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Diese Arbeit präsentiert eine Methode zur zuverlässigen Personendetektion für die Absicherung des Arbeitsbereichs von Industrierobotern. Hierzu wird ein im Nahinfrarotbereich (NIR) arbeitendes aktives Kamerasystem eingesetzt, das durch erweiterte und robuste Hauterkennungseigenschaften besonders dazu geeignet ist, zwischen verschiedensten Materialoberflächen und menschlicher Haut zu unterscheiden. So soll zum einen die Erkennungsleistung gegenüber handelsüblichen, im visuellen Bereich arbeitenden RGB-Kamerasystemen gesteigert werden und gleichzeitig eine „intelligente“ Form des Mutings realisiert werden. Die im Rahmen des Projekts „Sichere Personendetektion im Arbeitsbereich von Industrierobotern durch ein aktives NIR-Kamerasystem (SPAI)“ entwickelte und hier vorgestellte Methode erreicht in einer ersten Variante eine pixelweise Personenerkennungsrate von ca. 98,16%.
Mobile Datenkommunikation basiert üblicherweise auf der drahtlosen Anbindung eines Endgerätes an eine Basisstation, die ihrerseits an eine feste Infrastruktur angebunden ist. In vielen Szenarien sind diese Voraussetzungen jedoch nicht gegeben. Beispiele hierfür sind Katastrophen wie Hochwasser, Erdbeben oder Flugzeugabstürze in dünn besiedelten Regionen. Einen Lösungsansatz für sich daraus ergebende Anforderungen bieten dynamisch aufgebaute Ad-Hoc Netze mit einer satellitengestützten Anbindung an eine Festnetz-Infrastruktur. In solchen Netzen stellen die mobilen Terminals die benötigte lokale Infrastruktur selbst dynamisch her. Ziel der hier vorgestellten Arbeiten ist es, die Zuverlässigkeit und Dienstqualität der verwendeten Technologien zu untersuchen und durch geeignete Mechanismen so anzupassen, dass die Anforderungen typischer Applikationen möglichst erfüllt werden. Zur Demonstration wurde ein Prototyp aufgebaut, der unter anderem die Anwendungen "Voice over IP" (VoIP), "Datenbankzugriff im Intranet" und "Internetzugang" (WWW) untersucht.
Zuverlässige Ad-Hoc Kommunikation mobiler Endgeräte mit satellitengestützter Internet-Anbindung
(2005)
Mobile Datenkommunikation basiert üblicherweise auf der drahtlosen Anbindung eines Endgerätes an eine Basisstation, die ihrerseits an eine feste Infrastruktur angebunden ist. In vielen Szenarien sind diese Voraussetzungen jedoch nicht gegeben. Beispiele hierfür sind Hochwasser, Erdbeben oder Flugzeugabstürze in dünn besiedelten Regionen. Einen Lösungsansatz für sich daraus ergebende Anforderungen bieten dynamisch aufgebaute Ad-Hoc Netze mit einer satellitengestützten Anbindung an eine Festnetz-Infrastruktur. In solchen Netzen stellen die mobilen Terminals die benötigte lokale Infrastruktur selbst dynamisch her. Ziel der hier vorgestellten Arbeiten ist es, die Zuverlässigkeit und Dienstqualität der verwendeten Technologien zu untersuchen und durch geeignete Mechanismen so anzupassen, dass die Anforderungen typischer Applikationen möglichst erfüllt werden. Zur Demonstration wurde ein Prototyp aufgebaut, der unter anderem die Anwendungen "Voice over IP" (VoIP), "Datenbankzugriff im Intranet" und Internetzugang (WWW) untersucht.
Studienverläufe von Studenten weichen nicht selten vom offiziell geplanten Curriculum ab. Für eine den Studienerfolg verbessernde Planung und Weiterentwicklung von Studiengängen und Curricula fehlen den Verantwortlichen häufig Erkenntnisse über tatsächliche sowie typischerweise erfolgreiche und weniger erfolgreiche Studienverlaufsmuster. Process-Mining-Techniken können helfen, mehr Transparenz bei der Auswertung von Studienverläufen zu schaffen und so die Erkennung typischer Studienverlaufsmuster, die Überprüfung der Übereinstimmung der konkreten Studienverläufe mit dem vorgegebenen Curriculum sowie eine zielgerechte Verbesserung des Curriculums zu unterstützen.
Gegen unveröffentlichte – nur wenigen Personen bekannte – Sicherheitslücken (Less-than-Zero-Day Vulnerabilities) und diese ausnutzende Angriffsprogramme (Exploits) können IT-Systeme nicht geschützt werden. In der Vergangenheit wurden Sicherheitslücken meist dem Hersteller gemeldet; dieser stellte (allerdings nicht in allen Fällen) eine Fehlerkorrektur zur Verfügung. In jüngerer Zeit werden Sicherheitslücken systematisch (Tool-gestützt) gesucht und an Behörden, Unternehmen und an die organisierte Kriminalität verkauft – und nicht oder nicht sofort dem Hersteller gemeldet. Durch Ausnutzung dieser unveröffentlichten Sicherheitslücken ist Wirtschaftsspionage und Computersabotage (auch der Steuerungsrechner des Internet) unerkannt möglich [GI 2007]. Praktizierte Anwendungen sind – u.a. auch als Titan Rain – dokumentiert [BfDI 2007, Keizer 2006, NSTAC 2007, Pohl 2007, Rath 2007].
Zentrale Archivierung und verteilte Kommunikation digitaler Bilddaten in der Pneumokoniosevorsorge
(2010)
Pneumokoniose-Vorsorgeuntersuchungen erfordern die Befundung einer Röntgenthoraxaufnahme nach ILO-Staublungenklassifikation. Inzwischen werden die benötigten Aufnahmen bereits in großem Umfang digital angefertigt und kommuniziert. Hierdurch entstehen neue Anforderungen an verwendete Technik und Workflow-Mechanismen, um einen effizienten Ablauf von Untersuchung, Befundung und Dokumentation zu gewährleisten.
Along with the success of the digitally revived stereoscopic cinema, other events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.
YAWL (Yet Another Workflow Language) is an open source Business Process Management System, first released in 2003. YAWL grew out of a university research environment to become a unique system that has been deployed worldwide as a laboratory environment for research in Business Process Management and as a productive system in other scientific domains.
YAWL User Group
(2012)
YAWL Symposium 2013. Proceedings of the First YAWL Symposium, Sankt Augustin, Germany, June 7, 2013
(2013)
In this paper, we present XPERSim, a 3D simulator built on top of open source components that enables users to quickly and easily construct an accurate and photo-realistic simulation for robots of arbitrary morphology and their environments. While many existing robot simulators provide a good dynamics simulation, they often lack the high quality visualization that is now possible with general-purpose hardware. XPERSim achieves such visualization by using the Object-Oriented Graphics Rendering Engine 3D (Ogre) engine to render the simulation whose dynamics are calculated using the Open Dynamics Engine (ODE). Through XPERSim’s integration into a component-based software integration framework used for robotic learning by experimentation, XPERSIF, and the use of the scene-oriented nature of the Ogre engine, the simulation is distributed to numerous users that include researchers and robotic components, thus enabling simultaneous, quasi-realtime observation of the multiple-camera simulations.
XPERSIF: a software integration framework & architecture for robotic learning by experimentation
(2008)
The integration of independently-developed applications into an efficient system, particularly in a distributed setting, is the core issue addressed in this work. Cooperation between researchers across various field boundaries in order to solve complex problems has become commonplace. Due to the multidisciplinary nature of such efforts, individual applications are developed independent of the integration process. The integration of individual applications into a fully-functioning architecture is a complex and multifaceted task. This thesis extends a component-based architecture, previously developed by the authors, to allow the integration of various software applications which are deployed in a distributed setting. The test bed for the framework is the EU project XPERO, the goal of which is robot learning by experimentation. The task at hand is the integration of the required applications, such as planning of experiments, perception of parametrized features, robot motion control and knowledge-based learning, into a coherent cognitive architecture. This allows a mobile robot to use the methods involved in experimentation in order to learn about its environment. To meet the challenge of developing this architecture within a distributed, heterogeneous environment, the authors specified, defined, developed, implemented and tested a component-based architecture called XPERSIF. The architecture comprises loosely-coupled, autonomous components that offer services through their well-defined interfaces and form a service-oriented architecture. The Ice middleware is used in the communication layer. Its deployment facilitates the necessary refactoring of concepts. One fully specified and detailed use case is the successful integration of the XPERSim simulator which constitutes one of the kernel components of XPERO.The results of this work demonstrate that the proposed architecture is robust and flexible, and can be successfully scaled to allow the complete integration of the necessary applications, thus enabling robot learning by experimentation. The design supports composability, thus allowing components to be grouped together in order to provide an aggregate service. Distributed simulation enabled real time tele-observation of the simulated experiment. Results show that incorporating the XPERSim simulator has substantially enhanced the speed of research and the information flow within the cognitive learning loop.
XML Signature Wrapping (XSW) has been a relevant threat to web services for 15 years until today. Using the Personal Health Record (PHR), which is currently under development in Germany, we investigate a current SOAP-based web services system as a case study. In doing so, we highlight several deficiencies in defending against XSW. Using this real-world contemporary example as motivation, we introduce a guideline for more secure XML signature processing that provides practitioners with easier access to the effective countermeasures identified in the current state of research.
In this contribution, we describe the activities and promotion programs installed at the Bonn-Rhein-Sieg University as an institution and at the Department of Computer Science respectively for increasing the total number of computer science students and in particular the female rate. We report about our experiences in addressing gender aspects in education and try to evaluate the outcome of our programs with respect to our equal rights for women strategy. We propose a closer look at mental self-theories enabled by E-portfolios to address also gender issues in Computer Science. Moreover, reasons are identified and discussed which may be responsible for the reduced interest in particular of female young adults to choose a computer science study program.
Risk-based authentication (RBA) aims to strengthen password-based authentication rather than replacing it. RBA does this by monitoring and recording additional features during the login process. If feature values at login time differ significantly from those observed before, RBA requests an additional proof of identification. Although RBA is recommended in the NIST digital identity guidelines, it has so far been used almost exclusively by major online services. This is partly due to a lack of open knowledge and implementations that would allow any service provider to roll out RBA protection to its users. To close this gap, we provide a first in-depth analysis of RBA characteristics in a practical deployment. We observed N=780 users with 247 unique features on a real-world online service for over 1.8 years. Based on our collected data set, we provide (i) a behavior analysis of two RBA implementations that were apparently used by major online services in the wild, (ii) a benchmark of the features to extract a subset that is most suitable for RBA use, (iii) a new feature that has not been used in RBA before, and (iv) factors which have a significant effect on RBA performance. Our results show that RBA needs to be carefully tailored to each online service, as even small configuration adjustments can greatly impact RBA's security and usability properties. We provide insights on the selection of features, their weightings, and the risk classification in order to benefit from RBA after a minimum number of login attempts.
Risk-based authentication (RBA) aims to strengthen password-based authentication rather than replacing it. RBA does this by monitoring and recording additional features during the login process. If feature values at login time differ significantly from those observed before, RBA requests an additional proof of identification. Although RBA is recommended in the NIST digital identity guidelines, it has so far been used almost exclusively by major online services. This is partly due to a lack of open knowledge and implementations that would allow any service provider to roll out RBA protection to its users.
To close this gap, we provide a first in-depth analysis of RBA characteristics in a practical deployment. We observed N=780 users with 247 unique features on a real-world online service for over 1.8 years. Based on our collected data set, we provide (i) a behavior analysis of two RBA implementations that were apparently used by major online services in the wild, (ii) a benchmark of the features to extract a subset that is most suitable for RBA use, (iii) a new feature that has not been used in RBA before, and (iv) factors which have a significant effect on RBA performance. Our results show that RBA needs to be carefully tailored to each online service, as even small configuration adjustments can greatly impact RBA's security and usability properties. We provide insights on the selection of features, their weightings, and the risk classification in order to benefit from RBA after a minimum number of login attempts.
Application systems are often advertised with features, and features are used heavily for requirements man- agement. However, often software manufacturers only have incomplete information about the features of their software. The information is distributed over different sources, such as requirements documents, issue trackers, user manuals, and code. In this paper, we research the occurrence of feature information in open source software engineering data. We report on a case study with three open source systems. We analyze what information about features can be found in issue trackers and user documentation. Furthermore, we study the abstraction levels on which the features are described, how feature information is related, and we discuss the possibility to discover such information semi-automatically. To mirror the diversity of software development contexts, we choose open source systems, which are quite different, e.g., in the rigor of issue tracker usage. The results differ accordingly. One main result is that the user documentation did not provide more accurate information than the issue tracker compared to a provided feature list. The results also give hints on how the management of feature relevant information can be supported.
Web-based Editor for YAWL
(2013)
This paper presents a web-based editor that offers YAWL editing capabilities and comprehensive support for the XML format of YAWL. The open-source project Signavio Core Components is extended with a graphical user interface (GUI) for parts of the YAWL Language, and an import-/export component that converts between YAWL and the internal format of Signavio Core Components. This conversion, between the web-based editor and the offcial YAWL Editor, is lossless so both tools may be used together. Compared to the offcial YAWL Editor, the web-based editor is missing some features, but could still facilitate the usage of the YAWL system in use cases that are not supported by a desktop application.
Vorrichtung zur Authentifikation einer Person anhand mindestens eines biometrischen Parameters
(2008)
Die Vorrichtung zur Authentifikation einer Person anhand mindestens eines biometrischen Parameters, insbesondere anhand eines Fingerabdrucks, ist versehen mit einem Biometrie-Detektor (20) zur Detektion eines biometrischen Parameters, einem Haut-Detektor (24) zur berührungslosen Erkennung lebender menschlicher Haut innerhalb eines Erfassungsbereichs. Der Haut-Detektor (24) weist mindestens eine Gruppe aus mindestens einer Strahlungseinheit (26, 28) und mindestens einer Empfangseinheit (30) auf. Die mindestens eine Strahlungseinheit (26, 28) gibt in Richtung auf den Erfassungsbereich Strahlung bei mindestens zwei unterschiedlichen Wellenlängen im Wellenlängenbereich zwischen 400 nm und 1500 nm ab, wobei mindestens eine der Wellenlängen (26, 28) im Wellenlängenbereich von 900 nm bis 1500 nm liegt und die mindestens eine Empfangseinheit (30) aus dem Erfassungsbereich reflektierte Strahlung empfängt. Ferner ist die Vorrichtung versehen mit einer mit dem Biometer-Detektor (20) und dem Haut-Detektor (24) verbundenen Signalauswerteeinheit (22) zur Auswertung der Intensität der von der Empfangseinheit (30) empfangenen reflektierten Strahlungen der Strahlungseinheit (26, 28). In der Signalauswerteeinheit (22) ist anhand der Intensitäten der von der Empfangseinheit (30) empfangenen reflektierten Strahlungen der Strahlungseinheit (26, 28) bei den zwei unterschiedlichen Wellenlängen ermittelbar, ob der Haut-Detektor lebende menschliche Haut erkennt.
In diesem Beitrag wird der interaktive Volumenrenderer Volt für die NVIDIA CUDA Architektur vorgestellt. Die Beschleunigung wird durch das Ausnutzen der technischen Eigenschaften des CUDA Device, durch die Partitionierung des Algorithmus und durch die asynchrone Ausführung des CUDA Kernels erreicht. Parallelität wird auf dem Host, auf dem Device und zwischen Host und Device genutzt. Es wird dargestellt, wie die Berechnungen durch den gezielten Einsatz der Ressourcen effizient durchgeführt werden. Die Ergebnisse werden zurückkopiert, so dass der Kernel nicht auf dem zur Anzeige bestimmten Device ausgeführt werden muss. Synchronisation der CUDA Threads ist nicht notwendig.
The development of mobile robotic systems is a demanding task regarding its complexity, required resources and skills in multiple fields such as software development, artificial intelligence, mechanical design, electrical engineering, signal processing, sensor technology or control theory. This holds true particularly for soccer playing robots, where additional aspects like high dynamics, cooperation and high physical stress have to be dealt with. In robot competitions such as RoboCup, additional skills in the domains of team, project and knowledge management are of importance.
Nowadays Field Programmable Gate Arrays (FPGA) are used in many fields of research, e.g. to create prototypes of hardware or in applications where hardware functionality has to be changed more frequently. Boolean circuits, which can be implemented by FPGAs are the compiled result of hardware description languages such as Verilog or VHDL. Odin II is a tool, which supports developers in the research of FPGA based applications and FPGA architecture exploration by providing a framework for compilation and verification. In combination with the tools ABC, T-VPACK and VPR, Odin II is part of a CAD flow, which compiles Verilog source code that targets specific hardware resources. This paper describes the development of a graphical user interface as part of Odin II. The goal is to visualize the results of these tools in order to explore the changing structure during the compilation and optimization processes, which can be helpful to research new FPGA architectures and improve the workflow.
In this contribution a machine vision inspection system is presented which is designed as a length measuring sensor. It is developed to be applied to a range of heat shrink tubes, varying in length, diameter and color. The challenges of this task were the precision and accuracy demands as well as the real-time applicability of the entire approach since it should be realized in regular industrial line production. In production, heat shrink tubes are cut to specific sizes from a continuous tube. A multi-measurement strategy has been developed, which measures each individual tube segment several times with sub pixel accuracy while being in the visual field. The developed approach allows for a contact-free and fully automatic control of 100% of produced heat shrink tubes according to the given requirements with a measuring precision of 0.1mm. Depending on the color, length and diameter of the tubes considered, a true positive rate of 99.99% to 100% has been reached at a true negative rate of > 99.7.
"Visual Computing" (VC) fasst als hochgradig aktuelles Forschungsgebiet verschiedene Bereiche der Informatik zusammen, denen gemeinsam ist, dass sie sich mit der Erzeugung und Auswertung visueller Signale befassen. Im Fachbereich Informatik der FH Bonn-Rhein-Sieg nimmt dieser Aspekt eine zentrale Rolle in Lehre und Forschung innerhalb des Studienschwerpunktes Medieninformatik ein. Drei wesentliche Bereiche des VC werden besonders in diversen Lehreinheiten und verschiedenen Projekten vermittelt: Computergrafik, Bildverarbeitung und Hypermedia-Anwendungen. Die Aktivitäten in diesen drei Bereichen fließen zusammen im Kontext immersiver virtueller Visualisierungsumgebungen.
Dieser Tagungsband enthält die Beiträge zum 12. Workshop zum Thema Virtuelle und Erweiterte Realität der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. Der Workshop dient zum Informations- und Ideenaustausch deutschsprachigen WissenschaftlerInnen, zusätzlich bietet der Workshop den idealen Rahmen aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung einem fachkundigen Publikum zur Diskussion zu stellen. Insbesondere wollen wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren.
Dies ist der Tagungsband zum elften aus einer Reihe erfolgreicher Workshops zum Thema Virtuelle und Erweiterte Realität, die von der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. ins Leben gerufen wurde. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bietet der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wollen wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren.