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The RoboCup Logistics League (RCLL) is a robotics competition in a production logistics scenario in the context of a Smart Factory. In the competition, a team of three robots needs to assemble products to fulfill various orders that are requested online during the game. This year, the Carologistics team was able to win the competition with a new approach to multi-agent coordination as well as significant changes to the robot’s perception unit and a pragmatic network setup using the cellular network instead of WiFi. In this paper, we describe the major components of our approach with a focus on the changes compared to the last physical competition in 2019.
Due to the increasing complexity of software projects, software development is becoming more and more dependent on teams. The quality of this teamwork can vary depending on the team composition, as teams are always a combination of different skills and personality types. This paper aims to answer the question of how to describe a software development team and what influence the personality of the team members has on the team dynamics. For this purpose, a systematic literature review (n=48) and a literature search with the AI research assistant Elicit (n=20) were conducted. Result: A person’s personality significantly shapes his or her thinking and actions, which in turn influences his or her behavior in software development teams. It has been shown that team performance and satisfaction can be strongly influenced by personality. The quality of communication and the likelihood of conflict can also be attributed to personality.
This paper presents an approach for reducing the cognitive load for humans working in quality control (QC) for production processes that adhere to the 6σ -methodology. While 100% QC requires every part to be inspected, this task can be reduced when a human-in-the-loop QC process gets supported by an anomaly detection system that only presents those parts for manual inspection that have a significant likelihood of being defective. This approach shows good results when applied to image-based QC for metal textile products.
Digital forensics of smartphones is of utmost importance in many criminal cases. As modern smartphones store chats, photos, videos etc. that can be relevant for investigations and as they can have storage capacities of hundreds of gigabytes, they are a primary target for forensic investigators. However, it is exactly this large amount of data that is causing problems: extracting and examining the data from multiple phones seized in the context of a case is taking more and more time. This bears the risk of wasting a lot of time with irrelevant phones while there is not enough time left to analyze a phone which is worth examination. Forensic triage can help in this case: Such a triage is a preselection step based on a subset of data and is performed before fully extracting all the data from the smartphone. Triage can accelerate subsequent investigations and is especially useful in cases where time is essential. The aim of this paper is to determine which and how much data from an Android smartphone can be made directly accessible to the forensic investigator – without tedious investigations. For this purpose, an app has been developed that can be used with extremely limited storage of data in the handset and which outputs the extracted data immediately to the forensic workstation in a human- and machine-readable format.
The worldwide Corona pandemic has severely restricted student projects in the higher semesters of engineering courses. In order not to delay the graduation, a new concept had to be developed for projects under lockdown conditions. Therefore, unused rooms at the university should be digitally recorded in order to develop a new usage concept as laboratory rooms. An inventory of the actual state of the rooms was done first by taking photos and listing up all flaws and peculiarities. After that, a digital site measuring was done with a 360° laser scanner and these recorded scans were linked to a coherent point cloud and transferred to a software for planning technical building services and supporting Building Information Modelling (BIM). In order to better illustrate the difference between the actual and target state, two virtual reality models were created for realistic demonstration. During the project, the students had to go through the entire digital planning phases. Technical specifications had to be complied with, as well as documentation, time planning and cost estimate. This project turned out to be an excellent alternative to on-site practical training under lockdown conditions and increased the students’ motivation to deal with complex technical questions.
In the context of the Corona pandemic and its impact on teaching like digital lectures and exercises a new concept especially for freshmen in demanding courses of Smart Building Engineering became necessary. As there were hardly any face-to-face events at the university, the new teaching concept should enable a good start into engineering studies under pandemic conditions anyway and should also replace the written exam at the end. The students should become active themselves in small teams instead of listening passively to a lecture broadcast online with almost no personal contact. For this purpose, a role play was developed in which the freshmen had to work out a complete solution to the realistic problem of designing, construction planning and implementing a small guesthouse. Each student of the team had to take a certain role like architect, site manager, BIM-manager, electrician and the technitian for HVAC installations. Technical specifications must be complied with, as well as documentation, time planning and cost estimate. The final project folder had to contain technical documents like circuit diagrams for electrical components, circuit diagrams for water and heating, design calculations and components lists. On the other hand construction schedule, construction implementation plan, documentation of the construction progress and minutes of meetings between the various trades had to be submitted as well. In addition to the project folder, a model of the construction project must also be created either as a handmade model or as a digital 3D-model using Computer-aided design (CAD) software. The first steps in the field of Building information modelling (BIM) had also been taken by creating a digital model of the building showing the current planning status in real time as a digital twin. This project turned out to be an excellent training of important student competencies like teamwork, communication skills, and self -organisation and also increased motivation to work on complex technical questions. The aim of giving the student a first impression on the challenges and solutions in building projects with many different technical trades and their points of view was very well achieved and should be continued in the future.
KNX is a protocol for smart building automation, e.g., for automated heating, air conditioning, or lighting. This paper analyses and evaluates state-of-the-art KNX devices from manufacturers Merten, Gira and Siemens with respect to security. On the one hand, it is investigated if publicly known vulnerabilities like insecure storage of passwords in software, unencrypted communication, or denialof-service attacks, can be reproduced in new devices. On the other hand, the security is analyzed in general, leading to the discovery of a previously unknown and high risk vulnerability related to so-called BCU (authentication) keys.
Nowadays, the most employed devices for recoding videos or capturing images are undoubtedly the smartphones. Our work investigates the application of source camera identification on mobile phones. We present a dataset entirely collected by mobile phones. The dataset contains both still images and videos collected by 67 different smartphones. Part of the images consists in photos of uniform backgrounds, especially collected for the computation of the RSPN. Identifying the source camera given a video is particularly challenging due to the strong video compression. The experiments reported in this paper, show the large variation in performance when testing an highly accurate technique on still images and videos.
Modern implementations of driver assistance systems are evolving from a pure driver assistance to a independently acting automation system. Still these systems are not covering the full vehicle usage range, also called operational design domain, which require the human driver as fall-back mechanism. Transition of control and potential minimum risk manoeuvres are currently research topics and will bridge the gap until full autonomous vehicles are available. The authors showed in a demonstration that the transition of control mechanisms can be further improved by usage of communication technology. Receiving the incident type and position information by usage of standardised vehicle to everything (V2X) messages can improve the driver safety and comfort level. The connected and automated vehicle’s software framework can take this information to plan areas where the driver should take back control by initiating a transition of control which can be followed by a minimum risk manoeuvre in case of an unresponsive driver. This transition of control has been implemented in a test vehicle and was presented to the public during the IEEE IV2022 (IEEE Intelligent Vehicle Symposium) in Aachen, Germany.
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.