Fakultät IV - Wirtschaft und Informatik
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This paper highlights the significance of AI-powered maintenance strategies in modern industry for operational optimization and reduced downtime. It emphasizes the crucial role of sensor data analysis in identifying anomalies and predicting failures. The research specifically examines sensor data from an automotive press shop, addressing questions related to data selection, collection challenges, and knowledge generation. By utilizing unsupervised learning on compressed air data from a press line, the study identifies patterns, anomalies, and correlations. The results offer insights into the potential for implementing an effective predictive maintenance strategy. Additionally, a systematic literature review underscores the importance of data analysis in production systems, particularly in the context of maintenance.
Context: Cultural aspects are of high importance as they guide people’s behaviour and thus, influence how people apply methods and act in projects. In recent years, software engineering research emphasized the need to analyze the challenges of specific cultural characteristics. Investigating the influence of cultural characteristics is challenging due to the multi-faceted concept of culture. People’s behaviour, their beliefs and underlying values are shaped by different layers of culture, e.g., regions, organizations, or groups. In this study, we focus on agile methods, which are agile approaches that focus on underlying values, collaboration and communication. Thus, cultural and social aspects are of high importance for their successful use in practice.
Objective: In this paper, we address challenges that arise when using the model of cultural dimensions by Hofstede to characterize specific cultural values. This model is often used when discussing cultural influences in software engineering.
Method: As a basis, we conducted an exploratory, multiple case study, consisting of two cases in Japan and two in Germany.
Contributions: In this study, we observed that cultural characteristics of the participants differed significantly from cultural characteristics that would typically be expected for people from the respective country. This drives our conclusion that for studies in empirical software engineering that address cultural factors, a case-specific analysis of the characteristics is needed.
The user experience questionnaire (UEQ) is a widely used questionnaire to measure the subjective impression of users towards the user experience of products. The UEQ is a semantic differential with 26 items. Filling out the UEQ takes approximately 3-5 minutes, i.e. the UEQ is already reasonably efficient concerning the time required to answer all items. However, there exist several valid application scenarios, where filling out the entire UEQ appears impractical. This paper deals with the creation of an 8 item short version of the UEQ, which is optimized for these specific application scenarios. First validations of this short version are also described.
Questionnaires are a cheap and highly efficient tool for achieving a quantitative measure of a product’s user experience (UX). However, it is not always easy to decide, if a questionnaire result can really show whether a product satisfies this quality aspect. So a benchmark is useful. It allows comparing the results of one product to a large set of other products. In this paper we describe a benchmark for the User Experience Questionnaire (UEQ), a widely used evaluation tool for interactive products. We also describe how the benchmark can be applied to the quality assurance process for concrete projects.
Agile methods are used more and more frequently to develop products by reducing development time. Requirements are typically written in user stories or epics. In this paper, a new method called UX Poker is presented. This is a method to estimate the impact of a user story on user experience before development. Thus, there is the opportunity that the product backlog can also be sorted according to the expected UX. To evaluate UX Poker, a case study was conducted with four agile teams. Besides, a workshop followed by a questionnaire was conducted with all four agile teams. The goal of being able to estimate the UX even before development was achieved. Using UX Poker to create another way to sort the product backlog can be considered achieved in this first evaluation. The results show that UX Poker can be implemented in a real- life application. Additionally, during the use of UX Poker, it was found that a shared understanding of UX began. The participants clarified in the team discussion about UX Poker what related to influence the user stories had on UX and what UX meant for their product.
User experience (UX) is an important quality in differentiating products. For a product team, it is a challenge to develop a good positive user experience. A common UX vision for the product team supports the team in making goal-oriented decisions regarding the user experience. This paper presents an approach to developing a shared UX vision. This UX vision is developed by the product team while a collaborative session. To validate our approach, we conducted a first validation study. In this study, we conducted a collaborative session with two groups and a total of 37 participants. The group of participants comprised product managers, UX designers and comparable professional profiles. At the end of the collaborative session, participants had to fill out a questionnaire. Through questions and observations, we identified ten good practices and four bad practices in the application of our approach to developing a UX vision. The top 3 good practices mentioned by the participants include the definition of decision-making procedures (G1), determining the UX vision with the team (G2), and using general factors of the UX as a basis (G3). The top 3 bad practices are: providing too little time for the development of the UX vision (B1), not providing clear cluster designations (B2) and working without user data (B3). The results show that the present approach for developing a UX vision helps to promote a shared understanding of the intended UX in a quickly and simply way.
User experience (UX) is a holistic concept. We conceptualize UX as a set of semantically distinct quality aspects. These quality aspects relate subjectively perceived properties of the user interaction with a product to the psychological needs of users. Not all possible UX quality aspects are equally important for all products. The main use case of a product can determine the relative importance of UX aspects for the overall impression of the UX. In this paper, the authors present several studies that investigate this dependency between the product category and the importance of several well-known UX aspects. A method to measure the importance of such UX aspects is presented. In addition, the authors show that the observed importance ratings are stable, i.e., reproducible, and hardly influenced by demographic factors or cultural background. Thus, the ratings reported in our studies can be reused by UX professionals to find out which aspects of UX they should concentrate on in product design and evaluation.
Today’s users expect to be able to interact with the products they own without much effort and also want to be excited about them. The development of a positive user experience must therefore be managed. We understand management in general as a combination of a goal, a strategy, and resources. When applied to UX, user experience management consists of a UX goal, a UX strategy, and UX resources. We conducted a tertiary study and examined the current state of existing literature regarding possible requirements. We want to figure out, what requirements can be derived from the literature reviews with the focus on UX and agile development. In total, we were able to identify and analyse 16 studies. After analysing the studies in detail, we identified different requirements for UX management. In summary, we identified 13 requirements. The most frequently mentioned requirements were prototypes and UX/usability evaluation. Communication between UX professionals and developers was identified as a major improvement in the software development process. In summary, we were able to identify requirements for UX management of People/Social, Technology/Artifacts, and Process/Practice. However, we could not identify requirements for UX management that enabled the development and achievement of a UX goal.
This paper presents a novel multi-stereo camera system for robust indoor localization, leveraging point cloud data and temporal fusion techniques. The system integrates three synchronized stereo cameras to capture point clouds from multiple angles, enhancing coverage and improving point cloud density in complex indoor environments. By combining data from different perspectives and accumulating point clouds over time, the method mitigates the limitations in the short range of point clouds derived from stereo cameras, ensuring broader coverage for effective localization. To manage the computational complexity of large-scale point clouds and reduce noise in accumulated data, voxelization is applied to downsample the point clouds while preserving key geometric features. The localization process is driven by a predictive point cloud odometry method, refined through the Iterative Closest Point (ICP) algorithm. Experimental results demonstrate the system’s ability to achieve accurate localization within a pre-built LiDAR map. This study highlights the feasibility of using low-cost stereo camera systems as an alternative to LiDAR-based solutions for indoor localization.
Wie sollen wir KI lehren?
(2024)
Auf die Frage, wie KI gelehrt werden soll, gibt es keine allgemeingültige Antwort. In dieser Keynote werden stattdessen einige Denkanstöße und Anregungen zur Diskussion gegeben. Zentrales Ziel sollte sein, den Studierenden die Funktionsweise von KI-Verfahren zu vermitteln, damit sie diese sinnvoll einsetzen und deren Grenzen einschätzen können.