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32 Ergebnisse
Bereich: Suchergebnisse
Publikation Project new urban habit(Fachhochschule Nordwestschweiz FHNW, 2021) Dettwiler, Raymond; Korkut, Safak; Berger, Fabia05 - Forschungs- oder ArbeitsberichtPublikation Introducing case study audio podcasts in business and information systems studies(2023) Jäger, Janine; Korkut, Safak; Inglese, Terry; Schmiedel, TheresaThe paper presents a project of the School of Business of the University of Applied Sciences and Arts Northwestern Switzerland in which the project team is developing case study podcasts together with Swiss-based technology startups to apply them in case-based teaching in Business and Information Systems study programs. The goal of the project is to facilitate students' access to case study contexts by allowing them to listen to podcasts for self-study and develop solutions for practice-oriented business and technology challenges in the classroom and guided group work. This provides an engaging blended learning approach for the students through increased motivation to consume the learning material as well as a deeper connection to the study material, compared to the more commonly applied text-based case studies. This can enable much more productive classroom discussions and group work and could therefore provide improved learning outcomes, such as increased reflection, critical thinking, as well as analytical and problem-solving skills. The paper enriches the blended learning debate with details about the case study podcast production from a content-related, technological and didactical perspective as well as provides insights into the planned evaluation of the application of case study podcasts with regard to learning outcomes.04B - Beitrag KonferenzschriftPublikation Augmented reality to complement printed guidebooks with dynamic information: a case study in planning a climbing tour(2020) Sulger, Mathias; Korkut, Safak; Dornberger, Rolf04B - Beitrag KonferenzschriftPublikation Investigating the democracy behavior of swarm robots in the case of a best-of-n selection(2018) Pochon, Yann; Dornberger, Rolf; Zhong, Jia; Korkut, Safak; Sundaram, SureshIn swarm robotics, a challenging task is to let the decentralized acting agents make a joint decision, when the individual robots of the swarm only have partial knowledge of the search space. In this paper, we propose a new nature-inspired method for decision-making in the case of a best-of-n selection, investigating the democracy behavior of honeybees and implementing it in swarm robots. The feasibility of our model is tested using a swarm consisting of real hardware robots, the so-called Kilobots. It is shown that our proposed democratic model proves to be resistant to malicious manipulation in the consensus-finding process. Thus, the democracy behavior of honeybees implemented in swarm robots robustly finds the best-of-n selection.04B - Beitrag KonferenzschriftPublikation Investigating the effects of headset-based Virtual Reality against desktop-based video experience in a long-term comparative study(2018) Korkut, Safak; Marchiori, Elena; Cantoni, LorenzoThe research objective of this study is to investigate what are the effects of Virtual Reality (VR) experiences compared to other digital channels over time. This research line deals with the concept of consequences of VR (Jung and tom Dieck, 2018), intended as the investigation of users’ perceptions generated by the exposure to VR contents. That is, attitude change and behavioral responses such as intention to visit (Tussyadiah et al., 2018, Marchiori et al., 2018); VR effects for marketing and promotions, sales and distribution (Gibson & O'Rawe, 2018; Huang et al., 2016; Moorhouse et al., 2018; Williams & Hobson, 1995); additional revenue generation (Radde, 2017; Tromp, 2017); as well as sustainability and the preservation of heritage (Guttentag, 2010; Williams, 2006).06 - PräsentationPublikation Intuitive hand gestures for the interaction with information visualizations in virtual reality(Springer, 2019) Frey, Gabriel; Jurkschat, Arno; Korkut, Safak; Lutz, Jonas; Dornberger, Rolf; Jung, Timothy; tom Dieck, M. ClaudiaThe development of virtual reality provides opportunities for immersive information visualizations and therefore it is expected to facilitate the exploration and understanding of data. Hand gesture control enables intuitive interaction and thus it is suggested to amplify the level of immersion further. This paper conducts and experiment to identify a set of intuitive gestures when interacting with an information visualization. Participants are asked to provide hand gestures to given information seeking tasks in an interactive data visualization application in virtual reality that they did not know in advance. The results are analysed and findings with intuitive gestures are communicated and discussed.04A - Beitrag SammelbandPublikation Digitalization: yesterday, today and tomorrow(Springer, 2018) Dornberger, Rolf; Inglese, Terry; Korkut, Safak; Zhong, Jia; Dornberger, Rolf04A - Beitrag SammelbandPublikation User experience and usability: the case of augmented reality(Springer, 2020) Korkut, Safak; Mele, Emanuele; Cantoni, Lorenzo; Xiang, Zheng; Fuchs, Matthias; Gretzel, Ulrike; Höpken, WolframUser experience and design are central factors in information and communication technologies, determining the use and success of adoption of any tourism application. These issues are tackled within the so-called “usability” tests, which provide multiple ways of investigating whether an application is usable to visitors within specific contexts of interest. With the aim of providing both tourism scholars and practitioners with an original overview on the topic of usability, this book chapter will take the case of augmented reality (AR) applications from an online communication perspective. First, we provide an overview on usability analysis and web analytics, also illustrating how data from actual uses can provide information on the risks involved with the use of an application. Second, we present a collection of AR studies, positioning them in relationship with usability analysis and related challenges. Lastly, future research trends, including the concept of gamification and replayability, are outlined in the conclusion.04A - Beitrag SammelbandPublikation Prototype-based research on immersive virtual reality and on self-replicating robots(Springer, 2018) Dornberger, Rolf; Korkut, Safak; Lutz, Jonas; Berga, Janina; Jäger, Janine; Dornberger, RolfThis chapter presents our recent research in the field of virtual reality (VR) and self-replicating robots. The unifying approach lies in the research philosophy of using consumer market gadgets, mostly developed for the gaming and entertainment business, in order to design and implement research prototypes. With the prototypes, our research aims to better understand real-world problems and derive practice-oriented solutions for them. In the field of VR, these prototypes are dedicated to identifying new business-relevant use cases in order to provide an additional benefit for business and society. A wide range of examples, such as claustrophobia treatment, financial data analysis, gesture control and voice navigation are discussed. In the field of robotics, the idea of self-replicating robots governs particular research questions. Here, the focus is on using model prototypes enriched with artificial intelligence for indoor navigation, computer vision and machine learning. Finally, the prototype-based research approach using gadgets to produce results is discussed.04A - Beitrag SammelbandPublikation Innovation potential for human computer interaction domains in the digital enterprise(Springer, 2018) Jüngling, Stephan; Lutz, Jonas; Korkut, Safak; Jäger, Janine; Dornberger, RolfThis chapter summarizes a historic overview of some iconic examples of human computer interaction devices and focuses on a human computer interaction paradigm which is based more on human language. Human language is by far the most utilized means of conscious communication between humans whereas the mouse and keyboard are the dominant means to store and process information in computers. This chapter elaborates on the main challenges related to human language, as well as on ideas showing how human language, written or spoken, is embedded in different application scenarios. Built on this premise this chapter presents ideas for today’s digitalized enterprises, which seem to disregard the fact that the latest technological advancements enable different ways of interacting with computerized systems, and that current interaction methods are bound to constraints of half a century ago. Given today’s computational power, the engineers of former decades would not have had to invent intermediary interaction devices such as the mouse, if direct manipulation with touch screen or natural language processing had been possible. The possibilities for modern enterprises to overcome the restrictions of interaction devices from the past are considered.04A - Beitrag Sammelband