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Big Data und aktuelle Trends
(2015)
Mobile Kundenbindung
(2015)
Die Forschung zur kontrovers diskutierten Robotik in der Pflege und Begleitung von Personen mit Demenz steht noch am Anfang, wenngleich bereits erste Systeme auf dem Markt sind. Der Beitrag gibt entlang beispielhafter, fallbezogener Auszüge Einblicke in das laufende multidisziplinäre Projekt EmoRobot, das sich explorativ und interpretativ mit der Erkundung des Einsatzes von Robotik in der emotionsorientierten Pflege und Versorgung von Personen mit Demenz befasst. Fokussiert werden dabei die je eigenen Relevanzen der Personen mit Demenz.
Industrie 4.0: Digitale Wirtschaft – Herausforderung und Chance für Unternehmen und Arbeitswelt
(2015)
Seit Mitte der 1990er Jahre werden neue Informations- und Kommunikationstechnologien in der Arbeitswelt genutzt, in wachsendem Ausmaß und mit wachsender Bedeutung. Die verstärkte Digitalisierung verändert sowohl die Wirtschaft als auch die Gesellschaft. Es wird sogar von der "vierten industriellen Revolution" gesprochen, denn traditionelle Geschäftsmodelle geraten unter Druck.
An Hochschulen ist eine zunehmende generationale Durchmischung der Beschäftigten zu beobachten (vgl. Gülker 2011). Erklärungsansätze, warum dies so ist, beziehen sich insbesondere auf zwei Entwicklungen: zum einen den demografischen Wandel, zum anderen einen sich verändernden Führungsstil in Organisationen.
Unternehmen agieren in einem dynamischen Umfeld mit hoher Komplexität und Unsicherheit. Um dabei langfristig wettbewerbsfähig zu bleiben, ist eine kontinuierliche Optimierung der Prozesse erforderlich. Eine konsequente Prozessorientierung wird daher seit langem angestrebt. Zur Ermittlung des aktuellen Standes der Prozessorganisation in deutschen Unternehmen hat die Gesellschaft für Organisation e. V. (gfo) eine Studie durchführen lassen, deren erste Ergebnisse hier vorgestellt werden.
Der Nutzen von Prozessmanagement für die Effizienz und Effektivität der Organisation von Unternehmen ist vielfach bestätigt. Eine Studie der gfo-Gesellschaft für Organisation stellt fest, dass der Umsetzungsgrad der Prozessorganisation in Unternehmen dennoch mangelhaft ist. Es fehlt die Unterstützung der Leitung, die selbst noch überwiegend funktional organisiert ist.
The latest advances in the field of smart card technologies allow modern cards to be more than just simple security tokens. Recent developments facilitate the use of interactive components like buttons, displays or even touch-sensors within the card's body thus conquering whole new areas of application. With interactive functionalities the usability aspect becomes the most important one for designing secure and popularly accepted products. Unfortunately, the usability can only be tested fully with completely integrated hence expensive smart card prototypes. This restricts severely application specific research, case studies of new smart card user interfaces and the optimization of design aspects, as well as hardware requirements by making usability and acceptance tests in smart card development very costly and time-consuming. Rapid development and simulation of smart card interfaces and applications can help to avoid this restriction. This paper presents a rapid development process for new smart card interfaces and applications based on common smartphone technology using a tool called SCUID^Sim. We will demonstrate the variety of usability aspects that can be analyzed with such a simulator by discussing some selected example projects.
We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment in those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, trials of moderate-intensity exercise (i.e. self-paced cycling) and no-exercise (i.e. automatic propulsion) were performed within three levels of virtual environment exposure. Each trial was 5-min in duration and was followed by post-trial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore these change indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
The steadily decreasing prices of display technologies and computer graphics hardware contribute to the increasing popularity of multiple-display environments, like large, high-resolution displays. It is therefore necessary that educational organizations give the new generation of computer scientists an opportunity to become familiar with this kind of technology. However, there is a lack of tools that allow for getting started easily. Existing frameworks and libraries that provide support for multi-display rendering are often complex in understanding, configuration and extension. This is critical especially in educational context where the time that students have for their projects is limited and quite short. These tools are also rather known and used in research communities only, thus providing less benefit for future non-scientists. In this work we present an extension for the Unity game engine. The extension allows – with a small overhead – for implementation of applications that are apt to run on both single-display and multi-display systems. It takes care of the most common issues in the context of distributed and multi-display rendering like frame, camera and animation synchronization, thus reducing and simplifying the first steps into the topic. In conjunction with Unity, which significantly simplifies the creation of different kinds of virtual environments, the extension affords students to build mock-up virtual reality applications for large, high-resolution displays, and to implement and evaluate new interaction techniques and metaphors and visualization concepts. Unity itself, in our experience, is very popular among computer graphics students and therefore familiar to most of them. It is also often employed in projects of both research institutions and commercial organizations; so learning it will provide students with qualification in high demand.