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"Business Castle" gates
(2015)
In times of globalization world faces serious social and environmental challenges, ranging from an ageing population to climate change mitigation. In order to address such complex challenges modern society need to contribute. And business is one of the most powerful sectors of it after government and media.
Interestingly, companies effect on consumers and consumers have huge influence on companies, as well. Apart from creating economic welfare, enterprises have to face new challenges and responsibilities as a result of changing expectations of consumers, investors, citizens and government. Today business is asked to voluntarily accept social and environmental responsibilities which go beyond the legally required obligations in order to contribute to sustainable development.
The way that businesses manage the economic, social and environmental impacts of their operations into their values, culture, strategy and operations is well-known as corporate social responsibility (CSR).
Key CSR issues: environmental management, eco-efficiency, responsible sourcing, stakeholder engagement, labor standards and working conditions, employee and community relations, social equity, gender balance, human rights, good governance, and anti-corruption measures. Therefore, corporate social responsibility system of a company could be considered as “Business castle” gates – different channels to external environment of an enterprise.
3D-Druck für blinde Menschen
(2019)
Neben herkömmlichen taktilen Drucktechniken für blinde Menschen findet auch der 3D-Druck zunehmend Verbreitung. Während anfängliche Ansätze beabsichtigten, mit dieser alternativen Drucktechnologie qualitativ ähnliche Druckresultate zu erzielen, nutzen neuere Ansätze deren Potenzial, um interaktive Drucke zu erstellen. Ausgehend von dieser Entwicklung verschafft dieser Artikel einen Überblick über wesentliche Ansätze für die Erstellung von vielfältigen taktilen Materialen mittels 3D-Druckern. Er zeigt dabei insbesondere den Wandel von statischen zu interaktiven Ansätzen auf. Dabei muss bei Letzteren eine Kopplung zwischen den taktilen 3D-Drucken und elektronischen Entitäten erfolgen, welche durch unterschiedliche Sensorik umgesetzt werden kann. Zukünftige Entwicklungen könnten es erlauben, die Interaktion des Benutzers mit der kompletten Oberfläche von 3D-Drucken sensorisch zu erfassen und somit komplexe neue Interaktionsmöglichkeiten zu erschließen, welche blinden wie auch sehenden Menschen hilfreich sein können.
On May 6th 1971 the worldwide first MAGLEV vehicle was presented by Messerschmitt-Bölkow-Blohm (MBB) in Ottobrunn near Munich, Germany. Till the year 2000 different test and application MAGLEV vehicles followed, but no commercial use in Germany. Since December 31st 2002 the Shang-hai MAGLEV Transportation System is successfully in operation, as the worldwide first and only one commercial used MAGLEV line. The paper in honour of Prof. Dr.-Ing. Eveline Gottzein for her 80th birthday contains in the reference list her scientific publications about MAGLEV vehicle control systems.
5. GI/ITG KuVS Fachgespräch Ortsbezogene Anwendungen und Dienste 4.-5. September 2008, Nürnberg
(2008)
Der Aufenthaltsort eines mobilen Benutzers stellt eine wichtige Information für viele zukünftige An-wendungen dar – man spricht allgemein von ortsbezogenen Anwendungen oder ortsbezogenen Diens-ten. Ziel dieses Fachgespräches ist, Wissenschaftlerinnen und Wissenschaftlern aber auch Vertretern der Industrie die Möglichkeit zu einem intensiven Gedankenaustausch zu Themen rund um den Orts-bezug zu geben. Nach den erfolgreichen Treffen in Hagen, Stuttgart, Berlin und München fand das fünfte Fachgespräch im Jahr 2008 in Nürnberg an der Georg-Simon-Ohm-Hochschule statt.
Die Tagung umfasste in diesem Jahr eine erfreulich hohe Zahl von 24 Beiträgen. Neben Beiträgen von Universitäten gab es viele Einreichungen von Forschungseinrichtungen, Fachhochschulen und aus der Industrie. Darüber hinaus beteiligten sich Lehr-gebiete außerhalb der Informatik (Verkehrs- und Geowissenschaften). All dies zeigt, welche Auf-merksamkeit das Thema in Industrie und Forschung weiterhin genießt. Die Komplexität des Gebiets spiegelt sich auch in der Vielfalt der behandelten Themen wider. Diese stammten aus den Themengruppen:
- Ortsbezogene Dienste im realen Einsatz
- Sicherheit ortsbezogener Dienste
- Geodaten, Umgebungsmodelle, Kontext
- Industrieller Einsatz ortsbezogener Dienste
- Netzwerkaspekte
- Ortsbezogene Dienste aus Benutzersich
Nach der Tagung wurden die Teilnehmer aufgerufen, ihre vorgestellten Beiträge anhand der vielfältigen Diskussionen zu überarbeiten und als Papier einzureichen. Das Resultat liegt in Form dieses Tagungsbandes vor.
Virtual reality is currently experiencing a comeback. A considerable market has developed for VR computer games and educational applications. Some solutions integrate tracked devices which allow users to freely move within a certain space. Virtual 3D model can be visually explored, implemented collision detected allows users to get a feedback for instance by sound or vibration. For research projects there are several approaches which offer to get the actual feedback for the fingers of a hand, when the users virtually touches the surface of a 3D model. However, in the consumer market currently no product is sold which offers this direct feedback for the whole hand. In this paper we introduce a low-cost hand exoskeleton which is usable in conjunction with commodity hardware. It covers each of the five fingers of the user's hand, its design is open-source, low-cost, can be customized and 3D printed by individuals. It aims at improving the haptic perception of users, bases of a popular physical computing platform and is designed to be assembled even by electronically unexperienced users. We show the integration of our lean interface of the wireless exoskeleton into exemplary VR environment and describe a calibration process which is flexible for customizations.
We propose a novel two-scale (meso-macro-scale) approach to computationally capture cancellous bone remodelling allowing for efficient and effective numerical implementation. Therein, the macro-scale is governed by the well-established kinematics and kinetics of one-scale continuum bone remodelling. However, the constitutive behaviour is not postulated phenomenologically at the macro-scale, but rather follows from the meso-scale. There, for the sake of computational efficiency, the trabecular architecture is idealised as a truss network with the cross-sectional area of the trabeculae adapting to mechanical loading. Then, the meso- and the macro-scale are coupled through up- and down-scaling. Computational results on benchmark problems from bio-mechanics demonstrate that the proposed two-scale approach is effective from a modelling perspective and efficient from a computational perspective. In particular, it automatically captures anisotropy resulting from the irregular trabecular architecture at the meso-scale, and, most importantly, enables the direct investigation of different trabecular structures at the meso-scale, thereby serving as a virtual “magnifiying glass”. As an outlook, the proposed two-scale approach to cancellous bone remodelling provides an excellent launch pad for further extension, e.g., by considering more complex trabecular architectures and/or through inclusion of micro-scale bone cellular activities.
The aim of this paper is to present a modification of the simplex algorithm giving under certain, numerically harder, circumstances surprisingly more pre-cise results than the standard method does. Fur-thermore the modified method can be combined with Gomory’s algorithm in order to solve linear integer optimization problems more easily.
The objective of this study was to develop an experimental framework that allows research on whether the combined use of a virtual reality (VR) driving simulator, electroencephalography signals collected during driving tests and designed attentional paradigms could be applied to assess the performance of affective warning sounds for re-channelling driver’s attention in certain driving situations. Three VR driving scenarios with different stimuli and two driving tasks were designed and implemented. Acquisition of driver’s physiological data and behavioural metrics were integrated to be gathered synchronously. In addition, an experimental protocol was designed for the assessment of the impact of affective warning sounds. The technical feasibility of the framework was evaluated with the results showing that the proposed framework enables the data acquisition and analysis for a variety of warning stimuli. After successful technical deployment, a study with experimental subjects will follow to evaluate the effectiveness of affective warning sounds.
Bone remodelling is a complex biomechanical process, which has been studied widely based on the restrictions of local continuum theory. To provide a nonlocal bone remodelling framework, we propose, for the first time, a peridynamic formulation on the macroscale. We illustrate our implementation with a common benchmark test as well as two load cases of the proximal femur. On the one hand, results of our peridynamic model with diminishing nonlocality measure converge to the results of a local finite element model. On the other hand, increasing the neighbourhood size shows to what extent the additional degree of freedom, the nonlocality, can influence the density evolution.
Tactile materials play a major role in making information available to blind people and support their understanding for spatial matters. Due to the complex manual manufacturing process there is still a lack of suitable models for the visually impaired. Millions of 3D models are currently available on the internet and can be searched by dedicated retrieval sites. Most of them can be printed by 3D printers; however, this often isn't a trivial task even for sighted users. Blind peoples' self-dependence could be drastically increased if they were able to autonomously print 3D models at home. This paper analyses the individual tasks to actually print 3D models and adapts them to steps accessible for blind people. We introduce a workflow for the combined use of 3D printing software and consumer hardware. We verified our approach by a formal user study with visually impaired people which showed its feasibility.