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Electro-magnetic acoustic transducers (EMATs) are intended as non-contact and non-destructive ultrasound transducers for metallic material. The transmitted intensities from EMATS are modest, particularly at notable lift off distances. Some time ago a concept for a “coil only EMAT” was presented, without static magnetic field. In this contribution, such compact “coil only EMATs” with effective areas of 1–5 cm2 were driven to excessive power levels at MHz frequencies, using pulsed power technologies. RF induction currents of 10 kA and tens of Megawatts are applied. With increasing power the electroacoustic conversion efficiency also increases. The total effect is of second order or quadratic, therefore non-linear and progressive, and yields strong ultrasound signals up to kW/cm2 at MHz frequencies in the metal. Even at considerable lift off distances (cm) the ultrasound can be readily detected. Test materials are aluminum, ferromagnetic steel and stainless steel (non-ferromagnetic). Thereby, most metal types are represented. The technique is compared experimentally with other non-contact methods: laser pulse induced ultrasound and spark induced ultrasound, both damaging to the test object’s surface. At small lift off distances, the intensity from this EMAT concept clearly outperforms the laser pulses or heavy spark impacts.
The virtual classroom continues to grow, but it is becoming more and more the norm, and it is fundamentally different from the vocational students at the Indonesian university. With the promised benefits of the virtual classroom, many challenges and difficulties come in the implementation. Although there are already successful design principles for virtual classrooms that support organizations in overcoming the challenges, the approach to implementing the design principles of virtual classroom at the vocational higher education in Indonesia is still lacking. In this study, we aim to answer the research gap and used the design sciences research by interviewing the lecturers to design the solutions. The proposed design approaches were implemented in a course and evaluated with students from two different groups. Overall, the evaluation of the proposed approaches shows1 significant results as an indicator of the benefits of the implementation of a virtual classroom for vocational students in Indonesia.
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.
As service robotics research advances rapidly, availability of objective, reproducible test specifications and evaluation criteria and also of benchmarking is more and more felt to be desirable in the community. As a first step towards benchmarking, in this paper we propose a formalization of tests - exemplified for domestic grasp&place tasks. The underlying philosophy of our approach is to confront the robot system in a black-box manner with requirements of a “rational customer”, and characterize the performance of the system in an objective way by the outcomes of a test-suite tailored to this scenario. A formalized single test description consists of a clear and reproducible specification of the robot’s task and the full context on the one hand, and a number of figures which objectively characterize the test result on the other hand. We illustrate this methodology for the domestic assistance scenario.
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.
The presented work formulates an framework in which early prediction of drivers lane change behavior is realized. We aim to build a representation of drivers lane change behavior in order to recognize and to predict driver's intentions as a first step towards a realistic driver model. In the test bed of the Institute of Neuroinformatik, based on the traffic simulator NISYS TRS 1, 10 individuals have driven in the experiments and they performed more then 150 lane change maneuvers. Lane-offset, distance to the front car and time to contact, were recorded. The acquired data was used to train - in parallel- a recurrent neural network, a feed forward neural network and a set of support vector machines. In the followed test drives the system was able of performing a lane change prediction time of 1.5 sec beforehand. The proposed approach describes a framework for lane-change detection and prediction, which will serve as a prerequisite for a successful driver model.
The continuous evolution of learning technologies combined with the changes within ubiquitous learning environments in which they operate result in dynamic and complex requirements that are challenging to meet. The fact that these systems evolve over time makes it difficult to adapt to the constant changing requirements. Existing approaches in the field of Technology Enhanced Learning (TEL) are generally not addressing those issues and they fail to adapt to those dynamic situations. In this chapter, we investigate the notion of an adaptive and adaptable architecture as a possible solution to address these challenges. We conduct a literature survey upon the state of the art and state of practice in this area. The outcomes of those efforts result in an initial model of a Domain-specific architecture to tackle the issues of adaptability and adaptiveness. To illustrate these ideas, we provide a number of scenarios where this architecture can be applied or is already applied. Our proposed approach serves as a foundation for addressing future ubiquitous learning applications where new technologies constantly emerge and new requirements evolve.
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.
Magnesium ist das leichteste Metall, das im konstruktiven Leichtbau Anwendung findet. Zusätzlich ist Magnesium ein wichtiges Element in Aluminiumlegierungen, was den derzeit bedeutendsten Einsatzbereich darstellt. Die Gewinnung von primären Magnesiummetall aus verschiedenen Rohstoffen ist ein sehr energieintensiver Prozess, der vorwiegend in China stattfindet. Die für die Herstellung von einem Kilogramm metallischen Magnesium benötigte Endenergie beträgt zwischen 18 und 80 kWh, je nach eingesetztem Energieträger und Prozess.
Das Umschmelzen von sauberen Neuschrotten erfordert lediglich rund 1 kWh je kg Magnesiumlegierung. Dies verdeutlicht bereits, dass sich durch ein Recycling, im Vergleich zur Primärproduktion, erhebliche Energieeinsparungen erzielen lassen. Altschrotte aus Produkten am Ende ihres Nutzungszyklus werden gegenwärtig kaum innerhalb des Kreislaufs von Magnesiumlegierungen recycelt. Meist werden Magnesiumlegierungen gemeinsam mit der Aluminiumfraktion dem Recycling zugeführt und so im besten Fall als Legierungselement genutzt.
Im Rahmen dieser Arbeit werden die theoretischen Potenziale von Energie- und Treibhausgasemissionseinsparungen durch das Recycling von Magnesium-Altschrotten im Vergleich zum Primärmarkt einer AZ91D-Legierung untersucht. Mittels einer modellierten Ökobilanz werden die Einsparpotenziale für die Wirkungskategorien Treibhausgasemissionen (Global Warming Potential) sowie den kumulierten Energieaufwand (KEA) ermittelt.
Über die Modellierung und Ermittlung der Potenziale hinaus wurden mehrere Expert:inneninterviews geführt. Schlussfolgerungen aus diesen Gesprächen sind, dass die für ein geschlossenes Recycling nötige Technik zur Verfügung steht und gegenwärtig nicht gehobene Potenziale durch das Recycling bestehen. Hinsichtlich der wirtschaftlichen Rah-menbedingungen des Recyclings von Altschrotten wurden divergierende Einschätzungen festgestellt, wonach die geringen Mengen der Altschrotte hemmend, das gestiegene Preisniveau hingegen als fördernd für ein geschlossenes Recycling identifiziert wurden.
Coming out of the labs, the first robots are currently appearing on the consumer market. Initially they target rather simple application scenarios ranging from entertainment to home convenience. However, one can expect, that they will capture more complex areas soon. These robots will have a higher and higher level and a broad range of functional competence, and will collaborate and interactively communicate with their human users. All this requires considerable cognitive abilities on the robot’s side and appropriate man-machine interaction technologies. Apart from further development of individual functions and technologies it is crucial to build and evaluate fully integrated systems. This paper describes our approach to construct a robotic assistance system. We present experience with an integrated technology demonstration and the exposure of the integrated system to the public.
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.
Artificial intelligence (AI) is one of the most auspicious yet controversial technologies with virtually unlimited potential to solve almost all of the existential problems humanity is facing today.1 Huge resources are poured into the development, testing and application of AI that is supposed to be utilized in almost all areas of everyday life.2 It may be used to combat genetically inherited diseases, to revolutionize the economy, to bring prosperity and equality to everyone and to counter the effects of climate change.3 With AI as the enabling technology humanity may experience a better future. Today, AI capabilities can already drastically improve analytic processing tasks and algorithmic systems and have beaten humans in games such as chess.4 Yet, AI and all of its applications bring about a myriad of ethical challenges. Revolutionary weapon systems that achieve autonomy via AI and genome-editing powered by AI are just some specific examples.5 An omnipotent AI will be either the greatest or the vilest thing that has happened to humanity in its brief existence.6 However, even today more and more computational devices are connected to each other, spurring a huge increase in global data streams that can be used to further train and enhance AI systems.
The prowess of AI for executing analytic tasks paves the way for the use of AI in more and more applications. One of these applications, that shows great promise, is the use of AI in surveillance applications.7 AI surveillance applications are proliferating at a fast rate, with a number of appli-cations already being in use today.8 These applications are aimed at accomplishing a number of policy objectives, some are in accordance with basic human laws, some are definitely not and some
1 Cf. Hawking (2018). P. 183ff
2 Cf. Hawking (2018). P. 183ff.
3 Cf. Hawking (2018). P. 183ff.
4 Cf. Burton (2015). P. 1ff.
5 Cf. Hawking (2018). P. 183ff.
6 Cf. Hawking (2018). P. 183ff.
7 Cf. Feldstein (2019). P. 1.
8 Cf. Feldstein (2019). P. 1.
2
belong in the nebulous area in between lawful and unlawful.9 But what are lawful and unlawful uses of AI surveillance systems and what are their ethical implications?
This thesis will examine the ethical implications of AI based mass surveillance systems and try to answer the first central question, if it is possible to use AI based mass surveillance applica-tions in an ethical way. Furthermore, the thesis will attempt to answer the second central ques-tion and find out how the ethical use of AI based mass surveillance systems, if this ethical use is possible, materialize. Governmental agencies will be in the focus of this discussion, as their use of the technology may have bigger ethical challenges. Yet private companies will play a part as well. In an attempt to accomplish these two aims, the thesis will inspect the basics of ethics and possible ethical theories that can be utilized to answer the questions. Normative ethics will be stud-ied first with a focus on consequentialism and utilitarianism. To gain a deeper understanding of utilitarianism, act and rule utilitarianism will be compared. Afterwards, deontological theories will be the focus of the discussion with a concentration on deontological pluralism. Next, the mentioned theories will be evaluated, discussing advantages and weak spots of the theories, to assess which theory may serve as the ethical framework of this thesis and the subsequent answer to the two main questions.
The next step will be the establishment of the AI framework. This contains the definition of AI and a distinction of terms that are commonly used in the its environment such as automation and au-tonomy. The importance of data for AI will be discussed. Afterwards, the technological basis of AI will be outlined, discussing key concepts such as machine learning and deep learning. Addi-tionally, it will be examined how an AI learns. The possible uses of AI in general will be outlined in a brief fashion, blazing the trail to discussing the moral challenges of AI. Afterwards, the current pace of AI development will be studied.
In the chapter that follows, the use of AI in surveillance technology is going to be highlighted. The possible ways of how AI can be used for surveillance purposes are reviewed here, discussing facial
9 Cf. Feldstein (2019). P. 1.
3
and behavioral recognition systems, smart cities, smart policing, communications/data driven sur-veillance and their enabling technologies. Then, the global proliferation of AI surveillance systems is going to be outlined.
Subsequently, the accordance of AI surveillance with basic human laws and rights, such as the right to privacy, will be checked to find out if the law and the international framework of human rights allow for AI surveillance or at least have restrictions that would greenlight the use of AI surveillance technology. All the aspects of the thesis, especially including the selected ethical framework, will be combined in this last section in order to enable the adaptation of a framework that allows to find out, if AI surveillance systems can be ethically permissible while also creating insights how this ethical AI surveillance system must be engineered. To finish, the thesis will end with a conclusion.
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.
Technologie die beflügelt
(2016)
Systeme zur automatisierten Bildanalyse sind vielfältig einsetzbar und gewinnen aufgrund technologischer Weiterentwicklungen und gesellschaftlicher Akzeptanz zunehmend an Bedeutung. Schwerpunkt im Bereich der "Technischen Bildverarbeitung dynamischer Szenen" ist die Entwicklung von Methoden, die bei der Interpretation von Bildern aus verschiedenen Sensordaten Verwendung finden. Dies sind neben den herkömmlichen Kamerabildern im wesentlichen Röntgen- und Radarbilder. Unter geeigneter Berücksichtigung der durch die jeweiligen Anwendungen vorgegebenen Randbedingungen werden daraus entsprechende Verfahren abgeleitet. Derzeitige Projekte beschäftigen sich mit der Analyse von Straßenverkehrsszenen, der Detektion von Sprengstoffzündern bei der Durchleuchtung von Fluggepäck, sowie mit der Bestimmung von Art und Ausdehnung von Ölverschmutzungen bei der Meeresüberwachung.
Technical Report
(2016)
This internal report discusses the theoretical and practical aspects of the cluster management framework SimpleHydra, which was developed in order to allow researchers the quick setup of classical small to mid-scale computation clusters while being as lightweight and platform independent as possible. We motivate crucial design choices with a theoretical analysis in the aspect of time and space complexity, furthermore we give a comprehensive introduction regarding the frameworks usage (which includes examples and detailed description of fundamental concepts as well as data structures). In addition to that we illustrate application scenarios with complete source code examples. Furthermore we hope that this document proves valuable not only as a development report but also as a practical manual for SimpleHydra.
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.
Developing an intelligent chatbot that can imitate human-to-human interaction has become important in recent years. For this reason, many studies have been conducted to evaluate the quality of chatbots. Furthermore, various approaches and tools, such as sentiment analysis, have been created to improve the performance of chatbots.
This study examines previous research to identify the quality dimensions used to measure chatbots performance in order to develop a general chatbot assessment model that evaluates and compares chatbots quality. The developed evaluation model measures ten chatbot quality dimensions. This model is based on user experience. It requires human testers to interact with the chatbot to test its functioning and then a quantitative approach is used to collect data from user testing by conducting a survey with these testers. In this survey, they are instructed to evaluate the quality of the chatbot using a questionnaire that contains the items needed to evaluate each dimension.
This study also investigates whether sentiment analysis can improve the quality of chatbots and, if so, to identify the dimensions improved with sentiment analysis. For this reason, two chatbot versions are implemented using the Rasa framework (one that cannot detect sentiment and the other that analyzes sentiment and responds accordingly).
Following that, we used our evaluation model to evaluate and compare the two chatbot versions with two groups of participants by conducting a survey. In this survey, each group tested the functioning of one version. Then, both groups were instructed to use the items of the evaluation model to evaluate the version they tested. The goal of this survey was to evaluate the validity and reliability of the items used in the evaluation model to evaluate chatbots, and also to determine if sentiment analysis improved the chatbot quality by comparing survey results between the two groups. The results show that items used in the assessment model to evaluate chatbots are valid and reliable. The findings also indicate that sentiment analysis improves the chatbot’s quality. However, it improves the quality of some dimensions but not the majority of them.
LEDs gelten als umweltfreundliche Beleuchtungstechnik. Für die Massenanwendung arbeiten die LED-Hersteller an einer Senkung der Kosten bzw. einer Erhöhung der Ausbeute, insbesondere bei der aufwendigen LED-Kristallbeschichtung auf den Wafern. Während der Beschichtung (MOCVD) werden optische In-situ-Messgeräte zur Überwachung des Prozesses genutzt. Die hier vorgestellte Untersuchung beschäftigt sich mit dem Einfluss von Super-Photolumineszenz-Effekten bei einer möglichen In-situ-Prozesskontrolle in der MOCVD.
The development of innovative measuring technology for process optimization in hot rolling mills becomes more and more relevant because of increasing demands on product quality. Measurement technology for high-resolution non-contact cross-sectional area measurement has shown that the variation in cross-sectional area contains information about the rolling process. This information can be used for the development of new measurement devices and analytical methods for process optimization. The harsh environmental conditions and strict safety regulations result in great effort when implementing a new sensor prototype in hot rolling mills. For this reason, this work presents a mechatronic test stand that can simulate the cross-sectional area variation under laboratory conditions realistically.
Das Studienbuch gibt einen praxisorientierten Einstieg in die Thematik des E-Learnings. Neben Grundlagenkenntnissen werden die Funktionen von Learning-Management.Systemen diskutiert und praxisnah am Beispiel Moodle vertieft. In weiteren Kapiteln wird auf die Administration und den Aufbau von E-Learning-Kursen eingegangen. Neben der Vorstellung unterschiedlicher Contentformen liegt der Schwerpunkt hierbei auf der systematischen Vorgehensweise zur Erstellung. Abschließend werden Möglichkeiten behandelt, die mobile Endgeräte heute zum Lernen bieten.
Zahlreiche praktische Übungen mit Musterlösungen begleiten den Text und erleichtern das Selbststudium. Wiederholungsfragen am Ende jedes Kapitels dienen der Vertiefung des Erlernten.
Stress im Informatikstudium
(2020)
Einführung
Ziel der vorliegenden Thesis ist es, die Eu- und Disstressoren der Infomatikstudierenden an der Hochschule Ruhr West zu untersuchen. Hierzu sollen nach den Wünschen der neuen Beratungsstelle für den Studienstress die Studierenden befragt werden. Nachfolgend werden in der Thesis die bekannten Problematiken im Informatikstudium eingebunden. Zusätzlich sollen die Informatikstudierenden auf den Stress mit einem Cartoon-Video aufmerksam gemacht werden. Mithilfe des Videos sollen die zukünftigen Eu- und Disstressoren rechtzeitig erkannt und Hilfe an der Hochschule Ruhr West abgeholt werden.
Methode
Die Untersuchung der Stressoren wird mit einem Fokusgruppeninterview (N = 4) und mit einer Online-Fragebogenerhebung (N = 120) durchgeführt. Die Signifikanzprüfungen sind varianzanalytisch und die Abweichungen der Gruppen werden mit t-Tests und einfaktorieller ANOVA berechnet.
Ergebnisse
Die Ergebnisse zeigen Unterschiede zwischen den Stressoren in unterschiedlichen Gruppen. Vor allem in den Gruppen mit davor erworbenen Vorkenntnissen und mit verschieden bewerteten Fachkompetenzen. Insbesondere ist der Stresslevel zwischen den Geschlechtern und bei den Informatikstudierenden, die mehrmals im Studium erkrankt waren, unterschiedlich.
Schlussfolgerung
Die Ergebnisse sind für die aktuellen Stresssituationen im Informatikstudium und für die nächsten Studien relevant. Außerdem wird mit dieser Studie auch auf die Problematiken in der Informatik, wie z. B. dem Frauenmangel in der Informatik, die den Informatikstudierenden den Stress verursachen könnten, aufmerksam
gemacht.
Stationäre Rohrströmungen
(2024)
Human computer interaction in security and time-critical systems is an interdisciplinary challenge at the seams of human factors, engineering, information systems and computer science. Application fields include control systems, critical infrastructures, vehicle and traffic management, production technology, business continuity management, medical technology, crisis management and civil protection. Nowadays in many areas mobile and ubiquitous computing as well as social media and collaborative technologies also plays an important role. The specific challenges require the discussion and development of new methods and approaches in order to design information systems. These are going to be addressed in this special issue with a particular focus on technologies for citizen and volunteers in emergencies.
Im Rahmen dieser Bachelorarbeit werden Dehnungsmessstreifen (DMS)
mittels Faktor kalibriert, da die DMS unterschiedlich positioniert sind. Auf
Grund der manuellen Applikation stellen die DMS unterschiedliche Dehnungen
dar, dies soll mit Hilfe einer Kalibrierung der DMS verhindert werden. Damit
die DMS kalibriert werden können, werden die DMS in einer Viertelbrücke
gemessen und anschließend mit Hilfe einer Messkarte in Matlab eingelesen.
Im Matlab werden die Daten anschließend weiterverarbeitet, so dass jeder
DMS seinen eigenen Faktor bekommt. Anschließend werden die DMS in eine
Vollbrücke und Zweiviertelbrücke verrechnet, damit die reine Biegedehnung
sowie reine Zugdehnung berechnet werden kann.
Global software development changes the requirements in terms of soft competency and increases the complexity of social interaction by including intercultural aspects. While soft competency is often seen as crucial for the success of global software development projects, the concrete competence requirements remain unknown. Internationalization competency represents one of the first attempts to structure and describe the soft competence requirements for global software developers. Based on the diversity of tasks, competence requirements will differ among the various phases of software development. By conducting a survey on the importance of internationalization competences for the different phases of global software development, we identified differences in terms of competence importance and requirements in the phases. “Adaptability” (of one's working style) and “Cultural Awareness” were the main differences. “Cultural Awareness” distinguishes requirements engineering and software design from testing and implementation while “Adaptability” distinguishes implementation and software design from requirements engineering and testing.
Durch die immer weiter voranschreitende Digitalisierung sind, nicht nur Nutzer:innen
sozialer Medien, kaum noch Grenzen gesetzt. Hier stehen erhebliche Nutzungspotenziale
digitaler Technologien, nahezu unerforschten Auswirkungen, auf die Anwender:innen,
gegenüber (Netzwerk Stiftungen und Bildung, 2021).
Die Zahlen der Social Media Nutzer:innen steigen. Derweil verzeichnet sich, unter den
beliebtesten Social Media Plattformen, zu meist in der jüngeren Altersgruppe, der Großteil
der Anwender:innen (ARD & ZDF, zitiert nach de.statista.com, 2021). Während die
Methoden der Designer:innen immer weiter ausgereift werden und sich dabei neuester
Erkenntnisse der Psychologie und Verhaltensforschung bedienen. So wird unter dem
Begriff Dark Patterns beschrieben, dass sich Designer:innen Wissen über menschliches
Verhalten und die Wünsche der Anwender:innen zu Nutze machen, um dezeptive Funktionalitäten
zu implementieren, die nicht im Interesse der Anwender:innen liegen (Gray,
Kou, Battles, Hoggatt & Toombs, 2018).
In den Bildungsbereichen fehlt es jedoch bisher, vor Allem in Bezug auf Selbstbestimmung
im digitalen Anwendungskontext, an Konzepten zur Auseinandersetzung mit den
Auswirkungen von Dark Patterns auf die persönliche bzw. selbstbestimmte Nutzung.
In diesem Zusammenhang ist das Ziel der vorliegenden Arbeit die Erarbeitung eines
Workshop Konzepts, zur problemorientierten Diskussion von Dark Patterns, unter adoleszenten
Anwender:innen und deren Förderung im selbstbestimmten Umgang mit Social
Media.
Zudem folgt in diesem Rahmen eine qualitative Erhebung, um zu erfassen, ob die Teilnehmer:
innen fähig sind sich mit der Thematik Dark Patterns auseinanderzusetzen und
in der Lage sind Lösungsansätze zu entwickeln, um den Auswirkungen von Dark Patterns
entgegenzuwirken und die eigene selbstbestimmte Social Media Nutzung zu fördern.
Stichworte des Autors:
Dark Patterns, Social Media, digitale Selbsbestimmung, Workshop Konzept, Qualitative
Erhebung