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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.
Am Beispiel der Telekommunikationsindustrie zeigt der Beitrag eine konkrete Ausgestaltung anwendungsorientierter Forschung, die sowohl für die Praxis als auch für die Wissenschaft nutzen- und erkenntnisbringend ist. Forschungsgegenstand sind die Referenzmodelle des Industriegremiums TM Forum, die von vielen Telekommunikationsunternehmen zur Transformation ihrer Strukturen und Systeme genutzt werden. Es wird die langjährige Forschungstätigkeit bei der Weiterentwicklung und Anwendung dieser Referenzmodelle beschrieben. Dabei wird ein konsequent gestaltungsorientierter Forschungsansatz verfolgt. Das Zusammenspiel aus kontinuierlicher Weiterentwicklung in Zusammenarbeit mit einem Industriegremium und der Anwendung in vielfältigen Praxisprojekten führt zu einer erfolgreichen Symbiose aus praktischer Nutzengenerierung sowie wissenschaftlichem Erkenntnisgewinn. Der Beitrag stellt den gewählten Forschungsansatz anhand konkreter Beispiele vor. Darauf basierend werden Empfehlungen und Herausforderungen für eine gestaltungs- und praxisorientierte Forschung diskutiert.
Die im Zuge einer Betriebsübergabe anstehende Baumaßnahmen am eigenen Büro- und Produktionsgebäude boten ideale Voraussetzung zur Anwendung einer raum-kreierenden Außenhaut. Mit der elementierten, freistehenden Eichenholz-Fassade wurde ein bis dahin weitgehend funktionales Bauwerk substanzschonend und zugleich optisch ansprechender umgestaltet.
The recovery of waste heat requires heat exchangers to extract it from a liquid or gaseous medium into another working medium, a refrigerant. In Organic Rankine Cycles (ORC) on Combustion Engines there are two major heat sources, the exhaust gas and the water/glycol fluid from the engine’s cooling circuit. A heat exchanger design must be adapted to the different requirements and conditions resulting from the heat sources, fluids, system configurations, geometric restrictions, and etcetera. The Stacked Shell Cooler (SSC) is a new and very specific design of a plate heat exchanger, created by AKG, which allows with a maximum degree of freedom the optimization of heat exchange rate and the reduction of the related pressure drop. This optimization in heat exchanger design for ORC systems is even more important, because it reduces the energy consumption of the system and therefore maximizes the increase in overall efficiency of the engine.
The established Hoeffding-Blum-Kiefer-Rosenblatt independence test statistic is investigated for partly not identically distributed data. Surprisingly, it turns out that the statistic has the well-known distribution-free limiting null distribution of the classical criterion under standard regularity conditions. An application is testing goodness-of-fit for the regression function in a non parametric random effects meta-regression model, where the consistency is obtained as well. Simulations investigate size and power of the approach for small and moderate sample sizes. A real data example based on clinical trials illustrates how the test can be used in applications.
Domain experts regularly teach novice students how to perform a task. This often requires them to adjust their behavior to the less knowledgeable audience and, hence, to behave in a more didactic manner. Eye movement modeling examples (EMMEs) are a contemporary educational tool for displaying experts’ (natural or didactic) problem-solving behavior as well as their eye movements to learners. While research on expert-novice communication mainly focused on experts’ changes in explicit, verbal communication behavior, it is as yet unclear whether and how exactly experts adjust their nonverbal behavior. This study first investigated whether and how experts change their eye movements and mouse clicks (that are displayed in EMMEs) when they perform a task naturally versus teach a task didactically. Programming experts and novices initially debugged short computer codes in a natural manner. We first characterized experts’ natural problem-solving behavior by contrasting it with that of novices. Then, we explored the changes in experts’ behavior when being subsequently instructed to model their task solution didactically. Experts became more similar to novices on measures associated with experts’ automatized processes (i.e., shorter fixation durations, fewer transitions between code and output per click on the run button when behaving didactically). This adaptation might make it easier for novices to follow or imitate the expert behavior. In contrast, experts became less similar to novices for measures associated with more strategic behavior (i.e., code reading linearity, clicks on run button) when behaving didactically.
While bringing new opportunities, the Industry 4.0 movement also imposes new challenges to the manufacturing industry and all its stakeholders. In this competitive environment, a skilled and engaged workforce is a key to success. Gamification can generate valuable feedbacks for improving employees’ engagement and performance. Currently, Gamification in workspaces focuses on computer-based assignments and training, while tasks that require manual labor are rarely considered. This research provides an overview of Enterprise Gamification approaches and evaluates the challenges. Based on that, a skill-based Gamification framework for manual tasks is proposed, and a case study in the Industry 4.0 model factory is shown.