@misc{vonHoffmann2014, author = {von Hoffmann, Alexander}, title = {Workshop: UX-Sounds}, year = {2014}, language = {de} } @misc{vonHoffmann2024, author = {von Hoffmann, Alexander}, title = {Keynote: UX-Sound Design}, series = {Soundscaping for the Future: Die Zukunft der Innenraumakustik}, journal = {Soundscaping for the Future: Die Zukunft der Innenraumakustik}, year = {2024}, subject = {Sounddesign}, language = {de} } @misc{vonHoffmannEnhuberKoenigetal.2025, author = {von Hoffmann, Alexander and Enhuber, Felix and K{\"o}nig, Jessica and Tom, Schmid}, title = {A Framework for the assessment of affective sounds}, series = {Proceedings of DAS|DAGA 2025}, volume = {51}, journal = {Proceedings of DAS|DAGA 2025}, editor = {Dau, Torsten and Epp, Bastian}, isbn = {978-3-939296-23-2}, doi = {10.71568/dasdaga2025.126}, pages = {1134 -- 1137}, year = {2025}, abstract = {This paper is based on the German-language paper "Methods for Designing UX Sounds", which was presented at DAGA 2023 in Hamburg. Future work was announced there to investigate the affective impact of UX-sounds. This article will present the framework for evaluating the affective impact of sounds in the dimensions "valence" and "arousal". The experimental setup, the experimental execution and the evaluation method will be presented.The methods used to generate synthetically generated sounds for test subjects will also be described.}, language = {en} } @article{SchoetzPfitzner2026, author = {Sch{\"o}tz, Sebastian and Pfitzner, Christian}, title = {Path planning of energy-efficient automated guided vehicles material transportation in manufacturing}, series = {Procedia CIRP}, volume = {139}, journal = {Procedia CIRP}, publisher = {Elsevier BV}, issn = {2212-8271}, doi = {10.1016/j.procir.2025.08.198}, pages = {160 -- 167}, year = {2026}, abstract = {Automated guided vehicles systems (AGVS) are of increasing importance regarding material transportation in manufacturing since companies can benefit from the application of these systems. However, AGVS cause high energy consumption for material transportation. This consumption can vary within material transportation paths due to movements such as turns, which may lead to deceleration and acceleration of the vehicle. Hence, planning energy-efficient paths for AGVS-conducted material transportation processes is of great importance, but it leads to a high planning effort within the companies. This paper describes the development of a novel method that facilitates manufacturing companies to plan energy-efficient paths for AGVS-conducted material transportation processes with low effort. First, relevant requirements for the method are defined. Then, an existing pathfinding algorithm is selected based on the predefined requirements. Afterwards, a general framework for determining optimal paths of AGVS in manufacturing facilities regarding energy consumption is developed prior to the description of a holistic procedure for planning energy-efficient paths in manufacturing. Finally, the method is validated for a sample manufacturing environment.}, language = {en} } @incollection{WinkelmannvonHoffmann2025, author = {Winkelmann, Sven and von Hoffmann, Alexander}, title = {Automotive Human-Machine-Interaction}, series = {Artificial Intelligence in Business and Engineering}, booktitle = {Artificial Intelligence in Business and Engineering}, editor = {Hofbauer, G{\"u}nter}, publisher = {Kohlhammer}, isbn = {978-3-17-046743-9}, doi = {10.17433/978-3-17-046743-9}, pages = {112 -- 128}, year = {2025}, language = {en} } @misc{SchmidvonHoffmann2026, author = {Schmid, Tom and von Hoffmann, Alexander}, title = {Fundamentals of nonlinear Sound Design}, publisher = {Virtuelle Hochschule Bayern}, pages = {210 MB}, year = {2026}, abstract = {This lesson presents the general sound design process, game elements, and the functions of sound in games. The differences between linear and nonlinear sound design are discussed and illustrated with examples. The key stages of the sound design process sourcing, designing and implementation are explained in detail. Additionally, the important concept of layering is introduced and supported by sound examples. The six game elements as well as methods for setting the mood, creating a sense of space and providing sonic feedback are presented.}, language = {en} }