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Motorradfahrer/innen sind mechanischen Schwingungen ausgesetzt, die über Lenker, Fußrasten und Sitzbank übertragen werden. Mehr als drei Viertel der Motorradfahrer/innen berichtet in einer Umfrage über körperliche Symptome, die auf mechanische Schwingungen zurückgeführt werden können, aber über zwei Drittel der Fahrer/innen empfindet die Motorradvibrationen als nicht oder nur wenig störend. Messungen an verschiedensten in Deutschland und Europa üblichen Motorrädern zeigen im Hand-Arm- und Ganzkörperbereich Schwingungswerte, die zum Teil deutlich oberhalb des auf 8 h bezogenen Grenzwerts der Richtlinie 2002/44EG liegen. Vergleichsmessungen an einem Pkw führen bei gleichen Bedingungen zu erheblich geringeren Schwingungswerten. Motorräder im Dienstgebrauch bei Polizei und Johanniter Unfallhilfe können zu Tagesexpositionswerten oberhalb der Auslösewerte führen.
In this paper, we introduce a framework to identify domain specific use cases for smart glasses in the domain of logistics services. We further present and evaluate our framework through its application in a single case study in a wholesale warehouse. We contribute to theory and practice by presenting an approach to identify, define and describe application scenarios for the adoption of smart glasses in the logistics domain, and by enriching the current body of knowledge on digitalization, service support systems and wearables. Therefore, our research falls into line with the second topic. We directly address current challenges in logistics, one of Germany’s major economic sectors, regarding the implementation of new or advanced services with smart glasses. The presented case study is embedded in the digitalization project Glasshouse. The processes of two logistics services providers are the main research subjects in this project. In contrast to this, we focus on a third logistic service provider in this paper, to evaluate the transferability of our findings.
The development of augmented reality glasses is still ongoing and faces barriers in diffusion and concerns about their impact on users, organizations and society. The study aims to find sufficient solutions for this struggling digital innovation and to provide guidance for the implementation of augmented reality glasses in design-oriented projects. During a 3-year consortium research, acceptance and privacy have been identified as major phenomena that influence the adoption of augmented reality glasses in the logistics domain. To forge ahead digital innovation research, the focus of the presented research lies on the diffusion of this technology with design knowledge for the development of augmented reality glasses-based systems. Evidence and artifacts contribute to the still limited knowledge of system design based on augmented reality glasses from a domain-specific instantiation and an implementation framework.
Das Forschungsprojekt „Dorfgemeinschaft 2.0“ hat zum Ziel, dem Bedürfnis der Bürger_innen nachzukommen, auch im Alter zu Hause wohnen bleiben zu können. Die Gesundheitsversorgung im ländlichen Raum steht im Mittelpunkt. Hierfür werden regional angepasste Lösungsstrategien anhand des Design Science Ansatzes entworfen und individuelle Wünsche und Bedarfe multiperspektivisch in den Blick genommen. Vier der so entstandenen Versorgungskonzepte werden als nutzerorientierte alltags und gesundheitsbezogene Ansätze vorgestellt. Zudem werden die angedachten Kommunikationsstrukturen und das Zusammenwirken der Konzepte als Versorgungsnetz auf dem virtuellen Dorfmarktplatz beschrieben.
Mit immer größerer Dringlichkeit beim globalen Klimaschutz gewinnt auch die CO2-Bilanzierung von Unternehmen und Organisationen an Bedeutung. Drei Handlungsempfehlungen gewährleisten, dass aus einer einfachen CO2-Bilanzierung eine systematische CO2-Beratung wird, die im Unternehmen einen effektiven Beitrag zum Klimaschutz leistet.
Who is more eager to use Gamification in Economic Disciplines? Comparison of Students and Educators
(2022)
Background: In this paper, the focus is on the application of digital and mobile technologies as supporting tools for the implementation of gamification in the field of education of future economists. Objectives: The paper's main objective is to explore whether educators and students are motivated and willing to apply additional technologies as main gamification components in their work and education. Moreover, the paper aims to assess how their more comprehensive application affects the quality of teaching, work flexibility, new learning opportunities, and outcomes. Methods/Approach: The survey method was used to collect answers from educators and students primarily interested in accounting, finance, trade and tourism from higher and secondary education institutions in Croatia, Poland, Serbia and Germany. Afterwards, the responses were compared using statistical methods. Results: Research results confirm that educators and students are willing to use gamification in teaching. Still, they also expressed the need for better administrative support in using particular e-learning tools. Surprisingly, educators are more eager to use gamification in their work than students. Conclusions: The study's general conclusion is that educators and students are both aware of the advantages of using e-learning tools provided through digital and mobile technologies and are eager to implement more gamification in the teaching process. However, continuous education in applying new digital technologies is needed on both sides.