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Creative intensive processes
(2023)
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.
Defining the metaverse
(2023)
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.
Defining the metaverse
(2023)
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.
Umfassend oder überfrachtet?
(2023)
In der Theorie klingt es erst mal pädagogisch und didaktisch verlockend: Umfassend ausgebildete Lehrkräfte verharren nicht stur in ihren fachlichen Grenzen, sondern unterrichten Phänomene in ihren mannigfaltigen Zusammenhängen. So erwerben Schüler*innen die Möglichkeit, Sachverhalte umfassend aus verschiedenen Perspektiven zu betrachten und ihnen kompetent zu begegnen. Im Hinblick auf eine vollgestopfte Stundentafel scheint dies auch zeitlich effizient: Warum verschiedene Fächer aufwenden, wenn man drei oder vier Bildungsanliegen in einem zweistündigen Fach unterbringen kann?
Berufswahl differenzieren(d)
(2023)
Megatrends, affecting multiple aspects of future society, economy, and technology, drive today's business world. They are expected to impact all areas in companies and will, therefore, most likely occur in business negotiations. Although several studies address future developments of different business divisions, the megatrends' impact on negotiations has, thus far, not been analyzed. We designed a model including the three megatrends, i.e., globalization and economic shift, digitalization and new technologies, and demographic and social change, which have main effects on specific negotiation aspects. Our study combined an online survey and expert interviews with negotiation practitioners to provide a first broad view of how megatrends affect future business negotiations. The results confirm our model and reveal a close connection of megatrends and single negotiation aspects. Among others, we examine an orientation toward global partners, an increased interconnection through various electronic systems, as well as two opposite relationship directions - long-term and integrative through strategic cooperation vs. short-term and distributive through competition and new technologies.
Digitale und gesellschaftliche Entwicklungen fordern kontinuierliche Weiterbildung für 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 vernachlässigt. Die Arbeit befasst sich deshalb zunächst 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 könnten.
Dabei greift die Arbeit auf, dass Investitionen in das Training von Vertriebsmitarbeitern eine Anlage in die Wettbewerbsfähigkeit des Unternehmens sein könnten. Automatisierte Trainings, beispielsweise basierend auf Virtual Reality (VR) und Künstlicher Intelligenz (KI), könnten 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 dafür ausgewählten Verhandlungskontext zu trainieren. Dazu wird eine Anwendung mit Hilfe von Virtual Reality und Künstlicher Intelligenz in einem Verhandlungsdialog entwickelt, getestet und evaluiert.
Die vorliegende Arbeit liefert eine Basis für die Automatisierung von Vertriebstrainings und im erweiterten Sinne für Trainings im Allgemeinen.
Social networking sites
(2023)
Carbon dioxide removal (CDR) moves atmospheric carbon to geological or land-based sinks. In a first-best setting, the optimal use of CDR is achieved by a removal subsidy that equals the optimal carbon tax and marginal damages. We derive second-best policy rules for CDR subsidies and carbon taxes when no global carbon price exists but a national government implements a unilateral climate policy. We find that the optimal carbon tax differs from an optimal CDR subsidy because of carbon leakage and a balance of resource trade effect. First, the optimal removal subsidy tends to be larger than the carbon tax because of lower supply-side leakage on fossil resource markets. Second, net carbon exporters exacerbate this wedge to increase producer surplus of their carbon resource producers, implying even larger removal subsidies. Third, net carbon importers may set their removal subsidy even below their carbon tax when marginal environmental damages are small, to appropriate producer surplus from carbon exporters.