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The increasing complexity of Advanced Driver Assistance Systems (ADAS) presents a challenging task to validate safe and reliable performance of these systems under varied conditions. The test and validation of ADAS/AD with real test drives, although important, involves huge costs and time. Simulation tools provide an alternative with the added advantage of reproducibility but often use ideal sensors, which do not reflect real sensor output accurately. This paper presents a new validation methodology using fault injection, as recommended by the ISO 26262 standard, to test software and system robustness. In our work, we investigated and developed a tool capable of inserting faults at different software and system levels to verify its robustness. The scope of this paper is to cover the fault injection test for the Visteon’s DriveCore™ system, a centralized domain controller for Autonomous driving which is sensor agnostic and SoC agnostic. With this new approach, the validation of safety monitoring functionality and its behavior can be tested using real-world data instead of synthetic data from simulation tools resulting in having better confidence in system performance before proceeding with in-vehicle testing.
Design and Development of a Novel Self-Igniting Microwave Plasma Jet for Industrial Applications
(2019)
The Carologistics team participates in the RoboCup Logistics League for the seventh year. The RCLL requires precise vision,
manipulation and path planning, as well as complex high-level decision
making and multi-robot coordination. We outline our approach with an
emphasis on recent modifications to those components.
The team members in 2018 are David Bosen, Christoph Gollok, Mostafa
Gomaa, Daniel Habering, Till Hofmann, Nicolas Limpert, Sebastian Schönitz,
Morian Sonnet, Carsten Stoffels, and Tarik Viehmann.
This paper is based on the last year’s team description.
To train end users how to interact with digital systems is indispensable to ensure a strong computer security. 'Competence Developing Game'-based approaches are particularly suitable for this purpose because of their motivation-and simulation-aspects. In this paper the Competence Developing Game 'GHOST' for cybersecurity awareness trainings and its underlying patterns are described. Accordingly, requirements for an 'Competence Developing Game' based training are discussed. Based on these requirements it is shown how a game can fulfill these requirements. A supplementary game interaction design and a corresponding evaluation study is shown. The combination of training requirements and interaction design is used to create a 'Competence Developing Game'-based training concept. A part of these concept is implemented into a playable prototype that serves around one hour of play respectively training time. This prototype is used to perform an evaluation of the game and training aspects of the awareness training. Thereby, the quality of the game aspect and the effectiveness of the training aspect are shown.