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ASEDS
(2018)
The Massive adoption of social media has provided new ways for individuals to express their opinion and emotion online. In 2016, Facebook introduced a new reactions feature that allows users to express their psychological emotions regarding published contents using so-called Facebook reactions. In this paper, a framework for predicting the distribution of Facebook post reactions is presented. For this purpose, we collected an enormous amount of Facebook posts associated with their reactions labels using the proposed scalable Facebook crawler. The training process utilizes 3 million labeled posts for more than 64,000 unique Facebook pages from diverse categories. The evaluation on standard benchmarks using the proposed features shows promising results compared to previous research. The final model is able to predict the reaction distribution on Facebook posts with a recall score of 0.90 for "Joy" emotion.
What Stays in Mind?
(2018)
This Research-to-Practice paper examines the practical application of various forms of collaborative learning in MOOCs. Since 2012, about 60 MOOCs in the wider context of Information Technology and Computer Science have been conducted on our self-developed MOOC platform. The platform is also used by several customers, who either run their own platform instances or use our white label platform. We, as well as some of our partners, have experimented with different approaches in collaborative learning in these courses. Based on the results of early experiments, surveys amongst our participants, and requests by our business partners we have integrated several options to offer forms of collaborative learning to the system. The results of our experiments are directly fed back to the platform development, allowing to fine tune existing and to add new tools where necessary. In the paper at hand, we discuss the benefits and disadvantages of decisions in the design of a MOOC with regard to the various forms of collaborative learning. While the focus of the paper at hand is on forms of large group collaboration, two types of small group collaboration on our platforms are briefly introduced.
Beyond Surveys
(2018)
The overhead of moving data is the major limiting factor in todays hardware, especially in heterogeneous systems where data needs to be transferred frequently between host and accelerator memory. With the increasing availability of hardware-based compression facilities in modern computer architectures, this paper investigates the potential of hardware-accelerated I/O Link Compression as a promising approach to reduce data volumes and transfer time, thus improving the overall efficiency of accelerators in heterogeneous systems. Our considerations are focused on On-the-Fly compression in both Single-Node and Scale-Out deployments. Based on a theoretical analysis, this paper demonstrates the feasibility of hardware-accelerated On-the-Fly I/O Link Compression for many workloads in a Scale-Out scenario, and for some even in a Single-Node scenario. These findings are confirmed in a preliminary evaluation using software-and hardware-based implementations of the 842 compression algorithm.
Detecting and recognizing text in natural scene images is a challenging, yet not completely solved task. In recent years several new systems that try to solve at least one of the two sub-tasks (text detection and text recognition) have been proposed. In this paper we present SEE, a step towards semi-supervised neural networks for scene text detection and recognition, that can be optimized end-to-end. Most existing works consist of multiple deep neural networks and several pre-processing steps. In contrast to this, we propose to use a single deep neural network, that learns to detect and recognize text from natural images, in a semi-supervised way. SEE is a network that integrates and jointly learns a spatial transformer network, which can learn to detect text regions in an image, and a text recognition network that takes the identified text regions and recognizes their textual content. We introduce the idea behind our novel approach and show its feasibility, by performing a range of experiments on standard benchmark datasets, where we achieve competitive results.
3D point cloud technology facilitates the automated and highly detailed digital acquisition of real-world environments such as assets, sites, cities, and countries; the acquired 3D point clouds represent an essential category of geodata used in a variety of geoinformation applications and systems. In this paper, we present a web-based system for the interactive and collaborative exploration and inspection of arbitrary large 3D point clouds. Our approach is based on standard WebGL on the client side and is able to render 3D point clouds with billions of points. It uses spatial data structures and level-of-detail representations to manage the 3D point cloud data and to deploy out-of-core and web-based rendering concepts. By providing functionality for both, thin-client and thick-client applications, the system scales for client devices that are vastly different in computing capabilities. Different 3D point-based rendering techniques and post-processing effects are provided to enable task-specific and data-specific filtering and highlighting, e.g., based on per-point surface categories or temporal information. A set of interaction techniques allows users to collaboratively work with the data, e.g., by measuring distances and areas, by annotating, or by selecting and extracting data subsets. Additional value is provided by the system's ability to display additional, context-providing geodata alongside 3D point clouds and to integrate task-specific processing and analysis operations. We have evaluated the presented techniques and the prototype system with different data sets from aerial, mobile, and terrestrial acquisition campaigns with up to 120 billion points to show their practicality and feasibility.
Business processes constantly generate, manipulate, and consume data that are managed by organizational databases. Despite being central to process modeling and execution, the link between processes and data is often handled by developers when the process is implemented, thus leaving the connection unexplored during the conceptual design. In this paper, we introduce, formalize, and evaluate a novel conceptual view that bridges the gap between process and data models, and show some kinds of interesting insights that can be derived from this novel proposal.
Declarative languages for knowledge representation and reasoning provide constructs to define preference relations over the set of possible interpretations, so that preferred models represent optimal solutions of the encoded problem. We introduce the notion of approximation for replacing preference relations with stronger preference relations, that is, relations comparing more pairs of interpretations. Our aim is to accelerate the computation of a non-empty subset of the optimal solutions by means of highly specialized algorithms. We implement our approach in Answer Set Programming (ASP), where problems involving quantitative and qualitative preference relations can be addressed by ASPRIN, implementing a generic optimization algorithm. Unlike this, chains of approximations allow us to reduce several preference relations to the preference relations associated with ASP’s native weak constraints and heuristic directives. In this way, ASPRIN can now take advantage of several highly optimized algorithms implemented by ASP solvers for computing optimal solutions
TrussFormer
(2018)
We present TrussFormer, an integrated end-to-end system that allows users to 3D print large-scale kinetic structures, i.e., structures that involve motion and deal with dynamic forces. TrussFormer builds on TrussFab, from which it inherits the ability to create static large-scale truss structures from 3D printed connectors and PET bottles. TrussFormer adds movement to these structures by placing linear actuators into them: either manually, wrapped in reusable components called assets, or by demonstrating the intended movement. TrussFormer verifies that the resulting structure is mechanically sound and will withstand the dynamic forces resulting from the motion. To fabricate the design, TrussFormer generates the underlying hinge system that can be printed on standard desktop 3D printers. We demonstrate TrussFormer with several example objects, including a 6-legged walking robot and a 4m-tall animatronics dinosaur with 5 degrees of freedom.
Editorial
(2018)
"Never doubt that a small group of thoughtful, committed citizens can change the world; indeed, it's the only thing that ever has. - Margaret Mead."
With the last issue of this year we want to point out directions towards what will come and what challenges and opportunities lie ahead of us. More needed than ever are joint creative efforts to find ways to collaborate and innovate in order to secure the wellbeing of our earth for the next generation to come. We have found ourselves puzzled that we could assemble a sustainability issue without having a call for papers or a special issue. In fact, many of the submissions we currently receive, deal with sustainable, ecological or novel approaches to management and organizations. As creativity and innovation are undisputable necessary ingredients for reaching the sustainable development goals, empirical proof and research in this area are still in their infancy. While the role of design and design thinking has been highlighted before for solving wicked societal problems, a lot more research is needed which creative and innovative ways organisations and societies can take to find solutions to climate change, poverty, hunger and education. We would therefore like to call to you, our readers and writers to tackle these problems with your research.
The first article in this issue addresses one of the above named challenges - the role of innovation for achieving the transition to a low-carbon energy world. In “Innovating for low-carbon energy through hydropower: Enabling a conservation charity's transition to a low-carbon community”, the authors John Gallagher, Paul Coughlan, A. Prysor Williams and Aonghus McNabola look at how an eco-design approach has supported a community transition to low-carbon. They highlight the importance of effective management as well as external collaboration and how the key for success lay in fostering an open environment for creativity and idea sharing. The second article addresses another of the grand challenges, the future of mobility and uses a design-driven approach to develop scenarios for mobility in cities. In “Designing radical innovations of meanings for society: envisioning new scenarios for smart mobility”, the authors Claudio Dell'Era, Naiara Altuna and Roberto Verganti investigate how new meanings can be designed and proposed to society rather than to individuals in the particular context of smart mobility. Through two case studies the authors argue for a multi-level perspective, taking the perspective of the society to solve societal challenges while considering the needs of the individual. The latter is needed because we will not change if our needs are not addressed. Furthermore, the authors find that both, meaning and technology need to be considered to create radical innovation for society. The role of meaning continues in the third article in this issue. The authors Marta Gasparin and William Green show in their article “Reconstructing meaning without redesigning products: The case of the Serie7 chair” how meaning changes over time even though the product remains the same. Through an in-depth retrospective study of the Serie 7 chair the authors investigate the relationship between meaning and the materiality of the object, and show the importance of materiality in constructing product meaning over long periods. Translating this meaning over the course of the innovation process is an important task of management in order to gain buy-in from all involved stakeholders. In the following article “A systematic approach for new technology development by using a biomimicry-based TRIZ contradiction matrix” the authors Byungun Yoon, Chaeguk Lim, Inchae Park and Dooseob Yoon develop a systematic process combining biomimicry and technology-based TRIZ in order to solve technological problems or develop new technologies based on completely new sources or combinations from technology and biology.
In the fifth article in this issue “Innovating via Building Absorptive Capacity: Interactive Effects of Top Management Support of Learning, Employee Learning Orientation, and Decentralization Structure” the authors Li-Yun Sun, Chenwei Li and Yuntao Dong examine the effect of learning-related personal and contextual factors on organizational absorptive capability and subsequent innovative performance. The authors find positive effects as well as a moderation influence of decentralized organizational decision-making structures. In the sixth article “Creativity within boundaries: social identity and the development of new ideas in franchise systems” the authors Fanny Simon, Catherine Allix-Desfautaux, Nabil Khelil and Anne-Laure Le Nadant address the paradox of balancing novelty and conformity for creativity in a franchise system. This research is one of the first we know to explicitly address creativity and innovation in such a rigid and pre-determined system. Using a social identity perspective, they can show that social control, which may be exerted by manipulating group identity, is an efficient lever to increase both the creation and the diffusion of the idea. Furthermore, they show that franchisees who do not conform to the norm of the group are stigmatized and must face pressure from the group to adapt their behaviors. This has important implications for future research. In the following article “Exploring employee interactions and quality of contributions in intra-organisational innovation platforms” the authors Dimitra Chasanidou, Njål Sivertstol and Jarle Hildrum examine the user interactions in an intra-organisational innovation platform, and also address the influence of user interactions for idea development. The authors find that employees communicate through the innovation platform with different interaction, contribution and collaboration types and propose three types of contribution qualities—passive, efficient and balanced contribution. In the eighth article “Ready for Take-off”: How Open Innovation influences startup success” Cristina Marullo, Elena Casprini, Alberto di Minin and Andrea Piccaluga seek to predict new venture success based on factors that can be observed in the pre-startup phase. The authors introduce different variables of founding teams and how these relate to startup success. Building on large-scale dataset of submitted business plans at UC Berkeley, they can show that teams with high skills diversity and past joint experience are a lot better able to prevent the risk of business failure at entry and to adapt the internal resources to market conditions. Furthermore, it is crucial for the team to integrate many external knowledge sources into their process (openness) in order to be successful. The crucial role of knowledge and how it is communicated and shared is the focal point of Natalya Sergeeva's and Anna Trifilova's article on “The role of storytelling in the innovation process”. They authors can show how storytelling has an important role to play when it comes to motivating employees to innovate and promoting innovation success stories inside and outside the organization. The deep human desire to hear and experience stories is also addressed in the last article in this issue “Gamification Approaches to the Early Stage of Innovation” by Rui Patricio, Antonio Moreira and Francesco Zurlo. Using gamification approaches at the early stage of innovation promises to create better team coherence, let employees experience fun and engagement, improve communication and foster knowledge exchange. Using an analytical framework, the authors analyze 15 articles that have looked at gamification in the context of innovation management before. They find that gamification indeed supports firms in becoming better at performing complex innovation tasks and managing innovation challenges. Furthermore, gamification in innovation creates a space for inspiration, improves creativity and the generation of high potential ideas.