@inproceedings{97, abstract = {{Bridging the gap between informal, imprecise, and vague user requirements descriptions and precise formalized specifications is the main task of requirements engineering. Techniques such as interviews or story telling are used when requirements engineers try to identify a user's needs. The requirements specification process is typically done in a dialogue between users, domain experts, and requirements engineers. In our research, we aim at automating the specification of requirements. The idea is to distinguish between untrained users and trained users, and to exploit domain knowledge learned from previous runs of our system. We let untrained users provide unstructured natural language descriptions, while we allow trained users to provide examples of behavioral descriptions. In both cases, our goal is to synthesize formal requirements models similar to statecharts. From requirements specification processes with trained users, behavioral ontologies are learned which are later used to support the requirements specification process for untrained users. Our research method is original in combining natural language processing and search-based techniques for the synthesis of requirements specifications. Our work is embedded in a larger project that aims at automating the whole software development and deployment process in envisioned future software service markets.}}, author = {{van Rooijen, Lorijn and Bäumer, Frederik Simon and Platenius, Marie Christin and Geierhos, Michaela and Hamann, Heiko and Engels, Gregor}}, booktitle = {{2017 IEEE 25th International Requirements Engineering Conference Workshops (REW)}}, isbn = {{978-1-5386-3489-9}}, keywords = {{Software, Unified modeling language, Requirements engineering, Ontologies, Search problems, Natural languages}}, location = {{Lisbon, Portugal}}, pages = {{379--385}}, publisher = {{IEEE}}, title = {{{From User Demand to Software Service: Using Machine Learning to Automate the Requirements Specification Process}}}, doi = {{10.1109/REW.2017.26}}, year = {{2017}}, } @inproceedings{55, abstract = {{We introduce the mobile server problem, inspired by current trends to move computational tasks from cloud structures to multiple devices close to the end user. An example for this are embedded systems in autonomous cars that communicate in order to coordinate their actions. Our model is a variant of the classical Page Migration Problem. Moreformally, we consider a mobile server holding a data page.The server can move in the Euclidean space (of arbitrary dimension). In every round, requests for data items from the page pop up at arbitrary points in the space. The requests are served, each at a cost of the distance from the requesting point and the server, and the mobile server may move, at a cost D times the distance traveled for some constant D . We assume a maximum distance m the server is allowed to move per round. We show that no online algorithm can achieve a competitive ratio independent of the length of the input sequence in this setting. Hence we augment the maximum movement distance of the online algorithms to ( 1 + δ) times the maximum distance of the offline solution. We provide a deterministic algorithm which is simple to describe and works for multiple variants of our problem. The algorithm achieves almost tight competitive ratios independent of the length of the input sequence.}}, author = {{Feldkord, Björn and Meyer auf der Heide, Friedhelm}}, booktitle = {{Proceedings of the 29th ACM Symposium on Parallelism in Algorithms and Architectures (SPAA)}}, pages = {{313--319}}, title = {{{The Mobile Server Problem}}}, doi = {{10.1145/3087556.3087575}}, year = {{2017}}, } @inproceedings{66, abstract = {{In budget games, players compete over resources with finite budgets. For every resource, a player has a specific demand and as a strategy, he chooses a subset of resources. If the total demand on a resource does not exceed its budget, the utility of each player who chose that resource equals his demand. Otherwise, the budget is shared proportionally. In the general case, pure Nash equilibria (NE) do not exist for such games. In this paper, we consider the natural classes of singleton and matroid budget games with additional constraints and show that for each, pure NE can be guaranteed. In addition, we introduce a lexicographical potential function to prove that every matroid budget game has an approximate pure NE which depends on the largest ratio between the different demands of each individual player.}}, author = {{Drees, Maximilian and Feldotto, Matthias and Riechers, Sören and Skopalik, Alexander}}, booktitle = {{Proceedings of the 23rd International Computing and Combinatorics Conference (COCOON)}}, pages = {{175----187}}, title = {{{Pure Nash Equilibria in Restricted Budget Games}}}, doi = {{10.1007/978-3-319-62389-4_15}}, year = {{2017}}, } @misc{695, author = {{Nowack, Joshua}}, publisher = {{Universität Paderborn}}, title = {{{On-The-Fly Konstruktion zusammenhängender Straßennetze aus gegebenen Einzelteilen}}}, year = {{2017}}, } @book{16444, author = {{Gausemeier, Jürgen and Bodden, Eric and Dressler, Falko and Dumitrescu, Roman and Meyer auf der Heide, Friedhelm and Scheytt, Christoph and Trächtler, Ansgar}}, pages = {{369}}, title = {{{Wissenschaftsforum Intelligente Technische Systeme (WInTeSys)}}}, year = {{2017}}, } @inbook{16461, author = {{Bemmann, Pascal and Biermeier, Felix and Bürmann, Jan and Kemper, Arne and Knollmann, Till and Knorr, Steffen and Kothe, Nils and Mäcker, Alexander and Malatyali, Manuel and Meyer auf der Heide, Friedhelm and Riechers, Sören and Schaefer, Johannes Sebastian and Sundermeier, Jannik}}, booktitle = {{Structural Information and Communication Complexity}}, isbn = {{9783319720494}}, issn = {{0302-9743}}, title = {{{Monitoring of Domain-Related Problems in Distributed Data Streams}}}, doi = {{10.1007/978-3-319-72050-0_13}}, year = {{2017}}, } @misc{1073, author = {{Nachtigall, Simon}}, publisher = {{Universität Paderborn}}, title = {{{Sortieren dynamischer Daten}}}, year = {{2017}}, } @misc{1074, author = {{Pukrop, Simon}}, publisher = {{Universität Paderborn}}, title = {{{Robuste Optimierung in Congestion Games}}}, year = {{2017}}, } @misc{1080, author = {{Bürmann, Jan}}, publisher = {{Universität Paderborn}}, title = {{{Complexity of Signalling in Routing Games under Uncertainty}}}, year = {{2017}}, } @misc{1081, author = {{Vijayalakshmi, Vipin Ravindran}}, publisher = {{Universität Paderborn}}, title = {{{Bounding the Inefficiency of Equilibria in Congestion Games under Taxation}}}, year = {{2017}}, } @inproceedings{1094, abstract = {{Many university students struggle with motivational problems, and gamification has the potential to address these problems. However, gamification is hardly used in education, because current approaches to gamification require instructors to engage in the time-consuming preparation of their course contents for use in quizzes, mini-games and the like. Drawing on research on limited attention and present bias, we propose a "lean" approach to gamification, which relies on gamifying learning activities (rather than learning contents) and increasing their salience. In this paper, we present the app StudyNow that implements such a lean gamification approach. With this app, we aim to enable more students and instructors to benefit from the advantages of gamification.}}, author = {{Feldotto, Matthias and John, Thomas and Kundisch, Dennis and Hemsen, Paul and Klingsieck, Katrin and Skopalik, Alexander}}, booktitle = {{Proceedings of the 12th International Conference on Design Science Research in Information Systems and Technology (DESRIST)}}, pages = {{462--467}}, title = {{{Making Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow Mobile App}}}, doi = {{10.1007/978-3-319-59144-5_32}}, year = {{2017}}, } @inproceedings{1095, abstract = {{Many university students struggle with motivational problems, and gamification has the potential to address these problems. However, using gamification currently is rather tedious and time-consuming for instructors because current approaches to gamification require instructors to engage in the time-consuming preparation of course contents (e.g., for quizzes or mini-games). In reply to this issue, we propose a “lean” approach to gamification, which relies on gamifying learning activities rather than learning contents. The learning activities that are gamified in the lean approach can typically be drawn from existing course syllabi (e.g., attend certain lectures, hand in assignments, read book chapters and articles). Hence, compared to existing approaches, lean gamification substantially lowers the time requirements posed on instructors for gamifying a given course. Drawing on research on limited attention and the present bias, we provide the theoretical foundation for the lean gamification approach. In addition, we present a mobile application that implements lean gamification and outline a mixed-methods study that is currently under way for evaluating whether lean gamification does indeed have the potential to increase students’ motivation. We thereby hope to allow more students and instructors to benefit from the advantages of gamification. }}, author = {{John, Thomas and Feldotto, Matthias and Hemsen, Paul and Klingsieck, Katrin and Kundisch, Dennis and Langendorf, Mike}}, booktitle = {{Proceedings of the 25th European Conference on Information Systems (ECIS)}}, pages = {{2970--2979}}, title = {{{Towards a Lean Approach for Gamifying Education}}}, year = {{2017}}, } @article{110, abstract = {{We consider an extension of the dynamic speed scaling scheduling model introduced by Yao et al.: A set of jobs, each with a release time, deadline, and workload, has to be scheduled on a single, speed-scalable processor. Both the maximum allowed speed of the processor and the energy costs may vary continuously over time. The objective is to find a feasible schedule that minimizes the total energy costs. Theoretical algorithm design for speed scaling problems often tends to discretize problems, as our tools in the discrete realm are often better developed or understood. Using the above speed scaling variant with variable, continuous maximal processor speeds and energy prices as an example, we demonstrate that a more direct approach via tools from variational calculus can not only lead to a very concise and elegant formulation and analysis, but also avoids the “explosion of variables/constraints” that often comes with discretizing. Using well-known tools from calculus of variations, we derive combinatorial optimality characteristics for our continuous problem and provide a quite concise and simple correctness proof.}}, author = {{Antoniadis, Antonios and Kling, Peter and Ott, Sebastian and Riechers, Sören}}, journal = {{Theoretical Computer Science}}, pages = {{1--13}}, publisher = {{Elsevier}}, title = {{{Continuous Speed Scaling with Variability: A Simple and Direct Approach}}}, doi = {{10.1016/j.tcs.2017.03.021}}, year = {{2017}}, } @inproceedings{16338, abstract = {{To detect errors or find potential for improvement during the CAD-supported development of a complex technical system like modern industrial machines, the system’s virtual prototype can be examined in virtual reality (VR) in the context of virtual design reviews. Besides exploring the static shape of the examined system, observing the machines’ mechanics (e.g., motor-driven mechanisms) and transport routes for the material transport (e.g., via conveyor belts or chains, or rail-based transport systems) can play an equally important role in such a review. In practice it is often the case, that the relevant information about transport routes, or kinematic properties is either not consequently modeled in the CAD data or is lost during conversion processes. To significantly reduce the manual effort and costs for creating animations of the machines complex behavior with such limited input data for a design review, we present a set of algorithms to automatically determine geometrical properties of machine parts based only on their triangulated surfaces. The algorithms allow to detect the course of transport systems, the orientation of objects in 3d space, rotation axes of cylindrical objects and holes, the number of tooth of gears, as well as the tooth spacing of toothed racks. We implemented the algorithms in the VR system PADrend and applied them to animate virtual prototypes of real machines.}}, author = {{Brandt, Sascha and Fischer, Matthias and Gerges, Maria and Jähn, Claudius and Berssenbrügge, Jan}}, booktitle = {{Volume 1: 37th Computers and Information in Engineering Conference}}, isbn = {{9780791858110}}, location = {{Cleveland, USA}}, pages = {{91:1--91:10}}, title = {{{Automatic Derivation of Geometric Properties of Components From 3D Polygon Models}}}, doi = {{10.1115/detc2017-67528}}, volume = {{1}}, year = {{2017}}, } @inproceedings{16339, abstract = {{In der CAD-unterstützten Entwicklung von technischen Systemen (Maschinen, Anlagen etc.) werden virtuelle Prototypen im Rahmen eines virtuellen Design-Reviews mit Hilfe eines VR-Systems gesamtheitlich betrachtet, um frühzeitig Fehler und Verbesserungsbedarf zu erkennen. Ein wichtiger Untersuchungsgegenstand ist dabei die Analyse von Transportwegen für den Materialtransport mittels Fließbändern, Förderketten oder schienenbasierten Transportsystemen. Diese Transportwege werden im VR-System animiert. Problematisch dabei ist, dass derartige Transportsysteme im zugrundeliegenden CAD-Modell in der Praxis oft nicht modelliert und nur exemplarisch angedeutet werden, da diese für die Konstruktion nicht relevant sind (z.B. der Fördergurt eines Förderbandes, oder die Kette einer Förderkette), oder die Informationen über den Verlauf bei der Konvertierung der Daten in das VR-System verloren gehen. Bei der Animation dieser Transportsysteme in einem VR-System muss der Transportweg also aufwändig, manuell nachgearbeitet werden. Das Ziel dieser Arbeit ist die Reduzierung des notwendigen manuellen Nachbearbeitungsaufwandes für das Design-Review durch eine automatische Berechnung der Animationspfade entlang eines Transportsystems. Es wird ein Algorithmus vorgestellt, der es ermöglicht mit nur geringem zeitlichem Benutzeraufwand den Animationspfad aus den reinen polygonalen dreidimensionalen Daten eines Transportsystems automatisch zu rekonstruieren.}}, author = {{Brandt, Sascha and Fischer, Matthias}}, booktitle = {{Wissenschaftsforum Intelligente Technische Systeme (WInTeSys) 2017}}, location = {{Paderborn}}, pages = {{415--427}}, publisher = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}}, title = {{{Automatische Ableitung der Transportwege von Transportsystemen aus dem 3D-Polygonmodell}}}, volume = {{369}}, year = {{2017}}, } @inproceedings{16347, author = {{Fischer, Matthias and Jung, Daniel and Meyer auf der Heide, Friedhelm}}, booktitle = {{Algorithms for Sensor Systems - 13th International Symposium on Algorithms and Experiments for Wireless Sensor Networks, {ALGOSENSORS}}}, editor = {{Fernández Anta, Antonio and Jurdzinski, Tomasz and Mosteiro, Miguel A. and Zhang, Yanyong}}, pages = {{168--181}}, publisher = {{Springer}}, title = {{{Gathering Anonymous, Oblivious Robots on a Grid}}}, doi = {{10.1007/978-3-319-72751-6_13}}, volume = {{10718}}, year = {{2017}}, } @inproceedings{16348, author = {{Biermeier, Felix and Feldkord, Björn and Malatyali, Manuel and Meyer auf der Heide, Friedhelm}}, booktitle = {{Proceedings of the 15th Workshop on Approximation and Online Algorithms (WAOA)}}, pages = {{285 -- 300}}, publisher = {{Springer}}, title = {{{A Communication-Efficient Distributed Data Structure for Top-k and k-Select Queries}}}, doi = {{10.1007/978-3-319-89441-6_21}}, year = {{2017}}, } @inproceedings{16349, author = {{Podlipyan, Pavel and Li, Shouwei and Markarian, Christine and Meyer auf der Heide, Friedhelm}}, booktitle = {{Proceedings of the 13th International Symposium on Algorithms and Experiments for Wireless Networks (ALGOSENSORS)}}, pages = {{182--197}}, title = {{{A Continuous Strategy for Collisionless Gathering}}}, doi = {{10.1007/978-3-319-72751-6_14 }}, year = {{2017}}, } @inproceedings{19961, abstract = {{The self-organizing bio-hybrid collaboration ofrobots and natural plants allows for a variety of interestingapplications. As an example we investigate how robots can beused to control the growth and motion of a natural plant, using LEDs to provide stimuli. We follow an evolutionaryrobotics approach where task performance is determined bymonitoring the plant's reaction. First, we do initial plantexperiments with simple, predetermined controllers. Then weuse image sampling data as a model of the dynamics ofthe plant tip xy position. Second, we use this approach toevolve robot controllers in simulation. The task is to makethe plant approach three predetermined, distinct points in anxy-plane. Finally, we test the evolved controllers in real plantexperiments and find that we cross the reality gap successfully. We shortly describe how we have extended from plant tipto many points on the plant, for a model of the plant stemdynamics. Future work will extend to two-axes image samplingfor a 3-d approach.}}, author = {{Wahby, Mostafa and Hofstadler, Daniel Nicolas and Heinrich, Mary Katherine and Zahadat, Payam and Hamann, Heiko}}, booktitle = {{Proc. of the 10th International Conference on Self-Adaptive and Self-Organizing Systems}}, isbn = {{9781509035342}}, title = {{{An Evolutionary Robotics Approach to the Control of Plant Growth and Motion: Modeling Plants and Crossing the Reality Gap}}}, doi = {{10.1109/saso.2016.8}}, year = {{2016}}, } @inproceedings{19968, author = {{Heinrich, Mary Katherine and Wahby, Mostafa and Divband Soorati, Mohammad and Hofstadler, Daniel Nicolas and Zahadat, Payam and Ayres, Phil and Stoy, Kasper and Hamann, Heiko}}, booktitle = {{Proc. of the 1st International Workshop on Self-Organising Construction (SOCO)}}, isbn = {{9781509036516}}, title = {{{Self-Organized Construction with Continuous Building Material: Higher Flexibility Based on Braided Structures}}}, doi = {{10.1109/fas-w.2016.43}}, year = {{2016}}, }