@misc{RitterbuschTeichmann2023, author = {Ritterbusch, Georg David and Teichmann, Malte Rolf}, title = {Defining the metaverse}, series = {Zweitver{\"o}ffentlichungen der Universit{\"a}t Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe}, journal = {Zweitver{\"o}ffentlichungen der Universit{\"a}t Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe}, number = {159}, issn = {1867-5808}, doi = {10.25932/publishup-58879}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-588799}, pages = {12368 -- 12377}, year = {2023}, abstract = {The term Metaverse is emerging as a result of the late push by multinational technology conglomerates and a recent surge of interest in Web 3.0, Blockchain, NFT, and Cryptocurrencies. From a scientific point of view, there is no definite consensus on what the Metaverse will be like. This paper collects, analyzes, and synthesizes scientific definitions and the accompanying major characteristics of the Metaverse using the methodology of a Systematic Literature Review (SLR). Two revised definitions for the Metaverse are presented, both condensing the key attributes, where the first one is rather simplistic holistic describing "a three-dimensional online environment in which users represented by avatars interact with each other in virtual spaces decoupled from the real physical world". In contrast, the second definition is specified in a more detailed manner in the paper and further discussed. These comprehensive definitions offer specialized and general scholars an application within and beyond the scientific context of the system science, information system science, computer science, and business informatics, by also introducing open research challenges. Furthermore, an outlook on the social, economic, and technical implications is given, and the preconditions that are necessary for a successful implementation are discussed.}, language = {en} } @phdthesis{Haase2023, author = {Haase, Jennifer}, title = {Creative intensive processes}, doi = {10.25932/publishup-59388}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-593886}, school = {Universit{\"a}t Potsdam}, pages = {xiii, 346}, year = {2023}, abstract = {Creativity - developing something new and useful - is a constant challenge in the working world. Work processes, services, or products must be sensibly adapted to changing times. To be able to analyze and, if necessary, adapt creativity in work processes, a precise understanding of these creative activities is necessary. Process modeling techniques are often used to capture business processes, represent them graphically and analyze them for adaptation possibilities. This has been very limited for creative work. An accurate understanding of creative work is subject to the challenge that, on the one hand, it is usually very complex and iterative. On the other hand, it is at least partially unpredictable as new things emerge. How can the complexity of creative business processes be adequately addressed and simultaneously manageable? This dissertation attempts to answer this question by first developing a precise process understanding of creative work. In an interdisciplinary approach, the literature on the process description of creativity-intensive work is analyzed from the perspective of psychology, organizational studies, and business informatics. In addition, a digital ethnographic study in the context of software development is used to analyze creative work. A model is developed based on which four elementary process components can be analyzed: Intention of the creative activity, Creation to develop the new, Evaluation to assess its meaningfulness, and Planning of the activities arising in the process - in short, the ICEP model. These four process elements are then translated into the Knockledge Modeling Description Language (KMDL), which was developed to capture and represent knowledge-intensive business processes. The modeling extension based on the ICEP model enables creative business processes to be identified and specified without the need for extensive modeling of all process details. The modeling extension proposed here was developed using ethnographic data and then applied to other organizational process contexts. The modeling method was applied to other business contexts and evaluated by external parties as part of two expert studies. The developed ICEP model provides an analytical framework for complex creative work processes. It can be comprehensively integrated into process models by transforming it into a modeling method, thus expanding the understanding of existing creative work in as-is process analyses.}, language = {en} } @misc{DragičevićVladovaUllrich2023, author = {Dragičević, Nikolina and Vladova, Gergana and Ullrich, Andr{\´e}}, title = {Design thinking capabilities in the digital world}, series = {Zweitver{\"o}ffentlichungen der Universit{\"a}t Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe}, journal = {Zweitver{\"o}ffentlichungen der Universit{\"a}t Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe}, number = {158}, issn = {1867-5808}, doi = {10.25932/publishup-58846}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-588468}, pages = {18}, year = {2023}, abstract = {Recent research suggests that design thinking practices may foster the development of needed capabilities in new digitalised landscapes. However, existing publications represent individual contributions, and we lack a holistic understanding of the value of design thinking in a digital world. No review, to date, has offered a holistic retrospection of this research. In response, in this bibliometric review, we aim to shed light on the intellectual structure of multidisciplinary design thinking literature related to capabilities relevant to the digital world in higher education and business settings, highlight current trends and suggest further studies to advance theoretical and empirical underpinnings. Our study addresses this aim using bibliometric methods—bibliographic coupling and co-word analysis as they are particularly suitable for identifying current trends and future research priorities at the forefront of the research. Overall, bibliometric analyses of the publications dealing with the related topics published in the last 10 years (extracted from the Web of Science database) expose six trends and two possible future research developments highlighting the expanding scope of the design thinking scientific field related to capabilities required for the (more sustainable and human-centric) digital world. Relatedly, design thinking becomes a relevant approach to be included in higher education curricula and human resources training to prepare students and workers for the changing work demands. This paper is well-suited for education and business practitioners seeking to embed design thinking capabilities in their curricula and for design thinking and other scholars wanting to understand the field and possible directions for future research.}, language = {en} } @phdthesis{Dannenmann2023, author = {Dannenmann, Barbara}, title = {K{\"o}nnen technologiegest{\"u}tzte Verhandlungstrainings unter Einsatz von K{\"u}nstlicher Intelligenz und Virtueller Realit{\"a}t das Vertriebstraining verbessern?}, doi = {10.25932/publishup-57737}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-577378}, school = {Universit{\"a}t Potsdam}, pages = {245}, year = {2023}, abstract = {Digitale und gesellschaftliche Entwicklungen fordern kontinuierliche Weiterbildung f{\"u}r Mitarbeiter im Vertrieb. Es halten sich in dieser Berufssparte aber immer noch einige Mythen zum Training von Vertriebsmitarbeitern. Unter anderem deshalb wurde in der Vergangenheit der Trainingsbedarf im Vertrieb stark vernachl{\"a}ssigt. Die Arbeit befasst sich deshalb zun{\"a}chst mit der Frage, wie der Vertrieb in Deutschland aktuell geschult wird (unter Einbezug der Corona-Pandemie) und ob sich aus den Trainingsgewohnheiten erste Hinweise zur Erlangung eines strategischen Wettbewerbsvorteils ergeben k{\"o}nnten. Dabei greift die Arbeit auf, dass Investitionen in das Training von Vertriebsmitarbeitern eine Anlage in die Wettbewerbsf{\"a}higkeit des Unternehmens sein k{\"o}nnten. Automatisierte Trainings, beispielsweise basierend auf Virtual Reality (VR) und K{\"u}nstlicher Intelligenz (KI), k{\"o}nnten in der Aus- und Weiterbildung des Vertriebs einen effizienten Beitrag in der Sicherstellung eines strategischen Wettbewerbsvorteils leisten. Durch weitere Forschungsfragen befasst sich die Arbeit anschließend damit, wie ein automatisiertes Vertriebstraining mit KI- und VR-Inhalten unter Einbeziehung der Nutzer gestaltet werden muss, um Vertriebsmitarbeiter in einem daf{\"u}r ausgew{\"a}hlten Verhandlungskontext zu trainieren. Dazu wird eine Anwendung mit Hilfe von Virtual Reality und K{\"u}nstlicher Intelligenz in einem Verhandlungsdialog entwickelt, getestet und evaluiert. Die vorliegende Arbeit liefert eine Basis f{\"u}r die Automatisierung von Vertriebstrainings und im erweiterten Sinne f{\"u}r Trainings im Allgemeinen.}, language = {de} }