7 research outputs found
AR Cocoa: diseño e implementación de siete estaciones de realidad: aumentada en el campus de la Universidad San Francisco de Quito
La Realidad Aumentada superpone el mundo virtual con el mundo real; creando un complemento de interaccion en el entorno. Este articulo hace un resumen de la historia de la Realidad Virtual y Aumentada, y luego describe y analiza el proceso de diseño y produccion de siete estaciones de Realidad Aumentada distribuidas alrededor del campus de la Universidad San Francisco de Quito, en Ecuador; explorando posibles interacciones entre las personas y el campus. A su vez, plantea posibles caminos de evolucion de esta tecnologia, asi como su potencial en el contexto para el cual ha sido aplicada
Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design
Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística
La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos
de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un
determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada
la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de
evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta
de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable
al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de
Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución
en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante
los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación.
Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales
que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los
especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene
como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a
cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado
a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como
parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación
basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5)
reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un
conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte
del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar
los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado
desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios
académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades
tanto en una pública como en una privada) demostrando en todos casos que es posible identificar
más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de
inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados
es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es
incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil
de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida
un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi
Entwicklung eines Patternkatalogs für Augmented Reality Interfaces in der Industrie
Für die Gestaltung eines User Interfaces für ein Augmented Reality-System im industriellen Kontext gibt es gegenwärtig keine Vorgaben oder Richtlinien. Dabei gelten in diesem Be-reich besondere Anforderungen für das Wahrnehmen und Erkennen von Inhalten, die durch die Rahmenbedingungen der industriellen Umgebung, die Mensch-Technik-Interaktion und die Arbeitsaufgabe gegeben sind. Die vorliegende Dissertation befasst sich mit dieser For-schungs-lücke. Auf Basis der Anforderungsanalyse wurde mit Hilfe des modifizierten Usability Engineering Lifecycle nach Mayhew ein Designkonzept entwickelt. Dieses konzentriert sich auf die Wahr-nehmung von Informationen in Augmented Reality-Systemen. Eine Evaluation mit ExpertIn-nen untersuchte die Sättigung von Grau- und Farbwerten, in Bezug auf die Wahrnehmung und Erkennbarkeit bei minimal und maximal zulässiger Leuchtdichte des industriellen Umfeldes. Als Ergebnis wurde deutlich, dass sich Grauwerte für dauerhafte Textdarstellungen eignen und Farben bei Hervorhebungen oder Grafiken von Vorteil sind. Ein weiteres Hauptaugen-merk der Dissertation befasste sich mit dem Layout und Interaktionsmöglichkeiten des User-Interfaces des Augmented Reality-Systems. Basisinteraktionen und de-facto Standards wur-den spezifisch bezüglich der generischen Aufgaben untersucht. Daraus entstand ein Prototyp, der in einer ausführlichen Untersuchung getestet wurde. Die vier generischen Aufgaben „Auswählen aus dem Hauptmenü“, „Navigieren in Dokumenten“ „Vertiefen von Objektin-formation“ und „Auswählen aus der Funktionsleiste“ wurden auf ihre Nützlichkeit und Nut-zerfreundlichkeit hin evaluiert. Es wurde deutlich, dass bei der Gestaltung der Layout-Elemente demDer NutzerIn die Möglichkeit gegeben werden sollte, die Darstellung nach eigenen Erfahrungen anzupassen und bestehende Lösungen zu übernehmen. Im Ergebnis entstand ein Patternkatalog mit elf Layout- und 18 Interaktionsvarianten. Dieser kann bei der Entwicklung eines industriellen Augmented Reality-Systems in Hinblick auf eine nutzerorientierte Darstellung des Interfaces unterstützend wirken.Currently, there are no guidelines or specifications for the design of a user interface for an augmented reality system in an industrial context. Special requirements such as the (DIN Norm) in fluency the perception and recognition of information in industrial environment. The conditions in turn impact the human-machine-interaction as well as the job assignment. The present dissertation explores on this research gap. Based on a Usability Engineering Lifecycle model according to Mayhew, a design concept was developed, which deals with perception in augmented reality systems. An evaluation with experts examines the saturation of gray and color values, in terms of perception and recog-nizability at minimum and maximum permissible luminance of the industrial environment. The results indicate that gray values are suitable for permanent text display and colors are more suitable for highlighting or graphics. Another focus of the dissertation concerns the concept of the user interface for the augmented reality system. Basic interactions and de-facto standards were examined for the generic tasks of the industrial context. This resulted in a prototype, which was tested in a detailed evaluation. The four generic tasks “select from the main menu”, “navigate in documents”, “deepen object information” and “select from the function bar” were evaluated for their usefulness and usability. As a result, it became clear that when designing the layout elements, the users must be given the opportunity to adapt the presentation according to their own experience and existing solutions should be adopted. The result of the dissertation is a pattern catalog with eleven layouts and eighteen interac-tion alternatives. These design solutions can support the development of user-oriented inter-faces for industrial augmented reality systems.Für die Gestaltung eines User-Interfaces für ein AR-System im industriellen Kontext gelten besondere Anforderungen für das Wahrnehmen und Erkennen von Inhalten, die durch die Rahmenbedingungen der industriellen Umgebung, die Mensch-Technik-Interaktion und die Arbeitsaufgabe gegeben sind. Die Dissertation befasst sich näher mit der Gestaltung des Interface. Eine Studie konzentriert sich auf die Wahrnehmung von Informationen in AR-Systemen. Eine Evaluation mit ExpertInnen untersuchte die Sättigung von Grau- und Farbwerten in Bezug auf die Wahrnehmung und Erkennbarkeit bei minimal und maximal zulässiger Leuchtdichte des industriellen Umfeldes. Ein weiteres Hauptaugenmerk der Dissertation befasste sich mit dem Layout und Interaktionsmöglichkeiten des User-Interfaces des AR-Systems. Basisinteraktionen und de facto Standards wurden bezüglich der generischen Aufgaben untersucht. Daraus entstand ein Prototyp, der in einer ausführlichen nutzerorientierten Untersuchung getestet wurde. Im Ergebnis entstand ein Patternkatalog, der bei der Entwicklung eines industriellen AR-Systems in Hinblick auf eine nutzerorientierte Darstellung des Interfaces unterstützend kann
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