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Eye tracking is a measurement technique for determining the orientation and viewing direction of an individual’s eyes. It allows for an evaluation of the individual’s gaze and other related information.There is a wide variety of application areas for eye tracking, however the usage in engineeringindustry is still limited. This paper presents a case study for the use of eye tracking in a testingstation for electrical circuit breakers. The case study aims to evaluate the measurement and analysispossible with the Tobii wearable eye tracking system. From the case study, possibilities, limitationsand considerations for eye tracking in industrial settings are identified and discussed. The paperconcludes that while eye tracking can be used to effectively capture and visualize insightfulinformation, it faces major challenges related to subjectivity in analysis and labour intensiveness.
Experimental investigation of heat transfer performance of corrugated tube with spring tape inserts
(2019)
Instrumente sozialen Wandels
(2019)
Community Music
(2019)
In German music education, the focus has historically been on formal music education in schools. Participatory music making in the community, or community music, has so far received little attention in theory or practice. This thesis constitutes the first in-depth analysis of the development of community music in Germany, conducted using empirical data and literature analysis. The development of the Munich Community Music Action Research Group is highlighted as an example of the potential of community music in the German context. The research shows that the context-specific development of a framework for community music in Germany, within the community music spirit of participation reflected in the action research methodology, gives voice to and connects community musicians, and has contributed considerably to the development of community music theory and practice, not only in Munich, but across Germany.
Kempen wird zum Reallabor
(2019)
Towards a Model of Early Entrepreneurial Education: Appreciation, Facilitation and Evaluation
(2019)
Actin droplet machine
(2019)
The actin droplet machine is a computer model of a three-dimensional network of actin bundles developed in a droplet of a physiological solution, which implements mappings of sets of binary strings. The actin bundle network is conductive to travelling excitations, i.e. impulses. The machine is interfaced with an arbitrary selected set of k electrodes through which stimuli, binary strings of length k represented by impulses generated on the electrodes, are applied and responses are recorded. The responses are recorded in a form of impulses and then converted to binary strings. The machine's state is a binary string of length k: if there is an impulse recorded on the ith electrode, there is a '1' in the ith position of the string, and '0' otherwise. We present a design of the machine and analyse its state transition graphs. We envisage that actin droplet machines could form an elementary processor of future massive parallel computers made from biopolymers.
Actin filaments are conductive to ionic currents, mechanical and voltage solitons. These travelling localisations can be utilised to generate computing circuits from actin networks. The propagation of localisations on a single actin filament is experimentally unfeasible to control. Therefore, we consider excitation waves propagating on bundles of actin filaments. In computational experiments with a two-dimensional slice of an actin bundle network we show that by using an arbitrary arrangement of electrodes, it is possible to implement two-inputs-one-output circuits.
In the present contribution, the utilization of steel-mill gases for an industrial methanol synthesis process is described. The focus of this work is on the influence of syngas compositions derived from steel-mill gases on an industrial Cu/ZnO/Al2O3 catalyst. Elevated CO2 and H2O concentrations seem to have an irreversible impact on the activity of the catalyst. In order to obtain realistic gas composition for the catalyst tests, a process simulation of the methanol synthesis was conducted. The calculated gas compositions at the reactor inlet were applied in a practical test in order to evaluate the catalyst stability under steel mill gas conditions. No noticeable deactivation was observed.
Computational investigation of hemodynamics in hardshell venous reservoirs: A comparative study
(2019)
Extracorporeal circulation using heart‐lung‐machines is associated with a profound activation of corpuscular and plasmatic components of circulating blood, which can also lead to deleterious events such as systemic inflammatory response and hemolysis. Individual components used to install the extracorporeal circulation have an impact on the level of activation, most predominantly membrane oxygenators and hardshell venous reservoirs as used in extracorporeal systems. The blood flows in two different hardshell reservoirs are computationally investigated. A special emphasis is placed on the prediction of an onset of transition and turbulence generation. Reynolds‐averaged numerical simulations (RANS) based on a transitional turbulence model, as well as large eddy simulations (LES) are applied to achieve an accurate prediction. In the LES analysis, the non‐Newtonian behavior of the blood is considered via the Carreau model. Blood damage potential is quantified applying the Modified Index of Hemolysis (MIH) based on the predicted flow fields. The results indicate that the flows in both reservoirs remain predominantly laminar. For one of the reservoirs, considerable turbulence generation is observed near the exit site, caused by the specific design for the connection with the drainage tube. This difference causes the MIH of this reservoir to be nearly twice as large as compared to the alternative design. However, a substantial improvement of these performance criteria can be expected by a local geometry modification.
Rituals, such as gazing at faces, are common in body dysmorphic disorder (BDD) and appear in cognitive-behavioral models as a maintaining factor. Rituals are also common in obsessive-compulsive disorder (OCD). In contrast to OCD, the proposed associations between rituals and intrusive thoughts/appearance preoccupation have not been empirically investigated for BDD. We examined if the assumed effect of gazing rituals on attractiveness ratings exists and if it is associated with dissociation. In an experiment, we asked N = 65 non-clinical females to focus on the nose of a photographed face at pre- and post-test. In between, participants gazed at the nose of either the same (relevant gazing) or another face (irrelevant gazing). We found increasing dissociation after gazing in both conditions and a differentially stronger decrease of attractiveness ratings in the relevant gazing condition. Our findings support the hypothesized effect of gazing rituals on attractiveness evaluation in cognitive-behavioral models for BDD.
Der Beitrag stellt am Beispiel von studentischen Projekt- und Praxisarbeiten aus den bibliothekswissenschaftlichen Studiengängen der TH Köln Möglichkeiten der Erstellung von E-Learning-Angeboten vor, die sich in kurzer Zeit und ohne finanzielles Budget realisieren lassen. Der Fokus liegt dabei auf unkonventionellen Darstellungsformen wie bspw. Comic-artigen Animationsfilmen oder der Präsentation bibliothekarischer Inhalte nach dem Modell von „Sommers Weltliteratur“. Der Beitrag möchte Bibliotheken dazu anregen, im Kontext des E-Learning mit neuen Formaten zu experimentieren, die dazu beitragen können, die Attraktivität der bibliothekarischen Angebote zu erhöhen und die sich gleichzeitig mit geringem zeitlichem und finanziellem Aufwand realisieren lassen.
Through constant technical progress, multi-user virtual reality is transforming towards a social activity that is no longer only used by remote users, but also in large-scale location-based experiences. We evaluate the usage of realtime-tracked avatars in co-located business-oriented applications in a "guide-user-scenario" in comparison to audio only instructions. The present study examined the effect of an avatar-guide on the user-related factors of Spatial Presence, Social Presence, User Experience and Task Load in order to propose design guidelines for co-located collaborative immersive virtual environments. Therefore, an application was developed and a user study with 40 participants was conducted in order to compare both guiding techniques of a realtime-tracked avatar guide and a non-visualised guide with otherwise constant conditions. Results reveal that the avatar-guide enhanced and stimulated communicative processes while facilitating interaction possibilities and creating a higher sense of mental immersion for users. Furthermore, the avatar-guide appeared to make the storyline more engaging and exciting while helping users adapt to the medium of virtual reality. Even though no assertion could be made concerning the Task Load factor, the avatar-guide achieved a higher subjective value on User Experience. Due to the results, avatars can be considered valuable social elements in the design of future co-located collaborative virtual environments.
Music listening has become a highly individualized activity with smartphones and music streaming services providing listeners with absolute freedom to listen to any kind of music in any situation. Until now, little has been written about the processes underlying the selection of music in daily life. The present study aimed to disentangle some of the complex processes among the listener, situation, and functions of music listening involved in music selection. Utilizing the experience sampling method, data were collected from 119 participants using a smartphone application. For 10 consecutive days, participants received 14 prompts using stratified-random sampling throughout the day and reported on their music-listening behavior. Statistical learning procedures on multilevel regression models and multilevel structural equation modeling were used to determine the most important predictors and analyze mediation processes between person, situation, functions of listening, and music selection. Results revealed that the features of music selected in daily life were predominantly determined by situational characteristics, whereas consistent individual differences were of minor importance. Functions of music listening were found to act as a mediator between characteristics of the situation and music-selection behavior. We further observed several significant random effects, which indicated that individuals differed in how situational variables affected their music selection behavior. Our findings suggest a need to shift the focus of music-listening research from individual differences to situational influences, including potential person-situation interactions.
ZKI Herbsttagung 2019
(2019)
Objective Vocational rehabilitation measures support youth and young adults with disabilities to obtain vocational training and to enter the labor market. In Germany, a growing number of young people with psychological disabilities in vocational rehabilitation can be observed. The study at hand focuses on this group and examines their (un-)unemployment biographies before vocational rehabilitation, their access to vocational rehabilitation and identifies their individual challenges within the process of vocational rehabilitation. Methods Using a multi-methods approach, we analyze representative administrative data of the German Federal Employment Agency as well as biographical interviews conducted with young rehabilitants. We compare the population of young rehabilitants with psychological disorders to those with other disabilities in terms of vocational rehabilitation and initial labor market entry in order to get a representative picture about their school to work transitions. Since rehabilitants with psychological disabilities tend to be older than the remaining population, analyses are stratified by age groups. In addition, qualitative in-depth interviews provide an additional and deeper understanding of specific employment barriers youth with psychological disorders have to overcome. Furthermore, the individual perspective gives insight on how the crucial transition from school to work is perceived by the population under study. Results The pathway into vocational rehabilitation of youth with psychological disorders is often characterized by obstacles in their transition from school to work. During rehabilitation, it appears essential to provide psychological stabilization along with vocational training. Although their average level of education is higher than those of other rehabilitants, labor market transition after (often company-external) vocational training challenges many young people with psychological disabilities, leaving many of them with comparatively poor labor market prospects. Conclusions Young persons with psychological disabilities, who come from regular schools or dropped out from regular school or university, seem to find their way to vocational rehabilitation more indirectly. Furthermore, vocational rehabilitation itself is often prolonged for those with psychological disabilities possibly due to a corresponding stabilization process. However, vocational rehabilitation can be a core element within the stabilization process of a psychological disease.
Multi-user virtual reality is transforming towards a social activity that is no longer only used by remote users, but also in large-scale location-based experiences. Usage of realtime-tracked avatars in co-located business-oriented applications with a ”guide-user-scenario” is examined for user-related factors of Spatial Presence, Social Presence, User Experience and Task Load. A user study was conducted in order to compare both techniques of a realtime-tracked avatar and a non-visualised guide. Results reveal that the avatar-guide enhanced and stimulated communicative processes while facilitating interaction possibilities and creating a higher sense of mental immersion for users and engagement.
We report about several experiments on applying mixed reality technology in the context of accessing collective memories from atomic bombs, Holocaust and Second World War. We discuss the impact of Virtual Reality, Augmented Virtuality and Augmented Reality for specific memorial locations. We show how to use a virtual studio for demonstrating an augmented reality application for a specific location in a remote session within a video conference. Augmented Virtuality is used to recreate the local environment, thus providing a context and helping the participants recollect emotions related to a certain place. This technique demonstrates the advantages of using virtual (VR) and augmented (AR) reality environments for rapid prototyping and pitching project ideas in a live remote setting.
„Provisorisch für immer?“ Flüchtlingslager zwischen Nothilfe und langfristiger Entwicklungsplanung
(2019)
In dieser Bachelorarbeit wurde quantitativ zur Leistungsmotivation und dem individuellen Studienerfolg geforscht. Es wurden N = 167 Studierende des Studiengangs Sozialarbeit/Sozialpädagogik der Hochschule Düsseldorf mit einem teilstandardisierten Fragebogen bezüglich ihrer Leistungsmotivation und individuellem Studienerfolg befragt, welcher sich aus der bisherigen Bachelordurchschnittsnote, der Studienabbruchsintention, der Studienzufriedenheit sowie der Prozentzahl bestandener Prüfung, zusammensetzt. Untersucht wurde, ob Zusam- menhänge zwischen Leistungsmotivation und dem individuellen Studienerfolg bestehen und ob sich benotete und unbenotete Studierende hinsichtlich ihrer Leistungsmotivation, Studien- abbruchsintention und Studienzufriedenheit unterscheiden. Die Ergebnisse zeigen, dass die bisherige Bachelordurchschnittsnote, Studienabbruchsintention, Studienzufriedenheit und die Prozentzahl bestandener Prüfungen statistisch signifikant Leistungsmotivation voraussagen (F (4, 153) = 2.58, p < .05). Die benoteten und unbenoteten Studierenden unterscheiden sich nicht voneinander.