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Context-aware systems to support actors in the operating room depending on the status of the intervention require knowledge about the current situation in the intra-operative area. In literature, solutions to achieve situation awareness already exist for specific use cases, but applicability and transferability to other conditions are less addressed. It is assumed that a unified solution that can be adapted to different processes and sensors would allow for greater flexibility, applicability, and thus transferability to different applications. To enable a flexible and intervention-independent system, this work proposes a concept for an adaptable situation recognition system. The system consists of four layers with several modular components for different functionalities. The feasibility is demonstrated via prototypical implementation and functional evaluation of a first basic framework prototype. Further development goal is the stepwise extension of the prototype.
We examine the role of communication from users on dropout from digital learning systems to answer the following questions: (1) how does the sentiment within qualitative signals (user comments) affect dropout rates? (2) does the variance in the proportion of positive and negative sentiments affect dropout rates? (3) how do quantitative signals (e.g. likes) moderate the effect of the qualitative signals? and (4) how does the effect of qualitative signals on dropout rates change across early and late stages of learning? Our hypotheses draws from learning theory and self-regulation theory, and were tested using data of 447 learning videos across 32 series of online tutorials, spanning 12 different fields of learning. The findings indicate a main effect of negative sentiment on dropout rates but no effect of positive sentiment on preventing dropout behaviour. This main effect is stronger in the early stages of learning and weakens at later stages. We also observe an effect of the extent of variance of positive and negative sentiments on dropout behaviour. The effects are negatively moderated by quantitative signals. Overall, making commenting more broad-based rather than polarised can be a useful strategy in managing learning, transferring knowledge, and building consensus.
This book is about the challenges that emerge for organizations from an ever faster changing world. While useful at their time, several management tools, including classic strategic planning processes, will no longer suffice to address these challenges in a timely and comprehensive fashion. While individual management tools are still valid to solve specific problems, they need to be employed based on a clear understanding of what the greater challenge is and how they need to be combined and prioritized with other approaches. In order to do so, companies can apply the clarity of thinking from the military with regard to which leadership level is responsible for what and how these levels need to interact in order to produce a single aligned response to an outside opportunity or threat. Finally, the tool of business wargaming, while known for some time, proves to be an ideal approach to quickly and effectively bring all leadership levels together, align them around a common objective and lay the groundwork for effective implementation of targeted responses that will keep the organization competitive and in the game for the long run. The book offers a comprehensive introduction to business wargaming, including a historical account, a classification of different types of games and a number of specific real-world examples. This book is targeted at practicing managers dealing with the aforementioned challenges, as well as for students of business and strategy at every level.