@unpublished{44512, abstract = {{For open world applications, deep neural networks (DNNs) need to be aware of previously unseen data and adaptable to evolving environments. Furthermore, it is desirable to detect and learn novel classes which are not included in the DNNs underlying set of semantic classes in an unsupervised fashion. The method proposed in this article builds upon anomaly detection to retrieve out-of-distribution (OoD) data as candidates for new classes. We thereafter extend the DNN by $k$ empty classes and fine-tune it on the OoD data samples. To this end, we introduce two loss functions, which 1) entice the DNN to assign OoD samples to the empty classes and 2) to minimize the inner-class feature distances between them. Thus, instead of ground truth which contains labels for the different novel classes, the DNN obtains a single OoD label together with a distance matrix, which is computed in advance. We perform several experiments for image classification and semantic segmentation, which demonstrate that a DNN can extend its own semantic space by multiple classes without having access to ground truth.}}, author = {{Uhlemeyer, Svenja and Lienen, Julian and Hüllermeier, Eyke and Gottschalk, Hanno}}, booktitle = {{arXiv:2305.00983}}, title = {{{Detecting Novelties with Empty Classes}}}, year = {{2023}}, } @inproceedings{44521, author = {{Wurst, Johanna and Steinhoff, Timon and Mozgova, Iryna and Hassel, Thomas and Lachmayer, Roland}}, title = {{{Aspects of a Sustainability Focused Comparison of the Wire Arc Additive Manufacturing (WAAM) and the Laser Powder Bed Fusion (LPBF) Process}}}, doi = {{10.1007/978-981-19-9205-6_9}}, year = {{2023}}, } @inproceedings{44522, author = {{Wurst, Johanna and Rosemann, Daniel and Mozgova, Iryna and Lachmayer, Roland}}, title = {{{Concept and Implementation of a Student Design Project for the Development of Sustainable Products}}}, doi = {{10.1007/978-3-031-28839-5_88}}, year = {{2023}}, } @article{44523, author = {{Paradies, Jan}}, issn = {{0001-4842}}, journal = {{Accounts of Chemical Research}}, keywords = {{General Medicine, General Chemistry}}, number = {{7}}, pages = {{821--834}}, publisher = {{American Chemical Society (ACS)}}, title = {{{Structure–Reactivity Relationships in Borane-Based FLP-Catalyzed Hydrogenations, Dehydrogenations, and Cycloisomerizations}}}, doi = {{10.1021/acs.accounts.2c00832}}, volume = {{56}}, year = {{2023}}, } @book{44524, editor = {{Meier-Gräwe, Uta and Praetorius, Ina and Tecklenburg, Feline}}, isbn = {{9783847425922}}, pages = {{307}}, publisher = {{Verlag Barbara Budrich}}, title = {{{Wirtschaft neu ausrichten. Care-Initiativen in Deutschland, Österreich und der Schweiz.}}}, year = {{2023}}, } @article{44545, abstract = {{IntroductionExergames are increasingly used in rehabilitation settings for older adults to train physical and cognitive abilities. To meet the potential that exergames hold, they need to be adapted to the individual abilities of the player and their training objectives. Therefore, it is important to know whether and how game characteristics affect their playing. The aim of this study is to investigate the effect of two different kinds of exergame (step game and balance game) played at two difficulty levels on brain activity and physical activity.MethodsTwenty-eight older independently living adults played two different exergames at two difficulty levels each. In addition, the same movements as during gaming (leaning sideways with feet in place and stepping sideways) were performed as reference movements. Brain activity was recorded using a 64-channel EEG system to assess brain activity, while physical activity was recorded using an accelerometer at the lower back and a heart rate sensor. Source-space analysis was applied to analyze the power spectral density in theta (4 Hz–7 Hz) and alpha-2 (10 Hz–12 Hz) frequency bands. Vector magnitude was applied to the acceleration data.ResultsFriedman ANOVA revealed significantly higher theta power for the exergaming conditions compared to the reference movement for both games. Alpha-2 power showed a more diverse pattern which might be attributed to task-specific conditions. Acceleration decreased significantly from the reference movement to the easy condition to the hard condition for both games.DiscussionThe results indicate that exergaming increases frontal theta activity irrespective of type of game or difficulty level, while physical activity decreases with increasing difficulty level. Heart rate was found to be an inappropriate measure in this population older adults. These findings contribute to understanding of how game characteristics affect physical and cognitive activity and consequently need to be taken into account when choosing appropriate games and game settings for exergame interventions.}}, author = {{Müller, Helen and Baumeister, Jochen and Bardal, Ellen Marie and Vereijken, Beatrix and Skjæret-Maroni, Nina}}, issn = {{1663-4365}}, journal = {{Frontiers in Aging Neuroscience}}, keywords = {{Cognitive Neuroscience, Aging}}, publisher = {{Frontiers Media SA}}, title = {{{Exergaming in older adults: the effects of game characteristics on brain activity and physical activity}}}, doi = {{10.3389/fnagi.2023.1143859}}, volume = {{15}}, year = {{2023}}, } @inbook{43170, author = {{Labusch, Amelie and Eickelmann, Birgit}}, booktitle = {{Teaching coding in K-12 schools: Research and application}}, editor = {{Keane, T. and Fluck, A. E.}}, isbn = {{9783031219696}}, pages = {{319--329}}, publisher = {{Springer International Publishing}}, title = {{{Learning Computational Thinking in Secondary School (Year 8) in Germany in International Comparison: Results from ICILS 2018}}}, doi = {{10.1007/978-3-031-21970-2_21}}, year = {{2023}}, } @inbook{44626, author = {{Schulze, Johanna and Drossel, Kerstin and Eickelmann, Birgit}}, booktitle = {{Professionalisierung für digitale Bildung im Grundschulalter - Ergebnisse des Forschungsprojekts P3DiG }}, editor = {{Irion, T. and Böttinger, T. and Kammerl, R.}}, pages = {{15--30}}, publisher = {{Waxmann Verlag}}, title = {{{Die inhaltliche Ausgestaltung schulischer Medienkonzepte als Gelingensbedingung digitalisierungsbezogener Schulentwicklungsprozesse}}}, doi = {{DOI:10.31244/9783830996415}}, year = {{2023}}, } @techreport{44627, author = {{Gerick, J. and Eickelmann, Birgit and Panten, B. and Rothärmel, A. and Rau, M. and Gottschalk, T.}}, publisher = {{Technische Universität Braunschweig/Universität Paderborn}}, title = {{{Abschlussbericht zum Forschungsprojekt ‚Gelingensbedingungen und Transfer von erfolgreichen Digitalisierungsprozessen an Schulen in Nordrhein-Westfalen (GuTe DigiSchulen NRW)}}}, year = {{2023}}, } @techreport{44628, author = {{Gerick, J. and Eickelmann, Birgit and Rau, M. and Panten, B. and Rothärmel, A. and Gottschalk, T.}}, publisher = {{Technische Universität Braunschweig}}, title = {{{Digitalisierungsbezogene Schulentwicklungsprozesse erfolgreich gestalten. Handreichung für die schulische Arbeit zu den Ergebnissen des Forschungsprojekts GuTe DigiSchulen NRW.}}}, year = {{2023}}, }