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High-performance firms typically have two features in common: (i) they produce in more than one country and (ii) they produce more than one product. In this paper, we analyze the internationalization strategies of multi-product firms. Guided by several new stylized facts, we develop a theoretical model to determine optimal modes of market access at the firm–product level. We find that the most productive firmssell core varieties via foreign direct investment and export products with intermediate productivity. Shocks to trade costs and technology affect the endogenous decision to export or produce abroad at the product-level and, in turn, the relative productivity between parents and affiliates.
Complex Event Processing (CEP) is a modern software technology for the dynamic analysis of continuous data streams. CEP is able of searching extremely large data streams in real time for the presence of event patterns. So far, specifying event patterns of CEP rules is still a manual task based on the expertise of domain experts. This paper presents a novel batinspired swarm algorithm for automatically mining CEP rule patterns that express the relevant causal and temporal relations hidden in data streams. The basic suitability and performance of the approach is proven by extensive evaluation with both synthetically generated data and real data from the traffic domain.
Hybride Arbeit: Wo und wie wollen Mitglieder agiler Softwareentwicklungsteams zukünftig arbeiten?
(2022)
Vor dem Ausbruch der COVID-19 Pandemie haben Mitglieder agiler Softwareentwicklungsteams üblicherweise gemeinsam im Büro gearbeitet. Durch die rasche Verbreitung des Coronavirus wurden diese Teams weltweit ins Home Office geschickt, um die Ausbreitung des Virus einzudämmen. Verschiedene Studien weisen darauf hin, dass viele Mitglieder agiler Softwareentwicklungsteams nach dem Ende der Pandemie nicht wieder in Vollzeit in das Büro zurückkehren wollen, sondern einen hybriden Ansatz zwischen dem Büro und dem Home Office präferieren. Das Ziel dieser Abschlussarbeit ist herauszufinden, wie Mitglieder agiler Softwareentwicklungsteams sich die Zukunft ihrer Arbeit vorstellen. Dazu wurde eine quantitative Datenerhebung in Form einer webbasierten Befragung mittels eines standardisierten Fragebogens unter Mitgliedern agiler Softwareentwicklungsteams durchgeführt. Das Ergebnis ist, dass eine flexible Wahl des Arbeitsortes erwartet wird, wobei das Home Office zukünftig der präferierte Arbeitsort sein wird. Einen Einfluss durch agile Rahmenwerke und den dazugehörigen Praktiken auf die Wahl des Arbeitsortes konnte nicht festgestellt werden. Für die Zukunft wird keine signifikante Produktivitätssteigerung durch ein hybrides Arbeitsmodell erwartet.
Bis heute ist völlig unbekannt, ob wir allein im Universum sind. Um auf dieses Thema eine Antwort zu finden, überprüft diese Bachelorarbeit, ob Convolutional (CNN) und Recurrent Neural Networks (RNN) für die Erkennung außerirdischer Signale geeignet sind.
Das Ziel war dabei, in einem Datensatz bestehend aus Spektrogrammen mehr als 50% aller außerirdischer Signale zu erkennen, da nur so ein Neuronales Netzwerk ein besseres Resultat als eine zufällige Klassifikation liefert, bei der im Mittel 50% aller Signale erkannt werden.
Dabei zeigte sich, dass sich mit beiden Varianten der Neuronalen Netzwerke bis zu 90% aller Signale erkennen lassen, die Vorhersagen von CNNs allerdings verlässlicher sind. RNNs bieten hingegen aufgrund ihrer geringeren Größe einen deutlich leichtgewichtigeren Ansatz und führen zu einer signifikanten Speicherersparnis.
Daraus folgt, dass Neuronale Netzwerke bei der Suche nach außerirdischem Leben im Universum helfen können, um die Frage „Sind wir allein im Universum?“ endgültig zu beantworten.
AlphaGo’s victory against Lee Sedol in the game of Go has been a milestone in artificial intelligence. After this success, the team behind the program further refined the architecture and applied it to many other games such as chess or shogi. In the following thesis, we try to apply the theory behind AlphaGo and its successor AlphaZero to the game of Abalone. Due to limitations in computational resources, we could not replicate the same exceptional performance.
Nowadays, problems related with solid waste management become a challenge for most countries due to the rising generation of waste, related environmental issues, and associated costs of produced wastes. Effective waste management systems at different geographic levels require accurate forecasting of future waste generation. In this work, we investigate how open-access data, such as provided from the Organisation for Economic Co-operation and Development (OECD), can be used for the analysis of waste data. The main idea of this study is finding the links between socioeconomic and demographic variables that determine the amounts of types of solid wastes produced by countries. This would make it possible to accurately predict at the country level the waste production and determine the requirements for the development of effective waste management strategies. In particular, we use several machine learning data regression (Support Vector, Gradient Boosting, and Random Forest) and clustering models (k-means) to respectively predict waste production for OECD countries along years and also to perform clustering among these countries according to similar characteristics. The main contributions of our work are: (1) waste analysis at the OECD country-level to compare and cluster countries according to similar waste features predicted; (2) the detection of most relevant features for prediction models; and (3) the comparison between several regression models with respect to accuracy in predictions. Coefficient of determination (R2), Mean Absolute Error (MAE), Root Mean Square Error (RMSE), and Mean Absolute Percentage Error (MAPE), respectively, are used as indices of the efficiency of the developed models. Our experiments have shown that some data pre-processings on the OECD data are an essential stage required in the analysis; that Random Forest Regressor (RFR) produced the best prediction results over the dataset; and that these results are highly influenced by the quality of available socio-economic data. In particular, the RFR model exhibited the highest accuracy in predictions for most waste types. For example, for “municipal” waste, it produced, respectively, R2 = 1 and MAPE = 4.31 global error values for the test set; and for “household” waste, it, respectively, produced R2 = 1 and MAPE = 3.03. Our results indicate that the considered models (and specially RFR) all are effective in predicting the amount of produced wastes derived from input data for the considered countries.
Die Covid-19 Pandemie hat zu einem signifikanten Anstieg der Remote Work geführt. Die Veränderung in der Interaktion und Kollaboration ist für viele agile Teams eine Herausforderung gewesen. Diverse Studien zeigen unterschiedliche Effekte und Auswirkungen auf die Zusammenarbeit agiler Teams während der Pandemie. So ist die Kommunikation sachlicher und zielgerichteter geworden. Ebenso wird eine Verminderung des sozialen Austauschs in den Teams berichtet. Unser Artikel thematisiert die Veränderung der Interaktion in agilen Teams durch die Remote Work. Wir haben eine qualitative Fallstudie bei einem agilen Software-Entwicklungsteam bei Otto durchgeführt. Unsere Ergebnisse zeigen einen Zusammenhang zwischen den Auswirkungen auf die Interaktion und der persönlichen Autonomie der Team-Mitglieder. Darüber hinaus haben wir keine signifikanten negativen Effekte durch die veränderte Interaktion auf die agile Arbeitsweise festgestellt.
Die Arbeit hat das Ziel, Volumendaten effizient zu visualisieren, ohne diese in ein alternatives Repräsentationsformat wie Polygonnetze zu überführen. Dafür werden Voxel sowie ein Raycasting-Ansatz verwendet. Die Elemente des Volumens werden als Voxel (=volumetrische Pixel), das Volumen nachfolgend als ein dreidimensionales Array aus Voxel bezeichnet. Für jeden Pixel wird ein Strahl erzeugt, der das Array iterativ traversiert, wobei in jeder Iteration geprüft wird, ob das gegebene Volumenelement ein Datum hält oder nicht. Maßgeblich hierfür ist der von (Amanatides, Woo et al., 1987) vorgestellte Ansatz, den Strahl in solche Segmente zu zerlegen, die immer jeweils so lang wie der momentan zu untersuchende Voxel groß ist: In einer Iteration wird also immer genau ein Voxel untersucht. Die Arbeit wird diese Idee verfolgen, praktisch aber anders umsetzen und sie um eine zusätzliche Beschleunigungsstruktur ergänzen. Im Idealfall soll dieser Ansatz es erlauben, mindestens 512^3 Voxel in Echtzeit zu rendern. Der beschriebene Ansatz hat zusätzlich den Vorteil, dass Änderungen direkt sichtbar werden, weil für das anschließende Rendering, auf die modifizierten Daten zurückgegriffen wird.
In zahlreichen Fachbüchern wird „Digital Leadership“ zur Unterstützung der digitalen Transformation propagiert. Im Rahmen eines Forschungsprojektes wurden die hierin vertretenen Führungsansätze mit aktuellen wissenschaftlichen Erkenntnissen abgeglichen. Fazit: Die Bücher stellen durchgängig altbewährte Führungskonzepte vor - neuere wissenschaftliche Erkenntnisse enthalten sie kaum.
Even for the more traditional insurance industry, the Microservices Architecture (MSA) style plays an increasingly important role in provisioning insurance services. However, insurance businesses must operate legacy applications, enterprise software, and service-based applications in parallel for a more extended transition period. The ultimate goal of our ongoing research is to design a microservice reference architecture in cooperation with our industry partners from the insurance domain that provides an approach for the integration of applications from different architecture paradigms. In Germany, individual insurance services are classified as part of the critical infrastructure. Therefore, German insurance companies must comply with the Federal Office for Information Security requirements, which the Federal Supervisory Authority enforces. Additionally, insurance companies must comply with relevant laws, regulations, and standards as part of the business’s compliance requirements. Note: Since Germany is seen as relatively ’tough’ with respect to privacy and security demands, fullfilling those demands might well be suitable (if not even ’over-achieving’) for insurances in other countries as well. The question raises thus, of how insurance services can be secured in an application landscape shaped by the MSA style to comply with the architectural and security requirements depicted above. This article highlights the specific regulations, laws, and standards the insurance industry must comply with. We present initial architectural patterns to address authentication and authorization in an MSA tailored to the requirements of our insurance industry partners.
To avoid the shortcomings of traditional monolithic applications, the Microservices Architecture (MSA) style plays an increasingly important role in providing business services. This is true even for the more conventional insurance industry with its highly heterogeneous application landscape and sophisticated cross-domain business processes. Therefore, the question arises of how workflows can be implemented to grant the required flexibility and agility and, on the other hand, to exploit the potential of the MSA style. In this article, we present two different approaches – orchestration and choreography. Using an application scenario from the insurance domain, both concepts are discussed. We introduce a pattern that outlines the mapping of a workflow to a choreography.
Das Konzept der Agilität stiftet insbesondere im Kontext der Softwareentwicklung einen Nutzen. Es stellt sich die Frage, wie auch die öffentliche Verwaltung agiler werden und schlussendlich davon profitieren kann. Bislang liefern nur wenige Schriften eine dedizierte Auseinandersetzung mit dem Thema der agilen Verwaltung. In dieser Arbeit wird untersucht, ob agile Softwareentwicklung Ausgangspunkt einer potenziell agilen Verwaltung in Deutschland sein kann. Im Rahmen einer theorievergleichenden Gegenüberstellung wird ein Zielbild einer agilen Verwaltung ausgehend von den Merkmalen agiler Softwareentwicklung hergeleitet. Anschließend werden mögliche Spannungslinien zwischen dem entwickelten Zielbild und dem von Max Weber beschriebenen Idealtypus einer bürokratischen Verwaltung aufgedeckt. Im Ergebnis kennzeichnet eine agile Verwaltung ein Konglomerat unterschiedlicher Merkmale, die den Dimensionen Strategie, Struktur, Prozesse, Führung, Personal und Kultur zugeordnet werden können. Die öffentliche Verwaltung wird das Konzept der Agilität nicht vollständig, im Sinne der Ausprägung aller herausgearbeiteten Merkmale, organisational etablieren können. Die wesentlichen Spannungslinien ergeben sich aus den Bürokratiemerkmalen Amtshierarchie und Regelgebundenheit. Der Idealtypus einer agilen Verwaltung kann nur insofern eine Alternative zum Idealtypus der bürokratischen Verwaltung sein, als dass diejenigen Merkmale der Bürokratie, die sich mit den wesentlichen Strukturprinzipien des deutschen Staates decken, unberührt bleiben.
Dramatic increases in the number of cyber security attacks and breaches toward businesses and organizations have been experienced in recent years. The negative impacts of these breaches not only cause the stealing and compromising of sensitive information, malfunctioning of network devices, disruption of everyday operations, financial damage to the attacked business or organization itself, but also may navigate to peer businesses/organizations in the same industry. Therefore, prevention and early detection of these attacks play a significant role in the continuity of operations in IT-dependent organizations. At the same time detection of various types of attacks has become extremely difficult as attacks get more sophisticated, distributed and enabled by Artificial Intelligence (AI). Detection and handling of these attacks require sophisticated intrusion detection systems which run on powerful hardware and are administered by highly experienced security staff. Yet, these resources are costly to employ, especially for small and medium-sized enterprises (SMEs). To address these issues, we developed an architecture -within the GLACIER project- that can be realized as an in-house operated Security Information Event Management (SIEM) system for SMEs. It is affordable for SMEs as it is solely based on free and open-source components and thus does not require any licensing fees. Moreover, it is a Self-Contained System (SCS) and does not require too much management effort. It requires short configuration and learning phases after which it can be self-contained as long as the monitored infrastructure is stable (apart from a reaction to the generated alerts which may be outsourced to a service provider in SMEs, if necessary). Another main benefit of this system is to supply data to advanced detection algorithms, such as multidimensional analysis algorithms, in addition to traditional SIEMspecific tasks like data collection, normalization, enrichment, and storage. It supports the application of novel methods to detect security-related anomalies. The most distinct feature of this system that differentiates it from similar solutions in the market is its user feedback capability. Detected anomalies are displayed in a Graphical User Interface (GUI) to the security staff who are allowed to give feedback for anomalies. Subsequently, this feedback is utilized to fine-tune the anomaly detection algorithm. In addition, this GUI also provides access to network actors for quick incident responses. The system in general is suitable for both Information Technology (IT) and Operational Technology (OT) environments, while the detection algorithm must be specifically trained for each of these environments individually.
Since textual user generated content from social media platforms contains valuable information for decision support and especially corporate credit risk analysis, automated approaches for text classification such as the application of sentiment dictionaries and machine learning algorithms have received great attention in recent user generated content based research endeavors. While machine learning algorithms require individual training data sets for varying sources, sentiment dictionaries can be applied to texts immediately, whereby domain specific dictionaries attain better results than domain independent word lists. We evaluate by means of a literature review how sentiment dictionaries can be constructed for specific domains and languages. Then, we construct nine versions of German sentiment dictionaries relying on a process model which we developed based on the literature review. We apply the dictionaries to a manually classified German language data set from Twitter in which hints for financial (in)stability of companies have been proven. Based on their classification accuracy, we rank the dictionaries and verify their ranking by utilizing Mc Nemar’s test for significance. Our results indicate, that the significantly best dictionary is based on the German language dictionary SentiWortschatz and an extension approach by use of the lexical-semantic database GermaNet. It achieves a classification accuracy of 59,19 % in the underlying three-case-scenario, in which the Tweets are labelled as negative, neutral or positive. A random classification would attain an accuracy of 33,3 % in the same scenario and hence, automated coding by use of the sentiment dictionaries can lead to a reduction of manual efforts. Our process model can be adopted by other researchers when constructing sentiment dictionaries for various domains and languages. Furthermore, our established dictionaries can be used by practitioners especially in the domain of corporate credit risk analysis for automated text classification which has been conducted manually to a great extent up to today.
Visual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g. proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or efects are referred to as visual delegates (VDs). Current fndings on the experiences that VDs can elicit relate to specifc VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specifc VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.
Context: Companies adapt agile methods, practices or artifacts for their use in practice since more than two decades. This adaptions result in a wide variety of described agile practices. For instance, the Agile Alliance lists 75 different practices in its Agile Glossary. This situation may lead to misunderstandings, as agile practices with similar names can be interpreted and used differently.
Objective: This paper synthesize an integrated list of agile practices, both from primary and secondary sources.
Method: We performed a tertiary study to identify existing overviews and lists of agile practices in the literature. We identified 876 studies, of which 37 were included.
Results: The results of our paper show that certain agile practices are listed and used more often in existing studies. Our integrated list of agile practices comprises 38 entries structured in five categories. Conclusion: The high number of agile practices and thus, the wide variety increased steadily over the past decades due to the adaption of agile methods. Based on our findings, we present a comprehensive overview of agile practices. The research community benefits from our integrated list of agile practices as a potential basis for future research. Also, practitioners benefit from our findings, as the structured overview of agile practices provides the opportunity to select or adapt practices for their specific needs.
In 2020, the world changed due to the Covid 19 pandemic. Containment measures to reduce the spread of the virus were planned and implemented by many countries and companies. Worldwide, companies sent their employees to work from home. This change has led to significant challenges in teams that were co-located before the pandemic. Agile software development teams were affected by this switch, as agile methods focus on communication and collaboration. Research results have already been published on the challenges of switching to remote work and the effects on agile software development teams. This article presents a systematic literature review. We identified 12 relevant papers for our studies and analyzed them on detail. The results provide an overview how agile software development teams reacted to the switch to remote work, e.g., which agile practices they adapted. We also gained insights on the changes of the performance of agile software development teams and social effects on agile software development teams during the pandemic.
Companies worldwide have enabled their employees to work remotely as a consequence of the Covid 19 pandemic. Software development is a human-centered discipline and thrives on teamwork. Agile methods are focusing on several social aspects of software development. Software development teams in Germany were mainly co-located before the pandemic. This paper aims to validate the findings of existing studies by expanding on an existing multiple-case study. Therefore, we collected data by conducting semi-structured interviews, observing agile practices, and viewing project documents in three cases. Based on the results, we can confirm the following findings: 1) The teams rapidly adapted the agile practices and roles, 2) communication is more objective within the teams, 3) decreased social exchange between team members, 4) the expectation of a combined approach of remote and onsite work after the pandemic, 5) stable or increased (perceived) performance and 6) stable or increased well-being of team members.
Social skills are essential for a successful understanding of agile methods in software development. Several studies highlight the opportunities and advantages of integrating real-world projects and problems while collaborating with companies into higher education using agile methods. This integration comes with several opportunities and advantages for both the students and the company. The students are able to interact with real-world software development teams, analyze and understand their challenges and identify possible measures to tackle them. However, the integration of real-world problems and companies is complex and may come with a high effort in terms of coordination and preparation of the course. The challenges related to the interaction and communication with students are increased by virtual distance teaching during the Covid-19 pandemic as direct contact with students is missing. Also, we do not know how problem-based learning in virtual distance teaching is valued by the students. This paper presents our adapted eduScrum approach and learning outcome of integrating experiments with real-world software development teams from two companies into a Master of Science course organized in virtual distance teaching. The evaluation shows that students value analyzing real-world problems using agile methods. They highlight the interaction with real-world software development teams. Also, the students appreciate the organization of the course using an iterative approach with eduScrum. Based on our findings, we present four recommendations for the integration of agile methods and real world problems into higher education in virtual distance teaching settings. The results of our paper contribute to the practitioner and researcher/lecturer community, as we provide valuable insights how to fill the gap between practice and higher education in virtual distance settings.
Im ländlichen Raum können Mobilitätsbedarfe schwer über den öffentlichen Personennahverkehr gedeckt werden. Wie diese Bedarfslücke über den Einsatz kombinierter Transportkonzepte von Personen und Gütern reduziert werden kann, wird prototypisch über eine agentenbasierte Simulationsanwendung in der Simulationssoftware AnyLogic untersucht. Reale Mobilitätsdaten werden dabei jedoch nicht berücksichtigt.
Das Ziel der vorliegenden Arbeit ist die Verbesserung der Datengrundlage des Prototypen mit Hilfe von Machine Learning. Unter Verwendung des Forschungsansatzes Design Science Research wurden ML-Modelle entlang des CRISP-DM Frameworks entwickelt. Diese verarbeiten die zur Verfügung stehenden Mobilitätsdaten und können nach deren Integration in den Prototypen zur Parametrierung genutzt werden. Im Zuge der Arbeit werden dazu geeignete Parameter identifiziert, die Mobilitätsdaten beschafft und umfangreich für das Modelltraining in H2O Driverless AI transformiert. Das beste ML-Modell wird in den Prototypen integriert und es werden notwendige Anpassungen vorgenommen, um die Parametrierung zu ermöglichen. Die anschließende Evaluation der Simulationsanwendung zeigt eine datenbasierte und realitätsgetreuere Simulation des simultanen und kombinierten Transports von Personen und Gütern.