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Organizational culture, environmental sustainability, and digitalization have an impact on the business development of Small and Medium-Sized Enterprises (SME). Dimensions associated with organizational culture (e.g., attitudes, norms, assumptions) give a sense of identity and determine behavior. The latter include general approaches concerning the organizational impact on the natural environment (environmental sustainability) or the adoption of digital technologies (digitalization), which can cause profound transformations of the business model. These three concepts have been investigated separately and scarce attention has been paid to their relationship. To enable SMEs to successfully manage this complex relationship, our study cumulates existing knowledge, offering the first integrative view on organizational culture, level of environmental sustainability, and level of digitalization and their interactions. Through a systematic literature review protocol supplemented where possible by meta-analysis we selected 80 significant papers out of 811 peer-reviewed papers analyzed. We developed a network map to display the relations between the three concepts. Quantitative path analysis was used on three bidirectional main paths. For qualitative analysis we developed a novel extension to the Belief-Action-Outcome (BAO) framework, presented for the first time in the paper. Our findings reveal thirteen key dimensions and identify ten links between the key constructs. Strategic orientation, internal capabilities, management, and attitudes are the most investigated cultural dimensions. Furthermore, we integrated interchangeably used terms (e.g. Green IT and Green IS) introducing the novel concept of green digitalization tools. The meta-analysis revealed trends in applied research methods, geographical locations of research, top journals, and a growing interest in the relationship. Finally, we identify gaps in existing research and challenges for future research.
This study proposes Service Dominant Logic as a new explanatory approach to improve our understanding of sustainable events. A two-step analysis serves as a methodical framework. First, literature related to event marketing and Service Dominant Logic is analyzed with a focus on the micro, meso, and macro level. Second, the theoretical discussions are validated and enhanced by a brief case study from the German meetings industry. The findings highlight that the specific investigation of a micro, meso, and macro level within Service Dominant Logic can serve as a promising framework to better explain and depict the complexity of event sustainability.
We use a movie industry project-by-project data set to analyze the principal–agent problem in slate financing arrangements. Under this specific film financing regime, which has become a significant mode of raising capital in Hollywood over the past decade, an external investor concludes a long-term contract with a film producer and commits to cofinance a larger number of future film projects of that particular partner. In line with our theoretical conjectures, slate cofinanced movies receive poorer quality ratings and yield considerably lower return rates. Our data suggests that a substantial part of these performance differences may be attributed to adverse project selection and producer moral hazard.
Firms increasingly need to consider environmental issues as a result of stricter governmental regulation and due to growing pressures from a broad range of stakeholders. The literature on environmental management is vast but not much is known about firm-specific capabilities that facilitate the adoption of environmental practices and environmental collaboration. Drawing on the dynamic capabilities literature, this study identifies the adoption of advanced technology, experiences with inter-firm relations and capacity for product innovation as three capabilities that support firms' efforts to become ‘greener’. Descriptive statistics portray the diffusion of the related management practices among 294 small and medium-sized manufacturers from the United States. Based on regression analysis, the authors provide evidence for a relationship between the underlying capabilities and environmental management practices. Consequently, the results point to additional benefits of known strategic capabilities and suggest how firms should approach sustainability initiatives by developing certain competencies first. Copyright © 2012 John Wiley & Sons, Ltd and ERP Environment.
Environmental practices and innovation performance of US small and medium-sized manufacturers
(2015)
Purpose
The purpose of this paper is to describe the adoption of environmental management and collaboration practices by US small and medium-sized manufacturers and explore whether there are discernible differences in product and process innovation that can be explained by differences in their adoption.
Design/methodology/approach
This research uses descriptive statistics and probit regression analysis of survey data from 295 small and medium-sized US manufacturers in seven industries.
Findings
There are significant industrial sector differences in the adoption of environmental management and collaboration practices, larger and older companies are more advanced in their adoption of these practices, and companies adopting these practices are outperforming their competitors in terms of product and process innovation.
Originality/value
This research assesses US industry sector differences among small and medium-sized manufacturers in the adoption of environmental management and collaboration practices and differences in product and process innovation linked to this adoption.
Metaphors build a common ground for discussing spatial strategies. They help to make spatial qualities visible, encourage a playful, creative atmosphere and find a common language for an abstract space. Integrated as a productive element in communicative design processes, they can be distinguished from images created for marketing purposes. The text discusses the use of metaphors in spatial design referring to experience gained in the regional projects “Spatial vision South Region” in Luxembourg and “Raumperspektiven ZukunftsLAND” in a rural region of western Germany.
English Title: Finding a common language: metaphors in communicative design processes
Ein konzeptuelles Verständnis der Bewegung von Ladungsträgern in elektrischen und magnetischen Feldern ist ein wichtiges Ziel des Physikunterrichts der Oberstufe. Allerdings fehlt im deutschsprachigen Raum dazu bisher ein geeignetes Testinstrument, mit dem Lernziele überprüft werden können. Im Beitrag wird die Entwicklung eines Multiple-Choice-Tests beschrieben, um entsprechenden Unterricht zu evaluieren. In drei Studien wurden Argumente gesammelt, die für die Validität einer solchen Interpretation der Testwerte sprechen. In Studie 1 wurden die Leistungen von 283 Schülerinnen und Schülern erfasst und mittels einer Raschanalyse gezeigt, dass die beiden fokussierten Dimensionen (Verständnis der Bewegung von Ladungsträgern im elektrischen bzw. magnetischen Feld) statistisch getrennt werden können. Dies kann vor allem als Argument für die strukturelle Validität aufgefasst werden. Im Rahmen von Studie 2 wurde die kognitive Validität mit einer Teilstichprobe von 18 Schülerinnen und Schülern aus Studie 1 untersucht. Die Ergebnisse dienten dazu, den Test entsprechend zu modifizieren. In Studie 3 wurden 55 Schülerinnen und Schüler mittels eines einschlägigen, computerbasierten Lernspiels instruiert. Der hohe Zuwachs in den Testscores ist ein Indiz für die Instruktionssensitivität des Tests, einer wichtigen Voraussetzung für konsequentielle Validität. Der Test wird als Onlinematerial zur Nutzung zur Verfügung gestellt.
We introduce an augmented reality application that allows the representation of planned real world objects (e.g. wind turbines or power poles) at their actual geographic location. The application uses GPS for positioning, which is then supplemented by augmented reality feature tracking to get a constant and stable positional and rotational reading. As addition to the visualization, we use on-the-fly gathered sensor data to identify foreground objects. Thus, for practical scenarios our application depicts images with mostly correct occlusion between real and virtual objects. The application will be used to support urban and landscape planners in their process, especially for the purpose of public information and acceptance. It provides an advantage to current planning processes, where the representation of objects is limited to positions on maps, miniature models, or at best a photo montage where the object is placed into a still camera image.
With human motion capture being used in various research fields and the entertainment industry, suitable systems need to be selected based on individual use cases. In this paper we propose a novel software framework that is capable to simulate, compare, and evaluate any motion capturing system in a purely virtual way. Given an avatar as input character, a user can create an individual tracking setup by simply placing trackers on the avatars skin. The physical behavior of the placed trackers is configurable and extendable to simulate any existing tracking device. Thus it is possible e.g. to add or modify drift, noise, latency, frequency, or any other parameter of the virtual trackers. Additionally it is possible to integrate an individual inverse kinematics (IK) solving system which is steered by the placed trackers. This allows to compare not only different tracker setups, but also different IK solving systems. Finally users can plug-in custom error metrics for comparison of the calc ulated body poses against ground truth poses. To demonstrate the capabilities of our proposed framework, we present a proof of concept by implementing a simplified simulation model of the HTC vive tracking system to control the VRIK solver from the FinalIK plugin and calculate error metrics for positional, angular, and anatomic differences.
Over the last years drones became a more and more popular solution for inspection and survey tasks. Controlling these drones, especially in tight spaces, using ‘line of sight’ or a ‘first person’ view from the perspective of the drone can be a difficult task. Often users experience an increased rate of difficulty that can be traced back to the limited situationaloverview of the user. To investigate whether a different form of visualization and interaction might result in a higher level of usability for the user, an experimental workspace was set up, with the goal of exploring the possibility of implementing a ‘third person view’ metaphor, like one used in video games. To further allow the user to experience his environment the use of virtual reality was used to stream the followers perspective directly to the users headset. This allowed the user to fly inside a simulated environment allowing for a control- and repeatable testing ground of the software. The workspace consisted of a simulation in which a ‘proof of concept’ was developed. In this simulation a drone used a conventional GPS sensor to follow a human controlled drone, offering his view, from a static camera, as a third person perspective to the controller using a virtual reality headset. Within the framework of the project, two aspects in particular were investigated: The performance of the technical system and the basic user experience and ergonomics of this form of interaction. To evaluate the performance of the follower system, the GPS position, as well as execution times and latencies were recorded. The user experience was evaluated based on personal interviews. The results show that the developed system can in fact follow a drone based on the GPS position alone, as well as calculate the desired positions in a timely manner. Yet, the existing delay in movement induced by the controller execution, as well as the drones own inertia did not allow for continues camera tracking of the drone using a static camera. This introduced several issues regarding tracking and impacted the user experience, but still showed that such a metaphor could in theory be implemented and further refined. The personal interviews showed that users would try tracking the drone by moving their head, like they are used to in virtual reality games. Ultimately, it was deduced that introducing a vectorbased drone movement, additional range detection sensor, as well as a moveable camera, controlled via head movement would be next steps to improve of the overall system. Since the prototype created in this paper only contained a bare bones user interface and experience the use of a usability study has been foregone in exchange for a more stable software solution. This allows further research into this topic the possibility of evaluating possible types of spatial user interfaces, which could improve the user immersion.