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Die Entwicklung von vollautomatisierten Fahrzeugen wird in der gesellschaftlichen Diskussion immer präsenter. Wichtig für die Durchsetzung und verbreitete Nutzung dieser technischer Neuerungen ist jedoch vor allem die Akzeptanz der Bevölkerung – in diesem Fall nicht nur die der potenziellen KäuferInnen sondern auch die der übrigen Verkehrs-teilnehmenden. Vorgestellt wird eine explorative Online-Studie zur Akzeptanz von auto-nomen Fahren basierend auf quantitativen und qualitativen Daten einer Stichprobe von N = 89. Die Ergebnisse zeigen unter anderem eine geringe Vertrautheit mit dem Thema, ein vergleichsweise ausgeprägtes Vertrauen aber eine geringe Nutzungsabsicht.
Wissensmanagement (WM) und IT-gestütztes Lernen sind gerade in kleinen Behörden der Öffentlichen Verwaltung (ÖV), wie z.B. in ländlichen
Gemeinden, noch ausbaufähig. Am Beispiel des EU-Projekts EAGLE werden
Projektergebnisse als Verbesserungsansätze für ein arbeitsprozessorientiertes, IT-gestütztes Lernen vorgestellt. Neuartige Plattform-Features und ihr ÖV-spezifischer Nutzen werden erläutert. Die Ergebnisse der Plattformvalidierung werden vorgestellt. Ferner werden Vorschläge gemacht, wie die Ergebnisse aus EAGLE mit WM und weiteren Wissensquellen der ÖV, wie z.B. der Registratur, zu einem Gesamtkonzept mit bereits vorhandenen Fortbildungs- und WM-Ansätzen verbunden werden können.
Why Should the Q-method Be Integrated Into the Design Science Research? A Systematic Mapping Study
(2019)
The Q-method has been utilized over time in various areas, including information systems. In this study, we used a systematic mapping to illustrate how the Q-method was applied within Information Systems (IS) community and proposing towards integration of Q-method into the Design Sciences Research (DSR) process as a tool for future research DSR-based IS studies. In this mapping study, we collected peer-reviewed journals from Basket-of-Eight journals and the digital library of the Association for Information Systems (AIS). Then we grouped the publications according to the process of DSR, and different variables for preparing Q-method from IS publications. We found that the potential of the Q-methodology can be used to support each main research stage of DSR processes and can serve as the useful tool to evaluate a system in the IS topic of system analysis and design
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.
Why do barriers to the exchange of open knowledge resources change in public administrations? Experts in the public sector have been interviewed and outlined antecedents of change to certain barriers. The results are an initial step towards theorizing on barrier change and stepping beyond the current trend of categorizing difficulties to e-Learning and use of open knowledge resources. Categorizing only shows the range of potential challenges. Whether and how the barriers change, however, is seldom addressed in previous literature. The results presented in this study thus provide a new perspective on the phenomenon. Results are part of a longitudinal study about open e-Learning in the public sector across four European countries. They will provide fresh empirical input for discussions at the World Conference on E-Learning how to advance future research and practices in the domain
Relevance & Research Question: Smartphones have become an integrated part in everyday life facilitating communication, information access, entertainment and organization anytime and anywhere. However, the omnipresence of such devices can evoke psychological dependencies and the need of being always connected resulting in discomfort when the smartphone is not accessible. While few studies have found heightened anxiety during smartphone absence (e.g. Cheever, Rosen, Carrier, & Chavez, 2014), such research is scarce. Therefore, we aimed at expanding existing research asking whether the mere imagination of smartphone absence suffices to trigger anxiety and affect user’s context evaluations.
In recent years a new approach for the dynamic usage of computational power, memory and other
resources comes into play: the Cloud Computing paradigm. This new approach needs to be concerned with
respect to IT Service Management since cloud based infrastructures have to be managed differently from a
usual infrastructure. This paper discusses, based on the IT Infrastructure Library (ITIL), as the de-facto
standard for IT Service Management, what kind of processes needs to be concerned especially if a certain
service should be deployed in the cloud.
In recent years, the number of mobile devices that are available for learning scenarios has increased a lot. Different learning settings are usually supported by mobile devices. On the one hand we find mobile devices in informal learning settings, and on the other hand in formal learning settings like a usual lecture. This paper motivates the question whether the usage of mobile devices in a usual lecture is something that is wanted by the students. A first case study is provided with an platform independent prototype that gives an initial indication for preferred usage.
We are “not” too (young/old) to collaborate: Prominent Key Barriers to Intergenerational Innovation
(2019)
In this study, we analyzed the barriers to technology-supported intergenerational innovation to understand better how young and old can collaborate towards global innovations. Researchers in different disciplines have already identified various barriers to intergenerational collaboration. However, barriers are changing depending on the context of collaboration, and difficulties still exist to support intergenerational innovation in global settings. Therefore, we investigated the barriers that emerge when people work with someone decades older or younger. The results of our study have shown what barriers are influenced by age, what barriers exist only for senior and younger adults. The study theoretically contributes to deepening the Information Systems (IS) community's understanding of the barriers to intergenerational innovation that need to be considered when developing systems for global innovation
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.
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.
For any kind of assistant systems, the ability to interact with the human operator and taking into account his or her assumptions and expectations, is the basis for a reasonable behavior. As a consequence the human behavior have to be studied in order to generate driver models that are learned from human driving data. In this work we focus on the improvement of the immersion in driving simulation environment by developing and implementing a cheap and efficient method for head tracking. We also explain why head tracking feedback is crucial for the quality of collected behavioural data, especially for simulators with close screen distances.
In this paper we present an approach for People-to-People recommendations based on a Rich Context Model (RCM). We consider personal user information as contextual information used for our recommendations. The evaluation of our recommendation approach was performed on a social network of students. The obtained results do show a significant increase in performance while, at the same time, a slight increase in quality in comparison to a manual matching process. The proposed approach is flexible enough to handle different data types of contextual information and easy adaptable to other recommendation domains.
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.
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.
Untersuchung des Einflusses von Längsrissen in Drähten auf die Impedanz eines Wirbelstromsensors
(2012)
Social networking sites (SNSs) are an integral part of our daily life. With the evermore increasing appearance of SNSs, their users spend considerable time producing of different forms everyday (e.g. text, videos, photos, links, etc.) or browsing the varieties of contents in different SNSs. In this paper, we propose an architectural perspective on a framework that provides a unified environment through which users can produce and browse different contents of SNSs from one place.
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.
In recent years, hardware for the production and consumption of virtual reality content has reached level of prices that make it affordable to everyone. Accordingly schools and universities are showing increased interest in implementations of virtual reality technologies for supporting their innovative educational activities. Hence, this paper presents a flexible architecture for supporting the development of virtual reality learning scenarios conveniently deployed for educational purposes. We also suggest an example of such
educational scenario for medical purposes deployable with the suggested architecture. In addition, we developed and used a questionnaire answered by 17 medical students in order to derive additional requirements for refining such scenarios. Then, we present these efforts while aiming at deployments usable also for additional domains. Finally, we summarize and mention aspects we will address
in our coming efforts while deploying such activities.
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.
This paper describes the design and development stages of a web-based framework, aiming to support the creation of mobile applications within the context of mobile learning. The suggested approach offers the opportunity to deploy and execute these applications on mobile devices. This web-based solution additionally offers the possibility to visualize the data collected by the mobile applications in a web-browser. Despite previous research efforts carried out in this domain, few of the projects have addressed these processes from a purely web-based perspective. Currently, a prototype of an authoring tool for creating mobile data collection applications is already implemented. In order to integrate and validate this solution in everyday educational settings, we are collaborating with a network of high schools. On the basis of workshops with teachers we will carry out, refinements and requirements for further enhancements will be collected and will be used to guide our coming efforts.
This paper presents an approach towards a mobile learning environment, which is flexible in terms of supported scenarios, supported devices and input channels. The approach makes use of existing and commonly used channels like SMS, Twitter or Face book to increase acceptance and ease-of-use of mobile devices in learning scenarios. Envisaged application scenarios are described along with technical details for their realization.
We present a light-weight real-time applicable 3D-gesture recognition system on mobile devices for improved Human-Machine Interaction. We utilize time-of-flight data coming from a single sensor and implement the whole gesture recognition pipeline on two different devices outlining the potential of integrating these sensors onto mobile devices. The main components are responsible for cropping the data to the essentials, calculation of meaningful features, training and classifying via neural networks and realizing a GUI on the device. With our system we achieve recognition rates of up to 98% on a 10-gesture set with frame rates reaching 20Hz, more than sufficient for any real-time applications.
Touch versus mid-air gesture interfaces in road scenarios-measuring driver performance degradation
(2016)
We present a study aimed at comparing the degradation of the driver's performance during touch gesture vs mid-air gesture use for infotainment system control. To this end, 17 participants were asked to perform the Lane Change Test. This requires each participant to steer a vehicle in a simulated driving environment while interacting with an infotainment system via touch and mid-air gestures. The decrease in performance is measured as the deviation from an optimal baseline. This study concludes comparable deviations from the baseline for the secondary task of infotainment interaction for both interaction variants. This is significant as all participants are experienced in touch interaction, however have had no experience at all with mid-air gesture interaction, favoring mid-air gestures for the long-term scenario.
Building upon prior results, we present an alternative approach to efficiently classifying a complex set of 3D hand poses obtained from modern Time-Of-Flight-Sensors (TOF). We demonstrate it is possible to achieve satisfactory results in spite of low resolution and high noise (inflicted by the sensors) and a demanding outdoor environment. We set up a large database of pointclouds in order to train multilayer perceptrons as well as support vector machines to classify the various hand poses. Our goal is to fuse data from multiple TOF sensors, which observe the poses from multiple angles. The presented contribution illustrates that real-time capability can be maintained with such a setup as the used 3D descriptors, the fusion strategy as well as the online confidence measures are computationally efficient.
The first robots are currently appearing on the consumer market. Initially they are targeted at rather simple applications such as entertainment and home convenience. For more complex areas, these robots will need to collaborate and interactively communicate with their human users, which requires appropriate man-machine interaction technologies and considerable cognitive abilities on the robot's side. Consumer acceptance will strongly depend on the integrated system. Thus, system integration and evaluation of the integrated system is becoming increasingly important. This paper describes our approach to construct a robotic assistance system. We present experience with an integrated technology demonstration and exposure of the integrated system to the public.
Today usually every student owns a reasonably powerful mobile device that allows to be integrated in scenarios. One of the drawbacks of the fast evolution of reasonably powerful devices, is the
heterogeneity of that these kind of devices us ually bring with them. This paper provides an overview how rich mobile learning scenarios can be implemented platform independent on the basis of HTML5 and JavaScript. The paper presents a mobile learning application based on the principles of Situated Lea
rning entirely developed in HTML5. The paper also presents the results of tests performed with the application which were aimed at finding out the difference in performance users perceived when compared with the native desktop version of the
application and the added value that mobility introduces in learning activities.
Temporal stabilization of discrete movement in variable environments: An attractor dynamics approach
(2009)
The ability to generate discrete movement with distinct and stable time courses is important for interaction scenarios both between different robots and with human partners, for catching and interception tasks, and for timed action sequences. In dynamic environments, where trajectories are evolving online, this is not a trivial task. The dynamical systems approach to robotics provides a framework for robust incorporation of fluctuating sensor information, but control of movement time is usually restricted to rhythmic motion and realized through stable limit cycles. The present work uses a Hopf oscillator to produce discrete motion and formulates an online adaptation rule to stabilize total movement time against a wide range of disturbances. This is integrated into a dynamical systems framework for the sequencing of movement phases and for directional navigation, using 2D-planar motion as an example. The approach is demonstrated on a Khepera mobile unit in order to show its reliability even when depending on low-level sensor information.
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.
RELEVANCE & RESEARCH QUESTION: Currently the effectiveness of Virtual Reality (VR) and Augmented Reality (AR) systems as practice teaching methods are virtually uncharted. The proof that these systems can provide the same or better learning outcomes than a text instructed practical task could represent a significant benefit for educational activities. METHODS & DATA: To fathom the effectiveness, an experimental study with the three conditions (VR, AR and a real setup) were used to teach participant how to assemble a standard computer. Each condition was divided into two parts: part one in which participants were confronted with their specific scenario, part two in which participants had to go through a real practice after one week. The learning outcome was determined by the designation of hardware parts, a quiz that queried their function and the correct assembling of the components in addition to needed time. Apart from the mere performance, the acceptance of such application in academic context and difference in evaluation by men and women were of interest. RESULTS: Results concerning the Learning Outcome showed that participants from the VR condition outperformed those learned from the real setup ((M=10.0, SD=0.0) [virtual reality] vs. (M=8.95, SD=1.27) [control]). Furthermore, results from the assembling duration assessment demonstrated that VR Group Participants completed their tasks 6.62% faster than the control group. Regarding the identification of Hardware Parts, both groups scored a significant improvement during the post condition compared to the first test run, indicating a learning progress. However, due to the VR group achieving a better outcome in average answers and a more significant difference between the trials, the results indicate a better performance by participants assigned to the VR condition. ADDED VALUE: The results revealed that VR and AR systems could exceed text-based approach in terms of learning outcome performance. The effectiveness of the systems implicates a major benefit for the educational landscape, as learning content that is not realizable in terms of cost, distance or logistics could be designed as an immersive and engaging experience.
Mobile devices, in the form of smartphones, are endowed with rich capabilities in terms of multimedia, sensors and connectivity. The wide adoption of these devices allows using them across different settings and situations. One area in which mobile devices become more and more prominent is within the field of mobile learning. Here, mobile devices provide rich possibilities for the contextualization of the learner, by using the set of sensors available in the device. On the one hand, the usage of mobile devices enables participation in learning activities independent of time and space. Nevertheless, developing mobile learning applications for the heterogeneity of mobile devices available in the market becomes a challenge. Not only this is a problem related to form factor aspects, but also the large number of different operating systems, platforms and app infrastructures (app stores) are aspects to be considered. In this paper we present our initial efforts with regard to the development of cross-platform mobile applications to support the contextualization of learning content.
Simulated reality environment incorporating humans and physically plausible behaving robots, providing natural interaction channels, with the option to link simulator to real perception and motion, is gaining importance for the development of cognitive, intuitive interacting and collaborating robotic systems. In the present work we introduce a head tracking system which is utilized to incorporate human ego motion in simulated environment improving immersion in the context of human-robot collaborative tasks.
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.
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.
We present an architecture based on the Dynamic Field Theory for the problem of scene representation. At the core of this architecture are three-dimensional neural fields linking feature to spatial information. These three-dimensional fields are coupled to lower-dimensional fields that provide both a close link to the sensory surface and a close link to motor behavior. We highlight the updating mechanism of this architecture, both when a single object is selected and followed by the robot's head in smooth pursuit and in multi-item tracking when several items move simultaneously
The scene interpretation and the behavior planning of a vehicle in real world traffic is a difficult problem to be solved. If different hierarchies of tasks and purposes are built to structure the behavior of a driver, complex systems can be designed. But finally behavior planning in vehicles can only influence the controlled variables: steering, angle and velocity. In this paper a scene interpretation and a behavior planning for a driver assistance system aiming on cruise control is proposed. In this system the controlled variables are determined by an evaluation of the dynamics of a two-dimensional neural field for scene interpretation and two one-dimensional neural fields controlling steering angle and velocity. The stimuli of the fields are determined according to the sensor information.
To reduce the number of traffic accidents and to increase the drivers comfort, the thought of designing driver assistance systems arose in the past years. Fully or partly autonomously guided vehicles, particularly for road traffic, pose high demands on the development of reliable algorithms. Principal problems are caused by having a moving observer in predominantly natural environments. At the Institut fur Neuroinformatik methods for analyzing driving relevant scenes by computer vision are developed in cooperation with several partners from the automobile industry. We present a solution for a driver assistance system. We concentrate on the aspects of video-based scene analysis and organization of behavior.
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.