Refine
Year of publication
Institute
- Fachbereich Wirtschaftswissenschaften (1121) (remove)
Has Fulltext
- no (1121) (remove)
Document Type
- Article (700)
- Book (214)
- Part of a Book (72)
- Conference Proceeding (55)
- Other (44)
- Review (13)
- Working Paper (7)
- Contribution to a Periodical (5)
- Doctoral Thesis (5)
- Report (4)
Keywords
- Datenschutz (5)
- Datenschutzgrundverordnung (3)
- Datenschutzrecht (2)
- EU-Datenschutzgrundverordnung (2)
- Internationales Recht / Europarecht (2)
- rebound-effect (2)
- sustainability (2)
- 3. EU Legislativpaket (1)
- Active learning (1)
- Atomausstieg (1)
This paper develops an investment/pricing model for the deployment of basic broadband networks which, along with other applications, is applicable to public–private partnership projects. In particular, a new investment model is suggested to be used for finance deployment over a longer term by enabling both private and public investors to participate in the roll-out of next generation access (NGA) infrastructure. This so-called “long-term risk sharing concept” has several notable benefits compared with the traditional regulatory approach. Above all, the model enables both private operators and public authorities to share the risk of investing in NGA infrastructure. Thus the model offers a way for public authorities to achieve a timely and countrywide roll-out of NGA networks, including in areas where NGA investment would otherwise not occur.
Veränderte Anforderungen an eine europäische Standardisierungspolitik in der Telekommunikation
(1996)
The case for a more binding WTO agreement on regulatory principles in telecommunication markets
(1999)
Veränderte Anforderungen an eine europäische Standardisierungspolitik in der Telekommunikation
(1997)
Im Jahr 2015 wurden in Deutschland über drei Millionen Benzinautos und lediglich 12.363 Elektroautos neu zugelassen. Das ursprünglich von der Bundesregierung vorgegebene Ziel, dass bis 2020 eine Million E-Autos auf deutschen Straßen fahren (und bis 2030 sechs Millionen), rückt damit in immer weitere Ferne. Um das Ziel dennoch zu erreichen, plant die Bundesregierung nun eine staatliche Prämie für den Kauf von Elektroautos: Umwelt-, Verkehrs- und Wirtschaftsministerium haben gemeinsam ein Konzept entworfen, dem zufolge private Käufer zukünftig einen Zuschuss von 5.000 Euro beim Erwerb eines Elektroautos bekommen sollen. 40 Prozent dieses Zuschusses soll von den Autoherstellern getragen werden. Das Programm, das weitere ausgabenwirksame öffentliche Maßnahmen vorsieht, würde Kosten in Milliardenhöhe verursachen. Die beabsichtigte Subventionierung wirft die Frage auf, ob diese wirtschaftlich sinnvoll sind.
Glasfaserbasierte Breitbandnetze werden in Deutschland auch aufgrund der Wirtschaftskrise nur sehr zögerlich ausgebaut. Markus Fredebeul-Krein hält eine staatliche Subventionierung der Breitbandnetze nur bedingt für gerechtfertigt. Private Investoren benötigen jedoch dringend Planungssicherheit durch verlässliche Regulierungsvorschriften.
In den letzten Jahren haben in Deutschland mehrere Bundesländer Studiengebühren eingeführt. Seitdem wird in der Politik heftig über das Für und Wider diskutiert. Von den Gegnern wird häufig das Argument vorgebracht, Studiengebühren seien sozial ungerecht und würden insbesondere einkommensschwache Bevölkerungsschichten von einem Studium abhalten. Bestätigt werden sie von den Zahlen aus Umfragen, denen zufolge über 70 Prozent derjenigen, die sich gegen ein Studium entscheiden, finanzielle Gründe für einen Studienverzicht anführen. Befürworter halten dem entgegen, Studiengebühren seien angesichts knapper öffentlicher Kassen unbedingt notwendig, da nur so die Qualität der Lehre aufrechterhalten bzw. verbessert werden könne. Zudem würden Studiengebühren die sozialen Bildungsbarrieren keineswegs erhöhen, was auch daran erkennbar sei, dass infolge der Studiengebühren die Zahl der Studierenden nicht zurückgegangen ist. Der vorliegende Artikel leistet einen Beitrag zu dieser Debatte, indem er die an einer Hochschule in Nordrhein-Westfalen gesammelten Erfahrungen mit Studiengebühren auswertet
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.
In this article, we introduce how eye-tracking technology might become a promising tool to teach programming skills, such as debugging with ‘Eye Movement Modeling Examples’ (EMME). EMME are tutorial videos that visualize an expert's (e.g., a programming teacher's) eye movements during task performance to guide students’ attention, e.g., as a moving dot or circle. We first introduce the general idea behind the EMME method and present studies that showed first promising results regarding the benefits of EMME to support programming education. However, we argue that the instructional design of EMME varies notably across them, as evidence-based guidelines on how to create effective EMME are often lacking. As an example, we present our ongoing research on the effects of different ways to instruct the EMME model prior to video creation. Finally, we highlight open questions for future investigations that could help improving the design of EMME for (programming) education.
In recent years, more and more digital startups have been founded and many of them work remotely by applying enterprise collaboration systems (ECS). The study investigates the functional affordances of ECS, particularly Slack, and examines its potential as a virtual office environment for cultural development in digital startups. Through a case study and based on affordance theoretical considerations, the paper explores how ECS facilitates remote collaboration, communication, and socialization within digital startups. The findings comprise material properties of ECS (synchrony and asynchrony communication), functional affordances (virtual office and culture development affordances) as well as its realization (through communication practices, openness, and inter-company accessibility) and are conceptualized as a model for ECS affordances in digital startups.
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.
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.
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.
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.
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.
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.
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.
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.
Digital start-ups are perceived as an engine for innovation and job promotor. While success factors for non-IT start-ups have already been extensively researched, this study sheds light on digital entrepreneurs, whose business model relies primarily on services based on digital technologies. Applying the Grounded Theory method, we identify relevant environmental success factors for digital entrepreneurs. The study’s research contribution is threefold. First, we provide 16 relevant and less relevant environmental success factors, which enables a comparison with prior identified factors. We found out that several prior environmental success factors, such as accessibility to transportation or the availability of land and facilities are less relevant for a digital entrepreneur. Second, we derive and discuss hypotheses for the influence of these factors on digital start-up success. Third, we present a theoretical model that lays the foundation for explaining the environmental influence on digital
entrepreneurship success.
Researching the field of business intelligence and analytics (BI & A) has a long tradition within information systems research. Thereby, in each decade the rapid development of technologies opened new room for investigation. Since the early 1950s, the collection and analysis of structured data were the focus of interest, followed by unstructured data since the early 1990s. The third wave of BI & A comprises unstructured and sensor data of mobile devices. The article at hand aims at drawing a comprehensive overview of the status quo in relevant BI & A research of the current decade, focusing on the third wave of BI & A. By this means, the paper’s contribution is fourfold. First, a systematically developed taxonomy for BI & A 3.0 research, containing seven dimensions and 40 characteristics, is presented. Second, the results of a structured literature review containing 75 full research papers are analyzed by applying the developed taxonomy. The analysis provides an overview on the status quo of BI & A 3.0. Third, the results foster discussions on the predicted and observed developments in BI & A research of the past decade. Fourth, research gaps of the third wave of BI & A research are disclosed and concluded in a research agenda.
In the past decade, many IS researchers focused on researching the phenomenon of Big Data. At the same time, the relevance of data protection gets more attention than ever before. In particular, since the enactment of the European General Data Protection Regulation in May 2018 Information Systems research should provide answers for protecting personal data. The article at hand presents a structuring framework for Big Data research outcome and the consideration of data protection. IS Researchers might use the framework in order to structure Big Data literature and to identify research gaps that should be addressed in the future.