14 research outputs found

    Virtual reality and program comprehension: application using spreadsheet visualisation

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    Program comprehension is an important function undertaken in the process of software maintenance. Compared to other research subjects, program comprehension has received little attention even though it is one of the biggest influences on a programmer's output. Research into aiding program comprehension has led to software visualisations, but these are mainly two-dimensional views and overload the viewer with information. With the advent of more powerful computers, virtual reality can be used to create three dimensional visualisations, in which the viewer is able to navigate freely. Spreadsheets were studied in this work on visualisation because programming languages are extremely complex and a model employing spreadsheets was developed. Spreadsheets offer many similarities to programming languages, for example, cell referencing and formulas in spreadsheets are similar to procedure calls, variable referencing and data manipulation in conventional programming languages. Common mistakes made in spreadsheets have been shown to be very difficult to locate, mainly because the spreadsheet user has a reduced ability to make hypotheses about the computational domain of a spreadsheet. Therefore, in order to address this shortcoming a visualisation model was developed to allow a spreadsheet user to be able to view both the problem domain (the what) and the computational domain (the how) simultaneously. A spreadsheet, a spreadsheet description language and a virtual reality system were the objects in the model, and a generator and translator were the links between those objects. Implementing the model indicated that spreadsheets could be visualised in virtual reality, and this technique was shown to improve the process of spreadsheet comprehension

    Hedonism

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    Most ancient philosophical, especially ethical, theories devoted a lot of attention to the wellbeing of citizens in the ancient polis (πόλÎčς), with the main goal of exploring how to achieve happiness and comfortable, meaningful life. This was mainly explained by combining two concepts – eudaimonia (ΔᜐΎαÎčÎŒÎżÎœÎŻÎ±) – flourishing, wellbeing, a kind of happiness that entails life led, ruled and guided by reason, and hedone (áŒĄÎŽÎżÎœÎź) – pleasure as a goal of life and ultimate aim of philosophy. However, hedonism has often been juxtaposed with egoism, with the explanation that the only thing people desire for their own sake is pleasure. In the consumerist and materialistic society in which we live today, selfishness is common, especially in cities – centres of human interaction in a very limited space, with limited resources, and shared goods, which even brought us to “The Tragedy of the Commons” as put by some scholars. Therefore, the main question posed in the presentation is how to equilibrate this dichotomy of seeking and achieving one`s own pleasure, without jeopardizing others` wellbeing in a city, that is, achieving some kind of altruistic hedonism in a specific place. One of the first steps might be demanding a careful and delicate holistic approach to production and development of cities in order to integrate materiality of architectural forms and urban infrastructure, with immaterial social, cultural and economic events that take place in a city. These events and behaviours strongly depend on the social reality and the context in which events take place. Even though already with the urban uprising in the 1960s and 1970s scholars spoke about just cities and right to cities, it is of utmost importance to reconsider these ideas once more

    3D-virtuaalimaailmojen kÀyttö yliopisto-opetuksen tukena

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    Kiinnostus 3D-virtuaalimaailmoja kohtaan on kasvanut jatkuvasti. Maailmoja on satoja ja niitÀ syntyy jatkuvasti lisÀÀ. Myös maailmojen kÀyttötarkoitukset kehittyvÀt. 3D-virtuaalimaailmojen opetuskÀytön kokemuksista on raportoitu paljon, mutta niitÀ kÀyttÀvÀn kurssin tuotantoprosessi on jÀÀnyt vÀhemmÀlle huomiolle. TÀssÀ tutkimuksessa etsittiin tÀrkeitÀ teemoja tÀtÀ prosessia ajatellen perustuen 3D-virtuaalimaailmoja kÀyttÀneiden opettajien kokemuksiin. Tuloksena esitettiin tuotantoprosessin malli kurssille, jolla hyödynnetÀÀn 3D-virtuaalimaailmoja. KirjallisuusanalyysiÀ kÀytettiin etsiessÀ raportoituja etuja ja ongelmia 3D-virtuaalimaailmojen kÀytössÀ opetuksessa. Raportoidut edut sisÀlsivÀt toimimisen riskittömÀssÀ ympÀristössÀ, yhteistyön ja viestinnÀn tehostumisen, kasvaneen sitoutumisen, vaihtoehtoisen tilan tarjoamisen toiminnalle sekÀ vaikean sisÀllön visualisoinnin. Raportoituja ongelmia olivat vaikeus löytÀÀ opetuksellista lisÀarvoa tuottavat kÀyttötavat, kehon kielen puuttuminen, teknologiset ongelmat, kulut, kÀyttÀytymiseen, terveyteen ja turvallisuuteen liittyvÀt ongelmat, standardien puute sekÀ kÀyttÀjien sopeutumisen vaikeudet. LisÀksi virtuaalimaailma Second LifessÀ toimivien opettajien yhteisön viestintÀÀ analysoitiin. Analyysin pohjalta eriteltiin tÀrkeitÀ teemoja, joita olisi syytÀ huomioida tuotantoprosessissa. LöydettyjÀ teemoja olivat mm. virtuaaliyhteisön tuen merkitys, tekniset ongelmat sekÀ valmiiden resurssien hyödyntÀminen. KÀyttÀen pohjana olemassa olevia tuotantoprosesseja kursseille, luotiin prosessi ottaen huomioon virtuaalimaailmojen asettamat erityisvaatimukset sekÀ viestintÀanalyysissÀ löydetyt keskeiset teemat. Luotu malli tuotantoprosessista kuvaa kurssin ympÀristön, prosessin eri vaiheet ja tarvittavat roolit. LisÀksi se antaa ideoita luoviin ratkaisuihin ja neuvoja ongelmien vÀlttÀmiseksi. SitÀ voidaan kÀyttÀÀ lÀhtökohtana tai tarkistuslistana virtuaalimaailmoja kÀyttÀvÀn kurssin tuottamisessa. Uuden teknologian tuominen opetukseen asettaa vaatimuksia myös organisaatiolle, kuten vaatimukset IT-infrastruktuurille, koulutuksen suunnittelulle, opetukselle, joustavuudelle, uudenlaiselle asiakaspalvelunÀkemykselle sekÀ organisaation oppimiselle. Lopuksi kÀsiteltiin virtuaalimaailmojen kÀytön strategista tasoa yliopistossa ja kÀytÀnnön merkityksiÀ.Increasing interest in 3D virtual worlds has lead to the creation of hundreds of such environments and to an expansion in the scale of their application. A considerable amount of research has focused on reporting experiences of using virtual worlds in education. However, less attention has been paid to the production process of a course that utilizes 3D virtual worlds. The aim of this research was to identify important themes related to such production process based on experiences of educators that have used virtual worlds. A process model for producing a course utilizing 3D virtual worlds was created as a product of this research. Literature review was conducted to find advantages and problems related to virtual world usage in education. Reported advantages included conducting activities in a risk-free environment, enchanting collaboration and communication, increasing engagement, enabling an alternative space for instruction and tasks, and the visualization of difficult content. Respectively, reported problems included the difficulty to find appropriate value-added educational applications; the inability to read "natural" physical cues; technological issues; costs; behavioural, health and safety issues; the lack of standards; and user adoption problems. The electronic mailing list of a Second Life educator community was analyzed for focus themes that should have an impact on the production process. Found themes included the importance of virtual community support, technical problems, and using ready-made resources. Based on existing models of course production process, one was created taking into consideration issues specific for virtual worlds and found focus themes from the community analysis. The model describes the environment, different phases, roles, provides ideas for creativity, and advices to avoid problems. It can be used as a starting point for or as a checklist in planning and producing a university course. With a few modifications, the process model can be used in other environments as well. The introduction of new technology to teaching states new requirements for the organization, such as requirements for IT infrastructure, education planning, teaching, flexibility, new customer service view, and organizational learning. The strategic level view and practical implications were considered in the discussion section

    Rationales of documentation in British Live Art since the 1990s: the pragmatic, memorial and holistic

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    This thesis investigates rationales behind Live Art documentation, by examining the work of British artists working under the banner of ‘Live Art’ since the 1990s. My aim has been to write an account of Live Art’s history and major themes that incorporates primary research, analysis and criticism of recent research on documentation. Works by Live Artists are not discussed chronologically, but so that they might function as points of departure for discussions about Live Art’s relationship to documentation and its relevance as a contemporary cultural form. The thesis starts with an introduction setting out definitions of Live Art and documentation and contextualising Live Art’s relationship to Performance Art. The rationales for documenting Live Art are grouped into three categories: documentation as pragmatic, documentation as memorial and documentation as holistic. The main text is divided into three parts, each part discusses issues relating to one of the above categories. Part 1 addresses practical reasons why artists working under the banner of Live Art document their work. The section includes an exploration of the infrastructure for the development of Live Art in the UK as well as an analysis of the market for Live Art and its documentation. Part 2 interrogates perspectives from the discipline of performance studies on the relationship between live action and documentation, exploring how these issues have been interpreted in Live Art’s history. In particular, this section will assess how writers and artists have approached discussion of Live Art in oral and written form. Part 3 proposes models of rethinking documentation based on works by British Live Artists that develop documentation in tandem to live action and enjoy a privileged relationship to technology

    Building a virtual classroom : an education environment for the internet generation

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    This thesis examines the provision of learning environments that enable people to participate in high-quality learning experiences without physically travelling to classrooms and classes. New technologies enable the asynchronous web currently based on text, images, and video, to be extended to facilitate multi-channel synchronous communications. There is significant potential to enhance learning using the 3D worlds used for interactive gaming, populated by avatars representing the participants, and chat systems using text and audio channels. The purpose of this study was to investigate the development and use of 3D web-based learning environments. Staff and students from an Information Technology degree programme at one New Zealand Polytechnic participated in the study. The design and use of 3D web-based learning environments were integrated into one paper over six years. Data were collected from the teachers of this paper and the programme in which it was embedded.A survey instrument was used to collect data, along with artefacts from the software design and development plus the web-based environments created. Computer logs, and records of chat sessions were collected to enable analysis of the activities that took place in the new learning environments. Follow-up interviews were conducted with a sample of students after the completion of their study. Analysis of these data included collations of statistically significant relationships between environmental factors and the design features of the 3D web-based environments created. Results indicate that the 3D web-based environments were well received by the students and show significant potential for the future provision of learning environments. The technology has no negative impact on students’ perception of their learning environment; however, it did not have the expected positive impact on their communications with peers or teaching staff. This research suggests directions for the future development and application of 3D webbased technologies to fully enable their potential to be achieved in educational learning environments

    2016, UMaine News Press Releases

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    This is a catalog of press releases put out by the University of Maine Division of Marketing and Communications between January 4, 2016 and December 30, 2016

    History in multimodal gameplay: A new language and model for constructing, experiencing, and studying the past

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    This doctoral study examines how historical gameplay constructs and provides ways of experiencing history within (historical) video games. Historical gameplay is examined and defined as an expression of history within historical games as it is the primary medium of representing or experiencing the past based on the interactions between the player and the various intricacies and components of the historical game. This thesis identifies, interprets, and illustrates several modalities of histories that emerge from and are characterised by particular modes and sequences of gameplay, with the aim of discerning and demonstrating what kind of experiences and knowledge of history are being conveyed. The undertaking of gameplay research in this thesis produced case studies of two contemporary Medieval games: A Plague Tale: Innocence (Asobo Studio, 2019) and Kingdom Come: Deliverance (Warhorse Studios, 2018). These texts were analysed via recorded footage of the author’s gameplay activity, while in-person interviews with several members of the game studios responsible for developing both these historical games provided insights into the research and game development processes required to produce historical games. In spite of the growing recognition of, and scholarship on historical video games, there are no current works from the discipline of history that thoroughly explore gameplay as a different yet innovative medium for disseminating and understanding history. This thesis fills that gap. Studying gameplay from the development and release of recent Medieval historical games has the potential to provide historians with new insights and opportunities regarding gameplay as catalysts for studying, discussing, and critiquing history.

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband

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    Erschienen bei: universi - UniversitĂ€tsverlag Siegen. - ISBN: 978-3-96182-063-4Aus dem Inhalt: Track 1: Produktion & Cyber-Physische Systeme Requirements and a Meta Model for Exchanging Additive Manufacturing Capacities Service Systems, Smart Service Systems and Cyber- Physical Systems—What’s the difference? Towards a Unified Terminology Developing an Industrial IoT Platform – Trade-off between Horizontal and Vertical Approaches Machine Learning und Complex Event Processing: Effiziente Echtzeitauswertung am Beispiel Smart Factory Sensor retrofit for a coffee machine as condition monitoring and predictive maintenance use case Stakeholder-Analyse zum Einsatz IIoT-basierter Frischeinformationen in der Lebensmittelindustrie Towards a Framework for Predictive Maintenance Strategies in Mechanical Engineering - A Method-Oriented Literature Analysis Development of a matching platform for the requirement-oriented selection of cyber physical systems for SMEs Track 2: Logistic Analytics An Empirical Study of Customers’ Behavioral Intention to Use Ridepooling Services – An Extension of the Technology Acceptance Model Modeling Delay Propagation and Transmission in Railway Networks What is the impact of company specific adjustments on the acceptance and diffusion of logistic standards? Robust Route Planning in Intermodal Urban Traffic Track 3: Unternehmensmodellierung & Informationssystemgestaltung (Enterprise Modelling & Information Systems Design) Work System Modeling Method with Different Levels of Specificity and Rigor for Different Stakeholder Purposes Resolving Inconsistencies in Declarative Process Models based on Culpability Measurement Strategic Analysis in the Realm of Enterprise Modeling – On the Example of Blockchain-Based Initiatives for the Electricity Sector Zwischenbetriebliche Integration in der Möbelbranche: Konfigurationen und Einflussfaktoren Novices’ Quality Perceptions and the Acceptance of Process Modeling Grammars Entwicklung einer Definition fĂŒr Social Business Objects (SBO) zur Modellierung von Unternehmensinformationen Designing a Reference Model for Digital Product Configurators Terminology for Evolving Design Artifacts Business Role-Object Specification: A Language for Behavior-aware Structural Modeling of Business Objects Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications Using Blockchain in Peer-to-Peer Carsharing to Build Trust in the Sharing Economy Testing in Big Data: An Architecture Pattern for a Development Environment for Innovative, Integrated and Robust Applications Track 4: Lern- und Wissensmanagement (e-Learning and Knowledge Management) eGovernment Competences revisited – A Literature Review on necessary Competences in a Digitalized Public Sector Say Hello to Your New Automated Tutor – A Structured Literature Review on Pedagogical Conversational Agents Teaching the Digital Transformation of Business Processes: Design of a Simulation Game for Information Systems Education Conceptualizing Immersion for Individual Learning in Virtual Reality Designing a Flipped Classroom Course – a Process Model The Influence of Risk-Taking on Knowledge Exchange and Combination Gamified Feedback durch Avatare im Mobile Learning Alexa, Can You Help Me Solve That Problem? - Understanding the Value of Smart Personal Assistants as Tutors for Complex Problem Tasks Track 5: Data Science & Business Analytics Matching with Bundle Preferences: Tradeoff between Fairness and Truthfulness Applied image recognition: guidelines for using deep learning models in practice Yield Prognosis for the Agrarian Management of Vineyards using Deep Learning for Object Counting Reading Between the Lines of Qualitative Data – How to Detect Hidden Structure Based on Codes Online Auctions with Dual-Threshold Algorithms: An Experimental Study and Practical Evaluation Design Features of Non-Financial Reward Programs for Online Reviews: Evaluation based on Google Maps Data Topic Embeddings – A New Approach to Classify Very Short Documents Based on Predefined Topics Leveraging Unstructured Image Data for Product Quality Improvement Decision Support for Real Estate Investors: Improving Real Estate Valuation with 3D City Models and Points of Interest Knowledge Discovery from CVs: A Topic Modeling Procedure Online Product Descriptions – Boost for your Sales? EntscheidungsunterstĂŒtzung durch historienbasierte Dienstreihenfolgeplanung mit Pattern A Semi-Automated Approach for Generating Online Review Templates Machine Learning goes Measure Management: Leveraging Anomaly Detection and Parts Search to Improve Product-Cost Optimization Bedeutung von Predictive Analytics fĂŒr den theoretischen Erkenntnisgewinn in der IS-Forschung Track 6: Digitale Transformation und Dienstleistungen Heuristic Theorizing in Software Development: Deriving Design Principles for Smart Glasses-based Systems Mirroring E-service for Brick and Mortar Retail: An Assessment and Survey Taxonomy of Digital Platforms: A Platform Architecture Perspective Value of Star Players in the Digital Age Local Shopping Platforms – Harnessing Locational Advantages for the Digital Transformation of Local Retail Outlets: A Content Analysis A Socio-Technical Approach to Manage Analytics-as-a-Service – Results of an Action Design Research Project Characterizing Approaches to Digital Transformation: Development of a Taxonomy of Digital Units Expectations vs. Reality – Benefits of Smart Services in the Field of Tension between Industry and Science Innovation Networks and Digital Innovation: How Organizations Use Innovation Networks in a Digitized Environment Characterising Social Reading Platforms— A Taxonomy-Based Approach to Structure the Field Less Complex than Expected – What Really Drives IT Consulting Value Modularity Canvas – A Framework for Visualizing Potentials of Service Modularity Towards a Conceptualization of Capabilities for Innovating Business Models in the Industrial Internet of Things A Taxonomy of Barriers to Digital Transformation Ambidexterity in Service Innovation Research: A Systematic Literature Review Design and success factors of an online solution for cross-pillar pension information Track 7: IT-Management und -Strategie A Frugal Support Structure for New Software Implementations in SMEs How to Structure a Company-wide Adoption of Big Data Analytics The Changing Roles of Innovation Actors and Organizational Antecedents in the Digital Age Bewertung des Kundennutzens von Chatbots fĂŒr den Einsatz im Servicedesk Understanding the Benefits of Agile Software Development in Regulated Environments Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies Agile and Attached: The Impact of Agile Practices on Agile Team Members’ Affective Organisational Commitment The Complexity Trap – Limits of IT Flexibility for Supporting Organizational Agility in Decentralized Organizations Platform Openness: A Systematic Literature Review and Avenues for Future Research Competence, Fashion and the Case of Blockchain The Digital Platform Otto.de: A Case Study of Growth, Complexity, and Generativity Track 8: eHealth & alternde Gesellschaft Security and Privacy of Personal Health Records in Cloud Computing Environments – An Experimental Exploration of the Impact of Storage Solutions and Data Breaches Patientenintegration durch Pfadsysteme Digitalisierung in der StressprĂ€vention – eine qualitative Interviewstudie zu Nutzenpotenzialen User Dynamics in Mental Health Forums – A Sentiment Analysis Perspective Intent and the Use of Wearables in the Workplace – A Model Development Understanding Patient Pathways in the Context of Integrated Health Care Services - Implications from a Scoping Review Understanding the Habitual Use of Wearable Activity Trackers On the Fit in Fitness Apps: Studying the Interaction of Motivational Affordances and Users’ Goal Orientations in Affecting the Benefits Gained Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings Track 9: Krisen- und KontinuitĂ€tsmanagement Potentiale von IKT beim Ausfall kritischer Infrastrukturen: Erwartungen, Informationsgewinnung und Mediennutzung der Zivilbevölkerung in Deutschland Fake News Perception in Germany: A Representative Study of People’s Attitudes and Approaches to Counteract Disinformation Analyzing the Potential of Graphical Building Information for Fire Emergency Responses: Findings from a Controlled Experiment Track 10: Human-Computer Interaction Towards a Taxonomy of Platforms for Conversational Agent Design Measuring Service Encounter Satisfaction with Customer Service Chatbots using Sentiment Analysis Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment Erfolgsfaktoren von Augmented-Reality-Applikationen: Analyse von Nutzerrezensionen mit dem Review-Mining-Verfahren Designing Dynamic Decision Support for Electronic Requirements Negotiations Who is Stressed by Using ICTs? A Qualitative Comparison Analysis with the Big Five Personality Traits to Understand Technostress Walking the Middle Path: How Medium Trade-Off Exposure Leads to Higher Consumer Satisfaction in Recommender Agents Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review Eliciting Customer Preferences for Shopping Companion Apps: A Service Quality Approach The Role of Early User Participation in Discovering Software – A Case Study from the Context of Smart Glasses The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games Heart over Heels? An Empirical Analysis of the Relationship between Emotions and Review Helpfulness for Experience and Credence Goods Track 11: Information Security and Information Privacy Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions To (Psychologically) Own Data is to Protect Data: How Psychological Ownership Determines Protective Behavior in a Work and Private Context Understanding Data Protection Regulations from a Data Management Perspective: A Capability-Based Approach to EU-GDPR On the Difficulties of Incentivizing Online Privacy through Transparency: A Qualitative Survey of the German Health Insurance Market What is Your Selfie Worth? A Field Study on Individuals’ Valuation of Personal Data Justification of Mass Surveillance: A Quantitative Study An Exploratory Study of Risk Perception for Data Disclosure to a Network of Firms Track 12: Umweltinformatik und nachhaltiges Wirtschaften KommunikationsfĂ€den im Nadelöhr – Fachliche Prozessmodellierung der Nachhaltigkeitskommunikation am Kapitalmarkt Potentiale und Herausforderungen der Materialflusskostenrechnung Computing Incentives for User-Based Relocation in Carsharing Sustainability’s Coming Home: Preliminary Design Principles for the Sustainable Smart District Substitution of hazardous chemical substances using Deep Learning and t-SNE A Hierarchy of DSMLs in Support of Product Life-Cycle Assessment A Survey of Smart Energy Services for Private Households Door-to-Door Mobility Integrators as Keystone Organizations of Smart Ecosystems: Resources and Value Co-Creation – A Literature Review Ein EntscheidungsunterstĂŒtzungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy Digitale RĂŒckverfolgbarkeit von Lebensmitteln: Eine verbraucherinformatische Studie Umweltbewusstsein durch audiovisuelles Content Marketing? Eine experimentelle Untersuchung zur Konsumentenbewertung nachhaltiger Smartphones Towards Predictive Energy Management in Information Systems: A Research Proposal A Web Browser-Based Application for Processing and Analyzing Material Flow Models using the MFCA Methodology Track 13: Digital Work - Social, mobile, smart On Conversational Agents in Information Systems Research: Analyzing the Past to Guide Future Work The Potential of Augmented Reality for Improving Occupational First Aid Prevent a Vicious Circle! The Role of Organizational IT-Capability in Attracting IT-affine Applicants Good, Bad, or Both? Conceptualization and Measurement of Ambivalent User Attitudes Towards AI A Case Study on Cross-Hierarchical Communication in Digital Work Environments ‘Show Me Your People Skills’ - Employing CEO Branding for Corporate Reputation Management in Social Media A Multiorganisational Study of the Drivers and Barriers of Enterprise Collaboration Systems-Enabled Change The More the Merrier? The Effect of Size of Core Team Subgroups on Success of Open Source Projects The Impact of Anthropomorphic and Functional Chatbot Design Features in Enterprise Collaboration Systems on User Acceptance Digital Feedback for Digital Work? Affordances and Constraints of a Feedback App at InsurCorp The Effect of Marker-less Augmented Reality on Task and Learning Performance Antecedents for Cyberloafing – A Literature Review Internal Crowd Work as a Source of Empowerment - An Empirical Analysis of the Perception of Employees in a Crowdtesting Project Track 14: GeschĂ€ftsmodelle und digitales Unternehmertum Dividing the ICO Jungle: Extracting and Evaluating Design Archetypes Capturing Value from Data: Exploring Factors Influencing Revenue Model Design for Data-Driven Services Understanding the Role of Data for Innovating Business Models: A System Dynamics Perspective Business Model Innovation and Stakeholder: Exploring Mechanisms and Outcomes of Value Creation and Destruction Business Models for Internet of Things Platforms: Empirical Development of a Taxonomy and Archetypes Revitalizing established Industrial Companies: State of the Art and Success Principles of Digital Corporate Incubators When 1+1 is Greater than 2: Concurrence of Additional Digital and Established Business Models within Companies Special Track 1: Student Track Investigating Personalized Price Discrimination of Textile-, Electronics- and General Stores in German Online Retail From Facets to a Universal Definition – An Analysis of IoT Usage in Retail Is the Technostress Creators Inventory Still an Up-To-Date Measurement Instrument? Results of a Large-Scale Interview Study Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking TrustyTweet: An Indicator-based Browser-Plugin to Assist Users in Dealing with Fake News on Twitter Application of Process Mining Techniques to Support Maintenance-Related Objectives How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce Business Process Compliance and Blockchain: How Does the Ethereum Blockchain Address Challenges of Business Process Compliance? Improving Business Model Configuration through a Question-based Approach The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning Evaluation von ITSM-Tools fĂŒr Integration und Management von Cloud-Diensten am Beispiel von ServiceNow How Software Promotes the Integration of Sustainability in Business Process Management Criteria Catalog for Industrial IoT Platforms from the Perspective of the Machine Tool Industry Special Track 3: Demos & Prototyping Privacy-friendly User Location Tracking with Smart Devices: The BeaT Prototype Application-oriented robotics in nursing homes Augmented Reality for Set-up Processe Mixed Reality for supporting Remote-Meetings Gamification zur Motivationssteigerung von Werkern bei der Betriebsdatenerfassung Automatically Extracting and Analyzing Customer Needs from Twitter: A “Needmining” Prototype GaNEsHA: Opportunities for Sustainable Transportation in Smart Cities TUCANA: A platform for using local processing power of edge devices for building data-driven services Demonstrator zur Beschreibung und Visualisierung einer kritischen Infrastruktur Entwicklung einer alltagsnahen persuasiven App zur Bewegungsmotivation fĂŒr Ă€ltere Nutzerinnen und Nutzer A browser-based modeling tool for studying the learning of conceptual modeling based on a multi-modal data collection approach Exergames & Dementia: An interactive System for People with Dementia and their Care-Network Workshops Workshop Ethics and Morality in Business Informatics (Workshop Ethik und Moral in der Wirtschaftsinformatik – EMoWI’19) Model-Based Compliance in Information Systems - Foundations, Case Description and Data Set of the MobIS-Challenge for Students and Doctoral Candidates Report of the Workshop on Concepts and Methods of Identifying Digital Potentials in Information Management Control of Systemic Risks in Global Networks - A Grand Challenge to Information Systems Research Die Mitarbeiter von morgen - Kompetenzen kĂŒnftiger Mitarbeiter im Bereich Business Analytics Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati

    INSAM Journal of Contemporary Music, Art and Technology 10 (I/2023)

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    Having in mind the foundational idea not only of our Journal but also the INSAM Institute itself, the main theme of this issue is titled “Technological Aspects of Contemporary Artistic and Scientific Research”. This theme was recognized as important, timely, and necessary by a number of authors coming from various disciplines. The (Inter)Views section brings us three diverse pieces; the issue is opened by Aida AdĆŸović’s interview with the legendary Slovene act Laibach regarding their performance of the Wir sing das Volk project at the Sarajevo National Theater on May 9, 2023. Following this, Marija Mitrović prepared an interview with media artist Leon Eckard, concerning this artist’s views on contemporary art and the interaction between technology and human sensitivity. An essay by Alexander Liebermann on the early 20th-century composer Erwin Schulhoff, whose search for a unique personal voice could be encouraging in any given period, closes this rubric. The Main theme section contains seven scientific articles. In the first one, Filipa MagalhĂŁes, InĂȘs Filipe, Mariana Silva and Henrique Carvalho explore the process and details of technological and artistic challenges of reviving the music theater work FE...DE...RI...CO... (1987) by Constança Capdeville. The second article, written by Milan Milojković, is dedicated to the analysis of historical composer Vojislav Vučković and his ChatGPT-generated doppelganger and opera. The fictional narrative woven around the actual historical figure served as an example of the current possibilities of AI in the domain of musicological work. In the next paper, LuĂ­s Arandas, Miguel Carvalhais and Mick Grierson expand on their work on the film Irreplaceable Biography, which was created via language-guided generative models in audiovisual production. Thomas Moore focuses on the Belgium-based Nadar Ensemble and discusses the ways in which the performers of the ensemble understand the concept of the integrated concert and distinguish themselves from it, specifying the broadening of performers’ competencies and responsibilities. In her paper, Dana Papachristou contributes to the discussion on the politics of connectivity based on the examination of three projects: the online project Xenakis Networked Performance Marathon 2022, 2023Eleusis Mystery 91_Magnetic Dance in Elefsina European Capital of Culture, and Spaces of Reflection offline PirateBox network in the 10th Berlin Biennale. The penultimate article in the section is written by Kenrick Ho and presents us with the author’s composition Flou for solo violin through the prism of the relationship between (historically present) algorithmic processes, the composer, and the performer. Finally, Rijad KaniĆŸa adds to the critical discourse on the reshaping of the musical experience via technology and the understanding of said technology using the example of musique concrĂšte. In the final Review section, Bakir MemiĆĄević gives an overview of the 13th International Symposium “Music in Society” that was held in Sarajevo in December 2022
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