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In diesem Paper wird das abbildende Millimeterwellen-Radarsystem SAMMI® (Stand Alone MilliMeter wave Imager) des Fraunhofer-Institutes für Hochfrequenzphysik und Radartechnik FHR vorgestellt. SAMMI ist ein CW System welches bei einer Messfrequenz von 78 GHz die Proben in Transmission vermisst. Durch ein Endlosband wird ein kontinuierlicher Materialstrom sichergestellt, wobei ein DIN A4 Blatt innerhalb von 20 s durchleuchtet wird. SAMMI besitzt die Größe eines durchschnittlichen Laserdruckers wodurch es leicht zu transportieren und in wenigen Minuten einsatzbereit ist. Die mittels SAMMI erfassten Messdaten, können bereits während der Datenerfassung mit verschiedenen bereits vorinstallierten Verfahren aufbereitet und analysiert werden. Zu den integrierten Algorithmen in SAMMI® gehören unter anderen Verfahren zum 2D-Phase Unwrapping-, Cluster- und Rekonstruktions-Algorithmen zur Berechnung der Materialparameter. Die offene Softwareschnittstelle erlaubt auch die Implementierung eigener Verfahren auf der mitgelieferten Computer-Hardware. Mit den integrierten Algorithmen bietet SAMMI® eine Vielzahl an Möglichkeiten um z.B. Verunreinigungen in Materialien zu detektieren oder Schwankungen im Fertigungsprozess frühzeitig zu identifizieren. Desweiteren ist SAMMI® eine optimale Ausbildungsplattform in den Bereichen der industriellen Bildverarbeitung mittels Hochfrequenzsensoren. Insbesondere können Verfahren für unterschiedliche Anwendungen getestet bzw. für Anwendungen weiterentwickelt werden. Es werden konkrete Beispiele aus dem Bereich der Qualitätssicherung erläutert und Möglichkeiten des Gerätes und der Millimeterwellen-Technologie für die zerstörungsfreie Prüfung in Detail beschrieben.
When developing new ICT systems and applications for domestic environments, rich qualitative approaches improve the understanding of the user's integral usage of technology in their daily routines and thereby inform design. This knowledge will often be reached through in-home studies, strong relationships with the users and their involvement in the design and evaluation process. However, whilst this kind of research offers valuable context insights and brings out unexpected findings, it also presents methodological, technical and organizational challenges for the study design and its underlying cooperation processes. In particular, due to heterogeneous users in households in terms of technology affinity, individual needs, age distribution, gender, social constellations, personal role assignment, project expectations, etc. it produces particular demands to collaborate with users in the design process and thereby exposes a range of practical challenges. The full-day workshop wishes to identify these practical challenges, discuss best practice and develop a roadmap for sustainable relationships for design with users.
As soon as data is noisy, knowledge as it is represented in an information system becomes unreliable. Features in databases induce equivalence relations—but knowledge discovery takes the other way round: given a relation, what could be a suitable functional description? But the relations we work on are noisy again. If we expect to record data for learning a classification of objects then it can well be the real data does not create a reflexive, symmetric and transitive relation although we know it should be. The usual approach taken here is to build the closure in order to ensure desired properties. This, however, leads to overgeneralisation rather quickly.
Open educational resources (OERs) provide opportunities as enablers of societal development, but they also create new challenges. From the perspective of content providers and educational institutions, particularly, cultural and context-related challenges emerge. Even though barriers regarding large-scale adoption of OERs are widely discussed, empirical evidence for determining challenges in relation to particular contexts is still rare. Such context-specific barriers generally can jeopardize the acceptance of OERs and, in particular, social OER environments. We conducted a large-scale (N = 855) cross-European investigation in the school context to determine how teachers and learners perceive cultural distance as a barrier against the use of social OER environments. The findings indicate how nationality and age of the respondents are strong predictors of cultural distance barrier. The study concludes with identification of context-sensitive interventions for overcoming the related bar riers. These consequences are vital for OER initiatives and educational institutions for aligning their efforts on OER.
After an introduction, we discuss the conflicts that occurred in a highly experimental course setting, in which we implemented a student-centered course in urban higher education with a constructivist, blended-learning design. We analyse to which extent the cultural country profiles from our Learning Culture Survey suffice to prevent intercultural conflicts in education and provide support for the design of respective interventions.
Culture, at least to some extent, is related to particular (individual and collective) experiences. In terms of education, this means that a learner, who experienced particular services in his/her past, might perceive such services as usual for educational culture and thus, expect them to be delivered in any kind of learning scenario. In German universities, education is meant to be a full-time job and usually is designed to provide a broad basis of theoretical and methodological knowledge. Achieving methodological competences is a core goal of German academic education: Once a student leaves the university, he/she is expected to decide about appropriate methods for any kind of problem (in the field of study and beyond) and how to modify the known methods in case of need. In contrast, in professional training, the learners have to study in extra-occupational situations (time is a serious issue) and might expect training that pointedly prepares them for very specific tasks. We assumed that scenarios of professional training have their own educational cultures. When designing learning contents and learning scenarios for professional training, it might be essential for the learning success to meet the learners’ expectations and contextual peculiarities.
We found remarkable differences between the results of the investigated enterprises, but even more significant diversity between the results of the German enterprises and the priory investigated German universities. As a general conclusion we can assume that generalizing research results that were solely achieved from national university students might lead to an inappropriate design of learning scenarios for particular professional contexts. Professional training for a particular enterprise should be developed according to its specific educational culture.
Many e-Learning-basedoffers, such as international programs and MOOCs have long since overcome the concept of national education and are designed to attract learners distributed throughout the world. In order to cope with the differences between learners, related offers often include opportunities to support the particular learning styles and learning pace beyond the advantages, which the technology itself naturally provides. Examples arethe individual configuration of the learning platformand display of contents and the provision of stylistically diverse and supplementary learning material. Such measures are relatively easy to implement andonce established, do not generate further expenses. Just, is it appropriate to lay the full responsibility for designing a comfortable (and supportive) learning environment into the hands of the learners and do they get along with such a responsibility? We asked university students from three continents regarding their expectations towards instructor-support and found major differences.
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 cards 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 application specific research, case studies of new smart card user interfaces, concerning applications and the performance of useability tests in smart card development. Rapid development and simulation of smart card interfaces and applications can help to avoid this restriction. This paper presents SCUIDtextsuperscript{Sim} a tool for rapid user-centric development of new smart card interfaces and applications based on common smartphone technology.
The work being described in this paper is the result of a cooperation project between the Institute of Visual Computing at the Bonn-Rhein-Sieg University of Applied Sciences, Germany and the Laboratory of Biomedical Engineering at the Federal University of Uberlândia, Brazil. The aim of the project is the development of a virtual environment based training simulator which enables for better and faster learning the control of upper limb prostheses. The focus of the paper is the description of the technical setup since learning tutorials still need to be developed as well as a comprehensive evaluation still needs to be carried out.
We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S3D-specific game called Deepress3D. Our game utilizes established S3D design principles for optimizing GUI design, visual comfort and game mechanics which rely on depth perception in time-pressured spatial conflicts. The game collects detailed S3D player metrics and allows players to choose between different, evenly matched strategies. We conducted a between subjects study comparing S3D and monoscopic versions of Deepress3D that examined player behavior and performance and measured user-reported data on presence, simulator sickness, and game experience.
Mit dem Projekt Pro-MINT-us hat sich die Hochschule Bonn-Rhein-Sieg erfolgreich im „Qualitätspakt Lehre“ beworben. Im Fokus steht dabei eine bessere Begleitung der Studierenden im Übergang von der Schule zur Hochschule. Mit Hilfe der Projektmittel konnten u.a. zwei Stellen geschaffen werden, die die Studierenden im Bereich „wissenschaftliches Schreiben“ unterstützen sollen.
In the field of domestic service robots, recovery from faults is crucial to promote user acceptance. In this context we focus in particular on some specific faults, which arise from the interaction of a robot with its real world environment. Even a well-modelled robot may fail to perform its tasks successfully due to unexpected situations, which occur while interacting. These situations occur as deviations of properties of the objects (manipulated by the robot) from their expected values. Hence, they are experienced by the robot as external faults.
Unexpected Situations in Service Robot Environment: Classification and Reasoning Using Naive Physics
(2014)
The ability to track moving people is a key aspect of autonomous robot systems in real-world environments. Whilst for many tasks knowing the approximate positions of people may be sufficient, the ability to identify unique people is needed to accurately count people in the real world. To accomplish the people counting task, a robust system for people detection, tracking and identification is needed.
Robots, which are able to carry out their tasks robustly in real world environments, are not only desirable but necessary if we want them to be more welcome for a wider audience. But very often they may fail to execute their actions successfully because of insufficient information about behaviour of objects used in the actions.