Dornberger, Rolf

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Dornberger
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Rolf
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Dornberger, Rolf

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  • Publikation
    A case study: assessing effectiveness of the augmented reality application in Augusta Raurica
    (Springer, 2019) Armingeon, Moritz; Komani, Pleurat; Zanwar, Trupti; Korkut, Safak; Dornberger, Rolf; tom Dieck, M. Claudia; Jung, Timothy [in: Augmented reality and virtual reality. The power of AR and VR for business]
    This paper aims to study and compare the augmented reality experience of two user groups at Augusta Raurica, a Roman archaeological site and an open-air museum in Switzerland. The user groups differentiated within the scope of this study digital natives and digital immigrants. The paper applies the experience economy framework for assessing the differences between the user groups. The data gathered from the surveys and analysis of selected interviews reveal that digital immigrants have better engagement with the augmented reality application of Augusta Raurica than digital natives do. The findings are supporting the debate on assisting tourism destinations to develop more engaging augmented reality content targeting both user groups.
    04A - Beitrag Sammelband
  • Publikation
    Recommendations for conducting service-dominant logic based research
    (Springer, 2019) Ehrenthal, Joachim; Gruen, Thomas W.; Hofstetter, Joerg S.; Dornberger, Rolf [in: New trends in business information systems and technology. Digital innovation and digital business transformation]
    While Service-Dominant logic (SDL) has been the basis for research publications in many journals, anecdotal evidence suggests that there is growing resistance to using SDL because some reviewers consider it to be unviable for rigorous research. As a remedy, researchers, editors, and reviewers are in need for clear criteria on what makes good quality SDL research. Our study aims to address this problem, and it examines how SDL has been successfully and unsuccessfully used in research—including methods, processes, and approaches to apply & integrate SDL in research studies—in order to determine a set of quality criteria for researchers and practitioners to better use and benefit from SDL.
    04A - Beitrag Sammelband
  • Publikation
    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. Claudia [in: Augmented reality and virtual reality. The power of AR and VR for business]
    The 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 Sammelband
  • Publikation
    Investigating the effects of gaze behavior on the perceived delay of a robot's response
    (2019) Zhong, Jia; Schmiedel, Theresa; Dornberger, Rolf; Salichs, Miguel A.; Ge, Shuzhi Sam; Ivanova Barakova, Emilia; Cabibihan, John-John; Wagner, Alan R.; Castro-González, Álvaro; He, Hongsheng [in: Social Robotics. 11th International Conference, ICSR 2019, Madrid, Spain, November 26-29, 2019, proceedings]
    Slow responses of social robots cause user frustration in human robot communication. This paper investigates how far the gaze behavior of a robot, meaning the way the robot looks at its conversation partner, influences the perceived delay of a robot’s response in human-robot conversations. To enhance a natural conversation pattern, a gaze behavior was designed and implemented into a humanoid robot. A within-subject experiment involving 31 test subjects was designed with two conditions (with and without gaze behavior). The results generally show a positive correlation between the gaze behavior that the robot exhibits and the perceived responsiveness of the robot (in the condition with gaze behavior). However, the perceived responsiveness is the same in both conditions. One reason for this finding may be that the response time of the robot might have been generally too short to identify an effect in the experi mental setting. Future research can directly build on our research to assess the relation between gaze behavior and perceived responsiveness in further detail and draw upon the finding that gaze behavior generally plays an important role with regard to the perceived responsiveness of a robot. Robot designers can also build on our research and consider both gaze behavior and additional factors to address a perceived delay in a robot’s response.
    04B - Beitrag Konferenzschrift
  • Publikation
    Optimization of multi-robot sumo fight simulation by a genetic algorithm to identify dominant robot capabilities
    (2019) Lehner, Joël Enrico; Dornberger, Rolf; Simic, Radovan; Hanne, Thomas [in: 2019 IEEE Congress on Evolutionary Computation (CEC 2019). Proceedings]
    This paper analyzes the multirobot sumo fight simulation. This simulation is based on a computational model of several sumo fighters, which physically interact while trying to move the opponent out of the arena (lost fight). The problem is optimized using a genetic algorithm (GA), where the capabilities of not only one particular robot but of all robots simultaneously are improved. In this particular problem setup, the problem definition changes depending on the optimization path, because all robots also get better, competing against each other. The influence of different operators of the GA is investigated and compared. This paper raises the questions, which genetically controlled capabilities (e.g. size, speed) are dominant over time and how they can be identified by a sensitivity analysis using a GA. The results shed light on which parameters are dominant. This experiment typically opens up interesting fields of further research, especially about how to address optimization problems, where the optimization process influences the search space and how to eliminate the factor of randomness.
    04B - Beitrag Konferenzschrift
  • Publikation
    Marketing Automation: A Project Framework in Support of Digital Transformation
    (Springer, 2018) Peter, Marc K.; Dalla Vecchia, Martina; Dornberger, Rolf [in: Business Information Systems and Technology 4.0: New Trends in the Age of Digital Change]
    04 - Beitrag Sammelband oder Konferenzschrift
  • Publikation
    Case-based reasoning for process experience
    (Springer, 2018) Martin, Andreas; Hinkelmann, Knut; Dornberger, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    The following chapter describes an integrated case-based reasoning (CBR) approach to process learning and experience management. This integrated CBR approach reflects domain knowledge and contextual information based on an enterprise ontology. The approach consists of a case repository, which contains experience items described using a specific case model. The case model reflects, on the one hand, the process logic, i.e. the flow of work, and on the other the business logic, which is the knowledge that can be used to achieve a result.
    04A - Beitrag Sammelband
  • Publikation
    Innovation potential for human computer interaction domains in the digital enterprise
    (Springer, 2018) Jüngling, Stephan; Lutz, Jonas; Korkut, Safak; Jäger, Janine; Dornberger, Rolf [in: Business information systems and Technology 4.0. New trends in the age of digital change]
    This 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
  • Publikation
    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, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    This 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 Sammelband
  • Publikation
    Road to agile requirements engineering: lessons learned from a web app project
    (Springer, 2018) Telesko, Rainer; Dornberger, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    This chapter describes the research project Companion conducted at the University of Applied Sciences and Arts Northwestern Switzerland FHNW and its relationship to the research area Agile Requirements Engineering (ARE). ARE aims to establish requirements engineering practices, which are customized for agile development methodologies such like Scrum, XP, etc. Within the Companion project a Web App was developed to promote mental health of adolescents taking their first steps into working life. The description starts by giving some key information about the project, its context, the development of the Web App and the weaknesses observed during software engineering activities. Next, classical requirements engineering and ARE are compared and specific challenges for ARE based on experiences from the industry are presented. For the challenges in ARE, specific practices have been proposed which are described together with their limitations. This chapter ends with a selection of adequate ARE practices which may increase the performance of software engineering in situations similar to the context of the Companion project.
    04A - Beitrag Sammelband