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Das Fraunhofer Institut für Intelligente Analyse- und Informationssysteme (IAIS) entwickelt im Projekt ProfiBot ein modulares Roboterbaukastensystem für die berufliche Mechatronikausbildung. Es wird durch das Bundesministerium für Bildung und Forschung (BMBF) gefördert. Diese Arbeit hat die Entwicklung eines Systems zum Ziel, mit dem es möglich ist, einen ProfiBot-Roboter an einer Dockingstation zu positionieren und eine Ladung der Akkus durchzuführen. Dies umfasst die Entwicklung der Algorithmen und Architekturen zur Navigation, die Konstruktion und die Herstellung der Dockingstation. Das System wurde so konzipiert, dass es sich gegenüber verschiedenen Störfaktoren, wie beispielsweise unterschiedlichen Lichtverhältnissen, Bodenbeschaffenheiten oder markanten Objekten im Raum, robust verhält.
In recent years, there has been an increasing interest in psychological need satisfaction and its role in promoting optimal functioning. The DRAMMA model integrates existing need and recovery models to explain why leisure is connected to optimal functioning (i.e., high well-being and low ill-being). It encompasses six psychological needs: detachment, relaxation, autonomy, mastery, meaning, and affiliation (DRAMMA). While the individual needs of the DRAMMA model have been previously shown to relate to different aspects of optimal functioning, a longitudinal study examining the entire model has not been conducted before. In this longitudinal field study covering leisure and work episodes, we tested the within-person reliability and (construct and criterion) validity of the operationalization of the DRAMMA model in a sample of 279 German employees. Participants filled out measures of DRAMMA need satisfaction and optimal functioning at five measurement times before, during, and after vacation periods in 2016 and 2017. The six-factor model showed good fit to the data. In the multilevel models, relaxation, detachment, autonomy, and mastery had the most consistent within-person effects on optimal functioning, while the relationships between optimal functioning, meaning, and affiliation were considerably weaker. In conclusion, DRAMMA need satisfaction can aid and nurture employees’ optimal functioning.
Shaping off-job life is becoming increasingly important for workers to increase and maintain their optimal functioning (i.e., feeling and performing well). Proactively shaping the job domain (referred to as job crafting) has been extensively studied, but crafting in the off-job domain has received markedly less research attention. Based on the Integrative Needs Model of Crafting, needs-based off-job crafting is defined as workers’ proactive and self-initiated changes in their off-job lives, which target psychological needs satisfaction. Off-job crafting is posited as a possible means for workers to fulfill their needs and enhance well-being and performance over time. We developed a new scale to measure off-job crafting and examined its relationships to optimal functioning in different work contexts in different regions around the world (the United States, Germany, Austria, Switzerland, Finland, Japan, and the United Kingdom). Furthermore, we examined the criterion, convergent, incremental, discriminant, and structural validity evidence of the Needs-based Off-job Crafting Scale using multiple methods (longitudinal and cross-sectional survey studies, an “example generation”-task). The results showed that off-job crafting was related to optimal functioning over time, especially in the off-job domain but also in the job domain. Moreover, the novel off-job crafting scale had good convergent and discriminant validity, internal consistency, and test–retest reliability. To conclude, our series of studies in various countries show that off-job crafting can enhance optimal functioning in different life domains and support people in performing their duties sustainably. Therefore, shaping off-job life may be beneficial in an intensified and continually changing and challenging working life.
Die vorliegende Forschungsarbeit behandelt die Filtrierung von sozialen Medien durch die Content Moderatoren. Die Content Moderatoren sind Menschen, die unter schlechten Arbeitsbedingungen und hoher psychischer Belastung Plattformen wie Facebook tagtäglich von strafbaren Inhalten filtern. Durch dieses Löschregime werden zwar gewaltzeigende Inhalte gelöscht, aber auch aufklärende oder künstlerische Inhalte zensiert.
Mithilfe von durchgeführten Fokusgruppendiskussionen wurde der Einfluss der Gruppenzusammensetzung und Darbietung positiver und negativer Informationen auf die individuelle und eindimensionale Wahrnehmung der Teilnehmer bezüglich sozialer Medien, Content Moderatoren und Löschrichtlinien erforscht.
Die Ergebnisse zeigen, dass die Darbietung der Informationen keinen Einfluss auf die mehrdimensionale Wahrnehmung der Probanden hatte und sie unabhängig von der Gruppenzusammensetzung nonkonforme Meinungen vertraten. Trotz des erweiterten Wissenstandes und der entwickelten Alternativlösungen äußerten die meisten Probanden nicht die Absicht, ihr Nutzungsverhalten künftig zu ändern. Trotz der Annahme, dass die meisten Probanden eine eindimensionale Wahrnehmung sozialer Medien haben, zeigten die Ergebnisse, dass viele Probanden eine ähnlich positive und kritische Haltung gegenüber den Plattformen hatten. Darüber hinaus wird deutlich, dass es einen starken Forschungsbedarf in Bezug auf die Langzeitfolgen der Arbeit als Content Moderator und Auswirkungen von Zensur und Filtrierung auf die Nutzer sozialer Medien gibt.
Taste is a complex phenomenon that depends on the individual experience and is a matter of collective negotiation and mediation. On the contrary, it is uncommon to include taste and its many facets in everyday design, particularly online shopping for fresh food products. To realize this unused potential, we conducted two Co-Design workshops. Based on the participants’ results in the workshops, we prototyped and evaluated a click-dummy smart-phone app to explore consumers’ needs for digital taste depiction. We found that emphasizing the natural qualities of food products, external reviews, and personalizing features lead to a reflection on the individual taste experience. The self-reflection through our design enables consumers to develop their taste competencies and thus strengthen their autonomy in decision-making. Ultimately, exploring taste as a social experience adds to a broader understanding of taste beyond a sensory phenomenon.
Network aggregation
(2020)
Network Analysis Method
(2024)
Interactive rendering of complex models has many applications in the Virtual Reality Continuum. The oil&gas industry uses interactive visualizations of huge seismic data sets to evaluate and plan drilling operations. The automotive industry evaluates designs based on very detailed models. Unfortunately, many of these very complex geometric models cannot be displayed with interactive frame rates on graphics workstations. This is due to the limited scalability of their graphics performance. Recently there is a trend to use networked standard PCs to solve this problem. Care must be taken however, because of nonexistent shared memory with clustered PCs. All data and commands have to be sent across the network. It turns out that the removal of the network bottleneck is a challenging problem to solve in this context.In this article we present some approaches for network aware parallel rendering on commodity hardware. These strategies are technological as well as algorithmic solutions.