatives were able to regain leisure time, whilst people with dementia were able to recapture certain aspects of their social and daily activities that might otherwise have been lost to them. Results suggest that the system enhanced social-interaction, invigorated relationships, and improved the empowerment of people with dementia and their caregivers to face daily challenges.
Möglichkeiten und Grenzen der Baustoffanalytik und anwendungstechnische Prüfungen an Objekten
(2018)
Untersuchungen zum Einfluss von chemischen Aktivatoren und Templaten auf die Zementhydratation
(2018)
Untersuchungen zur Hydrophobierung von Miscanthus X giganteus für den Einsatz in Dämmstoffsystemen
(2018)
Solar energy plants are one of the key options to serve the rising global energy need with low environmental impact. Aerosols reduce global solar radiation due to absorption and scattering and therewith solar energy yields. Depending on the aerosol composition and size distribution they reduce the direct component of the solar radiation and modify the direction of the diffuse component compared to standard atmospheric conditions without aerosols.
This work discusses how to use OSM for robotic applications and aims at starting a discussion between the OSM and the robotics community. OSM contains much topological and semantic information that can be directly used in robotics and offers various advantages: 1) Standardized format with existing tooling. 2) The graph structure allows to compose the OSM models with domain-specific semantics by adding custom nodes, relations, and key-value pairs. 3) Information about many places is already available and can be used by robots since it is driven by a community effort.
This paper introduces a random number generator (RNG) based on the avalanche noise of two diodes. A true random number generator (TRNG) generates true random numbers with the use of the electronic noise produced by two avalanche diodes. The amplified outputs of the diodes are sampled and digitized. The difference between the two concurrently sampled and digitized outputs is calculated and used to select a seed and to drive a pseudo-random number generator (PRNG). The PRNG is an xorshift generator that generates 1024 bits in each cycle. Every sequence of 1024 bits is moderately modified and output. The TRNG delivers the next seed and the next cycle begins. The statistical behavior of the generator is analyzed and presented.
This Business English course in entrepreneurship goes beyond communicative language instruction and offers a course designed to introduce students to innovative thinking, entrepreneurship and sustainable business practices. About 120 students in their first year are enrolled as part of the required foreign language module in Business Management (B.Sc.). Each week students learn new concepts and terminology in sustainable business practices while applying the material in a simulation task-based course using English as a lingua franca. It prepares students to work in an international context while offering online components for autonomous learning. This 12-14 week course is designed in a student-centered and blended learning format with a flipped classroom approach. Through a grant from the German Federal Ministry of Education and Research the “work&study project” will offer additional online materials by developing new educational apps to enhance autonomous language learning and making the app content available under the Creative Commons license. The research project focuses on offering new learning environments to enhance the opportunities for non-traditional students enrolled at Bonn-Rhein-Sieg University of Applied Sciences. This paper will focus on the development of the first apps and results of the first testing phase. It shows how game-based learning and elements of gamification were added for educational purposes to enhance teaching and learning processes that were already well established.
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.
We present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work.