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Die Idee des Ambush Marketing ist es, von den Erfolgen des Sponsoring zu profitieren, ohne die Pflichten eines offiziellen Sponsors einzugehen. Ambusher besitzen keine Vermarktungsrechte an einer Veranstaltung, bauen aber dennoch durch ihre Marketingmaßnahmen eine Verbindung zu einem Event auf. Der Grat zwischen der Verletzung von Sponsorenrechten und kreativ-innovativer Kommunikationspolitik ist dabei oft sehr schmal, weswegen Ambush Marketing kontrovers diskutiert wird.
Bei großen Sportereignissen geht es für Verbände und Sponsoren um Millionen, entsprechend scharf verteidigen sie ihre Marketingrechte. Verschiedene Unternehmen zeigen, wie sich dieses "Monopol" kreativ umgehen lässt. Im vorliegenden Beitrag werden die Grundlagen des Ambush Markting präsentiert und exemplarisch Ambush Aktivitäten von Kulula, Bruno Banani und Burger King vorgestellt, die gezielt Ambush Marketing einsetzten, um im Wettstreit mit ihren Konkurrenten und gegen offizielle Sponsoren Punkte zu sammeln.
Seit einiger Zeit ergänzt eSports das Portfolio vieler Sponsoren im Sport. Durch Teilhaberschaften sowie Partnerschaften mit wichtigen Organisationen fassen die Marken in der eSports-Landschaft Fuß. Während die Kommunikationsarbeit mit Medien und Fans im Rahmen der konventionellen Sportarten über Jahre erprobt ist, ist die PR in eSports für Unternehmen neu.
Der vorliegende Beitrag untersucht die Anforderungen an die PR in eSports. Diese werden anhand der Auswertung einer quantitativen Umfrage unter eSports-Fans identifiziert. Die Ergebnisse belegen die Existenz von bedeutenden Unterschieden in den Anforderungen an eine erfolgreiche PR in eSports.
Smart Stadiums eignen sich als Testfeld für die Smart City, um die Lücke zwischen der Forschung und der Anwendung von Internet of Things Technologien in der Praxis zu schließen. Gleichzeitig können Stadionbetreiber durch die Monetarisierungspotenziale des Smart Stadium Konzeptes ihre Arena zu einem Profit Center ausbauen. Die Erreichung einer Technologieakzeptanz bei den Zuschauern durch die Schaffung von Synergieeffekten zwischen Stadionbetreibern, Technologieanbietern und der Wissenschaft unter Berücksichtigung der kulturellen Besonderheiten im jeweiligen Markt kann dabei als kritischer Erfolgsfaktor für die Nutzengenerierung der verschiedenen Stakeholder eines Smart Stadiums angesehen werden.
In daily life, people tend to use mental shortcuts to simplify and speed up their decision-making processes. A halo effect exists if the impression created by a dominant attribute influences how other attributes of an object or subject are judged. It involves a cognitive bias that leads to distorted assessments. However, the halo effect has barely been researched in a sports-related context, although it can substantially contribute to understanding how sport fans think and behave. The objective of this paper is to answer the question that is of interest for both theory and practice of sports marketing: Is there a halo effect in sports? Does the sporting success or failure of a professional soccer team radiate or even outshine other sports related and non-sports aspects and influence or distort how the club is perceived by its fans? Fans of six soccer clubs selected from the first German soccer league Bundesliga were interviewed. This paper presents the results of an empirical study based on a data set consisting of a total of 4,180 cases. The results of the analyses substantiate the distortion of the fans’ perception with regard to a very diverse range of aspects that is triggered by the sporting success or failure of their favorite club.
Increasing flexibility, greater transparency and faster adaptability play a key role in the development of future intralogistics. Ever-changing environmental conditions require easy extensibility and modifiability of existing bin systems. This research project explores approaches to transfer the Internet of Things (IoT) paradigm to intralogistics. This allows a synchronization of the material and information flow. The bin is enabled by the implementation of adequate hardware and software components to capture, store, process and forward data to selected system subscribers. Monitoring the processes in the intralogistics by means of the smart bin system ensures the implementation of appropriate actions in case of defined deviations. By using explorative expert interviews with representatives from the automotive and pharmaceutical industries, seven practical application scenarios were defined. On this basis, the requirements of smart bin systems were examined. For each individual case of application, a system model was created in order to obtain an overview of the system components and thus reveal similarities and differences. Based on the similarities of the system models, a general requirement profile was derived. After the hardware components of the bin system had been determined, a utility analysis was carried out to find the adequate IoT software. The utility analysis was conducted with a focus on data acquisition and data transfer, data storage, data analysis, data presentation as well as authorization management and data security. The results show that there is great interest in easily expandable and modifiable bin systems, as in all cases, the necessary information flow in the existing bin system has to be improved by means of new IoT hardware and software components.
The persistent development towards decreasing batch sizes due to an ongoing product individualization, as well as increasingly dynamic market and competitive conditions lead to new changeability requirements in production environments. Since each of the individualized products mgith require different base materials or components and manufacturing resources, the paths of the products giong through the factory as well as the required internal transport and material supply processes are going to differ for every product. Conventional planning and control systems, which rely on predifined processes and central decision-making, are not capable to deal with the arising system's complexity along the dimensions of changing goods, layouts and throughput requirements. The concepts of "self-organization" in combination with "autonomous ocntrol" provide promising solutions to solve these new requirements by using among other things the potential of autonomous, decentralized and target-optimized logistical objects (e.g. smart products, bins and conveyor systems) wich are able to communicate and interact with each other as well as with human wokers. To investigate the potential of automation and human-robot collaboration for intralogistics, a research project for the development of a collaborative tugger train has been started at the ESB Logistics Learning Factory in lin with various student projects in neighboring research areas. This collaboraive tugger train system in combination with other manual (e.g. handcarts) and (semi-) automated conveyoer systems (e.g. automated guided forklift) will be integrated into a dynamic, self-organized scenario with varying production batch sizes to develop a method for target-oriented sefl-organization and autonomous control of intralogistics systems. For a structured investigation of self-organized scenarios a generic intralogistics model as well as a criteria cataloghe has been developed. The ESB Logistics Learning will serve as a practice-oriented research, validation and demonstration environment for these purposes.
The global demand for individualized products leading to decreasing production batch sizes requires innovative approaches how to organize production and logistics systems in a dynamic manner. Current material flow systems mainly rely on predefined system structures and processes, which result in a huge increase of complexity and effort for system and process changes to realize an optimized production and material provision of individualized products. Autonomous production and logistics entities in combination with intelligent products or logistic load carriers following the vision of the “Internet of Things” offer a promising solution for mastering this complexity based on autonomous, decentralized and target size-optimized decision making and structure formation without the need for predefined processes and central decision-making bodies. Customer orders are going to prioritize themselves and communicate directly with the required production and logistics resources. Bins containing the required materials are going to communicate with the conveyors or workers of the respective intralogistics system organizing and controlling the material flow to the autonomously selected workstation. A current research project is the development of a collaborative tugger train combing the potential of automation and human-robot collaboration in intralogistics. This tugger train is going to be integrated into a self organized intralogistics scenario involving individualized customer orders (low to high batch sizes). To classify the application of self-organization within intralogistics systems, a criteria catalogue has been developed. The application of this criteria catalogue will be demonstrated on the example of a self-organization scenario involving the collaborative tugger train and an intelligent bin system.
Development of an easy teaching and simulation solution for an autonomous mobile robot system
(2019)
With mass customized production becoming the mainstream, industries are shifting from large-scale manufacturing to flexible and customized production of small batch sizes. Agile manufacturing strategies adopted by SMEs are driving the usage of collaborative robots in today's factories. Major challenges in the adoption of cobots in the industry are the lack of a highly trained workforce to program the robot to perform complex tasks and integration of robot systems to other smart devices in the factory. In addition, the teaching and simulation by non-robotics experts of many industrial collaborative robot systems like the KUKA LBR iiwa is a major challenge, since these systems are designed to be programmed by robot experts and not by shop floor workers or other non-experts. This paper describes the research and development activities done for reducing the barriers in operation and ensure holistic integration of LBR iiwa cobot in the assembly on the example of the ESB Logistics Learning Factory. These include a visual programming solution for the easy teaching of various tasks. Robotic tasts are classified based on common robotics applications and application-specific blocks abstracting specific actions are implemented. A factory worker with no programming competency cour create robot programs by combining these blocks using a Graphical User Interface. In addition, a simulation solution was developed to visualized, analyse, and optimize robotic workflow before deployment. an autonomous mobile robot is integrated with the LBR iiw to improve reconfigurability and thus also the productivity. The system as a whole is controlled using an event-driven distributed control system. Finally, the capabilities of the system are analysed based on the design principles of Industrie 4.0 and potential future research ideas are discussed to further improve the system.
The 21st century: an era where emojis and hashtags find their way into every sentence, where taking selfies, live tweeting and mining bitcoin are the norm, and where Insta-culture dictates what we say and do. This is the era into which the digital native was born. With so many changes in every aspect of our lives, how is it that one of the most influential aspects, our education, has remained unchanged? Our education system not only fails to appeal to today’s students, but more importantly, it fails to equip them with the skills required in the 21st Century. It is thus of no surprise that industries feel graduates entering the workplace lack skills in critical thinking, problem solving and self-directed learning. AI, machine learning and big data: Tools and mechanisms we so eagerly incorporate to create smart factories yet are hesitant to use elsewhere. Gamification and games have shown great results in education and training; with most research suggesting a stronger focus on personalization and adaptation. When combined with analytics and machine learning, the potential of games is yet to be realized. A real-time adaptive game would not only always present an appropriate degree of challenge for the individual but would allow for a shift in focus from the recitation of facts, to the application of information filtered to solve the particular problem at hand. South Africa, a country faced with a severe skills gap, could benefit greatly from games. If used correctly, they may just offer a desperately needed contribution toward equipping both current and future employees with the skills needed to survive in the 21st century. This paper explores the feasibility of using such games for enhanced knowledge dissemination and the upskilling of the workforce.