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Microcontroller-based sensor systems offer great opportunities for the implementation of safety features for potentially dangerous machinery. However, in general they are difficult to assess with regard to their reliability and failure rate. This paper describes the safety assessment of hardware and software of a new and innovative sensor system. The hardware is assessed by standardized methods according to norm EN ISO 13849-1, while the use of model checking is presented as an approach to solve the problem of validating the software.
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.
Traditionally traffic simulations are used to predict traffic jams, plan new roads or highways, and estimate road safety. They are also used in computer games and virtual environments. There are two general concepts of modeling traffic: macroscopic and microscopic modeling. Macroscopic traffic models take vehicle collectives into account and do not consider individual vehicles. Parameters like average velocity and density are used to model the flow of traffic. In contrast, microscopic traffic models consider each vehicle individually. Therefore, vehicle specific parameters are of importance, e.g. current velocity, desired velocity, velocity difference to the lead vehicle, individual time gap.
In this paper, we introduce an optical sensor system, which is integrated into an industrial push-button. The sensor allows to classify the type of material that is in contact with the button when pressed into different material categories on the basis of the material's so called "spectral signature". An approach for a safety sensor system at circular table saws on the same base has been introduced previously on SIAS-2007. This contactless working sensor is able to distinguish reliably between skin, textiles, leather and various other kinds of materials. A typical application for this intelligent push-button is the use at possibly dangerous machines, whose operating instructions include either the prohibition or the obligation to wear gloves during the work at the machine. An exemple of machines at which no gloves are allowed are pillar drilling machines, because of the risk of getting caught in the drill chuck and being turned in by the machine. In many cases this causes very serious hand injuries. Depending on the application needs, the sensor system integrated into the push-button can be configured flexibly by software to prevent the operator from accidentally starting a machine with or without gloves, which can decrease the risk of severe accidents significantly. Especially two-hand controls are incentive to manipulation for easier handling. By equipping both push-buttons of a two-hand control with material classification properties, the user is forced to operate the controls with his bare fingers. That limitation disallows the manipulation of a two-hand control by a simple rodding device.
Computers will soon be powerful enough to simulate consciousness. The artificial life community should start to try to understand how consciousness could be simulated. The proposal is to build an artificial life system in which consciousness might be able to evolve. The idea is to develop internet-wide artificial universe in which the agents can evolve. Users play games by defining agents that form communities. The communities have to perform tasks, or compete, or whatever the specific game demands. The demands should be such that agents that are more aware of their universe are more likely to succeed. The agents reproduce and evolve within their user’s machine, but can also sometimes transfer to other machine across the internet. Users will be able to choose the capabilities of their agents from a fixed list, but may also write their own powers for their agents.
A novel approach to produce 2D designs by adapting the HyperNEAT algorithm to evolve non-uniform rational basis splines (NURBS) is presented. This representation is proposed as an alternative to previous pixel-based approaches primarily motivated by aesthetic interests, and not designed for optimization tasks. This spline representation outperforms previous pixel-based approaches on target matching tasks, performing well even in matching irregular target shapes. In addition to improved evolvability in the face of a well defined fitness metric, a NURBS representation has the added virtues of being continuous rather than discrete, as well as being intuitive and easily modified by graphic and industrial designers.
Nowadays, we input text not only on stationary devices, but also on handheld devices while walking, driving, or commuting. Text entry on the move, which we term as nomadic text entry, is generally slower. This is partially due to the need for users to move their visual focus from the device to their surroundings for navigational purposes and back. To investigate if better feedback about users' surroundings on the device can improve performance, we present a number of new and existing feedback systems: textual, visual, textual & visual, and textual & visual via translucent keyboard. Experimental comparisons between the conventional and these techniques established that increased ambient awareness for mobile users enhances nomadic text entry performance. Results showed that the textual and the textual & visual via translucent keyboard conditions increased text entry speed by 14% and 11%, respectively, and reduced the error rate by 13% compared to the regular technique. The two methods also significantly reduced the number of collisions with obstacles.
Software repository data, for example in issue tracking systems, include natural language text and technical information, which includes anything from log files via code snippets to stack traces. However, data mining is often only interested in one of the two types e.g. in natural language text when looking at text mining. Regardless of which type is being investigated, any techniques used have to deal with noise caused by fragments of the other type i.e. methods interested in natural language have to deal with technical fragments and vice versa. This paper proposes an approach to classify unstructured data, e.g. development documents, into natural language text and technical information using a mixture of text heuristics and agglomerative hierarchical clustering. The approach was evaluated using 225 manually annotated text passages from developer emails and issue tracker data. Using white space tokenization as a basis, the overall precision of the approach is 0.84 and the recall is 0.85.
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.
This paper describes the development of a Pedelec controller whose performance level (PL) conforms to European standard on safety of machinery [9] and whose soft- ware is verified to conform to EPAC standard [6] by means of a software verification technique called model checking. In compliance with the standard [9] the hardware needs to implement the required properties corresponding to categories “C” and “D”. The latter is used if the breaks are not able to bring the velomobile with a broken motor controller to a full stop. Therefore the controller needs to implement a test unit, which verifies the functionality of the components and, in case of an emergency, shuts the whole hardware down to prevent injuries of the cyclist. The MTTFd can be measured through a failure graph, which is the result of a FMEA analysis, and can be used to proof that the Pedelec controller meets the regulations of the system specification. The analysis of the system in compliance with [9] usually treats the software as a black box thus ignoring its inner workings and validating its correctness by means of testing. In this paper we present a temporal logic specification according to [6], based on which the software for the Pedelec controller is implemented, and verify instead of only testing its functionality. By means of model checking [1] we proof that the software fulfills all requirements which are regulated by its specification.