Fachbereich Maschinenbau und Mechatronik
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10 Regeln für das Desaster
(2001)
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.
An increasing amount of popular articles focus on making models and sculptures by 3D Printing thus making more and more even private users aware of this technology. Unfortunately they mostly draw an incomplete picture of how our daily life will be influenced by this new technology. Often this is caused by a very technical point of view based on not very representative examples. This article focuses on the peoples needs as they have been structured by the so-called Maslow pyramid. Doing so, it underlines that 3D Printing (called Additive Manufacturing or Rapid Prototyping as well) already touches all aspects of life and is about to revolutionize most of them.
3D-Freiformflächenmessung
(2003)
75 Jahre Vereinsgeschichte
(2010)
Manufacturing companies across multiple industries face an increasingly dynamic and unpredictable environment. This development can be seen on both the market and supply side. To respond to these challenges, manufacturing companies must implement smart manufacturing systems and become more flexible and agile. The flexibility in operational planning regarding the scheduling and sequencing of customer orders needs to be increased and new structures must be implemented in manufacturing systems’ fundamental design as they constitute much of the operational flexibility available. To this end, smart and more flexible solutions for production planning and control (PPC) are developed. However, scheduling or sequencing is often only considered isolated in a predefined stable environment. Moreover, their orientation on the fundamental logic of the existing IT solutions and their applicability in a dynamic environment is limited. This paper presents a conceptual model for a task-based description logic that can be applied to factory planning, technology planning, and operational control. By using service-oriented architectures, the goal is to generate smart manufacturing systems. The logic is designed to allow for easy and automated maintenance. It is compatible with the existing resource and process allocation logic across operational and strategic factory and production planning.
An equitable graph coloring is a proper vertex coloring of a graph G where the sizes of the color classes differ by at most one. The equitable chromatic number is the smallest number k such that G admits such equitable k-coloring. We focus on enumerative algorithms for the computation of the equitable coloring number and propose a general scheme to derive pruning rules for them: We show how the extendability of a partial coloring into an equitable coloring can be modeled via network flows. Thus, we obtain pruning rules which can be checked via flow algorithms. Computational experiments show that the search tree of enumerative algorithms can be significantly reduced in size by these rules and, in most instances, such naive approach even yields a faster algorithm. Moreover, the stability, i.e., the number of solved instances within a given time limit, is greatly improved.
Since the execution of flow algorithms at each node of a search tree is time consuming, we derive arithmetic pruning rules (generalized Hall-conditions) from the network model. Adding these rules to an enumerative algorithm yields an even larger runtime improvement.
Assistance systems have been widely adopted in the manufacturing sector to facilitate various processes and tasks in production environments. However, existing systems are mostly equipped with rigid functional logic and do not provide individual user experiences or adapt to their capabilities. This work integrates human factors in assistance systems by adjusting the hardware and instruction presented to the workers’ cognitive and physical demands. A modular system architecture is designed accordingly, which allows a flexible component exchange according to the user and the work task. Gamification, the use of game elements in non-gaming contexts, has been further adopted in this work to provide level-based instructions and personalised feedback. The developed framework is validated by applying it to a manual workstation for industrial assembly routines.
There are different types of games that try to make use of the motivation of a gaming situation in learning contexts. This paper introduces the new terminology ‘Competence Developing Game’ (CDG) as an umbrella term for all games with this intention. Based on this new terminology, an assessment framework has been developed and validated in scope of an empirical study. Now, all different types of CDGs can be evaluated according to a defined and uniform set of assessment criteria and, thus, are comparable according to their characteristics and effectiveness.
We present a new Min-Max theorem for an optimization problem closely connected to matchings and vertex covers in balanced hypergraphs. The result generalizes Kőnig’s Theorem (Berge and Las Vergnas in Ann N Y Acad Sci 175:32–40, 1970; Fulkerson et al. in Math Progr Study 1:120–132, 1974) and Hall’s Theorem (Conforti et al. in Combinatorica 16:325–329, 1996) for balanced hypergraphs.
The fourth industrial revolution presents a multitude of challenges for industries, one of which being the increased flexibility required of manufacturing lines as a result of increased consumer demand for individualised products. One solution to tackle this challenge is the digital twin, more specifically the standardised model of a digital twin also known as the asset administration shell. The standardisation of an industry wide communications tool is a critical step in enabling inter-company operations. This paper discusses the current state of asset administration shells, the frameworks used to host them and their problems that need to be addressed. To tackle these issues, we propose an event-based server capable of drastically reducing response times between assets and asset administration shells and a multi-agent system used for the orchestration and deployment of the shells in the field.
Abschlussbericht zum Zeichnungssystem Freedraft zur rechnerunterstuetzten Zeichnungserstellung
(1977)
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.
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.
Additive Manufacturing of metal parts by Selective Laser Melting has become a powerful tool for the direct manufacturing of complex parts mainly for the aerospace and medical industry. With the introduction of its desktop machine, Realizer targeted the dental market. The contribution describes the special features of the machine, discusses details of the process and shows manufacturing results focused on metal dental devices.
The cooling process in induction based crucible melting furnaces for Industrial applications is one of the important and challenging factors in production and safety engineering. Accordingly, proper implementation of the cooling system of the furnace using optimum cooling guides and fail-safe features are critical in order to improve the safety of the process. Regarding this, manufacturing of porous material with high electrical isolation for the drainage segments of the cooling channels is examined in this study. Consequently, various geometries with different porosities using glass and ceramic powder are fabricated using Selective Laser Sintering (SLS) process. The manufactured parts are examined in a prototype furnace testing and the feasibility of the SLS manufacturing of parts for this application is discussed.
Traditional vulcanization mold manufacturing is complex, costly, and under pressure due to shorter product lifecycles and diverse variations. Additive manufacturing using Fused Filament Fabrication and high-performance polymers like PEEK offer a promising future in this industry. This study assesses the compressive strength of various infill structures (honeycomb, grid, triangle, cubic, and gyroid) when considering two distinct build directions (Z, XY) to enhance PEEK’s economic and resource efficiency in rapid tooling. A comparison with PETG samples shows the behavior of the infill strategies. Additionally, a proof of concept illustrates the application of a PEEK mold in vulcanization. A peak compressive strength of 135.6 MPa was attained in specimens that were 100% solid and subjected to thermal post-treatment. This corresponds to a 20% strength improvement in the Z direction. In terms of time and mechanical properties, the anisotropic grid and isotropic cubic infill have emerged for use in rapid tooling. Furthermore, the study highlights that reducing the layer thickness from 0.15 mm to 0.1 mm can result in a 15% strength increase. The study unveils the successful utilization of a room-temperature FFF-printed PEEK mold in vulcanization injection molding. The parameters and infill strategies identified in this research enable the resource-efficient FFF printing of PEEK without compromising its strength properties. Using PEEK in rapid tooling allows a cost reduction of up to 70% in tool production.
Alles automatisch : komplexes qualitätsorientiertes Logistikmanagement durch Vollautomatisierung
(1998)
Proteins are important ingredients in food and feed, they are the active components of many pharmaceutical products, and they are necessary, in the form of enzymes, for the success of many technical processes. However, production can be challenging, especially when using heterologous host cells such as bacteria to express and assemble recombinant mammalian proteins. The manufacturability of proteins can be hindered by low solubility, a tendency to aggregate, or inefficient purification. Tools such as in silico protein engineering and models that predict separation criteria can overcome these issues but usually require the complex shape and surface properties of proteins to be represented by a small number of quantitative numeric values known as descriptors, as similarly used to capture the features of small molecules. Here, we review the current status of protein descriptors, especially for application in quantitative structure activity relationship (QSAR) models. First, we describe the complexity of proteins and the properties that descriptors must accommodate. Then we introduce descriptors of shape and surface properties that quantify the global and local features of proteins. Finally, we highlight the current limitations of protein descriptors and propose strategies for the derivation of novel protein descriptors that are more informative.
Analysis of Big Data Streams to obtain Braking Reliability Information for Train Protection systems
(2017)
Analysis of error and time behavior of the IEEE 802.15.4 PHY-layer in an industrial environment
(2006)
Anwendungsmoeglichkeiten von Schweissrobotern und automatisierten Schweisssystemen im Schiffbau
(1982)
Application of polymers in textile reinforced concrete : from the interface to construction elements
(2006)
Trotz fortschreitender Automatisierung bleiben manuelle Tätigkeiten ein wichtiger Baustein der Fertigung kundenindividueller Produkte. Um die Mitarbeiter(innen) zu unterstützen und um eine effiziente Arbeit zu ermöglichen, werden zunehmend auf Augmented Reality (AR) basierende Systeme eingesetzt. Die vorgestellte Arbeit konzentriert sich auf die Entwicklung ganzheitlicher AR-Arbeitsplätze für den Einsatz in kleinen und mittleren Unternehmen (KMU). Das entwickelte AR- Handarbeitskonzept beinhaltet eine Just-in-time-Darstellung der Arbeitsaufgaben auf Werkstücken mit automatisierter Fertigungskontrolle. Als
Reaktion auf kurze Produktlebenszyklen und hohe Produktvielfalten sind alle Komponenten auf maximale Flexibilität ausgelegt. Ein Umrüsten auf neue Produkte kann innerhalb von Minuten erfolgen.
The implementation of IO-Link in the automation industry has increased over the years. Its main advantage is it offers a digital point-to-point plugand-play interface for any type of device or application. This simplifies the communication between devices and increases productivity with its different features like self-parametrization and maintenance. However, its complete potential is not always used.
The aim of this paper is to create an Arduino based framework for the development of generic IO-Link devices and increase its implementation for rapid prototyping. By generating the IO device description file (IODD) from a graphical user interface, and further customizable options for the device application, the end-user can intuitively develop generic IO-Link devices. The peculiarity of this framework relies on its simplicity and abstraction which allows to implement any sensor functionality and virtually connect any type of device to an IO-Link master. This work consists of the general overview of the framework, the technical background of its development and a proof of concept which demonstrates the workflow for its implementation.
In den letzten Jahren hat der Einsatz von graphischen Datenverarbeitungsanlagen auf dem technischen, naturwissenschaftlichen und kommerziellen Sektor immer mehr an allgemeinem Interesse und Bedeutung gewonnen. Diese Entwicklung hat neue Aspekte und Probleme in bezug auf Anwendungsmöglichkeiten, Programmierung, Datenstrukturen sowie der Hard- und Software dieser Anlagen hervorgerufen. Zur Zeit werden von verschiedenen Institutionen die Einsatzmöglichkeiten graphischer Datenverarbeitungsanlagen in den Funktionsbereichen Konstruktion und Arbeitsvorbereitung untersucht. Der folgende Beitrag zeigt eine kurze Übersicht über die verschiedenen programmiertechnischen Probleme sowie eine Auswahl von Programmbeispielen, die am Laboratorium für Werkzeugmaschinen und Betriebslehre der RWTH Aachen entwickelt wurden. Bei den Bildschirmsystemen wird zwischen zwei Arten unterschieden. Aktive Bildschirmeinheiten besitzen als äußeres Merkmal einen Lichtstift und eine Funktionstastatur zur Programmverzweigung. Passive Bildschirmeinheiten lassen demgegenüber einen Eingriff in das Programm in der oben aufgeführten Form nicht zu. Zwischen diesen extremen Formen gibt es noch eine Reihe Mischformen. Die in Aachen zur Verfügung stehende Anlage arbeitet aktiv und wird im nachfolgenden Kapitel näher beschrieben.
Für Auftragschweißaufgaben existiert eine Vielzahl an verfahrenstechnischen
Prozessvarianten, die je nach Charakteristik und Anwendungsfall
ausgewählt werden. Ein Nachteil der vorwiegend verwendeten Metall-
Schutzgasschweißprozesse (MSG) für das Auftragschweißen ist durch die
direkte Kopplung von Drahtvorschub zu Energieeintrag gegeben. Die vorgestellte
Zweidraht-Prozessvariante kann durch die Ausbildung eines übertragenen
und eines nicht-übertragenen Lichtbogens die elektrische Leistung
beider Lichtbögen variieren und damit einen direkten Einfluss auf
die Prozessgrößen Abschmelzleistung und Aufschmelzgrad nehmen. Im
Speziellen besteht über die Entkopplung von Drahtvorschub zu Schweißstromstärke
die Möglichkeit eines niederenergetischen Betriebs trotz hoher
Drahtvorschubgeschwindigkeit. Damit lassen sich Aufschmelzgrade
unter 2% umsetzen und Abschmelzleistungen bis zu 15 kg/h realisieren.
The use of industrial robots allows the precise manipulation of all components necessary for setting up a large-scale particle image velocimetry (PIV) system. The known internal calibration matrix of the cameras in combination with the actual pose of the industrial robots and the calculated transform from the fiducial markers to camera coordinates allow the precise positioning of the individual PIV components according to the measurement demands. In addition, the complete calibration procedure for generating the external camera matrix and the mapping functions for e.g. dewarping the stereo images can be automatically determined without further user interaction and thus the degree of automation can be extended to nearly 100%. This increased degree of automation expands the applications range of PIV systems, in particular for measurement tasks with severe time constraints.
Eine SPS im Kraftfahrzeug? Das geht ja gar nicht – da gibt es doch all die Hersteller für Kfz-Steuergeräte, die konfigurierbare Hardware anbieten. Im Prinzip ja, aber leider sind gerade die Sensoren oder Aktoren nicht ansteuerbar, die der Entwickler genau für sein aktuelles Projekt benötigt. Dieser Beitrag gibt einen kleinen Einblick in neue Möglichkeiten des Rapid Prototyping für mechatronische Systeme auf der Basis von Speicherprogrammierbaren Steuerungen (SPS).
We present an automated pipeline for the generation of synthetic datasets for six-dimension (6D) object pose estimation. Therefore, a completely automated generation process based on predefined settings is developed, which enables the user to create large datasets with a minimum of interaction and which is feasible for applications with a high object variance. The pipeline is based on the Unreal 4 (UE4) game engine and provides a high variation for domain randomization, such as object appearance, ambient lighting, camera-object transformation and distractor density. In addition to the object pose and bounding box, the metadata includes all randomization parameters, which enables further studies on randomization parameter tuning. The developed workflow is adaptable to other 3D objects and UE4 environments. An exemplary dataset is provided including five objects of the Yale-CMU-Berkeley (YCB) object set. The datasets consist of 6 million subsegments using 97 rendering locations in 12 different UE4 environments. Each dataset subsegment includes one RGB image, one depth image and one class segmentation image at pixel-level.