TY - CHAP A1 - Peloni, Alessandro A1 - Dachwald, Bernd A1 - Ceriotti, Matteo T1 - Multiple NEA rendezvous mission: Solar sailing options T2 - Fourth International Symposium on Solar Sailing N2 - The scientific interest in near-Earth asteroids (NEAs) and the classification of some of those as potentially hazardous asteroid for the Earth stipulated the interest in NEA exploration. Close-up observations of these objects will increase drastically our knowledge about the overall NEA population. For this reason, a multiple NEA rendezvous mission through solar sailing is investigated, taking advantage of the propellantless nature of this groundbreaking propulsion technology. Considering a spacecraft based on the DLR/ESA Gossamer technology, this work focuses on the search of possible sequences of NEA encounters. The effectiveness of this approach is demonstrated through a number of fully-optimized trajectories. The results show that it is possible to visit five NEAs within 10 years with near-term solar-sail technology. Moreover, a study on a reduced NEA database demonstrates the reliability of the approach used, showing that 58% of the sequences found with an approximated trajectory model can be converted into real solar-sail trajectories. Lastly, this second study shows the effectiveness of the proposed automatic optimization algorithm, which is able to find solutions for a large number of mission scenarios without any input required from the user. KW - Multiphase KW - Trajectory Optimization KW - Automated Optimization KW - Gossamer KW - Sequence-Search Y1 - 2017 N1 - Fourth International Symposium on Solar Sailing (ISSS 2017), Kyoto, Japan, 17-20 Jan 2017. http://www.jsforum.or.jp/ISSS2017/ SP - 1 EP - 11 ER - TY - CHAP A1 - Grundmann, Jan Thimo A1 - Biele, Jens A1 - Dachwald, Bernd A1 - Grimm, Christian D. A1 - Lange, Caroline A1 - Ulamec, Stephan A1 - Ziach, Christian A1 - Spröwitz, Tom A1 - Ruffer, Michael A1 - Seefeldt, Patric A1 - Spietz, Peter A1 - Toth, Norbert A1 - Mimasu, Yuya A1 - Rittweger, Andreas A1 - Bibring, Jean-Pierre A1 - Braukhane, Andy A1 - Boden, Ralf Christian A1 - Dumont, Etienne A1 - Jahnke, Stephan Siegfried A1 - Jetzschmann, Michael A1 - Krüger, Hans A1 - Lange, Michael A1 - Gomez, Antonio Martelo A1 - Massonett, Didier A1 - Okada, Tatsuaki A1 - Sagliano, Marco A1 - Sasaki, Kaname A1 - Schröder, Silvio A1 - Sippel, Martin A1 - Skoczylas, Thomas A1 - Wejmo, Elisabet T1 - Small landers and separable sub-spacecraft for near-term solar sails T2 - The Fourth International Symposium on Solar Sailing 2017 N2 - Following the successful PHILAE landing with ESA's ROSETTA probe and the launch of the MINERVA rovers and the Mobile Asteroid Surface Scout, MASCOT, aboard the JAXA space probe, HAYABUSA2, to asteroid (162173) Ryugu, small landers have found increasing interest. Integrated at the instrument level in their mothership they support small solar system body studies. With efficient capabilities, resource-friendly design and inherent robustness they are an attractive exploration mission element. We discuss advantages and constraints of small sub-spacecraft, focusing on emerging areas of activity such as asteroid diversity studies, planetary defence, and asteroid mining, on the background of our projects PHILAE, MASCOT, MASCOT2, the JAXA-DLR Solar Power Sail Lander Design Study, and others. The GOSSAMER-1 solar sail deployment concept also involves independent separable sub-spacecraft operating synchronized to deploy the sail. Small spacecraft require big changes in the way we do things and occasionally a little more effort than would be anticipated based on a traditional large spacecraft approach. In a Constraints-Driven Engineering environment we apply Concurrent Design and Engineering (CD/CE), Concurrent Assembly, Integration and Verification (CAIV) and Model-Based Systems Engineering (MBSE). Near-term solar sails will likely be small spacecraft which we expect to harmonize well with nano-scale separable instrument payload packages. KW - Small Solar System Body Lander KW - Small Spacecraft KW - PHILAE KW - MASCOT KW - Solar Power Sail Y1 - 2017 N1 - The Fourth International Symposium on Solar Sailing 2017, 17-20 January 2017. Kyoto Research Park, Kyoto, Japan SP - 1 EP - 10 ER - TY - CHAP A1 - Loeb, Horst W. A1 - Schartner, Karl-Heinz A1 - Dachwald, Bernd A1 - Ohndorf, Andreas A1 - Seboldt, Wolfgang T1 - An Interstellar – Heliopause mission using a combination of solar/radioisotope electric propulsion T2 - Presented at the 32nd International Electric Propulsion Conference N2 - There is common agreement within the scientific community that in order to understand our local galactic environment it will be necessary to send a spacecraft into the region beyond the solar wind termination shock. Considering distances of 200 AU for a new mission, one needs a spacecraft travelling at a speed of close to 10 AU/yr in order to keep the mission duration in the range of less than 25 yrs, a transfer time postulated by ESA.Two propulsion options for the mission have been proposed and discussed so far: the solar sail propulsion and the ballistic/radioisotope electric propulsion. As a further alternative, we here investigate a combination of solar-electric propulsion and radioisotope-electric propulsion. The solar-electric propulsion stage consists of six 22 cm diameter “RIT-22”ion thrusters working with a high specific impulse of 7377 s corresponding to a positive grid voltage of 5 kV. Solar power of 53 kW BOM is provided by a light-weight solar array. The REP-stage consists of four space-proven 10 cm diameter “RIT-10” ion thrusters that will be operating one after the other for 9 yrs in total. Four advanced radioisotope generators provide 648 W at BOM. The scientific instrument package is oriented at earlier studies. For its mass and electric power requirement 35 kg and 35 W are assessed, respectively. Optimized trajectory calculations, treated in a separate contribution, are based on our “InTrance” method.The program yields a burn out of the REP stage in a distance of 79.6 AU for a usage of 154 kg of Xe propellant. With a C3 = 45,1 (km/s)2 a heliocentric probe velocity of 10 AU/yr is reached at this distance, provided a close Jupiter gravity assist adds a velocity increment of 2.7 AU/yr. A transfer time of 23.8 yrs results for this scenario requiring about 450 kg Xe for the SEP stage, jettisoned at 3 AU. We interpret the SEP/REP propulsion as a competing alternative to solar sail and ballistic/REP propulsion. Omiting a Jupiter fly-by even allows more launch flexibility, leaving the mission duration in the range of the ESA specification. Y1 - 2011 N1 - 32nd International Electric Propulsion Conference, 11-15 September. Wiesbaden, Germany SP - 1 EP - 7 ER - TY - CHAP A1 - Grundmann, Jan Thimo A1 - Lange, Caroline A1 - Dachwald, Bernd A1 - Grimm, Christian A1 - Koch, Aaron A1 - Ulamec, Stephan T1 - Small Spacecraft in Planetary Defence Related Applications–Capabilities, Constraints, Challenges T2 - IEEE Aerospace Conference N2 - In this paper we present an overview of the characteristics and peculiarities of small spacecraft missions related to planetary defence applications. We provide a brief overview of small spacecraft missions to small solar system bodies. On this background we present recent missions and selected projects and related studies at the German Aerospace Center, DLR, that contribute to planetary defence related activities. 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 recently arrived on comet 67P/Churyumov-Gerasimenko aboard ESA’s ROSETTA comet rendezvous mission, and the Mobile Asteroid Surface Scout, MASCOT, now underway to near-Earth asteroid (162173) 1999 JU3 aboard the Japanese sample-return probe HAYABUSA-2. 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-Eath binary asteroid (65803) Didymos. KW - small spacecraft KW - planetary defence KW - asteroid lander KW - solar sail KW - flotilla missions Y1 - 2015 N1 - 2015 IEEE Aerospace Conference, 7.-13. Mar. 2015, Big Sky, Montana, USA. SP - 1 EP - 18 ER - TY - CHAP A1 - Chavez Bermudez, Victor Francisco A1 - Wollert, Jörg T1 - 10BASE-T1L industry 4.0 smart switch for field devices based on IO-Link T2 - 2022 IEEE 18th International Conference on Factory Communication Systems (WFCS) N2 - 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. KW - 10BASE-T1L KW - Ethernet KW - Field device KW - Sensors KW - IO-Link Y1 - 2022 SN - 978-1-6654-1086-1 SN - 978-1-6654-1087-8 U6 - http://dx.doi.org/10.1109/WFCS53837.2022.9779176 N1 - 2022 IEEE 18th International Conference on Factory Communication Systems (WFCS), 27-29 April 2022, Pavia, Italy- PB - IEEE ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Usage of digital twins for gamification applications in manufacturing T2 - Procedia CIRP N2 - 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. KW - Gamification KW - Digital Twin KW - Support System Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.procir.2022.05.044 SN - 2212-8271 N1 - 55th CIRP Conference on Manufacturing Systems VL - 107 SP - 675 EP - 680 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Dannen, Tammo A1 - Schindele, Benedikt A1 - Prümmer, Marcel A1 - Arntz, Kristian A1 - Bergs, Thomas T1 - Methodology for the self-optimizing determination of additive manufacturing process eligibility and optimization potentials in toolmaking T2 - Procedia CIRP N2 - 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. KW - Additive manufacturing KW - Laser-Powder Bed Fusion KW - L-PBF KW - Binder Jetting KW - Directed Energy Deposition Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.procir.2022.05.188 SN - 2212-8271 N1 - 55th CIRP Conference on Manufacturing Systems VL - 107 SP - 1539 EP - 1544 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - König, Johannes Alexander A1 - Völker, Veronika A1 - Wolf, Martin T1 - The user-focused storybuilding framework for competence developing games - a design-framework considering the basics of an educational game’s story T2 - ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions N2 - 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. KW - Competence Developing Game KW - Serious Game KW - Video Game KW - Story KW - Player Types Y1 - 2018 SN - 978-1-61208-616-3 N1 - Proceeding of the Eleventh International Conference on Advances in Computer-Human Interactions (ACHI 2018), Rome, Italy. SP - 98 EP - 106 ER - TY - CHAP A1 - Dowidat, Linda A1 - König, Johannes Alexander A1 - Wolf, Martin T1 - The motivational competence developing game framework T2 - Mensch und Computer 2017 - Tagungsband N2 - 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. KW - Competence Developing Games KW - Serious Games KW - Gamification KW - motivation theories KW - learning theories Y1 - 2017 U6 - http://dx.doi.org/10.18420/muc2017-mci-0130 SP - 15 EP - 26 PB - Gesellschaft für Informatik e.V. CY - Regensburg ER - TY - CHAP A1 - König, Johannes Alexander A1 - Wolf, Martin T1 - Cybersecurity awareness training provided by the competence developing game GHOST T2 - ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions N2 - 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 KW - Awareness KW - CDG KW - Serious Game KW - tablet game KW - business simulation Y1 - 2018 SN - 978-1-61208-616-3 N1 - Proceeding of the Eleventh International Conference on Advances in Computer-Human Interactions (ACHI 2018), Rome, Italy. SP - 81 EP - 87 ER -