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This paper describes a new concept and experiences of a distributed interdisciplinary learning programme for students across continents. The aim is to provide students with a truly Global Intercultural Project Experience (GIPE) by working together with peers from around the world, and solving real-life client’s problems. We have received seed-funding for four annual projects to engage students from Germany (Europe), Namibia (Africa), Indonesia (Asia), and Peru (Latin-America). In 2020, 30 students from four continents engaged in a one-semester distributed software development project for a Namibian client. Despite Covid-19 they successfully completed the project expressing deep appreciation for the learning opportunities overcoming challenges of working across wide-spread time zones, cultures, changing requirements, and various technical challenges. Considering the vast learning benefits, we suggest to incorporate such projects in all tertiary education curricula across the globe.
Competency-oriented exams offer a wide range of advantages, especially where the use and mastery of third-party applications and tools play an important role. Therefore, we developed a competency-oriented setup for both our programming classes and exams ensuring their constructive alignment.
Exams were moved to the computer lab and designed to test both conceptional skills as well as the use of state-of-the-art programming tools. At the peak of the COVID-19 pandemic, when exams had to be moved from lab to online, we needed to design an online setup for our practical programming exams preserving the competency-oriented approach and its constructive alignment as well as the validity, reliability and fairness of the exams. The key was to use the same online tools that have been introduced
for running lectures and practical classes offering almost the same learning experience as before the pandemic. However, to ensure the validity and fairness of the exams, some kind of online supervision needed to be implemented as technical solutions were found to be either unusable or not working
properly in our case. This paper discusses the driving factors, the resulting technical and organizational setup as well as students’ feedback and lessons learned for further improvements. Therefore, COVID-19 has not been able to ruin our competency-oriented programming exams.
In Kollaboration mit dem Fachbereich Maschinenbau wurde eine prototypische Lösung zur Visualisierung der Interaktion zwischen Mensch und Maschine bei kooperativen Arbeiten entwickelt. Der Prototyp wurde in der Programmiersprache C++ auf Basis der Unreal Engine 4 realisiert und soll als Grundlage für weitere Forschungen im Bereich der Mensch-Roboter-Kollaboration dienen. Zur Echtzeitsimulation der Maschinen wurde eine Anbindung basierend auf dem Protokoll OPC UA integriert, sodass eine Kopplung mit Enterprise-Applikationen wie Siemens NX MCD und ABB RobotStudio möglich ist. Für eine realitätsgetreue Darstellung können die Maschinen in der virtuellen Realität abgebildet werden. Die Visualisierung eines Menschen erfolgt durch Einbindung der Microsoft Azure Kinect, wodurch eine Person durch eine farbliche Punktwolke oder ein Skelett angezeigt werden kann.
Durch Panoramen in Kombination mit dem ORB-SLAM ist ein schnelles Tracking möglich, liefert jedoch ausschließlich spärliche Daten. Durch die Kombination mit einem neuronalen Netz soll der SLAM Algorithmus zu einem RGBD-SLAM erweitert werden, um ein besseres Tracking und eine dichtere Punktwolke zu gewährleisten.
Bone morphogenetic protein 2 (BMP21) is a highly interesting therapeutic growth factor due to its strong osteogenic/osteoinductive potential. However, its pronounced aggregation tendency renders recombinant and soluble production troublesome and complex. While prokaryotic expression systems can provide BMP2 in large amounts, the typically insoluble protein requires complex denaturation-renaturation procedures with medically hazardous reagents to obtain natively folded homodimeric BMP2. Based on a detailed aggregation analysis of wildtype BMP2, we designed a hydrophilic variant of BMP2 additionally containing an improved heparin binding site (BMP2-2Hep-7M). Consecutive optimization of BMP2-2Hep-7M expression and purification enabled production of soluble dimeric BMP2-2Hep-7M in high yield in E. coli. This was achieved by a) increasing protein hydrophilicity via introducing seven point mutations within aggregation hot spots of wildtype BMP2 and a longer N-terminus resulting in higher affinity for heparin, b) by employing E. coli strain SHuffle® T7, which enables the structurally essential disulfide-bond formation in BMP2 in the cytoplasm, c) by using BMP2 variant characteristic soluble expression conditions and application of L-arginine as solubility enhancer. The BMP2 variant BMP2-2Hep-7M shows strongly attenuated although not completely eliminated aggregation tendency.