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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.
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.
The application of mathematical optimization methods for water supply system design and operation provides the capacity to increase the energy efficiency and to lower the investment costs considerably. We present a system approach for the optimal design and operation of pumping systems in real-world high-rise buildings that is based on the usage of mixed-integer nonlinear and mixed-integer linear modeling approaches. In addition, we consider different booster station topologies, i.e. parallel and series-parallel central booster stations as well as decentral booster stations. To confirm the validity of the underlying optimization models with real-world system behavior, we additionally present validation results based on experiments conducted on a modularly constructed pumping test rig. Within the models we consider layout and control decisions for different load scenarios, leading to a Deterministic Equivalent of a two-stage stochastic optimization program. We use a piecewise linearization as well as a piecewise relaxation of the pumps’ characteristics to derive mixed-integer linear models. Besides the solution with off-the-shelf solvers, we present a problem specific exact solving algorithm to improve the computation time. Focusing on the efficient exploration of the solution space, we divide the problem into smaller subproblems, which partly can be cut off in the solution process. Furthermore, we discuss the performance and applicability of the solution approaches for real buildings and analyze the technical aspects of the solutions from an engineer’s point of view, keeping in mind the economically important trade-off between investment and operation costs.
Objective
In local SAR compression algorithms, the overestimation is generally not linearly dependent on actual local SAR. This can lead to large relative overestimation at low actual SAR values, unnecessarily constraining transmit array performance.
Method
Two strategies are proposed to reduce maximum relative overestimation for a given number of VOPs. The first strategy uses an overestimation matrix that roughly approximates actual local SAR; the second strategy uses a small set of pre-calculated VOPs as the overestimation term for the compression.
Result
Comparison with a previous method shows that for a given maximum relative overestimation the number of VOPs can be reduced by around 20% at the cost of a higher absolute overestimation at high actual local SAR values.
Conclusion
The proposed strategies outperform a previously published strategy and can improve the SAR compression where maximum relative overestimation constrains the performance of parallel transmission.
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.