1,661 research outputs found

    Workload and stress in driving

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    A Seamless Convergence of the Digital and Physical Factory Aiming in Personalized Product Emergence Process (PPEP) for Smart Products within ESB Logistics Learning Factory at Reutlingen University

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    AbstractA seamless convergence of the digital and physical factory aiming in personalized Product Emergence Process (PPEP) for smart products within ESB Logistics Learning Factory at Reutlingen University.A completely new business model with reference to Industrie4.0 and facilitated by 3D Experience Software in today's networked society in which customers expect immediate responses, delightful experience and simple solutions is one of the mission scenarios in the ESB Logistics Learning Factory at ESB Business School (Reutlingen University).The business experience platform provides software solutions for every organization in the company respectively in the factory. An interface with dashboards, project management apps, 3D - design and construction apps with high end visualization, manufacturing and simulation apps as well as intelligence and social network apps in a collaborative interactive environment help the user to learn the creation of a value end to end process for a personalized virtual and later real produced product.Instead of traditional ways of working and a conventional operating factory real workers and robots work semi-intuitive together. Centerpiece in the self-planned interim factory is the smart personalized product, uniquely identifiable and locatable at all times during the production process – a scooter with an individual colored mobile phone – holder for any smart phone produced with a 3D printer in lot size one. Smart products have in the future solutions incorporated internet based services – designed and manufactured - at the costs of mass products. Additionally the scooter is equipped with a retrievable declarative product memory. Monitoring and control is handled by sensor tags and a raspberry positioned on the product. The engineering design and implementation of a changeable production system is guided by a self-execution system that independently find amongst others esplanade workplaces.The imparted competences to students and professionals are project management method SCRUM, customization of workflows by Industrie4.0 principles, the enhancements of products with new personalized intelligent parts, electrical and electronic self-programmed components and the control of access of the product memory information, to plan in a digital engineering environment and set up of the physical factory to produce customer orders. The gained action-orientated experience refers to the chances and requirements for holistic digital and physical systems

    Human factors aspects of control room design: Guidelines and annotated bibliography

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    A human factors analysis of the workstation design for the Earth Radiation Budget Satellite mission operation room is discussed. The relevance of anthropometry, design rules, environmental design goals, and the social-psychological environment are discussed

    On the Super-computational Background of the Research Centre Jülich

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    KFA Jülich is one of the largest big-science research centres in Europe; its scientific and engineering activities are ranging from fundamental research to applied science and technology. KFA's Central Institute for Applied Mathematics (ZAM) is running the large-scale computing facilities and network systems at KFA and is providing communication services, general-purpose and supercomputer capacity also for the HLRZ ("Höchstleistungsrechenzentrum") established in 1987 in order to further enhance and promote computational science in Germany. Thus, at KFA - and in particular enforced by ZAM - supercomputing has received high priority since more than ten years. What particle accelerators mean to experimental physics, supercomputers mean to Computational Science and Engineering: Supercomputers are the accelerators of theory

    Activity Report: Automatic Control 1988-1989

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    Die Entwicklung der Computergraphik und ihr Einsatz bei der digitalen Architekturrekonstruktion

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    Die digitale 3D-Rekonstruktion von Architektur- und Archäologieobjekten ist eng mit der anwendung der Methoden und Systeme der Computer Graphik verknüpft. Dieser Artikel stellt solche Verbindungen seit den Anfängen der Computergraphik in den 1950er Jahren bis etwa zur Jahrtausendwende dar. Die Entwicklungen von Methoden zur Gewinnung von 3D-Daten, i.e. 3D-Scannverfahren und Photogrammetrie, werden ergänzend kurz betrachtet.The digital 3D reconstruction of architectural and archeological objects is closely related to the application of computer graphics methods and systems. In this article we trace these relations since the beginnings of computer graphics after 1950 up to about the turn of the millennium. In addition, the development of methods for the production of 3D data from real objects, i.e. 3D scanning and photogrammetry, is briefly touched upon

    Sounds of silence: How to animate virtual worlds with sound

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    Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design
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