TY - CHAP A1 - Gronau, Norbert A1 - Teichmann, Malte A1 - Weber, Edzard ED - Shishkov, Boris T1 - Serious game-based haptic modeling BT - an application-oriented approach for sequentially developing new business models from tacit knowledge T2 - Business modeling and software design N2 - The authors propose that while tacit knowledge is a valuable resource for developing new business models, its externalization presents several challenges. One major challenge is that individuals often don’t recognize their tacit knowledge resources, while another is the reluctance to share one’s knowledge with others. Addressing these challenges, the authors present an application-oriented serious game-based haptic modeling approach for externalize tacit knowledge, which can be used to develop the first versions of business models based on tacit knowledge. Both conceptual and practical design fundamentals are presented based on elaborated theoretical approaches, which were developed with the help of a design science approach. The development of the research process is presented step by step, whereby we focused on the high accessibility of the presented research. Practitioners are presented with guidelines for implementing their serious game projects. Scientists benefit from starting points for their research topics of externalization, internalization, and socialization of tacit knowledge, development of business models, and serious games or gamification. The paper concludes with open research desiderata and questions from the presented research process. KW - serious game KW - tacit knowledge KW - business model KW - SECI-model KW - conversion sequences KW - design science Y1 - 2023 SN - 978-3-031-36756-4 U6 - https://doi.org/10.1007/978-3-031-36757-1_3 SP - 32 EP - 55 PB - Springer Nature CY - Cham ER - TY - CHAP A1 - Rojahn, Marcel A1 - Gronau, Norbert T1 - Digital platform concepts for manufacturing companies BT - a review T2 - 10th International Conference on Future Internet of Things and Cloud (FiCloud) N2 - Digital Platforms (DPs) has established themself in recent years as a central concept of the Information Technology Science. Due to the great diversity of digital platform concepts, clear definitions are still required. Furthermore, DPs are subject to dynamic changes from internal and external factors, which pose challenges for digital platform operators, developers and customers. Which current digital platform research directions should be taken to address these challenges remains open so far. The following paper aims to contribute to this by outlining a systematic literature review (SLR) on digital platform concepts in the context of the Industrial Internet of Things (IIoT) for manufacturing companies and provides a basis for (1) a selection of definitions of current digital platform and ecosystem concepts and (2) a selection of current digital platform research directions. These directions are diverted into (a) occurrence of digital platforms, (b) emergence of digital platforms, (c) evaluation of digital platforms, (d) development of digital platforms, and (e) selection of digital platforms. Y1 - 2023 SN - 979-8-3503-1635-3 U6 - https://doi.org/10.1109/FiCloud58648.2023.00030 SP - 149 EP - 158 PB - IEEE CY - [Erscheinungsort nicht ermittelbar] ER - TY - CHAP A1 - Thim, Christof A1 - Gronau, Norbert A1 - Haase, Jennifer A1 - Grum, Marcus A1 - Schüffler, Arnulf A1 - Roling, Wiebke A1 - Kluge, Annette ED - Shishkov, Boris T1 - Modeling change in business processes T2 - Business modeling and software design N2 - Business processes are regularly modified either to capture requirements from the organization’s environment or due to internal optimization and restructuring. Implementing the changes into the individual work routines is aided by change management tools. These tools aim at the acceptance of the process by and empowerment of the process executor. They cover a wide range of general factors and seldom accurately address the changes in task execution and sequence. Furthermore, change is only framed as a learning activity, while most obstacles to change arise from the inability to unlearn or forget behavioural patterns one is acquainted with. Therefore, this paper aims to develop and demonstrate a notation to capture changes in business processes and identify elements that are likely to present obstacles during change. It connects existing research from changes in work routines and psychological insights from unlearning and intentional forgetting to the BPM domain. The results contribute to more transparency in business process models regarding knowledge changes. They provide better means to understand the dynamics and barriers of change processes. KW - intentional forgetting KW - routines KW - business processes KW - unlearning Y1 - 2023 SN - 978-3-031-36756-4 SN - 978-3-031-36757-1 U6 - https://doi.org/10.1007/978-3-031-36757-1_1 SP - 3 EP - 17 PB - Springer Nature CY - Cham ER - TY - CHAP A1 - Grum, Marcus A1 - Thim, Christof A1 - Roling, Wiebke A1 - Schüffler, Arnulf A1 - Kluge, Annette A1 - Gronau, Norbert ED - Masrour, Tawfik ED - El Hassani, Ibtissam ED - Barka, Noureddine T1 - AI case-based reasoning for artificial neural networks T2 - Artificial intelligence and industrial applications N2 - Faced with the triad of time-cost-quality, the realization of production tasks under economic conditions is not trivial. Since the number of Artificial-Intelligence-(AI)-based applications in business processes is increasing more and more nowadays, the efficient design of AI cases for production processes as well as their target-oriented improvement is essential, so that production outcomes satisfy high quality criteria and economic requirements. Both challenge production management and data scientists, aiming to assign ideal manifestations of artificial neural networks (ANNs) to a certain task. Faced with new attempts of ANN-based production process improvements [8], this paper continues research about the optimal creation, provision and utilization of ANNs. Moreover, it presents a mechanism for AI case-based reasoning for ANNs. Experiments clarify continuously improving ANN knowledge bases by this mechanism empirically. Its proof-of-concept is demonstrated by the example of four production simulation scenarios, which cover the most relevant use cases and will be the basis for examining AI cases on a quantitative level. KW - case-based reasoning KW - neural networks KW - industry 4.0 Y1 - 2023 SN - 978-3-031-43523-2 SN - 978-3-031-43524-9 U6 - https://doi.org/10.1007/978-3-031-43524-9_2 VL - 771 SP - 17 EP - 35 PB - Springer CY - Cham ER - TY - CHAP A1 - Teichmann, Malte A1 - Busse, Jana A1 - Gonnermann, Jana A1 - Reimann, Daniela A1 - Ritterbusch, Georg David A1 - Langemeyer, Ines A1 - Gronau, Norbert ED - Nitsch, Verena ED - Brandl, Christopher ED - Häußling, Roger ED - Roth, Philip ED - Gries, Thomas ED - Schmenk, Bernhard T1 - Konzeption, Erstellung und Evaluation von VR-Räumen für die betriebliche Weiterbildung in KMU BT - Erfahrungen und Handlungsempfehlungen aus dem Forschungsprojekt API-KMU T2 - Digitalisierung der Arbeitswelt im Mittelstand 3 N2 - Der Beitrag adressiert die Erstellung von Virtual-Reality gestützten (Lehr- und Lern-) Räumen für die betriebliche Weiterbildung im Rahmen eines Forschungsprojektes. Der damit verbundene Konzeptions- und Umsetzungsprozess ist mit verschiedenen Herausforderungen verbunden: einerseits ist Virtual-Reality ein vergleichsweise neues Lehr- und Lernmedium, womit wenig praktische Handreichungen zur praktischen Umsetzung existieren. Andererseits existieren theoretisch-konzeptionelle Ansätze zur Gestaltung digitaler Lehr- und Lernarrangements, die jedoch 1) oft Gefahr laufen, an den realen Bedürfnissen der Praxis „vorbei“ zu gehen und 2) zumeist nicht konkret Virtual-Reality bzw. damit verbundene Lehr- und Lernumgebungen adressieren. In dieser Folge sind Best-Practice Beispiele basierend auf erfolgreichen Umsetzungsvorhaben, die nachfolgenden Projekten als „Wegweiser“ dienen könnten, äußerst rar. Der Beitrag setzt an dieser Stelle an: basierend auf zwei real existierenden betrieblichen Anwendungsfällen aus den Bereichen Natursteinbearbeitung sowie Einzel- und Sondermaschinenbau werden Herausforderungen und Lösungswege des Erstellungsprozesses von Virtual-Reality gestützten (Lehr- und Lern-)Räumen beschrieben. Ebenfalls werden basierend auf den gemachten Projekterfahrungen Handlungsempfehlungen für die gelingende Konzeption, Umsetzung und Evaluation dieser Räume formuliert. Betriebliche Beschäftigte aus den Bereichen Aus- und Weiterbildung, Management oder Human Ressources, die in eigenen Projekten im Bereich Virtual Reality aktiv werden wollen, profitieren von den herausgestellten praktischen Handreichungen. Forschende Personen sollen Anregungen für weiterführende Forschungsvorhaben erhalten. Y1 - 2023 SN - 978-3-662-67023-1 SN - 978-3-662-67024-8 U6 - https://doi.org/10.1007/978-3-662-67024-8_5 SP - 155 EP - 204 PB - Springer Vieweg CY - Berlin ER -