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The interplay of autonomy goals and spousal support a prospective study with couples facing cancer
(2012)
Developing a new product generation requires the transfer of knowledge among various knowledge carriers. Several factors influence knowledge transfer, e.g., the complexity of engineering tasks or the competence of employees, which can decrease the efficiency and effectiveness of knowledge transfers in product engineering. Hence, improving those knowledge transfers obtains great potential, especially against the backdrop of experienced employees leaving the company due to retirement, so far, research results show, that the knowledge transfer velocity can be raised by following the Knowledge Transfer Velocity Model and implementing so-called interventions in a product engineering context. In most cases, the implemented interventions have a positive effect on knowledge transfer speed improvement. In addition to that, initial theoretical findings describe factors influencing the quality of knowledge transfers and outline a setting to empirically investigate how the quality can be improved by introducing a general description of knowledge transfer reference situations and principles to measure the quality of knowledge artifacts. To assess the quality of knowledge transfers in a product engineering context, the Knowledge Transfer Quality Model (KTQM) is created, which serves as a basis to develop and implement quality-dependent interventions for different knowledge transfer situations. As a result, this paper introduces the specifications of eight situation-adequate interventions to improve the quality of knowledge transfers in product engineering following an intervention template. Those interventions are intended to be implemented in an industrial setting to measure the quality of knowledge transfers and validate their effect.
Developmental Gains in Physical Fitness Components of Keyage and Older-than-Keyage Third-Graders
(2022)
Children who were enrolled according to legal enrollment dates (i.e., keyage third-graders aged eight to nine years) exhibit a positive linear physical fitness development (Fühner et al., 2021). However, children who were enrolled with a delay of one year or who repeated a grade (i.e., older-than-keyage children [OTK] aged nine to ten years in third grade) appear to exhibit a poorer physical fitness relative to what could be expected given their chronological age (Fühner et al., 2022). However, because Fühner et al. (2022) compared the performance of OTK children to predicted test scores that were extrapolated based on the data of keyage children, the observed physical fitness of these children could either indicate a delayed physical-fitness development or some physiological or psychological changes occurring during the tenth year of life. We investigate four hypotheses about this effect. (H1) OTK children are biologically younger than keyage children. A formula transforming OTK’s chronological age into a proxy for their biological age brings some of the observed cross-sectional age-related development in line with the predicted age-related development based on the data of keyage children, but large negative group differences remain. Hypotheses 2 to 4 were tested with a longitudinal assessment. (H2) Physiological changes due to biological maturation or psychological factors cause a stagnation of physical fitness development in the tenth year of life. H2 predicts a decline of performance from third to fourth grade also for keyage children. (H3) OTK children exhibit an age-related (temporary) developmental delay in the tenth year of life, but later catch up to the performance of age-matched keyage children. H3 predicts a larger developmental gain for OTK than for keyage children from third to fourth grade. (H4) OTK children exhibit a sustained physical fitness deficit and do not catch up over time. H4 predicts a positive development for keyage and OTK children, with no greater development for OTK compared to keyage children. The longitudinal study was based on a subset of children from the EMOTIKON project (www.uni-potsdam.de/emotikon). The physical fitness (cardiorespiratory endurance [6-minute-run test], coordination [star-run test], speed [20-m sprint test], lower [standing long jump test] and upper [ball push test] limbs muscle power, and balance [one-legged stance test]) of 1,274 children (1,030 keyage and 244 OTK children) from 32 different schools was tested in third grade and retested one year later in fourth grade. Results: (a) Both keyage and OTK children exhibit a positive longitudinal development from third to fourth grade in all six physical fitness components. (b) There is no evidence for a different longitudinal development of keyage and OTK children. (c) Keyage children (approximately 9.5 years in fourth grade) outperform age-matched OTK children (approximately 9.5 years in third grade) in all six physical fitness components. The results show that the physical fitness of OTK children is indeed impaired and are in support of a sustained difference in physical fitness between the groups of keyage and OTK children (H4).
Multivariate analyses of fixation durations in reading with linear mixed and additive mixed models
(2012)
The term Personal Learning Environment (PLE) is associated with the desire to put the learner in control of his own learning process, so that he is able to set and accomplish the desired learning goals at the right time with the learning environment chosen by him. Gradually, such a learning environment includes several digital content, services and tools. It is thus summarized as the Virtual Learning Environment (VLE). Even though the construction of an individual PLE is a complex task, several approaches to support this process already exist. They mostly occur under the umbrella term PLE or with little accentuations like iPLE, which especially live within the context of institutions. This paper sums up the variety of attempts and technical approaches to establish a PLE and suggests a categorization for them.
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.
The papers collected in this volume were presented at a Graduate/Postgraduate Student Conference with the title Information Structure: Empirical Perspectives on Theory held on December 2 and 3, 2011 at Potsdam-Griebnitzsee. The main goal of the conference was to connect young researchers working on information structure (IS) related topics and to discuss various IS categories such as givenness, focus, topic, and contrast. The aim of the conference was to find at least partial answers to the following questions: What IS categories are necessary? Are they gradient/continuous? How can one deal with optionality or redundancy? How are IS categories encoded grammatically? How do different empirical methods contribute to distinguishing between the influence of different IS categories on language comprehension and production? To answer these questions, a range of languages (Avatime, Chinese, German, Ishkashimi, Modern Greek, Old Saxon, Russian, Russian Sign Language and Sign Language of the Netherlands) and a range of phenomena from phonology, semantics, and syntax were investigated. The presented theories and data were based on different kinds of linguistic evidence: syntactic and semantic fieldwork, corpus studies, and phonological experiments. The six papers presented in this volume discuss a variety of IS categories, such as emphasis and contrast (Stavropoulous, Titov), association with focus and topics (van Putten, Karvovskaya), and givenness and backgrounding (Kimmelmann, Röhr).
Conformational Insights into Recognition Mechanism of O-Antigen Polysaccharides by Tailspike Protein
(2013)
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.
Ultrasound evaluation of the patellar tendon cross-sectional area and its relation to maximum force
(2012)
The International Conference on Informatics in Schools: Situation, Evolution and Perspectives – ISSEP – is a forum for researchers and practitioners in the area of Informatics education, both in primary and secondary schools. It provides an opportunity for educators to reflect upon the goals and objectives of this subject, its curricula and various teaching/learning paradigms and topics, possible connections to everyday life and various ways of establishing Informatics Education in schools. This conference also cares about teaching/learning materials, various forms of assessment, traditional and innovative educational research designs, Informatics’ contribution to the preparation of children for the 21st century, motivating competitions, projects and activities supporting informatics education in school.
Non-oxidized, biological active parathyroid hormone determines motality in hemodialsysis patients
(2013)
Timing and magnitude of surface uplift are key to understanding the impact of crustal deformation and topographic growth on atmospheric circulation, environmental conditions, and surface processes. Uplift of the East African Plateau is linked to mantle processes, but paleoaltimetry data are too scarce to constrain plateau evolution and subsequent vertical motions associated with rifting. Here, we assess the paleotopographic implications of a beaked whale fossil (Ziphiidae) from the Turkana region of Kenya found 740 km inland from the present-day coastline of the Indian Ocean at an elevation of 620 m. The specimen is similar to 17 My old and represents the oldest derived beaked whale known, consistent with molecular estimates of the emergence of modern straptoothed whales (Mesoplodon). The whale traveled from the Indian Ocean inland along an eastward-directed drainage system controlled by the Cretaceous Anza Graben and was stranded slightly above sea level. Surface uplift from near sea level coincides with paleoclimatic change from a humid environment to highly variable and much drier conditions, which altered biotic communities and drove evolution in east Africa, including that of primates.
Observing inconsistent results in prior studies, this paper applies the elaboration likelihood model to investigate the impact of affective and cognitive cues embedded in social media messages on audience engagement during a political event. Leveraging a rich dataset in the context of the 2020 U.S. presidential elections containing more than 3 million tweets, we found the prominence of both cue types. For the overall sample, positivity and sentiment are negatively related to engagement. In contrast, the post-hoc sub-sample analysis of tweets from famous users shows that emotionally charged content is more engaging. The role of sentiment decreases when the number of followers grows and ultimately becomes insignificant for Twitter participants with a vast number of followers. Prosocial orientation (“we-talk”) is consistently associated with more likes, comments, and retweets in the overall sample and sub-samples.
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.
We welcome you to the 53rd Hawaii International Conference on System Sciences (HICSS) conference. After joining with Intentional Forgetting Minitrack last year, this is the fourth year of the Organizational Learning Minitrack. We add Unlearning, and Intentional Forgetting to proudly bring you the latest research focused on organizational learning issues 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.
Reward expectation and affective responses across psychiatric disorders - A dimensional approach
(2014)
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.
In the time of digitalization the demand for organizational change is rising and demands ways to cope with fundamental changes on the organizational as well as individual level. As a basis, learning and forgetting mechanisms need to be understood in order to guide a change process efficiently and successfully. Our research aims to get a better understanding of individual differences and mechanisms in the change context by performing an experiment where individuals learn and later re-learn a complex production process using a simulation setting. The individual’s performance, as well as retentivity and prior knowledge is assessed. Our results show that higher retentivity goes along with better learning and forgetting performances. Prior knowledge did not reveal such relation to the learning and forgetting performances. The influence of age and gender is discussed in detail.
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.
The space-image
(2008)
In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium.
Defining the allocation of decision rights for enterprise applications is a crucial issue in IT governance and organization design. Today, emerging delivery models such as Software as a Service (SaaS) defy the notion of the internal IT department as the focal point of centralized governance. Recognizing the importance of this issue, we find that the phenomenon of 'SaaS governance' itself is not yet well understood. Based on two cases of SaaS adoption, we take a process-theoretic approach to investigate the complex interaction between factors that influence in the allocation of SaaS authority. The results suggest that some factors, such as the locus of initiative and the decision for SaaS, interact with absorptive capacities and determine the later mode of application governance at a very early stage. Thus, the initiative for introducing SaaS emerges as an important intermediate variable between the overall IT governance mode and the resulting SaaS governance outcome.
How messy is your news feed
(2020)
Social Networking Sites (SNSs) are pervasive in our daily lives. However, emerging reports suggest that people are increasingly dissatisfied with their experience of SNSs News Feeds. Motivated by the cognitive load theory, the paper postulates that arrangement and presentation of information are important constituents of one’s Facebook News Feed experience. Integrating these factors into the novel concept of ‘perceived disorder’, this paper hypothesizes that the perception of disorder elicited by the Facebook News Feed plays an important role in causing discontinuance intentions. Drawing on the Stressor-Strain-Outcome Model, we suggest that perceived disorder leads to SNS discontinuance intention and is partially mediated by SNS fatigue. The paper uses the responses of 268 Facebook users to investigate these relationships and introduces perceived disorder as a novel stressor. Besides adding to the existing body of literature, these insights are of relevance to internet service providers, policy makers and SNS users.
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.
Accelerating knowledge
(2019)
As knowledge-intensive processes are often carried out in teams and demand for knowledge transfers among various knowledge carriers, any optimization in regard to the acceleration of knowledge transfers obtains a great economic potential. Exemplified with product development projects, knowledge transfers focus on knowledge acquired in former situations and product generations. An adjustment in the manifestation of knowledge transfers in its concrete situation, here called intervention, therefore can directly be connected to the adequate speed optimization of knowledge-intensive process steps. This contribution presents the specification of seven concrete interventions following an intervention template. Further, it describes the design and results of a workshop with experts as a descriptive study. The workshop was used to assess the practical relevance of interventions designed as well as the identification of practical success factors and barriers of their implementation.
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.
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.