Refine
H-BRS Bibliography
- yes (3714) (remove)
Departments, institutes and facilities
- Fachbereich Wirtschaftswissenschaften (1088)
- Fachbereich Informatik (972)
- Fachbereich Angewandte Naturwissenschaften (575)
- Fachbereich Ingenieurwissenschaften und Kommunikation (509)
- Fachbereich Sozialpolitik und Soziale Sicherung (353)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (345)
- Institute of Visual Computing (IVC) (273)
- Institut für funktionale Gen-Analytik (IFGA) (169)
- Institut für Verbraucherinformatik (IVI) (141)
- Institut für Cyber Security & Privacy (ICSP) (106)
Document Type
- Article (1166)
- Conference Object (1016)
- Part of a Book (615)
- Book (monograph, edited volume) (365)
- Report (90)
- Contribution to a Periodical (81)
- Doctoral Thesis (70)
- Preprint (69)
- Working Paper (45)
- Master's Thesis (43)
Year of publication
Has Fulltext
- no (3714) (remove)
Keywords
- Lehrbuch (85)
- Controlling (23)
- Deutschland (23)
- Nachhaltigkeit (22)
- Unternehmen (21)
- Management (17)
- Betriebswirtschaftslehre (16)
- Informationstechnik (13)
- Robotics (13)
- FPGA (12)
This paper gives an overview of the development of Fair Trade in six European countries: Austria, France, Germany, the Netherlands, Switzerland and the United Kingdom. After the description of the food retail industry and its market structures in these countries, the main European Fair Trade organizations are analyzed regarding their role within the Fair Trade system. The following part deals with the development of Fair Trade sales in general and with respect to the products coffee, tea, bananas, fruit juice and sugar. An overview of the main activities of national Fair Trade organizations, e.g. public relation activities, completes the analysis. This study shows the enormous upswing of Fair Trade during the last decade and the reasons for this development. Nevertheless, it comes to the conclusion that Fair Trade is still far away from being an essential part of the food retail industry in Europe.
Macht in Unternehmen
(2012)
Kaum ein Begriff ist so diskreditiert wie der der Macht. Sie wird mit Missbrauch, Willkür und Irrationalität verbunden, allein das Streben danach gilt als verdächtig. Dabei ist die regulierende und gestaltende Funktion der Macht für und in Organisationen aus dem Blick geraten, aber auch die Frage nach den Ursprüngen und den Regulativen von Macht. Das Buch untersucht diese Thematik aus der Perspektive von Wissenschaftlern verschiedener Disziplinen und von "Praktikern der Macht" aus Unternehmen und Politik.
Warum wir tun, was andere wollen: Psychologische Determinanten informeller Macht in Organisationen
(2012)
Traffic simulations are typically concerned with modeling human behavior as closely as possible to create realistic results. In conventional traffic simulations used for road planning or traffic jam prediction only the overall behavior of an entire system is of interest. In virtual environments, like digital games, simulated traffic participants are merely a backdrop to the player’s experience and only need to be “sufficiently realistic”. Additionally, restricted computational resources, typical for virtual environment applications, usually limit the complexity of simulated behavior in this field. More importantly, two integral aspects of real-world traffic are not considered in current traffic simulations from both fields: misbehavior and risk taking of traffic participants. However, for certain applications like the FIVIS bicycle simulator, these aspects are essential.
Traditionally traffic simulations are used to predict traffic jams, plan new roads or highways, and estimate road safety. They are also used in computer games and virtual environments. There are two general concepts of modeling traffic: macroscopic and microscopic modeling. Macroscopic traffic models take vehicle collectives into account and do not consider individual vehicles. Parameters like average velocity and density are used to model the flow of traffic. In contrast, microscopic traffic models consider each vehicle individually. Therefore, vehicle specific parameters are of importance, e.g. current velocity, desired velocity, velocity difference to the lead vehicle, individual time gap.
In this paper, we introduce an optical sensor system, which is integrated into an industrial push-button. The sensor allows to classify the type of material that is in contact with the button when pressed into different material categories on the basis of the material's so called "spectral signature". An approach for a safety sensor system at circular table saws on the same base has been introduced previously on SIAS-2007. This contactless working sensor is able to distinguish reliably between skin, textiles, leather and various other kinds of materials. A typical application for this intelligent push-button is the use at possibly dangerous machines, whose operating instructions include either the prohibition or the obligation to wear gloves during the work at the machine. An exemple of machines at which no gloves are allowed are pillar drilling machines, because of the risk of getting caught in the drill chuck and being turned in by the machine. In many cases this causes very serious hand injuries. Depending on the application needs, the sensor system integrated into the push-button can be configured flexibly by software to prevent the operator from accidentally starting a machine with or without gloves, which can decrease the risk of severe accidents significantly. Especially two-hand controls are incentive to manipulation for easier handling. By equipping both push-buttons of a two-hand control with material classification properties, the user is forced to operate the controls with his bare fingers. That limitation disallows the manipulation of a two-hand control by a simple rodding device.
Computers will soon be powerful enough to simulate consciousness. The artificial life community should start to try to understand how consciousness could be simulated. The proposal is to build an artificial life system in which consciousness might be able to evolve. The idea is to develop internet-wide artificial universe in which the agents can evolve. Users play games by defining agents that form communities. The communities have to perform tasks, or compete, or whatever the specific game demands. The demands should be such that agents that are more aware of their universe are more likely to succeed. The agents reproduce and evolve within their user’s machine, but can also sometimes transfer to other machine across the internet. Users will be able to choose the capabilities of their agents from a fixed list, but may also write their own powers for their agents.