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The increasing heterogenecity of students at German Universities of Applied Sciences and the growing importance of digitization call for a rethinking of teaching and learning within higher education. In the next years, changing the learning ecosystem by developing and reflecting upon new teaching and learning techniques using methods of digitalization will be both - most relevant and very challenging. The following article introduces two different learning scenarios, which exemplify the implementation of new educational models that allow discontinuity of time and place, technology and process in teaching and learning. Within a blended learning apporach, the first learning scenario aims at adapting and individualizing the knowledge transfer in the course Foundations of Computer Science by providing knowledge individually and situation-specifically. The second learning scenario proposes a web-based tool to facilitate digital learning environments and thus digital learning communities and the possibility of computer-supported learning. The overall aim of both learning scenarios is to enhance learning for diverse groups by providing a different smart learning ecosystem in stepping away from a teacher-based to a student-centered approach. Both learning scenarios exemplarily represent the educational vision of Reutlingen University - its development into an interactive university.
Information technology (IT) plays an essential role in organizational innovation adoption. As such, IT governance (ITG) is paramount in accompanying IT to allow innovation. However, the traditional concept of ITG to control the formulation and implementation of IT strategy is not fully equipped to deal with the current changes occurring in the digital age. Today’s ITG needs an agile approach that can respond to changing dynamics. Consequently, companies are relying heavily on agile strategies to secure better company performance. This paper aims to clarify how organizations can implement agile ITG. To do so, this study conducted 56 qualitative interviews with professionals from the banking industry to identify agile dimensions within the governance construct. The qualitative evaluation uncovered 46 agile governance dimensions. Moreover, these dimensions were rated by 29 experts to identify the most effective ones. This led to the identification of six structure elements, eight processes, and eight relational mechanisms.
Many start-ups are in search of cooperation partners to develop their innovative business models. In response, incumbent firms are introducing increasingly more cooperation systems to engage with start-ups. However, many of these cooperations end in failure. Although qualitative studies on cooperation models have tried to improve the effectiveness of incumbent start-up strategies, only a few have empirically examined start-up cooperation behavior. Considering the lack of adequate measurement models in current research, this paper focuses on developing a multi-item scale on cooperation behavior of start-ups, drawing from a series of qualitative and quantitative studies. The resultant scale contributes to recent research on start-up cooperation and provides a framework to add an empirical perspective to current research.
Virtual Reality (VR) technology has the potential to support knowledge communication in several sectors. Still, when educators make use of immersive VR technology in favor of presenting their knowledge, their audience within the same room may not be able to see them anymore due to wearing head-mounted displays (HMDs). In this paper, we propose the Avatar2Avatar system and design, which augments the visual aspect during such a knowledge presentation. Avatar2Avatar enables users to see both a realistic representation of their respective counterpart and the virtual environment at the same time. We point out several design aspects of such a system and address design challenges and possibilities that arose during implementation. We specifically explore opportunities of a system design for integrating 2D video-avatars in existing roomscale VR setups. An additional user study indicates a positive impact concerning spatial presence when using Avatar2Avatar.
Representing users within an immersive virtual environment is an essential functionality of a multi-person virtual reality system. Especially when communicative or collaborative tasks must be performed, there exist challenges about realistic embodying and integrating such avatar representations. A shared comprehension of local space and non-verbal communication (like gesture, posture or self-expressive cues) can support these tasks. In this paper, we introduce a novel approach to create realistic, video-texture based avatars of colocated users in real-time and integrate them in an immersive virtual environment. We show a straight forward and low-cost hard- and software solution to do so. We discuss technical design problems that arose during implementation and present a qualitative analysis on the usability of the concept from a user study, applying it to a training scenario in the automotive sector.
Enterprises are presently transforming their strategy, culture, processes, and their information systems to become more digital. The digital transformation deeply disrupts existing enterprises and economies. Digitization fosters the development of IT systems with many rather small and distributed structures, like Internet of Things or mobile systems. Since years a lot of new business opportunities appeared using the potential of the Internet and related digital technologies, like Internet of Things, services computing, cloud computing, big data with analytics, mobile systems, collaboration networks, and cyber physical systems. This has a strong impact for architecting digital services and products. The change from a closed-world modeling perspective to more flexible open-world composition and evolution of system architectures defines the moving context for adaptable systems, which are essential to enable the digital transformation. In this paper, we are focusing on a decision-oriented architectural composition approach to support the transformation for digital services and products.
Revenue management information systems are very important in the hospitality sector. Revenue decisions can be better prepared based on different information from different information systems and decision strategies. There is a lack of research about the usage of such systems in small and medium-sized hotels and architectural configurations. Our paper empirically shows the current development of revenue information systems. Furthermore, we define future developments and requirements to improve such systems and the architectural base.
Urban platforms are essential for smart and sustainable city planning and operation. Today they are mostly designed to handle and connect large urban data sets from very different domains. Modelling and optimisation functionalities are usually not part of the cities software infrastructure. However, they are considered crucial for transformation scenario development and optimised smart city operation. The work discusses software architecture concepts for such urban platforms and presents case study results on the building sector modelling, including urban data analysis and visualisation. Results from a case study in New York are presented to demonstrate the implementation status.
While the recently emerged microservices architectural style is widely discussed in literature, it is difficult to find clear guidance on the process of refactoring legacy applications. The importance of the topic is underpinned by high costs and effort of a refactoring process which has several other implications, e.g. overall processes (DevOps) and team structure. Software architects facing this challenge are in need of selecting an appropriate strategy and refactoring technique. One of the most discussed aspects in this context is finding the right service granularity to fully leverage the advantages of a microservices architecture. This study first discusses the notion of architectural refactoring and subsequently compares 10 existing refactoring approaches recently proposed in academic literature. The approaches are classified by the underlying decomposition technique and visually presented in the form of a decision guide for quick reference. The review yielded a variety of strategies to break down a monolithic application into independent services. With one exception, most approaches are only applicable under certain conditions. Further concerns are the significant amount of input data some approaches require as well as limited or prototypical tool support.
The promise of immutable documents to make it easier and less expensive for consumers and producers to collaborate in a verifiable way would represent an enormous progress, especially as companies strive for establish service contracts which are based on the flow of many small transactions using machine-to-machine communication. The blockchain technology logs these data, verifies the authenticity and make them available for service offers. This work deals with an architecture enabling to setup order processing between consumers and produceers using blockchain. In this way, the technical feasibility is shown and the special characteristics of blockchain production networks will be discussed.