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This study aims to determine the competing concerns of people interested in startup development and entrepreneurship by using topic modeling and sentiment analysis on a social question-and-answer (SQA) website. Understanding the underlying concerns of startup entrepreneurs is critical to society and economic growth. Therefore, greater scientific support for entrepreneurship remains necessary, including data mining from virtual social communities. In this study, an SQA platform was used to identify the sentiment of thirty concerns of people interested in startup entrepreneurship. Based on topic modeling and sentiment analysis of 18819 inquiries in various forums on an SQA, we identified additional questions about founder figures, keys to success, and the location of a startup. In addition, we found that general questions were rated more positively, especially when it came to pitching, finding good sources, disruptive innovation, idea generation, and marketing advice. On average, the identified concerns were considered 48.9 percent positive, 41 percent neutral, and 10.1 percent negative. This research establishes a critical foundation for future research and development of digital startups by outlining a variety of different concerns associated with startup development in the digital age.
This study proposes a framework for the collaborative development of global start-up innovators in a multigenerational digital environment. Intergenerational collaboration has been identified as a strategy to support entrepreneurs during their formative years. However, integrating and fostering intergenerational collaboration remains elusive. Therefore, this study aims to identify competencies for successful global start- ups through intergenerational knowledge transfer. We used a systematic literature review to identify a competency set consisting of growth virtues, effectual creativity, technical domain, responsive teamwork, values-based organization, sustainable networking, cultural awareness, and facilitating intergenerational safety. The competency framework serves as a foundation for knowledge management research on the global innovation readiness of people to collaborate across generations in the digital age.
Proceedings of DELFI Workshops 2021
13.09.2021
Dortmund (Online), Deutschland
Public transportation will become highly automated in the future, and at some point, human drivers are no longer necessary. Today many people are skeptical about such scenarios of autonomous public transport (abbr.: APT). In this paper, we assess users’ subjective priority of different factors that lead to personal acceptance or rejection of APT using an adapted online version of the Q-Methodology with 44 participants. We found four prototypical attitudes to which subgroups of participants relate: 1) technical enthusiasts, 2) social skeptics, 3) service-oriented non-enthusiasts, and 4) technology-oriented non-enthusiasts. We provide an unconventional perspective on APT acceptance that helps practitioners prioritize design requirements and communicate, targeting users’ specific attitudes.
Blended learning offers learning solutions for higher educational institutions facing the industrial revolution 4.0. In this study, we investigated the influence factors student perceptions of blended learning based on gender-specific differences in Indonesia. We applied a research model to systematically assess the effect of design features on the effectiveness of blended learning indicators (intrinsic motivation and student satisfaction). Moreover, we evaluated the research model for both genders separately. Based on the quantitative survey of 223 Indonesian students, our study confirms that the design features significantly influence the effectiveness of blended learning for male and female students.
In this demo paper we present a new visualization technique for dynamic networks. It displays the time slices of the dynamic network using two dimensional graph layouting algorithms and stacks these in the third dimension to show the development over time. The visualization ensures that the same node always has the same position in each time slice so that it is easy to follow its development. It also allows filtering data and influencing node appearance based on properties. Additionally we offer a two dimensional comparison view for two time slices which highlights changes in graph structure and (if available) in measures of nodes. The presented visualization technique is implemented using Web technology and is available in a Web-based analytics workbench. We demonstrate the benefits of these techniques by an analysis of a data set from a learning community.
The uprising levels of autonomous vehicles allow the drivers to shift their attention to non-driving tasks while driving (ie, texting, reading, or watching movies). However, these systems are prone to failure and, thus, depending on human intervention becomes crucial in critical situations. In this work, we propose using human actuation as a new mean of communicating take-over requests (TOR) through proprioception. We conducted a user study via a driving simulation in the presence of a complex working memory span task. We communicated TORs through four different modalities, namely, vibrotactile, audio, visual, and proprioception. Our results show that the vibrotactile condition yielded the fastest reaction time followed by proprioception. Additionally, proprioceptive cues resulted in the second best performance of the non-driving task following auditory cues.
Understanding user needs and behavior in automated vehicles (AVs) while traveling is essential for future in-vehicle interface and service design. Since AVs are not yet market-ready, current knowledge about AV use and perception is based on observations in other transportation modes, interviews, or surveys about the hypothetical situation. In this paper, we close this gap by presenting real-world insights into the attitude towards highly automated driving and non-driving-related activities (NDRAs). Using a Wizard of Oz AV, we conducted a real-world driving study (N= 12) with six rides per participant during multiple days. We provide insights into the users’ perceptions and behavior. We found that (1) the users’ trust a human driver more than a system,(2) safety is the main acceptance factor, and (3) the most popular NDRAs were being idle and the use of the smartphone.
This paper describes a system which allows platform independent access to quizzes of the popular learning platform Moodle. The main focus is on the software architecture which is implemented on the base of platform independent technology like Web Services, HTML5 and JavaScript. Another aspect is the user interface which was developed with the goal to run on a broad range of mobile devices from small mobile phones up to large tablets.
Benutzerschnittstellen im Fahrzeug stellen eine besondere Herausforderung in Konzeption und Entwicklung dar, steht doch eine einfache Bedienung in allen Fahrsituationen von Fahrerassistenzsystemen wie auch Komfort- und Unterhaltungsfunktionen im Vordergrund der Bedien- und Anzeigekonzepte. Zugleich treffen durch eine zunehmende Vernetzung des Fahrzeugs die langen Entwicklungszyklen von Kraftfahrzeugen auf die hochdynamische Welt von Mobiltelefonen und Internet-Applikationen. Weitere Herausforderungen ergeben sich durch absehbare Änderungen im Mobilitätsverhalten und die Einführung von Elektrofahrzeugen.
Die Hochschule Ruhr West hat erstmals zum Wintersemester 2011/12 ein Schülerstudium im Studiengang Angewandte Informatik angeboten. Dieses ist aus verschiedenen Aktivitäten zum Übergang Schule - Hochschule hervorgegangen. Der Artikel beschreibt die Erfahrungen bei der Einführung eines solchen Programms an einer sich im Aufbau befindlichen Fachhochschule sowohl aus Sicht der Hochschulangehörigen als auch der teilnehmenden Schülerinnen und Schüler.
Innovationen im Fahrzeug inkl. der Bedienschnittstelle halten oft zunächst in den Oberklassefahrzeugen Einzug und werden gemäß der Erwartungen der entsprechenden Zielgruppe, zumeist 45 Jahre und älter entwickelt. Auf der anderen Seite gehen im Mobilgerätebereich die Innovationen von technisch interessierten Menschen, meist Jugendlichen aus. In dieser Arbeit wurde versucht, die Entwicklung eines Autocockpits für junge Menschen von eben diesen in vier Stufen der nächsten 20 Jahre gestalten zu lassen unter eigener Einschätzung der technischen Möglichkeiten.
Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give teen-aged pupils insights into this area in a project-based learning environment with professional tools. Within the last 18 month this project was successfully conducted several times with participants of different age.
Im Rahmen des diesjährigen Workshop Automotive HMI werden wieder eine Vielzahl an Vorträgen aus dem Bereich automobiler Mensch-Maschine Schnittstellen präsentiert. Des Weiteren ist wie in den beiden letzten Jahren ein Interaktiver Innovationsworkshop Teil des Programms. Das Motto der Mensch und Computer 2014 lautet „Interaktiv Unterwegs “. Dies passt hervorragend zum Thema des Workshops.
In den letzten Jahren ist die Verwendung mobiler Endgeräte im Automotive Bereich immer wichtiger geworden. Auf der einen Seite bringen immer mehr Personen ihre mobilen Geräte mit in ihr Auto und wollen hier auch auf verschiedene Funktionen des jeweiligen mobilen Geräts zugreifen können. Auf der anderen Seite haben sich mobile Geräte und die dort zum Einsatz kommenden Betriebssysteme aber auch als ideale Kandidaten für eine IT Unterstützung im Automotive Bereich herausgestellt. Das Ziel dieses Beitrages ist es, erste Erfahrungen aus der Entwicklung eines Infotainmentsystems auf Basis einer Android basierten Hardware vorzustellen.
Mensch-Maschine-Interaktion in sicherheitskritischen Systemen ist ein für die Informatik und die jeweiligen Anwendungsdomänen in der Bedeutung weiter zunehmendes Thema. Dieser Workshop der GI-Fachgruppe „Mensch-Maschine-Interaktion in sicherheitskritischen Systemen" innerhalb des Fachbereichs Mensch-Computer-Interaktion soll aktuelle Entwicklungen und Fragestellungen offenlegen und neue Impulse für das Forschungsgebiet geben.
4. Workshop Automotive HMI
(2015)
Benutzerschnittstellen im Fahrzeug stellen eine besondere Herausforderung in Konzeption und Entwicklung dar, steht doch eine sichere Bedienung in allen Fahrsituationen sowohl von Fahrerassistenzsystemen als auch von Komfort-und Unterhaltungsfunktionen im Vordergrund. Zugleich treffen durch zunehmende Vernetzung die langen Entwicklungszyklen von Kraftfahrzeugen auf die hochdynamische Welt von Mobiltelefonen und Internet. Ein-und Ausgabetechnologien gehören des Weiteren zu den zentralen Mitteln der Hersteller, die Wertigkeit der im Fahrzeug eingebauten Systeme hervorzuheben und sich gegenüber der Konkurrenz abzuheben. Dafür werden in diesem Workshop Konzepte und technische Lösungen von Designern, Entwicklern und Human Factors Experten aus Hochschulen, Forschungsinstituten und der Automobilindustrie vorgestellt und diskutiert.
Bei Großschadensereignissen kann es durch die Vielzahl der Alarme dazu kommen, dass die verfügbaren Rettungskräfte nicht mehr ausreichen, um die anfallenden Aufgaben zu bewältigen oder Hilfsfristen einzuhalten. Die vorliegende Arbeit beschreibt einen Ansatz, sich zusätzlicher Hilfe aus der Bevölkerung zu bedienen, die über einen Disponenten aus der vorhandenen Leitstelle koordiniert wird. Dabei stehen nicht spontan organisierte Helfer im Vordergrund, sondern Personen, die sich vorab mit einem klaren Fertigkeitsprofil und ggf. auch Ausstattung im System registriert haben. Besondere Anforderungen entstehen bei den Disponenten der Leitstelle, deren Mehrbelastung durch das neue System gering zu halten ist, als auch bei den freiwilligen Helfern, die über eine App auf dem Mobiltelefon alarmiert werden und auch darüber die Kommunikation führen sollen. Die Anforderungen beeinflussen sowohl die System-Infrastruktur als auch die Benutzerschnittstelle.
In catastrophic events, the potential of help has grown through new technologies. Voluntary help has many forms. Within this paper different categories of voluntary help are suggested. Those categories are based on properties like organizational structures, helping process, kind of prosocial behavior and many more. A focus is clearly on the organizational structure and motivational aspects of helper groups. Examples are given for each category. The categorization’s aim is to give a brief overview of possible properties a group of system users could have.
5th Workshop Automotive HMI
(2016)
Benutzerschnittstellen im Fahrzeug stellen eine besondere Herausforderung in Konzeption und Entwicklung dar, steht doch eine sichere Bedienung in allen Fahrsituationen von Fahrerassistenzsystemen wie auch Komfort- und Unterhaltungsfunktionen im Vordergrund. Zugleich treffen durch zunehmende Vernetzung die langen Entwicklungszyklen von Kraftfahrzeugen auf die hochdynamische Welt von Mobiltelefonen und Internet. Ein- und Ausgabetechnologien gehören des Weiteren zu den zentralen Mitteln der Hersteller, die Wertigkeit der im Fahrzeug eingebauten Systeme hervorzuheben. Passend zu dem Tagungsmotto „Sozial Digital – Gemeinsam Auf Neuen Wegen“ wurden in diesem Workshop insbesondere Arbeiten und Visionen präsentiert, die das Automobil bzw. HMIs im Fahrzeug als Teil einer vernetzten digitalen Welt verstehen – einer neuen Art eines sozialen Mensch-Maschine Ökosystems. Die zentrale Frage, die im Workshop diskutiert wurde war, wie Systeme in Zukunft aussehen müssen, um sowohl den Menschen als auch die Maschine optimal zu unterstützen (angelehnt an das MABA-MABA Paradigma von Fitts, 1954). Der Workshop war wiederum interdisziplinär aufgesetzt und hat Konzepte und technische Lösungen von und mit Designern, Entwicklern und „Human Factors“-Experten aus Universitäten/Hochschulen, Forschungsinstituten und der Automobilindustrie aus ganzheitlicher Sicht diskutiert.
Gestures are part of the interaction between humans and are currently getting more and more popular in the field of Human-Machine Interaction (HMI). First systems with mid-air gesture control are available in the automotive field of application. But it is still an open question which gestures are intuitive for the users, standards do not exist. In this paper we present a 2-step user study on expectations on touchless gestures in vehicles as part of a participatory design process.
Die spezifischen Herausforderungen des Fachgebiets bedürfen jedoch auch weiterhin einer Diskussion und der Entwicklung neuer Methoden und Ansätze zur Gestaltung von Informationssystemen. Diese sollen dieses Jahr adressiert werden. Generell fokussieren wir eher auf die Effekte von Technologien auf realweltliche Praktiken, als auf die isolierte Technologie. Auch der auf diesen Beiträgen basierende Workshop legt aktuelle Entwicklungen und Fragestellungen offen und gibt neue Impulse für das Forschungsgebiet. Der Workshop wird dabei zweigeteilt gestaltet: Innerhalb des ersten Teils wird den Vortragenden die Möglichkeit gegeben die eigenen Forschungsarbeiten zu präsentieren. Dabei sind sowohl designorientierte, praxisbasierte Analysen und Studien, als auch entwickelte und evaluierte Prototypen neuer Technologien von Interesse. Es wird den Vortragenden die Möglichkeit gegeben die eigenen Forschungsarbeiten teilweise in einem eher frühen Stadium in kompakter Form zu präsentieren und anschließend in Hinblick auf deren Weiterentwicklung diskutieren.
Automotive user interfaces and, in particular, automated vehicle technology pose a plenty of challenges to researchers, vehicle manufacturers, and third-party suppliers to support all diverse facets of user needs. To give an example, they emerge from the variation of different user groups ranging from inexperienced, thrill-seeking young novice drivers to elderly drivers with all their natural limitations. To allow assessing the quality of automotive user interfaces and automated driving technology already during development and within virtual test processes, the proposed workshop is dedicated to the quest of finding objective, quantifiable quality criteria for describing future driving experiences. The workshop is intended for HCI, AutomotiveUI, and "Human Factors" researchers and practitioners as well for designers and developers. In adherence to the conference main topic "Spielend einfach interagieren" this workshop calls in particular for contributions in the area of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces etc.) and artificial intelligence (predictive HMIs, adaptive systems, intuitive interaction).
Durch den technischen Fortschritt in der Spracherkennung und -verarbeitung wird Sprache als Interaktionsform auch in Fahrzeugen, z.B. zur Bedienung von Infotainmentsystem, immer populärer. Die Steuerung von teilautomatisierten Fahrzeugen über Sprache ist bisher wenig erforscht. Ziel dieser Arbeit ist es unter der grundsätzlichen Annahme der Eignung von Sprachsteuerung für teilautonome Fahrzeuge, Nutzererwartungen und spezielle Anforderungen an eine Sprachsteuerung für die grundlegenden Fahrmanöver zu identifizieren. Aus den Ergebnissen eines Expertenworkshops und einer explorativen Videostudie werden Anforderungen und Sprachkommandos abgeleitet.
Öffentliche Diskussionen zum autonomen Fahren zeigen einen hohen Anspruch, dass die Algorithmen in kritischen Fällen Entscheidungen nach ethischen Kriterien fällen. Diese für die Vielzahl von denkbaren Verkehrssituationen so zu erfassen, dass sie den Vorstellungen eines größten Teils der Bevölkerung entspricht, stellt eine große methodische Herausforderung dar. In dieser Arbeit wird untersucht, in wie weit eine überlegte Entscheidung mit dem Verhalten in einem Fahrsimulator übereinstimmt. Dabei wird bei einem großen Teil der Teilnehmer:innen ein Widerspruch zwischen geäußertem beabsichtigtem Handeln und tatsächlichem Handeln offenbar.
Automotive user interfaces and automated vehicle technology pose numerous challenges to support all diverse facets of user needs. These range from inexperienced, thrill-seeking, young novice drivers to elderly drivers with a mostly opposite set of preferences together with their natural limitations. To allow assessing the (hedonic) quality of automotive user interfaces and automated driving technology (i. e., UX) already during development, the proposed workshop is dedicated to the quest of finding objective, quantifiable criteria to describe future driving experiences. The workshop is intended for HCI, AutomotiveUI, and “Human Factors” researchers and practitioners as well for designers and developers. In adherence to the conference main topic “Interaktion – Verbindet – Alle”, this workshop calls in particular for contributions in the areas of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces, etc.) with focus on hedonic quality and design of user experience to enhance the safety feeling in ADS.
System design for well-being needs an appropriate tool to help designers to determine relevant requirements that can help human well-being to flourish. Personas come as a simple yet powerful tool in the early development stage of the user interface design. Considering well-being determinants in the early design process provide benefits for both the user and the development team. Therefore, in this short paper, we performed a literature study to provide a conceptual model of well-being in personas and propose positive design interventions in personas’ creation process.
Automotive user interfaces and, in particular, automated vehicle technology pose a plenty of challenges to researchers, vehicle manufacturers, and third-party suppliers to support all diverse facets of user needs. To give an example, they emerge from the variation of different usergroups ranging from inexperienced, thrill-seeking young novice drivers to elderly drivers with all their natural limitations. To allow assessing the quality of automotive user interfaces and automated driving technology already during development and within virtual test processes, the proposed workshop is dedicated to the quest of finding objective, quantifiable quality criteria for describing future driving experiences. The workshop is intended for HCI, AutomotiveUI, and “Human Factors" researchers and practitioners as well for designers and developers. In adherence to the conference main topic “Spielend einfach interagieren “, this workshop calls in particular for contributions in the area of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces, etc.) and artificial intelligence (predictive HMIs, adaptive systems, intuitive interaction).
Im Zentrum dieses Workshops stehen Erkenntnisse zur Mensch-Computer-Interaktion in sicherheitskritischen Anwendungsgebieten. Da in solchen Feldern – etwa Katastrophenmanagement, Verkehr, Produktion oder Medizin – immer häufiger MCI stattfindet, sind viele wissenschaftliche Gebiete, unter anderem die Informatik, zunehmend gefragt. Die Herausforderung besteht darin, bestehende Ansätze und Methoden zu diskutieren, anzupassen und innovative Lösungsansätze zu entwickeln.
Die breite Einführung autonomer Fahrzeuge, ob für den Individualverkehr oder auch den öffentlichen Nahverkehr, ist nur noch eine Frage der Zeit. Dies bedeutet unweigerlich, dass in absehbarer Zeit alle Verkehrsteilnehmer*innen mit dieser Art von Fahrzeugen in Berührung kommen werden. In diesem Artikel soll diskutiert werden, wie Ansätze des Positive Computing helfen können, die Ausgestaltung der automatisierten Fahrzeuge so vorzunehmen, dass sie zum Wohlbefinden der Menschen in Verkehrssituationen beitragen.
For highly automated vehicles (AVs), new interaction concepts need to be developed. Even in AVs, the driver might want to intervene and override the automation from time to time. To create the possibility of control, we explore vehicle control through maneuver-based interventions (MBI). Thereby, we focus on explicit, contact-less interaction, which could be beneficial in future AV designs, where the driver is not necessarily bound to classical controls. We propose a set of freehand gestures and keywords for voice control derived in a user-centered design process. Further, we discuss properties, applicability and user impressions of both interaction modalities. Voice control seems to be an efficient way to select a maneuver and free-hand gestures could be used, if voice channel is blocked, e.g., through conversation with passengers.
Even though many aspects of automated driving have not yet become reality, many human factors issues have already been investigated. However, recent discussions revealed common misconceptions in both research and society about vehicle automation and the levels of automation levels. This might be due to the fact that automated driving functions are misnamed (cf. Autopilot) and that vehicles integrate functions at different automation levels (L1 lane keeping assistant, L2/L3 traffic jam assist, L4 valet parking). The user interface is one of the most critical issues in the interaction between humans and vehicles--and diverging mental models might be a major challenge here. Today's (manual) vehicles are ill-suited for appropriate HMI testing for automated vehicles. Instead, virtual or mixed reality might be a much better playground to test new interaction concepts in an automated driving setting.
Currently, car assistant systems mainly try to prevent accidents. Increasing built-in car technology also extends the potential applications in vehicles. Future cars might have virtual windshields that augment the traffic or individual virtual assistants interacting with the user. In this paper, we explore the potential of an assistant system that helps the car’s occupants to calm down and reduce stress when they experience an accident in front of them. We present requirements from a discussion (N= 11) and derive a system design from them. Further, we test the system design in a video-based simulator study (N= 43). Our results indicate that an accident support system increases perceived control and trust and helps to calm down the user.
Self-driving cars will relief the human from the driving task. Nevertheless, the human might want to intervene in the driving process and thus needs the possibility to control the car. Switching back to fully manual controls is uncomfortable once being passive and engaging in non-driving-related activities. A more comfortable way is controlling the car with elemental maneuvers (e.g., "turn left" or "stop"). Whereas touch interaction concepts exist, contactless interaction through voice and mid-air gestures has not yet been explored for maneuver-based car control. In this paper, we, therefore, compare the general eligibility of voice and mid-air gesture with touch interaction as the primary maneuver selection mechanism in a driving simulator study. Our results show high usability for all modalities. Contactless interaction leads to a more positive emotional perception of the interaction, yet mid-air gestures lead to higher task load. Overall, voice and touch control are preferred over mid-air gestures by most users.
This Paper presents a new service-learning setting based on the collaboration of engineering students and people with disabilities. The implementation at a German university is described and first results from two years of experience are shown. The objective of this case study is to show a transferable best practice concept with impact.
Learning the German language is one of the most critical challenges for refugee children in Germany. It is a prerequisite to allow communication and integration into the educational system. To solve the underlying problem, we conceptualized a set of principles for the design of language learning systems to support collaboration between teachers and refugee children, using a Design Science Research approach. The proposed design principles offer functional and non-functional requirements of systems, including the integration of open educational resources, different media types to develop visual and audio narratives that can be linked to the cultural and social background. This study also illustrates the use of the proposed design principles by providing a working prototype of a learning system. In this, refugee children can learn the language collaboratively and with freely accessible learning resources. Furthermore, we discuss the proposed design principles with various socio-technical aspects of the well-being determinants to promote a positive system design for different cultural and generational settings. Overall, despite some limitations, the implemented design principles can optimize the potential of open educational resources for the research context and derive further recommendations for further research.
The detection of soil erosion processes in dams, hydraulic heave failure or corrosion processes of reinforcing steel in concrete are a small selection of measuring applications in civil engineering where the impedance analysis can be used to determine the measurand. Those measuring applications are having high requirements for the measuring hardware. For example a common interface for fast data exchange, high resolution, independent functionality and easy customizability to suit the measuring application. For that reason, a well-known application for steel-mill process monitoring can be used as a development platform. This hardware platform is based on a vector network analyzer and is meeting the requirements mainly. However, a couple of modifications has to be made, like replacing the ADC for a higher sample rate, Ethernet for easy and fast data exchange and the microcontroller for more calculation power.
Process Monitoring in Steel-Mills using Impedance Analysis: VNA Improvement for Data Acquisition
(2017)
The process automation extends over every manufacturing step of a product in the steel-mill to increase the quality, quantity and energy efficiency. The product dimensions are an important part of the quality control; these must maintain the specified tolerances. Additional to the cross-sectional-area, the measured data contains much more information about the manufacturing process, e.g. eccentricity, condition of the rolls and defects of the rod. For analyzing the measured data and to gather more information about the manufacturing process it is necessary to increase the speed of the data acquisition by performing some modifications of the VNA, e.g. faster analog to digital converter and microcontroller, improved firmware and optimized values of the passive electrical components for faster time constants and transient responses.
Rolling mills are continually improved and opti-mized by implementing innovative technology to decrease costs and scrap. Despite of the progressive automation and experience, some important process parameters can still not be determined with sufficient accuracy. As part of the research project PIREF, the velocity of the hot rolled rod shall be measured by using im-pedance analysis to estimate the volumetric flow rate of the mate-rial. For a high accuracy measurement of the impedance, a pow-erful VNA is used. To minimize errors in the measurement, caused by e.g. temperature drift, a correction of the measurement fre-quency is needed. This must be achieved without recalibration of the VNA to avoid faulty behavior of the online control. To solve this problem, an approach based on a polynomial regression is presented in this work.
Quality and dimensional accuracy of hot rolled steel rods depend on several process parameters. In fact many of these crucial parameters are not be sufficiently determined yet. By improving automation and process control costs and scrap of production can be decreased. As part of the research project PIREF, one of these parameters – the roll gap – is under investigation beside other topics. Before starting rolling, the roll gap is typically set to a fixed value according to the planed dimensions of the product, but the forces during the rolling of the rod cause an enlargement of the roll gap. In which way the rolls change their position and form shall be examined in our research project. Therefore a first experimental setup has been built up to determine the change in position of the rolls under applied force. This is realized by a pot core coil as sensor using impedance analysis. The first results are presented in this work as a proof-of-principle.
Process diagnosis is an important method for improving product quality in rolling mills. In addition, the measurement of process variables such as roll gap, cross-sectional area, velocity, and volume flow of the material during production enables the implementation of model-based control concepts to improve product quality. The non-contact speed measurement of hot wire and bar is still a big challenge due to the rough environmental conditions and is solved mainly with optical measuring methods in production. The alternative measurement principle with eddy current sensors presented in this paper enables velocity measurement at locations in a rolling mill where optical measurement methods are not suitable.
In the field of producing hot-rolled steel bars and wires, hot rolling mills are incomplete or barely equipped with measuring technology for recording relevant process parameters. Therefore, there is a big potential to increase product quality and to decrease costs and scrap by improving process control establishing new sensor systems. One of these crucial parameters is the roll gap,which is investigated as part of the research project PIREF. In this paper an experimental setup for examining the roll gap during a rolling process is presented and based on these results different sensor arrangements are discussed.
Velocity Approximation of Hot Steel Rods Using Frequency Spectroscopy of the Cross-Section Area
(2019)
In this work, an approach for velocity approximation of hot steel rods based on frequency spectroscopy is presented. For this purpose, a sensor already implemented in a rolling mill for measuring the cross-sectional area of the rolling stock is used to obtain information about the velocity of the hot rods. Moreover, the effect of forward slip is briefly discussed.
Researchers have previously utilized the advantages of a design driven by well-being and intergenerational collaboration (IGC) for successful innovation. Unfortunately, scant information exists regarding barrier dimensions and correlated design solutions in the information systems (IS) domain, which can serve as a starting point for a design oriented toward well-being in an IGC system. Therefore, in this study, we applied the positive computing approach to guide our analysis in a systematic literature review and developed a framework oriented toward well-being for a system with a multi-generational team. Our study contributes to the IS community by providing five dimensions of barriers to IGC and the corresponding well-being determinants for positive system design. In addition, we propose further research directions to close the research gap based on the review outcomes.
Globalization and information technology enable people to join the movement of global citizenship and work without borders. However, different type of barriers existed that could affect collaboration in today’s work environment, in which different generations are involved. Although researchers have identified several technical barriers to intergenerational collaboration (iGOAL), the influence of cultural diversity on iGOAL has rarely been studied. Therefore, using a quantitative study approach, this paper investigates the impact of differences in cultural background on perceived technical and operational barriers to iGOAL. Our study reveals six barriers to IGC that are perceived differently by culturally diverse people (CDP) and non-CDP. Furthermore, CDP can foster IGC because CDP consider the barriers to be of less of a reason to avoid working with different generations than do non-CDP.
Enabling decentral collaborative innovation processes -a web based real time collaboration platform
(2018)
The main goal of this paper is to define a collaborative innovation process as well as a supporting tool. It is motivated through the increasing competition on global markets and the resultant propagation of decentralized projects with a high demand of innovative collaboration in global contexts. It bases on a project accomplished by the author group. A detailed literature review and the action design research methodology of the project led to an enhanced process model for decentral collaborative innovation processes and a basic realization of a browser based real time tool to enable these processes.The initial evaluation in a practical distributed setting has shown that the created tool is a useful way to support collaborative innovation processes.
Vor dem Hintergrund globaler Vernetzung, Digitalisierung und Big Data geht das Excel-Zeitalter seinem Ende entgegen. Neue Technologien versprechen eine höhere Effizienz und Effektivität des Controllings. Die Veränderungen umfassen dabei alle Aufgabenbereiche des Controllings – allerdings mit unterschiedlicher Geschwindigkeit und differenzierten Lösungsansätzen. Der vorliegende Beitrag untersucht drei Technologien, die im Controlling derzeit besonders stark diskutiert werden: Robotic Process Automation, Predictive Analytics und Künstliche Intelligenz. Im Rahmen eines Forschungsseminars an der Hochschule Ruhr West in Mülheim a.d.R. wurden dazu 57 Führungskräfte aus Controlling und Rechnungswesen befragt. Über 75% der befragten Unternehmen halten die Digitalisierung für wichtig, mehr als die Hälfte (52%) beabsichtigen, eine oder mehrere der drei untersuchten Technologien in den nächsten drei Jahren neu einzusetzen. In den Aufgabenbereichen ist bislang vor allem das Reporting digital unterstützt, in der Strategischen Planung und im Risikomanagement ist dagegen die Digitalisierung gering. Wesentliche Hindernisse sehen die Befragten im fehlenden Know-How und mangelnder Veränderungsbereitschaft.
Open Educational Resources (OER) intend to support access to education for everyone. However, this potential is not fully exploited due to various barriers in the production, distribution and the use of OER. In this paper, we present requirements and recommendations for systems for global OER authoring. These requirements as well as the system itself aim at helping creators of OER to overcome typical obstacles such as lack of technical skills, different types of devices and systems as well as the cultural differences in cross-border-collaboration. The system can be used collaboratively to create OER and supports multi-languages for localization. Our paper contributes to facilitate global, collaborative e-Learning and design of authoring platforms by identifying key requirements for OER authoring in a global context.
Digital transformation is a process of digitizing the working and living environment in which people are at the center of digitization. In this paper, we present a personas-based guideline for system developers on how the humanization of digital transformation integrates into the design process. The proposed guideline uses the positive personas from the beginning as a basis for the transformation of the working environment into the digital form. We used the literature research as a preliminary study for the process of wellbeing-driven digital transformation design, consisting of questions for structuring the required information in the positive personas as well as a potential method that could be integrated into the wellbeing-based design process.