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Challenges of Implementing Innovation Strategies at Large Organizations: A case of Lotte Group
(2023)
For many decades, one of the most important focuses of research has been on determining whether or not there is a correlation between the size of an organization and its level of innovation. Unlike small companies, large companies often have well-established structure that are hard to change and change managements seems to be much more difficult especially related to innovation. Nevertheless, there are many examples to prove the opposites. Some large organization like Apple, Amazon... always show great innovation efforts and keep changing in a much positive way. Therefore, the aim of this thesis is to discuss of how large organization can be able to implement innovation when having much drawbacks compare to SMEs. Through the use of a qualitative research approach, researcher was able to explore essential information on the innovation strategies that large companies are using in order to innovate and how they could overcome existing challenges by studying the working process of Lotte Group – one of the biggest companies in Korea.
Die Aufmerksamkeit politischer Entscheidungsträger weltweit richtet sich in den letzten 10 Jahren verstärkt auf die Kreativwirtschaft als signifikanter Wachstums- und Beschäftigungsmotor in Städten. Die Literatur zeigt jedoch, dass Kreativschaffende zu den gefährdetsten Arbeitskräften in der heutigen Wirtschaft gehören. Aufgrund des enorm deregulierten und stark individualisierten Umfelds werden Misserfolg oder Erfolg eher individuellen Fähigkeiten und Engagement zugeschrieben und strukturelle oder kollektive Aspekte vernachlässigt. Diese Arbeit widmet sich zeitlichen, räumlichen und sozialen Aspekten digitaler behavioraler Daten, um zu zeigen, dass es tatsächlich strukturelle und historische Faktoren gibt, die sich auf die Karrieren von Individuen und Gruppen auswirken. Zu diesem Zweck bietet die Arbeit einen computergestützten, sozialwissenschaftlichen Forschungsrahmen, der das theoretische und empirisches Wissen aus jahrelanger Forschung zu Ungleichheit mit computergestützten Methoden zum Umgang mit komplexen und umfangreichen digitalen Daten verbindet. Die Arbeit beginnt mit der Darlegung einer neuartigen Methode zur Geschlechtererkennung, welche sich Image Search und Gesichtserkennungsmethoden bedient. Die Analyse der kollaborativen Verhaltensweisen sowie der Zitationsnetzwerke männlicher und weiblicher Computerwissenschaftler*innen verdeutlicht einige der historischen Bias und Nachteile, welchen Frauen in ihren wissenschaftlichen Karrieren begegnen. Zur weiterfuhrenden Elaboration der zeitlichen Aspekte von Ungleichheit, wird der Anteil vertikaler und horizontaler Ungleichheit in unterschiedlichen Kohorten von Wissenschaftler*innen untersucht, die ihre Karriere zu unterschiedlichen Zeitpunkten begonnen haben. Im Weiteren werden einige der zugrunde liegenden Mechanismen und Prozesse von Ungleichheit in kreativen Berufen analysiert, wie der Matthew-Effekt und das Hipster-Paradoxon. Schließlich zeigt diese Arbeit auf, dass Online-Plattformen wie Wikipedia bestehenden Bias reflektieren sowie verstärken können.
The diversity within amphibian communities in cultivated areas in Rwanda and within two selected, taxonomically challenging groups, the genera Ptychadena and Hyperolius, were investigated in this thesis. The amphibian community of an agricultural wetland near Butare in southern Rwanda comprised 15 anuran species. Rarefaction and jackknife analyses corroborated that the complete current species richness of the assemblage had been recorded, and the results of acoustic niche analysis suggested species saturation of the community. Surveys at many other Rwandan localities showed that the species recorded in Butare are widespread in cultivated and pristine wetlands. The species were readily distinguishable using morphological, bioacoustic, and molecular (DNA barcoding) features, but only eight of the 15 species could be assigned unambiguously to nominal species. The remaining represented undescribed or currently unrecognized taxa, including three species of Hyperolius, two Phrynobatrachus species, one Ptychadena species, and one species of Amietia. The diversity of the Ridged Frogs in Rwanda was investigated in two studies (Chapters III and IV). Three species of Ptychadena were recorded in wetlands in the catchment of the Nile. They can be distinguished by morphological characters (morphometrics and qualitative features) as well as by their advertisement calls and genetics. The Rwandan species of the P. mascareniensis group was shown to differ from the topotypic population as well as from other genetic lineages in sub-Saharan Africa and an old available name, P. nilotica, was resurrected from synonymy for this lineage. Two further Ptychadena species were identified among voucher specimens from Rwanda deposited in the collection of the RMCA, P. chrysogaster and P. uzungwensis. Morphologically they can be unambiguously distinguished from each other and the three other Rwandan species. A key based on qualitative morphological characters was developed, which allows unequivocal identification of specimens of all species that have been recorded from Rwanda. DNA was isolated from a Rwandan voucher specimen of P. chrysogaster, and the genetic analysis corroborated the species" distinct status.
A species of Hyperolius collected in the Nyungwe National Park was compared to all other Rwandan species of the genus and to morphologically or genetically similar species from neighbouring countries. Its distinct taxonomic status was justified by morphological, bioacoustic, and molecular evidence and it was described as a new species, H. jackie. A species of the H. nasutus group collected at agricultural sites in Rwanda was described as a new species in the course of a revision of the species of the Hyperolius nasutus group. The group was shown to consist of 15 distinct species which can be distinguished from each other genetically, bioacoustically, and morphologically.
The aerial performance, i.e. parachuting, of the Disc-fingered Reed Frog, Hyperolius discodactylus, was described. It represents a novel observation of a behaviour that has been known from a number of Southeast Asian and Neotropical frog species. Parachuting frogs, including H. discodactylus, exhibit certain morphological characteristics and, while airborne, assume a distinct posture which is best-suited for maneuvering in the air. Another study on the species addressed the validity of the taxon H. alticola which had been considered either a synonym of H. discodactylus or a distinct species. Type material of both taxa was re-examined and the status of H. alticola reassessed using morphological data from historic and new collections, call recordings, and molecular data from animals collected on recent expeditions. A northern and a southern genetic clade were identified, a divide that is weakly supported by diverging morphology of the vouchers from the respective localities. No distinction in advertisement call features could be recovered to support this split and both genetic and morphological differences between the two geographic clades are marginal and not always congruent and more likely reflect population-level variation. Therefore it was concluded that H. alticola is not a valid taxon and should be treated as a synonym of H. discodactylus.
On the recognition of human activities and the evaluation of its imitation by robotic systems
(2023)
This thesis addresses the problem of action recognition through the analysis of human motion and the benchmarking of its imitation by robotic systems.
For our action recognition related approaches, we focus on presenting approaches that generalize well across different sensor modalities. We transform multivariate signal streams from various sensors to a common image representation. The action recognition problem on sequential multivariate signal streams can then be reduced to an image classification task for which we utilize recent advances in machine learning. We demonstrate the broad applicability of our approaches formulated as a supervised classification task for action recognition, a semi-supervised classification task for one-shot action recognition, modality fusion and temporal action segmentation.
For action classification, we use an EfficientNet Convolutional Neural Network (CNN) model to classify the image representations of various data modalities. Further, we present approaches for filtering and the fusion of various modalities on a representation level. We extend the approach to be applicable for semi-supervised classification and train a metric-learning model that encodes action similarity. During training, the encoder optimizes the distances in embedding space for self-, positive- and negative-pair similarities. The resulting encoder allows estimating action similarity by calculating distances in embedding space. At training time, no action classes from the test set are used.
Graph Convolutional Network (GCN) generalized the concept of CNNs to non-Euclidean data structures and showed great success for action recognition directly operating on spatio-temporal sequences like skeleton sequences. GCNs have recently shown state-of-the-art performance for skeleton-based action recognition but are currently widely neglected as the foundation for the fusion of various sensor modalities. We propose incorporating additional modalities, like inertial measurements or RGB features, into a skeleton-graph, by proposing fusion on two different dimensionality levels. On a channel dimension, modalities are fused by introducing additional node attributes. On a spatial dimension, additional nodes are incorporated into the skeleton-graph.
Transformer models showed excellent performance in the analysis of sequential data. We formulate the temporal action segmentation task as an object detection task and use a detection transformer model on our proposed motion image representations. Experiments for our action recognition related approaches are executed on large-scale publicly available datasets. Our approaches for action recognition for various modalities, action recognition by fusion of various modalities, and one-shot action recognition demonstrate state-of-the-art results on some datasets.
Finally, we present a hybrid imitation learning benchmark. The benchmark consists of a dataset, metrics, and a simulator integration. The dataset contains RGB-D image sequences of humans performing movements and executing manipulation tasks, as well as the corresponding ground truth. The RGB-D camera is calibrated against a motion-capturing system, and the resulting sequences serve as input for imitation learning approaches. The resulting policy is then executed in the simulated environment on different robots. We propose two metrics to assess the quality of the imitation. The trajectory metric gives insights into how close the execution was to the demonstration. The effect metric describes how close the final state was reached according to the demonstration. The Simitate benchmark can improve the comparability of imitation learning approaches.
FinTech is deemed to be an underexplored phenomenon even in academic and real environments. Among (1) “Sustainable FinTech” – the application of information technology as innovation in established financial services providers’ business operation; and (2) “Disruptive FinTech” – the provision of financial products and services by non-incumbents which in most cases are information technology entrepreneurs, the former receives more attention. In order to contribute to Disruptive FinTech category, the thesis strive to examine Entrepreneurial Strategy framework applied for technology players taking part in Vietnam financial market.
Digital Transformation Maturity of Vietnam Aviation Industry: The Effect of Organizational Readiness
(2023)
The paper studies the digital transformation maturity in the context of the aviation industry in Vietnam. Digital transformation can mean enhancing existing processes, finding new opportunities within existing business domains, or finding new opportunities outside existing business domains. In the era of post Covid-19, digital transformation will play a vital role in the recovery with the support from digital technology to leverage the communication and implementation of new projects or changes.
Digital transformation and digital transformation maturity sometimes are used indistinguishing, but they are two different definitions. This paper will further explain the differences and will apply digital transformation maturity as a scale for the digital transformation in the report.
Due to the lack of experiment in the relationship between digital transformation maturity and the organizational readiness, the study will explore four components of organizational readiness, including digital leadership, digital culture, digital capabilities, and digital partnering.
The paper is a study focusing on exploring which factors and examining the impact of those factors influencing the entrepreneurial intention among students in the Construction industry, specifically among students of Hanoi Construction University and Hanoi Architecture University. The study also mentions some solution of this findings for entrepreneurship in the Construction field in Vietnam that the author might think of based on this research work for future study. The Theory of planned behavior is used as the theoritical framework for this study. Both qualitative and quantitative methods are employed. The questionaire will be conducted among students of the two universities mentioned above. Then, an exploratory factor analysis (EFA) will performed to test the validity of the constructs. The research findings provide factors and their impact factors influencing the entrepreneurial intention and propose some solutions to improve the entrepreneurship in the Construction field in Vietnam.
Digital transformation is a prevailing trend in the world, especially in dynamic Asia. Vietnam has recorded remarkable changes in the economy as domestic enterprises have made new strides in the digital transformation process. MB Bank, one of the prestigious financial groups in Vietnam, also takes advantage of digital transformation to have the opportunity to break through to become a large-scale technology enterprise with many factors such as improving customer experience, increasing customer base and increasing customer satisfaction. enhance competitiveness, build trust and loyalty for customers. However, in the process of converting MB, there are also many challenges that require banks to have appropriate policies to handle. It can be said that MB Bank is a typical case study of digital transformation in the banking sector in Vietnam.
Durch die zunehmende Wichtigkeit und Dringlichkeit des Klimawandels sind Unternehmen aufgefordert, einen Beitrag zu nachhaltiger Entwicklung zu leisten, insbesondere durch die jüngeren Generationen. Bisherige Beiträge von Unternehmen werden jedoch als unzureichend kritisiert, was insbesondere am mangelnden Engagement der Mitarbeiterinnen und Mitarbeiter für Nachhaltigkeit in Unternehmen liegen könnte. In diesem Zusammenhang wurde in den letzten Jahren Gamification als ein vielversprechendes, innovatives Tool um nachhaltige Verhaltensweisen der Mitarbeiterinnen und Mitarbeiter am Arbeitsplatz zu motivieren, vorgeschlagen und zunehmend erforscht. Es gibt jedoch nur wenige Studien und anwendbare Gamification-Lösungen, die mehr als ein spezifisches Nachhaltigkeitsthema behandeln und somit eine ganzheitliche Perspektive auf nachhaltige Verhaltensweisen am Arbeitsplatz einnehmen. Darüber hinaus mangelt es bisheriger Forschung an einem umfassenden Verständnis dafür, wie verschiedene Gamification-Elemente spezifische psychologische Effekte hervorrufen, wie sich diese in Verhaltensänderungen manifestieren und wie diese wiederum kumulativ in messbaren Unternehmensergebnissen resultieren. Der Weg von Gamification als ”Input” zu unternehmerischer Nachhaltigkeit als ”Output” ist also bislang unerforscht.
Diese Dissertation schließt diese Lücke, indem eine ganzheitliche gamifizierte Intervention konzipiert, gestaltet und evaluiert wird, die Mitarbeiterinnen und Mitarbeiter bei verschiedenen nachhaltigen Verhaltensweisen in ihren täglichen Aktivitäten unterstützt. Das Projekt verwendet einen designwissenschaftlichen Forschungsansatz, der die Mitarbeiterinnen und Mitarbeiter eng in die schrittweise Entwicklung der Lösung einbezieht. Als Teil des iterativen Designprozesses werden in dieser Dissertation sechs Studien vorgestellt, um das theoretische Verständnis von Gamification für nachhaltige Verhaltensweisen von Mitarbeiterinnen und Mitarbeitern zu erweitern. Zunächst wird ein umfassender Überblick über die bestehende Forschung zu Gamification für nachhaltiges Mitarbeiterverhalten gegeben, wobei Gamification-Designs und Ergebnisse früherer Studien analysiert und eine Agenda für die weitere Forschung aufgezeigt werden (Studie 1). Danach werden theoretische Grundlagen der Forschung zu Gamification, Serious Games und Game-based Learning (Studie 2) und empirische Gestaltungsprinzipien
für Gamification und persuasive Systeme (Studie 3) als Basis für die erfolgreiche Gestaltung gamifizierter Anwendungen systematisch untersucht. Anschließend werden in empirischen Studien Motivationen der Mitarbeiterinnen und Mitarbeiter für nachhaltiges Verhalten erforscht und ihre Erwartungen an Gestaltungsmerkmale beleuchtet (Studie 4) sowie kontextuelle Herausforderungen und Gestaltungsdilemmata bei der Implementierung von Gamification in einem organisatorischen Kontext aufgezeigt (Studie 5). Schließlich wird in einer quantitativen Feldstudie (Studie 6) untersucht, wie verschiedene Gamification-Designs nachhaltiges Mitarbeiterverhalten und unternehmerische Nachhaltigkeitskennzahlen in Organisationen beeinflussen. Basierend auf den Ergebnissen wird in dieser Dissertation ein umfassendes Framework für Gamification für nachhaltiges Mitarbeiterverhalten präsentiert, welches Design-, individuelle Verhaltens- und Unternehmensperspektiven einbezieht. Schließlich werden darauf aufbauend praktische Empfehlungen für die Gestaltung von Gamification zur Förderung nachhaltigen Mitarbeiterverhaltens am Arbeitsplatz präsentiert.