TY - JOUR A1 - Cornet, Henriette A1 - Stadler, Sebastian A1 - Kong, Penny A1 - Marinkovic, Goran A1 - Frenkler, Fritz A1 - Sathikh, Peer Mohideen T1 - User-centred design of autonomous mobility for public transportation in Singapore JF - Transportation Research Procedia N2 - 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) KW - user-centred design KW - public transportation KW - autonomous mobility KW - design methods Y1 - 2019 U6 - https://doi.org/10.1016/j.trpro.2019.09.038 SN - 2352-1465 VL - 41 SP - 191 EP - 203 PB - Elsevier CY - Amsterdam ER - TY - JOUR A1 - Kong, Penny A1 - Stadler, Sebastian A1 - Forchhammer, Niklas A1 - Cornet, Henriette T1 - Menschzentrierte Gestaltung für ein autonomes Mobilitätssystem in Singapur JF - ATZextra N2 - Die Automatisierung macht auch vor den öffentlichen 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 für 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. Y1 - 2020 U6 - https://doi.org/10.1007/s35778-020-0112-5 SN - 2509-4610 SN - 2509-4602 VL - 25 IS - Suppl 1 SP - 38 EP - 43 PB - Springer Fachmedien CY - Wiesbaden ER - TY - CHAP A1 - Stadler, Sebastian A1 - Chardonnet, Jean-Rémy ED - Singh, Sunpreet ED - Subburaj, Karupppasamy ED - Ćuković, Saša ED - Sandhu, Kamalpreet ED - Meixner, Gerrit ED - Petruse, Radu Emanuil T1 - Embracing virtual reality T2 - SMART VR/AR/MR SYSTEMS FOR PROFESSIONALS N2 - 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. Y1 - 2024 SN - 978-1-032-30651-3 SN - 978-1-032-30652-0 SN - 978-1-003-30607-8 U6 - https://doi.org/10.1201/9781003306078-2 SP - 3 EP - 25 PB - CRC Press CY - BOCA RATON ET - 1. edition ER - TY - CHAP A1 - Stadler, Sebastian T1 - Potential Usages of Virtual Reality in Design Research and Practice – A Review T2 - Business Meets Technology, 4th international conference, 7th to 9th July 2022, Ansbach N2 - 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. Y1 - 2022 SN - 9788413960289 U6 - https://doi.org/10.4995/BMT2022.2022.15961 PB - Editorial Universitat Politècnica de València CY - València ER - TY - CHAP A1 - Stadler, Sebastian A1 - Cornet, Henriette A1 - Frenkler, Fritz ED - Boess, S. ED - Cheung, M ED - Cain, R. T1 - Collecting People’s Preferences in Immersive Virtual Reality: A Case Study on Public Spaces in Singapore, Germany, and France T2 - Synergy - DRS International Conference 2020, 11-14 August, held online N2 - 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. KW - virtual reality KW - participatory design method KW - user preferences KW - design guidelines Y1 - 2020 U6 - https://doi.org/10.21606/drs.2020.308 SP - 1185 EP - 1200 PB - Design Research Society ER - TY - CHAP A1 - Stadler, Sebastian A1 - Frenkler, Fritz A1 - Cornet, Henriette ED - Kraus, Rafaela ED - Kreitenweis, Tanja ED - Jeraj, Brigita T1 - Design Thinking und Virtual Reality zur Förderung von Innovation innerhalb von Unternehmen T2 - Intrapreneurship : Unternehmergeist Systeme und Gestaltungsmöglichkeiten N2 - Neue Herangehensweisen im Innovationsprozess werden für Unternehmen immer wichtiger, um konkurrenzfähig zu bleiben. So bezeichnet Intrapreneurship das Vorgehen, Angestellte innerhalb von Unternehmen selbst als Unternehmerinnen und Unternehmer agieren zu lassen, um so Innovation zu fördern. Der Begriff Design Thinking beschreibt ein Vorgehen, mit Hilfe dessen uneindeutig definierte Probleme behandelt und nutzerzentrierte Produkte entwickelt werden können. Die Prämisse dieses Beitrags ist es, dass die Kombination von neuartigen Technologien und besonders Virtual Reality mit Design Thinking den Innovationsprozess innerhalb von Unternehmen fördern kann. Anhand zweier Fallbeispiele wird dargestellt, dass neben Nachteilen technischer Natur besonders die Möglichkeit fiktive Szenarien in VR darzustellen und valide Nutzerdaten in laborähnlichen Verhältnissen zu sammeln, Innovation in Unternehmen anregen kann. In weiteren Schritten soll die Nutzung von Design Thinking und Virtual Reality in neuen Applikationsdomänen sowie die Nutzung weiterer Designmethoden untersucht werden. Y1 - 2022 SN - 978-3-662-64101-9 U6 - https://doi.org/10.1007/978-3-662-64102-6_10 SP - 147 EP - 164 PB - Springer Gabler CY - Berlin ER - TY - CHAP A1 - Stadler, Sebastian A1 - Braun, Carmen A1 - Frenkler, Fritz ED - Dieck, M. Claudia tom ED - Jung, Timothy ED - Kim, Yen-Soon T1 - The Usage of Mixed Reality for Presentations: A Comparative Evaluation T2 - XR and Metaverse : Proceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA Y1 - 2024 SN - 978-3-031-50558-4 U6 - https://doi.org/10.1007/978-3-031-50559-1_6 SP - 77 EP - 86 PB - Springer Nature ER - TY - CHAP A1 - Laux, Lea A1 - Erdődi, László A1 - Selgrad, Kai T1 - Trust as the Elephant in the Room: Security Evaluation of Decentralized Online Social Networks with Mastodon T2 - Norsk IKT-konferanse for forskning og utdanning N2 - 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 KW - Federated Online Social Networks KW - Security Evaluation KW - Security Design Review Y1 - 2023 UR - https://www.ntnu.no/ojs/index.php/nikt/article/view/5653 IS - 3 ER - TY - CHAP A1 - Nunes, Danilo Weber A1 - Volbert, Klaus T1 - A Wireless Low-power System for Digital Identification of Examinees (Including Covid-19 Checks) T2 - Proceedings of the 11th International Conference on Sensor Networks (SENSORNETS), 07.02.2022 - 08.02.2022 N2 - 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. KW - Indoor Navigation KW - Indoor Localisation KW - Low-power Devices KW - Internet of Things KW - RSSI KW - BLE Beacons Y1 - 2022 SN - 978-989-758-551-7 U6 - https://doi.org/10.5220/0010912800003118 SP - 51 EP - 59 PB - SCITEPRESS - Science and Technology Publications ER - TY - INPR A1 - Thelen, Simon A1 - Safi, Hila A1 - Mauerer, Wolfgang T1 - Approximating under the Influence of Quantum Noise and Compute Power T2 - Proceedings of WIHPQC@IEEE QCE N2 - 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. Y1 - 2024 ER - TY - INPR A1 - Periyasamy, Maniraman A1 - Plinge, Axel A1 - Mutschler, Christopher A1 - Scherer, Daniel D. A1 - Mauerer, Wolfgang T1 - Guided-SPSA: Simultaneous Perturbation Stochastic Approximation assisted by the Parameter Shift Rule N2 - 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. Y1 - 2024 ER -