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Job-related migration has been fostered across Europe balancing unemployment in one country with demands for employees in others. However, the numbers of early school leavers and university dropouts significantly increased in the hosting countries. We propose a higher measure of cultural sensitivity in education in order to prevent frustration. The Learning Culture Survey investigates learners’ expectations towards and perceptions of education on international level with the aim to make culture in the context of education better understandable. After a brief introduction, we subsume the steps taken during the past seven years and found results. Subsequently, we introduce a method for the determination of conflict potential, which bases on the understanding of culture as the level to which people within a society accept deviations from the usual. We close with demonstrating the usefulness of the data and insights from our Learning Culture Survey in the context of practical scenarios.
In this paper, we introduce the international program erp4students as general example on how to successfully prepare university students for the world of works without having to give up the basic principle in higher education, i.e., to exclusively provide sustainable education. We start with introducing the basic concept and design of the program and provide information regarding the demographic development over the past decade and implemented quality assurance mechanisms. Subsequently, the scope and design of and hitherto achieved insights from the Learning Culture Survey are outlined. On the basis of found results, we finally discuss how erp4students can deal with possible culture-specific issues that latest might emerge when the program gets available for learners in the Asian context.
Effects of Workspace Awareness and Territoriality in Environments with Large, Shared Displays
(2016)
Synchronous cooperative work of multiple collaborators in large, high-resolution display systems comprises such psychological phenomena like workspace awareness and human territoriality. The phenomena and interplay between them can cause a significant impact on human-human and human-environment interaction. In a non-digital environment humans rely on their own physical abilities, utilities, and social protocols to control those phenomena (e.g. close eyes, or use earplugs to reduce workspace awareness; rotate oneself towards collaborators to increase workspace awareness). Digital environments, on the other hand, provide us with a possibility to ease, automate, and unify control processes, thus taking off that burden from users. Yet, we have to understand first, what effects workspace awareness and territoriality have within a collaborative environment. The aim of this doctoral thesis is to investigate effects of workspace awareness and territoriality on users and interaction processes in mixed-focus scenarios of various collaborative settings.
MOOCs in POM Education
(2016)
Basic demand from enterprises towards academic education: provide students not only methodological/theoretical knowledge, but also prepare them for the future tasks in the world of works! This contradicts academia’s focus on sustainably teaching basic principles. With the extra-curricular international online program erp4students, we successfully managed to bridge this "conflict-of-interest”.
Recent years have seen extensive adoption of domain generation algorithms (DGA) by modern botnets. The main goal is to generate a large number of domain names and then use a small subset for actual C&C communication. This makes DGAs very compelling for botmasters to harden the infrastructure of their botnets and make it resilient to blacklisting and attacks such as takedown efforts. While early DGAs were used as a backup communication mechanism, several new botnets use them as their primary communication method, making it extremely important to study DGAs in detail.
In this paper, we perform a comprehensive measurement study of the DGA landscape by analyzing 43 DGAbased malware families and variants. We also present a taxonomy for DGAs and use it to characterize and compare the properties of the studied families. By reimplementing the algorithms, we pre-compute all possible domains they generate, covering the majority of known and active DGAs. Then, we study the registration status of over 18 million DGA domains and show that corresponding malware families and related campaigns can be reliably identified by pre-computing future DGA domains. We also give insights into botmasters’ strategies regarding domain registration and identify several pitfalls in previous takedown efforts of DGA-based botnets. We will share the dataset for future research and will also provide a web service to check domains for potential DGA identity.
Helping Johnny to Analyze Malware: A Usability-Optimized Decompiler and Malware Analysis User Study
(2016)
Cognitive robotics aims at understanding biological processes, though it has also the potential to improve future robotics systems. Here we show how a biologically inspired model of motor control with neural fields can be augmented with additional components such that it is able to solve a basic robotics task, that of obstacle avoidance. While obstacle avoidance is a well researched area, the focus here is on the extensibility of a biologically inspired framework. This work demonstrates how easily the biological inspired system can be used to adapt to new tasks. This flexibility is thought to be a major hallmark of biological agents.
A deployment of the Vehicle-to-Vehicle communication technology according to ETSI is in preparation in Europe. Currently, a Public Key Infrastructure policy for Intelligent Transport Systems in Europe is in discussion to enable V2V communication. This policy set aside two classes of keys and certificates for ITS vehicle stations: long term authentication keys and pseudonymous keys and certificates. We show that from our point of view the periodic sent Cooperative Awareness Messages with extensive data have technical limitations and together with the pseudonym concept cause privacy problems.
Supported by their large size and high resolution, display walls suit well for different collaboration types. However, in order to foster instead of impede collaboration processes, interaction techniques need to be carefully designed, taking into regard the possibilities and limitations of the display size, and their effects on human perception and performance. In this paper we investigate the impact of visual distractors (which, for instance, might be caused by other collaborators' input) in peripheral vision on short-term memory and attention. The distractors occur frequently when multiple users collaborate in large wall display systems and may draw attention away from the main task, as such potentially affecting performance and cognitive load. Yet, the effect of these distractors is hardly understood. Gaining a better understanding thus may provide valuable input for designing more effective user interfaces. In this article, we report on two interrelated studies that investigated the effect of distractors. Depending on when the distractor is inserted in the task performance sequence, as well as the location of the distractor, user performance can be disturbed: we will show that distractors may not affect short term memory, but do have an effect on attention. We will closely look into the effects, and identify future directions to design more effective interfaces.
Für die prototypische Erstellung von Virtual Reality (VR) Szenen auf Grundlage realer Umgebungen bieten sich Daten aus aktuellen Panorama-Kameras an. Diese Daten eignen sich jedoch nicht unmittelbar für die Integration in eine Game Engine. Wir stellen daher ein projektionsbasiertes Verfahren vor, mit dem Bilder und Videos im Fischaugenformat, wie sie z.B. die 360 Kamera Ricoh Theta erstellt, ohne Konvertierung in Echtzeit mit Hilfe der Unity Game Engine visualisiert werden können. Es wird weiterhin gezeigt, dass ein Panoramabild mit diesem Verfahren leicht manuell um grobe Tiefeninformation erweitert werden kann, sodass bei einer Darstellung in VR ein grober räumlicher Eindruck der Szene für einfach prototypische Umsetzungen ermöglicht wird.
The work at hand outlines a recording setup for capturing hand and finger movements of musicians. The focus is on a series of baseline experiments on the detectability of coloured markers under different lighting conditions. With the goal of capturing and recording hand and finger movements of musicians in mind, requirements for such a system and existing approaches are analysed and compared. The results of the experiments and the analysis of related work show that the envisioned setup is suited for the expected scenario.
Wireless sensor networks are widely used in a variety of fields including industrial environments. In case of a clustered network the location of cluster head affects the reliability of the network operation. Finding of the optimum location of the cluster head, therefore, is critical for the design of a network. This paper discusses the optimisation approach, based on the brute force algorithm, in the context of topology optimisation of a cluster structure centralised wireless sensor network. Two examples are given to verify the approach that demonstrate the implementation of the brute force algorithm to find an optimum location of the cluster head.
Nachhaltiges Innovationsmanagement in KMU: Eine empirische Untersuchung zu Living Labs as a Service
(2016)
Die neue europäische Umweltstrategie der Integrierten Produktpolitik fordert von produzierenden kleinen und mittleren Unternehmen (KMU) eine eigenverantwortliche und produktbezogene Nachhaltigkeitsstrategie. Obgleich die Gestaltung von IKT-Services in nachhaltigkeitsrelevanten Bereichen ein großes Marktpotential verspricht, birgt das Innovationsmanagement für KMU einige Risiken. Um diese Herausforderungen zu adressieren motiviert diese Arbeit Living Labs, als Innovationsinfrastruktur, um den spezifischen Bedarfen von KMU für ein nachhaltiges Innovationsmanagement gerecht zu werden. Auf der Basis von 15 semi-strukturierten Interviews mit 7 KMU, die IKT-Lösungen in den Bereichen Wohnen und Mobilität entwickeln, wurden Herausforderungen sowie etablierte Strategien für ein nachhaltiges Innovationsmanagement erhoben sowie Potenziale und mögliche Risiken von Living Labs exploriert. Die Studie zeigt KMU spezifische Bedarfe auf, die eine Anpassung des Living Lab Ansatzes als Service-Dienstleistungen erforderlich machen.