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The aim of this paper is to identify indicators at country level that could prove useful in improving the effectiveness of fraud detection in European Structural and Investment Funds. We analyse data for 454 funds, belonging to the period 2014-2020, from the 28 countries that were members of the European Union in 2014. Explanatory results suggest the convenience of tracking funds, especially in countries with higher GDP and higher transparency levels, and the lesser relevance of the number of irregularities for countries with higher GDP and those receiving larger funds. Fraud and fraud detection rates in individual funds vary significantly across states. Federal states, such as the Federal Republic of Germany, are comparatively successful in detecting fraud in EU funds.
Online grocery shopping (OGS) has significantly risen due to accelerated retail digitization and reshaped consumer shopping behaviors over the last years. Despite this trend, the German online grocery market lags behind its international counterparts. Notably, with almost half of the German population aged over 50 and the 55–64 age group emerging as the largest user segment in e-commerce, the over-50 demographic presents an attractive yet relatively overlooked audience for the expansion of the online grocery market. However, research on OGS behavior among German over-50s is scarce. This study addresses this gap, empirically investigating OGS adoption factors within this demographic through an online survey with 179 respondents. Our findings reveal that over a third of the over-50 demographic has embraced OGS, indicating a growing receptivity for OGS among the over-50s. Notably, home delivery, product variety, convenience, and curiosity emerged as primary drivers for OGS adoption among this demographic. Surprisingly, most adopters did not increase online grocery orders since 2020 and a not inconsiderable proportion have even stopped buying groceries online again. For potential OGS adopters, regional product availability turned out as a motivator, signaling substantial growth potential and providing online grocers with strategic opportunities to target this demographic. In light of our research, we offer practical suggestions to online grocery retailers, aiming to overcome barriers and capitalize on key drivers identified in our study for sustained growth in the over-50 market segment.
Der Online-Handel verzeichnet seit Jahren ein stetiges Wachstum. Durch die COVID-19-Pandemie kaufen nun auch Nutzende, die zuvor physische Kanäle bevorzugten, vermehrt online ein. Der Anbietererfolg hängt dabei wesentlich von der Kenntnis über die Kund*innen ab. Allerdings dominieren einige große Anbieter den Markt, während kleinere Online-Shops Schwierigkeiten haben, ihre Angebote zu personalisieren. Eine Lösung bietet der Ansatz selbstbestimmter Identitäten. Dieser ermöglicht Kund*innen, ihre eigenen Shoppingdaten zu kontrollieren und sie selektiv mit Online-Shops zu teilen. Dadurch können individuelle Wünsche und Anforderungen der Kund*innen in Online-Shops berücksichtigt und ein personalisiertes Angebot sowie eine gute Nutzungserfahrung geboten werden. Trotz des großen Potenzials selbstbestimmter Identitäten ist der Ansatz in Deutschland kaum verbreitet. Dieser Beitrag beleuchtet den Einsatz selbstbestimmter Identitäten im Online-Handel. Mithilfe eines menschenzentrierten Gestaltungsprozesses wurden Personas und Ist-Szenarien erstellt, sowie daraus resultierend Anforderungen erhoben und Potenziale identifiziert. Auf Basis dessen konnte ein Daten- und Architekturmodell zur Integration von selbstbestimmten Identitäten im Online-Handel entwickelt werden.
Entrepreneurial Leadership
(2023)
Die Medienbranche ist seit Jahren von disruptiven Veränderungen betroffen, sodass die Unternehmen und zentralen Akteure in einem dauerhaften Veränderungsmodus sind. Gestiegene Anforderungen an Führungskräfte, Kostendruck und geringe Zeitbudgets für Weiterbildung reduzieren die Möglichkeiten für umfassende Ausbildungsmöglichkeiten. Dieser Beitrag beschreibt einen Lösungsansatz, wie trotz begrenzter Budget- und Zeitressourcen eine individuelle Begleitung von Führungskräften möglich wird. Mit einer Kombination von stärkenorientierter Selbstreflexion und gezielten Impulsen werden Führungskräfte in ihrer Entwicklung als selbstverantwortliche, unternehmerisch denkende Führungskraft gestärkt.
Lithium-ion batteries exhibit slow voltage dynamics on the minute time scale that are usually associated with transport processes. We present a novel modelling approach toward these dynamics by combining physical and data-driven models into a Grey-box model. We use neural networks, in particular neural ordinary differential equations. The physical structure of the Grey-box model is borrowed from the Fickian diffusion law, where the transport domain is discretized using finite volumes. Within this physical structure, unknown parameters (diffusion coefficient, diffusion length, discretization) and dependencies (state of charge, lithium concentration) are replaced by neural networks and learnable parameters. We perform model-to-model comparisons, using as training data (a) a Fickian diffusion process, (b) a Warburg element, and (c) a resistor-capacitor circuit. Voltage dynamics during constant-current operation and pulse tests as well as electrochemical impedance spectra are simulated. The slow dynamics of all three physical models in the order of ten to 30 min are well captured by the Grey-box model, demonstrating the flexibility of the present approach.
Jürgen Zierep passed away on July 29, 2021, at the age of 92. To him, science and education was not only a profession, but an affair of the heart. His impressive contributions in fluid mechanics comprise about 200 scientific publications in the fields of gas dynamics, similarity laws, flow instabilities, flows with energy transfer, and non-Newtonian fluids. In addition, he wrote eleven textbooks with great dedication. Those books by the “scientist who loves to teach” are nowadays available in different languages and regularly appear in new editions.
This article presents the development, parameterization, and experimental validation of a pseudo-three-dimensional (P3D) multiphysics aging model of a 500 mAh high-energy lithium-ion pouch cell with graphite negative electrode and lithium nickel manganese cobalt oxide (NMC) positive electrode. This model includes electrochemical reactions for solid electrolyte interphase (SEI) formation at the graphite negative electrode, lithium plating, and SEI formation on plated lithium. The thermodynamics of the aging reactions are modeled depending on temperature and ion concentration and the reactions kinetics are described with an Arrhenius-type rate law. Good agreement of model predictions with galvanostatic charge/discharge measurements and electrochemical impedance spectroscopy is observed over a wide range of operating conditions. The model allows to quantify capacity loss due to cycling near beginning-of-life as function of operating conditions and the visualization of aging colormaps as function of both temperature and C-rate (0.05 to 2 C charge and discharge, −20 °C to 60 °C). The model predictions are also qualitatively verified through voltage relaxation, cell expansion and cell cycling measurements. Based on this full model, six different aging indicators for determination of the limits of fast charging are derived from post-processing simulations of a reduced, pseudo-two-dimensional isothermal model without aging mechanisms. The most successful aging indicator, compared to results from the full model, is based on combined lithium plating and SEI kinetics calculated from battery states available in the reduced model. This methodology is applicable to standard pseudo-two-dimensional models available today both commercially and as open source.
Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.
The paper will focus on the activities of the International Year of Light and Optical Technologies 2015 (IYL) with their impact in life, science, art, culture, education and outreach as well as the importance in promoting the objectives for sustainable development. It describes our activities carried out in the run-up to or during the IYL, as well as reports on the generic projects that led to the success of the IYL. The success of the IYL is illustrated by examples and statistics. Relating to the potential and success of the IYL, the impact and the genesis of the International Day of Light (IDL) is presented. Impressions from the opening ceremony of the IYL in Paris at UNESCO headquarters and the Inaugural Ceremony of the IDL will then be covered. A second focus is placed on the interdisciplinary media projects realized by the students of our university dedicated to these events. Finally, an analysis of the impact and legacy of IYL and IDL will be presented.
Teaching and learning concepts that are adapted to the constantly evolving requirements due to rapid technological progress are essential for teaching in media photonics technology. After the development of a concept for research-oriented education in optics and photonics, the next step will be a conceptual restructuring and redesign of the entire curriculum for education in media photonics technology. By including typical research activities as essential components of the learning process, a broad platform for practical projects and applied research can be created, offering a variety of new development opportunities.