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Learning how to prove
(2018)
We have developed an alternative approach to teaching computer science students how to prove. First, students are taught how to prove theorems with the Coq proof assistant. In a second, more difficult, step students will transfer their acquired skills to the area of textbook proofs. In this article we present a realisation of the second step. Proofs in Coq have a high degree of formality while textbook proofs have only a medium one. Therefore our key idea is to reduce the degree of formality from the level of Coq to textbook proofs in several small steps. For that purpose we introduce three proof styles between Coq and textbook proofs, called line by line comments, weakened line by line comments, and structure faithful proofs. While this article is mostly conceptional we also report on experiences with putting our approach into practise.
This paper proposes an education approach for master and bachelor students to enhance their skills in the area of reliability, safety and security of the electronic components in automated driving. The approach is based on the active synergetic work of research institutes, academia and industry in the frame of joint lab. As an example, the jointly organized summer school with the respective focus is organized and elaborated.
We propose a new temporal extension of the logic of Here-and-There (HT) and its equilibria obtained by combining it with dynamic logic over (linear) traces. Unlike previous temporal extensions of HT based on linear temporal logic, the dynamic logic features allow us to reason about the composition of actions. For instance, this can be used to exercise fine grained control when planning in robotics, as exemplified by GOLOG. In this paper, we lay the foundations of our approach, and refer to it as Linear Dynamic Equilibrium Logic, or simply DEL. We start by developing the formal framework of DEL and provide relevant characteristic results. Among them, we elaborate upon the relationships to traditional linear dynamic logic and previous temporal extensions of HT.
We present a prototype of an integrated reasoning environment for educational purposes. The presented tool is a fragment of a proof assistant and automated theorem prover. We describe the existing and planned functionality of the theorem prover and especially the functionality of the educational fragment. This currently supports working with terms of the untyped lambda calculus and addresses both undergraduate students and researchers. We show how the tool can be used to support the students' understanding of functional programming and discuss general problems related to the process of building theorem proving software that aims at supporting both research and education.
Manufacturing industries are undergoing a major paradigm shift towards more autonomy. Automated planning and scheduling then becomes a necessity. The Planning and Execution Competition for Logistics Robots in Simulation held at ICAPS is based on this scenario and provides an interesting testbed. However, the posed problem is challenging as also demonstrated by the somewhat weak results in 2017. The domain requires temporal reasoning and dealing with uncertainty. We propose a novel planning system based on Answer Set Programming and the Clingo solver to tackle these problems and incentivize robot cooperation. Our results show a significant performance improvement, both, in terms of lowering computational requirements and better game metrics.
Scenograph
(2018)
When developing a real-walking virtual reality experience, designers generally create virtual locations to fit a specific tracking volume. Unfortunately, this prevents the resulting experience from running on a smaller or differently shaped tracking volume. To address this, we present a software system called Scenograph. The core of Scenograph is a tracking volume-independent representation of real-walking experiences. Scenograph instantiates the experience to a tracking volume of given size and shape by splitting the locations into smaller ones while maintaining narrative structure. In our user study, participants' ratings of realism decreased significantly when existing techniques were used to map a 25m2 experience to 9m2 and an L-shaped 8m2 tracking volume. In contrast, ratings did not differ when Scenograph was used to instantiate the experience.
Beware of SMOMBIES
(2018)
Several research evaluated the user's style of walking for the verification of a claimed identity and showed high authentication accuracies in many settings. In this paper we present a system that successfully verifies a user's identity based on many real world smartphone placements and yet not regarded interactions while walking. Our contribution is the distinction of all considered activities into three distinct subsets and a specific one-class Support Vector Machine per subset. Using sensor data of 30 participants collected in a semi-supervised study approach, we prove that unsupervised verification is possible with very low false-acceptance and false-rejection rates. We furthermore show that these subsets can be distinguished with a high accuracy and demonstrate that this system can be deployed on off-the-shelf smartphones.
Die stetige Weiterentwicklung von VR-Systemen bietet neue Möglichkeiten der Interaktion mit virtuellen Objekten im dreidimensionalen Raum, stellt Entwickelnde von VRAnwendungen aber auch vor neue Herausforderungen. Selektions- und Manipulationstechniken müssen unter Berücksichtigung des Anwendungsszenarios, der Zielgruppe und der zur Verfügung stehenden Ein- und Ausgabegeräte ausgewählt werden. Diese Arbeit leistet einen Beitrag dazu, die Auswahl von passenden Interaktionstechniken zu unterstützen. Hierfür wurde eine repräsentative Menge von Selektions- und Manipulationstechniken untersucht und, unter Berücksichtigung existierender Klassifikationssysteme, eine Taxonomie entwickelt, die die Analyse der Techniken hinsichtlich interaktionsrelevanter Eigenschaften ermöglicht. Auf Basis dieser Taxonomie wurden Techniken ausgewählt, die in einer explorativen Studie verglichen wurden, um Rückschlüsse auf die Dimensionen der Taxonomie zu ziehen und neue Indizien für Vor- und Nachteile der Techniken in spezifischen Anwendungsszenarien zu generieren. Die Ergebnisse der Arbeit münden in eine Webanwendung, die Entwickelnde von VR-Anwendungen gezielt dabei unterstützt, passende Selektions- und Manipulationstechniken für ein Anwendungsszenario auszuwählen, indem Techniken auf Basis der Taxonomie gefiltert und unter Verwendung der Resultate aus der Studie sortiert werden können.
In computer science, computer systems are both, objects of investigation and tools that enable creative learning and design. Tools for learning have a long tradition in computer science education. Already in the late 1960s, Papert developed a concept which had an immense impact on the development of informal education in the following years: his theory of constructionism understands learning as a creative process of knowledge construction that is most effective when learners create something purposeful that they can try out, show around, discuss, analyse and receive praise for. By now, there are numerous learning and programming environments that are based on the constructionist ideas. Modern tools offer opportunities for students to learn in motivating ways and gain impressive results in programming games, animations, implementing 3D models or developing interactive objects. This article gives an overview of computer science education research related to tools and media to be used in educational settings. We analyse different types of tools with a special focus on the categorization and development of tools for student adequate physical computing activities in the classroom. Research around the development and evaluation of tools and learning resources in the domain of physical computing is illustrated with the example of "My Interactive Garden", a constructionist learning and programming environment. It is explained how the results from empirical studies are integrated in the continuous development of the learning material.
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.