@inproceedings{KornFunkSchmidt, author = {Korn, Oliver and Funk, Markus and Schmidt, Albrecht}, title = {Design approaches for the gamification of production environments: a study focusing on acceptance}, series = {PETRA '15: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments}, address = {New York}, organization = {Association for Computing Machinery}, isbn = {978-1-4503-3452-5}, doi = {10.1145/2769493.2769549}, pages = {Artikel 6}, abstract = {Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes. In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness. The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.}, language = {en} } @inproceedings{KornSchmidt, author = {Korn, Oliver and Schmidt, Albrecht}, title = {Gamification of Business Processes: Re-designing Work in Production and Service Industry}, series = {Procedia Manufacturing}, volume = {3}, editor = {Ahram, Tareq and Karwowski, Waldemar and Schmorrow, Dylan}, publisher = {Elsevier}, issn = {2351-9789}, doi = {10.1016/j.promfg.2015.07.616}, pages = {3424 -- 3431}, abstract = {In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6) of gamified business processes. Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to "gamify" business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implicatio. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.}, language = {en} } @unpublished{Klasen, author = {Klasen, Andreas}, title = {Who Delivers? European Support Measures for Exporters in Times of Corona Crisis}, series = {Global Policy Online}, abstract = {Andreas Klasen analyses measures taken by European export-import banks (Exim-Banks) and export credit agencies (ECAs) aimed at exporters' pressing finance constraints.}, language = {en} } @misc{HangstJunkWendt, author = {Hangst, Nikolai and Junk, Stefan and Wendt, Thomas}, title = {Verfahren zur Herstellung eines Roboterelements, insbesondere eines Greifers, mittels 3D-Druck (US020200247044A1)}, journal = {Method for producing a robotic element, in particular a gripper, by means of 3D printing}, organization = {Hochschule Offenburg}, pages = {22}, abstract = {A method for 3D printing of a robot element, more particularly a finger for use in robotics. At least one sensor is concomitantly printed by means of multi-material printing during the printing of the robot element. A gripping element produced by a method of this kind includes a number of printed layers of robot element material and a concomitantly printed sensor.}, language = {en} } @misc{HangstJunkWendt, author = {Hangst, Nikolai and Junk, Stefan and Wendt, Thomas}, title = {Method for producing a robotic element, in particular a gripper, by means of 3D printing (EP000003693152A1)}, organization = {Hochschule Offenburg}, pages = {24}, abstract = {PROBLEM TO BE SOLVED: To provide a method of producing a robot component, particularly a gripper, the method being capable of being applied multi-functionally and shortening a mounting time to a robot. SOLUTION: A method of producing a robot component, particularly a finger 5, applied to robotics by a three-dimensional printing method of this invention comes not to require other production processes such as attachment of a cover, etc. with a separate sensor or a material (soft, in many cases), etc., by simultaneously printing at least one sensor 7 by multi-material printing while printing the robot component.}, language = {en} } @misc{HangstJunkWendt, author = {Hangst, Nikolai and Junk, Stefan and Wendt, Thomas}, title = {3D印刷によってロボット部材を、特にグリッパを製造する方法 (JP002020128083A)}, journal = {Verfahren zur Herstellung eines Roboterelements, insbesondere eines Greifers, mittels 3D-Druck}, organization = {Hochschule Offenburg}, pages = {32}, abstract = {【課題】多機能的に適用可能であり、ロボットの装備時間を短縮するロボット部材を、特にグリッパを製造する方法を提供すること。 【解決手段】ロボット工学で適用するためのロボット部材を、特にフィンガ5を3D印刷する方法において、マルチマテリアル印刷によって少なくとも1つのセンサ7をロボット部材の印刷中に同時印刷することにより、他の製造プロセス、たとえば別個のセンサや(多くの場合に柔軟な)材料での被覆などの取付けが不要となる。 【選択図】図1a}, language = {und} } @phdthesis{Hoog, type = {Bachelor Thesis}, author = {Hoog, Franziska}, title = {Analyse der Bedeutung von Storytelling f{\"u}r mittelst{\"a}ndische Handwerksunternehmen und Entwurf f{\"u}r einen Implementierungsleitfaden f{\"u}r die Bereiche Print und Screen}, address = {Offenburg}, pages = {VIII, 85, XVI}, abstract = {Mit zunehmender Digitalisierung ist zu erwarten, dass die Informationsflut, hinsichtlich der t{\"a}glich auf die Rezipienten einprasselnden Werbebotschaften, immer weiter zunimmt. Dies mag f{\"u}r Werbetreibende mit hohen Budgets und vorhandener Reichweite keine Herausforderung darstellen, dennoch gibt es einen großen Teil der Unternehmen in Deutschland, welche von eben jene bereits bestehenden Voraussetzungen nicht profitieren k{\"o}nnen. Im Bereich der klein- und mittelst{\"a}ndischen Unternehmen, zu denen auch ein Großteil der Handwerksunternehmen z{\"a}hlen, ist ein {\"u}berm{\"a}ßig großes Werbebudget meist nicht vorhanden. Um das eigene Unternehmen von Mitbewerbern und Konkurrenz abzuheben, finden immer innovativere Werbeformen den Einsatz in der Unternehmenskommunikation. Hierbei l{\"a}sst sich eine Tendenz weg von der klassischen Push-Kommunikation hin zu einer wohlbedachten Pull-Kommunikation entdecken. In diesem Bereich ist das Buzzwort Content-Marketing in aller Munde und fungiert als {\"u}bergeordnete Instanz des Storytellings. Ferner bietet die Entwicklung von rein informativen Werbebotschaften hin zum ,Geschichten erz{\"a}hlen' eine Vielzahl von Vorteilen. Neben einer gr{\"o}ßeren Viralkraft, bleiben Geschichten durch bessere Verkn{\"u}pfung im ,neuronalen Netz' des Gehirns l{\"a}nger und nachdr{\"u}cklicher im Ged{\"a}chtnis der Zielgruppe. Dar{\"u}ber hinaus bietet Storytelling, online wie offline, hervorragende M{\"o}glichkeiten hinsichtlich der Distribution. Die vorliegende Bachelorarbeit bietet einen Implementierungsleitfaden f{\"u}r Storytelling-Maßnahmen f{\"u}r die Bereich Print und Screen, sowie eine Bewertung der Plattformen hinsichtlich der Distribution. Zu den Vor{\"u}berlegungen einer Implementierung von Storytelling in die Unternehmenskommunikation, wurden in den Unterthemen außerdem die strategischen Aspekte der Integrationsstufen und der Distributionskan{\"a}le vorgenommen. Durch eine Befragung potenzieller Kunden von Handwerksunternehmen, k{\"o}nnen R{\"u}ckschl{\"u}sse auf die beliebtesten Inhalte einer Storytelling-Kampagne von Handwerksunternehmen gewonnen werden. Somit kann die Kundenansprache durch Storytelling effektiver und gewinnbringender betrieben werden.}, language = {de} } @phdthesis{Schoch, type = {Bachelor Thesis}, author = {Schoch, Felix}, title = {Die Umsetzung digitaler Lernplattformen}, address = {Offenburg}, pages = {VII, 79}, abstract = {Die M{\"o}glichkeiten, sowie die Vor- und Nachteile, die elektronisch gest{\"u}tztes Lernen mit sich bringen, werden im Verlauf der Abschlussarbeit betrachtet. Ein aktueller Ist-Stand der Technik, sowie der Prozess des Lernens wird mit einem Ausblick in das zuk{\"u}nftige Lernen der Lernenden gegen{\"u}bergestellt. Es wird deutlich, dass grundlegende Ver{\"a}nderungen seitens der Bildungspolitik von N{\"o}ten sind und wie diese Umgesetzt werden k{\"o}nnen. Die Abschlussarbeit kann als Leitfaden gesehen werden, in der verdeutlicht wird, wie komplex das zielf{\"u}hrende, also Kompetenz-f{\"o}rdernde Gestalten des Lernens ist. In technischer Hinsicht sind im Verlauf der letzten Jahre unz{\"a}hlige Neuerungen und Innovation erschienen, die es jetzt gilt mit einem didaktisch gut durchdachten, schulischen Konzept zu verkn{\"u}pfen. Welche Rolle Lernende, Lehrende, Verwaltung und Politik bei dieser Verkn{\"u}pfung spielen, wird im Rahmen dieser Arbeit analysiert. Es wurden Erkenntnisse dar{\"u}ber gezogen, wie sich die Rahmenbedingungen {\"a}ndern m{\"u}ssen, um eine gelungene Integration des elektronischen Lernens in das Schulsystem zu erreichen.}, language = {de} } @inproceedings{WilkeSandhaasWolfram, author = {Wilke, Andreas and Sandhaas, Anna and Wolfram, Camila}, title = {Biogas potential of banana plant residues - Do mechanical and enzymatic pretreatments influence the biogas yield and kinetics?}, series = {Chemie Ingenieur Technik}, volume = {92}, number = {9}, organization = {Hochschule Offenburg}, doi = {10.1002/cite.202055381}, pages = {1262 -- 1263}, abstract = {Do you know that for each banana bunch the complete plant must be cut as well? Only in Brazil 440 million trees are planted annually. With an average weight of 30 kg per banana plant you can estimate about 13,5 million tons of banana residues per year. Although there exist some projects to use these residues for the production of valuable products (e.g fibers for textile and paper production) most of this organic waste material is unused and left for composting on the farmland. The basic idea of this project is to evaluate this organic waste material for converting it to a renewable and CO2 neutral fuel. Therefore, the different parts of the banana plant (heart, leaves and pseudo stem) were analyzed regarding their biogas potential (specific biogas yield and biogas production kinetics). In further studies the effect of mechanical and enzymatic pretreatments of the different parts of the plants was investigated. This examination could then be the basis for an energetic usage of this organic residue. The biogas batch experiments were performed according to the german guideline VDI 4630 in 2-L-Batch reactors at 37°C. As biogas substrates, the heart, the leaves and the pseudo stem of the banana plant residue with and without enzymatic/mechanical pretreatment were used. The different parts of the banana plants result in a specific biogas production yield in the range of 260-470 norm liters per kg organic dry mass. To determine the influence of the mechanical pretreatment (particle size 1-15 mm) on the biogas production kinetics, the kinetic constants were defined and calculated. The reduction of the particle size leads to an improved biogas production kinetics. Therefore experiments will demonstrate, if the results from the batch experiments can be converted in the continuous fed biogas reactor. The experiments of the enzymatic pretreatment are still under investigation.}, language = {en} } @article{Lankau, author = {Lankau, Ralf}, title = {IT in Schulen : Margie und die Lernmaschinen}, series = {Realist! : mittendrin, unabh{\"a}ngig, selbstbewusst ; das Magazin des Realschullehrerverbandes Baden-W{\"u}rttemberg / RLV-BW}, number = {2/2020}, issn = {1869-0653}, pages = {6 -- 8}, language = {de} }