@phdthesis{SchauerMarinRodrigues2020, author = {Schauer Marin Rodrigues, Johannes}, title = {Detecting Changes and Finding Collisions in 3D Point Clouds : Data Structures and Algorithms for Post-Processing Large Datasets}, isbn = {978-3-945459-32-4}, doi = {10.25972/OPUS-21428}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-214285}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Affordable prices for 3D laser range finders and mature software solutions for registering multiple point clouds in a common coordinate system paved the way for new areas of application for 3D point clouds. Nowadays we see 3D laser scanners being used not only by digital surveying experts but also by law enforcement officials, construction workers or archaeologists. Whether the purpose is digitizing factory production lines, preserving historic sites as digital heritage or recording environments for gaming or virtual reality applications -- it is hard to imagine a scenario in which the final point cloud must also contain the points of "moving" objects like factory workers, pedestrians, cars or flocks of birds. For most post-processing tasks, moving objects are undesirable not least because moving objects will appear in scans multiple times or are distorted due to their motion relative to the scanner rotation. The main contributions of this work are two postprocessing steps for already registered 3D point clouds. The first method is a new change detection approach based on a voxel grid which allows partitioning the input points into static and dynamic points using explicit change detection and subsequently remove the latter for a "cleaned" point cloud. The second method uses this cleaned point cloud as input for detecting collisions between points of the environment point cloud and a point cloud of a model that is moved through the scene. Our approach on explicit change detection is compared to the state of the art using multiple datasets including the popular KITTI dataset. We show how our solution achieves similar or better F1-scores than an existing solution while at the same time being faster. To detect collisions we do not produce a mesh but approximate the raw point cloud data by spheres or cylindrical volumes. We show how our data structures allow efficient nearest neighbor queries that make our CPU-only approach comparable to a massively-parallel algorithm running on a GPU. The utilized algorithms and data structures are discussed in detail. All our software is freely available for download under the terms of the GNU General Public license. Most of the datasets used in this thesis are freely available as well. We provide shell scripts that allow one to directly reproduce the quantitative results shown in this thesis for easy verification of our findings.}, subject = {Punktwolke}, language = {en} } @phdthesis{Borchert2020, author = {Borchert, Kathrin Johanna}, title = {Estimating Quality of Experience of Enterprise Applications - A Crowdsourcing-based Approach}, issn = {1432-8801}, doi = {10.25972/OPUS-21697}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-216978}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Nowadays, employees have to work with applications, technical services, and systems every day for hours. Hence, performance degradation of such systems might be perceived negatively by the employees, increase frustration, and might also have a negative effect on their productivity. The assessment of the application's performance in order to provide a smooth operation of the application is part of the application management. Within this process it is not sufficient to assess the system performance solely on technical performance parameters, e.g., response or loading times. These values have to be set into relation to the perceived performance quality on the user's side - the quality of experience (QoE). This dissertation focuses on the monitoring and estimation of the QoE of enterprise applications. As building models to estimate the QoE requires quality ratings from the users as ground truth, one part of this work addresses methods to collect such ratings. Besides the evaluation of approaches to improve the quality of results of tasks and studies completed on crowdsourcing platforms, a general concept for monitoring and estimating QoE in enterprise environments is presented. Here, relevant design dimension of subjective studies are identified and their impact of the QoE is evaluated and discussed. By considering the findings, a methodology for collecting quality ratings from employees during their regular work is developed. The method is realized by implementing a tool to conduct short surveys and deployed in a cooperating company. As a foundation for learning QoE estimation models, this work investigates the relationship between user-provided ratings and technical performance parameters. This analysis is based on a data set collected in a user study in a cooperating company during a time span of 1.5 years. Finally, two QoE estimation models are introduced and their performance is evaluated.}, subject = {Quality of Experience}, language = {en} } @article{BorchertSeufertGamboaetal.2020, author = {Borchert, Kathrin and Seufert, Anika and Gamboa, Edwin and Hirth, Matthias and Hoßfeld, Tobias}, title = {In Vitro vs In Vivo: Does the Study's Interface Design Influence Crowdsourced Video QoE?}, series = {Quality and User Experience}, volume = {6}, journal = {Quality and User Experience}, issn = {2366-0139}, doi = {10.1007/s41233-020-00041-2}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-235586}, year = {2020}, abstract = {Evaluating the Quality of Experience (QoE) of video streaming and its influence factors has become paramount for streaming providers, as they want to maintain high satisfaction for their customers. In this context, crowdsourced user studies became a valuable tool to evaluate different factors which can affect the perceived user experience on a large scale. In general, most of these crowdsourcing studies either use, what we refer to, as an in vivo or an in vitro interface design. In vivo design means that the study participant has to rate the QoE of a video that is embedded in an application similar to a real streaming service, e.g., YouTube or Netflix. In vitro design refers to a setting, in which the video stream is separated from a specific service and thus, the video plays on a plain background. Although these interface designs vary widely, the results are often compared and generalized. In this work, we use a crowdsourcing study to investigate the influence of three interface design alternatives, an in vitro and two in vivo designs with different levels of interactiveness, on the perceived video QoE. Contrary to our expectations, the results indicate that there is no significant influence of the study's interface design in general on the video experience. Furthermore, we found that the in vivo design does not reduce the test takers' attentiveness. However, we observed that participants who interacted with the test interface reported a higher video QoE than other groups.}, language = {en} } @article{SchloerRingHotho2020, author = {Schl{\"o}r, Daniel and Ring, Markus and Hotho, Andreas}, title = {iNALU: Improved Neural Arithmetic Logic Unit}, series = {Frontiers in Artificial Intelligence}, volume = {3}, journal = {Frontiers in Artificial Intelligence}, issn = {2624-8212}, doi = {10.3389/frai.2020.00071}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-212301}, year = {2020}, abstract = {Neural networks have to capture mathematical relationships in order to learn various tasks. They approximate these relations implicitly and therefore often do not generalize well. The recently proposed Neural Arithmetic Logic Unit (NALU) is a novel neural architecture which is able to explicitly represent the mathematical relationships by the units of the network to learn operations such as summation, subtraction or multiplication. Although NALUs have been shown to perform well on various downstream tasks, an in-depth analysis reveals practical shortcomings by design, such as the inability to multiply or divide negative input values or training stability issues for deeper networks. We address these issues and propose an improved model architecture. We evaluate our model empirically in various settings from learning basic arithmetic operations to more complex functions. Our experiments indicate that our model solves stability issues and outperforms the original NALU model in means of arithmetic precision and convergence.}, language = {en} } @article{LiGuanGaoetal.2020, author = {Li, Ningbo and Guan, Lianwu and Gao, Yanbin and Du, Shitong and Wu, Menghao and Guang, Xingxing and Cong, Xiaodan}, title = {Indoor and outdoor low-cost seamless integrated navigation system based on the integration of INS/GNSS/LIDAR system}, series = {Remote Sensing}, volume = {12}, journal = {Remote Sensing}, number = {19}, issn = {2072-4292}, doi = {10.3390/rs12193271}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-216229}, year = {2020}, abstract = {Global Navigation Satellite System (GNSS) provides accurate positioning data for vehicular navigation in open outdoor environment. In an indoor environment, Light Detection and Ranging (LIDAR) Simultaneous Localization and Mapping (SLAM) establishes a two-dimensional map and provides positioning data. However, LIDAR can only provide relative positioning data and it cannot directly provide the latitude and longitude of the current position. As a consequence, GNSS/Inertial Navigation System (INS) integrated navigation could be employed in outdoors, while the indoors part makes use of INS/LIDAR integrated navigation and the corresponding switching navigation will make the indoor and outdoor positioning consistent. In addition, when the vehicle enters the garage, the GNSS signal will be blurred for a while and then disappeared. Ambiguous GNSS satellite signals will lead to the continuous distortion or overall drift of the positioning trajectory in the indoor condition. Therefore, an INS/LIDAR seamless integrated navigation algorithm and a switching algorithm based on vehicle navigation system are designed. According to the experimental data, the positioning accuracy of the INS/LIDAR navigation algorithm in the simulated environmental experiment is 50\% higher than that of the Dead Reckoning (DR) algorithm. Besides, the switching algorithm developed based on the INS/LIDAR integrated navigation algorithm can achieve 80\% success rate in navigation mode switching.}, language = {en} } @article{DuekingHolmbergKunzetal.2020, author = {D{\"u}king, Peter and Holmberg, Hans‑Christer and Kunz, Philipp and Leppich, Robert and Sperlich, Billy}, title = {Intra-individual physiological response of recreational runners to different training mesocycles: a randomized cross-over study}, series = {European Journal of Applied Physiology}, volume = {120}, journal = {European Journal of Applied Physiology}, issn = {1439-6319}, doi = {10.1007/s00421-020-04477-4}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-235022}, pages = {2705-2713}, year = {2020}, abstract = {Purpose Pronounced differences in individual physiological adaptation may occur following various training mesocycles in runners. Here we aimed to assess the individual changes in performance and physiological adaptation of recreational runners performing mesocycles with different intensity, duration and frequency. Methods Employing a randomized cross-over design, the intra-individual physiological responses [i.e., peak (\(\dot{VO}_{2peak}\)) and submaximal (\(\dot{VO}_{2submax}\)) oxygen uptake, velocity at lactate thresholds (V\(_2\), V\(_4\))] and performance (time-to-exhaustion (TTE)) of 13 recreational runners who performed three 3-week sessions of high-intensity interval training (HIIT), high-volume low-intensity training (HVLIT) or more but shorter sessions of HVLIT (high-frequency training; HFT) were assessed. Results \(\dot{VO}_{2submax}\), V\(_2\), V\(_4\) and TTE were not altered by HIIT, HVLIT or HFT (p > 0.05). \(\dot{VO}_{2peak}\) improved to the same extent following HVLIT (p = 0.045) and HFT (p = 0.02). The number of moderately negative responders was higher following HIIT (15.4\%); and HFT (15.4\%) than HVLIT (7.6\%). The number of very positive responders was higher following HVLIT (38.5\%) than HFT (23\%) or HIIT (7.7\%). 46\% of the runners responded positively to two mesocycles, while 23\% did not respond to any. Conclusion On a group level, none of the interventions altered \(\dot{VO}_{2submax}\), V\(_2\), V\(_4\) or TTE, while HVLIT and HFT improved \(\dot{VO}_{2peak}\). The mean adaptation index indicated similar numbers of positive, negative and non-responders to HIIT, HVLIT and HFT, but more very positive responders to HVLIT than HFT or HIIT. 46\% responded positively to two mesocycles, while 23\% did not respond to any. These findings indicate that the magnitude of responses to HIIT, HVLIT and HFT is highly individual and no pattern was apparent.}, language = {en} } @phdthesis{Roth2020, author = {Roth, Daniel}, title = {Intrapersonal, Interpersonal, and Hybrid Interactions in Virtual Reality}, doi = {10.25972/OPUS-18862}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-188627}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Virtual reality and related media and communication technologies have a growing impact on professional application fields and our daily life. Virtual environments have the potential to change the way we perceive ourselves and how we interact with others. In comparison to other technologies, virtual reality allows for the convincing display of a virtual self-representation, an avatar, to oneself and also to others. This is referred to as user embodiment. Avatars can be of varying realism and abstraction in their appearance and in the behaviors they convey. Such userembodying interfaces, in turn, can impact the perception of the self as well as the perception of interactions. For researchers, designers, and developers it is of particular interest to understand these perceptual impacts, to apply them to therapy, assistive applications, social platforms, or games, for example. The present thesis investigates and relates these impacts with regard to three areas: intrapersonal effects, interpersonal effects, and effects of social augmentations provided by the simulation. With regard to intrapersonal effects, we specifically explore which simulation properties impact the illusion of owning and controlling a virtual body, as well as a perceived change in body schema. Our studies lead to the construction of an instrument to measure these dimensions and our results indicate that these dimensions are especially affected by the level of immersion, the simulation latency, as well as the level of personalization of the avatar. With regard to interpersonal effects we compare physical and user-embodied social interactions, as well as different degrees of freedom in the replication of nonverbal behavior. Our results suggest that functional levels of interaction are maintained, whereas aspects of presence can be affected by avatar-mediated interactions, and collaborative motor coordination can be disturbed by immersive simulations. Social interaction is composed of many unknown symbols and harmonic patterns that define our understanding and interpersonal rapport. For successful virtual social interactions, a mere replication of physical world behaviors to virtual environments may seem feasible. However, the potential of mediated social interactions goes beyond this mere replication. In a third vein of research, we propose and evaluate alternative concepts on how computers can be used to actively engage in mediating social interactions, namely hybrid avatar-agent technologies. Specifically, we investigated the possibilities to augment social behaviors by modifying and transforming user input according to social phenomena and behavior, such as nonverbal mimicry, directed gaze, joint attention, and grouping. Based on our results we argue that such technologies could be beneficial for computer-mediated social interactions such as to compensate for lacking sensory input and disturbances in data transmission or to increase aspects of social presence by visual substitution or amplification of social behaviors. Based on related work and presented findings, the present thesis proposes the perspective of considering computers as social mediators. Concluding from prototypes and empirical studies, the potential of technology to be an active mediator of social perception with regard to the perception of the self, as well as the perception of social interactions may benefit our society by enabling further methods for diagnosis, treatment, and training, as well as the inclusion of individuals with social disorders. To this regard, we discuss implications for our society and ethical aspects. This thesis extends previous empirical work and further presents novel instruments, concepts, and implications to open up new perspectives for the development of virtual reality, mixed reality, and augmented reality applications.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @article{KrupitzerEberhardingerGerostathopoulosetal.2020, author = {Krupitzer, Christian and Eberhardinger, Benedikt and Gerostathopoulos, Ilias and Raibulet, Claudia}, title = {Introduction to the special issue "Applications in Self-Aware Computing Systems and their Evaluation"}, series = {Computers}, volume = {9}, journal = {Computers}, number = {1}, issn = {2073-431X}, doi = {10.3390/computers9010022}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-203439}, year = {2020}, abstract = {The joint 1st Workshop on Evaluations and Measurements in Self-Aware Computing Systems (EMSAC 2019) and Workshop on Self-Aware Computing (SeAC) was held as part of the FAS* conference alliance in conjunction with the 16th IEEE International Conference on Autonomic Computing (ICAC) and the 13th IEEE International Conference on Self-Adaptive and Self-Organizing Systems (SASO) in Ume{\aa}, Sweden on 20 June 2019. The goal of this one-day workshop was to bring together researchers and practitioners from academic environments and from the industry to share their solutions, ideas, visions, and doubts in self-aware computing systems in general and in the evaluation and measurements of such systems in particular. The workshop aimed to enable discussions, partnerships, and collaborations among the participants. This special issue follows the theme of the workshop. It contains extended versions of workshop presentations as well as additional contributions.}, language = {en} } @phdthesis{Azar2020, author = {Azar, Isabel}, title = {Konzeption und Evaluation eines webbasierten Patienteninformationsprogrammes zur {\"U}berpr{\"u}fung internistischer Verdachtsdiagnosen}, doi = {10.25972/OPUS-19964}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-199641}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Das Thema dieser Dissertation lautet „Konzeption und Evaluation eines webbasierten Patienteninformationsprogrammes zur {\"U}berpr{\"u}fung internistischer Verdachtsdiagnosen". Zusammen mit dem Institut f{\"u}r Informatik wurde das wissensbasierte second-opinion-System SymptomCheck entwickelt. Das Programm dient zur {\"U}berpr{\"u}fung von Verdachtsdiagnosen. Es wurden Wissensbasen erstellt, in denen Symptome, Befunde und Untersuchungen nach einem Bewertungsschema beurteilt werden. Folgend wurde eine online erreichbare Startseite erstellt, auf der Nutzer vornehmlich internistische Verdachtsdiagnosen {\"u}berpr{\"u}fen k{\"o}nnen. Das Programm wurde in zwei Studien bez{\"u}glich seiner Sensitivit{\"a}t und Spezifit{\"a}t sowie der Benutzerfreundlichkeit getestet. In der ersten Studie wurden die Verdachtsdiagnosen ambulanter Patienten mit den {\"a}rztlich gestellten Diagnosen verglichen, eine zweite an die Allgemeinbev{\"o}lkerung gerichtete Onlinestudie galt vor allem der Bewertung der Benutzerfreundlichkeit. Soweit bekannt ist dies die erste Studie in der ein selbst entwickeltes Programm selbstst{\"a}ndig an echten Patienten getestet wurde.}, subject = {Entscheidungsunterst{\"u}tzungssystem}, language = {de} } @article{StauffertNieblingLatoschik2020, author = {Stauffert, Jan-Philipp and Niebling, Florian and Latoschik, Marc Erich}, title = {Latency and Cybersickness: Impact, Causes, and Measures. A Review}, series = {Frontiers in Virtual Reality}, volume = {1}, journal = {Frontiers in Virtual Reality}, doi = {10.3389/frvir.2020.582204}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-236133}, year = {2020}, abstract = {Latency is a key characteristic inherent to any computer system. Motion-to-Photon (MTP) latency describes the time between the movement of a tracked object and its corresponding movement rendered and depicted by computer-generated images on a graphical output screen. High MTP latency can cause a loss of performance in interactive graphics applications and, even worse, can provoke cybersickness in Virtual Reality (VR) applications. Here, cybersickness can degrade VR experiences or may render the experiences completely unusable. It can confound research findings of an otherwise sound experiment. Latency as a contributing factor to cybersickness needs to be properly understood. Its effects need to be analyzed, its sources need to be identified, good measurement methods need to be developed, and proper counter measures need to be developed in order to reduce potentially harmful impacts of latency on the usability and safety of VR systems. Research shows that latency can exhibit intricate timing patterns with various spiking and periodic behavior. These timing behaviors may vary, yet most are found to provoke cybersickness. Overall, latency can differ drastically between different systems interfering with generalization of measurement results. This review article describes the causes and effects of latency with regard to cybersickness. We report on different existing approaches to measure and report latency. Hence, the article provides readers with the knowledge to understand and report latency for their own applications, evaluations, and experiments. It should also help to measure, identify, and finally control and counteract latency and hence gain confidence into the soundness of empirical data collected by VR exposures. Low latency increases the usability and safety of VR systems.}, language = {en} } @phdthesis{Wick2020, author = {Wick, Christoph}, title = {Optical Medieval Music Recognition}, doi = {10.25972/OPUS-21434}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-214348}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {In recent years, great progress has been made in the area of Artificial Intelligence (AI) due to the possibilities of Deep Learning which steadily yielded new state-of-the-art results especially in many image recognition tasks. Currently, in some areas, human performance is achieved or already exceeded. This great development already had an impact on the area of Optical Music Recognition (OMR) as several novel methods relying on Deep Learning succeeded in specific tasks. Musicologists are interested in large-scale musical analysis and in publishing digital transcriptions in a collection enabling to develop tools for searching and data retrieving. The application of OMR promises to simplify and thus speed-up the transcription process by either providing fully-automatic or semi-automatic approaches. This thesis focuses on the automatic transcription of Medieval music with a focus on square notation which poses a challenging task due to complex layouts, highly varying handwritten notations, and degradation. However, since handwritten music notations are quite complex to read, even for an experienced musicologist, it is to be expected that even with new techniques of OMR manual corrections are required to obtain the transcriptions. This thesis presents several new approaches and open source software solutions for layout analysis and Automatic Text Recognition (ATR) for early documents and for OMR of Medieval manuscripts providing state-of-the-art technology. Fully Convolutional Networks (FCN) are applied for the segmentation of historical manuscripts and early printed books, to detect staff lines, and to recognize neume notations. The ATR engine Calamari is presented which allows for ATR of early prints and also the recognition of lyrics. Configurable CNN/LSTM-network architectures which are trained with the segmentation-free CTC-loss are applied to the sequential recognition of text but also monophonic music. Finally, a syllable-to-neume assignment algorithm is presented which represents the final step to obtain a complete transcription of the music. The evaluations show that the performances of any algorithm is highly depending on the material at hand and the number of training instances. The presented staff line detection correctly identifies staff lines and staves with an \$F_1\$-score of above \$99.5\\%\$. The symbol recognition yields a diplomatic Symbol Accuracy Rate (dSAR) of above \$90\\%\$ by counting the number of correct predictions in the symbols sequence normalized by its length. The ATR of lyrics achieved a Character Error Rate (CAR) (equivalently the number of correct predictions normalized by the sentence length) of above \$93\\%\$ trained on 771 lyric lines of Medieval manuscripts and of 99.89\\% when training on around 3.5 million lines of contemporary printed fonts. The assignment of syllables and their corresponding neumes reached \$F_1\$-scores of up to \$99.2\\%\$. A direct comparison to previously published performances is difficult due to different materials and metrics. However, estimations show that the reported values of this thesis exceed the state-of-the-art in the area of square notation. A further goal of this thesis is to enable musicologists without technical background to apply the developed algorithms in a complete workflow by providing a user-friendly and comfortable Graphical User Interface (GUI) encapsulating the technical details. For this purpose, this thesis presents the web-application OMMR4all. Its fully-functional workflow includes the proposed state-of-the-art machine-learning algorithms and optionally allows for a manual intervention at any stage to correct the output preventing error propagation. To simplify the manual (post-) correction, OMMR4all provides an overlay-editor that superimposes the annotations with a scan of the original manuscripts so that errors can easily be spotted. The workflow is designed to be iteratively improvable by training better models as soon as new Ground Truth (GT) is available.}, subject = {Neumenschrift}, language = {en} } @phdthesis{Djebko2020, author = {Djebko, Kirill}, title = {Quantitative modellbasierte Diagnose am Beispiel der Energieversorgung des SONATE-Nanosatelliten mit automatisch kalibrierten Modellkomponenten}, doi = {10.25972/OPUS-20662}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-206628}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Von technischen Systemen wird in der heutigen Zeit erwartet, dass diese stets fehlerfrei funktionieren, um einen reibungslosen Ablauf des Alltags zu gew{\"a}hrleisten. Technische Systeme jedoch k{\"o}nnen Defekte aufweisen, die deren Funktionsweise einschr{\"a}nken oder zu deren Totalausfall f{\"u}hren k{\"o}nnen. Grunds{\"a}tzlich zeigen sich Defekte durch eine Ver{\"a}nderung im Verhalten von einzelnen Komponenten. Diese Abweichungen vom Nominalverhalten nehmen dabei an Intensit{\"a}t zu, je n{\"a}her die entsprechende Komponente an einem Totalausfall ist. Aus diesem Grund sollte das Fehlverhalten von Komponenten rechtzeitig erkannt werden, um permanenten Schaden zu verhindern. Von besonderer Bedeutung ist dies f{\"u}r die Luft- und Raumfahrt. Bei einem Satelliten kann keine Wartung seiner Komponenten durchgef{\"u}hrt werden, wenn er sich bereits im Orbit befindet. Der Defekt einer einzelnen Komponente, wie der Batterie der Energieversorgung, kann hierbei den Verlust der gesamten Mission bedeuten. Grunds{\"a}tzlich l{\"a}sst sich Fehlererkennung manuell durchf{\"u}hren, wie es im Satellitenbetrieb oft {\"u}blich ist. Hierf{\"u}r muss ein menschlicher Experte, ein sogenannter Operator, das System {\"u}berwachen. Diese Form der {\"U}berwachung ist allerdings stark von der Zeit, Verf{\"u}gbarkeit und Expertise des Operators, der die {\"U}berwachung durchf{\"u}hrt, abh{\"a}ngig. Ein anderer Ansatz ist die Verwendung eines dedizierten Diagnosesystems. Dieses kann das technische System permanent {\"u}berwachen und selbstst{\"a}ndig Diagnosen berechnen. Die Diagnosen k{\"o}nnen dann durch einen Experten eingesehen werden, der auf ihrer Basis Aktionen durchf{\"u}hren kann. Das in dieser Arbeit vorgestellte modellbasierte Diagnosesystem verwendet ein quantitatives Modell eines technischen Systems, das dessen Nominalverhalten beschreibt. Das beobachtete Verhalten des technischen Systems, gegeben durch Messwerte, wird mit seinem erwarteten Verhalten, gegeben durch simulierte Werte des Modells, verglichen und Diskrepanzen bestimmt. Jede Diskrepanz ist dabei ein Symptom. Diagnosen werden dadurch berechnet, dass zun{\"a}chst zu jedem Symptom eine sogenannte Konfliktmenge berechnet wird. Dies ist eine Menge von Komponenten, sodass der Defekt einer dieser Komponenten das entsprechende Symptom erkl{\"a}ren k{\"o}nnte. Mithilfe dieser Konfliktmengen werden sogenannte Treffermengen berechnet. Eine Treffermenge ist eine Menge von Komponenten, sodass der gleichzeitige Defekt aller Komponenten dieser Menge alle beobachteten Symptome erkl{\"a}ren k{\"o}nnte. Jede minimale Treffermenge entspricht dabei einer Diagnose. Zur Berechnung dieser Mengen nutzt das Diagnosesystem ein Verfahren, bei dem zun{\"a}chst abh{\"a}ngige Komponenten bestimmt werden und diese von symptombehafteten Komponenten belastet und von korrekt funktionierenden Komponenten entlastet werden. F{\"u}r die einzelnen Komponenten werden Bewertungen auf Basis dieser Be- und Entlastungen berechnet und mit ihnen Diagnosen gestellt. Da das Diagnosesystem auf ausreichend genaue Modelle angewiesen ist und die manuelle Kalibrierung dieser Modelle mit erheblichem Aufwand verbunden ist, wurde ein Verfahren zur automatischen Kalibrierung entwickelt. Dieses verwendet einen Zyklischen Genetischen Algorithmus, um mithilfe von aufgezeichneten Werten der realen Komponenten Modellparameter zu bestimmen, sodass die Modelle die aufgezeichneten Daten m{\"o}glichst gut reproduzieren k{\"o}nnen. Zur Evaluation der automatischen Kalibrierung wurden ein Testaufbau und verschiedene dynamische und manuell schwierig zu kalibrierende Komponenten des Qualifikationsmodells eines realen Nanosatelliten, dem SONATE-Nanosatelliten modelliert und kalibriert. Der Testaufbau bestand dabei aus einem Batteriepack, einem Laderegler, einem Tiefentladeschutz, einem Entladeregler, einem Stepper Motor HAT und einem Motor. Er wurde zus{\"a}tzlich zur automatischen Kalibrierung unabh{\"a}ngig manuell kalibriert. Die automatisch kalibrierten Satellitenkomponenten waren ein Reaktionsrad, ein Entladeregler, Magnetspulen, bestehend aus einer Ferritkernspule und zwei Luftspulen, eine Abschlussleiterplatine und eine Batterie. Zur Evaluation des Diagnosesystems wurde die Energieversorgung des Qualifikationsmodells des SONATE-Nanosatelliten modelliert. F{\"u}r die Batterien, die Entladeregler, die Magnetspulen und die Reaktionsr{\"a}der wurden die vorher automatisch kalibrierten Modelle genutzt. F{\"u}r das Modell der Energieversorgung wurden Fehler simuliert und diese diagnostiziert. Die Ergebnisse der Evaluation der automatischen Kalibrierung waren, dass die automatische Kalibrierung eine mit der manuellen Kalibrierung vergleichbare Genauigkeit f{\"u}r den Testaufbau lieferte und diese sogar leicht {\"u}bertraf und dass die automatisch kalibrierten Satellitenkomponenten eine durchweg hohe Genauigkeit aufwiesen und damit f{\"u}r den Einsatz im Diagnosesystem geeignet waren. Die Ergebnisse der Evaluation des Diagnosesystems waren, dass die simulierten Fehler zuverl{\"a}ssig gefunden wurden und dass das Diagnosesystem in der Lage war die plausiblen Ursachen dieser Fehler zu diagnostizieren.}, subject = {Satellit}, language = {de} } @article{DavidsonDuekingZinneretal.2020, author = {Davidson, Padraig and D{\"u}king, Peter and Zinner, Christoph and Sperlich, Billy and Hotho, Andreas}, title = {Smartwatch-Derived Data and Machine Learning Algorithms Estimate Classes of Ratings of Perceived Exertion in Runners: A Pilot Study}, series = {Sensors}, volume = {20}, journal = {Sensors}, number = {9}, issn = {1424-8220}, doi = {10.3390/s20092637}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-205686}, year = {2020}, abstract = {The rating of perceived exertion (RPE) is a subjective load marker and may assist in individualizing training prescription, particularly by adjusting running intensity. Unfortunately, RPE has shortcomings (e.g., underreporting) and cannot be monitored continuously and automatically throughout a training sessions. In this pilot study, we aimed to predict two classes of RPE (≤15 "Somewhat hard to hard" on Borg's 6-20 scale vs. RPE >15 in runners by analyzing data recorded by a commercially-available smartwatch with machine learning algorithms. Twelve trained and untrained runners performed long-continuous runs at a constant self-selected pace to volitional exhaustion. Untrained runners reported their RPE each kilometer, whereas trained runners reported every five kilometers. The kinetics of heart rate, step cadence, and running velocity were recorded continuously ( 1 Hz ) with a commercially-available smartwatch (Polar V800). We trained different machine learning algorithms to estimate the two classes of RPE based on the time series sensor data derived from the smartwatch. Predictions were analyzed in different settings: accuracy overall and per runner type; i.e., accuracy for trained and untrained runners independently. We achieved top accuracies of 84.8 \% for the whole dataset, 81.8 \% for the trained runners, and 86.1 \% for the untrained runners. We predict two classes of RPE with high accuracy using machine learning and smartwatch data. This approach might aid in individualizing training prescriptions.}, language = {en} } @techreport{GrigorjewMetzgerHossfeldetal.2020, author = {Grigorjew, Alexej and Metzger, Florian and Hoßfeld, Tobias and Specht, Johannes and G{\"o}tz, Franz-Josef and Schmitt, J{\"u}rgen and Chen, Feng}, title = {Technical Report on Bridge-Local Guaranteed Latency with Strict Priority Scheduling}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-198310}, year = {2020}, abstract = {Bridge-local latency computation is often regarded with caution, as historic efforts with the Credit-Based Shaper (CBS) showed that CBS requires network wide information for tight bounds. Recently, new shaping mechanisms and timed gates were applied to achieve such guarantees nonetheless, but they require support for these new mechanisms in the forwarding devices. This document presents a per-hop latency bound for individual streams in a class-based network that applies the IEEE 802.1Q strict priority transmission selection algorithm. It is based on self-pacing talkers and uses the accumulated latency fields during the reservation process to provide upper bounds with bridge-local information. The presented delay bound is proven mathematically and then evaluated with respect to its accuracy. It indicates the required information that must be provided for admission control, e.g., implemented by a resource reservation protocol such as IEEE 802.1Qdd. Further, it hints at potential improvements regarding new mechanisms and higher accuracy given more information.}, subject = {Echtzeit}, language = {en} } @techreport{BlenkKellererHossfeld2020, type = {Working Paper}, author = {Blenk, Andreas and Kellerer, Wolfgang and Hoßfeld, Tobias}, title = {Technical Report on DFG Project SDN-App: SDN-enabled Application-aware Network Control Architectures and their Performance Assessment}, doi = {10.25972/OPUS-20755}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-207558}, year = {2020}, abstract = {The DFG project "SDN-enabled Application-aware Network Control Architectures and their Performance Assessment" (DFG SDN-App) focused in phase 1 (Jan 2017 - Dec 2019) on software defined networking (SDN). Being a fundamental paradigm shift, SDN enables a remote control of networking devices made by different vendors from a logically centralized controller. In principle, this enables a more dynamic and flexible management of network resources compared to the traditional legacy networks. Phase 1 focused on multimedia applications and their users' Quality of Experience (QoE). This documents reports the achievements of the first phase (Jan 2017 - Dec 2019), which is jointly carried out by the Technical University of Munich, Technical University of Berlin, and University of W{\"u}rzburg. The project started at the institutions in Munich and W{\"u}rzburg in January 2017 and lasted until December 2019. In Phase 1, the project targeted the development of fundamental control mechanisms for network-aware application control and application-aware network control in Software Defined Networks (SDN) so to enhance the user perceived quality (QoE). The idea is to leverage the QoE from multiple applications as control input parameter for application-and network control mechanisms. These mechanisms are implemented by an Application Control Plane (ACP) and a Network Control Plane (NCP). In order to obtain a global view of the current system state, applications and network parameters are monitored and communicated to the respective control plane interface. Network and application information and their demands are exchanged between the control planes so to derive appropriate control actions. To this end, a methodology is developed to assess the application performance and in particular the QoE. This requires an appropriate QoE modeling of the applications considered in the project as well as metrics like QoE fairness to be utilized within QoE management. In summary, the application-network interaction can improve the QoE for multi-application scenarios. This is ensured by utilizing information from the application layer, which are mapped by appropriate QoS-QoE models to QoE within a network control plane. On the other hand, network information is monitored and communicated to the application control plane. Network and application information and their demands are exchanged between the control planes so to derive appropriate control actions.}, subject = {Software-defined networking}, language = {en} } @phdthesis{Krug2020, author = {Krug, Markus}, title = {Techniques for the Automatic Extraction of Character Networks in German Historic Novels}, doi = {10.25972/OPUS-20918}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-209186}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Recent advances in Natural Language Preprocessing (NLP) allow for a fully automatic extraction of character networks for an incoming text. These networks serve as a compact and easy to grasp representation of literary fiction. They offer an aggregated view of the text, which can be used during distant reading approaches for the analysis of literary hypotheses. In their core, the networks consist of nodes, which represent literary characters, and edges, which represent relations between characters. For an automatic extraction of such a network, the first step is the detection of the references of all fictional entities that are of importance for a text. References to the fictional entities appear in the form of names, noun phrases and pronouns and prior to this work, no components capable of automatic detection of character references were available. Existing tools are only capable of detecting proper nouns, a subset of all character references. When evaluated on the task of detecting proper nouns in the domain of literary fiction, they still underperform at an F1-score of just about 50\%. This thesis uses techniques from the field of semi-supervised learning, such as Distant supervision and Generalized Expectations, and improves the results of an existing tool to about 82\%, when evaluated on all three categories in literary fiction, but without the need for annotated data in the target domain. However, since this quality is still not sufficient, the decision to annotate DROC, a corpus comprising 90 fragments of German novels was made. This resulted in a new general purpose annotation environment titled as ATHEN, as well as annotated data that spans about 500.000 tokens in total. Using this data, the combination of supervised algorithms and a tailored rule based algorithm, which in combination are able to exploit both - local consistencies as well as global consistencies - yield an algorithm with an F1-score of about 93\%. This component is referred to as the Kallimachos tagger. A character network can not directly display references however, instead they need to be clustered so that all references that belong to a real world or fictional entity are grouped together. This process widely known as coreference resolution is a hard problem in the focus of research for more than half a century. This work experimented with adaptations of classical feature based machine learning, with a dedicated rule based algorithm and with modern techniques of Deep Learning, but no approach can surpass 55\% B-Cubed F1, when evaluated on DROC. Due to this barrier, many researchers do not use a fully-fledged coreference resolution when they extract character networks, but only focus on a more forgiving subset- the names. For novels such as Alice's Adventures in Wonderland by Lewis Caroll, this would however only result in a network in which many important characters are missing. In order to integrate important characters into the network that are not named by the author, this work makes use of automatic detection of speaker and addressees for direct speech utterances (all entities involved in a dialog are considered to be of importance). This problem is by itself not an easy task, however the most successful system analysed in this thesis is able to correctly determine the speaker to about 85\% of the utterances as well as about 65\% of the addressees. This speaker information can not only help to identify the most dominant characters, but also serves as a way to model the relations between entities. During the span of this work, components have been developed to model relations between characters using speaker attribution, using co-occurrences as well as by the usage of true interactions, for which yet again a dataset was annotated using ATHEN. Furthermore, since relations between characters are usually typed, a component for the extraction of a typed relation was developed. Similar to the experiments for the character reference detection, a combination of a rule based and a Maximum Entropy classifier yielded the best overall results, with the extraction of family relations showing a score of about 80\% and the quality of love relations with a score of about 50\%. For family relations, a kernel for a Support Vector Machine was developed that even exceeded the scores of the combined approach but is behind on the other labels. In addition, this work presents new ways to evaluate automatically extracted networks without the need of domain experts, instead it relies on the usage of expert summaries. It also refrains from the uses of social network analysis for the evaluation, but instead presents ranked evaluations using Precision@k and the Spearman Rank correlation coefficient for the evaluation of the nodes and edges of the network. An analysis using these metrics showed, that the central characters of a novel are contained with high probability but the quality drops rather fast if more than five entities are analyzed. The quality of the edges is mainly dominated by the quality of the coreference resolution and the correlation coefficient between gold edges and system edges therefore varies between 30 and 60\%. All developed components are aggregated alongside a large set of other preprocessing modules in the Kallimachos pipeline and can be reused without any restrictions.}, subject = {Textanalyse}, language = {en} } @article{LopezArreguinMontenegro2020, author = {Lopez-Arreguin, A. J. R. and Montenegro, S.}, title = {Towards bio-inspired robots for underground and surface exploration in planetary environments: An overview and novel developments inspired in sand-swimmers}, series = {Heliyon}, volume = {6}, journal = {Heliyon}, doi = {10.1016/j.heliyon.2020.e04148}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-230309}, year = {2020}, abstract = {Dessert organisms like sandfish lizards (SLs) bend and generate thrust in granular mediums to scape heat and hunt for prey [1]. Further, SLs seems to have striking capabilities to swim in undulatory form keeping the same wavelength even in terrains with different volumetric densities, hence behaving as rigid bodies. This paper tries to recommend new research directions for planetary robotics, adapting principles of sand swimmers for improving robustness of surface exploration robots. First, we summarize previous efforts on bio-inspired hardware developed for granular terrains and accessing complex geological features. Later, a rigid wheel design has been proposed to imitate SLs locomotion capabilities. In order to derive the force models to predict performance of such bio-inspired mobility system, different approaches as RFT (Resistive Force Theory) and analytical terramechanics are introduced. Even in typical wheeled robots the slip and sinkage increase with time, the new design intends to imitate traversability capabilities of SLs, that seem to keep the same slip while displacing at subsurface levels.}, language = {en} } @article{KaiserLeschRotheetal.2020, author = {Kaiser, Dennis and Lesch, Veronika and Rothe, Julian and Strohmeier, Michael and Spieß, Florian and Krupitzer, Christian and Montenegro, Sergio and Kounev, Samuel}, title = {Towards Self-Aware Multirotor Formations}, series = {Computers}, volume = {9}, journal = {Computers}, number = {1}, issn = {2073-431X}, doi = {10.3390/computers9010007}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-200572}, pages = {7}, year = {2020}, abstract = {In the present day, unmanned aerial vehicles become seemingly more popular every year, but, without regulation of the increasing number of these vehicles, the air space could become chaotic and uncontrollable. In this work, a framework is proposed to combine self-aware computing with multirotor formations to address this problem. The self-awareness is envisioned to improve the dynamic behavior of multirotors. The formation scheme that is implemented is called platooning, which arranges vehicles in a string behind the lead vehicle and is proposed to bring order into chaotic air space. Since multirotors define a general category of unmanned aerial vehicles, the focus of this thesis are quadcopters, platforms with four rotors. A modification for the LRA-M self-awareness loop is proposed and named Platooning Awareness. The implemented framework is able to offer two flight modes that enable waypoint following and the self-awareness module to find a path through scenarios, where obstacles are present on the way, onto a goal position. The evaluation of this work shows that the proposed framework is able to use self-awareness to learn about its environment, avoid obstacles, and can successfully move a platoon of drones through multiple scenarios.}, language = {en} } @article{KramerBangertSchilling2020, author = {Kramer, Alexander and Bangert, Philip and Schilling, Klaus}, title = {UWE-4: First Electric Propulsion on a 1U CubeSat — In-Orbit Experiments and Characterization}, series = {Aerospace}, volume = {7}, journal = {Aerospace}, number = {7}, doi = {10.3390/aerospace7070098}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-236124}, year = {2020}, abstract = {The electric propulsion system NanoFEEP was integrated and tested in orbit on the UWE-4 satellite, which marks the first successful demonstration of an electric propulsion system on board a 1U CubeSat. In-orbit characterization measurements of the heating process of the propellant and the power consumption of the propulsion system at different thrust levels are presented. Furthermore, an analysis of the thrust vector direction based on its effect on the attitude of the spacecraft is described. The employed heater liquefies the propellant for a duration of 30 min per orbit and consumes 103 ± 4 mW. During this time, the respective thruster can be activated. The propulsion system including one thruster head, its corresponding heater, the neutralizer and the digital components of the power processing unit consume 8.5 ± 0.1 mW ⋅μ A\(^{-1}\) + 184 ± 8.5 mW and scales with the emitter current. The estimated thrust directions of two thruster heads are at angles of 15.7 ± 7.6∘ and 13.2 ± 5.5∘ relative to their mounting direction in the CubeSat structure. In light of the very limited power on a 1U CubeSat, the NanoFEEP propulsion system renders a very viable option. The heater of subsequent NanoFEEP thrusters was already improved, such that the system can be activated during the whole orbit period.}, language = {en} } @techreport{OPUS4-20232, type = {Working Paper}, title = {White Paper on Crowdsourced Network and QoE Measurements - Definitions, Use Cases and Challenges}, editor = {Hoßfeld, Tobias and Wunderer, Stefan}, doi = {10.25972/OPUS-20232}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-202327}, pages = {24}, year = {2020}, abstract = {The goal of the white paper at hand is as follows. The definitions of the terms build a framework for discussions around the hype topic 'crowdsourcing'. This serves as a basis for differentiation and a consistent view from different perspectives on crowdsourced network measurements, with the goal to provide a commonly accepted definition in the community. The focus is on the context of mobile and fixed network operators, but also on measurements of different layers (network, application, user layer). In addition, the white paper shows the value of crowdsourcing for selected use cases, e.g., to improve QoE or regulatory issues. Finally, the major challenges and issues for researchers and practitioners are highlighted. This white paper is the outcome of the W{\"u}rzburg seminar on "Crowdsourced Network and QoE Measurements" which took place from 25-26 September 2019 in W{\"u}rzburg, Germany. International experts were invited from industry and academia. They are well known in their communities, having different backgrounds in crowdsourcing, mobile networks, network measurements, network performance, Quality of Service (QoS), and Quality of Experience (QoE). The discussions in the seminar focused on how crowdsourcing will support vendors, operators, and regulators to determine the Quality of Experience in new 5G networks that enable various new applications and network architectures. As a result of the discussions, the need for a white paper manifested, with the goal of providing a scientific discussion of the terms "crowdsourced network measurements" and "crowdsourced QoE measurements", describing relevant use cases for such crowdsourced data, and its underlying challenges. During the seminar, those main topics were identified, intensively discussed in break-out groups, and brought back into the plenum several times. The outcome of the seminar is this white paper at hand which is - to our knowledge - the first one covering the topic of crowdsourced network and QoE measurements.}, subject = {Crowdsourcing}, language = {en} }