5 research outputs found

    Wearable Human Computer Interface for control within immersive VAMR gaming environments using data glove and hand gestures

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    The continuous advances in the state-of-the-art in the Virtual, Augmented, and Mixed Reality (V AMR) technology are important in many application spaces, including gaming, entertainment, and media technologies. V AMR is part of the broader Human-Computer Interface (HCI) area focused on providing an unprecedentedly immersive way of interacting with computers. These new ways of interacting with computers can leverage the emerging user input devices. In this paper, we present a demonstrator system that shows how our wearable Virtual Reality (VR) Glove can be used with an off-the-shelf head-mounted VR device, the RealWear HMT-1ℱ. We show how the smart data capture glove can be used as an effective input device to the HMT-1ℱ to control various devices, such as virtual controls, simply using hand gesture recognition algorithms. We describe our fully functional proof-of-concept prototype, along with the complete system architecture and its ability to scale by incorporating other devices

    Augmented interaction for custom-fit products by means of interaction devices at low costs

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    This Ph.D thesis refers to a research project that aims at developing an innovative platform to design lower limb prosthesis (both for below and above knee amputation) centered on the virtual model of the amputee and based on a computer-aided and knowledge-guided approach. The attention has been put on the modeling tool of the socket, which is the most critical component of the whole prosthesis. The main aim has been to redesign and develop a new prosthetic CAD tool, named SMA2 (Socket Modelling Assistant2) exploiting a low-cost IT technologies (e.g. hand/finger tracking devices) and making the user’s interaction as much as possible natural and similar to the hand-made manipulation. The research activities have been carried out in six phases as described in the following. First, limits and criticalities of the already available modeling tool (namely SMA) have been identified. To this end, the first version of SMA has been tested with Ortopedia Panini and the orthopedic research group of Salford University in Manchester with real case studies. Main criticalities were related to: (i) automatic reconstruction of the residuum geometric model starting from medical images, (ii) performance of virtual modeling tools to generate the socket shape, and (iii) interaction mainly based on traditional devices (e.g., mouse and keyboard). The second phase lead to the software reengineering of SMA according to the limits identified in the first phase. The software architecture has been re-designed adopting an object-oriented paradigm and its modularity permits to remove or add new features in a very simple way. The new modeling system, i.e. SMA2, has been totally implemented using open source Software Development Kit-SDK (e.g., Visualization ToolKit VTK, OpenCASCADE and Qt SDK) and based on low cost technology. It includes: ‱ A new module to automatically reconstruct the 3D model of the residual limb from MRI images. In addition, a new procedure based on low-cost technology, such as Microsoft Kinect V2 sensor, has been identified to acquire the 3D external shape of the residuum. ‱ An open source software library, named SimplyNURBS, for NURBS modeling and specifically used for the automatic reconstruction of the residuum 3D model from medical images. Even if, SimplyNURBS has been conceived for the prosthetic domain, it can be used to develop NURBS-based modeling tools for a range of applicative domains from health-care to clothing design. ‱ A module for mesh editing to emulate the hand-made operations carried out by orthopedic technicians during traditional socket manufacturing process. In addition several virtual widgets have been implemented to make available virtual tools similar to the real ones used by the prosthetist, such as tape measure and pencil. ‱ A Natural User Interface (NUI) to allow the interaction with the residuum and socket models using hand-tracking and haptic devices. ‱ A module to generate the geometric models for additive manufacturing of the socket. The third phase concerned the study and design of augmented interaction with particular attention to the Natural User Interface (NUI) for the use of hand-tracking and haptic devices into SMA2. The NUI is based on the use of the Leap Motion device. A set of gestures, mainly iconic and suitable for the considered domain, has been identified taking into account ergonomic issues (e.g., arm posture) and ease of use. The modularity of SMA2 permits us to easily generate the software interface for each device for augmented interaction. To this end, a software module, named Tracking plug-in, has been developed to automatically generate the source code of software interfaces for managing the interaction with low cost hand-tracking devices (e.g., Leap Motion and Intel Gesture Camera) and replicate/emulate manual operations usually performed to design custom-fit products, such medical devices and garments. Regarding haptic rendering, two different devices have been considered, the Falcon Novint, and a haptic mouse developed in-house. In the fourth phase, additive manufacturing technologies have been investigated, in particular FDM one. 3D printing has been exploited in order to permit the creation of trial sockets in laboratory to evaluate the potentiality of SMA2. Furthermore, research activities have been done to study new ways to design the socket. An innovative way to build the socket has been developed based on multi-material 3D printing. Taking advantage of flexible material and multi-material print possibility, new 3D printers permit to create object with soft and hard parts. In this phase, issues about infill, materials and comfort have been faced and solved considering different compositions of materials to re-design the socket shape. In the fifth phase the implemented solution, integrated within the whole prosthesis design platform, has been tested with a transfemoral amputee. Following activities have been performed: ‱ 3D acquisition of the residuum using MRI and commercial 3D scanning systems (low cost and professional). ‱ Creation of the residual limb and socket geometry. ‱ Multi-material 3D printing of the socket using FDM technology. ‱ Gait analysis of the amputee wearing the socket using a markerless motion capture system. ‱ Acquisition of contact pressure between residual limb and a trial socket by means of Teskan’s F-Socket System. Acquired data have been combined inside an ad-hoc developed application, which permits to simultaneously visualize pressure data on the 3D model of the residual lower limb and the animation of gait analysis. Results and feedback have been possible thanks to this application that permits to find correlation between several phases of the gait cycle and the pressure data at the same time. Reached results have been considered very interested and several tests have been planned in order to try the system in orthopedic laboratories in real cases. The reached results have been very useful to evaluate the quality of SMA2 as a future instruments that can be exploited for orthopedic technicians in order to create real socket for patients. The solution has the potentiality to begin a potential commercial product, which will be able to substitute the classic procedure for socket design. The sixth phase concerned the evolution of SMA2 as a Mixed Reality environment, named Virtual Orthopedic LABoratory (VOLAB). The proposed solution is based on low cost devices and open source libraries (e.g., OpenCL and VTK). In particular, the hardware architecture consists of three Microsoft Kinect v2 for human body tracking, the head mounted display Oculus Rift SDK 2 for 3D environment rendering, and the Leap Motion device for hand/fingers tracking. The software development has been based on the modular structure of SMA2 and dedicated modules have been developed to guarantee the communication among the devices. At present, two preliminary tests have been carried out: the first to verify real-time performance of the virtual environment and the second one to verify the augmented interaction with hands using SMA2 modeling tools. Achieved results are very promising but, highlighted some limitations of this first version of VOLAB and improvements are necessary. For example, the quality of the 3D real world reconstruction, especially as far as concern the residual limb, could be improved by using two HD-RGB cameras together the Oculus Rift. To conclude, the obtained results have been evaluated very interested and encouraging from the technical staff of orthopedic laboratory. SMA2 will made possible an important change of the process to design the socket of lower limb prosthesis, from a traditional hand-made manufacturing process to a totally virtual knowledge-guided process. The proposed solutions and results reached so far can be exploited in other industrial sectors where the final product heavily depends on the human body morphology. In fact, preliminary software development has been done to create a virtual environment for clothing design by starting from the basic modules exploited in SMA2

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Data fusion for human motion tracking with multimodal sensing

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    Multimodal sensor fusion is a common approach in the design of many motion tracking systems. It is based on using more than one sensor modality to measure different aspects of a phenomenon and capture more information about it than what would be available otherwise from a single sensor. Multimodal sensor fusion algorithms often leverage the complementary nature of the different modalities to compensate for shortcomings of the individual sensor modalities. This approach is particularly suitable for low-cost and highly miniaturised wearable human motion tracking systems that are expected to perform their function with limited resources at their disposal (energy, processing power, etc.). Opto-inertial motion trackers are some of the most commonly used approaches in this context. These trackers fuse the sensor data from vision and Inertial Motion Unit (IMU) sensors to determine the 3-Dimensional (3-D) pose of the given body part, i.e. its position and orientation. The continuous advances in the State-Of-the-Art (SOA) in camera miniaturisation and efficient point detection algorithms along with the more robust IMUs and increasing processing power in a shrinking form factor, make it increasingly feasible to develop a low-cost, low-power, and highly miniaturised wearable smart sensor human motion tracking system. It incorporates these two sensor modalities. In this thesis, a multimodal human motion tracking system is presented that builds on these developments. The proposed system consists of a wearable smart sensor system, referred to as Wearable Platform (WP), which incorporates the two sensor modalities, i.e. monocular camera (optical) and IMU (motion). The WP operates in conjunction with two optical points of reference embedded in the ambient environment to enable positional tracking in that environment. In addition, a novel multimodal sensor fusion algorithm is proposed which uses the complementary nature of the vision and IMU sensors in conjunction with the two points of reference in the ambient environment, to determine the 3-D pose of the WP in a novel and computationally efficient way. To this end, the WP uses a low-resolution camera to track two points of reference; specifically two Infrared (IR) LEDs embedded in the wall. The geometry that is formed between the WP and the IR LEDs, when complemented by the angular rotation measured by the IMU, simplifies the mathematical formulations involved in the computing the 3-D pose, making them compatible with the resource-constrained microprocessors used in such wearable systems. Furthermore, the WP is coupled with the two IR LEDs via a radio link to control their intensity in real-time. This enables the novel subpixel point detection algorithm to maintain its highest accuracy, thus increasing the overall precision of the pose detection algorithm. The resulting 3-D pose can be used as an input to a higher-level system for further use. One of the potential uses for the proposed system is in sports applications. For instance, it could be particularly useful for tracking the correctness of executing certain exercises in Strength Training (ST) routines, such as the barbell squat. Thus, it can be used to assist professional ST coaches in remotely tracking the progress of their clients, and most importantly ensure a minimum risk of injury through real-time feedback. Despite its numerous benefits, the modern lifestyle has a negative impact on our health due to an increasingly sedentary lifestyle that it involves. The human body has evolved to be physically active. Thus, these lifestyle changes need to be offset by the addition of regular physical activity to everyday life, of which ST is an important element. This work describes the following novel contributions: ‱ A new multimodal sensor fusion algorithm for 3-D pose detection with reduced mathematical complexity for resource-constrained platforms ‱ A novel system architecture for efficient 3-D pose detection for human motion tracking applications ‱ A new subpixel point detection algorithm for efficient and precise point detection at reduced camera resolution ‱ A new reference point estimation algorithm for finding locations of reference points used in validating subpixel point detection algorithms ‱ A novel proof-of-concept demonstrator prototype that implements the proposed system architecture and multimodal sensor fusion algorith

    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
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