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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.
The paper deals with the increasing growth of embedded systems and their role within structures similar to the Internet (Internet of Things) as those that provide calculating power and are more or less appropriate for analytical tasks. Faced with the example of a cyber-physical manufacturing system, a common objective function is developed with the intention to measure efficient task processing within analytical infrastructures. A first validation is realized on base of an expert panel.
Context-aware, intelligent musical instruments for improving knowledge-intensive business processes
(2022)
With shorter song publication cycles in music industries and a reduced number of physical contact opportunities because of disruptions that may be an obstacle for musicians to cooperate, collaborative time consumption is a highly relevant target factor providing a chance for feedback in contemporary music production processes. This work aims to extend prior research on knowledge transfer velocity by augmenting traditional designs of musical instruments with (I) Digital Twins, (II) Internet of Things and (III) Cyber-Physical System capabilities and consider a new type of musical instrument as a tool to improve knowledge transfers at knowledge-intensive forms of business processes. In a design-science-oriented way, a prototype of a sensitive guitar is constructed as information and cyber-physical system. Findings show that this intelligent SensGuitar increases feedback opportunities. This study establishes the importance of conversion-specific music production processes and novel forms of interactions at guitar playing as drivers of high knowledge transfer velocities in teams and among individuals.
With larger artificial neural networks (ANN) and deeper neural architectures, common methods for training ANN, such as backpropagation, are key to learning success. Their role becomes particularly important when interpreting and controlling structures that evolve through machine learning. This work aims to extend previous research on backpropagation-based methods by presenting a modified, full-gradient version of the backpropagation learning algorithm that preserves (or rather crystallizes) selected neural weights while leaving other weights adaptable (or rather fluid). In a design-science-oriented manner, a prototype of a feedforward ANN is demonstrated and refined using the new learning method. The results show that the so-called crystallizing backpropagation increases the control possibilities of neural structures and interpretation chances, while learning can be carried out as usual. Since neural hierarchies are established because of the algorithm, ANN compartments start to function in terms of cognitive levels. This study shows the importance of dealing with ANN in hierarchies through backpropagation and brings in learning methods as novel ways of interacting with ANN. Practitioners will benefit from this interactive process because they can restrict neural learning to specific architectural components of ANN and can focus further development on specific areas of higher cognitive levels without the risk of destroying valuable ANN structures.
Process analysis usually focuses only on single and selected processes. It is either existent processes that are recorded and analysed or reference processes that are implemented. So far no evident effort has been put into generalising specific process aspects into patterns and comparing those patterns with regard to their efficiency and effectiveness. This article focuses on the combination of dynamic and holistic analytical elements in enterprise architectures. Our goal is to outline an approach to analyse the development of business processes in a cyclical matter and demonstrate this approach based on an existent modelling language. We want to show that organisational learning can derive from the systematic analysis of past and existent processes from which patterns of successful problem solving can be deducted.
Traditional production systems are enhanced by cyber-physical systems (CPS) and Internet of Things. A kind of next generation systems, those cyber-physical production systems (CPPS) are able to raise the level of autonomy of its production components. To find the optimal degree of autonomy in a given context, a research approach is formulated using a simulation concept. Based on requirements and assumptions, a cyber-physical market is modeled and qualitative hypotheses are formulated, which will be verified with the help of the CPPS of a hybrid simulation environment.
Turning shy on winter's day effects of season on personality and stress response in Microtus arvalis
(2013)
Virtual reality can have advantages for education and learning. However, it must be adequately designed so that the learner benefits from the technological possibilities. Understanding the underlying effects of the virtual learning environment and the learner’s prior experience with virtual reality or prior knowledge of the content is necessary to design a proper virtual learning environment. This article presents a pre-study testing the design of a virtual learning environment for engineering vocational training courses. In the pre-study, 12 employees of two companies joined the training course in one of the two degrees of immersion (desktop VR and VR HMD). Quantitative results on learning success, cognitive load, usability, and motivation and qualitative learning process data were presented. The qualitative data assessment shows that overall, the employees were satisfied with the learning environment regardless of the level of immersion and that the participants asked for more guidance and structure accompanying the learning process. Further research is needed to test for solid group differences.
The variability of bone strength and skeletal robustness of young men - how it can be influenced
(2011)
In times of digitalization, the collection and modeling of business processes is still a challenge for companies. The demand for trustworthy process models that reflect the actual execution steps therefore increases. The respective kinds of processes significantly determine both, business process analysis and the conception of future target processes and they are the starting point for any kind of change initiatives. Existing approaches to model as-is processes, like process mining, are exclusively focused on reconstruction. Therefore, transactional protocols and limited data from a single application system are used. Heterogeneous application landscapes and business processes that are executed across multiple application systems, on the contrary, are one of the main challenges in process mining research. Using RFID technology is hence one approach to close the existing gap between different application systems. This paper focuses on methods for data collection from real world objects via RFID technology and possible combinations with application data (process mining) in order to realize a cross system mining approach.
Plant invasions, resilience, economics, and restoration - can fynbos pay for alien management?
(2012)
E-Mail tracking uses personalized links and pictures for gathering information on user behavior, for example, where, when, on what kind of device, and how often an e-mail has been read. This information can be very useful for marketing purposes. On the other hand, privacy and security requirements of customers could be violated by tracking. This paper examines how e-mail tracking works, how it can be detected automatically, and to what extent it is used in German e-commerce. We develop a detection model and software tool in order to collect and analyze more than 600 newsletter e-mails from companies of several different industries. The results show that the usage of e-mail tracking in Germany is prevalent but also varies depending on the industry.
EMOOCs 2023
(2023)
From June 14 to June 16, 2023, Hasso Plattner Institute, Potsdam, hosted the eighth European MOOC Stakeholder Summit (EMOOCs 2023).
The pandemic is fortunately over. It has once again shown how important digital education is. How well-prepared a country was could be seen in our schools, universities, and companies. In different countries, the problems manifested themselves differently. The measures and approaches to solving the problems varied accordingly. Digital education, whether micro-credentials, MOOCs, blended learning formats, or other e-learning tools, received a major boost.
EMOOCs 2023 focusses on the effects of this emergency situation. How has it affected the development and delivery of MOOCs and other e-learning offerings all over Europe? Which projects can serve as models for successful digital learning and teaching? Which roles can MOOCs and micro-credentials bear in the current business transformation? Is there a backlash to the routine we knew from pre-Corona times? Or have many things become firmly established in the meantime, e.g. remote work, hybrid conferences, etc.?
Furthermore, EMOOCs 2023 has a closer look at the development and formalization of digital learning. Micro-credentials are just the starting point. Further steps in this direction would be complete online study programs or full online universities.
Another main topic is the networking of learning offers and the standardization of formats and metadata. Examples of fruitful cooperations are the MOOChub, the European MOOC Consortium, and the Common Micro-Credential Framework.
The learnings, derived from practical experience and research, are explored in EMOOCs 2023 in four tracks and additional workshops, covering various aspects of this field. In this publication, we present papers from the conference’s Research & Experience Track, the Business Track and the International Track.
Web Tracking
(2018)
Web tracking seems to become ubiquitous in online business and leads to increased privacy concerns of users. This paper provides an overview over the current state of the art of web-tracking research, aiming to reveal the relevance and methodologies of this research area and creates a foundation for future work. In particular, this study addresses the following research questions: What methods are followed? What results have been achieved so far? What are potential future research areas? For these goals, a structured literature review based upon an established methodological framework is conducted. The identified articles are investigated with respect to the applied research methodologies and the aspects of web tracking they emphasize.
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.
Background:
Anti-TNFα monoclonal antibodies (mAbs) are a well-established treatment for patients with Crohn’s disease (CD). However, subtherapeutic concentrations of mAbs have been related to a loss of response during the first year of therapy1. Therefore, an appropriate dosing strategy is crucial to prevent the underexposure of mAbs for those patients. The aim of our study was to assess the impact of different dosing strategies (fixed dose or body size descriptor adapted) on drug exposure and the target concentration attainment for two different anti-TNFα mAbs: infliximab (IFX, body weight (BW)-based dosing) and certolizumab pegol (CZP, fixed dosing). For this purpose, a comprehensive pharmacokinetic (PK) simulation study was performed.
Methods:
A virtual population of 1000 clinically representative CD patients was generated based on the distribution of CD patient characteristics from an in-house clinical database (n = 116). Seven dosing regimens were investigated: fixed dose and per BW, lean BW (LBW), body surface area, height, body mass index and fat-free mass. The individual body size-adjusted doses were calculated from patient generated body size descriptor values. Then, using published PK models for IFX and CZP in CD patients2,3, for each patient, 1000 concentration–time profiles were simulated to consider the typical profile of a specific patient as well as the range of possible individual profiles due to unexplained PK variability across patients. For each dosing strategy, the variability in maximum and minimum mAb concentrations (Cmax and Cmin, respectively), area under the concentration-time curve (AUC) and the per cent of patients reaching target concentration were assessed during maintenance therapy.
Results:
For IFX and CZP, Cmin showed the highest variability between patients (CV ≈110% and CV ≈80%, respectively) with a similar extent across all dosing strategies. For IFX, the per cent of patients reaching the target (Cmin = 5 µg/ml) was similar across all dosing strategies (~15%). For CZP, the per cent of patients reaching the target average concentration of 17 µg/ml ranged substantially (52–71%), being the highest for LBW-adjusted dosing.
Conclusion:
By using a PK simulation approach, different dosing regimen of IFX and CZP revealed the highest variability for Cmin, the most commonly used PK parameter guiding treatment decisions, independent upon dosing regimen. Our results demonstrate similar target attainment with fixed dosing of IFX compared with currently recommended BW-based dosing. For CZP, the current fixed dosing strategy leads to comparable percentage of patients reaching target as the best performing body size-adjusted dosing (66% vs. 71%, respectively).