Refine
Year of publication
Document Type
- Article (3226)
- Conference Proceeding (1146)
- Part of a Book (184)
- Book (144)
- Doctoral Thesis (30)
- Patent (25)
- Other (9)
- Report (9)
- Working Paper (6)
- Lecture (5)
- Poster (4)
- Preprint (4)
- Talk (4)
- Master's Thesis (2)
- Bachelor Thesis (1)
- Contribution to a Periodical (1)
- Habilitation (1)
Language
- English (4801) (remove)
Keywords
- Biosensor (25)
- Finite-Elemente-Methode (12)
- Einspielen <Werkstoff> (10)
- CAD (8)
- civil engineering (8)
- Bauingenieurwesen (7)
- Blitzschutz (6)
- FEM (6)
- Gamification (6)
- Limit analysis (6)
- Shakedown analysis (6)
- avalanche (6)
- shakedown analysis (6)
- Clusterion (5)
- Earthquake (5)
- Enterprise Architecture (5)
- MINLP (5)
- solar sail (5)
- Air purification (4)
- Diversity Management (4)
Institute
- Fachbereich Medizintechnik und Technomathematik (1668)
- Fachbereich Elektrotechnik und Informationstechnik (693)
- IfB - Institut für Bioengineering (620)
- Fachbereich Energietechnik (579)
- INB - Institut für Nano- und Biotechnologien (555)
- Fachbereich Chemie und Biotechnologie (534)
- Fachbereich Luft- und Raumfahrttechnik (477)
- Fachbereich Maschinenbau und Mechatronik (278)
- Fachbereich Wirtschaftswissenschaften (207)
- Solar-Institut Jülich (164)
- Fachbereich Bauingenieurwesen (153)
- ECSM European Center for Sustainable Mobility (79)
- MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik (67)
- Nowum-Energy (28)
- Fachbereich Gestaltung (25)
- Institut fuer Angewandte Polymerchemie (23)
- Sonstiges (21)
- Fachbereich Architektur (20)
- Freshman Institute (18)
- Kommission für Forschung und Entwicklung (18)
Virtual Reality (VR) offers novel possibilities for remote training regardless of the availability of the actual equipment, the presence of specialists, and the training locations. Research shows that training environments that adapt to users' preferences and performance can promote more effective learning. However, the observed results can hardly be traced back to specific adaptive measures but the whole new training approach. This study analyzes the effects of a combined point and leveling VR-based gamification system on assembly training targeting specific training outcomes and users' motivations. The Gamified-VR-Group with 26 subjects received the gamified training, and the Non-Gamified-VR-Group with 27 subjects received the alternative without gamified elements. Both groups conducted their VR training at least three times before assembling the actual structure. The study found that a level system that gradually increases the difficulty and error probability in VR can significantly lower real-world error rates, self-corrections, and support usages. According to our study, a high error occurrence at the highest training level reduced the Gamified-VR-Group's feeling of competence compared to the Non-Gamified-VR-Group, but at the same time also led to lower error probabilities in real-life. It is concluded that a level system with a variable task difficulty should be combined with carefully balanced positive and negative feedback messages. This way, better learning results, and an improved self-evaluation can be achieved while not causing significant impacts on the participants' feeling of competence.
Digital twins are seen as one of the key technologies of Industry 4.0. Although many research groups focus on digital twins and create meaningful outputs, the technology has not yet reached a broad application in the industry. The main reasons for this imbalance are the complexity of the topic, the lack of specialists, and the unawareness of the twin opportunities. The project "Digital Twin Academy" aims to overcome these barriers by focusing on three actions: Building a digital twin community for discussion and exchange, offering multi-stage training for various knowledge levels, and implementing realworld use cases for deeper insights and guidance. In this work, we focus on creating a flexible learning platform that allows the user to select a training path adjusted to personal knowledge and needs. Therefore, a mix of basic and advanced modules is created and expanded by individual feedback options. The usage of personas supports the selection of the appropriate modules.
Objective
To investigate the feasibility of 7T MR imaging of the kidneys utilising a custom-built 8-channel transmit/receive radiofrequency body coil.
Methods
In vivo unenhanced MR was performed in 8 healthy volunteers on a 7T whole-body MR system. After B0 shimming the following sequences were obtained: 1) 2D and 3D spoiled gradient-echo sequences (FLASH, VIBE), 2) T1-weighted 2D in and opposed phase 3) True-FISP imaging and 4) a T2-weighted turbo spin echo (TSE) sequence. Visual evaluation of the overall image quality was performed by two radiologists.
Results
Renal MRI at 7T was feasible in all eight subjects. Best image quality was found using T1-weighted gradient echo MRI, providing high anatomical details and excellent conspicuity of the non-enhanced vasculature. With successful shimming, B1 signal voids could be effectively reduced and/or shifted out of the region of interest in most sequence types. However, T2-weighted TSE imaging remained challenging and strongly impaired because of signal heterogeneities in three volunteers.
Conclusion
The results demonstrate the feasibility and diagnostic potential of dedicated 7T renal imaging. Further optimisation of imaging sequences and dedicated RF coil concepts are expected to improve the acquisition quality and ultimately provide high clinical diagnostic value.