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Expanding modeling notations
(2021)
Creativity is a common aspect of business processes and thus needs a proper representation through process modeling notations. However, creative processes constitute highly flexible process elements, as new and unforeseeable outcome is developed. This presents a challenge for modeling languages. Current methods representing creative-intensive work are rather less able to capture creative specifics which are relevant to successfully run and manage these processes. We outline the concept of creative-intensive processes and present an example from a game design process in order to derive critical process aspects relevant for its modeling. Six aspects are detected, with first and foremost: process flexibility, as well as temporal uncertainty, experience, types of creative problems, phases of the creative process and individual criteria. By first analyzing what aspects of creative work modeling notations already cover, we further discuss which modeling extensions need to be developed to better represent creativity within business processes. We argue that a proper representation of creative work would not just improve the management of those processes, but can further enable process actors to more efficiently run these creative processes and adjust them to better fit to the creative needs.
Despite the phenomenal growth of Big Data Analytics in the last few years, little research is done to explicate the relationship between Big Data Analytics Capability (BDAC) and indirect strategic value derived from such digital capabilities. We attempt to address this gap by proposing a conceptual model of the BDAC - Innovation relationship using dynamic capability theory. The work expands on BDAC business value research and extends the nominal research done on BDAC – innovation. We focus on BDAC's relationship with different innovation objects, namely product, business process, and business model innovation, impacting all value chain activities. The insights gained will stimulate academic and practitioner interest in explicating strategic value generated from BDAC and serve as a framework for future research on the subject
Already successfully used products or designs, past projects or our own experiences can be the basis for the development of new products. As reference products or existing knowledge, it is reused in the development process and across generations of products. Since further, products are developed in cooperation, the development of new product generations is characterized by knowledge-intensive processes in which information and knowledge are exchanged between different kinds of knowledge carriers. The particular knowledge transfer here describes the identification of knowledge, its transmission from the knowledge carrier to the knowledge receiver, and its application by the knowledge receiver, which includes embodied knowledge of physical products. Initial empirical findings of the quantitative effects regarding the speed of knowledge transfers already have been examined. However, the factors influencing the quality of knowledge transfer to increase the efficiency and effectiveness of knowledge transfer in product development have not yet been examined empirically. Therefore, this paper prepares an experimental setting for the empirical investigation of the quality of knowledge transfers.
Many prediction tasks can be done based on users’ trace data. In this paper, we explored convergent thinking as a personality-related attribute and its relation to features gathered in interactive and non-interactive tasks of an online course. This is an under-utilized attribute that could be used for adapting online courses according to the creativity level to enhance the motivation of learners. Therefore, we used the logfile data of a 60 minutes Moodle course with N=128 learners, combined with the Remote Associates Test (RAT). We explored the trace data and found a weak correlation between interactive tasks and the RAT score, which was the highest considering the overall dataset. We trained a Random Forest Regressor to predict convergent thinking based on the trace data and analyzed the feature importance. The result has shown that the interactive tasks have the highest importance in prediction, but the accuracy is very low. We discuss the potential for personalizing online courses and address further steps to improve the applicability.
The devil in disguise
(2021)
Envy constitutes a serious issue on Social Networking Sites (SNSs), as this painful emotion can severely diminish individuals' well-being. With prior research mainly focusing on the affective consequences of envy in the SNS context, its behavioral consequences remain puzzling. While negative interactions among SNS users are an alarming issue, it remains unclear to which extent the harmful emotion of malicious envy contributes to these toxic dynamics. This study constitutes a first step in understanding malicious envy’s causal impact on negative interactions within the SNS sphere. Within an online experiment, we experimentally induce malicious envy and measure its immediate impact on users’ negative behavior towards other users. Our findings show that malicious envy seems to be an essential factor fueling negativity among SNS users and further illustrate that this effect is especially pronounced when users are provided an objective factor to mask their envy and justify their norm-violating negative behavior.
The holocaust in the USSR
(2021)
This paper sketches the current status of international scholarship on the subject of the Holocaust in the USSR and its place in the wider military conflict of the Second World War. Research on this topic over the last 20 to 30 years has been truly international and the findings of this research cannot be sketched here without pointing to the contributions made by German, American, Russian, Israeli, British and Australian historians. Historians from these countries have made important contributions to our understanding of key questions relating to this subject. These questions address, among other things, pre-invasion orders issued to German units; the radicalisation of German policy, culminating in the root-and-branch extermination of Soviet Jewry; the network of ghettos set up on Soviet territory; the nature of the killing and the methods used to murder these victims; the total death toll of the Holocaust in the USSR; and the relationship between war and extermination, in which genocide can be regarded as an actual strategy of warfare pursued by the German Reich.
Halide perovskites
(2021)
Since the beginning of the recent global refugee crisis, researchers have been tackling many of its associated aspects, investigating how we can help to alleviate this crisis, in particular, using ICTs capabilities. In our research, we investigated the use of ICT solutions by refugees to foster the social inclusion process in the host community. To tackle this topic, we conducted thirteen interviews with Syrian refugees in Germany. Our findings reveal different ICT usages by refugees and how these contribute to feeling empowered. Moreover, we show the sources of empowerment for refugees that are gained by ICT use. Finally, we identified the two types of social inclusion benefits that were derived from empowerment sources. Our results provide practical implications to different stakeholders and decision-makers on how ICT usage can empower refugees, which can foster the social inclusion of refugees, and what should be considered to support them in their integration effort.
Increasingly fast development cycles and individualized products pose major challenges for today's smart production systems in times of industry 4.0. The systems must be flexible and continuously adapt to changing conditions while still guaranteeing high throughputs and robustness against external disruptions. Deep rein- forcement learning (RL) algorithms, which already reached impressive success with Google DeepMind's AlphaGo, are increasingly transferred to production systems to meet related requirements. Unlike supervised and unsupervised machine learning techniques, deep RL algorithms learn based on recently collected sensor- and process-data in direct interaction with the environment and are able to perform decisions in real-time. As such, deep RL algorithms seem promising given their potential to provide decision support in complex environments, as production systems, and simultaneously adapt to changing circumstances. While different use-cases for deep RL emerged, a structured overview and integration of findings on their application are missing. To address this gap, this contribution provides a systematic literature review of existing deep RL applications in the field of production planning and control as well as production logistics. From a performance perspective, it became evident that deep RL can beat heuristics significantly in their overall performance and provides superior solutions to various industrial use-cases. Nevertheless, safety and reliability concerns must be overcome before the widespread use of deep RL is possible which presumes more intensive testing of deep RL in real world applications besides the already ongoing intensive simulations.
Digitization and demographic change are enormous challenges for companies. Learning factories as innovative learning places can help prepare older employees for the digital change but must be designed and configured based on their specific learning requirements. To date, however, there are no particular recommendations to ensure effective age-appropriate training of bluecollar workers in learning factories. Therefore, based on a literature review, design characteristics and attributes of learning factories and learning requirements of older employees are presented. Furthermore, didactical recommendations for realizing age-appropriate learning designs in learning factories and a conceptualized scenario are outlined by synthesizing the findings.
Yes, we can (?)
(2021)
The COVID-19 crisis has caused an extreme situation for higher education institutions around the world, where exclusively virtual teaching and learning has become obligatory rather than an additional supporting feature. This has created opportunities to explore the potential and limitations of virtual learning formats. This paper presents four theses on virtual classroom teaching and learning that are discussed critically. We use existing theoretical insights extended by empirical evidence from a survey of more than 850 students on acceptance, expectations, and attitudes regarding the positive and negative aspects of virtual teaching. The survey responses were gathered from students at different universities during the first completely digital semester (Spring-Summer 2020) in Germany. We discuss similarities and differences between the subjects being studied and highlight the advantages and disadvantages of virtual teaching and learning. Against the background of existing theory and the gathered data, we emphasize the importance of social interaction, the combination of different learning formats, and thus context-sensitive hybrid learning as the learning form of the future.
The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
Public blockchain
(2020)
Blockchain has the potential to change business transactions to a major extent. Thereby, underlying consensus algorithms are the core mechanism to achieve consistency in distributed infrastructures. Their application aims for transparency and accountability in societal transactions. As a result of missing reviews holistically covering consensus algorithms, we aim to (1) identify prevalent consensus algorithms for public blockchains, and (2) address the resource perspective with a sustainability consideration (whereby we address the three spheres of sustainability). Our systematic literature review identified 33 different consensus algorithms for public blockchains. Our contribution is twofold: first, we provide a systematic summary of consensus algorithms for public blockchains derived from the scientific literature as well as real-world applications and systemize them according to their research focus; second, we assess the sustainability of consensus algorithms using a representative sample and thereby highlight the gaps in literature to address the holistic sustainability of consensus algorithms.