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In this paper we report on the experimental test set-up for the temperature characterization of fiber array to photonics chip butt coupling at 1310 nm and 1550 nm wavelengths. The alignment and gluing of fiber arrays to photonics chip were done by automated active alignments system and they were fixed themselves by UV curable epoxy adhesive. Temperature changes of coupling insertion losses are measured and investigated for two different UV adhesives during three temperature cycles from -40 °C to 80 °C in climatic chamber. Spectral dependence of insertion losses was measured and compared before and after three temperature cycles for 1530 nm to 1570 nm spectral range at room temperature.
With the digitalisation, and the increased connectivity between manufacturing systems emerging in this context, manufacturing is shifting towards decentralised, distributed concepts. Still, for manufacturing scenarios manual input or augmentation of data is required at system boundaries. Especially in distributed manufacturing environments, like Cloud Manufacturing (CMfg) systems, constant changes to the available manufacturing resources and products pose challenges for establishing connections between them. We propose a feature-oriented representation of concepts, especially from the manufacturing domain, which serves as the basis for (semi-) automatically linking, e.g., manufacturing resources and products. This linking methodologies, as well as knowledge inferred using it, is then used to support distributed manufacturing, especially in CMfg environments, and enhance product development. The concepts and methodologies are to be evaluated in a real world learning factory.
Mit Eintritt in den ersten Covid-19-Lockdown im März 2020 und den darauffolgenden Semestern im überwiegenden Distance-Betrieb, wurde ein nie dagewesenes didaktisches Experiment gestartet. Eine seit 2017 abgehaltenen Lehrveranstaltung im Bachelorstudiengang Internationale Betriebswirtschaft an der Fachhochschule Vorarlberg simulierte bereits in "Vor-Pandemie-Semestern" das Arbeiten und Interagieren in virtuellen Teams. Die hieraus vorliegenden Reflexionsberichte ergeben zusammen mit den Hausarbeiten, welche die Studierenden der Lehrveranstaltung in 2020 im Lichte eines kompletten Online Semesters in virtuellen Teams erstellt haben die Basis für sieben Thesen zur Auswirkung einer digitalen und virtuellen Zusammenarbeit für Ausbildung und Berufstätigkeit.
To create a map of an unknown area, autonomous robots must follow a strategy to explore the area without knowing the optimal paths to reduce the time needed to map the whole area. To reduce the time to accomplish this task, multiple robots can work together to create a map in a more efficient way. However, without proper coordination, the time a team of autonomous robots needs to explore the unknown area can exceed the time needed by a single robot. To counteract the challenges, a shared infrastructure is needed which extracts useful information for the individual robots out of the shared information of all robots so the exploration can be coordinated. These measures introduce new challenges to the system, concerning the load of the communication infrastructure as well as the overall task of exploring and mapping becoming dependent on the correct communication and robustness of the shared team infrastructure. Therefore, the amount of communication and dependency of each individual robot of the rest of the other robots of the team must be reduced to ensure that the robots can continue working even if the communication with the shared infrastructure fails.
The increasing digitalisation of daily routines confronts people with frequent privacy decisions. However, obscure data processing often leads to tedious decision-making and results in unreflective choices that unduly compromise privacy. Serious Games could be applied to encourage teenagers and young adults to make more thoughtful privacy decisions. Creating a Serious Game (SG) that promotes privacy awareness while maintaining an engaging gameplay requires, however, a carefully balanced game concept. This study explores the benefits of an online role-playing boardgame as a co-designing activity for creating SGs about privacy. In a between-subjects trial, student groups and educator/researcher groups were taking the roles of player, teacher, researcher and designer to co-design a balanced privacy SG concept. Using predefined design proposal cards or creating their own, students and educators played the online boardgame during a video conference session to generate game ideas, resolve potential conflicts and balance the different SG aspects. The comparative results of the present study indicate that students and educators alike perceive support from role-playing when ideating and balancing SG concepts and are happy with their playfully co-designed game concepts. Implications for supporting SG design with role-playing in remote collaboration scenarios are conclusively synthesised.
IBH Living Lab AAL
(2021)
One goal of the project described in this paper is to create learning algorithms for machines and robots that lack a precise virtual controller for correct simulations. Using a digital twin approach, the developed mixed reality application aims for an overlay of a virtual robot model with the real world counterpart using Microsoft HoloLens 2 smart glasses. The application should help users to have an inside look into the results of the learning algorithm and therefore supervise and improve those results. The main focus of this paper is the visual representation of the digital twin on the smart glasses. One of the challenges is the level of abstraction and specific use of shaders (program code defining material attributes) to help the user differentiating between virtual and real objects. Therefore different presentation methods are described and evaluated. Study results with 48 persons show that the most abstract representation (wireframe) scores lowest, whereas a half-transparent model works best.