TY - THES A1 - Moebert, Tobias T1 - Zum Einfluss von Adaptivität auf die Wahrnehmung von Komplexität in der Mensch-Technik-Interaktion T1 - On the Influence of Adaptivity upon the Perception of Complexity in Human-Technology Interaction BT - dargestellt am Beispiel Bildungstechnologie N2 - Wir leben in einer Gesellschaft, die von einem stetigen Wunsch nach Innovation und Fortschritt geprägt ist. Folgen dieses Wunsches sind die immer weiter fortschreitende Digitalisierung und informatische Vernetzung aller Lebensbereiche, die so zu immer komplexeren sozio-technischen Systemen führen. Ziele dieser Systeme sind u. a. die Unterstützung von Menschen, die Verbesserung ihrer Lebenssituation oder Lebensqualität oder die Erweiterung menschlicher Möglichkeiten. Doch haben neue komplexe technische Systeme nicht nur positive soziale und gesellschaftliche Effekte. Oft gibt es unerwünschte Nebeneffekte, die erst im Gebrauch sichtbar werden, und sowohl Konstrukteur*innen als auch Nutzer*innen komplexer vernetzter Technologien fühlen sich oft orientierungslos. Die Folgen können von sinkender Akzeptanz bis hin zum kompletten Verlust des Vertrauens in vernetze Softwaresysteme reichen. Da komplexe Anwendungen, und damit auch immer komplexere Mensch-Technik-Interaktionen, immer mehr an Relevanz gewinnen, ist es umso wichtiger, wieder Orientierung zu finden. Dazu müssen wir zuerst diejenigen Elemente identifizieren, die in der Interaktion mit vernetzten sozio-technischen Systemen zu Komplexität beitragen und somit Orientierungsbedarf hervorrufen. Mit dieser Arbeit soll ein Beitrag geleistet werden, um ein strukturiertes Reflektieren über die Komplexität vernetzter sozio-technischer Systeme im gesamten Konstruktionsprozess zu ermöglichen. Dazu wird zuerst eine Definition von Komplexität und komplexen Systemen erarbeitet, die über das informatische Verständnis von Komplexität (also der Kompliziertheit von Problemen, Algorithmen oder Daten) hinausgeht. Im Vordergrund soll vielmehr die sozio-technische Interaktion mit und in komplexen vernetzten Systemen stehen. Basierend auf dieser Definition wird dann ein Analysewerkzeug entwickelt, welches es ermöglicht, die Komplexität in der Interaktion mit sozio-technischen Systemen sichtbar und beschreibbar zu machen. Ein Bereich, in dem vernetzte sozio-technische Systeme zunehmenden Einzug finden, ist jener digitaler Bildungstechnologien. Besonders adaptiven Bildungstechnologien wurde in den letzten Jahrzehnten ein großes Potential zugeschrieben. Zwei adaptive Lehr- bzw. Trainingssysteme sollen deshalb exemplarisch mit dem in dieser Arbeit entwickelten Analysewerkzeug untersucht werden. Hierbei wird ein besonderes Augenmerkt auf den Einfluss von Adaptivität auf die Komplexität von Mensch-Technik-Interaktionssituationen gelegt. In empirischen Untersuchungen werden die Erfahrungen von Konstrukteur*innen und Nutzer*innen jener adaptiver Systeme untersucht, um so die entscheidenden Kriterien für Komplexität ermitteln zu können. Auf diese Weise können zum einen wiederkehrende Orientierungsfragen bei der Entwicklung adaptiver Bildungstechnologien aufgedeckt werden. Zum anderen werden als komplex wahrgenommene Interaktionssituationen identifiziert. An diesen Situationen kann gezeigt werden, wo aufgrund der Komplexität des Systems die etablierten Alltagsroutinen von Nutzenden nicht mehr ausreichen, um die Folgen der Interaktion mit dem System vollständig erfassen zu können. Dieses Wissen kann sowohl Konstrukteur*innen als auch Nutzer*innen helfen, in Zukunft besser mit der inhärenten Komplexität moderner Bildungstechnologien umzugehen. N2 - We live in a society that is characterized by a constant desire for innovation and progress. The consequences of this desire are the ever-increasing digitalization and networking of all areas of life, which thus lead to ever more complex socio-technical systems. The goals of these systems include supporting people, improving their living situation or quality of life, or expanding human possibilities. But new complex technical systems do not only have positive social and societal effects. Often there are undesirable side effects that only become apparent during use, and both designers and users of complex networked technologies often feel disoriented. The consequences can range from decreasing acceptance to a complete loss of trust in networked software systems. As complex applications, and thus increasingly complex human-technology interactions, become more and more relevant, it is all the more important to find orientation again. For this purpose, we first have to identify those elements that contribute to complexity in the interaction with networked socio-technical systems and thus create a need for orientation. This work is intended to contribute to a structured reflection on the complexity of networked socio-technical systems throughout the entire construction process. For this purpose, a definition of complexity and complex system is first developed, which goes beyond the informatics understanding of complexity (i.e. the complexity of problems, algorithms, or data). The focus will rather be on the socio-technical interaction with and within complex networked systems. Based on this definition, an analysis tool will be developed, which allows us to make the complexity in the interaction with socio-technical systems visible and describable. One area in which networked socio-technical systems are becoming increasingly important is that of digital educational technologies. Adaptive educational technologies in particular have been attributed a great potential in the last decades. Therefore, two adaptive teaching and training systems will be examined with the analysis tool developed in this thesis. Special attention will be paid to the influence of adaptivity on the complexity of human-technology interaction situations. In empirical studies, the experiences of users and constructors of those adaptive systems will be examined to determine the decisive criteria for complexity. In this way, recurring questions of orientation in the development of adaptive educational technologies can be uncovered. Furthermore, interaction situations perceived as complex are identified. These situations can be used to show where, due to the complexity of the system, the established everyday routines of users are no longer sufficient to fully grasp the consequences of interaction with the system. This knowledge can help both designers and users to better deal with the inherent complexity of modern educational technologies in the future. KW - Bildungstechnologien KW - Mensch-Technik-Interaktion KW - Komplexität KW - Adaptivität KW - Methodik KW - Adaptivity KW - Educational Technologies KW - Complexity KW - Human-Technology Interaction KW - Methodology Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-499926 ER - TY - JOUR A1 - Middelanis, Robin A1 - Willner, Sven N. A1 - Otto, Christian A1 - Kuhla, Kilian A1 - Quante, Lennart A1 - Levermann, Anders T1 - Wave-like global economic ripple response to Hurricane Sandy JF - Environmental research letters : ERL / Institute of Physics N2 - Tropical cyclones range among the costliest disasters on Earth. Their economic repercussions along the supply and trade network also affect remote economies that are not directly affected. We here simulate possible global repercussions on consumption for the example case of Hurricane Sandy in the US (2012) using the shock-propagation model Acclimate. The modeled shock yields a global three-phase ripple: an initial production demand reduction and associated consumption price decrease, followed by a supply shortage with increasing prices, and finally a recovery phase. Regions with strong trade relations to the US experience strong magnitudes of the ripple. A dominating demand reduction or supply shortage leads to overall consumption gains or losses of a region, respectively. While finding these repercussions in historic data is challenging due to strong volatility of economic interactions, numerical models like ours can help to identify them by approaching the problem from an exploratory angle, isolating the effect of interest. For this, our model simulates the economic interactions of over 7000 regional economic sectors, interlinked through about 1.8 million trade relations. Under global warming, the wave-like structures of the economic response to major hurricanes like the one simulated here are likely to intensify and potentially overlap with other weather extremes. KW - supply chains KW - Hurricane Sandy KW - economic ripples KW - extreme weather KW - impacts KW - loss propagation KW - natural disasters Y1 - 2021 U6 - https://doi.org/10.1088/1748-9326/ac39c0 SN - 1748-9326 VL - 16 IS - 12 PB - IOP Publ. Ltd. CY - Bristol ER - TY - JOUR A1 - Hawro, Tomasz A1 - Przybylowicz, Katarzyna A1 - Spindler, Max A1 - Hawro, Marlena A1 - Steć, Michał A1 - Altrichter, Sabine A1 - Weller, Karsten A1 - Magerl, Markus A1 - Reidel, Ulrich A1 - Alarbeed, Ezzat A1 - Alraboni, Ola A1 - Maurer, Marcus A1 - Metz, Martin T1 - The characteristics and impact of pruritus in adult dermatology patients BT - a prospective, cross-sectional study JF - Journal of the American Academy of Dermatology N2 - Background: Pruritus often accompanies chronic skin diseases, exerting considerable burden on many areas of patient functioning; this burden and the features of pruritus remain insufficiently characterized. Objective: To investigate characteristics, including localization patterns, and burden of pruritus in patients with chronic dermatoses. Methods: We recruited 800 patients with active chronic skin diseases. We assessed pruritus intensity, localization, and further characteristics. We used validated questionnaires to assess quality of life, work productivity and activity impairment, anxiety, depression, and sleep quality. Results: Nine out of every 10 patients had experienced pruritus throughout their disease and 73% in the last 7 days. Pruritus often affected the entire body and was not restricted to skin lesions. Patients with moderate to severe pruritus reported significantly more impairment to their sleep quality and work productivity, and they were more depressed and anxious than control individuals and patients with mild or no pruritus. Suicidal ideations were highly prevalent in patients with chronic pruritus (18.5%) and atopic dermatitis (11.8%). Conclusions: Pruritus prevalence and intensity are very high across all dermatoses studied; intensity is linked to impairment in many areas of daily functioning. Effective treatment strategies are urgently required to treat pruritus and the underlying skin disease. ( J Am Acad Dermatol 2021;84:691-700.) KW - activity KW - anxiety KW - depression KW - pruritus KW - quality of life KW - sleep quality KW - suicidal ideations KW - work productivity Y1 - 2021 U6 - https://doi.org/10.1016/J.JAAD.2020.08.035 SN - 0190-9622 SN - 1097-6787 VL - 84 IS - 3 SP - 691 EP - 700 PB - Elsevier CY - Amsterdam [u.a.] ER - TY - JOUR A1 - Cabalar, Pedro A1 - Fandiño, Jorge A1 - Fariñas del Cerro, Luis T1 - Splitting epistemic logic programs JF - Theory and practice of logic programming / publ. for the Association for Logic Programming N2 - Epistemic logic programs constitute an extension of the stable model semantics to deal with new constructs called subjective literals. Informally speaking, a subjective literal allows checking whether some objective literal is true in all or some stable models. As it can be imagined, the associated semantics has proved to be non-trivial, since the truth of subjective literals may interfere with the set of stable models it is supposed to query. As a consequence, no clear agreement has been reached and different semantic proposals have been made in the literature. Unfortunately, comparison among these proposals has been limited to a study of their effect on individual examples, rather than identifying general properties to be checked. In this paper, we propose an extension of the well-known splitting property for logic programs to the epistemic case. We formally define when an arbitrary semantics satisfies the epistemic splitting property and examine some of the consequences that can be derived from that, including its relation to conformant planning and to epistemic constraints. Interestingly, we prove (through counterexamples) that most of the existing approaches fail to fulfill the epistemic splitting property, except the original semantics proposed by Gelfond 1991 and a recent proposal by the authors, called Founded Autoepistemic Equilibrium Logic. KW - knowledge representation and nonmonotonic reasoning KW - logic programming methodology and applications KW - theory Y1 - 2021 U6 - https://doi.org/10.1017/S1471068420000058 SN - 1471-0684 SN - 1475-3081 VL - 21 IS - 3 SP - 296 EP - 316 PB - Cambridge Univ. Press CY - Cambridge [u.a.] ER - TY - JOUR A1 - Bordihn, Henning A1 - Vaszil, György T1 - Reversible parallel communicating finite automata systems JF - Acta informatica N2 - We study the concept of reversibility in connection with parallel communicating systems of finite automata (PCFA in short). We define the notion of reversibility in the case of PCFA (also covering the non-deterministic case) and discuss the relationship of the reversibility of the systems and the reversibility of its components. We show that a system can be reversible with non-reversible components, and the other way around, the reversibility of the components does not necessarily imply the reversibility of the system as a whole. We also investigate the computational power of deterministic centralized reversible PCFA. We show that these very simple types of PCFA (returning or non-returning) can recognize regular languages which cannot be accepted by reversible (deterministic) finite automata, and that they can even accept languages that are not context-free. We also separate the deterministic and non-deterministic variants in the case of systems with non-returning communication. We show that there are languages accepted by non-deterministic centralized PCFA, which cannot be recognized by any deterministic variant of the same type. KW - Finite automata KW - Reversibility KW - Systems of parallel communicating KW - automata Y1 - 2021 U6 - https://doi.org/10.1007/s00236-021-00396-9 SN - 0001-5903 SN - 1432-0525 VL - 58 IS - 4 SP - 263 EP - 279 PB - Springer CY - Berlin ; Heidelberg ; New York, NY ER - TY - JOUR A1 - Quante, Lennart A1 - Willner, Sven N. A1 - Middelanis, Robin A1 - Levermann, Anders T1 - Regions of intensification of extreme snowfall under future warming JF - Scientific reports N2 - Due to climate change the frequency and character of precipitation are changing as the hydrological cycle intensifies. With regards to snowfall, global warming has two opposing influences; increasing humidity enables intense snowfall, whereas higher temperatures decrease the likelihood of snowfall. Here we show an intensification of extreme snowfall across large areas of the Northern Hemisphere under future warming. This is robust across an ensemble of global climate models when they are bias-corrected with observational data. While mean daily snowfall decreases, both the 99th and the 99.9th percentiles of daily snowfall increase in many regions in the next decades, especially for Northern America and Asia. Additionally, the average intensity of snowfall events exceeding these percentiles as experienced historically increases in many regions. This is likely to pose a challenge to municipalities in mid to high latitudes. Overall, extreme snowfall events are likely to become an increasingly important impact of climate change in the next decades, even if they will become rarer, but not necessarily less intense, in the second half of the century. Y1 - 2021 U6 - https://doi.org/10.1038/s41598-021-95979-4 SN - 2045-2322 VL - 11 IS - 1 PB - Macmillan Publishers Limited, part of Springer Nature CY - Berlin ER - TY - JOUR A1 - Camargo, Tibor de A1 - Schirrmann, Michael A1 - Landwehr, Niels A1 - Dammer, Karl-Heinz A1 - Pflanz, Michael T1 - Optimized deep learning model as a basis for fast UAV mapping of weed species in winter wheat crops JF - Remote sensing / Molecular Diversity Preservation International (MDPI) N2 - Weed maps should be available quickly, reliably, and with high detail to be useful for site-specific management in crop protection and to promote more sustainable agriculture by reducing pesticide use. Here, the optimization of a deep residual convolutional neural network (ResNet-18) for the classification of weed and crop plants in UAV imagery is proposed. The target was to reach sufficient performance on an embedded system by maintaining the same features of the ResNet-18 model as a basis for fast UAV mapping. This would enable online recognition and subsequent mapping of weeds during UAV flying operation. Optimization was achieved mainly by avoiding redundant computations that arise when a classification model is applied on overlapping tiles in a larger input image. The model was trained and tested with imagery obtained from a UAV flight campaign at low altitude over a winter wheat field, and classification was performed on species level with the weed species Matricaria chamomilla L., Papaver rhoeas L., Veronica hederifolia L., and Viola arvensis ssp. arvensis observed in that field. The ResNet-18 model with the optimized image-level prediction pipeline reached a performance of 2.2 frames per second with an NVIDIA Jetson AGX Xavier on the full resolution UAV image, which would amount to about 1.78 ha h(-1) area output for continuous field mapping. The overall accuracy for determining crop, soil, and weed species was 94%. There were some limitations in the detection of species unknown to the model. When shifting from 16-bit to 32-bit model precision, no improvement in classification accuracy was observed, but a strong decline in speed performance, especially when a higher number of filters was used in the ResNet-18 model. Future work should be directed towards the integration of the mapping process on UAV platforms, guiding UAVs autonomously for mapping purpose, and ensuring the transferability of the models to other crop fields. KW - ResNet KW - deep residual networks KW - UAV imagery KW - embedded systems KW - crop KW - monitoring KW - image classification KW - site-specific weed management KW - real-time mapping Y1 - 2021 U6 - https://doi.org/10.3390/rs13091704 SN - 2072-4292 VL - 13 IS - 9 PB - MDPI CY - Basel ER - TY - JOUR A1 - Bordihn, Henning A1 - Holzer, Markus T1 - On the number of active states in finite automata JF - Acta informatica N2 - We introduce a new measure of descriptional complexity on finite automata, called the number of active states. Roughly speaking, the number of active states of an automaton A on input w counts the number of different states visited during the most economic computation of the automaton A for the word w. This concept generalizes to finite automata and regular languages in a straightforward way. We show that the number of active states of both finite automata and regular languages is computable, even with respect to nondeterministic finite automata. We further compare the number of active states to related measures for regular languages. In particular, we show incomparability to the radius of regular languages and that the difference between the number of active states and the total number of states needed in finite automata for a regular language can be of exponential order. Y1 - 2021 U6 - https://doi.org/10.1007/s00236-021-00397-8 SN - 0001-5903 SN - 1432-0525 VL - 58 IS - 4 SP - 301 EP - 318 PB - Springer CY - Berlin ; Heidelberg [u.a.] ER - TY - JOUR A1 - Brede, Nuria A1 - Botta, Nicola T1 - On the correctness of monadic backward induction JF - Journal of functional programming N2 - In control theory, to solve a finite-horizon sequential decision problem (SDP) commonly means to find a list of decision rules that result in an optimal expected total reward (or cost) when taking a given number of decision steps. SDPs are routinely solved using Bellman's backward induction. Textbook authors (e.g. Bertsekas or Puterman) typically give more or less formal proofs to show that the backward induction algorithm is correct as solution method for deterministic and stochastic SDPs. Botta, Jansson and Ionescu propose a generic framework for finite horizon, monadic SDPs together with a monadic version of backward induction for solving such SDPs. In monadic SDPs, the monad captures a generic notion of uncertainty, while a generic measure function aggregates rewards. In the present paper, we define a notion of correctness for monadic SDPs and identify three conditions that allow us to prove a correctness result for monadic backward induction that is comparable to textbook correctness proofs for ordinary backward induction. The conditions that we impose are fairly general and can be cast in category-theoretical terms using the notion of Eilenberg-Moore algebra. They hold in familiar settings like those of deterministic or stochastic SDPs, but we also give examples in which they fail. Our results show that backward induction can safely be employed for a broader class of SDPs than usually treated in textbooks. However, they also rule out certain instances that were considered admissible in the context of Botta et al. 's generic framework. Our development is formalised in Idris as an extension of the Botta et al. framework and the sources are available as supplementary material. Y1 - 2021 U6 - https://doi.org/10.1017/S0956796821000228 SN - 1469-7653 SN - 0956-7968 VL - 31 PB - Cambridge University Press CY - Cambridge ER - TY - THES A1 - Sahlmann, Kristina T1 - Network management with semantic descriptions for interoperability on the Internet of Things T1 - Netzwerk Management mit semantischen Beschreibungen für Interoperabilität im Internet der Dinge N2 - The Internet of Things (IoT) is a system of physical objects that can be discovered, monitored, controlled, or interacted with by electronic devices that communicate over various networking interfaces and eventually can be connected to the wider Internet. [Guinard and Trifa, 2016]. IoT devices are equipped with sensors and/or actuators and may be constrained in terms of memory, computational power, network bandwidth, and energy. Interoperability can help to manage such heterogeneous devices. Interoperability is the ability of different types of systems to work together smoothly. There are four levels of interoperability: physical, network and transport, integration, and data. The data interoperability is subdivided into syntactic and semantic data. Semantic data describes the meaning of data and the common understanding of vocabulary e.g. with the help of dictionaries, taxonomies, ontologies. To achieve interoperability, semantic interoperability is necessary. Many organizations and companies are working on standards and solutions for interoperability in the IoT. However, the commercial solutions produce a vendor lock-in. They focus on centralized approaches such as cloud-based solutions. This thesis proposes a decentralized approach namely Edge Computing. Edge Computing is based on the concepts of mesh networking and distributed processing. This approach has an advantage that information collection and processing are placed closer to the sources of this information. The goals are to reduce traffic, latency, and to be robust against a lossy or failed Internet connection. We see management of IoT devices from the network configuration management perspective. This thesis proposes a framework for network configuration management of heterogeneous, constrained IoT devices by using semantic descriptions for interoperability. The MYNO framework is an acronym for MQTT, YANG, NETCONF and Ontology. The NETCONF protocol is the IETF standard for network configuration management. The MQTT protocol is the de-facto standard in the IoT. We picked up the idea of the NETCONF-MQTT bridge, originally proposed by Scheffler and Bonneß[2017], and extended it with semantic device descriptions. These device descriptions provide a description of the device capabilities. They are based on the oneM2M Base ontology and formalized by the Semantic Web Standards. The novel approach is using a ontology-based device description directly on a constrained device in combination with the MQTT protocol. The bridge was extended in order to query such descriptions. Using a semantic annotation, we achieved that the device capabilities are self-descriptive, machine readable and re-usable. The concept of a Virtual Device was introduced and implemented, based on semantic device descriptions. A Virtual Device aggregates the capabilities of all devices at the edge network and contributes therefore to the scalability. Thus, it is possible to control all devices via a single RPC call. The model-driven NETCONF Web-Client is generated automatically from this YANG model which is generated by the bridge based on the semantic device description. The Web-Client provides a user-friendly interface, offers RPC calls and displays sensor values. We demonstrate the feasibility of this approach in different use cases: sensor and actuator scenarios, as well as event configuration and triggering. The semantic approach results in increased memory overhead. Therefore, we evaluated CBOR and RDF HDT for optimization of ontology-based device descriptions for use on constrained devices. The evaluation shows that CBOR is not suitable for long strings and RDF HDT is a promising candidate but is still a W3C Member Submission. Finally, we used an optimized JSON-LD format for the syntax of the device descriptions. One of the security tasks of network management is the distribution of firmware updates. The MYNO Update Protocol (MUP) was developed and evaluated on constrained devices CC2538dk and 6LoWPAN. The MYNO update process is focused on freshness and authenticity of the firmware. The evaluation shows that it is challenging but feasible to bring the firmware updates to constrained devices using MQTT. As a new requirement for the next MQTT version, we propose to add a slicing feature for the better support of constrained devices. The MQTT broker should slice data to the maximum packet size specified by the device and transfer it slice-by-slice. For the performance and scalability evaluation of MYNO framework, we setup the High Precision Agriculture demonstrator with 10 ESP-32 NodeMCU boards at the edge of the network. The ESP-32 NodeMCU boards, connected by WLAN, were equipped with six sensors and two actuators. The performance evaluation shows that the processing of ontology-based descriptions on a Raspberry Pi 3B with the RDFLib is a challenging task regarding computational power. Nevertheless, it is feasible because it must be done only once per device during the discovery process. The MYNO framework was tested with heterogeneous devices such as CC2538dk from Texas Instruments, Arduino Yún Rev 3, and ESP-32 NodeMCU, and IP-based networks such as 6LoWPAN and WLAN. Summarizing, with the MYNO framework we could show that the semantic approach on constrained devices is feasible in the IoT. N2 - Ein Netzwerk von physischen Objekten (Dingen), die von elektronischen Geräten entdeckt, überwacht und gesteuert werden können, die über verschiedene Netzwerkschnittstellen kommunizieren und schließlich mit dem Internet verbunden werden können, bezeichnet man als Internet of Things (Internet der Dinge, IoT) [Guinard und Trifa, 2016]. Die elektronischen Geräte sind mit Sensoren und Aktuatoren ausgestattet und verfügen oft nur über begrenzte Rechenressourcen wie Leistung, Speicher, Netzwerkbandbreite und Energie. Interoperabilität ist die Fähigkeit verschiedener Systemtypen reibungslos zusammenzuarbeiten und kann helfen, heterogenen Geräte im IoT zu verwalten. Die Semantische Interoperabilität stellt sicher, dass die Bedeutung von Daten und das gemeinsame Verständnis des Vokabulars zwischen den Systemen vorhanden ist. Viele Organisationen und Unternehmen arbeiten an Standards und Lösungen für die Interoperabilität im IoT, bieten aber nur Insellösungen an. Die kommerziellen Lösungen führen jedoch zu einer Lieferantenbindung. Sie konzentrieren sich auf zentralisierte Ansätze wie Cloud-basierte Lösungen. Wir verfolgen einen dezentralen Ansatz, nämlich Edge Computing, und sehen die Verwaltung von IoT-Geräten aus der Perspektive des Netzwerkkonfigurationsmanagements. In dieser Arbeit wird ein Framework für das Netzwerkkonfigurationsmanagement heterogener IoT-Geräte mit begrenzten Rechenressourcen unter Verwendung semantischer Beschreibungen für die Interoperabilität vorgestellt. Das MYNO-Framework steht für die verwendeten Technologien MQTT, YANG, NETCONF und Ontologie. Das NETCONF-Protokoll ist der IETF-Standard für das Netzwerkkonfigurations-management und verwendet YANG als Datenmodellierungssprache. Das MQTT-Protokoll ist der De-facto-Standard im IoT. Die semantischen Beschreibungen enthalten eine detaillierte Liste der Gerätefunktionen. Sie basieren auf der oneM2M Base-Ontologie und verwenden Semantic Web Standards. Das Konzept eines Virtuellen Geräts wurde basierend auf den semantischen Gerätebeschreibungen eingeführt und implementiert. Der modellgesteuerte NETCONF Web-Client wird automatisch auf Basis von YANG generiert, das auf Basis der semantischen Gerätebeschreibung erstellt wird. Wir demonstrieren die Machbarkeit des MYNO Ansatzes in verschiedenen Anwendungsfällen: Sensor- und Aktuator-Szenarien sowie Ereigniskonfiguration und -auslösung. Eine der Sicherheitsaufgaben des Netzwerkmanagements ist die Verteilung von Firmware-Updates. Das MYNO Update Protocol (MUP) wurde auf den Geräten CC2538dk und 6LoWPAN Netzwerk entwickelt und evaluiert. Für die Bewertung der Leistung und Skalierbarkeit des MYNO-Frameworks wurde ein Precision Agriculture Demonstrator mit 10 ESP-32 NodeMCU Geräten eingerichtet. Zusammenfassend konnten wir mit dem MYNO-Framework zeigen, dass der semantische Ansatz für Geräte mit limitierten Rechenressourcen im Internet of Things machbar ist. KW - Internet of Things KW - Network Management KW - MQTT KW - Ontology KW - Interoperability KW - Netzwerk Management KW - Interoperabilität KW - Sensornetzwerke KW - Ontologie KW - 6LoWPAN KW - Semantic Web KW - IoT KW - NETCONF KW - oneM2M Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-529846 ER - TY - THES A1 - Dehne, Julian T1 - Möglichkeiten und Limitationen der medialen Unterstützung forschenden Lernens N2 - Forschendes Lernen und die digitale Transformation sind zwei der wichtigsten Einflüsse auf die Entwicklung der Hochschuldidaktik im deutschprachigen Raum. Während das forschende Lernen als normative Theorie das sollen beschreibt, geben die digitalen Werkzeuge, alte wie neue, das können in vielen Bereichen vor. In der vorliegenden Arbeit wird ein Prozessmodell aufgestellt, was den Versuch unternimmt, das forschende Lernen hinsichtlich interaktiver, gruppenbasierter Prozesse zu systematisieren. Basierend auf dem entwickelten Modell wurde ein Softwareprototyp implementiert, der den gesamten Forschungsprozess begleiten kann. Dabei werden Gruppenformation, Feedback- und Reflexionsprozesse und das Peer Assessment mit Bildungstechnologien unterstützt. Die Entwicklungen wurden in einem qualitativen Experiment eingesetzt, um Systemwissen über die Möglichkeiten und Grenzen der digitalen Unterstützung von forschendem Lernen zu gewinnen. N2 - Research-based learning and digital transformation are two of the most important influences on the development of pedagogies of universities in German-speaking countries. While research-based learning as a normative theory explains the should, the digital tools, both old and new, provide the can in many areas. In the present work, a process model was developed, which captures research-based learning with regard to interactive, group-based processes. Based on this model a software prototype was implemented that can accompany the entire research process. Thereby group formation, feedback and reflection processes and peer assessment are supported with educational technology. The developed software was used in a qualitative experiment to gain knowledge about the possibilities and limits of digital support for research-based learning. T2 - Limits and chances of supporting inquiry-based learning with digital media KW - Forschendes Lernen KW - Digitale Medien KW - Modellierung KW - Bildungstechnologien KW - Educational Technologies KW - Digital Media KW - Inquiry-based learning KW - Modelling Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-497894 ER - TY - JOUR A1 - Andjelković, Marko A1 - Chen, Junchao A1 - Simevski, Aleksandar A1 - Schrape, Oliver A1 - Krstić, Miloš A1 - Kraemer, Rolf T1 - Monitoring of particle count rate and LET variations with pulse stretching inverters JF - IEEE transactions on nuclear science : a publication of the IEEE Nuclear and Plasma Sciences Society N2 - This study investigates the use of pulse stretching (skew-sized) inverters for monitoring the variation of count rate and linear energy transfer (LET) of energetic particles. The basic particle detector is a cascade of two pulse stretching inverters, and the required sensing area is obtained by connecting up to 12 two-inverter cells in parallel and employing the required number of parallel arrays. The incident particles are detected as single-event transients (SETs), whereby the SET count rate denotes the particle count rate, while the SET pulsewidth distribution depicts the LET variations. The advantage of the proposed solution is the possibility to sense the LET variations using fully digital processing logic. SPICE simulations conducted on IHP's 130-nm CMOS technology have shown that the SET pulsewidth varies by approximately 550 ps over the LET range from 1 to 100 MeV center dot cm(2) center dot mg(-1). The proposed detector is intended for triggering the fault-tolerant mechanisms within a self-adaptive multiprocessing system employed in space. It can be implemented as a standalone detector or integrated in the same chip with the target system. KW - Particle detector KW - pulse stretching inverters KW - single-event transient KW - (SET) count rate KW - SET pulsewidth distribution Y1 - 2021 U6 - https://doi.org/10.1109/TNS.2021.3076400 SN - 0018-9499 SN - 1558-1578 VL - 68 IS - 8 SP - 1772 EP - 1781 PB - Institute of Electrical and Electronics Engineers CY - New York, NY ER - TY - THES A1 - Hitz, Michael T1 - Modellierung und Generierung kombinierbarer Benutzungsschnittstellenvarianten und deren gemeinschaftliche Nutzung in Dienst-Ökosystemen T1 - Modeling and generation of composable user interface variants and their shared use in digital service ecosystems N2 - Digitalisierung ermöglicht es uns, mit Partnern (z.B. Unternehmen, Institutionen) in einer IT-unterstützten Umgebung zu interagieren und Tätigkeiten auszuführen, die vormals manuell erledigt wurden. Ein Ziel der Digitalisierung ist dabei, Dienstleistungen unterschiedlicher fachlicher Domänen zu Prozessen zu kombinieren und vielen Nutzergruppen bedarfsgerecht zugänglich zu machen. Hierzu stellen Anbieter technische Dienste bereit, die in unterschiedliche Anwendungen integriert werden können. Die Digitalisierung stellt die Anwendungsentwicklung vor neue Herausforderungen. Ein Aspekt ist die bedarfsgerechte Anbindung von Nutzern an Dienste. Zur Interaktion menschlicher Nutzer mit den Diensten werden Benutzungsschnittstellen benötigt, die auf deren Bedürfnisse zugeschnitten sind. Hierzu werden Varianten für spezifische Nutzergruppen (fachliche Varianten) und variierende Umgebungen (technische Varianten) benötigt. Zunehmend müssen diese mit Diensten anderer Anbieter kombiniert werden können, um domänenübergreifend Prozesse zu Anwendungen mit einem erhöhten Mehrwert für den Endnutzer zu verknüpfen (z.B. eine Flugbuchung mit einer optionalen Reiseversicherung). Die Vielfältigkeit der Varianten lässt die Erstellung von Benutzungsschnittstellen komplex und die Ergebnisse sehr individuell erscheinen. Daher werden die Varianten in der Praxis vorwiegend manuell erstellt. Dies führt zur parallelen Entwicklung einer Vielzahl sehr ähnlicher Anwendungen, die nur geringes Potential zur Wiederverwendung besitzen. Die Folge sind hohe Aufwände bei Erstellung und Wartung. Dadurch wird häufig auf die Unterstützung kleiner Nutzerkreise mit speziellen Anforderungen verzichtet (z.B. Menschen mit physischen Einschränkungen), sodass diese weiterhin von der Digitalisierung ausgeschlossen bleiben. Die Arbeit stellt eine konsistente Lösung für diese neuen Herausforderungen mit den Mitteln der modellgetriebenen Entwicklung vor. Sie präsentiert einen Ansatz zur Modellierung von Benutzungsschnittstellen, Varianten und Kompositionen und deren automatischer Generierung für digitale Dienste in einem verteilten Umfeld. Die Arbeit schafft eine Lösung zur Wiederverwendung und gemeinschaftlichen Nutzung von Benutzungsschnittstellen über Anbietergrenzen hinweg. Sie führt zu einer Infrastruktur, in der eine Vielzahl von Anbietern ihre Expertise in gemeinschaftliche Anwendungen einbringen können. Die Beiträge bestehen im Einzelnen in Konzepten und Metamodellen zur Modellierung von Benutzungsschnittstellen, Varianten und Kompositionen sowie einem Verfahren zu deren vollständig automatisierten Transformation in funktionale Benutzungsschnittstellen. Zur Umsetzung der gemeinschaftlichen Nutzbarkeit werden diese ergänzt um eine universelle Repräsentation der Modelle, einer Methodik zur Anbindung unterschiedlicher Dienst-Anbieter sowie einer Architektur zur verteilten Nutzung der Artefakte und Verfahren in einer dienstorientierten Umgebung. Der Ansatz bietet die Chance, unterschiedlichste Menschen bedarfsgerecht an der Digitalisierung teilhaben zu lassen. Damit setzt die Arbeit Impulse für zukünftige Methoden zur Anwendungserstellung in einem zunehmend vielfältigen Umfeld. N2 - Digitalization enables us to interact with partners (e.g., companies, institutions) and perform operations in an IT-supported, digital environment. A major objective of the digitalization efforts is to combine and integrate services of different business domains in order to make them accessible to a wide variety of users. To achieve that objective, service suppliers provide technical services that can be integrated into applications. This brings new challenges for the development of applications. An important aspect is the needs-oriented accessibility of services for users. To interact with technical services, human users need user interfaces (UIs) tailored to suit their needs. This requires a variety of UI variants focusing on the different requirements of special user groups (user specific variants) and tailored for multiple technical environments (technical variants). In addition, user interfaces increasingly need to combine services from different suppliers and business domains to build applications with added value for the customer (e.g., a flight booking in combination with a travel insurance product). The diversity of the variants lets the development of user interfaces seems to be a complex and very individual task. Therefore, in daily practice variants are mostly built manually. This leads to concurrent developments of very similar, yet hardly reusable applications. This results in increasing expenses for application building and maintenance. One consequence is that service providers shy away from the effort to build variants for small user groups with special needs (e.g., visually impaired persons), excluding them from digital offerings and leaving them behind. This thesis offers a consistent solution for these new challenges by applying model driven development techniques to the problem. It presents an approach for modeling dialog-based user interfaces, variants and compositions including their completely automatic generation as UIs for digital services in a distributed environment. The thesis provides a solution for reuse and sharing of user interfaces across different domains and suppliers. It leads to an infrastructure where a variety of suppliers can share their expertise to build applications. The contributions of this work are concepts and metamodels for modeling user interfaces, variants and compositions along with a process for a completely automated transformation into fully functional UIs. To achieve reusability and shareability the solutions are complemented by a universal representation of the models, a method to reuse them with different service suppliers and a distributed architecture for sharing the artifacts and functional components of the approach in a service oriented environment. The approach offers the opportunity to a variety of people to participate in digitalization. It provides impetus for future application development methods within an increasingly diverse environment. KW - Digitalisierung KW - Dienst-Ökosysteme KW - Dialogbasierte Benutzerschnittstellen KW - Multimodale Benutzerschnittstellen KW - Modellgetriebene UI Entwicklung KW - UI-Komponenten KW - Digitalisation KW - Service Ecosystems KW - Tailored UI Variants KW - User Interfaces KW - Dialog-based User Interfaces KW - Multimodal User Interfaces KW - Model Driven UI Development KW - Automatic UI Generation KW - Reuseable UIs KW - UI Components KW - Composed UIs KW - UI Metamodels KW - Softwareentwicklung KW - Domänenspezifische Sprachen KW - Generative Programmierung KW - Modellgetriebene Softwareentwicklung KW - Serviceorientierte Architektur KW - Benutzungsschnittstellen Ontologien KW - Linked Data Anwendungen KW - Applications and Software Development KW - Model-Driven Software Development KW - Service Oriented Architectures KW - Software Engineering KW - User Interface Ontologies KW - Linked Data Application Modelling KW - Application Aggregation KW - Generative Programming KW - Domain-Specific Languages Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-500224 ER - TY - JOUR A1 - Gautam, Khem Raj A1 - Zhang, Guoqiang A1 - Landwehr, Niels A1 - Adolphs, Julian T1 - Machine learning for improvement of thermal conditions inside a hybrid ventilated animal building JF - Computers and electronics in agriculture : COMPAG online ; an international journal N2 - In buildings with hybrid ventilation, natural ventilation opening positions (windows), mechanical ventilation rates, heating, and cooling are manipulated to maintain desired thermal conditions. The indoor temperature is regulated solely by ventilation (natural and mechanical) when the external conditions are favorable to save external heating and cooling energy. The ventilation parameters are determined by a rule-based control scheme, which is not optimal. This study proposes a methodology to enable real-time optimum control of ventilation parameters. We developed offline prediction models to estimate future thermal conditions from the data collected from building in operation. The developed offline model is then used to find the optimal controllable ventilation parameters in real-time to minimize the setpoint deviation in the building. With the proposed methodology, the experimental building's setpoint deviation improved for 87% of time, on average, by 0.53 degrees C compared to the current deviations. KW - Animal building KW - Natural ventilation KW - Automatically controlled windows KW - Machine learning KW - Optimization Y1 - 2021 U6 - https://doi.org/10.1016/j.compag.2021.106259 SN - 0168-1699 SN - 1872-7107 VL - 187 PB - Elsevier Science CY - Amsterdam [u.a.] ER - TY - JOUR A1 - Tavakoli, Hamad A1 - Alirezazadeh, Pendar A1 - Hedayatipour, Ava A1 - Nasib, A. H. Banijamali A1 - Landwehr, Niels T1 - Leaf image-based classification of some common bean cultivars using discriminative convolutional neural networks JF - Computers and electronics in agriculture : COMPAG online ; an international journal N2 - In recent years, many efforts have been made to apply image processing techniques for plant leaf identification. However, categorizing leaf images at the cultivar/variety level, because of the very low inter-class variability, is still a challenging task. In this research, we propose an automatic discriminative method based on convolutional neural networks (CNNs) for classifying 12 different cultivars of common beans that belong to three various species. We show that employing advanced loss functions, such as Additive Angular Margin Loss and Large Margin Cosine Loss, instead of the standard softmax loss function for the classification can yield better discrimination between classes and thereby mitigate the problem of low inter-class variability. The method was evaluated by classifying species (level I), cultivars from the same species (level II), and cultivars from different species (level III), based on images from the leaf foreside and backside. The results indicate that the performance of the classification algorithm on the leaf backside image dataset is superior. The maximum mean classification accuracies of 95.86, 91.37 and 86.87% were obtained at the levels I, II and III, respectively. The proposed method outperforms the previous relevant works and provides a reliable approach for plant cultivars identification. KW - Bean KW - Plant identification KW - Digital image analysis KW - VGG16 KW - Loss KW - functions Y1 - 2021 U6 - https://doi.org/10.1016/j.compag.2020.105935 SN - 0168-1699 SN - 1872-7107 VL - 181 PB - Elsevier CY - Amsterdam [u.a.] ER - TY - JOUR A1 - Bauer, Chris A1 - Herwig, Ralf A1 - Lienhard, Matthias A1 - Prasse, Paul A1 - Scheffer, Tobias A1 - Schuchhardt, Johannes T1 - Large-scale literature mining to assess the relation between anti-cancer drugs and cancer types JF - Journal of translational medicine N2 - Background: There is a huge body of scientific literature describing the relation between tumor types and anti-cancer drugs. The vast amount of scientific literature makes it impossible for researchers and physicians to extract all relevant information manually. Methods: In order to cope with the large amount of literature we applied an automated text mining approach to assess the relations between 30 most frequent cancer types and 270 anti-cancer drugs. We applied two different approaches, a classical text mining based on named entity recognition and an AI-based approach employing word embeddings. The consistency of literature mining results was validated with 3 independent methods: first, using data from FDA approvals, second, using experimentally measured IC-50 cell line data and third, using clinical patient survival data. Results: We demonstrated that the automated text mining was able to successfully assess the relation between cancer types and anti-cancer drugs. All validation methods showed a good correspondence between the results from literature mining and independent confirmatory approaches. The relation between most frequent cancer types and drugs employed for their treatment were visualized in a large heatmap. All results are accessible in an interactive web-based knowledge base using the following link: . Conclusions: Our approach is able to assess the relations between compounds and cancer types in an automated manner. Both, cancer types and compounds could be grouped into different clusters. Researchers can use the interactive knowledge base to inspect the presented results and follow their own research questions, for example the identification of novel indication areas for known drugs. KW - Literature mining KW - Anti-cancer drugs KW - Tumor types KW - Word embeddings KW - Database Y1 - 2021 U6 - https://doi.org/10.1186/s12967-021-02941-z SN - 1479-5876 VL - 19 IS - 1 PB - BioMed Central CY - London ER - TY - THES A1 - Zoerner, Dietmar T1 - Förderung von Aufmerksamkeit und Motivationserhalt durch digitale spielbasierte Lernsysteme mit spezifischer Eignung bei Autismus T1 - Promotion of attention and preservation of motivation through digital game-based learning systems with particular suitability for autism N2 - Institutionelle Bildung ist für autistische Lernende mit vielgestaltigen und spezifischen Hindernissen verbunden. Dies gilt insbesondere im Zusammenhang mit Inklusion, deren Relevanz nicht zuletzt durch das Übereinkommen der Vereinten Nationen über die Rechte von Menschen mit Behinderung gegeben ist. Diese Arbeit diskutiert zahlreiche lernrelevante Besonderheiten im Kontext von Autismus und zeigt Diskrepanzen zu den nicht immer ausreichend angemessenen institutionellen Lehrkonzepten. Eine zentrale These ist hierbei, dass die ungewöhnlich intensive Aufmerksamkeit von Autist*innen für ihre Spezialinteressen dafür genutzt werden kann, das Lernen mit fremdgestellten Inhalten zu erleichtern. Darauf aufbauend werden Lösungsansätze diskutiert, welche in einem neuartigen Konzept für ein digitales mehrgerätebasiertes Lernspiel resultieren. Eine wesentliche Herausforderung bei der Konzeption spielbasierten Lernens besteht in der adäquaten Einbindung von Lerninhalten in einen fesselnden narrativen Kontext. Am Beispiel von Übungen zur emotionalen Deutung von Mimik, welche für das Lernen von sozioemotionalen Kompetenzen besonders im Rahmen von Therapiekonzepten bei Autismus Verwendung finden, wird eine angemessene Narration vorgestellt, welche die störungsarme Einbindung dieser sehr speziellen Lerninhalte ermöglicht. Die Effekte der einzelnen Konzeptionselemente werden anhand eines prototypisch entwickelten Lernspiels untersucht. Darauf aufbauend zeigt eine quantitative Studie die gute Akzeptanz und Nutzerfreundlichkeit des Spiels und belegte vor allem die Verständlichkeit der Narration und der Spielelemente. Ein weiterer Schwerpunkt liegt in der minimalinvasiven Untersuchung möglicher Störungen des Spielerlebnisses durch den Wechsel zwischen verschiedenen Endgeräten, für die ein innovatives Messverfahren entwickelt wurde. Im Ergebnis beleuchtet diese Arbeit die Bedeutung und die Grenzen von spielbasierten Ansätzen für autistische Lernende. Ein großer Teil der vorgestellten Konzepte lässt sich auf andersartige Lernszenarien übertragen. Das dafür entwickelte technische Framework zur Realisierung narrativer Lernpfade ist ebenfalls darauf vorbereitet, für weitere Lernszenarien, gerade auch im institutionellen Kontext, Verwendung zu finden. N2 - Institutional education is associated with multifaceted and specific obstacles for autistic learners. This is especially true in the context of inclusion, the relevance of which is given not least by the United Nations Convention on the Rights of Persons with Disabilities. This thesis discusses numerous learning-relevant peculiarities in the context of autism and shows discrepancies with institutional teaching concepts that are not always sufficiently appropriate. A central thesis is that the unusually intense attention of autistic students to their special interests can be used to facilitate learning with foreign content. Based on this, solutions are discussed, which result in an innovative concept for a digital multi-devicebased learning game. A key challenge in designing game-based learning is to adequately integrate learning content into a compelling narrative context. Using the example of exercises for the emotional interpretation of facial expressions, which are used for learning socioemotional competencies especially in the context of therapy concepts for autism, an appropriate narration is presented, which enables the low-disturbance integration of this very specific learning content. The effects of the individual conceptual elements are examined based on a prototypically developed learning game. Based on this, a quantitative study shows the good acceptance and user-friendliness of the game and especially proves the comprehensibility of the narration and the game elements. Another focus is the minimally invasive investigation of possible disturbances of the game experience by switching between different end devices, for which an innovative measurement method was developed. As a result, this work sheds light on the importance and limitations of game-based approaches for autistic learners. A large part of the presented concepts can be transferred to other types of learning scenarios. The technical framework developed for the realization of narrative learning paths is also prepared to be used for other learning scenarios, especially in an institutional context. KW - Autismus KW - Spielbasiertes Lernen KW - Aufmerksamkeit KW - Attention KW - Autism KW - game based learning Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-523725 ER - TY - THES A1 - Reuß, Florian T1 - Entwicklung eines Prototyps einer Lernumgebung für interaktive Funktionsanalyse-Übungen nach einem Gamification- Ansatz T1 - On the development of a prototypical learning environment for music theory exercises following a gamification approach N2 - In vielen Studiengängen kommt es durch die oft heterogenen Vorkenntnisse in der Studieneingangsphase zu mangelnder Motivation durch Über- oder Unterforderung. Dieses Problem tritt auch in der musiktheoretischen Grundausbildung an Hochschulen auf. Durch Einsatz von Elementen, die aus dem Unterhaltungskontext geläufig sind, kann eine Steigerung der Motivation erreicht werden. Die Nutzung solcher Elemente wird als Gamification bezeichnet. Das Ziel der vorliegenden Arbeit ist es, am Fallbeispiel der musiktheoretischen Grundausbildung zu analysieren, ob Lerngelegenheiten durch einen gamifizierten interaktiven Prototyp einer Lernumgebung unterstützt werden können. Dazu wird die folgende Forschungsfrage gestellt: Inwieweit wirkt Gamification auf die Motivation bei den Lernenden zur Beschäftigung mit dem Thema (musikalische) Funktionsanalyse? Um die Forschungsfragen zu beantworten, wurde zunächst ein systematisches, theoriegeleitetes Vorgehensmodell zur Gamification von Lernumgebungen entwickelt und angewandt. Der so entstandene Prototyp wurde anschließend um alle Game-Design-Elemente reduziert und im Rahmen einer experimentellen Studie mit zwei unabhängigen Versuchsgruppen mit der gamifizierten Variante verglichen. Die Untersuchung zeigte, dass die Gamification einer Lernanwendung nach dem entwickelten Vorgehensmodell grundsätzlich das Potenzial besitzt, manche Aspekte des Nutzungserlebnisses (UX) positiv zu beeinflussen. Insbesondere hatte die Gamification positive Effekte auf die Joy of Use und die Immersivität. Allerdings blieb das Ausmaß der beobachteten Effekte deutlich hinter den Erwartungen zurück, die auf Basis verschiedener Motivationstheorien getroffen wurden. Daher erscheint Gamification besonders in außeruniversitären Kontexten vielversprechend, in denen der Fokus auf einer Erhöhung der Joy of Use oder einer Steigerung der Immersivität liegt. Allerdings lassen sich durch die Untersuchung neue Erkenntnisse zur emotionalen Wirkung von Gamification und zu einem systematischen Vorgehen bei der Gamification von Lernanwendungen herausstellen. Weiterführende Forschung könnte an diese Erkenntnisse anknüpfen, indem sie die emotionale Wirkung von Gamification und deren Einfluss auf die Motivation näher untersucht. Darüber hinaus sollte sie Gamification auch aus einer entscheidungstheoretischen Perspektive betrachten und Analysemethoden entwickeln, mit denen entschieden werden kann, ob der Einsatz von Gamification zur Motivationssteigerung in einem spezifischen Anwendungsfall zielführend ist. Unter Verwendung des entwickelten Vorgehensmodells kann es sinnvoll sein, näher zu untersuchen, welche Faktoren insgesamt für das Gelingen einer Gamification-Maßnahme in Bildungskontexten entscheidend sind. Die Erkenntnisse einer solchen Untersuchung könnten entscheidend zur Verbesserung und Validierung des Vorgehensmodells beitragen.  N2 - In many academic courses, the often heterogeneous previous knowledge in the introductory phase leads to a lack of motivation in students due to over- or under-challenging. This problem also occurs in basic music theory training at universities. By using elements that are familiar from entertainment contexts, an increase in motivation can be achieved. The use of such elements is called gamification. The aim of this paper is to analyse whether learning opportunities can be supported by a gamified interactive prototype of a learning environment, using music theory as a case study. For this purpose, the following research question is posed: To what extent does gamification affect motivation in learners to engage with the topic of (musical) functional analysis? In order to answer the research questions, a systematic, theory-based procedure model for the gamification of learning environments was first developed and applied. The resulting prototype was then reduced by all game design elements and compared with the gamified version in an experimental study with two independent experimental groups. The study showed that the gamification of a learning application according to the developed procedure model has the potential to positively influence some aspects of the user experience (UX). In particular, gamification had positive effects on the joy of use and immersivity. However, the extent of the observed effects remained significantly below the expectations made on the basis of various motivation theories. Therefore, gamification seems to be particularly promising in non-university contexts where the focus is on increasing the joy of use or immersivity. However, new insights into the emotional impact of gamification and a systematic approach to gamification of learning applications can be highlighted. Further research could carry on these investigations by regarding on the emotional impact of gamification and its influence on motivation in detail. Furthermore, gamification should be analysed from a decision-theoretical perspective: it is important to develop methods of analysis that can be used to decide whether the use of gamification is profitable in a specific use case. Using the process model developed, it may be useful to investigate more closely which factors are decisive for the overall success of a gamification measure in educational contexts. The findings of such an investigation could contribute to the improvement and validation of the process model developed. KW - Gamification KW - Gamification KW - Nutzungserlebnis KW - User Experience KW - Gebrauchstauglichkeit KW - Usability KW - Lernumgebung KW - Learning environment KW - Prototyping KW - Prototyping KW - Motivation KW - Motivation KW - Game-Design-Elemente KW - game design elements Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-519041 ER - TY - JOUR A1 - Schirrmann, Michael A1 - Landwehr, Niels A1 - Giebel, Antje A1 - Garz, Andreas A1 - Dammer, Karl-Heinz T1 - Early detection of stripe rust in winter wheat using deep residual neural networks JF - Frontiers in plant science : FPLS N2 - Stripe rust (Pst) is a major disease of wheat crops leading untreated to severe yield losses. The use of fungicides is often essential to control Pst when sudden outbreaks are imminent. Sensors capable of detecting Pst in wheat crops could optimize the use of fungicides and improve disease monitoring in high-throughput field phenotyping. Now, deep learning provides new tools for image recognition and may pave the way for new camera based sensors that can identify symptoms in early stages of a disease outbreak within the field. The aim of this study was to teach an image classifier to detect Pst symptoms in winter wheat canopies based on a deep residual neural network (ResNet). For this purpose, a large annotation database was created from images taken by a standard RGB camera that was mounted on a platform at a height of 2 m. Images were acquired while the platform was moved over a randomized field experiment with Pst-inoculated and Pst-free plots of winter wheat. The image classifier was trained with 224 x 224 px patches tiled from the original, unprocessed camera images. The image classifier was tested on different stages of the disease outbreak. At patch level the image classifier reached a total accuracy of 90%. To test the image classifier on image level, the image classifier was evaluated with a sliding window using a large striding length of 224 px allowing for fast test performance. At image level, the image classifier reached a total accuracy of 77%. Even in a stage with very low disease spreading (0.5%) at the very beginning of the Pst outbreak, a detection accuracy of 57% was obtained. Still in the initial phase of the Pst outbreak with 2 to 4% of Pst disease spreading, detection accuracy with 76% could be attained. With further optimizations, the image classifier could be implemented in embedded systems and deployed on drones, vehicles or scanning systems for fast mapping of Pst outbreaks. KW - yellow rust KW - monitoring KW - deep learning KW - wheat crops KW - image recognition KW - camera sensor KW - ResNet KW - smart farming Y1 - 2021 U6 - https://doi.org/10.3389/fpls.2021.469689 SN - 1664-462X VL - 12 PB - Frontiers Media CY - Lausanne ER - TY - THES A1 - Makowski, Silvia T1 - Discriminative Models for Biometric Identification using Micro- and Macro-Movements of the Eyes N2 - Human visual perception is an active process. Eye movements either alternate between fixations and saccades or follow a smooth pursuit movement in case of moving targets. Besides these macroscopic gaze patterns, the eyes perform involuntary micro-movements during fixations which are commonly categorized into micro-saccades, drift and tremor. Eye movements are frequently studied in cognitive psychology, because they reflect a complex interplay of perception, attention and oculomotor control. A common insight of psychological research is that macro-movements are highly individual. Inspired by this finding, there has been a considerable amount of prior research on oculomotoric biometric identification. However, the accuracy of known approaches is too low and the time needed for identification is too long for any practical application. This thesis explores discriminative models for the task of biometric identification. Discriminative models optimize a quality measure of the predictions and are usually superior to generative approaches in discriminative tasks. However, using discriminative models requires to select a suitable form of data representation for sequential eye gaze data; i.e., by engineering features or constructing a sequence kernel and the performance of the classification model strongly depends on the data representation. We study two fundamentally different ways of representing eye gaze within a discriminative framework. In the first part of this thesis, we explore the integration of data and psychological background knowledge in the form of generative models to construct representations. To this end, we first develop generative statistical models of gaze behavior during reading and scene viewing that account for viewer-specific distributional properties of gaze patterns. In a second step, we develop a discriminative identification model by deriving Fisher kernel functions from these and several baseline models. We find that an SVM with Fisher kernel is able to reliably identify users based on their eye gaze during reading and scene viewing. However, since the generative models are constrained to use low-frequency macro-movements, they discard a significant amount of information contained in the raw eye tracking signal at a high cost: identification requires about one minute of input recording, which makes it inapplicable for real world biometric systems. In the second part of this thesis, we study a purely data-driven modeling approach. Here, we aim at automatically discovering the individual pattern hidden in the raw eye tracking signal. To this end, we develop a deep convolutional neural network DeepEyedentification that processes yaw and pitch gaze velocities and learns a representation end-to-end. Compared to prior work, this model increases the identification accuracy by one order of magnitude and the time to identification decreases to only seconds. The DeepEyedentificationLive model further improves upon the identification performance by processing binocular input and it also detects presentation-attacks. We find that by learning a representation, the performance of oculomotoric identification and presentation-attack detection can be driven close to practical relevance for biometric applications. Eye tracking devices with high sampling frequency and precision are expensive and the applicability of eye movement as a biometric feature heavily depends on cost of recording devices. In the last part of this thesis, we therefore study the requirements on data quality by evaluating the performance of the DeepEyedentificationLive network under reduced spatial and temporal resolution. We find that the method still attains a high identification accuracy at a temporal resolution of only 250 Hz and a precision of 0.03 degrees. Reducing both does not have an additive deteriorating effect. KW - Machine Learning Y1 - 2021 ER -