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THEBAVOL: Anwendungen und Grenzen der THErmischen BAuteilaktivierung im großVOLumigen Geschoßbau
(2018)
Decentralized Energy Networks based on Blockchain: Background, Overview and Concept Discussion
(2018)
This paper provides a snapshot of the globally ongoing decentralization of (business) relations in the energy sector. This tendency can be observed in other domains as well and is accompanied by new digital technological developments. Blockchain technology is assigned disruptive potential when it comes to realize those decentralization ideas. This hype about Blockchain is mainly company-driven without a solid academic basis yet. The authors are currently involved in several research efforts for utilizing distributed energy resources like photovoltaic systems, batteries and electric cars for the setup of energy communities and marketplaces. The paper, therefore, presents detailed investigations of background and motivations for decentralization and the building of (local) energy communities and (peer-to-peer) marketplaces for sustainable utilization of renewable energies. An overview of recent related Blockchain-based works is presented, and the current state and feasibility for the realization of the envisioned decentralized solutions are discussed. In this way, the work aimed at contributing to a research-based decision foundation for upcoming Blockchain-based decentralization efforts.
The overall impression of a glossy surface is an important parameter for consumer’s choice of wooden products. A new gloss parameter, called gloss impression, which calculates a reflexion structure image, was developed in order to complement the measurements made by industrial glossmeters, which are highly limited in describing the visual human perception, for example the commonly used gloss value. The objective of this study is to investigate to what extent the new measurement method of surface gloss is applicable to describe human gloss perception, in other words, to validate the new method. In order to analyse the concordance of the new methodology with human perception, 113 naïve observers had to rank the glossiness of eight series of black and white samples. The results were compared to both gloss impression and gloss value. The statistical evaluation by means of Pearson’s chi-squared tests revealed that the new method has an overall better correspondence to human perception than the gloss value. For black samples, it describes human perception significantly better than the gloss value and gives better results than those which would be achieved by guessing.
Simulation and Analysis of Electric Activation of Denervated Muscle Fibres in the Human Thigh
(2003)
Mechanical eye model for the comparison of optical imaging quality and physiology of human vision
(2012)
Student response systems allow learners to actively contribute to the in-class learning process, while the teacher gets a picture of students’ understanding of the topics at hand. However, not only the teacher is given an evaluation tool, but also the students are able to evaluate their own progress, which is an important aspect in person-centered learning. This paper analyzes the impact of the game-based student response system Kahoot! on a person-centered flipped university course on the introduction to programming and gives recommendations on using quizzes in class. The course was evaluated via anonymous questionnaires before and after introducing regular gamified quizzes. The students’ feedback was extraordinarily positive; the results showed a significant improvement in the satisfaction with the course structure, course design, and perceived suitability of the course material. Hence, evidence found in this research suggests that game-based student response systems provide additional value to flipped classrooms in engineering education.
Die vorliegende epidemiologische Analyse schließt über 1,6 Millionen Versicherte der Oberösterreichischen
Gebietskrankenkasse im Zeitraum 2005–2011 ein. Personen, die im Beobachtungszeitraum wegen eines Ereignisses aus der ICD-10-Diagnosegruppe »Verletzungen des Kopfes« (S00–S09) im Krankenhaus waren, wiesen eine Inzidenz von 579/100.000 pro Jahr auf. Anhand der Aufenthaltszeiten im Krankenhaus oder der stationären Rehabilitation (> 42, 8–42, und < 8 Tage) wurden drei Schweregrade definiert. Von der schweren über die mittelschwere bis zur leichten Gruppe (G1, G2, G3) war die prozentuelle Aufteilung 2 %, 11 % und 87 %. Zusammen mit einer Gruppe (G4), bei der der Aufnahmegrund im Krankenhaus in einer Operation am Bewegungsapparat bestand, wurden die vier Gruppen untereinander anhand der Variablen Alter, Geschlecht, Arbeitslosigkeit, Pensionierung, Krankenhausaufenthalte, Arbeitsunfähigkeit und Sterberisiko verglichen.
Es konnte bestätigt werden, dass ein Schädel-Hirn-Trauma häufiger bei Männern auftritt, je schwerer
es ist (bis zu 2/3), und dass es zwei Altersgipfel gibt, bei den Jüngeren eher mit einer leichteren,
bei den Älteren eher mit einer schwereren Betroffenheit.
Unerwartet war, dass in Gruppe 1 (G1) schon vor dem Ereignis häufigere Krankenhaus- oder Rehabilitationsaufenthalte vorlagen, also eine Prädisposition bei schwerem Schädel-Hirn-Trauma
vorzuliegen scheint. Da die Betroffenen mit großem Leid konfrontiert sind und die Behandlung
dieser Patienten sehr viele Ressourcen benötigt, wird dieser Frage im Rahmen einer Masterarbeit
nachgegangen. Bei Gruppe 3 (G3) , die jüngere Patienten beinhaltete und den Großteil der Schädel-
Hirn-Trauma-Patienten ausmachte, fiel auf, dass doppelt so viele Versicherungsunterbrechungen
und gleich hohe Arbeitslosigkeitsereignisse wie in der schwerer betrofferen Gruppe 2 (G2) auftraten.
Auch hier wären weitere Studien angebracht, weil die absolute Zahl der Betroffenen in Gruppe
3 (G3) sehr hoch ist.
Obtaining Parking Information and Exporting it for Broadcasting Using TPEG, TMC, and DATEX II
(2018)
Obtaining Parking Information and Exporting it for Broadcasting Using TPEG, TMC, and DATEX II
(2018)
Outlook CalDav Synchronizer
(2018)
The Power of Lauf
(2018)