29 research outputs found
Recuperação de informação multimédia em memórias pessoais
Dissertação apresentada para a obtenção do Grau
de Doutor em Informática pela Universidade
Nova de Lisboa, Faculdade de Ciências e TecnologiaEsta dissertação descreve soluções para a recuperação e anotação de informação multimédia em memórias pessoais. Estas propostas incluem métodos de recuperação e anotação de fotografias,baseados na extracção de informação semântica em imagens, e aplicações de recuperação
e anotação em três cenários diferentes: ambientes domésticos, cenários móveis e em
actividades de entretenimento.
Os métodos propostos para recuperar e anotar fotos utilizam informação multimodal, nomeadamente,características visuais, informação de áudio e metadados contextuais obtidos no instante de captura. Esta metodologia baseia-se na análise semântica de imagens, obtida utilizando estes dados, para recuperar e anotar imagens automaticamente. Os metadados contextuais
utilizados são o instante de captura da foto e a sua localização geográfica.
Para ambientes domésticos, é proposta uma aplicação para partilha de momentos relevantes do passado baseada na pesquisa e visualização de fotos pessoais. A interface inclui uma linguagem visual baseada em ícones para definir a pesquisa e permite interrogar a colecção
pessoal com objectos físicos. Para cenários móveis, nomeadamente em actividades turísticas, é descrita uma aplicação para partilha de fotos no momento da visita a locais de interesse, por exemplo, museus ou lugares históricos. A partilha de imagens é baseada no método de recuperação proposto. A aplicação permite a captura de fotografias e a sua anotação com informação de áudio obtida segundos após a captura e com coordenadas de localização geográfica obtidas
pelo receptor GPS (Global Positioning System) incluído. Para corrigir erros produzidos pelo método automático de recuperação e anotação é proposta uma aplicação para anotação semiautomática
de imagens. Esta aplicação inclui um jogo de computador para anotar imagens baseado numa interface gestual de modo a motivar os utilizadores para a tarefa da anotação.
A tese apresenta as soluções referidas descrevendo a metodologia de concepção utilizada no desenvolvimento das aplicações, incluindo os resultados obtidos nos testes de usabilidade efectuados. São também apresentados e discutidos resultados da avaliação efectuada para validar os métodos de recuperação e anotação em cada uma das aplicações
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Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm.
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A ¿Conversational Framework¿ is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a ¿conversation¿ between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform
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is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. Learners¿ enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions
Semantic Audio Analysis Utilities and Applications.
PhDExtraction, representation, organisation and application of metadata about audio recordings
are in the concern of semantic audio analysis. Our broad interpretation, aligned with recent
developments in the field, includes methodological aspects of semantic audio, such as
those related to information management, knowledge representation and applications of the
extracted information. In particular, we look at how Semantic Web technologies may be used
to enhance information management practices in two audio related areas: music informatics
and music production.
In the first area, we are concerned with music information retrieval (MIR) and related
research. We examine how structured data may be used to support reproducibility and
provenance of extracted information, and aim to support multi-modality and context adaptation
in the analysis. In creative music production, our goals can be summarised as follows:
O↵-the-shelf sound editors do not hold appropriately structured information about the edited
material, thus human-computer interaction is inefficient. We believe that recent developments
in sound analysis and music understanding are capable of bringing about significant improvements
in the music production workflow. Providing visual cues related to music structure can
serve as an example of intelligent, context-dependent functionality.
The central contributions of this work are a Semantic Web ontology for describing recording
studios, including a model of technological artefacts used in music production, methodologies
for collecting data about music production workflows and describing the work of
audio engineers which facilitates capturing their contribution to music production, and finally
a framework for creating Web-based applications for automated audio analysis. This
has applications demonstrating how Semantic Web technologies and ontologies can facilitate
interoperability between music research tools, and the creation of semantic audio software, for
instance, for music recommendation, temperament estimation or multi-modal music tutorin
Modelli e metodologie innovative per una soluzione di e-learning e knowledge management
2009 - 2010Il tema intorno al quale si concentrano le attività di ricerca svolte è IWT – Intelligent Web Teacher – un’innovativa piattaforma per l’apprendimento a distanza e, più in generale, per la rappresentazione e la gestione della conoscenza nata grazie alle esperienze nei progetti di ricerca nazionali ed internazionali del Polo di Eccellenza in Learning & Knowledge dell’Università di Salerno.
IWT offre, come principale caratteristica distintiva, la capacità di erogare corsi personalizzati che, tenendo conto delle caratteristiche degli utenti e garantendo flessibilità al livello dei contenuti e dei modelli di apprendimento, risultano più efficaci ed efficienti dei percorsi formativi statici di e-learning “classico”.
La capacità di erogare corsi personalizzati si basa fondamentalmente su una sofisticata modellazione sia della conoscenza dei domini di interesse e dei contenuti effettuata grazie ad ontologie e metadata, sia delle competenze acquisite e delle preferenze didattiche dell’utente per mezzo di un profilo utente che viene costantemente aggiornato.
La validità dell'approccio IWT è stata avvalorata da un attento confronto con soluzioni, metodologie e modelli allo stato dell’arte e dai risultati ottenuti in molteplici attività di sperimentazione condotte in ambito universitario e aziendale e descritte nei seguenti lavori:
N.Capuano, M.Gaeta, S.Miranda, F.Orciuoli and P.Ritrovato “LIA: an Intelligent Advisor for e-Learning”, M. Lytras, J. Carroll, E. Damiani, R. Tennyson (Eds.), Emerging Technologies and Information Systems for the Knowledge Society - Proceedings of the World Summit on the Knowledge Society (WSKS 2008), September 24-26, 2008, Athens, Greece, Lecture Notes in Computer Science Series, vol. 5288, pp. 187-196, Springer-Verlag, 2008 – 2nd Best Paper Award
N.Capuano, S.Miranda and F.Orciuoli “IWT: A Semantic Web-based Educational System”, G. Adorni, M. Coccoli (Eds.) Proceedings of the IV Workshop of the AI*IA Working Group on Artificial Intelligence & e-Learning held in conjunction with the XI International Conference of the Italian Association for Artificial Intelligence (AI*IA 2009), December 12, 2009, Reggio Emilia, Italy, pp. 11-16, AI*IA, 2009
M.Gaeta, S.Miranda, F.Orciuoli, S.Paolozzi, A.Poce “An Approach To Personalized e-Learning”, submitted to Informatics Education Europe V Rome, Italy, November 3-5, 2010
Il risultato principale è legato ad un confronto tra le performance ottenute in termini di competenze acquisite dagli utenti erogando a gruppi di utenti disgiunti ma sui medesimi argomenti, sia corsi semplici che corsi personalizzati.
Sulla sperimentazione condotta sono state fatte riflessioni interessanti che sembrano convincere che l’approccio della personalizzazione di IWT porti a risultati migliori rispetto all’approccio tipico dell’e-learning ovvero all’erogazione di percorsi sequenziali statici di contenuti. Attraverso la personalizzazione si riescono a coinvolgere in modo efficace anche utenti che, per esempio, abbiano già un bagaglio di competenze medio-alto e che, tipicamente, non risultano essere propensi a seguire percorsi di apprendimento in e-learning.
Per contro, questo approccio pur se totalmente automatizzato, richiede un impegno in fase di start-up per definire correttamente i profili degli utenti, disegnare l’ontologia del dominio oggetto di formazione, intesa come una corretta rappresentazione semantica dei concetti e delle relazioni tra questi, definire i metadata delle risorse didattiche a disposizione, ovvero indicizzarle e descriverle in modo completo per poterle poi utilizzare nel modo più appropriato possibile.
Le attività di ricerca sono state orientate allo studio sullo stato dell’arte, allo studio di modelli esistenti, alla ricerca di soluzioni, alla definizione di possibili metodologie capaci di produrre miglioramenti su questi aspetti chiave legati sia alla rappresentazione della conoscenza in termini di ontologie e di metadata, che alla rappresentazione dei profili utente in termini di competenze sul dominio oggetto di apprendimento e di preferenze relative alle modalità di utilizzo e fruizione di contenuti.
Ovviamente l’approccio non è stato meramente applicativo, ma si è data attenzione alla ampia letteratura di settore per cercare di studiare problemi e soluzioni esistenti e definire qualcosa (anche dal punto di vista algoritmico) che sia in qualche modo valido e di interesse per la comunità scientifica. Alcuni spunti sono riportati nei seguenti lavori:
N.Capuano, L.Dell'Angelo, S.Miranda, F.Orciuoli and F.Zurolo “Ontology extraction from existing educational content to improve personalized e-Learning experiences”, Proceedings of the III IEEE International Conference on Semantic Computing (ICSC 2009), September 14-16, 2009, Berkeley, CA, USA, pp. 577-582, IEEE Computer Society, 2009
G.Gianforme, S.Miranda, F.Orciuoli and S.Paolozzi “From Classic User Modeling to Scrutable User Modeling” on the 1st International Workshop on Ontology for e-Technologies 2009 (ICEIS 2009)
F.Colace, S.Miranda, R.Piscopo, P.Ritrovato “Applicazione di aritmetica degli intervalli per la verifica dei contenuti in una piattaforma di e-learning”, Proceedings of VI Congresso della SIE-L, Società Italiana di e-Learning, Salerno, 16-18 settembre 2009
In sintesi, avendo individuato dei modelli con cui delineare ed aggiornare i profili utente e delle metodologie computazionalmente efficienti attraverso cui comprendere se, nell’ambito di una specifica tematica, ci siano o meno contenuti sufficienti a rispondere alle esigenze degli utenti, l’idea è quella di concentrare l’attenzione su due aspetti fondamentali che sono l’estrazione automatica di ontologie e la definizione automatica di metadata per i contenuti.
La situazione maggiormente ricorrente è infatti quella in cui il materiale da impiegare per costruire i percorsi di apprendimento sia già disponibile, per cui, per poter sfruttare i benefici della personalizzazione, occorre costruire ontologie e metadata a posteriori (e generalmente a mano).
Per automatizzare queste operazioni sono stati definiti dei metodi attraverso i quali è possibile estrarre ontologie direttamente dai contenuti (diverse tipologie e standard) e si sta lavorando a come definire contestualmente i metadata, ovvero fornire una descrizione formale dei contenuti in termini di parametri sia tecnologici che pedagogici e indicizzarli in termini semantici attraverso i concetti estratti e riportati nelle ontologie.
In letteratura sono presenti molteplici approcci che riescono a caratterizzare in automatico gli aspetti tecnologici relativi al contenuto (formato, dimensioni, requisiti HW e SW per poterli visualizzare), rari ed incompleti sono invece i tentativi di descrizione degli aspetti pedagogici impiegati da standard riconosciuti come IMS Learning Object Metadata (tipologia di risorsa didattica, densità semantica, difficoltà, tempo per la comprensione, livello di interazione, etc.). Mettendo insieme elementi di teoria dell’informazione, con modelli di learning si è cercato di proporre un approccio alla risoluzione di questo problema. Approccio che, al momento, sembra funzionare in una sperimentazione su un archivio di circa 2000 learning object per l’insegnamento della matematica e dell’informatica e che, a breve, verrà esteso al di fuori dell’ambito e-learning e nell'ottica moderna della pubblicazione delle informazioni sul web secondo la logica dei Linked Data. Logica a cui stanno dando attenzione enti come IEEE, BBC, Governo USA, etc., che, ovviamente, hanno grandi esigenze di catalogazione automatica di documenti. [a cura dell'autore]IX n.s
Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband
Erschienen bei: universi - Universitätsverlag 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 für 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?
Entscheidungsunterstützung 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 für 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 für 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 Stressprävention – 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 Kontinuitätsmanagement
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
Kommunikationsfäden 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 Entscheidungsunterstützungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse
Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy
Digitale Rückverfolgbarkeit 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: Geschäftsmodelle 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 für 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 für ältere 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 künftiger Mitarbeiter im Bereich Business Analytics
Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati
Retrieval-, Distributed-, and Interleaved Practice in the Classroom:A Systematic Review
Three of the most effective learning strategies identified are retrieval practice, distributed practice, and interleaved practice, also referred to as desirable difficulties. However, it is yet unknown to what extent these three practices foster learning in primary and secondary education classrooms (as opposed to the laboratory and/or tertiary education classrooms, where most research is conducted) and whether these strategies affect different students differently. To address these gaps, we conducted a systematic review. Initial and detailed screening of 869 documents found in a threefold search resulted in a pool of 29 journal articles published from 2006 through June 2020. Seventy-five effect sizes nested in 47 experiments nested in 29 documents were included in the review. Retrieval- and interleaved practice appeared to benefit students’ learning outcomes quite consistently; distributed practice less so. Furthermore, only cognitive Student*Task characteristics (i.e., features of the student’s cognition regarding the task, such as initial success) appeared to be significant moderators. We conclude that future research further conceptualising and operationalising initial effort is required, as is a differentiated approach to implementing desirable difficulties
E-Governance: Strategy for Mitigating Non-Inclusion of Citizens in Policy Making in Nigeria
The Nigerian federation that currently has 36 states structure adopted the Weberian Public Administrative system
before now as an ideal way of running government, which was characterized with the traditional way of doing things without
recourse to the deployment of Information Communication Technology (ICT). Today e-governance is seen as a paradigm
shift from the previous way of governance. Research has shown that, the adoption and implementation of e-governance is
more likely to bring about effective service delivery, mitigate corruption and ultimately enhance citizens’ participation in
governmental affairs. However, it has been argued that infrastructure such as regular electricity power and access to the
Internet, in addition to a society with high rate of literacy level are required to effectively implement and realize the
potentials of e-governance for improved delivery of services. Due to the difficulties currently experienced, developing nations
need to adequately prepare for the implementation of e-governance on the platform of Information Communication
Technology (ICT). Hence, this study seeks to examine whether the adoption and implementation of e-governance in the
context of Nigeria would mitigate the hitherto non-inclusion of citizens in the formulation and implementation of
government policies aimed at enhanced development. To achieve the objective of the study, data were sourced and analyzed
majorly by examining government websites of 20 states in the Nigerian federation to ascertain if there are venues for citizens
to interact with government in the area of policy making and feedback on government actions, as a way of promoting
participatory governance. The study revealed that the adoption and implementation of e-governance in the country is yet to
fully take place. This is due to lack of infrastructure, low level of literacy rate and government inability to provide the
necessary infrastructure for e-governance to materialize. The paper therefore, recommends among others the need for the
Federal Government to involve a sound and clear policy on how to go about the adoption and implementation of egovernance
through deliberate effort at increasing budgetary allocation towards infrastructural development and mass
education of citizens
The Impact of e-Democracy in Political Stability of Nigeria
The history of the Nigerian electoral process has been hitherto characterized by violence stemming from disputes
in election outcomes. For instance, violence erupted across some states in Northern Nigeria when results indicated that a
candidate who was popular in that part of the country was losing the election leading to avoidable loss of lives. Beside, this
dispute in election outcome lingers for a long time in litigation at the electoral tribunals which distracts effective governance.
However, the increasing penetrating use of ICTs in Nigeria is evident in the electoral processes with consequent shift in the
behavior of actors in the democratic processes, thus changing the ways Nigerians react to election outcomes. This paper
examines the trend in the use ICT in the Nigerian political system and its impact on the stability of the polity. It assesses the
role of ICT in recent electoral processes and compares its impact on the outcome of the process in lieu of previous
experiences in the Nigeria. Furthermore, the paper also examines the challenges and risks of implementing e-Democracy in
Nigeria and its relationship to the economy in the light of the socio-economic situation of the country. The paper adopted
qualitative approach in data gathering and analysis. From the findings, the paper observed that e-democracy is largely
dependent on the level of ICT adoption, which is still at its lowest ebb in the country. It recognizes the challenges in the
provision of ICT infrastructure and argues that appropriate low-cost infrastructure applicable to the Nigerian condition can
be made available to implement e-democracy and thus arouse the interest of the populace in governance, increase the
number of voters, and enhance transparency, probity and accountability, and participation in governance as well as help
stabilize the nascent democrac