@inproceedings{ChavezBermudezWollert2022, author = {Chavez Bermudez, Victor Francisco and Wollert, J{\"o}rg}, title = {10BASE-T1L industry 4.0 smart switch for field devices based on IO-Link}, series = {2022 IEEE 18th International Conference on Factory Communication Systems (WFCS)}, booktitle = {2022 IEEE 18th International Conference on Factory Communication Systems (WFCS)}, publisher = {IEEE}, address = {New York, NY}, isbn = {978-1-6654-1086-1}, doi = {10.1109/WFCS53837.2022.9779176}, pages = {4 Seiten}, year = {2022}, abstract = {The recent amendment to the Ethernet physical layer known as the IEEE 802.3cg specification, allows to connect devices up to a distance of one kilometer and delivers a maximum of 60 watts of power over a twisted pair of wires. This new standard, also known as 10BASE-TIL, promises to overcome the limits of current physical layers used for field devices and bring them a step closer to Ethernet-based applications. The main advantage of 10BASE- TIL is that it can deliver power and data over the same line over a long distance, where traditional solutions (e.g., CAN, IO-Link, HART) fall short and cannot match its 10 Mbps bandwidth. Due to its recentness, IOBASE- TIL is still not integrated into field devices and it has been less than two years since silicon manufacturers released the first Ethernet-PHY chips. In this paper, we present a design proposal on how field devices could be integrated into a IOBASE-TIL smart switch that allows plug-and-play connectivity for sensors and actuators and is compliant with the Industry 4.0 vision. Instead of presenting a new field-level protocol for this work, we have decided to adopt the IO-Link specification which already includes a plug-and-play approach with features such as diagnosis and device configuration. The main objective of this work is to explore how field devices could be integrated into 10BASE-TIL Ethernet, its adaption with a well-known protocol, and its integration with Industry 4.0 technologies.}, language = {en} } @inproceedings{UlmerBraunChengetal.2022, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Usage of digital twins for gamification applications in manufacturing}, series = {Procedia CIRP Leading manufacturing systems transformation - Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022}, volume = {107}, booktitle = {Procedia CIRP Leading manufacturing systems transformation - Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2212-8271}, doi = {10.1016/j.procir.2022.05.044}, pages = {675 -- 680}, year = {2022}, abstract = {Gamification applications are on the rise in the manufacturing sector to customize working scenarios, offer user-specific feedback, and provide personalized learning offerings. Commonly, different sensors are integrated into work environments to track workers' actions. Game elements are selected according to the work task and users' preferences. However, implementing gamified workplaces remains challenging as different data sources must be established, evaluated, and connected. Developers often require information from several areas of the companies to offer meaningful gamification strategies for their employees. Moreover, work environments and the associated support systems are usually not flexible enough to adapt to personal needs. Digital twins are one primary possibility to create a uniform data approach that can provide semantic information to gamification applications. Frequently, several digital twins have to interact with each other to provide information about the workplace, the manufacturing process, and the knowledge of the employees. This research aims to create an overview of existing digital twin approaches for digital support systems and presents a concept to use digital twins for gamified support and training systems. The concept is based upon the Reference Architecture Industry 4.0 (RAMI 4.0) and includes information about the whole life cycle of the assets. It is applied to an existing gamified training system and evaluated in the Industry 4.0 model factory by an example of a handle mounting.}, language = {en} } @inproceedings{DannenSchindelePruemmeretal.2022, author = {Dannen, Tammo and Schindele, Benedikt and Pr{\"u}mmer, Marcel and Arntz, Kristian and Bergs, Thomas}, title = {Methodology for the self-optimizing determination of additive manufacturing process eligibility and optimization potentials in toolmaking}, series = {Procedia CIRP Leading manufacturing systems transformation - Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022}, volume = {107}, booktitle = {Procedia CIRP Leading manufacturing systems transformation - Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2212-8271}, doi = {10.1016/j.procir.2022.05.188}, pages = {1539 -- 1544}, year = {2022}, abstract = {Additive Manufacturing (AM) of metallic workpieces faces a continuously rising technological relevance and market size. Producing complex or highly strained unique workpieces is a significant field of application, making AM highly relevant for tool components. Its successful economic application requires systematic workpiece based decisions and optimizations. Considering geometric and technological requirements as well as the necessary post-processing makes deciding effortful and requires in-depth knowledge. As design is usually adjusted to established manufacturing, associated technological and strategic potentials are often neglected. To embed AM in a future proof industrial environment, software-based self-learning tools are necessary. Integrated into production planning, they enable companies to unlock the potentials of AM efficiently. This paper presents an appropriate methodology for the analysis of process-specific AM-eligibility and optimization potential, added up by concrete optimization proposals. For an integrated workpiece characterization, proven methods are enlarged by tooling-specific figures. The first stage of the approach specifies the model's initialization. A learning set of tooling components is described using the developed key figure system. Based on this, a set of applicable rules for workpiece-specific result determination is generated through clustering and expert evaluation. Within the following application stage, strategic orientation is quantified and workpieces of interest are described using the developed key figures. Subsequently, the retrieved information is used for automatically generating specific recommendations relying on the generated ruleset of stage one. Finally, actual experiences regarding the recommendations are gathered within stage three. Statistic learning transfers those to the generated ruleset leading to a continuously deepening knowledge base. This process enables a steady improvement in output quality.}, language = {en} } @inproceedings{KoenigVoelkerWolf2018, author = {K{\"o}nig, Johannes Alexander and V{\"o}lker, Veronika and Wolf, Martin}, title = {The user-focused storybuilding framework for competence developing games - a design-framework considering the basics of an educational game's story}, series = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-616-3}, pages = {98 -- 106}, year = {2018}, abstract = {During the development of a Competence Developing Game's (CDG) story it is indispensable to understand the target audience. Thereby, CDGs stories represent more than just the plot. The Story is about the Setting, the Characters and the Plot. As a toolkit to support the development of such a story, this paper introduces the UserFocused Storybuilding (short UFoS) Framework for CDGs. The Framework and its utilization will be explained, followed by a description of its development and derivation, including an empirical study. In addition, to simplify the Framework use regarding the CDG's target audience, a new concept of Nine Psychographic Player Types will be explained. This concept of Player Types provides an approach to handle the differences in between players during the UFoS Framework use. Thereby, this article presents a unique approach to the development of target group-differentiated CDGs stories.}, language = {en} } @inproceedings{DowidatKoenigWolf2017, author = {Dowidat, Linda and K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {The motivational competence developing game framework}, series = {Mensch und Computer 2017 - Tagungsband}, booktitle = {Mensch und Computer 2017 - Tagungsband}, publisher = {Gesellschaft f{\"u}r Informatik e.V.}, address = {Regensburg}, doi = {10.18420/muc2017-mci-0130}, pages = {15 -- 26}, year = {2017}, abstract = {Competence Developing Games (CDGs) are a new concept of how to think about games with serious intentions. In order to emphasize on this topic, a new framework has been developed. It basically relies on learning and motivation theories. This 'motivational Competence Developing Game Framework' demonstrates how it is possible to use these theories in a CDG development process. The theoretical derivation and use of the framework is explained in this paper.}, language = {en} } @inproceedings{KoenigWolf2018, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {Cybersecurity awareness training provided by the competence developing game GHOST}, series = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-616-3}, pages = {81 -- 87}, year = {2018}, abstract = {This paper introduces a Competence Developing Game (CDG) for the purpose of a cybersecurity awareness training for businesses. The target audience will be discussed in detail to understand their requirements. It will be explained why and how a mix of business simulation and serious game meets these stakeholder requirements. It will be shown that a tablet and touchscreen based approach is the most suitable solution. In addition, an empirical study will be briefly presented. The study was carried out to examine how an interaction system for a 3D-tablet based CDG has to be designed, to be manageable for non-game experienced employees. Furthermore, it will be explained which serious content is necessary for a Cybersecurity awareness training CDG and how this content is wrapped in the game}, language = {en} } @inproceedings{Dachwald2007, author = {Dachwald, Bernd}, title = {Low-Thrust Mission Analysis and Global Trajectory Optimization Using Evolutionary Neurocontrol: New Results}, series = {European Workshop on Space Mission Analysis ESA/ESOC, Darmstadt, Germany 10 { 12 Dec 2007}, booktitle = {European Workshop on Space Mission Analysis ESA/ESOC, Darmstadt, Germany 10 { 12 Dec 2007}, year = {2007}, abstract = {Interplanetary trajectories for low-thrust spacecraft are often characterized by multiple revolutions around the sun. Unfortunately, the convergence of traditional trajectory optimizers that are based on numerical optimal control methods depends strongly on an adequate initial guess for the control function (if a direct method is used) or for the starting values of the adjoint vector (if an indirect method is used). Especially when many revolutions around the sun are re- quired, trajectory optimization becomes a very difficult and time-consuming task that involves a lot of experience and expert knowledge in astrodynamics and optimal control theory, because an adequate initial guess is extremely hard to find. Evolutionary neurocontrol (ENC) was proposed as a smart method for low-thrust trajectory optimization that fuses artificial neural networks and evolutionary algorithms to so-called evolutionary neurocontrollers (ENCs) [1]. Inspired by natural archetypes, ENC attacks the trajectoryoptimization problem from the perspective of artificial intelligence and machine learning, a perspective that is quite different from that of optimal control theory. Within the context of ENC, a trajectory is regarded as the result of a spacecraft steering strategy that maps permanently the actual spacecraft state and the actual target state onto the actual spacecraft control vector. This way, the problem of searching the optimal spacecraft trajectory is equivalent to the problem of searching (or "learning") the optimal spacecraft steering strategy. An artificial neural network is used to implement such a spacecraft steering strategy. It can be regarded as a parameterized function (the network function) that is defined by the internal network parameters. Therefore, each distinct set of network parameters defines a different network function and thus a different steering strategy. The problem of searching the optimal steering strategy is now equivalent to the problem of searching the optimal set of network parameters. Evolutionary algorithms that work on a population of (artificial) chromosomes are used to find the optimal network parameters, because the parameters can be easily mapped onto a chromosome. The trajectory optimization problem is solved when the optimal chromosome is found. A comparison of solar sail trajectories that have been published by others [2, 3, 4, 5] with ENC-trajectories has shown that ENCs can be successfully applied for near-globally optimal spacecraft control [1, 6] and that they are able to find trajectories that are closer to the (unknown) global optimum, because they explore the trajectory search space more exhaustively than a human expert can do. The obtained trajectories are fairly accurate with respect to the terminal constraint. If a more accurate trajectory is required, the ENC-solution can be used as an initial guess for a local trajectory optimization method. Using ENC, low-thrust trajectories can be optimized without an initial guess and without expert attendance. Here, new results for nuclear electric spacecraft and for solar sail spacecraft are presented and it will be shown that ENCs find very good trajectories even for very difficult problems. Trajectory optimization results are presented for 1. NASA's Solar Polar Imager Mission, a mission to attain a highly inclined close solar orbit with a solar sail [7] 2. a mission to de ect asteroid Apophis with a solar sail from a retrograde orbit with a very-high velocity impact [8, 9] 3. JPL's \2nd Global Trajectory Optimization Competition", a grand tour to visit four asteroids from different classes with a NEP spacecraft}, language = {en} } @inproceedings{DachwaldXuFeldmannetal.2011, author = {Dachwald, Bernd and Xu, Changsheng and Feldmann, Marco and Plescher, Engelbert}, title = {IceMole : Development of a novel subsurface ice probe and testing of the first prototype on the Morteratsch Glacier}, series = {EGU General Assembly 2011 Vienna | Austria | 03 - 08 April 2011}, booktitle = {EGU General Assembly 2011 Vienna | Austria | 03 - 08 April 2011}, year = {2011}, abstract = {We present the novel concept of a combined drilling and melting probe for subsurface ice research. This probe, named "IceMole", is currently developed, built, and tested at the FH Aachen University of Applied Sciences' Astronautical Laboratory. Here, we describe its first prototype design and report the results of its field tests on the Swiss Morteratsch glacier. Although the IceMole design is currently adapted to terrestrial glaciers and ice shields, it may later be modified for the subsurface in-situ investigation of extraterrestrial ice, e.g., on Mars, Europa, and Enceladus. If life exists on those bodies, it may be present in the ice (as life can also be found in the deep ice of Earth).}, language = {en} } @inproceedings{GrundmannBieleDachwaldetal.2016, author = {Grundmann, Jan Thimo and Biele, Jens and Dachwald, Bernd and Grimm, Christian and Lange, Caroline and Ulamec, Stephan}, title = {Small spacecraft for small solar system body science, planetary defence and applications}, series = {IEEE Aerospace Conference 2016}, booktitle = {IEEE Aerospace Conference 2016}, pages = {1 -- 20}, year = {2016}, abstract = {Following the recent successful landings and occasional re-awakenings of PHILAE, the lander carried aboard ROSETTA to comet 67P/Churyumov-Gerasimenko, and the launch of the Mobile Asteroid Surface Scout, MASCOT, aboard the HAYABUSA2 space probe to asteroid (162173) Ryugu we present an overview of the characteristics and peculiarities of small spacecraft missions to small solar system bodies (SSSB). Their main purpose is planetary science which is transitioning from a 'pure' science of observation of the distant to one also supporting in-situ applications relevant for life on Earth. Here we focus on missions at the interface of SSSB science and planetary defence applications. We provide a brief overview of small spacecraft SSSB missions and on this background present recent missions, projects and related studies at the German Aerospace Center, DLR, that contribute to the worldwide planetary defence community. These range from Earth orbit technology demonstrators to active science missions in interplanetary space. We provide a summary of experience from recently flown missions with DLR participation as well as a number of studies. These include PHILAE, the lander of ESA's ROSETTA comet rendezvous mission now on the surface of comet 67P/Churyumov-Gerasimenko, and the Mobile Asteroid Surface Scout, MASCOT, now in cruise to the ~1 km diameter C-type near-Earth asteroid (162173) Ryugu aboard the Japanese sample-return probe HAYABUSA2. We introduce the differences between the conventional methods employed in the design, integration and testing of large spacecraft and the new approaches developed by small spacecraft projects. We expect that the practical experience that can be gained from projects on extremely compressed timelines or with high-intensity operation phases on a newly explored small solar system body can contribute significantly to the study, preparation and realization of future planetary defence related missions. One is AIDA (Asteroid Impact \& Deflection Assessment), a joint effort of ESA, JHU/APL, NASA, OCA and DLR, combining JHU/APL's DART (Double Asteroid Redirection Test) and ESA's AIM (Asteroid Impact Monitor) spacecraft in a mission towards near-Earth binary asteroid system (65803) Didymos. DLR is currently applying MASCOT heritage and lessons learned to the design of MASCOT2, a lander for the AIM mission to support a bistatic low frequency radar experiment with PHILAE/ROSETTA CONSERT heritage to explore the inner structure of Didymoon which is the designated impact target for DART.}, language = {en} } @inproceedings{NeesStengelMeisteretal.2020, author = {Nees, Franz and Stengel, Ingo and Meister, Vera G. and Barton, Thomas and Herrmann, Frank and M{\"u}ller, Christian and Wolf, Martin}, title = {Angewandte Forschung in der Wirtschaftsinformatik 2020 : Tagungsband zur 33. AKWI-Jahrestagung am 14.09.2020, ausgerichtet von der Hochschule Karlsruhe - Wirtschaft und Technik / hrsg. von Franz Nees, Ingo Stengel, Vera G. Meister, Thomas Barton, Frank Herrmann, Christian M{\"u}ller, Martin R. Wolf}, publisher = {mana-Buch}, address = {Heide}, isbn = {978-3-944330-66-2}, doi = {10.15771/978-3-944330-66-2}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:526-opus4-13840}, pages = {147 Seiten}, year = {2020}, abstract = {Tagungsbeitr{\"a}ge aus den Bereichen KI, Prozessorganisation und Plattformen f{\"u}r Gesch{\"a}ftsprozesse, Sicherheit und Datenschutz sowie Prototypen und Modelle.}, language = {de} }