@inproceedings{WolfBartonHerrmannetal.2019, author = {Wolf, Martin and Barton, Thomas and Herrmann, Frank and Meister, Vera G. and M{\"u}ller, Christian and Seel, Christian}, title = {Angewandte Forschung in der Wirtschaftsinformatik 2019 : Tagungsband zur 32. AKWI-Jahrestagung vom 15.09.2019 bis 18.09.2019 an der Fachhochschule f{\"u}r Angewandte Wissenschaften Aachen / 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}, doi = {10.15771/978-3-944330-62-4}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:526-opus4-13026}, pages = {261 Seiten}, year = {2019}, abstract = {Tagungsbeitr{\"a}ge aus den Bereichen Projektmanagement, Didaktik in der Wirtschaftsinformatik, IT-Sicherheit, Anwendungsf{\"a}lle, Reifegradmodelle, Plattformen f{\"u}r Gesch{\"a}ftsprozesse und Prototypen.}, language = {de} } @inproceedings{MollKoehlerWolf2019, author = {Moll, Florian and K{\"o}hler, Klemens and Wolf, Martin}, title = {Konzeption von IT-Sicherheitsl{\"o}sungen unter ethischen Gesichtspunkten am Beispiel einer Monitoring-App f{\"u}r mobile Endger{\"a}te}, series = {Angewandte Forschung in der Wirtschaftsinformatik 2019 : Tagungsband zur 32. AKWI-Jahrestagung}, booktitle = {Angewandte Forschung in der Wirtschaftsinformatik 2019 : Tagungsband zur 32. AKWI-Jahrestagung}, publisher = {mana-Buch}, address = {Heide}, isbn = {978-3-944330-62-4}, pages = {61 -- 72}, year = {2019}, abstract = {Die steigende Popularit{\"a}t von mobilen Endger{\"a}ten im privaten und gesch{\"a}ftlichen Umfeld geht mit einem Anstieg an Sicherheitsl{\"u}cken und somit potentiellen Angriffsfl{\"a}chen einher. Als ein Element der technischen und organisatorischen Maßnahmen zum Schutz eines Netzwerkes k{\"o}nnen Monitoring-Apps dienen, die unerw{\"u}nschtes Verhalten und Angriffe erkennen. Die automatisierte {\"U}berwachung von Endger{\"a}ten ist jedoch rechtlich und ethisch komplex. Dies in Kombination mit einer hohen Sensibilit{\"a}t der Nutzer und Nutzerinnen dieser Ger{\"a}te in Bezug auf Privatsph{\"a}re, kann zu einer geringen Akzeptanz und Compliance f{\"u}hren. Eine datenschutzrechtlich und ethisch einwandfreie Konzeption solcher Apps bereits im Designprozess f{\"u}hrt zu h{\"o}herer Akzeptanz und verbessert so die Effizienz. Diese Analyse beschreibt M{\"o}glichkeiten zur Umsetzung.}, language = {de} } @inproceedings{BeckerWolf2019, author = {Becker, Willi and Wolf, Martin}, title = {Entwicklung eines Einf{\"u}hrungskonzepts f{\"u}r IT-Service-Management in KMU}, 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 = {129 -- 137}, year = {2019}, abstract = {Obwohl es eine Vielzahl von Einf{\"u}hrungskonzepten f{\"u}r ITSM gibt, hat sich bisher keines dieser Konzepte auf breiter Linie durchgesetzt. Das gilt in erh{\"o}htem Maße f{\"u}r ITSM-Einf{\"u}hrungskonzepte f{\"u}r KMU, wohl nicht zuletzt aufgrund der Tatsache, dass der Mehrwert von ITSM f{\"u}r KMU aufgrund der geringeren Gr{\"o}ße der IT-Organisationen nur entsprechend schwieriger generiert werden kann. Mit diesem Beitrag wird ein Einf{\"u}hrungskonzept f{\"u}r ITSM in KMU systematisch hergeleitet. Daf{\"u}r wurden zun{\"a}chst die Treiber und Barrieren von ITSM untersucht, um daraus ein umfassendes Wirkmodell zu entwickeln. Da mit diesem Wirkungsmodell die Einflussfaktoren auf den Erfolg von ITSM in KMU deutlich werden, konnte auf dieser Basis ein Einf{\"u}hrungskonzept abgeleitet werden, welches insbesondere die positiven Effekte unterst{\"u}tzt bzw. verst{\"a}rkt.}, language = {de} } @inproceedings{BertschMeineckeWolfetal.2019, author = {Bertsch, Timo and Meinecke, Matthias and Wolf, Martin and Schmunk, Karina}, title = {Smart-Living-Services nur gegen Daten? Process-Mining als M{\"o}glichkeit zur Steigerung der Akzeptanz!}, 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 = {216 -- 226}, year = {2019}, abstract = {Seit Jahren etablieren sich Technologien in unserem Alltag, die mit Hilfe von smarten Komponenten neue Services und Vernetzungsm{\"o}glichkeiten schaffen. Dieses Paper beschreibt die Ergebnisse einer Studie, die die Akzeptanz von IoT-gest{\"u}tzten, smarten Services im privaten Umfeld untersucht. Dabei wird eine zentrale Datenverarbeitung mit automatisierter Erstellung smarter Services der dezentralen Datenverarbeitung mit manueller Serviceerstellung in sieben Kategorien gegen{\"u}bergestellt. Die Auswertung der Studie legt die Forschungsfrage nahe, ob das Nutzerverhalten im Kontext Smart Living nicht auch mit einem dezentralen L{\"o}sungsansatz, und somit unabh{\"a}ngig von großen Unternehmen, analysiert werden kann. Hierf{\"u}r wird im zweiten Teil des Papers die Anwendbarkeit von Process-Mining im Bereich Smart Living untersucht und prototypisch getestet.}, language = {de} } @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{WolfKoenig2017, author = {Wolf, Martin and K{\"o}nig, Johannes Alexander}, title = {Competence Developing Games - Ein {\"U}berblick}, series = {INFORMATIK 2017, Lecture Notes in Informatics (LNI), Gesellschaft f{\"u}r Informatik}, booktitle = {INFORMATIK 2017, Lecture Notes in Informatics (LNI), Gesellschaft f{\"u}r Informatik}, editor = {Eibl, Maximilian and Gaedke, Martin}, organization = {Gesellschaft f{\"u}r Informatik}, isbn = {978-3-88579-669-5}, doi = {10.18420/in2017_32}, pages = {385 -- 391}, year = {2017}, abstract = {Es existieren verschiedenste Arten von Spielen, die versuchen, die Motivation einer Spielsituation in einen ernsten Kontext zu {\"u}berf{\"u}hren. In diesem Artikel wird der {\"U}berbegriff „Competence Developing Games" definiert und anhand von Beispielen erl{\"a}utert. Daf{\"u}r werden Erkennungskriterien vorgestellt, entsprechende Spieltypen erl{\"a}utert und eine Zuordnung durch-gef{\"u}hrt.}, 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{DowidatKoenigWolf2017, author = {Dowidat, Linda and K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {The motivational competence developing game framework}, series = {Mensch und Computer 2017 - Tagungsband}, booktitle = {Mensch und Computer 2017 - Tagungsband}, publisher = {Gesellschaft f{\"u}r Informatik e.V.}, address = {Regensburg}, doi = {10.18420/muc2017-mci-0130}, pages = {15 -- 26}, year = {2017}, abstract = {Competence Developing Games (CDGs) are a new concept of how to think about games with serious intentions. In order to emphasize on this topic, a new framework has been developed. It basically relies on learning and motivation theories. This 'motivational Competence Developing Game Framework' demonstrates how it is possible to use these theories in a CDG development process. The theoretical derivation and use of the framework is explained in this paper.}, 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} } @inproceedings{KoenigWolf2016, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {A new definition of competence developing games - and a framework to assess them}, series = {ACHI 2016 : The Ninth International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2016 : The Ninth International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-468-8}, pages = {95 -- 97}, year = {2016}, abstract = {There are different types of games that try to make use of the motivation of a gaming situation in learning contexts. This paper introduces the new terminology 'Competence Developing Game' (CDG) as an umbrella term for all games with this intention. Based on this new terminology, an assessment framework has been developed and validated in scope of an empirical study. Now, all different types of CDGs can be evaluated according to a defined and uniform set of assessment criteria and, thus, are comparable according to their characteristics and effectiveness.}, language = {en} } @inproceedings{MaikeLenzWolf2014, author = {Maike, M{\"u}ller and Lenz, Laura and Wolf, Martin}, title = {Steigerung der Effektivit{\"a}t durch Prozessmodellierungs-Tools - {\"A}nderbarkeit und Transparenz von Prozessen am Beispiel der Business Simulation Apollo 13}, series = {Informatik 2014}, booktitle = {Informatik 2014}, publisher = {Gesellschaft f{\"u}r Informatik e.V.}, address = {Bonn}, isbn = {978-3-88579-626-8}, issn = {1617-5468}, pages = {357 -- 369}, year = {2014}, abstract = {Die Nutzung von Prozessmodellierungsmethoden oder - werkzeugen kann erheblichen Einfluss auf die Effektivit{\"a}t von Prozessen haben. Das gilt insbesondere f{\"u}r Situationen, in denen Personen unter Stress stehen oder unge{\"u}bt sind. In diesen F{\"a}llen geben Prozessmodelle konkrete Empfehlungen, nach denen sich die handelnden Personen richten k{\"o}nnten. In Experimenten mit der Business-Simulation Apollo 13 haben wir den Effekt eines Einsatzes von Prozessmodellierungsmethoden und -werkzeugen untersucht. Bereits bekannte Theorien (z.B. {\"u}ber geeignete Verh{\"a}ltnisse von Kommunikationsinhalten) konnten best{\"a}tigt werden. Dar{\"u}ber hinaus haben wir eine besondere Bedeutung der {\"U}bertragbarkeit von Prozessmodellen in konkrete Handlungen identifiziert.}, language = {de} } @inproceedings{ZaehlBiewendtWolfetal.2022, author = {Z{\"a}hl, Philipp M. and Biewendt, Marcel and Wolf, Martin and Eggert, Mathias}, title = {Requirements for Competence Developing Games in the Environment of SE Competence Development}, series = {Angewandte Forschung in der Wirtschaftsinformatik 2022}, booktitle = {Angewandte Forschung in der Wirtschaftsinformatik 2022}, publisher = {GITO}, address = {Berlin}, isbn = {978-3-95545-409-8}, doi = {10.30844/AKWI_2022_05}, pages = {73 -- 88}, year = {2022}, abstract = {Many of today's factors make software development more and more complex, such as time pressure, new technologies, IT security risks, et cetera. Thus, a good preparation of current as well as future software developers in terms of a good software engineering education becomes progressively important. As current research shows, Competence Developing Games (CDGs) and Serious Games can offer a potential solution. This paper identifies the necessary requirements for CDGs to be conducive in principle, but especially in software engineering (SE) education. For this purpose, the current state of research was summarized in the context of a literature review. Afterwards, some of the identified requirements as well as some additional requirements were evaluated by a survey in terms of subjective relevance.}, language = {en} } @incollection{IbanezSanchezWolf2020, author = {Ibanez-Sanchez, Gema and Wolf, Martin}, title = {Interactive Process Mining-Induced Change Management Methodology for Healthcare}, series = {Interactive Process Mining in Healthcare}, booktitle = {Interactive Process Mining in Healthcare}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-53993-1 (Online)}, doi = {10.1007/978-3-030-53993-1_16}, pages = {267 -- 293}, year = {2020}, abstract = {The adoption of the Digital Health Transformation is a tremendous paradigm change in health organizations, which is not a trivial process in reality. For that reason, in this chapter, it is proposed a methodology with the objective to generate a changing culture in healthcare organisations. Such a change culture is essential for the successful implementation of any supporting methods like Interactive Process Mining. It needs to incorporate (mostly) new ways of team-based and evidence-based approaches for solving structural problems in a digital healthcare environment.}, language = {en} } @article{KoehlerRoepkeWolf2021, author = {K{\"o}hler, Klemens and R{\"o}pke, Ren{\´e} and Wolf, Martin}, title = {Through a mirror darkly - On the obscurity of teaching goals in game-based learning in IT security}, series = {ISAGA 2019: Simulation Gaming Through Times and Disciplines}, journal = {ISAGA 2019: Simulation Gaming Through Times and Disciplines}, publisher = {Springer}, address = {Cham}, doi = {10.1007/978-3-030-72132-9_6}, pages = {61 -- 73}, year = {2021}, abstract = {Teachers and instructors use very specific language communicating teaching goals. The most widely used frameworks of common reference are the Bloom's Taxonomy and the Revised Bloom's Taxonomy. The latter provides distinction of 209 different teaching goals which are connected to methods. In Competence Developing Games (CDGs - serious games to convey knowledge) and in IT security education, a two- or three level typology exists, reducing possible learning outcomes to awareness, training, and education. This study explores whether this much simpler framework succeeds in achieving the same range of learning outcomes. Method wise a keyword analysis was conducted. The results were threefold: 1. The words used to describe teaching goals in CDGs on IT security education do not reflect the whole range of learning outcomes. 2. The word choice is nevertheless different from common language, indicating an intentional use of language. 3. IT security CDGs use different sets of terms to describe learning outcomes, depending on whether they are awareness, training, or education games. The interpretation of the findings is that the reduction to just three types of CDGs reduces the capacity to communicate and think about learning outcomes and consequently reduces the outcomes that are intentionally achieved.}, 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} } @article{RoepkeKoehlerDruryetal.2020, author = {Roepke, Rene and K{\"o}hler, Klemens and Drury, Vincent and Schroeder, Ulrik and Wolf, Martin and Meyer, Ulrike}, title = {A pond full of phishing games - analysis of learning games for anti-phishing education}, series = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, journal = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-62433-0}, doi = {10.1007/978-3-030-62433-0_32020}, pages = {41 -- 60}, year = {2020}, abstract = {Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this paper, a literature and product review of existing learning games is presented. Based on research papers and accessible applications, an in-depth analysis was conducted, encompassing target groups, educational contexts, learning goals based on Bloom's Revised Taxonomy, and learning content. As a result of this review, we created the publications on games (POG) data set for the domain of anti-phishing education. While there are games that can convey factual and conceptual knowledge, we find that most games are either unavailable, fail to convey procedural knowledge or lack technical depth. Thus, we identify potential areas of improvement for games suitable for end-users in informal learning contexts.}, language = {en} } @inproceedings{ZaehlTheisWolfetal.2023, author = {Z{\"a}hl, Philipp M. and Theis, Sabine and Wolf, Martin and K{\"o}hler, Klemens}, title = {Teamwork in software development and what personality has to do with it - an overview}, series = {Virtual, Augmented and Mixed Reality}, booktitle = {Virtual, Augmented and Mixed Reality}, editor = {Chen, Jessie Y. C. and Fragomeni, Gino}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-35633-9 (Print)}, doi = {10.1007/978-3-031-35634-6_10}, pages = {130 -- 153}, year = {2023}, abstract = {Due to the increasing complexity of software projects, software development is becoming more and more dependent on teams. The quality of this teamwork can vary depending on the team composition, as teams are always a combination of different skills and personality types. This paper aims to answer the question of how to describe a software development team and what influence the personality of the team members has on the team dynamics. For this purpose, a systematic literature review (n=48) and a literature search with the AI research assistant Elicit (n=20) were conducted. Result: A person's personality significantly shapes his or her thinking and actions, which in turn influences his or her behavior in software development teams. It has been shown that team performance and satisfaction can be strongly influenced by personality. The quality of communication and the likelihood of conflict can also be attributed to personality.}, language = {en} }