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We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.
The steadily decreasing prices of display technologies and computer graphics hardware contribute to the increasing popularity of multiple-display environments, like large, high-resolution displays. It is therefore necessary that educational organizations give the new generation of computer scientists an opportunity to become familiar with this kind of technology. However, there is a lack of tools that allow for getting started easily. Existing frameworks and libraries that provide support for multi-display rendering are often complex in understanding, configuration and extension. This is critical especially in educational context where the time that students have for their projects is limited and quite short. These tools are also rather known and used in research communities only, thus providing less benefit for future non-scientists. In this work we present an extension for the Unity game engine. The extension allows – with a small overhead – for implementation of applications that are apt to run on both single-display and multi-display systems. It takes care of the most common issues in the context of distributed and multi-display rendering like frame, camera and animation synchronization, thus reducing and simplifying the first steps into the topic. In conjunction with Unity, which significantly simplifies the creation of different kinds of virtual environments, the extension affords students to build mock-up virtual reality applications for large, high-resolution displays, and to implement and evaluate new interaction techniques and metaphors and visualization concepts. Unity itself, in our experience, is very popular among computer graphics students and therefore familiar to most of them. It is also often employed in projects of both research institutions and commercial organizations; so learning it will provide students with qualification in high demand.
Allgemeines Steuerrecht
(2015)
Háttér és célkitűzések: A játékszenvedély vizsgálatával foglalkozó tudományos cikkek sora dinamikusan bővült az elmúlt években. Kutatások folynak a témában például Nagy-Britanniában, (1) Finnországban(2) és Svédországban(3) is. Ugyanakkor ezen kutatások empirikus eredményei még nem publikáltak, így az értékelésük is csak később lehetséges.(4)
Aufschiebende Wirkung eines Widerspruchs gegen die Einstellung des Verletztengeldes - JA oder NEIN?
(2015)
Big Data und aktuelle Trends
(2015)
Competitions for Benchmarking: Task and Functionality Scoring Complete Performance Assessment
(2015)
Detection of triacetone triperoxide using temperature cycled metal-oxide semiconductor gas sensors
(2015)
Die Forschung zur kontrovers diskutierten Robotik in der Pflege und Begleitung von Personen mit Demenz steht noch am Anfang, wenngleich bereits erste Systeme auf dem Markt sind. Der Beitrag gibt entlang beispielhafter, fallbezogener Auszüge Einblicke in das laufende multidisziplinäre Projekt EmoRobot, das sich explorativ und interpretativ mit der Erkundung des Einsatzes von Robotik in der emotionsorientierten Pflege und Versorgung von Personen mit Demenz befasst. Fokussiert werden dabei die je eigenen Relevanzen der Personen mit Demenz.
Digitales Geld
(2015)
It is know that mesenchymal stem cells (MSCs) actively secretemultiple biologically-active factors during their process of differentiation which gives rise to a variey of cytotypes including bone and fatcells. It is also acknowledged that the chemokines secreted throughoutMSC differentiation may play an important role in the development and growth of tumor cells, although literature data appear somewhat indeterminate due to the contradictory evidence often found.
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment in those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, trials of moderate-intensity exercise (i.e. self-paced cycling) and no-exercise (i.e. automatic propulsion) were performed within three levels of virtual environment exposure. Each trial was 5-min in duration and was followed by post-trial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore these change indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
Error analysis in a high accuracy sampled-data velocity stabilising system using Volterra series
(2015)
Sweet sorghum (Sorghum bicolor (L.) moench), a crop that is grown by subsistence farmers in Zimbabwe was used to extract silica gel in order to assess its possible use as a raw material for the production of silica-based products. The gel was prepared from sodium silicate extracted from sweet sorghum bagasse ash by sodium hydroxide leaching. Results show that maximum yield can be obtained at pH 5 and with 3 M sodium concentration. The silica gel prepared at optimum pH 5 had a bulk density of 0.5626 g/cm3 and anestimated porosity of 71.87%. Silica gel aged over 10 h had improved moisture adsorption properties. X-ray fluorescence (XRF) determinations show that the silica content in the ash is 40.1%. Characterization of sweet sorghum ash and silica gels produced at pH 5, 7 and 8.5 by Fourier Transform Infrared spectroscopy gave absorption bands similar to those reported by other researchers.Transmission electron micrographs show that silica prepared under optimum conditions is amorphous and consisted of irregular particles. Sweet sorghum proved to be a potential low cost raw material for the production of silica gel.
Hand speed is particularly important in boxing both for protection against incoming blows and delivering blows. Sixteen amateur boxers (10 male, 6 female) with varying levels of experience from a boxing gym performed 20 jabs and 20 cross punches in air. The movement was recorded with a small wrist mounted accelerometer under the glove. The maximum velocity of each punch was determined from the RMS acceleration profile. The mean values of the jab maximal velocity was higher than the cross maximal velocity for 9 participants. The cross showed some dependence on reach (Spearman's correlation coefficient r = 0.57) and the jab dependence on experience (Spearman's correlation coefficient r = 0.56). The accelerometer technique has some promise for routine assessment of fist speed.
The latest advances in the field of smart card technologies allow modern cards to be more than just simple security tokens. Recent developments facilitate the use of interactive components like buttons, displays or even touch-sensors within the card's body thus conquering whole new areas of application. With interactive functionalities the usability aspect becomes the most important one for designing secure and popularly accepted products. Unfortunately, the usability can only be tested fully with completely integrated hence expensive smart card prototypes. This restricts severely application specific research, case studies of new smart card user interfaces and the optimization of design aspects, as well as hardware requirements by making usability and acceptance tests in smart card development very costly and time-consuming. Rapid development and simulation of smart card interfaces and applications can help to avoid this restriction. This paper presents a rapid development process for new smart card interfaces and applications based on common smartphone technology using a tool called SCUID^Sim. We will demonstrate the variety of usability aspects that can be analyzed with such a simulator by discussing some selected example projects.
An Hochschulen ist eine zunehmende generationale Durchmischung der Beschäftigten zu beobachten (vgl. Gülker 2011). Erklärungsansätze, warum dies so ist, beziehen sich insbesondere auf zwei Entwicklungen: zum einen den demografischen Wandel, zum anderen einen sich verändernden Führungsstil in Organisationen.
Background: Falls and fall-related injuries are a serious public health issue. Exercise programs can effectively reduce fall risk in older people. The iStoppFalls project developed an Information and Communication Technology-based system to deliver an unsupervised exercise program in older people’s homes. The primary aims of the iStoppFalls randomized controlled trial were to assess the feasibility (exercise adherence, acceptability and safety) of the intervention program and its effectiveness on common fall risk factors.
Methods: A total of 153 community-dwelling people aged 65+ years took part in this international, multicentre, randomized controlled trial. Intervention group participants conducted the exercise program for 16 weeks, with a recommended duration of 120 min/week for balance exergames and 60 min/week for strength exercises. All intervention and control participants received educational material including advice on a healthy lifestyle and fall prevention. Assessments included physical and cognitive tests, and questionnaires for health, fear of falling, number of falls, quality of life and psychosocial outcomes.
Results: The median total exercise duration was 11.7 h (IQR = 22.0) over the 16-week intervention period. There were no adverse events. Physiological fall risk (Physiological Profile Assessment, PPA) reduced significantly more in the intervention group compared to the control group (F1,127 = 4.54, p = 0.035). There was a significant three-way interaction for fall risk assessed by the PPA between the high-adherence (>90 min/week; n = 18, 25.4 %), low-adherence (<90 min/week; n = 53, 74.6 %) and control group (F2,125 = 3.12, n = 75, p = 0.044). Post hoc analysis revealed a significantly larger effect in favour of the high-adherence group compared to the control group for fall risk (p = 0.031), postural sway (p = 0.046), stepping reaction time (p = 0.041), executive functioning (p = 0.044), and quality of life (p for trend = 0.052).
Conclusions: The iStoppFalls exercise program reduced physiological fall risk in the study sample. Additional subgroup analyses revealed that intervention participants with better adherence also improved in postural sway, stepping reaction, and executive function.
Industrie 4.0: Digitale Wirtschaft – Herausforderung und Chance für Unternehmen und Arbeitswelt
(2015)
Seit Mitte der 1990er Jahre werden neue Informations- und Kommunikationstechnologien in der Arbeitswelt genutzt, in wachsendem Ausmaß und mit wachsender Bedeutung. Die verstärkte Digitalisierung verändert sowohl die Wirtschaft als auch die Gesellschaft. Es wird sogar von der "vierten industriellen Revolution" gesprochen, denn traditionelle Geschäftsmodelle geraten unter Druck.
Duale Studiengänge liegen einerseits stark im Trend, andererseits funktioniert die Abstimmung zwischen Hochschulstudium und Praxisphasen oftmals nicht. Obwohl eine Lernortkooperation zwischen »Praxis« und »Hochschule« das Engagement beider Seiten erfordert, wird in einem Projekt der Hochschule Bonn-Rhein-Sieg, der Deutschen Gesetzlichen Unfallversicherung (DGUV) und des BIBB zunächst erprobt, wie das Verständnis der Praxisbetreuer/-innen für Studierende und Studium verbessert werden kann. Hierzu werden im Beitrag Konzeption und Zielsetzung eines zweitägigen Seminars bei der Akademie der DGUV vorgestellt und erste Erfahrungen geschildert.
Das Land Baden-Württemberg beauftragte im Auftrag aller in der Ministerpräsidentenkonferenz der Bundesrepublik Deutschland zusammengeschlossenen Länder die Goldmedia GmbH Strategy Consulting, Berlin, am 24.2.2014 mit der Erstellung einer wirtschaftswissenschaftlichen Studie, die mit dem Titel "International vergleichende Analyse des Glücksspielwesens" am 30.9.2014 dem Auftraggeber vorgelegt wurde. Zur nationalen Evaluierung des Ersten GlüÄndStV soll dessen Zielerreichung auch durch die hier betrachtete ökonomische Analyse erfasst und bewertet werden.
Nach einer wirtschaftswissenschaftlichen Bestandaufnahme ist festzustellen, dass diese Studie jedoch wissenschaftlich unzulänglich ist und aufgrund ihrer vielfältigen definitorischen und methodischen Defizite keinen tragfähigen Beitrag für die Evaluierung des Ersten GlüÄndStV bildet. Das gilt vor allem, weil ein Großteil des zu evaluierenden Glücksspielmarkts in Deutschland von der Studie gar nicht abgebildet wird.
Polyether and polyether/ester based TPU (thermoplastic polyurethanes) were investigated with wide-angle XRD (X-ray diffraction) and SAXS (small angle X-ray scattering). Furthermore, SAXS measurements were performed in the temperature range of 30 °C to 130 °C. Polyether based polymers exhibit only one broad diffraction signal in a region of 2 θ 15° to 25°. In case of polyurethanes with ether/ester modification, the broad diffraction signal arises with small sharp diffraction signals. SAXS measurements of polymers reveal the size and shape of the crystalline zones of the polymer. Between 30 °C and 130 °C the size of the crystalline zone changes significantly. The size decreases in most of investigated TPU. In the case of Desmopan 9365D an increase of the particle size was observed.