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This work presents the preliminary research towards developing an adaptive tool for fault detection and diagnosis of distributed robotic systems, using explainable machine learning methods. Autonomous robots are complex systems that require high reliability in order to operate in different environments. Even more so, when considering distributed robotic systems, the task of fault detection and diagnosis becomes exponentially difficult.
To diagnose systems, models representing the behaviour under investigation need to be developed, and with distributed robotic systems generating large amount of data, machine learning becomes an attractive method of modelling especially because of its high performance. However, with current day methods such as artificial neural networks (ANNs), the issue of explainability arises where learnt models lack the ability to give explainable reasons behind their decisions.
This paper presents current trends in methods for data collection from distributed systems, inductive logic programming (ILP); an explainable machine learning method, and fault detection and diagnosis.
Healing of large bone defects requires implants or scaffolds that provide structural guidance for cell growth, differentiation, and vascularization. In the present work, an agarose-hydroxyapatite composite scaffold was developed that acts not only as a 3D matrix, but also as a release system. Hydroxyapatite (HA) was incorporated into the agarose gels in situ in various ratios by a simple procedure consisting of precipitation, cooling, washing, and drying. The resulting gels were characterized regarding composition, porosity, mechanical properties, and biocompatibility. A pure phase of carbonated HA was identified in the scaffolds, which had pore sizes of up to several hundred micrometers. Mechanical testing revealed elastic moduli of up to 2.8 MPa for lyophilized composites. MTT testing on Lw35human mesenchymal stem cells (hMSCs) and osteosarcoma MG-63 cells proved the biocompatibility of the scaffolds. Furthermore, scaffolds were loaded with model drug compounds for guided hMSC differentiation. Different release kinetic models were evaluated for adenosine 5′-triphosphate (ATP) and suramin, and data showed a sustained release behavior over four days.
Bone tissue engineering is an ever-changing, rapidly evolving, and highly interdisciplinary field of study, where scientists try to mimic natural bone structure as closely as possible in order to facilitate bone healing. New insights from cell biology, specifically from mesenchymal stem cell differentiation and signaling, lead to new approaches in bone regeneration. Novel scaffold and drug release materials based on polysaccharides gain increasing attention due to their wide availability and good biocompatibility to be used as hydrogels and/or hybrid components for drug release and tissue engineering. This article reviews the current state of the art, recent developments, and future perspectives in polysaccharide-based systems used for bone regeneration.
This work introduces a semi-Lagrangian lattice Boltzmann (SLLBM) solver for compressible flows (with or without discontinuities). It makes use of a cell-wise representation of the simulation domain and utilizes interpolation polynomials up to fourth order to conduct the streaming step. The SLLBM solver allows for an independent time step size due to the absence of a time integrator and for the use of unusual velocity sets, like a D2Q25, which is constructed by the roots of the fifth-order Hermite polynomial. The properties of the proposed model are shown in diverse example simulations of a Sod shock tube, a two-dimensional Riemann problem and a shock-vortex interaction. It is shown that the cell-based interpolation and the use of Gauss-Lobatto-Chebyshev support points allow for spatially high-order solutions and minimize the mass loss caused by the interpolation. Transformed grids in the shock-vortex interaction show the general applicability to non-uniform grids.
Although work events can be regarded as pivotal elements of organizational life, only a few studies have examined how positive and negative events relate to and combine to affect work engagement over time. Theory suggests that to better understand how current events affect work engagement (WE), we have to account for recent events that have preceded these current events. We present competing theoretical views on how recent and current work events may affect employees (e.g., getting used to a high frequency of negative events or becoming more sensitive to negative events). Although the occurrence of events implies discrete changes in the experience of work, prior research has not considered whether work events actually accumulate to sustained mid-term changes in WE. To address these gaps in the literature, we conducted a week-level longitudinal study across a period of 15 consecutive weeks among 135 employees, which yielded 849 weekly observations. While positive events were associated with higher levels of WE within the same week, negative events were not. Our results support neither satiation nor sensitization processes. However, high frequencies of negative events in the preceding week amplified the beneficial effects of positive events on WE in the current week. Growth curve analyses show that the benefits of positive events accumulate to sustain high levels of WE. WE dissipates in the absence of continuous experience of positive events. Our study adds a temporal component and informs research that has taken a feature-oriented perspective on the dynamic interplay of job demands and resources.
In the literature on occupational stress and recovery from work several facets of thinking about work in off-job time have been conceptualized. However, research on the focal concepts is currently rather disintegrated. In this study we take a closer look at the five most established concepts, namely (1) psychological detachment, (2) affective rumination, (3) problem-solving pondering, (4) positive work reflection, and (5) negative work reflection. More specifically, we scrutinized (1) whether the five facets of work-related rumination are empirically distinct, (2) whether they yield differential associations with different facets of employee well-being (burnout, work engagement, thriving, satisfaction with life, and flourishing), and (3) to what extent the five facets can be distinguished from and relate to conceptually similar constructs, such as irritation, worry, and neuroticism. We applied structural equation modeling techniques to cross-sectional survey data from 474 employees. Our results provide evidence that (1) the five facets of work-related rumination are highly related, yet empirically distinct, (2) that each facet contributes uniquely to explain variance in certain aspects of employee well-being, and (3) that they are distinct from related concepts, albeit there is a high overlap between (lower levels of) psychological detachment and cognitive irritation. Our study contributes to clarify the structure of work-related rumination and extends the nomological network around different types of thinking about work in off-job time and employee well-being.
In the literature on occupational stress and recovery from work, several facets of thinking about work during off-job time have been conceptualized. However, research on the focal concepts is currently rather diffuse. In this study we take a closer look at the five most well-established concepts: (1) psychological detachment, (2) affective rumination, (3) problem-solving pondering, (4) positive work reflection, and (5) negative work reflection. More specifically, we scrutinized (1) whether the five facets of work-related rumination are empirically distinct, (2) whether they yield differential associations with different facets of employee well-being (burnout, work engagement, thriving, satisfaction with life, and flourishing), and (3) to what extent the five facets can be distinguished from and relate to conceptually similar constructs, such as irritation, worry, and neuroticism. We applied structural equation modeling techniques to cross-sectional survey data from 474 employees. Our results provide evidence for (1) five correlated, yet empirically distinct facets of work-related rumination. (2) Each facet yields a unique pattern of association with the eight aspects of employee well-being. For instance, detachment is strongly linked to satisfaction with life and flourishing. Affective rumination is linked particularly to burnout. Problem-solving pondering and positive work reflection yield the strongest links to work engagement. (3) The five facets of work-related rumination are distinct from related concepts, although there is a high overlap between (lower levels of) psychological detachment and cognitive irritation. Our study contributes to clarifying the structure of work-related rumination and extends the nomological network around different types of thinking about work during off-job time and employee well-being.
Computer graphics research strives to synthesize images of a high visual realism that are indistinguishable from real visual experiences. While modern image synthesis approaches enable to create digital images of astonishing complexity and beauty, processing resources remain a limiting factor. Here, rendering efficiency is a central challenge involving a trade-off between visual fidelity and interactivity. For that reason, there is still a fundamental difference between the perception of the physical world and computer-generated imagery. At the same time, advances in display technologies drive the development of novel display devices. The dynamic range, the pixel densities, and refresh rates are constantly increasing. Display systems enable a larger visual field to be addressed by covering a wider field-of-view, due to either their size or in the form of head-mounted devices. Currently, research prototypes are ranging from stereo and multi-view systems, head-mounted devices with adaptable lenses, up to retinal projection, and lightfield/holographic displays. Computer graphics has to keep step with, as driving these devices presents us with immense challenges, most of which are currently unsolved. Fortunately, the human visual system has certain limitations, which means that providing the highest possible visual quality is not always necessary. Visual input passes through the eye’s optics, is filtered, and is processed at higher level structures in the brain. Knowledge of these processes helps to design novel rendering approaches that allow the creation of images at a higher quality and within a reduced time-frame. This thesis presents the state-of-the-art research and models that exploit the limitations of perception in order to increase visual quality but also to reduce workload alike - a concept we call perception-driven rendering. This research results in several practical rendering approaches that allow some of the fundamental challenges of computer graphics to be tackled. By using different tracking hardware, display systems, and head-mounted devices, we show the potential of each of the presented systems. The capturing of specific processes of the human visual system can be improved by combining multiple measurements using machine learning techniques. Different sampling, filtering, and reconstruction techniques aid the visual quality of the synthesized images. An in-depth evaluation of the presented systems including benchmarks, comparative examination with image metrics as well as user studies and experiments demonstrated that the methods introduced are visually superior or on the same qualitative level as ground truth, whilst having a significantly reduced computational complexity.
Due to increased emissions of palladium nanoparticles in recent years, it is important to develop analytical techniques to characterize these particles. The synthesis of defined and stable particles plays a key role in this process, as there are not many materials commercially available yet which could act as reference materials. Polyvinylpyrrolidone- (PVP-) stabilized palladium nanoparticles were synthesized through the reduction of palladium chloride by tetraethylene glycol (TEG) in the presence of KOH. Four different methods were used for particle size analysis of the palladium nanoparticles. Palladium suspensions were analyzed by scanning electron microscopy (SEM), small angle X-ray scattering (SAXS), single-particle ICP-MS (SP-ICP-MS), and X-ray diffraction (XRD). Secondary particles between 30 nm and 130 nm were detected in great compliance with SAXS and SP-ICP-MS. SEM analysis showed that the small particulates tend to form agglomerates.
Interactive Object Detection
(2019)
The success of state-of-the-art object detection methods depend heavily on the availability of a large amount of annotated image data. The raw image data available from various sources are abundant but non-annotated. Annotating image data is often costly, time-consuming or needs expert help. In this work, a new paradigm of learning called Active Learning is explored which uses user interaction to obtain annotations for a subset of the dataset. The goal of active learning is to achieve superior object detection performance with images that are annotated on demand. To realize active learning method, the trade-off between the effort to annotate (annotation cost) unlabeled data and the performance of object detection model is minimised.
Random Forests based method called Hough Forest is chosen as the object detection model and the annotation cost is calculated as the predicted false positive and false negative rate. The framework is successfully evaluated on two Computer Vision benchmark and two Carl Zeiss custom datasets. Also, an evaluation of RGB, HoG and Deep features for the task is presented.
Experimental results show that using Deep features with Hough Forest achieves the maximum performance. By employing Active Learning, it is demonstrated that performance comparable to the fully supervised setting can be achieved by annotating just 2.5% of the images. To this end, an annotation tool is developed for user interaction during Active Learning.
Background: Virtual reality combined with spherical treadmills is used across species for studying neural circuits underlying navigation.
New Method: We developed an optical flow-based method for tracking treadmil ball motion in real-time using a single high-resolution camera.
Results: Tracking accuracy and timing were determined using calibration data. Ball tracking was performed at 500 Hz and integrated with an open source game engine for virtual reality projection. The projection was updated at 120 Hz with a latency with respect to ball motion of 30 ± 8 ms.
Comparison: with Existing Method(s) Optical flow based tracking of treadmill motion is typically achieved using optical mice. The camera-based optical flow tracking system developed here is based on off-the-shelf components and offers control over the image acquisition and processing parameters. This results in flexibility with respect to tracking conditions – such as ball surface texture, lighting conditions, or ball size – as well as camera alignment and calibration.
Conclusions: A fast system for rotational ball motion tracking suitable for virtual reality animal behavior across different scales was developed and characterized.
The aim of this study was to investigate whether beneficial vacation effects can be strengthened and prolonged with a smartphone-based intervention. In a four-week longitudinal study among 79 Finnish teachers, we investigated the development of recovery, well-being, and job performance before, during, and after a one-week vacation in three groups: non-users (n = 51), passive (n = 18) and active (n = 10) users. Participants were instructed to actively use a recovery app (called Holidaily) and complete five digital questionnaires. Most recovery experiences and well-being indicators increased during the vacation. Job performance and concentration capacity showed no significant time effects. Among active app users, creativity at work increased from baseline to after the vacation, whereas among non-users it decreased and among passive users it decreased a few days after the vacation but increased again one and a half weeks after the vacation. The fading of beneficial vacation effects on negative affect seems to have been slower among active app users. Only few participants used the app actively. Still, results suggest that a smartphone-based recovery intervention may support beneficial vacation effects.
In this paper, we provide a participatory design study of a mobile health platform for older adults that provides an integrative perspective on health data collected from different devices and apps. We illustrate the diversity and complexity of older adults’ perspectives in the context of health and technology use, the challenges which follow on for the design of mobile health platforms that support active and healthy ageing (AHA) and our approach to addressing these challenges through a participatory design (PD) process. Interviews were conducted with older adults aged 65+ in a two-month study with the goal of understanding perspectives on health and technologies for AHA support. We identified challenges and derived design ideas for a mobile health platform called “My-AHA”. For researchers in this field, the structured documentation of our procedures and results, as well as the implications derived provide valuable insights for the design of mobile health platforms for older adults.
Mass Spectrometry: Pyrolysis
(2019)
Lower back pain is one of the most prevalent diseases in Western societies. A large percentage of European and American populations suffer from back pain at some point in their lives. One successful approach to address lower back pain is postural training, which can be supported by wearable devices, providing real-time feedback about the user’s posture. In this work, we analyze the changes in posture induced by postural training. To this end, we compare snapshots before and after training, as measured by the Gokhale SpineTracker™. Considering pairs of before and after snapshots in different positions (standing, sitting, and bending), we introduce a feature space, that allows for unsupervised clustering. We show that resulting clusters represent certain groups of postural changes, which are meaningful to professional posture trainers.
PosturePairsDB19
(2019)
The design of self-driving cars is one of the most exciting and ambitious challenges of our days and every day, new research work is published. In order to give an orientation, this article will present an overview of various methods used to study the human side of autonomous driving. Simplifying roughly, you can distinguish between design science-oriented methods (such as Research through Design, Wizard of Oz or driving simulator ) and behavioral science methods (such as survey, interview, and observation). We show how these methods are adopted in the context of autonomous driving research and dis-cuss their strengths and weaknesses. Due to the complexity of the topic, we will show that mixed method approaches will be suitable to explore the impact of autonomous driving on different levels: the individual, the social interaction and society.
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.
Traffic sign recognition is an important component of many advanced driving assistance systems, and it is required for full autonomous driving. Computational performance is usually the bottleneck in using large scale neural networks for this purpose. SqueezeNet is a good candidate for efficient image classification of traffic signs, but in our experiments it does not reach high accuracy, and we believe this is due to lack of data, requiring data augmentation. Generative adversarial networks can learn the high dimensional distribution of empirical data, allowing the generation of new data points. In this paper we apply pix2pix GANs architecture to generate new traffic sign images and evaluate the use of these images in data augmentation. We were motivated to use pix2pix to translate symbolic sign images to real ones due to the mode collapse in Conditional GANs. Through our experiments we found that data augmentation using GAN can increase classification accuracy for circular traffic signs from 92.1% to 94.0%, and for triangular traffic signs from 93.8% to 95.3%, producing an overall improvement of 2%. However some traditional augmentation techniques can outperform GAN data augmentation, for example contrast variation in circular traffic signs (95.5%) and displacement on triangular traffic signs (96.7 %). Our negative results shows that while GANs can be naively used for data augmentation, they are not always the best choice, depending on the problem and variability in the data.
Large display environments are highly suitable for immersive analytics. They provide enough space for effective co-located collaboration and allow users to immerse themselves in the data. To provide the best setting - in terms of visualization and interaction - for the collaborative analysis of a real-world task, we have to understand the group dynamics during the work on large displays. Among other things, we have to study, what effects different task conditions will have on user behavior.
In this paper, we investigated the effects of task conditions on group behavior regarding collaborative coupling and territoriality during co-located collaboration on a wall-sized display. For that, we designed two tasks: a task that resembles the information foraging loop and a task that resembles the connecting facts activity. Both tasks represent essential sub-processes of the sensemaking process in visual analytics and cause distinct space/display usage conditions. The information foraging activity requires the user to work with individual data elements to look into details. Here, the users predominantly occupy only a small portion of the display. In contrast, the connecting facts activity requires the user to work with the entire information space. Therefore, the user has to overview the entire display.
We observed 12 groups for an average of two hours each and gathered qualitative data and quantitative data. During data analysis, we focused specifically on participants' collaborative coupling and territorial behavior.
We could detect that participants tended to subdivide the task to approach it, in their opinion, in a more effective way, in parallel. We describe the subdivision strategies for both task conditions. We also detected and described multiple user roles, as well as a new coupling style that does not fit in either category: loosely or tightly. Moreover, we could observe a territory type that has not been mentioned previously in research. In our opinion, this territory type can affect the collaboration process of groups with more than two collaborators negatively. Finally, we investigated critical display regions in terms of ergonomics. We could detect that users perceived some regions as less comfortable for long-time work.
The number of studies on work breaks and the importance of this subject is growing rapidly, with research showing that work breaks increase employees’ wellbeing and performance and workplace safety. However, comparing the results of work break research is difficult since the study designs and methods are heterogeneous and there is no standard theoretical model for work breaks. Based on a systematic literature search, this scoping review included a total of 93 studies on experimental work break research conducted over the last 30 years. This scoping review provides a first structured evaluation regarding the underlying theoretical framework, the variables investigated, and the measurement methods applied. Studies using a combination of measurement methods from the categories “self-report measures,” “performance measures,” and “physiological measures” are most common and to be preferred in work break research. This overview supplies important information for ergonomics researchers allowing them to design work break studies with a more structured and stronger theory-based approach. A standard theoretical model for work breaks is needed in order to further increase the comparability of studies in the field of experimental work break research in the future.
Energy Profiles of the Ring Puckering of Cyclopentane, Methylcyclopentane and Ethylcyclopentane
(2019)
Application developers constitute an important part of a digital platform’s ecosystem. Knowledge about psychological processes that drive developer behavior in platform ecosystems is scarce. We build on the lead userness construct which comprises two dimensions, trend leadership and high expected benefits from a solution, to explain how developers’ innovative work behavior (IWB) is stimulated. We employ an efficiencyoriented and a social-political perspective to investigate the relationship between lead userness and IWB. The efficiency-oriented view resonates well with the expected benefit dimension of lead userness, while the social-political view might be interpreted as a reflection of trend leadership. Using structural equation modeling, we test our model with a sample of over 400 developers from three platform ecosystems. We find that lead userness is indirectly associated with IWB and the performance-enhancing view to be the stronger predictor of IWB. Finally, we unravel differences between paid and unpaid app developers in platform ecosystems.