@article{CornetStadlerKongetal., author = {Cornet, Henriette and Stadler, Sebastian and Kong, Penny and Marinkovic, Goran and Frenkler, Fritz and Sathikh, Peer Mohideen}, title = {User-centred design of autonomous mobility for public transportation in Singapore}, series = {Transportation Research Procedia}, volume = {41}, journal = {Transportation Research Procedia}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2352-1465}, doi = {10.1016/j.trpro.2019.09.038}, pages = {191 -- 203}, abstract = {The paper presents a set of methods for user-centred design of autonomous mobility for public transportation in the context of a multi-disciplinary research programme in Singapore, called TUMCREATE. While traffic engineers plan the operation of the new mobility system, the Industrial Designers of TUMCREATE take on the role of designing the autonomous vehicles (AVs) and infrastructure for greater comfort and a positive travel experience for users. Tasks have been identified to promote user acceptance and facilitate the operation of autonomously driven vehicles for public transport. To fulfil these tasks, conventional design methods have been enhanced with Virtual Reality (VR) technology and with simulations developed by the computer scientists of TUMCREATE. Since public transportation is a complex and broad area, it cannot be investigated with a single design method. First results showed that conventional methods that consider the Universal Design principles guarantee the accessibility, usability and understandability of AVs and stations. VR has been identified as a suitable tool for Industrial Designers to evaluate communication concepts between AVs and pedestrians. This confirms that digital tools (i.e. VR) enhance conventional design methods, especially with regard to technologies that are not available on the market yet (e.g. AVs)}, language = {en} } @article{KongStadlerForchhammeretal., author = {Kong, Penny and Stadler, Sebastian and Forchhammer, Niklas and Cornet, Henriette}, title = {Menschzentrierte Gestaltung f{\"u}r ein autonomes Mobilit{\"a}tssystem in Singapur}, series = {ATZextra}, volume = {25}, journal = {ATZextra}, number = {Suppl 1}, publisher = {Springer Fachmedien}, address = {Wiesbaden}, issn = {2509-4610}, doi = {10.1007/s35778-020-0112-5}, pages = {38 -- 43}, abstract = {Die Automatisierung macht auch vor den {\"o}ffentlichen Verkehrsmitteln nicht halt. Das Team Design for Autonomous Mobility von TUMCREATE stellt Ergebnisse aus der Designforschung vor, in der Virtual Reality und andere neue Methoden f{\"u}r das Design autonomer Verkehrsmittel untersucht werden. Das Team orientiert sich dabei stark am Menschen und versucht, allen Passagieren mehr Komfort und ein positives Reiseerlebnis zu bieten.}, language = {de} } @incollection{StadlerChardonnet, author = {Stadler, Sebastian and Chardonnet, Jean-R{\´e}my}, title = {Embracing virtual reality}, series = {SMART VR/AR/MR SYSTEMS FOR PROFESSIONALS}, booktitle = {SMART VR/AR/MR SYSTEMS FOR PROFESSIONALS}, editor = {Singh, Sunpreet and Subburaj, Karupppasamy and Ćuković, Saša and Sandhu, Kamalpreet and Meixner, Gerrit and Petruse, Radu Emanuil}, edition = {1. edition}, publisher = {CRC Press}, address = {BOCA RATON}, isbn = {978-1-032-30651-3}, doi = {10.1201/9781003306078-2}, pages = {3 -- 25}, abstract = {This chapter investigates the potential impacts of virtual reality (VR) technology on the design process, particularly in engineering and design fields. VR, defined as a computer-generated simulation, has already found applications in various professional domains such as engineering, training, marketing, and ergonomics. However, its potential influence on the design process remains to be explored. The aim of this investigation is to assess the impacts of VR on professionals, users, technology, and the design profession as a whole. The chapter proposes a set of general guidelines for incorporating VR in the design process and emphasizes the need for human-centered approaches to enhance the acceptability and acceptance of VR. While VR offers tangible advantages and benefits, it also presents limitations and challenges that must be addressed for it to be established as a strategic design tool. The chapter concludes by suggesting the development of a taxonomy for evaluating and utilizing VR and emphasizes the importance of considering human-centered approaches and integrating artificial intelligence tools to enhance design activities further. VR has the potential to foster divergent and convergent thinking, facilitate co-creative activities, improve prototyping and concept evaluation, and enhance immersive product presentations, thereby transforming the roles of designers and the design profession as a whole.}, language = {en} } @inproceedings{Stadler, author = {Stadler, Sebastian}, title = {Potential Usages of Virtual Reality in Design Research and Practice - A Review}, series = {Business Meets Technology, 4th international conference, 7th to 9th July 2022, Ansbach}, booktitle = {Business Meets Technology, 4th international conference, 7th to 9th July 2022, Ansbach}, publisher = {Editorial Universitat Polit{\`e}cnica de Val{\`e}ncia}, address = {Val{\`e}ncia}, isbn = {9788413960289}, doi = {10.4995/BMT2022.2022.15961}, abstract = {Besides application fields such as entertainment and marketing, the technology of Virtual Reality is also applied in research and practice, including domains such as automotive, architecture, and construction. Furthermore, VR has been utilized for several activities in design practice and design research. However, the impact of this technology on design as a profession remains to be investigated. Thus, in the present study, an integrative literature review is presented to investigate the potential impact of Virtual Reality on design research and design practice. The findings indicate potential advantages on different levels. VR has the potential to enhance problem identification due to laboratorial environments and to foster co-creation due to enhanced motivation and the establishment of synergies between the involved stakeholders. Furthermore, it supports prototyping activities due to its capabilities for realistic scaling and perspectives. And lastly, VR has proven to be advantageous for design evaluations and reviews due to its visualization and immersion potential. Drawbacks of using VR for design research and practice involve technical limitations such as restricted field of view, limited performance, but also aspects such as missing accuracy for prototyping and the absence of haptic feedback. Future work will involve an extended review involving further literature and application domains.}, language = {en} } @inproceedings{StadlerCornetFrenkler, author = {Stadler, Sebastian and Cornet, Henriette and Frenkler, Fritz}, title = {Collecting People's Preferences in Immersive Virtual Reality: A Case Study on Public Spaces in Singapore, Germany, and France}, series = {Synergy - DRS International Conference 2020, 11-14 August, held online}, booktitle = {Synergy - DRS International Conference 2020, 11-14 August, held online}, editor = {Boess, S. and Cheung, M and Cain, R.}, publisher = {Design Research Society}, doi = {10.21606/drs.2020.308}, pages = {1185 -- 1200}, abstract = {In the design of urban public spaces, the inclusion of diverse voices enhances the development of products and services by synchronising designer expertise with people's preferences. Multiple participatory methods exist, each with their respective benefits and drawbacks in terms of the quality of results, time and cost needed for preparing and conducting studies, and knowledge required for participation. Providing more concrete representations of abstract or intangible design concepts would be beneficial for laypeople unfamiliar with design or the case study. We propose a Virtual Reality (VR) platform to discover subjective preferences on public waiting rooms through immersive design experiences. The VR platform was tested with 463 participants with variety in age and cultural background. Following a qualitative data analysis, we discuss the suitability of our VR platform for fostering inclusive participation and how it impacts the role of the designer, as well as propose design guidelines for future VR studies.}, language = {en} } @incollection{StadlerFrenklerCornet, author = {Stadler, Sebastian and Frenkler, Fritz and Cornet, Henriette}, title = {Design Thinking und Virtual Reality zur F{\"o}rderung von Innovation innerhalb von Unternehmen}, series = {Intrapreneurship : Unternehmergeist Systeme und Gestaltungsm{\"o}glichkeiten}, booktitle = {Intrapreneurship : Unternehmergeist Systeme und Gestaltungsm{\"o}glichkeiten}, editor = {Kraus, Rafaela and Kreitenweis, Tanja and Jeraj, Brigita}, publisher = {Springer Gabler}, address = {Berlin}, isbn = {978-3-662-64101-9}, doi = {10.1007/978-3-662-64102-6_10}, pages = {147 -- 164}, abstract = {Neue Herangehensweisen im Innovationsprozess werden f{\"u}r Unternehmen immer wichtiger, um konkurrenzf{\"a}hig zu bleiben. So bezeichnet Intrapreneurship das Vorgehen, Angestellte innerhalb von Unternehmen selbst als Unternehmerinnen und Unternehmer agieren zu lassen, um so Innovation zu f{\"o}rdern. Der Begriff Design Thinking beschreibt ein Vorgehen, mit Hilfe dessen uneindeutig definierte Probleme behandelt und nutzerzentrierte Produkte entwickelt werden k{\"o}nnen. Die Pr{\"a}misse dieses Beitrags ist es, dass die Kombination von neuartigen Technologien und besonders Virtual Reality mit Design Thinking den Innovationsprozess innerhalb von Unternehmen f{\"o}rdern kann. Anhand zweier Fallbeispiele wird dargestellt, dass neben Nachteilen technischer Natur besonders die M{\"o}glichkeit fiktive Szenarien in VR darzustellen und valide Nutzerdaten in labor{\"a}hnlichen Verh{\"a}ltnissen zu sammeln, Innovation in Unternehmen anregen kann. In weiteren Schritten soll die Nutzung von Design Thinking und Virtual Reality in neuen Applikationsdom{\"a}nen sowie die Nutzung weiterer Designmethoden untersucht werden.}, language = {en} } @inproceedings{StadlerBraunFrenkler, author = {Stadler, Sebastian and Braun, Carmen and Frenkler, Fritz}, title = {The Usage of Mixed Reality for Presentations: A Comparative Evaluation}, series = {XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA}, booktitle = {XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA}, editor = {Dieck, M. Claudia tom and Jung, Timothy and Kim, Yen-Soon}, publisher = {Springer Nature}, isbn = {978-3-031-50558-4}, doi = {10.1007/978-3-031-50559-1_6}, pages = {77 -- 86}, language = {en} } @inproceedings{LauxErdődiSelgrad, author = {Laux, Lea and Erdődi, L{\´a}szl{\´o} and Selgrad, Kai}, title = {Trust as the Elephant in the Room: Security Evaluation of Decentralized Online Social Networks with Mastodon}, series = {Norsk IKT-konferanse for forskning og utdanning}, booktitle = {Norsk IKT-konferanse for forskning og utdanning}, number = {3}, abstract = {Federated online social networks are an alternative to centralized and often profit-driven social networks. Instead of providing exactly one main platform, federated and decentralized approaches consist of multiple platforms, nodes or instances, leading to new challenges for guaranteeing confidentiality, integrity and availability. In addition, privacy is taken into close consideration due to the sensitive nature of processed personal data and the purpose of online social networks as well as the user behavior on social media. The recent popularity and broad use of the federated micro-blogging platform Mastodon issues the matter of security and privacy challenges for this type of architecture and the specific platform as well. Mastodon is part of a larger network called Fediverse with several platforms with different purposes. Communication and interoperability between Fediverse platforms is mostly achieved by ActivityPub protocol as standard for decentralized social networking, defined by W3C. We analyze Mastodon as the currently most prominent and largest example of a Fediverse platform. Therefore, we perform tests for typical types of software vulnerabilities as well as evaluate common security challenges built into its design. As a result, we identify trust as security principle as critical issue, leading to multiple weak points such as enabling attackers and malicious actors to spread misleading information as well as network availability impacts. We suggest possible solutions customized to our findings as well as general security recommendations when building a federated online social network such as the Fediverse}, language = {en} } @inproceedings{NunesVolbert, author = {Nunes, Danilo Weber and Volbert, Klaus}, title = {A Wireless Low-power System for Digital Identification of Examinees (Including Covid-19 Checks)}, series = {Proceedings of the 11th International Conference on Sensor Networks (SENSORNETS), 07.02.2022 - 08.02.2022}, booktitle = {Proceedings of the 11th International Conference on Sensor Networks (SENSORNETS), 07.02.2022 - 08.02.2022}, publisher = {SCITEPRESS - Science and Technology Publications}, isbn = {978-989-758-551-7}, doi = {10.5220/0010912800003118}, pages = {51 -- 59}, abstract = {Indoor localization has been, for the past decade, a subject under intense development. There is, however, no currently available solution that covers all possible scenarios. Received Signal Strength Indicator (RSSI) based methods, although the most widely researched, still suffer from problems due to environment noise. In this paper, we present a system using Bluetooth Low Energy (BLE) beacons attached to the desks to localize students in exam rooms and, at the same time, automatically register them for the given exam. By using Kalman Filters (KFs) and discretizing the location task, the presented solution is capable of achieving 100\% accuracy within a distance of 45cm from the center of the desk. As the pandemic gets more controlled, with our lives slowly transitioning back to normal, there are still sanitary measures being applied. An example being the necessity to show a certification of vaccination or previous disease. Those certifications need to be manually checked for everyone entering the university's building, which requires time and staff. With that in mind, the automatic check for Covid certificates feature is also built into our system.}, language = {en} } @unpublished{ThelenSafiMauerer, author = {Thelen, Simon and Safi, Hila and Mauerer, Wolfgang}, title = {Approximating under the Influence of Quantum Noise and Compute Power}, series = {Proceedings of WIHPQC@IEEE QCE}, journal = {Proceedings of WIHPQC@IEEE QCE}, abstract = {The quantum approximate optimisation algorithm (QAOA) is at the core of many scenarios that aim to combine the power of quantum computers and classical high-performance computing appliances for combinatorial optimisation. Several obstacles challenge concrete benefits now and in the foreseeable future: Imperfections quickly degrade algorithmic performance below practical utility; overheads arising from alternating between classical and quantum primitives can counter any advantage; and the choice of parameters or algorithmic variant can substantially influence runtime and result quality. Selecting the optimal combination is a non-trivial issue, as it not only depends on user requirements, but also on details of the hardware and software stack. Appropriate automation can lift the burden of choosing optimal combinations for end-users: They should not be required to understand technicalities like differences between QAOA variants, required number of QAOA layers, or necessary measurement samples. Yet, they should receive best-possible satisfaction of their non-functional requirements, be it performance or other. We determine factors that affect solution quality and temporal behaviour of four QAOA variants using comprehensive density-matrix-based simulations targeting three widely studied optimisation problems. Our simulations consider ideal quantum computation, and a continuum of scenarios troubled by realistic imperfections. Our quantitative results, accompanied by a comprehensive reproduction package, show strong differences between QAOA variants that can be pinpointed to narrow and specific effects. We identify influential co-variables and relevant non-functional quality goals that, we argue, mark the relevant ingredients for designing appropriate software engineering abstraction mechanisms and automated tool-chains for devising quantum solutions from high-level problem specifications.}, language = {en} } @unpublished{PeriyasamyPlingeMutschleretal., author = {Periyasamy, Maniraman and Plinge, Axel and Mutschler, Christopher and Scherer, Daniel D. and Mauerer, Wolfgang}, title = {Guided-SPSA: Simultaneous Perturbation Stochastic Approximation assisted by the Parameter Shift Rule}, abstract = {The study of variational quantum algorithms (VQCs) has received significant attention from the quantum computing community in recent years. These hybrid algorithms, utilizing both classical and quantum components, are well-suited for noisy intermediate-scale quantum devices. Though estimating exact gradients using the parameter-shift rule to optimize the VQCs is realizable in NISQ devices, they do not scale well for larger problem sizes. The computational complexity, in terms of the number of circuit evaluations required for gradient estimation by the parameter-shift rule, scales linearly with the number of parameters in VQCs. On the other hand, techniques that approximate the gradients of the VQCs, such as the simultaneous perturbation stochastic approximation (SPSA), do not scale with the number of parameters but struggle with instability and often attain suboptimal solutions. In this work, we introduce a novel gradient estimation approach called Guided-SPSA, which meaningfully combines the parameter-shift rule and SPSA-based gradient approximation. The Guided-SPSA results in a 15\% to 25\% reduction in the number of circuit evaluations required during training for a similar or better optimality of the solution found compared to the parameter-shift rule. The Guided-SPSA outperforms standard SPSA in all scenarios and outperforms the parameter-shift rule in scenarios such as suboptimal initialization of the parameters. We demonstrate numerically the performance of Guided-SPSA on different paradigms of quantum machine learning, such as regression, classification, and reinforcement learning.}, language = {en} }