Dornberger, Rolf

Lade...
Profilbild
E-Mail-Adresse
Geburtsdatum
Projekt
Organisationseinheiten
Berufsbeschreibung
Nachname
Dornberger
Vorname
Rolf
Name
Dornberger, Rolf

Suchergebnisse

Gerade angezeigt 1 - 10 von 12
Vorschaubild nicht verfügbar
Publikation

Soziale Roboter in organisatorischen Kontexten: Die Rolle von Kultur und zukünftiger Forschungsbedarf

2023, Schmiedel, Theresa, Jäger, Janine, Zhong, Jia, Dornberger, Rolf

Die Integration von sozialen Robotern in Unternehmen nimmt stetig zu. Das bedeutet, dass es in Zukunft einen vermehrten Einsatz von physisch verkörperten Robotern geben wird, die mit Menschen sozial interagieren und zusammenarbeiten. In diesem Kapitel skizzieren wir die organisatorischen Kontexte, in denen die aktuelle Forschung soziale Roboter untersucht, und weisen auf kulturelle Herausforderungen hinsichtlich ihrer Implementierung am Arbeitsplatz hin. Wir legen nahe, dass die erfolgreiche Integration von sozialen Robotern in Organisationen eine kulturelle Passung zwischen den in sozialen Robotern eingebetteten Werten und den im organisatorischen Kontext, in dem der Roboter eingesetzt wird, gelebten Werten erfordert. Darüber hinaus schlagen wir eine Agenda für zukünftige Forschung vor, die sich mit den wertebasierten kulturellen Herausforderungen bei der Einführung von sozialen Robotern in organisatorischen Kontexten befasst.

Vorschaubild nicht verfügbar
Publikation

Prototype-based research on immersive virtual reality and on self-replicating robots

2018, Dornberger, Rolf, Korkut, Safak, Lutz, Jonas, Berga, Janina, Jäger, Janine, Dornberger, Rolf

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.

Vorschaubild nicht verfügbar
Publikation

Gamification and Data - Learning Process Visualization

2015-10, Jäger, Janine, Korkut, Safak, Hil, Darjan, Dornberger, Rolf

Vorschaubild nicht verfügbar
Publikation

Führung als Dienstleistung

2014-01-10T00:00:00Z, Jäger, Janine, Dornberger, Rolf

Vorschaubild nicht verfügbar
Publikation

Social robots in organizational contexts: The role of culture and future research needs

2020, Schmiedel, Theresa, Jäger, Janine, Zhong, Jia, Dornberger, Rolf

The integration of social robots in organizations is on the rise. In the future, an increase in the application of physically embodied robots who socially interact and collaborate with humans is expected. In this chapter, we outline the organizational contexts in which current research examines social robots and point out cultural challenges regarding their implementation in the workplace. We suggest that the successful integration of social robots in organizations requires a cultural fit between values embedded in social robots and values lived in the organizational context in which the robot is deployed. In addition, we propose an agenda for future research that addresses the associated cultural challenges of introducing social robots into organizational contexts.

Vorschaubild nicht verfügbar
Publikation

BioTourney: Gamifying a Biology Class by Applying a Content-Independent Learning Game Framework

2016-10-06, Korkut, Safak, Jäger, Janine, Dornberger, Rolf

Vorschaubild nicht verfügbar
Publikation

Tourney How to Gamify Learning with Design and Technology

2014-10-10T00:00:00Z, Korkut, Safak, Hil, Darjan, Jäger, Janine, Dornberger, Rolf

Vorschaubild nicht verfügbar
Publikation

Innovation potential for human computer interaction domains in the digital enterprise

2018, Jüngling, Stephan, Lutz, Jonas, Korkut, Safak, Jäger, Janine, Dornberger, Rolf

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.

Vorschaubild nicht verfügbar
Publikation

Innovative learning design: experiences from gadget workshops in business informatics classes

2016-06, Jäger, Janine, Korkut, Safak, Dornberger, Rolf

Vorschaubild nicht verfügbar
Publikation

Tourney How to Gamify Learning with Design and Technology (Work in Progress). University of Applied Sciences and Arts Northwestern Switzerland FHNW, Basel, Switzerland

2014-07-20T00:00:00Z, Korkut, Safak, Hil, Darjan, Dornberger, Rolf, Jäger, Janine

"Tourney" is the title of a digital learning game, which aims at increasing the learning outcome of students on various levels of their study programs. "Tourney" is being developed with an interdisciplinary approach, critically focused on creating a content independent game framework for a versatile application in the learning environment. This platform offers a well-designed, flexible and multifaceted tool kit of exemplary self-learning sequences that the lecturers and also students can enrich with their own structured content in order to create learning paths by choosing and arranging modular elements. Additionally, the tool allows monitoring students learning progress.