Conference Proceeding
Refine
Year of publication
Institute
- Fachbereich Elektrotechnik und Informationstechnik (302)
- Fachbereich Energietechnik (259)
- Fachbereich Medizintechnik und Technomathematik (241)
- Fachbereich Luft- und Raumfahrttechnik (208)
- Fachbereich Maschinenbau und Mechatronik (207)
- Solar-Institut Jülich (167)
- IfB - Institut für Bioengineering (152)
- Fachbereich Bauingenieurwesen (139)
- Fachbereich Wirtschaftswissenschaften (69)
- ECSM European Center for Sustainable Mobility (59)
Language
- English (1162)
- German (475)
- Multiple languages (1)
- Spanish (1)
Document Type
- Conference Proceeding (1639) (remove)
Keywords
- Biosensor (25)
- Blitzschutz (15)
- CAD (11)
- Finite-Elemente-Methode (11)
- civil engineering (11)
- Bauingenieurwesen (10)
- Lightning protection (9)
- Einspielen <Werkstoff> (6)
- Telekommunikationsmarkt (6)
- shakedown analysis (6)
The nonlinear scalar constitutive equations of gases lead to a change in sound speed from point to point as would be found in linear inhomogeneous (and time dependent) media. The nonlinear tensor constitutive equations of solids introduce the additional local effect of solution dependent anisotropy. The speed of a wave passing through a point changes with propagation direction and its rays are inclined to the front. It is an open question whether the widely used operator splitting techniques achieve a dimensional splitting with physically reasonable results for these multi-dimensional problems. May be this is the main reason why the theoretical and numerical investigations of multi-dimensional wave propagation in nonlinear solids are so far behind gas dynamics. We hope to promote the subject a little by a discussion of some fundamental aspects of the solution of the equations of nonlinear elastodynamics. We use methods of characteristics because they only integrate mathematically exact equations which have a direct physical interpretation.
A Gamified Information System (GIS) implements game concepts and elements, such as affordances and game design principles to motivate people. Based on the idea to develop a GIS to increase the motivation of software developers to perform software quality tasks, the research work at hand aims at investigating relevant requirements from that target group. Therefore, 14 interviews with software development experts are conducted and analyzed. According to the results, software developers prefer the affordances points, narrative storytelling in a multiplayer and a round-based setting. Furthermore, six design principles for the development of a GIS are derived.
Gamification and gamified information systems (GIS) apply video game elements to encourage the work on boring and everyday tasks. Meanwhile, several research works provide evidence that gamification increases efficiency and effectivity of such tasks. The paper at hand investigates the health care sector, which is challenged with cost pressure and suffers in process efficiency. We hypothesize that GIS may improve the efficiency and quality of care processes. By applying an interview-based content analysis, the paper at hand evaluates gamification elements in an assisted living environment and provides three research contributions. First, insights into relevant GIS affordances and application examples for assisted living facilities are given. Second, assisted living experts evaluate GIS design guidelines. Both the relevant affordances and design principles comprise a basis for the development of a GIS for social workers in assisted living facilities. Third, potential adoption barriers and design guidelines for GIS in assisted living are presented.
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.
We report on the synthesis and CO gas-sensing properties of mesoporous tin(IV) oxides (SnO2). For the synthesis cetyltrimethylammonium bromide (CTABr) was used as a structure-directing agent; the resulting SnO2 powders were applied as films to commercially available sensor substrates by drop coating. Nitrogen physisorption shows specific surface areas up to 160 m2·g-1 and mean pore diameters of about 4 nm, as verified by TEM. The film conductance was measured in dependence on the CO concentration in humid synthetic air at a constant temperature of 300 °C. The sensors show a high sensitivity at low CO concentrations and turn out to be largely insensitive towards changes in the relative humidity. We compare the materials with commercially available SnO2-based sensors.
Generating synthetic LiDAR point cloud data for object detection using the Unreal Game Engine
(2024)
Object detection based on artificial intelligence is ubiquitous in today’s computer vision research and application. The training of the neural networks for object detection requires large and high-quality datasets. Besides datasets based on image data, datasets derived from point clouds offer several advantages. However, training datasets are sparse and their generation requires a lot of effort, especially in industrial domains. A solution to this issue offers the generation of synthetic point cloud data. Based on the design science research method, the work at hand proposes an approach and its instantiation for generating synthetic point cloud data based on the Unreal Engine. The point cloud quality is evaluated by comparing the synthetic cloud to a real-world point cloud. Within a practical example the applicability of the Unreal Game engine for synthetic point cloud generation could be successfully demonstrated.