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Chinese CSP for the world?
(2022)
For three consecutive five-year plans since 2006, China has worked on building up an internationally competitive CSP industry and value chain. One big milestone in commercializing proprietary Chinese CSP technology was the 2016 demonstration program of 20 commercial-scale projects. China sought to increase and demonstrate capacities for domestic CSP technology development and deployment. At the end of the 13th five-year period, we take stock of the demonstrated progress of the Chinese CSP industry towards delivering internationally competitive CSP projects. We find that in January 2021, eight commercial-scale projects, in total 500 MW, have been completed and three others were under construction in China. In addition, Chinese EPC’s have participated in three international CSP projects, although proprietary Chinese CSP designs have not been applied outside China. The largest progress has been made in molten-salt tower technology, with several projects by different companies completed and operating successfully: here, the aims were met, and Chinese companies are now at the global forefront of this segment. Further efforts for large-scale demonstration are needed, however, for other CSP technologies, including parabolic trough - with additional demonstration hindered by a lack of further deployment policies. In the near future, Chinese companies seek to employ the demonstrated capabilities in the tower segment abroad and are developing projects using Chinese technology, financing, and components in several overseas markets. If successful, this will likely lead to increasing competition and further cost reductions for the global CSP sector.
Over the six decades since it officially ended, the Algerian War has become a key event for marking, retrospectively, the beginning of a new era in European, Western and global history. This new era is characterized by the proclaimed end of Western hegemony – by the proclaimed end of European history as global, universal history. This era, our era, understands itself as the time after the domination of the West, a time or multiple times of “post”: the time of postcolonialism, but also postmodernity, postsecularism, posthumanism.
The times of “post” are characterized by a fundamental reconfiguration of the relations between European civilization and its Others, first and foremost by the proclaimed split between Europe and its Others, and more generally by the disintegration, disruption and dispersion of the – allegedly – unified space of culture, knowledge and discourse. The postcolonial era is an era of diversity and difference, an era of dispersions and diasporas, where the space of culture is a space of multiple cultures, a space of in-between, of “inter”: the space of the intercultural, but also the interreligious, interethnic, interracial and inter-epistemic.
This conference will reflect on the “inter” in the time of “post”. We invited scholars, thinkers, intellectuals and artists to discuss various aspects and models of intercultural dynamics that have been developed and articulated in the aftermath of the Algerian War or of other events that marked the decline of Western hegemony, such as the Second Vatican, May 1968 or the Vietnam War. How did the age of decolonization reshape the discourse and practice of intercultural relations? To what extent interculturality itself is a sign or a site of decolonization? To what extent, on the contrary, intercultural relations may reproduce colonial or generate neocolonial patterns?
Contributions examine the emergence of intercultural notions and practices in various intellectual traditions, European or non-European; the development of new categories and constellations of identity, otherness and dialogue; the interrelations between epistemic, cultural, discursive, religious and political aspects; as well as reactions to these new developments and various forms of critique and resistance. We are especially interested in how this reflection may shed light on socio-political and cultural phenomena, trends and concerns of the present time.
The idea of the continuous improvement process (CIP) helps companies to continuously improve their operation and thereby contributes to their competitiveness. Through digi tization, new potentials emerge to solve known CIP issues. This contribution specifically addresses the individual motivation of employees to contribute to the CIP. Typically, related initiatives lack contributions over time. The use of gamification is a promising way to achieve continuous participation by addressing the individual needs of participants. While the use of extrinsic motivation elements is common in practice, the idea of this approach is to specifically address intrinsic motivations which serve as a long-term motivator. This article contributes to a gam-ification concept for the continuous improvement process. The main results include an adapted CIP, a gamification concept, and a market mechanism. Furthermore, the concept is implemented and demonstrated as a prototype in an online platform.
Software platforms allow for the extension of features by third-party contributors. Thereby, platform innovation is an important aspects of platforms attractiveness for users and complementors. While previous research focused the introduction of new features, the aspect of feature removal and discontinued features on software platforms has been disregarded. To explore the phenomenon and motivations for feature removal on software platforms, a review of recent literature is provided. To illustrate the existence of and motivations for feature removal, a case study of the browser platform Mozilla Firefox is presented. The results reveal feature removal to regularly occur on browser platforms for user- and developer-related features. Frequent reasons for feature removal involve unused features, security concerns, and bugs. Related motivations for feature removal are discussed from the platform owner's perspective. Implications for complementors and users are highlighted.
The digitalization of value networks holds out the prospect of many advantages for the participating compa- nies. Utilizing information platforms, cross-company data exchange enables increased efficiency of collab- oration and offers space for new business models and services. In addition to the technological challenges, the fear of know-how leakage appears to be a significant roadblock that hinders the beneficial realization of new business models in digital ecosystems. This paper provides the necessary building blocks of digital participation and, in particular, classifies the issue of trust creation within it as a significant success factor. Based on these findings, it presents a solution concept that, by linking the identified building blocks, offers the individual actors of the digital value network the opportunity to retain sovereignty over their data and know-how and to use the potential of extensive networking. In particular, the presented concept takes into account the relevant dilemma, that every actor (e. g. the machine users) has to be able to control his commu- nicated data at any time and have sufficient possibilities for intervention that, on the one hand, satisfy the need for protection of his knowledge and, on the other hand, do not excessively diminish the benefits of the system or the business. Taking up this perspective, this paper introduces dedicated data sovereignty and shows a possible implementation concept.
Perfectionism is a personality disposition characterized by setting extremely high performance-standards coupled with critical self-evaluations. Often conceived as positive, perfectionism can yield not only beneficial but also deleterious outcomes ranging from anxiety to burnout. In this proposal, we set out to investigate the role of the technology and, particularly, social media in individuals’ strivings for perfection. We lay down theoretical bases for the possibility that social media plays a role in the development of perfectionism. To empirically test the hypothesized relationship, we propose a comprehensive study design based on the experience sampling method. Lastly, we provide an overview of the planned analysis and future steps.
Future ERP Systems
(2021)
This paper presents a research agenda on the current generation of ERP systems which was developed based on a literature review on current problems of ERP systems. The problems are presented following the ERP life cycle. In the next step, the identified problems are mapped on a reference architecture model of ERP systems that is an extension of the three-tier architecture model that is widely used in practice. The research agenda is structured according to the reference architecture model and addresses the problems identified regarding data, infrastructure, adaptation, processes, and user interface layer.
Spectral detection enables multi-color fluorescence fluctuation spectroscopy studies in living cells
(2021)
Physiological and genomic variation among cryptic species of a marsh snail (Melampus bidentatus)
(2021)
Helping overcome distance, the use of videoconferencing tools has surged during the pandemic. To shed light on the consequences of videoconferencing at work, this study takes a granular look at the implications of the self-view feature for meeting outcomes. Building on self-awareness research and self-regulation theory, we argue that by heightening the state of self-awareness, self-view engagement depletes participants’ mental resources and thereby can undermine online meeting outcomes. Evaluation of our theoretical model on a sample of 179 employees reveals a nuanced picture. Self-view engagement while speaking and while listening is positively associated with self-awareness, which, in turn, is negatively associated with satisfaction with meeting process, perceived productivity, and meeting enjoyment. The criticality of the communication role is put forward: looking at self while listening to other attendees has a negative direct and indirect effect on meeting outcomes; however, looking at self while speaking produces equivocal effects.
We welcome you to the 54th Hawaii International Conference on System Sciences (HICSS-54) conference. This is the fifth year for the Organizational Learning Minitrack which has had the usual growing pains: two years ago, we added the topic of Unlearning and joined with the Intentional Forgetting Minitrack - as these topics are all organizationally-based knowledge management issues. We proudly bring you the latest research focused on the methods to develop and maintain organizational learning within the Knowledge Innovation and Entrepreneurial Systems Track. The ability to update, change and use current knowledge effectively, especially in light of the ongoing knowledge explosion, can be costly for any organization. Organizations that consider themselves “learning” or “knowledge-based” organizations must develop a competent workforce using KM strategies. Success in organizations involves developing a variety of human factors for changing competencies. With technological change, modification and revisions, many skills require updating for a competitive advantage in the marketplace. The focus on new techniques and insights into how individuals and organizations use their knowledge is our focus for the improvement of organizational
learning in this Minitrack.
EMOOCs 2021
(2021)
From June 22 to June 24, 2021, Hasso Plattner Institute, Potsdam, hosted the seventh European MOOC Stakeholder Summit (EMOOCs 2021) together with the eighth ACM Learning@Scale Conference.
Due to the COVID-19 situation, the conference was held fully online.
The boost in digital education worldwide as a result of the pandemic was also one of the main topics of this year’s EMOOCs. All institutions of learning have been forced to transform and redesign their educational methods, moving from traditional models to hybrid or completely online models at scale. The learnings, derived from practical experience and research, have been explored in EMOOCs 2021 in six tracks and additional workshops, covering various aspects of this field. In this publication, we present papers from the conference’s Experience Track, the Policy Track, the Business Track, the International Track, and the Workshops.
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.
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.
Developing a new paradigm
(2020)
Internet users commonly agree that it is important for them to protect their personal data. However, the same users readily disclose their data when requested by an online service. The dichotomy between privacy attitude and actual behaviour is commonly referred to as the “privacy paradox”. Over twenty years of research were not able to provide one comprehensive explanation for the paradox and seems even further from providing actual means to overcome the paradox. We argue that the privacy paradox is not just an instantiation of the attitude-behaviour gap. Instead, we introduce a new paradigm explaining the paradox as the result of attitude-intention and intentionbehaviour gaps. Historically, motivational goal-setting psychologists addressed the issue of intentionbehaviour gaps in terms of the Rubicon Model of Action Phases and argued that commitment and volitional strength are an essential mechanism that fuel intentions and translate them into action. Thus, in this study we address the privacy paradox from a motivational psychological perspective by developing two interventions on Facebook and assess whether the 287 participants of our online experiment actually change their privacy behaviour. The results demonstrate the presence of an intentionbehaviour gap and the efficacy of our interventions in reducing the privacy paradox.
As Industry 4.0 infrastructures are seen as highly evolutionary environment with volatile, and time-dependent workloads for analytical tasks, particularly the optimal dimensioning of IT hardware is a challenge for decision makers because the digital processing of these tasks can be decoupled from their physical place of origin. Flexible architecture models to allocate tasks efficiently with regard to multi-facet aspects and a predefined set of local systems and external cloud services have been proven in small example scenarios. This paper provides a benchmark of existing task realization strategies, composed of (1) task distribution and (2) task prioritization in a real-world scenario simulation. It identifies heuristics as superior strategies.
How games spoil creativity
(2020)
The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out.
From learners to educators
(2020)
The rapid growth of technology and its evolving potential to support the transformation of teaching and learning in post-secondary institutions is a major challenge to the basic understanding of both the university and the communities it serves. In higher education, the standard forms of learning and teaching are increasingly being challenged and a more comprehensive process of differentiation is taking place. Student-centered teaching methods are becoming increasingly important in course design and the role of the lecturer is changing from the knowledge mediator to moderator and learning companion. However, this is accelerating the need for strategically planned faculty support and a reassessment of the role of teaching and learning. Even though the benefits of experience-based learning approaches for the development of life skills are well known, most knowledge transfer is still realized through lectures in higher education. Teachers have the goal to design the curriculum, new assignments, and share insights into evolving pedagogy. Student engagement could be the most important factor in the learning success of university students, regardless of the university program or teaching format. Against this background, this article presents the development, application, and initial findings of an innovative learning concept. In this concept, students are allowed to deal with a scientific topic, but instead of a presentation and a written elaboration, their examination consists of developing an online course in terms of content, didactics, and concept to implement it in a learning environment, which is state of the art. The online courses include both self-created teaching material and interactive tasks. The courses are created to be available to other students as learning material after a review process and are thus incorporated into the curriculum.
The envy spiral
(2020)
On Social Networking Sites (SNS) users disclose mostly positive and often self-enhancing information. Scholars refer to this phenomenon as the positivity bias in SNS communication (PBSC). However, while theoretical explanations for this phenomenon have been proposed, an empirical proof of these theorized mechanisms is still missing. The project presented in this Research-in-Progress paper aims at explaining the PBSC with the mechanism specified in the self-enhancement envy spiral. Specifically, we hypothesize that feelings of envy drive people to post positive and self-enhancing content on SNS. To test this hypothesis, we developed an experimental design allowing to examine the causal effect of envy on the positivity of users’ subsequently posted content. In a preliminary study, we tested our manipulation of envy and could show its effectiveness in inducing different levels of envy between our groups. Our project will help to broaden the understanding of the complex dynamics of SNS and the potentially adverse driving forces underlying them.
The book offers a comprehensive overview of current research in Slavic linguistics from a theoretical and experimental perspective and from a variety of languages. The selected papers from the 11th European Conference on Formal Description of Slavic Languages (FDSL 11) that took place at the University of Potsdam in 2015, illustrate the advancement of Slavic linguistic studies and their outreach for the development of general linguistics. The guest paper by Noam Chomsky at the beginning of the book sets a clear sign in this direction and may be taken as an acknowledgement of the field.
Missing out on life
(2020)
Mobile devices have become an integral part of everyday life due to
their portability. As literature shows, technology use is not only beneficial but also has dark sides, such as addiction. Parents face the need to balance perceived benefits and risks of children’s exposure to mobile technologies. However, no study has uncovered what kind of benefits and concerns parents consider when implementing technology-related rules. We built on qualitative responses of 300
parents of children aged two to thirteen to explore concerns about, and perceived benefits of children’s smartphone and tablet usage, as well as the rules parents have developed regarding technology use. Findings point to concerns regarding children’s development, as well as benefits for both children and parents, and ultimately to new insights about mobile technology mediation. These results provide practical guidance for parents, physicians and mobile industry
stakeholders, trying to ensure that children are acting responsibly with mobile technology.