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The 21st century: an era where emojis and hashtags find their way into every sentence, where taking selfies, live tweeting and mining bitcoin are the norm, and where Insta-culture dictates what we say and do. This is the era into which the digital native was born. With so many changes in every aspect of our lives, how is it that one of the most influential aspects, our education, has remained unchanged? Our education system not only fails to appeal to today’s students, but more importantly, it fails to equip them with the skills required in the 21st Century. It is thus of no surprise that industries feel graduates entering the workplace lack skills in critical thinking, problem solving and self-directed learning. AI, machine learning and big data: Tools and mechanisms we so eagerly incorporate to create smart factories yet are hesitant to use elsewhere. Gamification and games have shown great results in education and training; with most research suggesting a stronger focus on personalization and adaptation. When combined with analytics and machine learning, the potential of games is yet to be realized. A real-time adaptive game would not only always present an appropriate degree of challenge for the individual but would allow for a shift in focus from the recitation of facts, to the application of information filtered to solve the particular problem at hand. South Africa, a country faced with a severe skills gap, could benefit greatly from games. If used correctly, they may just offer a desperately needed contribution toward equipping both current and future employees with the skills needed to survive in the 21st century. This paper explores the feasibility of using such games for enhanced knowledge dissemination and the upskilling of the workforce.
Type 1 diabetes is a chronic and a life threatening disease: an adjusted treatment and a proper management of the disease are crucial to prevent or delay the complications of diabetes. Although during the last decade the development of the artificial pancreas has presented great advances in diabetes care, the multiple daily injections therapy still represents the most widely used treatment option for type 1 diabetes. This work presents the proposal and first development stages of an application focused on guiding patients using the continuous glucose monitors and smart pens together with insulin and carbohydrates recommendations. Our proposal aims to develop a platform to integrate a series of innovative machine learning models and tools rigorously tested together with the use of the latest IoT devices to manage type 1 diabetes. The resulting system actually closes the loop, like the artificial pancreas, but in an intermittent way.
In this paper, we address the novel EDP (Expert Design Plan) principle for procedural design automation of analog integrated circuits, which captures the knowledge-based design strategy of human circuit designers in an executable script, making it reusable. We present the EDP Player, which enables the creation and execution of EDPs for arbitrary circuits in the Cadence® Virtuoso® Design Environment. The tool provides a generic version of an instruction set, called EDPL (EDPLanguage), enabling emulation of a typical manual analog sizing flow. To automate the design of a Miller Operational Amplifier and to create variants of a Smart Power IC, several EDPs were implemented using this tool. Employing these EDPs leads to a strong reduction of design time without compromising design quality or reliability.
Rapidly growing population and increasing amount of shipments induced by the e-commerce are two of the main reasons for the constantly rising urban freight traffic. Cities are therefore overwhelmed by a growing stream of goods and the available infrastructure, shared between people and goods traffic, often reached its maximum capacity. Phenomena such as traffic congestion, pollution and lack of space are direct consequences of this trend and their impact on the quality of life in the city is not negligible. City administrations are keen to evaluate innovative city logistics concepts and adopt alternative solutions, to overcome the challenges posed by such a dynamic environment, constrained in existing infrastructure. In this paper, a heuristic method based on the utility analysis is presented. Thanks to a modular approach accounting for stakeholders´ requirements, possible different scenarios and available technologies, the development of new city logistic concepts is supported. The proposed method is then applied to a case study concerning the city of Reutlingen (Germany). Results are presented and a brief discussion leads to the conclusion.
This paper presents an approach for the implementation of a modular and scalable power electronics device for controlling electric drives in the field of electric vehicles using wide bandgap semiconductor devices. The main idea is to achieve the required output currents or voltages by connecting adequately designed hardware modules in parallel or in series. This particular design is based on the fact that the single modules generate a continuous and specified output voltage from a given dc voltage, e.g. an intermediate circuit or battery voltage. The main benefit is, that different current or voltage requirements can be satisfied based on a single module thus decreasing development and production costs. The current paper focuses on the connection in parallel of such modules. A control architecture is illustrated and a first proof of concept is given.
While several service-based maintainability metrics have been proposed in the scientific literature, reliable approaches to automatically collect these metrics are lacking. Since static analysis is complicated for decentralized and technologically diverse microservice-based systems, we propose a dynamic approach to calculate such metrics from runtime data via distributed tracing. The approach focuses on simplicity, extensibility, and broad applicability. As a first prototype, we implemented a Java application with a Zipkin integrator, 23 different metrics, and five export formats. We demonstrated the feasibility of the approach by analyzing the runtime data of an example microservice based system. During an exploratory study with six participants, 14 of the 18 services were invoked via the system’s web interface. For these services, all metrics were calculated correctly from the generated traces.
A novel brushless excitation concept for synchronous machines with a rotating power converter is proposed in this paper. The concept does not need an auxiliary winding or any other modification to the machine structure apart from an inverter with a DC link capacitor and a controller on the rotor. The power required for the rotor excitation is provided by injecting harmonics into the stator winding. Thus, a voltage in the field coil is induced. The rotor inverter is controlled such that the alternating current charges the DC link capacitor. At the same time the inverter supplies the DC field current to the field coil. The excitation concept is first developed in theory, then presented using an analytical model and FEA, and lastly investigated with a prelimininary experimental setup.
The cloud evolved into an attractive execution environment for parallel applications from the High Performance Computing (HPC) domain. Existing research recognized that parallel applications require architectural refactoring to benefit from cloud-specific properties (most importantly elasticity). However, architectural refactoring comes with many challenges and cannot be applied to all applications due to fundamental performance issues. Thus, during the last years, different cloud migration strategies have been considered for different classes of parallel applications. In this paper, we provide a survey on HPC cloud migration research. We investigate on the approaches applied and the parallel applications considered. Based on our findings, we identify and describe three cloud migration strategies.
Representing users within an immersive virtual environment is an essential functionality of a multi-person virtual reality system. Especially when communicative or collaborative tasks must be performed, there exist challenges about realistic embodying and integrating such avatar representations. A shared comprehension of local space and non-verbal communication (like gesture, posture or self-expressive cues) can support these tasks. In this paper, we introduce a novel approach to create realistic, video-texture based avatars of colocated users in real-time and integrate them in an immersive virtual environment. We show a straight forward and low-cost hard- and software solution to do so. We discuss technical design problems that arose during implementation and present a qualitative analysis on the usability of the concept from a user study, applying it to a training scenario in the automotive sector.
Workflow driven support systems in the peri-operative area have the potential to optimize clinical processes and to allow new situation-adaptive support systems. We started to develop a workflow management system supporting all involved actors in the operating theatre with the goal to synchronize the tasks of the different stakeholders by giving relevant information to the right team members. Using the OMG standards BPMN, CMMN and DMN gives us the opportunity to bring established methods from other industries into the medical field. The system shows each addressed actor their information in the right place at the right time to make sure every member can execute their task in time to ensure a smooth workflow. The system has the overall view of all tasks. Accordingly, a workflow management system including the Camunda BPM workflow engine to run the models, and a middleware to connect different systems to the workflow engine and some graphical user interfaces to show necessary information or to interact with the system are used. The complete pipeline is implemented with a RESTful web service. The system is designed to include different systems like hospital information system (HIS) via the RESTful web service very easily and without loss of data. The first prototype is implemented and will be expanded.
The investigation of stress requires to distinguish between stress caused by physical activity and stress that is caused by psychosocial factors. The behaviour of the heart in response to stress and physical activity is very similar in case the set of monitored parameters is reduced to one. Currently, the differentiation remains difficult and methods which only use the heart rate are not able to differentiate between stress and physical activity, without using additional sensor data input. The approach focusses on methods which generate signals providing characteristics that are useful for detecting stress, physical activity, no activity and relaxation.
Interoperability is an important topic in the Internet of Things (IoT), because this domain incorporates diverse and heterogeneous objects, communication protocols and data formats. Many models and classification schemes have been proposed to make the degree of interoperability measurable - however only on the basis of a hierarchical scale. In the course of this paper we introduce a novel approach to measure the degree of interoperability using a metric scaled quantity. We consider IoT as a distributed system, where interoperable objects exchange messages with each other. Under this premise, we interpret messages as operation calls and formalize this view as a causal model. The analysis of this model enables us to quantify the interoperable behavior of communicating objects.
In Folge der gegenwärtigen Digitalisierung in der produzierenden Industrie werden Anwendungen oder Services mit potentiell positiven Auswirkungen auf Faktoren wie Effektivität und Arbeitsqualität entwickelt. Ein geeigneter Ansatz zur Stärkung motivierender Aspekte im Arbeitskontext kann Gamification darstellen. In dieser Arbeit ist die initiale Konzeption und Evaluation eines Gamification-Ansatzes für Anwender eines KI-Service zur Maschinenoptimierung dargestellt und möglichen Anforderungen an ein Konzept zur Motivationssteigerung extrahiert.
The aim of this paper is to show to what extent Artificial Intelligence can be used to optimize forecasting capability in procurement as well as to compare AI with traditional statistic methods. At the same time this article presents the status quo of the research project ANIMATE. The project applies Artificial Intelligence to forecast customer orders in medium-sized companies.
Precise forecasts are essential for companies. For planning, decision making and controlling. Forecasts are applied, e.g. in the areas of supply chain, production or purchasing. Medium-sized companies have major challenges in using suitable methods to improve their forecasting ability.
Companies often use proven methods such as classical statistics as the ARIMA algorithm. However, simple statistics often fail while applied for complex non-linear predictions.
Initial results show that even a simple MLP ANN produces better results than traditional statistic methods. Furthermore, a baseline (Implicit Sales Expectation) of the company was used to compare the performance. This comparison also shows that the proposed AI method is superior.
Until the developed method becomes part of corporate practice, it must be further optimized. The model has difficulties with strong declines, for example due to holidays. The authors are certain that the model can be further improved. For example, through more advanced methods, such as a FilterNet, but also through more data, such as external data on holiday periods.
Due to Industry 4.0, the full value creation has the chance to undergo a fundamental technological transformation, the realisation of which, however, requires the commitment of every company for its own benefit. The new approaches of Industry 4.0 are often hardly evaluated, let alone proven, so that SMEs in particular often cannot properly estimate the potentials and risks, and often waiting too long with the migration towards Industry 4.0. In addition, they often do not pursue an integrated concept in order to identify possible potentials through changes in their business models. . As part of the research project "GEN-I 4.0 – Geschäftsmodell-Entwicklung für die Industrie 4.0” ", the ESB Business School at Reutlingen University of Applied Sciences and the Fraunhofer Institute for Industrial Engineering and Organization FHG IAO were engaged by the Baden-Württemberg Foundation from 2016 to 2018 to develop tools and an approach how the local economy can develop digital business models for itself in a methodical, beneficial and targeted manner. Through international analyses and interviews GEN-I 4.0 gained and concretized the knowledge required for the evaluation and selection of solutions and approaches for the transfer to develop digital business models. Together with the know-how of the project partners on Industry 4.0 and business model development, the findings were incorporated into the development of two software tools with which SMEs are shown the potentials of Industry 4.0 for their individual business model, online and in selfassessment, and given a comprehensive structured, concrete approach to development, as well as their individual risk. Users of the tools are supported by the selected platform for the networking of different players to implement innovative business models accompanied by coaching concepts for the companies in the follow-up and implementation of the assessment results.
Presently, many companies are transforming their strategy and product base, as well as their culture, processes and information systems to become more digital or to approach for a digital leadership. In the last years new business opportunities appeared using the potential of the Internet and related digital technologies, like Internet of Things, services computing, cloud computing, edge and fog computing, social networks, big data with analytics, mobile systems, collaboration networks, and cyber physical systems. Digitization fosters the development of IT environments with many rather small and distributed structures, like the Internet of Things, Microservices, or other micro-granular elements. This has a strong impact for architecting digital services and products. The change from a closed-world modeling perspective to more flexible open-world composition and evolution of micro-granular system architectures defines the moving context for adaptable systems. We are focusing on a continuous bottom-up integration of micro-granular architectures for a huge amount of dynamically growing systems and services, as part of a new digital enterprise architecture for service dominant digital products.
While Microservices promise several beneficial characteristics for sustainable long-term software evolution, little empirical research covers what concrete activities industry applies for the evolvability assurance of Microservices and how technical debt is handled in such systems. Since insights into the current state of practice are very important for researchers, we performed a qualitative interview study to explore applied evolvability assurance processes, the usage of tools, metrics, and patterns, as well as participants’ reflections on the topic. In 17 semi-structured interviews, we discussed 14 different Microservice-based systems with software professionals from 10 companies and how the sustainable evolution of these systems was ensured. Interview transcripts were analyzed with a detailed coding system and the constant comparison method.
We found that especially systems for external customers relied on central governance for the assurance. Participants saw guidelines like architectural principles as important to ensure a base consistency for evolvability. Interviewees also valued manual activities like code review, even though automation and tool support was described as very important. Source code quality was the primary target for the usage of tools and metrics. Despite most reported issues being related to Architectural Technical Debt (ATD), our participants did not apply any architectural or service-oriented tools and metrics. While participants generally saw their Microservices as evolvable, service cutting and finding an appropriate service granularity with low coupling and high cohesion were reported as challenging. Future Microservices research in the areas of evolution and technical debt should take these findings and industry sentiments into account.
Virtual Reality (VR) technology has the potential to support knowledge communication in several sectors. Still, when educators make use of immersive VR technology in favor of presenting their knowledge, their audience within the same room may not be able to see them anymore due to wearing head-mounted displays (HMDs). In this paper, we propose the Avatar2Avatar system and design, which augments the visual aspect during such a knowledge presentation. Avatar2Avatar enables users to see both a realistic representation of their respective counterpart and the virtual environment at the same time. We point out several design aspects of such a system and address design challenges and possibilities that arose during implementation. We specifically explore opportunities of a system design for integrating 2D video-avatars in existing roomscale VR setups. An additional user study indicates a positive impact concerning spatial presence when using Avatar2Avatar.
Kreativität, Problemlösekompetenz und kollaboratives Arbeiten werden in zahlreichen internationalen Studien sowie von der OECD (2017) als Schlüsselkompetenzen des 21. Jahrhunderts definiert. Ungeachtet dessen orientieren sich viele Lehr-Lern Methoden noch immer an der Vermittlung vordefinierter Lösungswege. Studien im Sekundarbereich in den USA, Deutschland und Asien zeigen, dass Design Thinking durch seine kreativen und kollaborativen Elemente zu einem nachhaltigeren Lernerfolg bei Lernenden und seitens der Lehrenden zu höherer Zufriedenheit bei der Vermittlung der Inhalte führen kann.
Kernelemente des Design Thinking sind: der iterative Prozess mit seinen Phasen Verstehen, Beobachten, Sichtweisen definieren, Ideen finden, Prototypen bauen, Testen; die Arbeit in multidisziplinären Teams sowie die Nutzerorientierung bei der Definition der Aufgabe (Brown, 2009). Die Phasen des iterativen Prozesses weisen eine hohe Kongruenz mit den prozessorientierten Kompetenzen des Faches Kunst/Werken und des Sachunterrichts gemäß dem Bildungsplan für Grundschulen (Ministerium für Kultus, Jugend und Sport Baden Württemberg, 2016) auf. Im Rahmen eines interdisziplinären Promotionsvorhabens an der PH Freiburg soll, basierend auf einem qualitativen Forschungsdesign, untersucht werden, inwieweit sich Design Thinking eignet, Kreativität, Problemlösekompetenz und kollaboratives Arbeiten von Grundschulkindern in Kunst/Werken und im Sachunterricht aus Sicht von Lehrpersonen zu fördern. Vorstudien mit Lehrpersonen und Ausbildungslehrkräften, bei welchen Erhebungen per Fragebogen nach Teilnahme an einem Design Thinking Workshop eingesetzt wurden, sowie zwei Pilotunterrichtseinheiten an Grundschulen mit Teilnehmender Beobachtung, Experteninterviews und Kinderinterviews in Kleingruppen, zeigen erste Ergebnisse.
In a time of upheaval and digitalization, new business models for companies play an important role. Decentralized power generation and energy efficiency indicators to achieve climate goals and to reduce global warming are currently forcing energy companies to develop new business models. In recent years, many methods of business model development have been introduced to create new business ideas. But what are the obstacles in implementing these business models in the energy sector to develop new business opportunities? And what challenges do companies face in this respect? To answer this question, a systematic literature review was conducted in this paper. As a result, eight categories were identified which summarise the main barriers for the implementation of new business models in the energy domain.