TY - CHAP A1 - Kohl, Philipp A1 - Freyer, Nils A1 - Krämer, Yoka A1 - Werth, Henri A1 - Wolf, Steffen A1 - Kraft, Bodo A1 - Meinecke, Matthias A1 - Zündorf, Albert ED - Conte, Donatello ED - Fred, Ana ED - Gusikhin, Oleg ED - Sansone, Carlo T1 - ALE: a simulation-based active learning evaluation framework for the parameter-driven comparison of query strategies for NLP T2 - Deep Learning Theory and Applications N2 - Supervised machine learning and deep learning require a large amount of labeled data, which data scientists obtain in a manual, and time-consuming annotation process. To mitigate this challenge, Active Learning (AL) proposes promising data points to annotators they annotate next instead of a subsequent or random sample. This method is supposed to save annotation effort while maintaining model performance. However, practitioners face many AL strategies for different tasks and need an empirical basis to choose between them. Surveys categorize AL strategies into taxonomies without performance indications. Presentations of novel AL strategies compare the performance to a small subset of strategies. Our contribution addresses the empirical basis by introducing a reproducible active learning evaluation (ALE) framework for the comparative evaluation of AL strategies in NLP. The framework allows the implementation of AL strategies with low effort and a fair data-driven comparison through defining and tracking experiment parameters (e.g., initial dataset size, number of data points per query step, and the budget). ALE helps practitioners to make more informed decisions, and researchers can focus on developing new, effective AL strategies and deriving best practices for specific use cases. With best practices, practitioners can lower their annotation costs. We present a case study to illustrate how to use the framework. KW - Active learning KW - Query learning KW - Natural language processing KW - Deep learning KW - Reproducible research Y1 - 2023 SN - 978-3-031-39058-6 (Print) SN - 978-3-031-39059-3 (Online) U6 - https://doi.org/10.1007/978-3-031-39059-3_16 N1 - 4th International Conference, DeLTA 2023, Rome, Italy, July 13–14, 2023. SP - 235 EP - 253 PB - Springer CY - Cham ER - TY - CHAP A1 - Freyer, Nils A1 - Thewes, Dustin A1 - Meinecke, Matthias ED - Gusikhin, Oleg ED - Hammoudi, Slimane ED - Cuzzocrea, Alfredo T1 - GUIDO: a hybrid approach to guideline discovery & ordering from natural language texts T2 - Proceedings of the 12th International Conference on Data Science, Technology and Applications DATA - Volume 1 N2 - Extracting workflow nets from textual descriptions can be used to simplify guidelines or formalize textual descriptions of formal processes like business processes and algorithms. The task of manually extracting processes, however, requires domain expertise and effort. While automatic process model extraction is desirable, annotating texts with formalized process models is expensive. Therefore, there are only a few machine-learning-based extraction approaches. Rule-based approaches, in turn, require domain specificity to work well and can rarely distinguish relevant and irrelevant information in textual descriptions. In this paper, we present GUIDO, a hybrid approach to the process model extraction task that first, classifies sentences regarding their relevance to the process model, using a BERT-based sentence classifier, and second, extracts a process model from the sentences classified as relevant, using dependency parsing. The presented approach achieves significantly better resul ts than a pure rule-based approach. GUIDO achieves an average behavioral similarity score of 0.93. Still, in comparison to purely machine-learning-based approaches, the annotation costs stay low. KW - Natural Language Processing KW - Text Mining KW - Process Model Extraction KW - Business Process Intelligence Y1 - 2023 SN - 978-989-758-664-4 U6 - https://doi.org/10.5220/0012084400003541 SN - 2184-285X N1 - 12th International Conference on Data Science, Technology and Applications, July 11-13, 2023, in Rome, Italy. SP - 335 EP - 342 ER - TY - JOUR A1 - Bruksle, Ieva A1 - Chwallek, Constanze A1 - Krastina, Anzelika T1 - Strengthening sustainability in entrepreneurship education - implications for shifting entrepreneurial thinking towards sustainability at universities JF - ACTA PROSPERITATIS N2 - By developing innovative solutions to social and environmental problems, sustainable ventures carry greatpotential. Entrepreneurship which focuses especially on new venture creation can be developed through education anduniversities, in particular, are called upon to provide an impetus for social change. But social innovations are associatedwith certain hurdles, which are related to the multi-dimensionality, i.e. the tension between creating social,environmental and economic value and dealing with a multiplicity of stakeholders. The already complex field ofentrepreneurship education has to face these challenges. This paper, therefore, aims to identify starting points for theintegration of sustainability into entrepreneurship education. To pursue this goal experiences from three differentproject initiatives between the partner universities: Lapland University of Applied Sciences, FH Aachen University ofApplied Sciences and Turiba University are reflected and findings are systematically condensed into recommendationsfor education on sustainable entrepreneurship. KW - climate change KW - entrepreneurship education KW - Finland KW - Germany KW - Latvia Y1 - 2023 U6 - https://doi.org/10.37804/1691-6077-2023-14-37-48 SN - 1691-6077 VL - 14 IS - 1 SP - 37 EP - 48 PB - Sciendo ER - TY - JOUR A1 - Eggert, Mathias A1 - Kling, Rene T1 - How to distribute charging requests of electronic vehicles? A reservation-based approach JF - International Journal of Intelligent Transportation Systems Research N2 - 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. KW - Simulation KW - Parking KW - Charging station KW - Utilization improvement KW - Reservation system KW - Electronic vehicle Y1 - 2023 U6 - https://doi.org/10.1007/s13177-023-00367-z SN - 1868-8659 N1 - Corresponding author: Mathias Eggert VL - 21 IS - 2023 SP - 437 EP - 460 PB - Springer CY - Berlin, Heidelberg, New York ER - TY - CHAP A1 - Eggert, Mathias A1 - Zähl, Philipp M. A1 - Wolf, Martin R. A1 - Haase, Martin ED - Cooper, Kendra M.L. ED - Bucchiarone, Antonio T1 - Applying leaderboards for quality improvement in software development projects T2 - Software Engineering for Games in Serious Contexts N2 - 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. KW - Leaderboard KW - Gamification KW - Software testing KW - Software development Y1 - 2023 SN - 978-3-031-33337-8 (Print) SN - 978-3-031-33338-5 (Online) U6 - https://doi.org/10.1007/978-3-031-33338-5_11 SP - 243 EP - 263 PB - Springer CY - Cham ER - TY - CHAP A1 - Eggert, Mathias A1 - Weber, Jannik T1 - What drives the purchase decision in Instagram stores? T2 - ECIS 2023 Research Papers N2 - 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. KW - Instagram store KW - shopping behavior KW - purchase factor KW - PLS KW - structural equation model Y1 - 2023 N1 - ECIS 2023, European Conference on Information Systems, Kristiansand, Norway, June 11.-16. ER - TY - JOUR A1 - Böhnert, Arno A1 - Blaschke, Florian A1 - Biewendt, Marcel T1 - Impact of sustainability on the strategic direction of luxury companies JF - European Journal of Marketing and Economics N2 - Today’s society is undergoing a paradigm shift driven by the megatrend of sustainability. This undeniably affects all areas of Western life. This paper aims to find out how the luxury industry is dealing with this change and what adjustments are made by the companies. For this purpose, interviews were conducted with managers from the luxury industry, in which they were asked about specific measures taken by their companies as well as trends in the industry. In a subsequent evaluation, the trends in the luxury industry were summarized for the areas of ecological, social, and economic sustainability. It was found that the area of environmental sustainability is significantly more focused than the other sub-areas. Furthermore, the need for a customer survey to validate the industry-based measures was identified. KW - Operations KW - Brands KW - Luxury KW - Change Y1 - 2022 SN - 2601-8659 VL - 6 IS - 1 SP - 70 EP - 85 PB - Revistia CY - London ER - TY - JOUR A1 - Emhardt, Selina N. A1 - Jarodzka, Halszka A1 - Brand-Gruwel, Saskia A1 - Drumm, Christian A1 - Niehorster, Diederick C. A1 - van Gog, Tamara T1 - What is my teacher talking about? Effects of displaying the teacher’s gaze and mouse cursor cues in video lectures on students’ learning JF - Journal of Cognitive Psychology N2 - Eye movement modelling examples (EMME) are instructional videos that display a teacher’s eye movements as “gaze cursor” (e.g. a moving dot) superimposed on the learning task. This study investigated if previous findings on the beneficial effects of EMME would extend to online lecture videos and compared the effects of displaying the teacher’s gaze cursor with displaying the more traditional mouse cursor as a tool to guide learners’ attention. Novices (N = 124) studied a pre-recorded video lecture on how to model business processes in a 2 (mouse cursor absent/present) × 2 (gaze cursor absent/present) between-subjects design. Unexpectedly, we did not find significant effects of the presence of gaze or mouse cursors on mental effort and learning. However, participants who watched videos with the gaze cursor found it easier to follow the teacher. Overall, participants responded positively to the gaze cursor, especially when the mouse cursor was not displayed in the video. KW - Instructional design KW - eye movement modelling examples KW - video learning Y1 - 2022 U6 - https://doi.org/10.1080/20445911.2022.2080831 SN - 2044-5911 SP - 1 EP - 19 PB - Routledge, Taylor & Francis Group CY - Abingdon ER - TY - JOUR A1 - Kempt, Hendrik A1 - Freyer, Nils A1 - Nagel, Saskia K. T1 - Justice and the normative standards of explainability in healthcare JF - Philosophy & Technology N2 - Providing healthcare services frequently involves cognitively demanding tasks, including diagnoses and analyses as well as complex decisions about treatments and therapy. From a global perspective, ethically significant inequalities exist between regions where the expert knowledge required for these tasks is scarce or abundant. One possible strategy to diminish such inequalities and increase healthcare opportunities in expert-scarce settings is to provide healthcare solutions involving digital technologies that do not necessarily require the presence of a human expert, e.g., in the form of artificial intelligent decision-support systems (AI-DSS). Such algorithmic decision-making, however, is mostly developed in resource- and expert-abundant settings to support healthcare experts in their work. As a practical consequence, the normative standards and requirements for such algorithmic decision-making in healthcare require the technology to be at least as explainable as the decisions made by the experts themselves. The goal of providing healthcare in settings where resources and expertise are scarce might come with a normative pull to lower the normative standards of using digital technologies in order to provide at least some healthcare in the first place. We scrutinize this tendency to lower standards in particular settings from a normative perspective, distinguish between different types of absolute and relative, local and global standards of explainability, and conclude by defending an ambitious and practicable standard of local relative explainability. KW - Clinical decision support systems KW - Justice KW - Medical AI KW - Explainability KW - Normative standards Y1 - 2022 U6 - https://doi.org/10.1007/s13347-022-00598-0 VL - 35 IS - Article number: 100 SP - 1 EP - 19 PB - Springer Nature CY - Berlin ER - TY - CHAP A1 - Eggert, Mathias A1 - Kriska, Melina T1 - Gamification for software development processes – relevant affordances and design principles T2 - Proceedings of the 55th Hawaii International Conference on System Sciences N2 - 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. Y1 - 2022 SN - 978-0-9981331-5-7 U6 - https://doi.org/10.24251/HICSS.2022.200 N1 - Hawaii International Conference on System Sciences (HICSS) 2022, 04.01.2022 – 07.01.2022 SP - 1614 EP - 1623 PB - HICSS Publishing CY - Honolulu ER -