@inproceedings{EichenbaumNikolovskiMuelhensetal.2023, author = {Eichenbaum, Julian and Nikolovski, Gjorgji and M{\"u}lhens, Leon and Reke, Michael and Ferrein, Alexander and Scholl, Ingrid}, title = {Towards a lifelong mapping approach using Lanelet 2 for autonomous open-pit mine operations}, series = {2023 IEEE 19th International Conference on Automation Science and Engineering (CASE)}, booktitle = {2023 IEEE 19th International Conference on Automation Science and Engineering (CASE)}, publisher = {IEEE}, isbn = {979-8-3503-2069-5 (Online)}, doi = {10.1109/CASE56687.2023.10260526}, pages = {8 Seiten}, year = {2023}, abstract = {Autonomous agents require rich environment models for fulfilling their missions. High-definition maps are a well-established map format which allows for representing semantic information besides the usual geometric information of the environment. These are, for instance, road shapes, road markings, traffic signs or barriers. The geometric resolution of HD maps can be as precise as of centimetre level. In this paper, we report on our approach of using HD maps as a map representation for autonomous load-haul-dump vehicles in open-pit mining operations. As the mine undergoes constant change, we also need to constantly update the map. Therefore, we follow a lifelong mapping approach for updating the HD maps based on camera-based object detection and GPS data. We show our mapping algorithm based on the Lanelet 2 map format and show our integration with the navigation stack of the Robot Operating System. We present experimental results on our lifelong mapping approach from a real open-pit mine.}, language = {en} } @article{EgliAyerPeteretal.2010, author = {Egli, Simon and Ayer, Fran{\c{c}}ois and Peter, Martina and Eilmann, Britta and Rigling, Andreas}, title = {Is forest mushroom productivity driven by tree growth? Results from a thinning experiment}, series = {Annals of Forest Science}, volume = {67}, journal = {Annals of Forest Science}, number = {5}, publisher = {Springer}, address = {Paris}, issn = {1286-4560 (Print)}, doi = {10.1051/forest/2010011}, pages = {509}, year = {2010}, abstract = {• Most of the edible forest mushrooms are mycorrhizal and depend on carbohydrates produced by the associated trees. Fruiting patterns of these fungi are not yet fully understood since climatic factors alone do not completely explain mushroom occurrence. • The objective of this study was to retrospectively find out if changing tree growth following an increment thinning has influenced the diversity patterns and productivity of associated forest mushrooms in the fungus reserve La Chan{\´e}az, Switzerland. • The results reveal a clear temporal relationship between the thinning, the growth reaction of trees and the reaction of the fungal community, especially for the ectomycorrhizal species. The tree-ring width of the formerly suppressed beech trees and the fruit body number increased after thinning, leading to a significantly positive correlation between fruit body numbers and tree-ring width. • Fruit body production was influenced by previous annual tree growth, the best accordance was found between fruit body production and the tree-ring width two years previously. • The results support the hypothesis that ectomycorrhizal fruit body production must be linked with the growth of the associated host trees. Moreover, the findings indicate the importance of including mycorrhizal fungi as important players when discussing a tree as a carbon source or sink.}, language = {en} } @incollection{EggertZaehlWolfetal.2023, author = {Eggert, Mathias and Z{\"a}hl, Philipp M. and Wolf, Martin R. and Haase, Martin}, title = {Applying leaderboards for quality improvement in software development projects}, series = {Software Engineering for Games in Serious Contexts}, booktitle = {Software Engineering for Games in Serious Contexts}, editor = {Cooper, Kendra M.L. and Bucchiarone, Antonio}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-33337-8 (Print)}, doi = {10.1007/978-3-031-33338-5_11}, pages = {243 -- 263}, year = {2023}, abstract = {Software development projects often fail because of insufficient code quality. It is now well documented that the task of testing software, for example, is perceived as uninteresting and rather boring, leading to poor software quality and major challenges to software development companies. One promising approach to increase the motivation for considering software quality is the use of gamification. Initial research works already investigated the effects of gamification on software developers and come to promising. Nevertheless, a lack of results from field experiments exists, which motivates the chapter at hand. By conducting a gamification experiment with five student software projects and by interviewing the project members, the chapter provides insights into the changing programming behavior of information systems students when confronted with a leaderboard. The results reveal a motivational effect as well as a reduction of code smells.}, language = {en} } @inproceedings{EggertWinkelmannLohmannetal.2013, author = {Eggert, Mathias and Winkelmann, Axel and Lohmann, Patrick and Knackstedt, Ralf}, title = {The Regulatory Influence On Management Information Systems - A Contingency Perspective}, series = {ECIS 2013 Completed Research. 9}, booktitle = {ECIS 2013 Completed Research. 9}, pages = {13 S.}, year = {2013}, language = {en} } @inproceedings{EggertWeber2023, author = {Eggert, Mathias and Weber, Jannik}, title = {What drives the purchase decision in Instagram stores?}, series = {ECIS 2023 Research Papers}, booktitle = {ECIS 2023 Research Papers}, pages = {1 -- 17}, year = {2023}, abstract = {The popularity of social media and particularly Instagram grows steadily. People use the different platforms to share pictures as well as videos and to communicate with friends. The potential of social media platforms is also being used for marketing purposes and for selling products. While for Facebook and other online social media platforms the purchase decision factors are investigated several times, Instagram stores remain mainly unattended so far. The present research work closes this gap and sheds light into decisive factors for purchasing products offered in Instagram stores. A theoretical research model, which contains selected constructs that are assumed to have a significant influence on Instagram user´s purchase intention, is developed. The hypotheses are evaluated by applying structural equation modelling on survey data containing 127 relevant participants. The results of the study reveal that 'trust', 'personal recommendation', and 'usability' significantly influences user's buying intention in Instagram stores.}, language = {en} } @inproceedings{EggertStanke2020, author = {Eggert, Mathias and Stanke, Max-Alexander}, title = {Adoption of Integrated Voice Assistants in Health Care- Requirements and Design Guidelines}, publisher = {GITO}, address = {Berlin}, doi = {10.30844/wi_2020_k2-eggert}, pages = {16 Seiten}, year = {2020}, abstract = {Integrated voice assistants (IVA) receive more and more attention and are widespread for entertainment use cases, such as radio hearing or web searches. At the same time, the health care segment suffers in process inefficiency and missing staff, whereas the usage of IVA has the potential to improve caring processes and patient satisfaction. By applying a design science approach and based on a qualitative study, we identify IVA requirements, barriers and design guidelines for the health care sector. The results reveal three important IVA functions: the ability to set appointments with care service staff, the documentation of health history and the communication with service staff. Integration, system stability and volume control are the most important nonfunctional requirements. Based on the interview results and project experiences, six design and implementation guidelines are derived.}, language = {en} } @inproceedings{EggertKriska2022, author = {Eggert, Mathias and Kriska, Melina}, title = {Gamification for software development processes - relevant affordances and design principles}, series = {Proceedings of the 55th Hawaii International Conference on System Sciences}, booktitle = {Proceedings of the 55th Hawaii International Conference on System Sciences}, publisher = {HICSS Publishing}, address = {Honolulu}, isbn = {978-0-9981331-5-7}, doi = {10.24251/HICSS.2022.200}, pages = {1614 -- 1623}, year = {2022}, abstract = {A Gamified Information System (GIS) implements game concepts and elements, such as affordances and game design principles to motivate people. Based on the idea to develop a GIS to increase the motivation of software developers to perform software quality tasks, the research work at hand aims at investigating relevant requirements from that target group. Therefore, 14 interviews with software development experts are conducted and analyzed. According to the results, software developers prefer the affordances points, narrative storytelling in a multiplayer and a round-based setting. Furthermore, six design principles for the development of a GIS are derived.}, language = {en} } @article{EggertKnackstedtFleischeretal.2013, author = {Eggert, Mathias and Knackstedt, Ralf and Fleischer, Stefan and Becker, J{\"o}rg}, title = {The Potential of Configurative Reference Modeling for Business to Government Reporting - A Modeling Technique and its Evaluation}, series = {e-Service Journal}, volume = {9}, journal = {e-Service Journal}, number = {1}, publisher = {Indiana University Press}, address = {Bloomington}, issn = {1528-8234}, pages = {28 -- 59}, year = {2013}, language = {en} } @article{EggertKling2023, author = {Eggert, Mathias and Kling, Rene}, title = {How to distribute charging requests of electronic vehicles? A reservation-based approach}, series = {International Journal of Intelligent Transportation Systems Research}, volume = {21}, journal = {International Journal of Intelligent Transportation Systems Research}, number = {2023}, publisher = {Springer}, address = {Berlin, Heidelberg, New York}, issn = {1868-8659}, doi = {10.1007/s13177-023-00367-z}, pages = {437 -- 460}, year = {2023}, abstract = {The number of electronic vehicles increase steadily while the space for extending the charging infrastructure is limited. In particular in urban areas, where parking spaces in attractive areas are famous, opportunities to setup new charging stations is very limited. This leads to an overload of some very attractive charging stations and an underutilization of less attractive ones. Against this background, the paper at hand presents the design of an e-vehicle reservation system that aims at distributing the utilization of the charging infrastructure, particularly in urban areas. By applying a design science approach, the requirements for a reservation-based utilization approach are elicited and a model for a suitable distribution approach and its instantiation are developed. The artefact is evaluated by simulating the distribution effects based on data of real charging station utilizations.}, language = {en} } @inproceedings{EggertEdelbauer2020, author = {Eggert, Mathias and Edelbauer, Thomas Rudolf}, title = {Gamified Information Systems for Assisted Living Facilities - Relevant Design Guidelines, Affordances and Adoption Barriers}, publisher = {GITO}, address = {Berlin}, doi = {10.30844/wi_2020_f3-eggert}, pages = {16 Seiten}, year = {2020}, abstract = {Gamification and gamified information systems (GIS) apply video game elements to encourage the work on boring and everyday tasks. Meanwhile, several research works provide evidence that gamification increases efficiency and effectivity of such tasks. The paper at hand investigates the health care sector, which is challenged with cost pressure and suffers in process efficiency. We hypothesize that GIS may improve the efficiency and quality of care processes. By applying an interview-based content analysis, the paper at hand evaluates gamification elements in an assisted living environment and provides three research contributions. First, insights into relevant GIS affordances and application examples for assisted living facilities are given. Second, assisted living experts evaluate GIS design guidelines. Both the relevant affordances and design principles comprise a basis for the development of a GIS for social workers in assisted living facilities. Third, potential adoption barriers and design guidelines for GIS in assisted living are presented.}, language = {en} }