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This paper introduces a new maritime search and rescue system based on S-band illumination harmonic radar (HR). Passive and active tags have been developed and tested while attached to life jackets and a small boat. In this demonstration test carried out on the Baltic Sea, the system was able to detect and range the active tags up to a distance of 5800 m using an illumination signal transmit-power of 100 W. Special attention is given to the development, performance, and conceptual differences between passive and active tags used in the system. Guidelines for achieving a high HR dynamic range, including a system components description, are given and a comparison with other HR systems is performed. System integration with a commercial maritime X-band navigation radar is shown to demonstrate a solution for rapid search and rescue response and quick localization.
In this paper we report on an architecture for a self-driving car that is based on ROS2. Self-driving cars have to take decisions based on their sensory input in real-time, providing high reliability with a strong demand in functional safety. In principle, self-driving cars are robots. However, typical robot software, in general, and the previous version of the Robot Operating System (ROS), in particular, does not always meet these requirements. With the successor ROS2 the situation has changed and it might be considered as a solution for automated and autonomous driving. Existing robotic software based on ROS was not ready for safety critical applications like self-driving cars. We propose an architecture for using ROS2 for a self-driving car that enables safe and reliable real-time behaviour, but keeping the advantages of ROS such as a distributed architecture and standardised message types. First experiments with an automated real passenger car at lower and higher speed-levels show that our approach seems feasible for autonomous driving under the necessary real-time conditions.
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.
This paper addresses the pixel based classification of three dimensional objects from arbitrary views. To perform this task a coding strategy, inspired by the biological model of human vision, for pixel data is described. The coding strategy ensures that the input data is invariant against shift, scale and rotation of the object in the input domain. The image data is used as input to a class of self organizing neural networks, the Kohonen-maps or self-organizing feature maps (SOFM). To verify this approach two test sets have been generated: the first set, consisting of artificially generated images, is used to examine the classification properties of the SOFMs; the second test set examines the clustering capabilities of the SOFM when real world image data is applied to the network after it has been preprocessed to be invariant against shift, scale and rotation. It is shown that the clustering capability of the SOFM is strongly dependant on the invariance coding of the images.
The integration of sensors is one of the major tasks in embedded, control and “internet of things” (IoT) applications. For the integration mainly digital interfaces are used, starting from rather simple pulse-width modulation (PWM) interface to more complex interfaces like CAN (Controller Area Network). Even though these interfaces are tethered by definition, a wireless realization is highly welcome in many applications to reduce cable and connector cost, increase the flexibility and realize new emerging applications like wireless control systems. Currently used wireless solutions like Bluetooth, WirelessHART or IO-Link Wireless use dedicated communication standards and corresponding higher protocol layers to realize the wireless communication. Due to the complexity of the communication and the protocol handling, additional latency and jitter are introduced to the data communication that can meet the requirements for many applications. Even though tunnelling of other bus data like CAN data is generally also possible the latency and jitter prevent the tunnelling from being transparent for the bus system. Therefore a new basic technology based on dual-mode radio is used to realize a wireless communication on the physical layer only, enabling a reliable and real-time data transfer. As this system operates on the physical layer it is independent of any higher layers of the OSI (open systems interconnection) model. Hence it can be used for several different communication systems to replace the tethered physical layer. A prototype is developed and tested for real-time wireless PWM, SENT (single-edge nibble transmission) and CAN data transfer with very low latency and jitter.