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The Soundtrack Of Your Life
(2012)
The synthesis of Nb-doped TiO2 nanoparticles by spray drying: an efficient and scalable method
(2011)
The use of highly expressed FTH1 as carrier protein for cytosolic targeting in Hansenula polymorpha
(2012)
The iron storage protein ferritin is a member of the non-heme iron protein family. It can store and release iron, therefore it prevents the cell from damage caused by iron-dioxygen reactions as well as it provides iron for biological processing. To study whether the human ferritin heavy chain (FTH1) can be expressed in Hansenula polymorpha, we integrated an expression cassette for FTH1 and analyzed the protein expression. We found very efficient expression of FTH1 and obtained yields up to 1.9 g/L under non-optimized conditions. Based on this result we designed a FTH1-PTH fusion protein to successfully express the parathyroid hormone fragment 1-34 (PTH) for the first time intracellular in H. polymorpha.
Thermodynamic simulation and experimental validation of a cascaded two-stage organic Rankine cycle
(2015)
In this paper, the author aim to present a threat and risk-driven methodology to security requirements engineering. The chosen approach has a strong focus on gathering, modeling, and analyzing the environment in which a secure ICT-system to be built is located. The knowledge about the environment comprises threat and risk models. As presented in the paper, this security-relevant knowledge is used to assess the adequacy of security mechanisms, which are then selected to establish security requirements.
We present a threat and risk-driven methodology to security requirements engineering. Our approach has a strong focus on gathering, modeling, and analyzing the environment in which a secure ICT-system to be built is located. The knowledge about the environment comprises threat and risk models. This security-relevant knowledge is used to assess the adequacy of security mechanisms, which are selected to establish security requirements.
Broader use of virtual reality environments and sophisticated animations spawn a need for spatial sound. Until now, spatial sound design has been based very much on experience and trial and error. Most effects are hand-crafted, because good design tools for spatial sound do not exist. This paper discusses spatial sound authoring and its applications, including shared virtual reality environments based on VRML. New utilities introduced by this research are an inspector for sound sources, an interactive resource manager, and a visual soundscape manipulator. The tools are part of a sound spatialization framework and allow a designer/author of multimedia content to monitor and debug sound events. Resource constraints like limited sound spatialization channels can also be simulated.
This article presents a new approach of integrating tangible user feedback in todays virtual TV studio productions. We describe a tangible multitouch planning system, enabling multiple users to prepare and customize scene flow and settings. Users can collaboratively view and interact with virtual objects by using a tangible user interface on a shared multitouch surface. The in a 2D setting created TV scenes are simultaneously rendered on an external monitor, using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production. Subsequently, users are able to join together the scenes into one complex plot. Within the developing process, a video prototype of the system shows the user interaction and enables early reviews and evaluations. The requirement analysis is based on expert interviews.
This paper presents a mobile approach of integrating tangible user feedback in today’s virtual TV studio productions. We describe a tangible multitouch planning system, enabling a single user to prepare and customize scene flow and settings. Users can view and interact with virtual objects by using a tangible user interface on a capacitive multitouch surface. In a 2D setting created TV scenes are simultaneously rendered as separate view using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production and set assets can be reused. Subsequently, a user can arrange scenes on a timeline while maintaining different versions/sequences. The system consists of a tablet and a workstation, which does all application processing and rendering. The tablet is just an interface connected via wireless LAN.
Interdisciplinary communities involve people and knowledge from different disciplines in addressing a common challenge. Differing perspectives, processes, methods, tools, vocabularies, and standards are problems that arise in this context. We present an approach to support bringing together disciplines based on a common body of knowledge (CBK), in which knowledge from different disciplines is collected, integrated, and structured. The novelty of our approach is twofold: first, it introduces a CBK ontology, which allows one to semantically enrich contents in order to be able to query the CBK in a more elaborate way afterwards. Second, it heavily relies on user participation in building up a CBK, making use of the Semantic MediaWiki as a platform to support collaborative writing. The CBK ontology is backed by a conceptual framework, consisting of concepts to structure the knowledge, to provide access options to it, and to build up a common terminology. To ensure a high quality of the provided contents and to sustain the community’s commitment, we further present organizational means as part of our approach. We demonstrate our work using the example of a Network of Excellence EU project, which aims at bringing together researchers and practitioners from services computing, security and software engineering.
Towards a Model of Early Entrepreneurial Education: Appreciation, Facilitation and Evaluation
(2019)
More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has only been partly exploited due to unresolved problems such as ergonomic problems, numerous challenges with user interaction and the inability to perform exact, fast and progressive refinements. This paper explores past research, shows alternative approaches and proposes novel interaction tools for pending problems. An immersive modelling application for polygon meshes is created from scratch and tested by professional users of desktop modelling tools, such as Autodesk Maya, in order to assess the efficiency, comfort and speed of the proposed application with direct comparison to professional desktop modelling tools.
In this paper, we present an approach to adopt UMLsec, which is defined for UML 1.5, to support the current UML version 2.3. The new profile UMLsec4UML2 is technically constructed as a UML profile diagram, which is equipped with a number of integrity conditions expressed using OCL. Consequently, the UMLsec4UML2-profile can be loaded in any Eclipse-based EMF- and MDT-compatible UML editing tool to develop and analyze different kinds of security models. The OCL constraints replace the static checks of the tool support for the old UMLsec defined for UML 1.5. Thus, the UMLsec4UML2-profile not only provides the whole expresiveness of UML2.3 for security modeling, it also brings considerably more freedom in selecting a basic UML editing tool, and it integrates modeling and analyzing security models. Since UML2.3 comprises new diagram types, as well as new model elements and new semantics of diagram types already contained in UML1.5, we consider a number of these changes in detail. More specifically, we consider composite structure and sequence diagrams with respect to modeling security properties according to the original version of UMLsec. The goal is to use UMLsec4UML2 to specify architectural security patterns.
Computational models for the personalized analysis of human femurs contain uncertainties in bone material properties and loads, which affect the simulation results. To quantify the influence we developed a probabilistic framework based on polynomial chaos (PC) that propagates stochastic input variables through any computational model. We considered a stochastic E-ρ relationship and a stochastic hip contact force, representing realistic variability of experimental data. Their influence on the prediction of principal strains (ϵ1 and ϵ3) was quantified for one human proximal femur, including sensitivity and reliability analysis. Large variabilities in the principal strain predictions were found in the cortical shell of the femoral neck, with coefficients of variation of ≈40%. Between 60 and 80% of the variance in ϵ1 and ϵ3 are attributable to the uncertainty in the E-ρ relationship, while ≈10% are caused by the load magnitude and 5-30% by the load direction. Principal strain directions were unaffected by material and loading uncertainties. The antero-superior and medial inferior sides of the neck exhibited the largest probabilities for tensile and compression failure, however all were very small (pf<0.001). In summary, uncertainty quantification with PC has been demonstrated to efficiently and accurately describe the influence of very different stochastic inputs, which increases the credibility and explanatory power of personalized analyses of human proximal femurs.
Virtual environments can create a realistic impression of an architectural space during the architectural design process, providing a powerful tool for evaluation and promotion during a project’s early stages. In comparison to pre-rendered animations,
such as walkthroughs based on CAD models, virtual environments can offer intuitive interaction and a more life like experience. Advanced virtual environments allow users to change realtime rendering features with a few manipulations, switching between different versions while still maintaining sensory immersion. This paper reports on an experimental project in which architectural models are being integrated into interactive virtual environments, and includes demonstrations of both the possibilities and limitations of such applications in evaluating, presenting and promoting architectural designs.
An ISO 27001 compliant information security management system is difficult to create, due to the the limited support for system development and documentation provided in the standard. We present a structured analysis of the documentation and development requirements in the ISO 27001 standard. Moreover, we investigate to what extent existing security requirements engineering approaches fulfill these requirements. We developed relations between these approaches and the ISO 27001 standard using a conceptual framework originally developed for comparing security requirements engineering methods. The relations include comparisons of important terms, techniques, and documentation artifacts. In addition, we show practical applications of our results.