4 resultados para Mobil applikation

em Digital Peer Publishing


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Im Rahmen des Forschungsprojektes TagDrive wird die Applikation von passiven Transpondern auf 13,56 MHz-Basis untersucht, die auf der Fahrbahn befestigt und zur Spurführung und Navigation von Fahrzeugen verwendet werden. Um den Einsatz von Folientranspondern (Smart Labels) bei hohen Fahrzeuggeschwindigkeiten in Zusammenhang mit Transponderlesegeräten am Fahrzeug zu testen, wurde ein Hochgeschwindigkeitsprüfstand für Relativgeschwindigkeiten zwischen Transponder und Lesegerät von bis zu 100 km/h entwickelt und Versuche bei variierenden Leseabständen durchgeführt. Für mechanische Prüfungen der applizierten Transponder inklusive Gehäuse wurden Druckprüfungen mit Hilfe einer servohydraulischen Prüfeinrichtung durchgeführt und ein neuer pneumatischer Prüfstand entwickelt, der den Überrollvorgang durch ein Rad nachbildet. Für klimatische Tests unter anderem nach DIN EN 60068-2-67 bzw. IEC 68-2-67 wurde ein Klimaschrank verwendet.

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This manuscript details a technique for estimating gesture accuracy within the context of motion-based health video games using the MICROSOFT KINECT. We created a physical therapy game that requires players to imitate clinically significant reference gestures. Player performance is represented by the degree of similarity between the performed and reference gestures and is quantified by collecting the Euler angles of the player's gestures, converting them to a three-dimensional vector, and comparing the magnitude between the vectors. Lower difference values represent greater gestural correspondence and therefore greater player performance. A group of thirty-one subjects was tested. Subjects achieved gestural correspondence sufficient to complete the game's objectives while also improving their ability to perform reference gestures accurately.

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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.

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Zur Gewährleistung einer kundenindividuellen, flexiblen Produktion, welche auch kleine Losegrößen kostengünstig produzieren kann, werden zukünftig Fabriken der Prozessindustrie nicht nur modular sondern darüber hinaus mobil sein. Zur Erreichung dieses Zieles werden neben Produktionselemente, auch sämtliche Logistikkomponenten in Containern zu Modulen zusammengefasst. Hierfür ist es notwendig Lager, aber auch komplexe Verpackungsmaschinen, zu konzipieren welche sich zusammen mit Produktionsmodulen, nach dem Plug-and-Produce-Prinzip, zu kompletten Produktionslinien verknüpfen lassen. Die Steuerung und Organisation erfolgt nach den Gedanken von Industrie 4.0.