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§ 303 Schuldenkonsolidierung
(2020)
Krisenzeiten sind für die Wirtschaft durch immer kürzer werdende Zyklen mittlerweile zum Normalfall geworden. Auch im neuen Jahrtausend war die Weltwirtschaft schon mit mehreren schweren Krisen konfrontiert: Das Platzen der New-Economy-Blase zu Beginn des Jahrtausends oder die Finanz- und Wirtschaftskrise 2008. In diese gesamtwirtschaftlichen Krisen mischen sich aktuell Branchen- und Unternehmenskrisen, häufig verursacht durch die disruptive Kraft der digitalen Transformation oder durch Managementfehler. Unternehmenskrisen sind somit gewissermaßen der Normalfall einer typischen Unternehmensentwicklung und treten in jedem Unternehmen früher oder später auf. Dementsprechend legen einige Modelle des organisationalen Lebenszyklus (Ringlstetter & kaiser, 2004) nahe, Unternehmenskrisen als wenig außergewöhnlich bzw. normale und permanente Begleiterscheinung unternehmerischen Handelns aufzufassen (insbesondere Greiner, 1972). Dabei kann man unter Krise allgemein den abrupten Bruch einer bis dahin kontinuierlichen Entwicklung (Krystek, 1987, S. 3) verstehen. Dieser Bruch markiert einen Wendepunkt in der Unternehmensentwicklung, dessen konkreter Ausgang nicht absehbar ist und der zudem die gesamte Unternehmung oder deren dominante Ziele gefährden kann. Es ist somit zu Recht auf die ambivalenten Entwicklungsmöglichkeiten in einer Krise hinzuweisen.
YouTube fashion videos
(2020)
YouTube is the most widely adopted and successful video sharing platform. It works as a marketing instrument and money-making tool for companies while reaching the target group. After considering the significant literature based on YouTube, it is striking that there is lack of information about YouTube’s benefits as a video marketing instrument for fashion brands. To establish this subject further, the purpose of this study is to enrich the existing findings on social video marketing on YouTube in the apparel industry. The findings indicate the importance of YouTube as a social network for fashion marketers. The second part conducts an empirical study, which makes the YouTube channel performance of nine fashion brands the subject of discussion. Thereby, three brands per lifestyle, sports and luxury sector are analyzed through comparative aspects. Accordingly, the differences and similarities within and between the sectors are analyzed and evaluated.
Formula One races provide a wealth of data worth investigating. Although the time-varying data has a clear structure, it is pretty challenging to analyze it for further properties. Here the focus is on a visual classification for events, drivers, as well as time periods. As a first step, the Formula One data is visually encoded based on a line plot visual metaphor reflecting the dynamic lap times, and finally, a classification of the races based on the visual outcomes gained from these line plots is presented. The visualization tool is web-based and provides several interactively linked views on the data; however, it starts with a calendar-based overview representation. To illustrate the usefulness of the approach, the provided Formula One data from several years is visually explored while the races took place in different locations. The chapter discusses algorithmic, visual, and perceptual limitations that might occur during the visual classification of time-series data such as Formula One races.
This chapter provides insights in the future of fashion film with respect to augmented reality and virtual reality technologies. The question: How does augmented reality and virtual reality influence the future of fashion film? is therefore considered. It is important to analyze the influence of those technologies on fashion films to assess the potential for fashion retailers and in best case gain first-mover advantages. To answer the stated research question, a literature research was conducted to gain insights about the topic and its influence towards fashion filming. Explanation of augmented reality and virtual reality is provided as well as implications in the retail sector regarding fashion films. Moreover, company examples already using this approach have been compiled. Furthermore, an empirical research part was conducted including a survey method based on an online survey design. The questionnaire is based on what has been revealed in literature to gain in depth insides and approval. The data gained indicated that augmented reality and virtual reality influence the future of fashion film in various ways. The findings highlight how important those technologies can be in order to enhance customer experience and engagement. Regarding the research question, the conclusion can be drawn that it is highly important for fashion managers to take future developments like augmented reality and virtual reality into account to stay competitive and satisfy the requirements of modern consumers.
We discuss the fabrication technologies for IC chips in this chapter. We will focus on the main process steps and especially on those aspects that are of particular importance for understanding how they affect, and in some cases drive, the layout of ICs. All our analyses in this chapter will be for silicon as the base material; the principles and understanding gained can be applied to other substrates as well. Following a brief introduction to the fundamentals of IC fabrication (Sect. 2.1) and the base material used in it, namely silicon (Sect. 2.2), we discuss the photolithography process deployed for all structuring work in Sect. 2.3. We will then present in Sect. 2.4 some theoretical opening remarks on typical phenomena encountered in IC fabrication. Knowledge of these phenomena is very useful for understanding the process steps we cover in Sects. 2.5–2.8. We examine a simple exemplar process in Sect. 2.9 and observe how a field-effect transistor (FET) – the most important device in modern integrated circuits—is created. To drive the key points home, we provide a review of each topic at the end of every section from the point of view of layout design by discussing relevant physical design aspects.
The SDGs give an overview of the world's development challenges of the present and the coming decades and set a new global agenda for more inclusive and sustainable development and growth. These challenges also represent opportunities for social innovations and the creation of scalable and financially self-sustaining solutions by businesses and (social) entrepreneurs. Examples of solutions to social and ecological challenges are for instance providing low-income communities with access to affordable, quality products and services in areas such as water and sanitation, energy, health, education and finance. New business models can meet customer demands by providing solutions and thereby create opportunities for low-income people as employees, suppliers and distributors.
Service Blueprinting
(2020)
Ein Ansatz des Dienstleistungsmanagements, mit dessen Hilfe Gesundheitsleistungen ganz aus Perspektive der behandelten Person und ihrer Customer Journey durch den Leistungsprozess analysiert werden kann, ist das sogenannte Service Blueprinting. Die vorliegende Fallstudie beginnt mit einer kurzen Einführung zur Begründung und zum Vorgehen dieses Ansatzes. Im Anschluss wird der Ansatz anhand der holprigen Customer Journey des imaginären Patienten Torben Schulz im Rahmen einer Bandscheiben-Operation kritisch diskutiert und auf einen Teilaspekt dieser Dienstleistung angewendet.