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- Einspielen <Werkstoff> (7)
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Shakedown analysis of two dimensional structures by an edge-based smoothed finite element method
(2010)
Molecular-genetic identification of emerged novel invasive pathogens of Asiatic Elm Ulmus pumila L
(2014)
The dwarf elm Ulmus pumila L. (Ulmaceae) is one of indigenous species of flora in Kazakhstan and forms a basis of dendroflora in virtually all settlements of the region. In the past decade, multiple outbreaks of previously unknown diseases of the small-leaved elm have been registered. In our study, by the molecular-genetic analysis it was found that the pathogens responsible for the outbreaks are microfungi belonging to the genus Fusarium – F. solani and F. oxysporum. The nucleotide sequences (ITS regions) isolated from the diseased trees showed very high similarity with the GenBank control numbers EU625403.1 and FJ478128.1 (100.0 and 99.0 % respectively). Oncoming research will focus on the search of natural microbial antagonists of the discovered phytopathogens.
At the present time, one of the most serious environmental problems of Central Asia and South Kazakhstan is the ongoing large-scale deterioration of principal urban tree populations. Several major centers of massive spread of invasive plant pests have been found in urban dendroflora of this region. The degree of damage of seven most wide-spread aboriginal tree species was found to range from 21.4±1.1 to 85.4±1.8%. In particular, the integrity of the native communities of sycamore (Platanus spp.), willow (Salix spp.), poplar (Populus spp.) and elm (Ulmus spp.) is highly endangered. Our taxonomic analysis of the most dangerous tree pests of the region has revealed them as neobiontic xylophilous insects such as Cossus cossus L. (Order: Lepidoptera L.) Monochamus urussovi Fisch., Monochamus sutor L., Acanthocinus aedelis L. and Ñetonia aureate L. (Order: Coleoptera L.). We relate the origin of this threatening trend with the import of industrial wood in the mid 90s of the last century that was associated with high degree of the constructional work in the region. Because of the absence of efficient natural predators of the pest species, the application of microbiological methods of the pest control and limitation is suggested.
This article addresses the need for an innovative technique in plasma shaping, utilizing antenna structures, Maxwell’s laws, and boundary conditions within a shielded environment. The motivation lies in exploring a novel approach to efficiently generate high-energy density plasma with potential applications across various fields. Implemented in an E01 circular cavity resonator, the proposed method involves the use of an impedance and field matching device with a coaxial connector and a specially optimized monopole antenna. This setup feeds a low-loss cavity resonator, resulting in a high-energy density air plasma with a surface temperature exceeding 3500 o C, achieved with a minimal power input of 80 W. The argon plasma, resembling the shape of a simple monopole antenna with modeled complex dielectric values, offers a more energy-efficient alternative compared to traditional, power-intensive plasma shaping methods. Simulations using a commercial electromagnetic (EM) solver validate the design’s effectiveness, while experimental validation underscores the method’s feasibility and practical implementation. Analyzing various parameters in an argon atmosphere, including hot S -parameters and plasma beam images, the results demonstrate the successful application of this technique, suggesting its potential in coating, furnace technology, fusion, and spectroscopy applications.
Simultaneous detection of cyanide and heavy metals for environmental analysis by means of µISEs
(2010)
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.
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.
Assistance systems have been widely adopted in the manufacturing sector to facilitate various processes and tasks in production environments. However, existing systems are mostly equipped with rigid functional logic and do not provide individual user experiences or adapt to their capabilities. This work integrates human factors in assistance systems by adjusting the hardware and instruction presented to the workers’ cognitive and physical demands. A modular system architecture is designed accordingly, which allows a flexible component exchange according to the user and the work task. Gamification, the use of game elements in non-gaming contexts, has been further adopted in this work to provide level-based instructions and personalised feedback. The developed framework is validated by applying it to a manual workstation for industrial assembly routines.