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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 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.
Speech understanding is a fundamental feature for many applications focused on human-robot interaction. Although many techniques and several services for speech recognition and natural language understanding have been developed in the last years, specific implementation and validation on domestic service robots have not been performed. In this paper, we describe the implementation and the results of a functional benchmark for speech understanding in service robotics that has been developed and tested in the context of different robot competitions: RoboCup@Home, RoCKIn@Home and within the European Robotics League on Service Robots. Different approaches used by the teams in the competitions are presented and the evaluation results obtained in the competitions are discussed.
Beim Entwurf eines effizienten und sicheren Luftfahrzeugs müssen viele fachliche Aspekte berücksichtigt werden. Die Bereiche Aerodynamik, Strukturmechanik als auch Flugmechanik spielen eine wichtige Rolle und hängen voneinander ab. Daher ist ein iterativer Entwurfsprozess erforderlich, um einen an die Anforderungen bestmöglich angepassten Kompromiss zu finden. In der Forschung am Deutschen Zentrum für Luft- und Raumfahrt e.V. (DLR) werden dafür automatisierte Prozessketten entwickelt, die zur Bewertung und Entwicklung von neuen Flugzeugkonzepten dienen.
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.
Durch die Digitalisierung befindet sich die Mobilitätsbranche im starken Umbruch. So wird man bei der Verkehrsmittelwahl zukünftig wohl auch auf selbstfahrende Autos zurückgreifen können. Die Studie erweitert die Verkehrs- und Nutzerakzeptanzforschung, indem unter Berücksichtigung relativer Teilmehrwerte tiefergehend analysiert wird, wie sich die neuen Verkehrsmodi autonomer Privat-PKW, autonomes Carsharing und autonomes Taxi aus heutiger Sicht in den bestehenden Verkehrsmix einsortieren. Hierzu wurde auf Basis der Nutzerpräferenztheorie eine Onlineumfrage (n=172) zu den relativen Mehrwerten der neuen autonomen Verkehrsmodi durchgeführt. Es zeigt sich, dass Nutzer im Vergleich zum PKW bei den autonomen Modi Verbesserungen im Fahrkomfort und in der Zeitnutzung sehen, in vielen anderen Bereichen – insbesondere bei Fahrspaß und Kontrolle – hingegen keine Vorteile oder sogar relative Nachteile sehen. Gegenüber dem ÖPNV bieten die autonomen Modi in fast allen Eigenschaften Mehrwerte. Diese Betrachtung auf Teilnutzenebene liefert eine genauere Erklärung für Nutzerakzeptanz des automatisierten Fahrens.
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.
In the context of the Franco-German research project Re(h)strain, this work focuses on a global system analysis integrating both safety and security analysis of international and/or urban railway stations. The Re(h)strain project focuses on terrorist attacks on high speed train systems and investigates prevention and mitigation measures to reduce the overall vulnerability and strengthen the system resilience. One main criterion regarding public transport issues is the number of passengers. For example, the railway station of Paris “Gare du Nord” deals with a bigger number of passengers than the biggest airport in the world (SNCF open Data 2014), the Atlanta airport, but in terms of passengers, it is only around the 23rd rank railway station in the world. Due to the enormous mass of people, this leads to the system approach of breaking out the station into several classes of zones, e.g. entrance, main hall, quays, trains, etc. All classes are analysed considering state-of-the-art parameters, like targets attractiveness, feasibility of attack, possible damage, possible mitigation and defences. Then, safety incidence of security defence is discussed in order to refine security requirement with regard to the considered zone. Finally, global requirements of security defence correlated to the corresponding class of zones are proposed.
The increasing complexity of tasks that are required to be executed by robots demands higher reliability of robotic platforms. For this, it is crucial for robot developers to consider fault diagnosis. In this study, a general non-intrusive fault diagnosis system for robotic platforms is proposed. A mini-PC is non-intrusively attached to a robot that is used to detect and diagnose faults. The health data and diagnosis produced by the mini-PC is then standardized and transmitted to a remote-PC. A storage device is also attached to the mini-PC for data logging of health data in case of loss of communication with the remote-PC. In this study, a hybrid fault diagnosis method is compared to consistency-based diagnosis (CBD), and CBD is selected to be deployed on the system. The proposed system is modular and can be deployed on different robotic platforms with minimum setup.
This paper describes a dynamic, model-based approach for estimating intensities of 22 out of 44 different basic facial muscle movements. These movements are defined as Action Units (AU) in the Facial Action Coding System (FACS) [1]. The maximum facial shape deformations that can be caused by the 22 AUs are represented as vectors in an anatomically based, deformable, point-based face model. The amount of deformation along these vectors represent the AU intensities, and its valid range is [0, 1]. An Extended Kalman Filter (EKF) with state constraints is used to estimate the AU intensities. The focus of this paper is on the modeling of constraints in order to impose the anatomically valid AU intensity range of [0, 1]. Two process models are considered, namely constant velocity and driven mass-spring-damper. The results show the temporal smoothing and disambiguation effect of the constrained EKF approach, when compared to the frame-by-frame model fitting approach ‘Regularized Landmark Mean-Shift (RLMS)’ [2]. This effect led to more than 35% increase in performance on a database of posed facial expressions.
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.
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.