TY - CHAP A1 - Kirsch, Maximilian A1 - Mataré, Victor A1 - Ferrein, Alexander A1 - Schiffer, Stefan T1 - Integrating golog++ and ROS for Practical and Portable High-level Control T2 - 12th International Conference on Agents and Artificial Intelligence Y1 - 2020 U6 - http://dx.doi.org/10.5220/0008984406920699 ER - TY - JOUR A1 - Hüning, Felix A1 - De Matteis, Stefan T1 - Entwicklung eines taktilen HMI für sehbehinderte und blinde Nutzerinnen und Nutzer JF - Blind - sehbehindert Y1 - 2020 SN - 0176-7836 VL - 140 IS - 2 SP - 9 EP - 19 PB - Edition Bentheim CY - Würzburg ER - TY - CHAP A1 - Dinghofer, Kai A1 - Hartung, Frank T1 - Analysis of Criteria for the Selection of Machine Learning Frameworks T2 - 2020 International Conference on Computing, Networking and Communications (ICNC) Y1 - 2020 U6 - http://dx.doi.org/10.1109/ICNC47757.2020.9049650 SP - 373 EP - 377 ER - TY - CHAP A1 - Reke, Michael A1 - Peter, Daniel A1 - Schulte-Tigges, Joschua A1 - Schiffer, Stefan A1 - Ferrein, Alexander A1 - Walter, Thomas A1 - Matheis, Dominik T1 - A Self-Driving Car Architecture in ROS2 T2 - 2020 International SAUPEC/RobMech/PRASA Conference, Cape Town, South Africa Y1 - 2020 SN - 978-1-7281-4162-6 U6 - http://dx.doi.org/10.1109/SAUPEC/RobMech/PRASA48453.2020.9041020 SP - 1 EP - 6 ER - TY - JOUR A1 - Köhler, Klemens T1 - A conflict theory perspective of IT attacks – consequences for IT security education N2 - Cyberspace is "the environment formed by physical and non-physical components to store, modify, and exchange data using computer networks" (NATO CCDCOE). Beyond that, it is an environment where people interact. IT attacks are hostile, non-cooperative interactions that can be described with conflict theory. Applying conflict theory to IT security leads to different objectives for end-user education, requiring different formats like agency-based competence developing games. Y1 - 2020 IS - Preprint ER - TY - JOUR A1 - Köhler, Klemens A1 - Wolf, Martin T1 - Organisatorische Maßnahmen zu Erhöhung der IT Sicherheit – Empfehlungen aus der Perspektive der Konflikttheorie N2 - Die NATO definiert den Cyberspace als die "Umgebung, die durch physische und nicht-physische Bestandteile zum Speichern, Ändern, und Austauschen von Daten mit Hilfe von Computer-Netzwerken" [NATO CCDCOE]. Darüber hinaus ist es ein Medium menschlicher Interaktion. IT Angriffe sind feindselige, nichtkooperative Interaktionen, die mittels Konflikttheorie beschrieben werden können. Durch die Anwendung dieses Gedankengebäudes auf IT Sicherheit von Organisationen können eine Reihe von Verbesserungen in Unternehmen identifiziert werden. Y1 - 2020 IS - Preprint ER - TY - BOOK A1 - Heuermann, Holger T1 - Mikrowellentechnik: Feldsimulation, nichtlineare Schaltungstechnik, Komponenten und Subsysteme, Plasmatechnik, Antennen und Ausbreitung Y1 - 2020 SN - 978-3-658-29023-8 (eBook) SN - 978-3-658-29022-1 (Print) U6 - http://dx.doi.org/10.1007/978-3-658-29023-8 N1 - auch gedruckt in der Bereichsbibliothek Eupener Str. unter der Signatur 21 YFD 12 PB - Springer Vieweg CY - Wiesbaden ER - TY - CHAP A1 - Elgamal, Abdelrahman A1 - Heuermann, Holger T1 - Design and Development of a Hot S-Parameter Measurement System for Plasma and Magnetron Applications T2 - 2020 German Microwave Conference (GeMiC), Cottbus, Germany, 2020 Y1 - 2020 SN - 978-3-9820397-1-8 SP - 124 EP - 127 ER - TY - JOUR A1 - Roepke, Rene A1 - Köhler, Klemens A1 - Drury, Vincent A1 - Schroeder, Ulrik A1 - Wolf, Martin A1 - Meyer, Ulrike T1 - A pond full of phishing games - analysis of learning games for anti-phishing education JF - Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020 N2 - Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this paper, a literature and product review of existing learning games is presented. Based on research papers and accessible applications, an in-depth analysis was conducted, encompassing target groups, educational contexts, learning goals based on Bloom’s Revised Taxonomy, and learning content. As a result of this review, we created the publications on games (POG) data set for the domain of anti-phishing education. While there are games that can convey factual and conceptual knowledge, we find that most games are either unavailable, fail to convey procedural knowledge or lack technical depth. Thus, we identify potential areas of improvement for games suitable for end-users in informal learning contexts. Y1 - 2020 SN - 978-3-030-62433-0 U6 - http://dx.doi.org/10.1007/978-3-030-62433-0_32020 N1 - Lecture Notes in Computer Science, vol 12512 SP - 41 EP - 60 PB - Springer CY - Cham ER -