
Ansgar R. S. Gerlicher- PhD
- Professor (Full) at Stuttgart Media University
Ansgar R. S. Gerlicher
- PhD
- Professor (Full) at Stuttgart Media University
About
34
Publications
7,179
Reads
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339
Citations
Introduction
Mobile and Webbased Applications, Virtual and Mixed Reality, Automotive Systems, Vehicle Diagnostics and Autonomous Driving. Online Learning Platforms.
Current institution
Additional affiliations
March 2010 - present
Position
- Professor (Full)
Description
- Full Professor (Research) in Computer Science, Research Area Automotive and Mobile Applications (Augmented Reality, Embedded Systems, Connected Car, Diagnostic Systems, Next Generation Software). Co-Founder of 3 Research Institutes (Institute for Mobility & Digital Innovation, Responsive Media Experience & Games). Director of Research and Co-Founder of 6 Startup Companies in the Area of Mobile Application Development, IoT, E-Health, Digital Innovation and Mobility.
September 2002 - October 2007
Publications
Publications (34)
Das Buch "FlexCAR: Die Forschungsplattform von morgen" beschreibt ein innovatives Forschungsprojekt, das sich mit flexiblen Produkt- und Produktionskonzepten für modulare Fahrzeuge beschäftigt. Nach einer Einführung und Motivation des Projekts wird das Vorgehensmodell vorgestellt. Anschließend werden die Struktur des Verbundprojekts und die verschi...
Autonomous vehicles can behave unexpectedly, as automated systems that rely on data-driven machine learning have shown to infer false predictions or misclassifications, e.g., due to stickers on traffic signs, and thus fail in some situations. In critical situations, system designs must guarantee safety and reliability. However, in non-critical situ...
Das FlexCAR besteht aus einer autonom gesteuerten Fahrzeugplattform für die Mobilität von morgen, welche Use-Case-gesteuert als Forschungsdemonstrator fungiert, um neue technologische Features unmittelbar aus dem Forschungsstadium nach dem Plug-and-Play-Prinzip gezielt zu implementieren. Damit kann eine frühzeitige Validierung im Hinblick auf ein k...
Das FlexCAR besteht aus einer autonom gesteuerten Fahrzeugplattform für die Mobilität von morgen, welche Use-Case-gesteuert als Forschungsdemonstrator fungiert, um neue technologische Features unmittelbar aus dem Forschungsstadium nach dem Plug-and-Play–Prinzip gezielt zu implementieren. Damit kann eine frühzeitige Validierung im Hinblick auf ein k...
We introduce and evaluate if user acceptance increases by allowing users to select their preferred driving velocity in the context of autonomous driving. While the actual driving style does not differ, adjustments are made with regard to visualisation and sound of the interior of an autonomous vehicle simulator. These adjustments mimic the preferen...
In a fully autonomous driving situation, passengers hand over the steering control to a highly automated system. Autonomous driving behaviour may lead to confusion and negative user experience. When establishing such new technology, the user’s acceptance and understanding are crucial factors regarding success and failure. Using a driving simulator...
Within the ongoing process of defining autonomous driving solutions, experience design may represent an important interface between humans and the autonomous vehicle. This paper presents an empirical study that uses different ways of unimodal communication in autonomous driving to communicate awareness and intent of autonomous vehicles. The goal is...
During the last decades, concepts of Intelligent Transportation Systems (ITS) were continuously adapted and improved based on new insights into human travel behavior. Drivers for improvements are the quantity and quality of available mobility data, which increased significantly in recent years. Based on travel behavior, literature proposes a large...
One challenge of collecting socioeconomic data, such as data on time-use, is recall biases. While time-use researchers have continuously developed new methods to make data collection more accurate and easy, these methods are difficult to use in developing countries, where study participants may have low literacy levels and no clock-based concepts o...
Across the developing world, the spread of mobile-and smartphones has led to a surge in mobile services for rural populations. While the potentials of mobile services to provide development opportunities for smallholder farmers are widely acknowledged, the potentials to use smartphone applications to collect data on smallholder farming systems are...
Im folgenden Beitrag werden technische Umsetzungsmöglichkeiten für mobiles Lernen auf Smartphones und Tablets vorgestellt. Nach einer kurzen Erläuterung des Kontextes wird der Begriff des Mobile Learnings erläutert und werden verschiedene technische Lösungen für diesen Ansatz betrachtet. Anschließend wird auf das Themengebiet des Mobile Game-based...
Across the developing world, the rapid spread of
mobile phones has led to a surge of mobile tools that
allow users to access health, education and finance
services. In agriculture, these tools can be used to
obtain price data, weather reports and technical
advice. While there is widespread consensus about
the opportunities for economic growth and s...
The upsurge of mobile devices paired with highly interactive social web applications generates enormous amounts of requests web services have to deal with. Consequently in our previous work, a novel request flow scheme with scalable components was proposed for storing interdependent, permanently updated resources in a database. The major challenge...
Autonomous cars are on the horizon, meaning passengers will no longer have to focus on driving leaving them with extra time for other activities, or engagements. However, research has focused primarily on safety related aspects of autonomous driving, overlooking the need to design for this new free time. This raises the question, how do we design n...
Nowadays, web services have to accommodate a significant and ever-increasing number of requests due to high interactivity of current applications. Although the built-in elasticity offered by a cloud can mitigate this challenge, it is highly desirable that applications can be built in a scalable fashion. State-of-the-art Web Application Frameworks (...
In this paper we report on the results of a series of ideation workshops with the goal to explore game designs that promote stresslessness and wellbeing in the automotive context. We present two parts that are particular interesting for further research. First, we provide an overview of our preliminary work on a catalog of design items for gameful...
This paper presents a pilot study that explores an experimental setup for measuring stress reduction through an exergaming approach within the spatial limitations of a car. Besides our focus on the exploration of the experiment's setup, we present preliminary results that are crucial for the design of gameful stress reduction in the car context. We...
The social web and huge growth of mobile smart devices dramatically increases the performance requirements for web services. State-of-the-art Web Application Frameworks (WAFs) do not offer complete scaling concepts with automatic resource-provisioning, elastic caching or guaranteed maximum response times. These functionalities, however, are support...
Dieses Kapitel führt den Leser in Standards zur Informationsdarstellung in verschiedenen elektronischen Medien (Webdokumente, digitale Bücher, Printprodukte und Web-Apps) ein. Die Webstandards HyperText Markup Language (HTML) und Cascading Style Sheets (CSS) werden beim elektronischen Publizieren von Webdokumenten und darüber hinaus eingesetzt; dab...
Identity management faces new challenges of protecting resources that are aces from different and maybe unknown devices. This is caused by the fact that employees bring their own mobile devices to their offices and work with them [Gar12]. Consequently users, programmer and companies have to face challenges that arise from mobile authentication: the...
Eine der Herausforderungen bei der Entwicklung mobiler Anwendungen ist die Heterogenität der mobilen Plattformen. Um eine möglichst große Zahl an Endgeräten zu unterstützen, ist die Kenntnis verschiedenster Betriebssysteme, Entwicklungsumgebungen, Programmierschnittstellen und Programmiersprachen notwendig. Dies erschwert die Entwicklung und Wartun...
Innovative applications become feasible with solutions for remotely controlling mobile devices over the air. To realize these applications, efficient technologies for transferring the devices' user interfaces are required. Existing remote user interface (UI) solutions however were not built for the mobile world. Rich, touchable user interfaces on b...
Modern consumer electronic devices can easily integrate into distributed computing environments. By applying network-based user interface systems to control these devices, innovative applications become feasible. However, several requirements like high responsiveness and low bandwidth consumption need be satisfied. Particularly, to be applicable in...
Das folgende Kapitel geht auf das interdisziplinäre Forschungsgebiet Computer-Supported Cooperative Work (CSCW) ein und beschreibt
den Einsatz von CSCW-Systemen in Bezug auf die Medieninformatik. Zunächst wird der Begriff „CSCW“ in diesem Zusammenhang definiert.
This paper discusses the transformation of a single-user SVG editing application into a multi-user real-time collaborative editing system. The application's extension with collaboration functionality was realized by using a novel aspect-oriented programming approach to framework integration. This approach is platform independent, supports heterogen...
Today, many different companies are involved in the automotive engineering process. The OEM, subcontractors and suppliers
all need to collaborate and access the same data. Specialized applications are used in the process of designing vehicle electrical
systems. These applications use proprietary data formats and do not support collaborative enginee...
Zusammenfassung: Das interdisziplinäre Forschungsgebiet des Computer Supported Collaborative Work (CSCW) befasst sich mit Gruppenarbeit und Zusam-menarbeit, und den die Gruppenarbeit unterstützenden Informations-und Kom-munikationstechnologien. Ein Teilbereich des CSCW ist das sogenannte "Real-Time Collaborative Editing". Dabei wird untersucht, wie...