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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.
Error analysis in a high accuracy sampled-data velocity stabilising system using Volterra series
(2015)
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.
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.
Detection of triacetone triperoxide using temperature cycled metal-oxide semiconductor gas sensors
(2015)
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.
Permanenz in Inkohärenz
(2015)
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.
Simultaneous multifrequency radio observations of the Galactic Centre magnetar SGR J1745-2900
(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)
The phenomenon of the deviation between purchase attitudes and actual buying behaviour of responsible consumers is called the attitude-behaviour gap. It is influenced by individual, social and situational factors. The main purchasing barriers for sustainable (organic) food are price, lack of immediate availability, sensory criteria, lack or overload of information as well as the low-involvement feature of food products in conjunction with well-established consumption routines, lack of transparency and trust towards labels and certifications. The last three barriers are mainly of a psychological nature. Especially the low-involvement feature of food products due to daily purchase routines and relatively low prices tends to result in fast, automatic and subconscious decisions based on a so-called human mental system 1, derived from Daniel Kahneman’s (Nobel-Prize laureate in Behavioural Economics) model in behavioural psychology. In contrast, the human mental system 2 is especially important for the transformations of individual behaviour towards a more sustainable consumption. Decisions based on the human mental system 2 are slow, logical, rational, conscious and arduous. This so-called dual action model also influences the reliability of responses in consumer surveys. It seems that the consumer behaviour is the most unstable and unpredictable part of the entire supply chain and requires special attention. Concrete measures to influence consumer behaviour towards sustainable consumption are highly complex. Reviews of interdisciplinary research literature on behavioural psychology, behavioural economics and consumer behaviour and an empirical analysis of selected countries worldwide with a view to sustainable food are presented. The example of Denmark serves as a ‘best practice’ case study to illustrate how sustainable food consumption can be encouraged. It demonstrates that common efforts and a shared responsibility of consumers, business, interdisciplinary researchers, mass media and policy are needed. It takes pioneers of change who succeed in assembling a ‘critical mass’ willing to increase its ‘sustainable’ behaviour. Considering the strong psychological barriers of consumers and the continuing low market share of organic food, proactive policy measures would be conducive to foster the personal responsibility of the consumers and offer incentives towards a sustainable production. Also, further self-obligations of companies (Corporate Social Responsibility – CSR) as well as more transparency and simplification of reliable labels and certifications are needed to encourage the process towards a sustainable development.
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.