Refine
Year of publication
- 2020 (20) (remove)
Document Type
- Conference Proceeding (12)
- Article (6)
- Part of a Book (2)
Language
- English (20) (remove)
Keywords
- MINLP (3)
- Experimental validation (2)
- Case study (1)
- Change culture (1)
- Cooling system (1)
- Efficiency optimization (1)
- Engineering optimisation (1)
- Engineering optimization (1)
- Industrial optimisation (1)
- Interactive process mining (1)
- Lean thinking (1)
- MILP (1)
- Methodology (1)
- Mixed-integer programming (1)
- Network design (1)
- OR 2019 (1)
- Objective data (1)
- Piecewise linearization (1)
- Powertrain (1)
- Process engineering (1)
Institute
- Fachbereich Elektrotechnik und Informationstechnik (20) (remove)
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.
Water suppliers are faced with the great challenge of achieving high-quality and, at the same time, low-cost water supply. Since climatic and demographic influences will pose further challenges in the future, the resilience enhancement of water distribution systems (WDS), i.e. the enhancement of their capability to withstand and recover from disturbances, has been in particular focus recently. To assess the resilience of WDS, graph-theoretical metrics have been proposed. In this study, a promising approach is first physically derived analytically and then applied to assess the resilience of the WDS for a district in a major German City. The topology based resilience index computed for every consumer node takes into consideration the resistance of the best supply path as well as alternative supply paths. This resistance of a supply path is derived to be the dimensionless pressure loss in the pipes making up the path. The conducted analysis of a present WDS provides insight into the process of actively influencing the resilience of WDS locally and globally by adding pipes. The study shows that especially pipes added close to the reservoirs and main branching points in the WDS result in a high resilience enhancement of the overall WDS.
Recently, novel AI-based services have emerged in the consumer market. AI-based services can affect the way consumers take commercial decisions. Research on the influence of AI on commercial interactions is in its infancy. In this chapter, a framework creating a first overview of the influence of AI on commercial interactions is introduced. This framework summarizes the findings of comparing numerous customer journeys of novel AI-based services with corresponding non-AI equivalents.
Cyberspace is "the environment formed by physical and non-physical components to store, modify, and exchange data using computer networks" (NATO CCDCOE). Beyond that, it is an environment where people interact. IT attacks are hostile, non-cooperative interactions that can be described with conflict theory. Applying conflict theory to IT security leads to different objectives for end-user education, requiring different formats like agency-based competence developing games.
Design and Development of a Hot S-Parameter Measurement System for Plasma and Magnetron Applications
(2020)
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.