@incollection{KuemmellHillgaertner2015, author = {K{\"u}mmell, Steffen and Hillg{\"a}rtner, Michael}, title = {Inductive charging comfortable and nonvisible charging stations for urbanised areas}, series = {E-Mobility in Europe : trends and good practice}, booktitle = {E-Mobility in Europe : trends and good practice}, publisher = {Springer}, address = {Cham [u.a.]}, isbn = {978-3-319-13193-1}, doi = {10.1007/978-3-319-13194-8_16}, pages = {297 -- 309}, year = {2015}, abstract = {For a wide acceptance of E-Mobility, a well-developed charging infrastructure is needed. Conductive charging stations, which are today's state of the art, are of limited suitability for urbanised areas, since they cause a significant diversification in townscape. Furthermore, they might be destroyed by vandalism. Besides for those urbanistic reasons, inductive charging stations are a much more comfortable alternative, especially in urbanised areas. The usage of conductive charging stations requires more or less bulky charging cables. The handling of those standardised charging cables, especially during poor weather conditions, might cause inconvenience, such as dirty clothing etc. Wireless charging does not require visible and vandalism vulnerable charge sticks. No wired connection between charging station and vehicle is needed, which enable the placement below the surface of parking spaces or other points of interest. Inductive charging seems to be the optimal alternative for E-Mobility, as a high power transfer can be realised with a manageable technical and financial effort. For a well-accepted and working public charging infrastructure in urbanised areas it is essential that the infrastructure fits the vehicles' needs. Hence, a well-adjusted standardisation of the charging infrastructure is essential. This is carried out by several IEC (International Electrotechnical Commission) and national standardisation committees. To ensure an optimised technical solution for future's inductive charging infrastructures, several field tests had been carried out and are planned in near future.}, language = {en} } @inproceedings{KoenigWolf2016, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {The pyramid assessment framework for 'competence developing games'}, series = {Communications in Computer and Information Science}, volume = {618}, booktitle = {Communications in Computer and Information Science}, editor = {Stephanidis, C.}, publisher = {Springer}, isbn = {978-331940541-4}, issn = {1865-0929}, doi = {10.1007/978-3-319-40542-1_37}, pages = {232 -- 237}, year = {2016}, language = {en} } @article{KoenigWolf2018, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {GHOST: An Evaluated Competence Developing Game for Cybersecurity Awareness Training}, series = {International Journal on Advances in Security}, volume = {11}, journal = {International Journal on Advances in Security}, number = {3 \& 4}, publisher = {IARIA Journals}, issn = {1942-2636}, pages = {274 -- 287}, year = {2018}, abstract = {To train end users how to interact with digital systems is indispensable to ensure a strong computer security. 'Competence Developing Game'-based approaches are particularly suitable for this purpose because of their motivation-and simulation-aspects. In this paper the Competence Developing Game 'GHOST' for cybersecurity awareness trainings and its underlying patterns are described. Accordingly, requirements for an 'Competence Developing Game' based training are discussed. Based on these requirements it is shown how a game can fulfill these requirements. A supplementary game interaction design and a corresponding evaluation study is shown. The combination of training requirements and interaction design is used to create a 'Competence Developing Game'-based training concept. A part of these concept is implemented into a playable prototype that serves around one hour of play respectively training time. This prototype is used to perform an evaluation of the game and training aspects of the awareness training. Thereby, the quality of the game aspect and the effectiveness of the training aspect are shown.}, language = {en} } @inproceedings{KoenigWolf2018, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {Cybersecurity awareness training provided by the competence developing game GHOST}, series = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-616-3}, pages = {81 -- 87}, year = {2018}, abstract = {This paper introduces a Competence Developing Game (CDG) for the purpose of a cybersecurity awareness training for businesses. The target audience will be discussed in detail to understand their requirements. It will be explained why and how a mix of business simulation and serious game meets these stakeholder requirements. It will be shown that a tablet and touchscreen based approach is the most suitable solution. In addition, an empirical study will be briefly presented. The study was carried out to examine how an interaction system for a 3D-tablet based CDG has to be designed, to be manageable for non-game experienced employees. Furthermore, it will be explained which serious content is necessary for a Cybersecurity awareness training CDG and how this content is wrapped in the game}, language = {en} } @article{KoenigVoelkerWolfetal.2016, author = {K{\"o}nig, Johannes Alexander and V{\"o}lker, Veronika and Wolf, Martin and Schuba, Marko}, title = {Gamified Hacking Offence Simulation-based Training (GHOST)}, series = {Crisis Prevention}, volume = {2016}, journal = {Crisis Prevention}, number = {3}, publisher = {Beta}, address = {Bonn}, pages = {44 -- 46}, year = {2016}, language = {de} } @inproceedings{KoenigVoelkerWolf2018, author = {K{\"o}nig, Johannes Alexander and V{\"o}lker, Veronika and Wolf, Martin}, title = {The user-focused storybuilding framework for competence developing games - a design-framework considering the basics of an educational game's story}, series = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-616-3}, pages = {98 -- 106}, year = {2018}, abstract = {During the development of a Competence Developing Game's (CDG) story it is indispensable to understand the target audience. Thereby, CDGs stories represent more than just the plot. The Story is about the Setting, the Characters and the Plot. As a toolkit to support the development of such a story, this paper introduces the UserFocused Storybuilding (short UFoS) Framework for CDGs. The Framework and its utilization will be explained, followed by a description of its development and derivation, including an empirical study. In addition, to simplify the Framework use regarding the CDG's target audience, a new concept of Nine Psychographic Player Types will be explained. This concept of Player Types provides an approach to handle the differences in between players during the UFoS Framework use. Thereby, this article presents a unique approach to the development of target group-differentiated CDGs stories.}, language = {en} } @inproceedings{KoenigKaiserWolf2019, author = {K{\"o}nig, Johannes Alexander and Kaiser, Steffen and Wolf, Martin}, title = {Entwicklung und Evaluierung eines Regeleditors f{\"u}r die grafische Erstellung von „Smart Living Environment"-Services}, series = {Angewandte Forschung in der Wirtschaftsinformatik 2019 : Tagungsband zur 32. AKWI-Jahrestagung / hrsg. von Martin R. Wolf, Thomas Barton, Frank Herrmann, Vera G. Meister, Christian M{\"u}ller, Christian Seel}, booktitle = {Angewandte Forschung in der Wirtschaftsinformatik 2019 : Tagungsband zur 32. AKWI-Jahrestagung / hrsg. von Martin R. Wolf, Thomas Barton, Frank Herrmann, Vera G. Meister, Christian M{\"u}ller, Christian Seel}, publisher = {mana-Buch}, address = {Heide}, isbn = {978-3-944330-62-4}, pages = {234 -- 243}, year = {2019}, abstract = {In diesem Paper wird die Entwicklung und Evaluation eines grafischen Regeleditors f{\"u}r das Erstellen von „Smart Living Environments"-Services vorgestellt. Daf{\"u}r werden zun{\"a}chst die Deduktion und Implementierung des grafischen Regeleditors erl{\"a}utert. Anschließend wird eine Probandenstudie vorgestellt, in welcher der Mehrwert bezogen auf die Aspekte Zeit, Fehleranf{\"a}lligkeit und Gebrauchstauglichkeit festgestellt wird.}, language = {de} } @inproceedings{KoellenspergerBragardPlumetal.2007, author = {K{\"o}llensperger, P. and Bragard, Michael and Plum, T. and De Doncker, R. W.}, title = {The dual GCT : a new high-power device using optimized GCT technology}, series = {Conference record of the 2007 IEEE Industry Applications Conference : 42. IAS annual meeting ; September 23 - 27, 2007, New Orleans, Louisiana, USA}, booktitle = {Conference record of the 2007 IEEE Industry Applications Conference : 42. IAS annual meeting ; September 23 - 27, 2007, New Orleans, Louisiana, USA}, publisher = {IEEE Operations Center}, address = {Piscataway, NJ}, isbn = {978-1-4244-1260-0 (Online)}, doi = {10.1109/07IAS.2007.76}, pages = {358 -- 365}, year = {2007}, language = {en} } @article{KoellenspergerBragardPlumetal.2009, author = {K{\"o}llensperger, P. and Bragard, Michael and Plum, T. and De Doncker, R. W.}, title = {The dual GCT : new high-power device using optimized GCT technology}, series = {IEEE transactions on industry applications}, volume = {45}, journal = {IEEE transactions on industry applications}, number = {5}, issn = {0093-9994}, doi = {10.1109/TIA.2009.2027364}, pages = {1754 -- 1762}, year = {2009}, language = {en} } @article{KoehlerWolf2020, author = {K{\"o}hler, Klemens and Wolf, Martin}, title = {Organisatorische Maßnahmen zu Erh{\"o}hung der IT Sicherheit - Empfehlungen aus der Perspektive der Konflikttheorie}, number = {Preprint}, year = {2020}, abstract = {Die NATO definiert den Cyberspace als die "Umgebung, die durch physische und nicht-physische Bestandteile zum Speichern, {\"A}ndern, und Austauschen von Daten mit Hilfe von Computer-Netzwerken" [NATO CCDCOE]. Dar{\"u}ber hinaus ist es ein Medium menschlicher Interaktion. IT Angriffe sind feindselige, nichtkooperative Interaktionen, die mittels Konflikttheorie beschrieben werden k{\"o}nnen. Durch die Anwendung dieses Gedankengeb{\"a}udes auf IT Sicherheit von Organisationen k{\"o}nnen eine Reihe von Verbesserungen in Unternehmen identifiziert werden.}, language = {de} }