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Many prediction tasks can be done based on users’ trace data. This paper explores divergent and convergent thinking as person-related attributes and predicts them based on features gathered in an online course. We use the logfile data of a short Moodle course, combined with an image test (IMT), the Alternate Uses Task (AUT), the Remote Associates Test (RAT), and creative self-efficacy (CSE). Our results show that originality and elaboration metrics can be predicted with an accuracy of ~.7 in cross-validation, whereby predicting fluency and RAT scores perform worst. CSE items can be predicted with an accuracy of ~.45. The best performing model is a Random Forest Tree, where the features were reduced using a Linear Discriminant Analysis in advance. The promising results can help to adjust online courses to the learners’ needs based on their creative performances.
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 metaverse is envisioned as a virtual shared space facilitated by emerging technologies such as virtual reality (VR), augmented reality (AR), the Internet of Things (IoT), 5G, artificial intelligence (AI), big data, spatial computing, and digital twins (Allam et al., 2022; Dwivedi et al., 2022; Ravenscraft, 2022; Wiles, 2022). While still a nascent concept, the metaverse has the potential to “transform the physical world, as well as transport or extend physical activities to a virtual world” (Wiles, 2022). Big data technologies will also be essential in managing the enormous amounts of data created in the metaverse (Sun et al., 2022). Metaverse technologies can offer the public sector a host of benefits, such as simplified information exchange, stronger communication with citizens, better access to public services, or benefiting from a new virtual economy. Implementations are underway in several cities around the world (Geraghty et al., 2022). In this paper, we analyze metaverse opportunities for the public sector and explore their application in the context of Germany’s Federal Employment Agency. Based on an analysis of academic literature and practical examples, we create a capability map for potential metaverse business capabilities for different areas of the public sector (broadly defined). These include education (virtual training and simulation, digital campuses that offer not just online instruction but a holistic university campus experience, etc.), tourism (virtual travel to remote locations and museums, virtual festival participation, etc.), health (employee training – as for emergency situations, virtual simulations for patient treatment – for example, for depression or anxiety, etc.), military (virtual training to experience operational scenarios without being exposed to a real-world threats, practice strategic decision-making, or gain technical knowledge for operating and repairing equipment, etc.), administrative services (document processing, virtual consultations for citizens, etc.), judiciary (AI decision-making aids, virtual proceedings, etc.), public safety (virtual training for procedural issues, special operations, or unusual situations, etc.), emergency management (training for natural disasters, etc.), and city planning (visualization of future development projects and interactive feedback, traffic management, attraction gamification, etc.), among others. We further identify several metaverse application areas for Germany's Federal Employment Agency. These applications can help it realize the goals of the German government for digital transformation that enables faster, more effective, and innovative government services. They include training of employees, training of customers, and career coaching for customers. These applications can be implemented using interactive learning games with AI agents, virtual representations of the organizational spaces, and avatars interacting with each other in these spaces. Metaverse applications will both use big data (to design the virtual environments) and generate big data (from virtual interactions). Issues related to data availability, quality, storage, processing (and related computing power requirements), interoperability, sharing, privacy and security will need to be addressed in these emerging metaverse applications (Sun et al., 2022). Special attention is needed to understand the potential for power inequities (wealth inequity, algorithmic bias, digital exclusion) due to technologies such as VR (Egliston & Carter, 2021), harmful surveillance practices (Bibri & Allam, 2022), and undesirable user behavior or negative psychological impacts (Dwivedi et al., 2022). The results of this exploratory study can inform public sector organizations of emerging metaverse opportunities and enable them to develop plans for action as more of the metaverse technologies become a reality. While the metaverse body of research is still small and research agendas are only now starting to emerge (Dwivedi et al., 2022), this study offers a building block for future development and analysis of metaverse applications.
While school supervision structures in the German Länder were extensively reformed during the last decades, systematic analyses of these reforms are missing. This chapter contributes to this research gap by providing an overview of the implemented reforms of school supervision structures in the German Länder. The effects of these reforms are analysed in order to answer the question of whether a convergence of school supervision systems is a result of these reforms. In a first step, a distinction is made to identify system-changing reforms. Although a decrease of the number or a concentration on one school supervision system is not a result of the analysis, it is argued that there is a convergence of school supervision structures, as a clear trend against school supervision systems with lower school supervisory boards can be observed.
Immune to COVID?
(2021)
The COVID-19 virus has hit Germany as unexpectedly as other European countries. For a few weeks, Germans thought that COVID-19 was an issue for Asian states and not for their country. Although Germany continues to be affected by the coronavirus, the situation is nowhere as dire as it was in Britain, Italy or Spain. The race to lift restrictions in Germany began in May, and by early June, the country may be back to normal. Germany, with its enormous financial resources and a well-equipped medical sector, appears to be better placed than other economies to weather the storm.
Germany as a leading power
(2020)
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.
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.
We conduct a laboratory experiment to study how locus of control operates through people's preferences and beliefs to influence their decisions. Using the principal-agent setting of the delegation game, we test four key channels that conceptually link locus of control to decision-making: (i) preference for agency; (ii) optimism and (iii) confidence regarding the return to effort; and (iv) illusion of control. Knowing the return and cost of stated effort, principals either retain or delegate the right to make an investment decision that generates payoffs for themselves and their agents. Extending the game to the context in which the return to stated effort is unknown allows us to explicitly study the relationship between locus of control and beliefs about the return to effort. We find that internal locus of control is linked to the preference for agency, an effect that is driven by women. We find no evidence that locus of control influences optimism and confidence about the return to stated effort, or that it operates through an illusion of control.
The contribution explores how an understanding of neoliberal subjectification in socio-economic education can serve to counteract the trend marketisation of democracy. Drawing on Foucault’s lectures on biopolitics and Brown’s current analysis of neoliberalism, it lays out a sociological explanation that treats the idea of homo economicus as a structuring element of our society and outlines the threat this poses to the liberal democratic order. The second part of the contribution outlines – through immanent critique – an ideology-critical analytical competence that uses key problems to illuminate socially critical perspectives on social reality. The objective is to challenge some of the foundations of social order (Salomon, D. Kritische politische Bildung. Ein Versuch. In B. Widmaier & Overwien, B. (Hrsg.), Was heißt heute kritische politische Bildung? (S. 232–239). Wochenschau, 2013) in pursuit of the ultimate objective of an educated and assertive citizenry.
Nils-Hendrik Grohmann beschäftigt sich mit dem noch andauernden Stärkungsprozess der UN-Menschenrechtsvertragsorgane. Er analysiert, welche rechtlichen Befugnisse die Ausschüsse haben, ob sie von sich aus Vorschläge einbringen können und inwieweit sie ihre Verfahrensweisen bisher aufeinander abgestimmt haben. Ein weiterer Schwerpunkt liegt auf der Zusammenarbeit zwischen den verschiedenen Ausschüssen und der Frage, welche Rolle das Treffen der Vorsitzenden bei der Stärkung spielen kann.
Extreme-right terrorism is a threat that is often underestimated by the public at large. As this paper argues, this is partly due to a concept of terrorism utilized by policymakers, intelligence agents, and police investigators that is based on experience of international terrorism perpetrated by leftists or jihadists as opposed to domestic extreme-right violence. This was one reason why investigators failed to identify the crimes committed by the National Socialist Underground (NSU) in Germany (2000–2011) as extreme-right terrorism, for example. While scholarly debate focused on the Red Army Faction and Al Qaeda, terrorist tendencies among those perpetrating racist and extreme-right violence tended to be disregarded. Influential researchers in the field of “extremism” denied that terrorist acts were committed by right-wingers. By mapping the specifics regarding the strategic use of violence, target selection, addressing of different audiences etc., this paper proposes a more accurate definition of extreme-right terrorism. In comparing it to other forms of terrorism, extreme-right terrorism is distinguished by its specific framework of ideologies and practices, with the underlying idea of an essential inequality that is compensated for through the affirmation of violence. It can be differentiated from other forms of extreme-right violence based on its use of strategic, premeditated and planned attacks against targets of a symbolic nature.
Nils-Hendrik Grohmann beschäftigt sich mit dem noch andauernden Stärkungsprozess der UN-Menschenrechtsvertragsorgane. Er analysiert, welche rechtlichen Befugnisse die Ausschüsse haben, ob sie von sich aus Vorschläge einbringen können und inwieweit sie ihre Verfahrensweisen bisher aufeinander abgestimmt haben. Ein weiterer Schwerpunkt liegt auf der Zusammenarbeit zwischen den verschiedenen Ausschüssen und der Frage, welche Rolle das Treffen der Vorsitzenden bei der Stärkung spielen kann.
Looking for participation
(2022)
A stronger learner orientation through participatory learning increases learning motivation and results. But what does participatory learning mean? Where do learning factories and fabrication laboratories (FabLabs) stand in this context, and how can didactic implementation be improved in this respect? Using a newly developed analytical framework, which contains elements of the stage model of participation and general media didactics, we compare a FabLab and a learning factory example concerning the degree of participation. From this, we derive guidelines for designing participative teaching and learning processes in learning factories. We explain how FabLabs can be an inspiration for the didactic design of learning factories.
An increasing number of clinicians (i.e., nurses and physicians) suffer from mental health-related issues like depression and burnout. These, in turn, stress communication, collaboration, and decision- making—areas in which Conversational Agents (CAs) have shown to be useful. Thus, in this work, we followed a mixed-method approach and systematically analysed the literature on factors affecting the well-being of clinicians and CAs’ potential to improve said well-being by relieving support in communication, collaboration, and decision-making in hospitals. In this respect, we are guided by Brigham et al. (2018)’s model of factors influencing well-being. Based on an initial number of 840 articles, we further analysed 52 papers in more detail and identified the influences of CAs’ fields of application on external and individual factors affecting clinicians’ well-being. As our second method, we will conduct interviews with clinicians and experts on CAs to verify and extend these influencing factors.
Digital Platforms (DPs) has established themself in recent years as a central concept of the Information Technology Science. Due to the great diversity of digital platform concepts, clear definitions are still required. Furthermore, DPs are subject to dynamic changes from internal and external factors, which pose challenges for digital platform operators, developers and customers. Which current digital platform research directions should be taken to address these challenges remains open so far. The following paper aims to contribute to this by outlining a systematic literature review (SLR) on digital platform concepts in the context of the Industrial Internet of Things (IIoT) for manufacturing companies and provides a basis for (1) a selection of definitions of current digital platform and ecosystem concepts and (2) a selection of current digital platform research directions. These directions are diverted into (a) occurrence of digital platforms, (b) emergence of digital platforms, (c) evaluation of digital platforms, (d) development of digital platforms, and (e) selection of digital platforms.
Invention
(2023)
This entry addresses invention from five different perspectives: (i) definition of the term, (ii) mechanisms underlying invention processes, (iii) (pre-)history of human inventions, (iv) intellectual property protection vs open innovation, and (v) case studies of great inventors. Regarding the definition, an invention is the outcome of a creative process taking place within a technological milieu, which is recognized as successful in terms of its effectiveness as an original technology. In the process of invention, a technological possibility becomes realized. Inventions are distinct from either discovery or innovation. In human creative processes, seven mechanisms of invention can be observed, yielding characteristic outcomes: (1) basic inventions, (2) invention branches, (3) invention combinations, (4) invention toolkits, (5) invention exaptations, (6) invention values, and (7) game-changing inventions. The development of humanity has been strongly shaped by inventions ever since early stone tools and the conception of agriculture. An “explosion of creativity” has been associated with Homo sapiens, and inventions in all fields of human endeavor have followed suit, engendering an exponential growth of cumulative culture. This culture development emerges essentially through a reuse of previous inventions, their revision, amendment and rededication. In sociocultural terms, humans have increasingly regulated processes of invention and invention-reuse through concepts such as intellectual property, patents, open innovation and licensing methods. Finally, three case studies of great inventors are considered: Edison, Marconi, and Montessori, next to a discussion of human invention processes as collaborative endeavors.
The business problem of having inefficient processes, imprecise process analyses and simulations as well as non-transparent artificial neuronal network models can be overcome by an easy-to-use modeling concept. With the aim of developing a flexible and efficient approach to modeling, simulating and optimizing processes, this paper proposes a flexible Concept of Neuronal Modeling (CoNM). The modeling concept, which is described by the modeling language designed and its mathematical formulation and is connected to a technical substantiation, is based on a collection of novel sub-artifacts. As these have been implemented as a computational model, the set of CoNM tools carries out novel kinds of Neuronal Process Modeling (NPM), Neuronal Process Simulations (NPS) and Neuronal Process Optimizations (NPO). The efficacy of the designed artifacts was demonstrated rigorously by means of six experiments and a simulator of real industrial production processes.