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Andere Primärenergiequellen
(1974)
Modenfilter als Schalldämpfer für axiale Turbomaschinen : Möglichkeiten und Grenzen des Einsatzes
(1992)
The management of knowledge in organizations considers both established long-term processes and cooperation in agile project teams. Since knowledge can be both tacit and explicit, its transfer from the individual to the organizational knowledge base poses a challenge in organizations. This challenge increases when the fluctuation of knowledge carriers is exceptionally high. Especially in large projects in which external consultants are involved, there is a risk that critical, company-relevant knowledge generated in the project will leave the company with the external knowledge carrier and thus be lost. In this paper, we show the advantages of an early warning system for knowledge management to avoid this loss. In particular, the potential of visual analytics in the context of knowledge management systems is presented and discussed. We present a project for the development of a business-critical software system and discuss the first implementations and results.
The RoboCup Logistics League (RCLL) is a robotics competition in a production logistics scenario in the context of a Smart Factory. In the competition, a team of three robots needs to assemble products to fulfill various orders that are requested online during the game. This year, the Carologistics team was able to win the competition with a new approach to multi-agent coordination as well as significant changes to the robot’s perception unit and a pragmatic network setup using the cellular network instead of WiFi. In this paper, we describe the major components of our approach with a focus on the changes compared to the last physical competition in 2019.
Having well-defined control strategies for fuel cells, that can efficiently detect errors and take corrective action is critically important for safety in all applications, and especially so in aviation. The algorithms not only ensure operator safety by monitoring the fuel cell and connected components, but also contribute to extending the health of the fuel cell, its durability and safe operation over its lifetime. While sensors are used to provide peripheral data surrounding the fuel cell, the internal states of the fuel cell cannot be directly measured. To overcome this restriction, Kalman Filter has been implemented as an internal state observer.
Other safety conditions are evaluated using real-time data from every connected sensor and corrective actions automatically take place to ensure safety. The algorithms discussed in this paper have been validated thorough Model-in-the-Loop (MiL) tests as well as practical validation at a dedicated test bench.
Praktische Untersuchungen zum zeitlichen Übertragungs- und Bündelfehlerverhalten der IEEE 802.15.4
(2006)
Analysis of error and time behavior of the IEEE 802.15.4 PHY-layer in an industrial environment
(2006)
Turbulent dispersion in bounded horizontal jets : RANS capabilities and physical modeling comparison
(2016)
Air-water flows can be found in different engineering applications: from nuclear engineering to huge hydraulic structures. In this paper, a single tip fibre optical probe has been used to record high frequency (over 1 MHz) phase functions at different locations of a stepped spillway. These phase functions have been related to the interfacial velocities by means of Artificial Neural Networks (ANN) and the measurements of a classical double tip conductivity probe. Special attention has been put to the input selection and the ANN dimensions. Finally, ANN have shown to be able to link the signal rising times and plateau shapes to the air-water interfacial velocity.
Die fortschreitende Digitalisierung und Globalisierung fordert von den Unternehmen eine erhöhte Flexibilität und Anpassungsfähigkeit. Um dies zu erreichen, sind qualifizierte und engagierte Mitarbeiter/-innen unabdingbar. Gamification bietet die Möglichkeit, Beschäftigte individuell in ihren Tätigkeiten zu unterstützen und mittels Feedbackmechanismen zu motivieren. In dieser Arbeit wird ein Gamification Konzept bestehend aus einem intelligenten Arbeitsplatz, einer Wissensdatenbank und einer Gamification Plattform vorgestellt, welches an bestehende Produktionsumgebungen adaptiert werden kann. Das Konzept wird am Beispiel der Longboardproduktion in der Industrie 4.0 Modellfabrik der FH Aachen implementiert und evaluiert.
Digital twins are seen as one of the key technologies of Industry 4.0. Although many research groups focus on digital twins and create meaningful outputs, the technology has not yet reached a broad application in the industry. The main reasons for this imbalance are the complexity of the topic, the lack of specialists, and the unawareness of the twin opportunities. The project "Digital Twin Academy" aims to overcome these barriers by focusing on three actions: Building a digital twin community for discussion and exchange, offering multi-stage training for various knowledge levels, and implementing realworld use cases for deeper insights and guidance. In this work, we focus on creating a flexible learning platform that allows the user to select a training path adjusted to personal knowledge and needs. Therefore, a mix of basic and advanced modules is created and expanded by individual feedback options. The usage of personas supports the selection of the appropriate modules.
Industrie 4.0 stellt viele Herausforderungen an produzierende Unternehmen und ihre Beschäf-tigten. Innovative und effektive Trainingsstrategien sind erforderlich, um mit den sich schnell verändernden Produktionsumgebungen und neuen Fertigungstechnologien Schritt halten zu können. Virtual Reality (VR) bietet neue Möglichkeiten für On-the-Job, On-Demand- und Off-Premise-Schulungen. Diese Arbeit stellt ein neues VR Schulungssystem vor, welches sich flexible an unterschiedliche Trainingsobjekte auf Grundlage von Rezepten und CAD Modellen anpassen lässt. Das Konzept basiert auf gerichteten azyklischen Graphen und einem Level-system. Es ermöglicht eine benutzerindividuelle Lerngeschwindigkeit mittels visueller Ele-mente. Das Konzept wurde für einen mechanischen Anwendungsfall mit Industriekomponen-ten implementiert und in der Industrie 4.0-Modellfabrik der FH Aachen umgesetzt.
Adapting augmented reality systems to the users’ needs using gamification and error solving methods
(2021)
Animations of virtual items in AR support systems are typically predefined and lack interactions with dynamic physical environments. AR applications rarely consider users’ preferences and do not provide customized spontaneous support under unknown situations. This research focuses on developing adaptive, error-tolerant AR systems based on directed acyclic graphs and error resolving strategies. Using this approach, users will have more freedom of choice during AR supported work, which leads to more efficient workflows. Error correction methods based on CAD models and predefined process data create individual support possibilities. The framework is implemented in the Industry 4.0 model factory at FH Aachen.
Industry 4.0 imposes many challenges for manufacturing companies and their employees. Innovative and effective training strategies are required to cope with fast-changing production environments and new manufacturing technologies. Virtual Reality (VR) offers new ways of on-the-job, on-demand, and off-premise training. A novel concept and evaluation system combining Gamification and VR practice for flexible assembly tasks is proposed in this paper and compared to existing works. It is based on directed acyclic graphs and a leveling system. The concept enables a learning speed which is adjustable to the users’ pace and dynamics, while the evaluation system facilitates adaptive work sequences and allows employee-specific task fulfillment. The concept was implemented and analyzed in the Industry 4.0 model factory at FH Aachen for mechanical assembly jobs.
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.
The determination of spacing, edge and end distance requirements for self-tapping screws requires numerous and comprehensive insertion tests. Yet the results of such tests cannot be transferred to other types of screws or even to screws of different diameter because of differences in shape or geometry. To reduce the effort of insertion tests a new method was developed which allows the estimation of required spacings, distances and timber thickness.
Various planar technologies are employed for developing solid-state sensors having low cost, small size and high reproducibility; thin- and thick-film technologies are most suitable for such productions. Screen-printing is especially suitable due to its simplicity, low-cost, high reproducibility and efficiency in large-scale production. This technology enables the deposition of a thick layer and allows precise pattern control. Moreover, this is a highly economic technology, saving large amounts of the used inks. In the course of repetitions of the film-deposition procedure there is no waste of material due to additivity of this thick-film technology. Finally, the thick films can be easily and quickly deposited on inexpensive substrates. In this contribution, thick-film ion-selective electrodes based on ionophores as well as crystalline ion-selective materials dedicated for potentiometric measurements are demonstrated. Analytical parameters of these sensors are comparable with those reported for conventional potentiometric electrodes. All mentioned thick-film strip electrodes have been totally fabricated in only one, fully automated thickfilm technology, without any additional manual, chemical or electrochemical steps. In all cases simple, inexpensive, commercially available materials, i.e. flexible, plastic substrates and easily cured polymer-based pastes were used.