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Interactive Distributed Rendering of 3D Scenes on Multiple Xbox 360 Systems and Personal Computers
(2012)
Transient up-regulation of P2 receptors influence differentiation of human mesenchymal stem cells
(2012)
Nützt oder schadet ethisches Verhalten der Karriere und dem Erfolg der Mitarbeiter und ihrer Unternehmen? Wenn man gerade die letzten 10 Entwicklungsjahre in vielen Unternehmen sieht, könnte man spontan die Meinung vertreten, dass Ethik und Moral der Karriere eher schadet, legt man den Maßstab an moralische Qualitäten des täglichen Handelns.
Wesch D, Althaus M, Miranda P, Cruz-Muros I, Fronius M, Gonzalez-Hernandez T, Clauss WG, de la Rosa DA, Giraldez T. Differential N termini in epithelial Na+ channel delta-subunit isoforms modulate channel trafficking to the membrane. Am J Physiol Cell Physiol 302: C868-C879, 2012. First published December 7, 2011; doi: 10.1152/ajpcell.00255.2011.-The epithelial Na+ channel (ENaC) is a heteromultimeric ion channel that plays a key role in Na+ reabsorption across tight epithelia. The canonical ENaC is formed by three analogous subunits, alpha, beta, and gamma. A fourth ENaC subunit, named delta, is expressed in the nervous system of primates, where its role is unknown. The human delta-ENaC gene generates at least two splice isoforms, delta(1) and delta(2), differing in the N-terminal sequence. Neurons in diverse areas of the human and monkey brain differentially express either delta(1) or delta(2), with few cells coexpressing both isoforms, which suggests that they may play specific physiological roles. Here we show that heterologous expression of delta(1) in Xenopus oocytes and HEK293 cells produces higher current levels than delta(2). Patch-clamp experiments showed no differences in single channel current magnitude and open probability between isoforms. Steady-state plasma membrane abundance accounts for the dissimilarity in macroscopic current levels. Differential trafficking between isoforms is independent of beta- and gamma-subunits, PY-motif-mediated endocytosis, or the presence of additional lysine residues in delta(2)-N terminus. Analysis of delta(2)-N terminus identified two sequences that independently reduce channel abundance in the plasma membrane. The delta(1) higher abundance is consistent with an increased insertion rate into the membrane, since endocytosis rates of both isoforms are indistinguishable. Finally, we conclude that delta-ENaC undergoes dynamin-independent endocytosis as opposed to alpha beta gamma-channels.
This article concerns the design and development of Information- and Communication Technology, in particular computer systems in regard to the demographic transition which will influence user capabilities. It is questionable if current applied computer systems are able to meet the requirements of altered user groups with diversified capabilities. Such an enquiry is necessary based on actual forecasts leading to the assumption that the average age of employees in enterprises will increase significantly within the next 50-60 years, while the percentage of computer aided business tasks, operated by human individuals, rises from year to year. This progress will precipitate specific consequences for enterprises regarding the design and application of computer systems. If computer systems are not adapted to altered user requirements, efficient and productive utilisation could be negatively influenced. These consequences constitute the motivation to extend traditional design methodologies and thereby ensure the application of computer systems that are usable, independent of user capabilities.
Germany
(2012)
The documentation requirements of data published in long term archives have significantly grown over the last decade. At WDCC the data publishing process is assisted by “Atarrabi”, a web-based workflow system for reviewing and editing metadata information by the data authors and the publication agent. The system ensures high metadata quality for long-term use of the data with persistent identifiers (DOI/URN). By these well-defined references (DOI) credit can properly be given to the data producers in any publication.
Gute Reha ist mehr als reine Krankenbehandlung - Zur Reha-Qualitätssicherung im Sinne der Patienten
(2012)
CSR als Führungskonzept
(2012)
At previous SIAS conferences, we presented a novel opto-electronic safety sensor system for skin detection at circular saws jointly developed with the Institute for Occupational Safety and Health of the German Social Accident Insurance (IFA). This work now presents the development results of our consecutive research on a prototype of a sensor system for more general production machine applications including robot workplaces. The system uses offthe shelf LEDs and photodiodes in combination with dedicated optics and a microcontroller system to implement a so-called spectral light curtain.
Traffic simulations are typically concerned with modeling human behavior as closely as possible to create realistic results. In conventional traffic simulations used for road planning or traffic jam prediction only the overall behavior of an entire system is of interest. In virtual environments, like digital games, simulated traffic participants are merely a backdrop to the player’s experience and only need to be “sufficiently realistic”. Additionally, restricted computational resources, typical for virtual environment applications, usually limit the complexity of simulated behavior in this field. More importantly, two integral aspects of real-world traffic are not considered in current traffic simulations from both fields: misbehavior and risk taking of traffic participants. However, for certain applications like the FIVIS bicycle simulator, these aspects are essential.
Traffic simulations for virtual environments are concerned with the behavior of individual traffic participants. The complexity of behavior in these simulations is often rather simple to abide by the constraints of processing resources. In sophisticated traffic simulations, the behavior of individual traffic participants is also modeled, but the focus lies on the overall behavior of the entire system, e.g. to identify possible bottle necks of traffic flow [8].
Using virtual environment systems for road safety education requires a realistic simulation of road traffic. Current traffic simulations are either too restricted in their complexity of agent behavior or focus on aspects not important in virtual environments. More importantly, none of them are concerned with modeling misbehavior of traffic participants which is part of every-day traffic and should therefore not be neglected in this context. We present a concept for a traffic simulation that addresses the need for more realistic agent behavior with regard to road safety education. The two major components of this concept are a simulation of persistent agents which minimizes computational overhead and a model of cognitive processes of human drivers combined with psychological personality profiles to allow for individual behavior and misbehavior.
Eine neue Kultur der Verantwortung – Was Politik und Gesellschaft von Unternehmen erwarten müssen
(2012)
Die Matrix-Vektor-Multiplikation für dünn besetzte Matrizen (SpMV) stellt für weitreichende wissenschaftliche Anwendungen eine der Kernoperationen des High-Performance-Computing-Bereichs dar. Für die verteilte Berechnung mit immer beliebter werdenden hybriden Rechenclustern kommt dabei die Frage nach einer geeigneten Partitionierungsstrategie für die Verteilung von Daten und Berechnung auf. Diese Arbeit beschäftigt sich damit welchen Einfluss die Struktur der Matrix und die unterschiedlichen Prozessortypen auf die Leistung der SpMV haben und schlägt ein Modell vor, um für diese eine lastbalancierte Verteilung zu erreichen. Wesentliche Bestandteile sind dabei die Laufzeitvorhersage für aktuelle CPUs und GPUs basierend auf einem abgewandelten Roofline-Modell sowie die bewährte Methode der Graph-Partitionierung.
Die Frage der Wertorientierungen wirtschaftlichen und politischen Handelns gewinnt immer dann ein öffentliches Interesse, wenn soziale Probleme oder Konflikte von existenzieller Bedeutung für die Betroffenen auftreten. Ist es richtig, das Unternehmenswohl höher einzustufen als das Wohl der Mitarbeiter und ihrer Familien?
Vermitteln von Werten
(2012)
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.
Designing stereoscopic information visualization for 3D-TV: What can we learn from S3D gaming?
(2012)
This paper explores graphical design and spatial alignment of visual information and graphical elements into stereoscopically filmed content, e.g. captions, subtitles, and especially more complex elements in 3D-TV productions. The method used is a descriptive analysis of existing computer- and video games that have been adapted for stereoscopic display using semi-automatic rendering techniques (e.g. Nvidia 3D Vision) or games which have been specifically designed for stereoscopic vision. Digital games often feature compelling visual interfaces that combine high usability with creative visual design. We explore selected examples of game interfaces in stereoscopic vision regarding their stereoscopic characteristics, how they draw attention, how we judge effect and comfort and where the interfaces fail. As a result, we propose a list of five aspects which should be considered when designing stereoscopic visual information: explicit information, implicit information, spatial reference, drawing attention, and vertical alignment. We discuss possible consequences, opportunities and challenges for integrating visual information elements into 3D-TV content. This work shall further help to improve current editing systems and identifies a need for future editing systems for 3DTV, e.g., live editing and real-time alignment of visual information into 3D footage.
Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In this paper, we present a comprehensive study that evaluates player experience of three stereoscopic games in comparison with their monoscopic counterparts. We examined 60 participants, each playing one of the three games, using three self-reporting questionnaires and one psychophysiological instrument. Our main results are (1) stereoscopy in games increased experienced immersion, spatial presence, and simulator sickness; (2) the effects strongly differed across the three games and for both genders, indicating more affect on male users and with games involving depth animations; (3) results related to attention and cognitive involvement indicate more direct and less thoughtful interactions with stereoscopic games, pointing towards a more natural experience through stereoscopy.
Disorders of the degradation of branched chain amino acids: what is new in clinics and laboratories?
(2012)
This project investigated the viability of using the Microsoft Kinect in order to obtain reliable Red-Green-Blue-Depth (RGBD) information. This explored the usability of the Kinect in a variety of environments as well as its ability to detect different classes of materials and objects. This was facilitated through the implementation of Random Sample and Consensus (RANSAC) based algorithms and highly parallelized workflows in order to provide time sensitive results. We found that the Kinect provides detailed and reliable information in a time sensitive manner. Furthermore, the project results recommend usability and operational parameters for the use of the Kinect as a scientific research tool.
Education is widely seen as an important means of addressing both national and international problems, such as political or religious extremism, poverty, and hunger. However, if developing countries are to become societies that can compete properly with Western industrialized countries, not only is a fundamental shift in thinking with regard to the value of education and more/better provision of teaching required, but strong support from other countries is needed as well. This article explores questions such as whether Western policymakers can avoid a repetition of some of the failures of the past few decades in terms of providing foreign aid; how educators and providers of educational scenarios and learning contents can foster and manage the creation of a worldwide knowledge society; and in particular, if the provision of open educational resources (OER) can realistically overcome the educational gap and foster educational justice.
For learners, feedback can be both, a strong motivator but in case it fails its purpose, it can be a strong reason for frustration and dropouts as well. Do we have to change our locally implemented feedback strategies when adapting learning contents from national to international settings? In our study, we the investigated learners’ understanding and preferences regarding feedback in scenarios of higher education across the five different national contexts, Bulgaria, Germany, South Korea, Turkey, and Ukraine.
In the context of Internet-based e-Learning, including an international auditory is a logical consequence. However, due to uncertainty regarding the foreign learners, e-Learning programs often are limited to local or national participants. Understanding the different expectations of learners regarding instructor-support is one step in order to enable providers of educational services to tailor educational programs that fit the requirements of an international auditory. We asked university students in five countries regarding their expectations towards instructor-support and found major differences between the investigated countries.
In this paper we summarize our research on international educational contexts and transfer the results to the context of urban life-long learning. We will show that a collection and provision of relevant data can help instructors as well as learners to raise their awareness regarding contextual differences, to develop a higher level of acceptance regarding differences, and thus, in the long term, avoid frustration in educational processes and reduce drop out-rates.
Education is widely seen as an important means of addressing both national and international problems, such as political or religious extremism, poverty, and hunger. If publicly available educational resources (OERs) shall help overcoming the educational gap, localization is one of the major issues we need to deal with. Educators as well as learners need to be supported to determine adaptation needs. This paper provides a list of possible in-fluence factors on educational scenarios which are defined as context metadata. In the given form, the list needs to be understood as an addendum for the paper entitled ‘Open Educational Resources: Education for the World?’ from Thomas richter and Maggie McPherson; It is being published in the volume 3, issue 2 of the Journal Distance Education in 2012.
This presentation shows that students in different cultural contexts have different perceptions of time management and work organization. Particularly in group work scenarios, such differences can have a frustrating impact on students from other cultural contexts because e.g., expectations are not met. Being aware of such differences between the learners in a culturally heterogeneous educational scenario, educators can prevent frustration by introducing their students and providing more specific instructions.
Computational chemistry began with the birth of computers in the mid 1900s, and its growth has been directly coupled to the technological advances made in computer science and high-performance computing. A popular goal within the field, be it Newtonian or quantum based methods, is the accurate modelling of physical forces and energetics through mathematics and algorithm design. Through reliable modelling of the underlying forces, molecular simulations frequently provide atomistic insights into macroscopic experimental observations.
Der richtige Umgang mit Kritik ist in vielen Unternehmen noch eine große Herausforderung. So fehlt Vorgesetzten oft jegliche Sensibilität gegenüber diesem Thema. Daher schrecken die meisten Mitarbeiter davor zurück, sich an einem kritischen Dialog im Betrieb zu beteiligen. Dabei könnten hierdurch wichtige Potenziale an Kreativität in Betrieb und Gesellschaft ausgeschöpft und deren innere Stabilität erhöht werden.
Durch eine zusammenfassende Matrix bietet das Buch im Falle von Konflikten sowohl für junge als auch schon erfahrene Mitarbeiter sowie Vorgesetzte einen Leitfaden für das eigene Verhalten. Der Autor greift hierbei neben einem geschichtlichen Rückblick auf die Erfahrungen eines langen Berufslebens in einer international tätigen Institution zurück.
Die sozialen Herausforderungen der Zukunft und die gesellschaftspolitische Rolle von Unternehmen
(2012)
Malware is responsible for massive economic damage. Being the preferred tool for digital crime, botnets are becoming increasingly sophisticated, using more and more resilient, distributed infrastructures based on peer-to-peer (P2P) protocols. On the other side, current investigation techniques for malware and botnets on a technical level are time-consuming and highly complex. Fraunhofer FKIE is addressing this problem, researching new ways of intelligent process automation and information management for malware analysis in order to minimize the time needed to investigate these threats.
Die vorliegende wirtschaftswissenschaftliche Studie, die vom Forschungsinstitut für Glücksspiel und Wetten am BusinessCampus der Hochschule Bonn-Rhein-Sieg im Auftrag der Deutschen Automatenindustrie erstellt wurde, setzt sich kritisch-methodisch mit den bestehenden Annahmen über die sozialen Folgekosten von Spielsucht in Bezug auf gewerbliche Spielautomaten in Gastbetrieben und Spielhallen auseinander. Sie kommt hierbei zu neuen, fundierten Bewertungen, insbesondere im Vergleich mit Risiken bei Spielbanken und Lotterien. In einer Kosten-Nutzen-Bilanz überwiegen die Nutzenaspekte des gewerblichen Geld-Gewinnspiels die Kosten um ein Mehrfaches.