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Process mining gets more and more attention even outside large enterprises and can be a major benefit for small and medium sized enterprises (SMEs) to gain competitive advantages. Applying process mining is challenging, particularly for SMEs because they have less resources and process maturity. So far, IS researchers analyzed process mining challenges with a focus on larger companies. This paper investigates the application of process mining by means of a case study and sheds light into the particular challenges of an IT SME. The results reveal 13 SME process mining challenges and seven guidelines to address them. In this way, the paper contributes to the understanding of process mining application in SME and shows similarities and differences to larger companies.
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.
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.
Die Auswahl der passenden Geschäftsprozesse für eine Automatisierung mittels Robotic Process Automation (RPA) ist für den Erfolg von RPA-Projekten entscheidend. Das vorliegende Kapitel liefert dafür Selektionskriterien, die aus einer qualitativen Studie mit elf interviewten RPA-Experten aus dem Versicherungsumfeld resultieren. Das Ergebnis umfasst eine gewichtete Liste von sieben Dimensionen und 51 Prozesskriterien, welche die Automatisierung mit Softwarerobotern begünstigen beziehungsweise deren Nichterfüllung eine Umsetzung erschweren oder sogar verhindern. Die drei wichtigsten Kriterien zur Auswahl von Geschäftsprozessen für die Automatisierung mittels RPA umfassen die Entlastung der an dem Prozess mitwirkenden Mitarbeiter (Arbeitnehmerentlastung), die Ausführbarkeit des Prozesses mittels Regeln (Regelbasierte Prozessteuerung) sowie ein positiver Kosten-Nutzen-Vergleich. Auf diesen Ergebnissen aufbauend wird ein Vergleich mit den bereits bekannten Selektionskriterien aus der Literatur erstellt und diskutiert. Praktiker können die Ergebnisse verwenden, um eine systematische Auswahl von RPA-relevanten Prozessen vorzunehmen. Aus wissenschaftlicher Perspektive stellen die Ergebnisse eine Grundlage zur Erklärung des Erfolgs und Misserfolgs von RPA-Projekten dar.
Generating synthetic LiDAR point cloud data for object detection using the Unreal Game Engine
(2024)
Object detection based on artificial intelligence is ubiquitous in today’s computer vision research and application. The training of the neural networks for object detection requires large and high-quality datasets. Besides datasets based on image data, datasets derived from point clouds offer several advantages. However, training datasets are sparse and their generation requires a lot of effort, especially in industrial domains. A solution to this issue offers the generation of synthetic point cloud data. Based on the design science research method, the work at hand proposes an approach and its instantiation for generating synthetic point cloud data based on the Unreal Engine. The point cloud quality is evaluated by comparing the synthetic cloud to a real-world point cloud. Within a practical example the applicability of the Unreal Game engine for synthetic point cloud generation could be successfully demonstrated.
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.
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.
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.