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2020 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC)最新文献

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Increasing Customer Awareness on Food Waste at University Cafeteria with a Sensor-Based Intelligent Self-Serve Lunch Line 大学自助餐厅安装感应式智能自助午餐线,提高顾客对食物浪费的关注
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198571
Lauri Koivunen, Samuli Laato, Sampsa Rauti, Juhani Naskali, Petri Nissilä, Pauliina Ojansivu, Tuomas Mäkilä, Mari Norrdal
Lunch cafeterias are forced to throw away food daily. The two main reasons are customer food waste and cafeteria food overproduction. Currently lunch cafeterias are able to follow how much surplus food is generated and find solutions such as offering excess food to consumers at a discount the next day. Reducing consumer food waste is more challenging. Previous work suggests, that quantifying and displaying the data on how much food consumers waste, can lead to a behavior change towards eating habits which result in a decreased quantity of wasted food. Following this conjecture, an intelligent self-serve lunch line was implemented at a university cafeteria. The lunch line was designed to contain sensors tracking food waste of individual customers and to display this data to customers via a dedicated mobile app. Following the Hevner design science method, this study reports the design and implementation of this lunch line as well as shows via preliminary data from real customers, 700–1000 daily customers during January 2020, of how much bio-waste is created in the cafeteria. During this time period, on average 3% of food taken by customers ended up wasted.
午餐自助餐厅被迫每天扔掉食物。两个主要原因是顾客的食物浪费和食堂的食物生产过剩。目前,午餐自助餐厅能够跟踪产生了多少剩余食物,并找到解决方案,例如第二天向消费者提供多余的食物。减少消费者的食物浪费更具挑战性。先前的研究表明,量化和显示消费者浪费食物数量的数据,可以导致饮食习惯的行为改变,从而减少浪费的食物数量。根据这一猜想,在一所大学的自助餐厅实施了一条智能自助午餐线。午餐线被设计成包含跟踪单个客户食物浪费的传感器,并通过专用的移动应用程序向客户显示这些数据。根据Hevner设计科学方法,本研究报告了这条午餐线的设计和实施,并通过来自真实客户的初步数据显示,2020年1月每天有700-1000名客户,食堂产生了多少生物废物。在此期间,平均有3%的顾客带走的食物被浪费了。
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引用次数: 4
Thinking through exploration and exploitation in start-ups: A case of research commercialization 创业公司的探索与开发思维:一个研究成果商业化的案例
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198412
A. Ta, J. Valta, Jouni Lyly-Yrjänäinen, Leena Aarikka-Stenroos, S. Mäkinen
Crossing the valley of death between initial funding and commercialization is a major challenge for most start-ups. This paper studies the possibility to use secondary markets in order to maintain financial stability and independence. However, adding secondary market segments requires managing ambidexterity within the start-up, its network and its environment. These market segments are theoretically conceptualized as segments for exploitation and exploration, and criteria are developed accordingly. We use interventionist research for studying the challenges that a research-based start-up faces when they try to manage this ambidexterity in their commercialization process. The results indicate that exploitation strategy can be beneficial for crossing the valley of death but implementing it includes uncertainties. Even though exploitative market segments can be found, starting a business requires the right circumstances and capabilities, such as technological compatibility and supporting regulatory conditions. The case study highlights the importance of managing asymmetric interests in ambidextrous partnerships.
跨越初始融资和商业化之间的死亡之谷是大多数初创企业面临的主要挑战。本文研究了利用二级市场来维持金融稳定和独立性的可能性。然而,增加二级市场细分需要在初创企业、其网络和环境中管理好两面性。这些细分市场在理论上被定义为开发和勘探的细分市场,并据此制定了标准。我们使用干预主义研究来研究研究型初创企业在商业化过程中试图管理这种两面性时所面临的挑战。结果表明,开发策略对穿越死亡谷是有利的,但其实施存在不确定性。尽管可以找到可利用的细分市场,但开办企业需要合适的环境和能力,例如技术兼容性和支持性监管条件。该案例研究强调了在双向伙伴关系中管理不对称利益的重要性。
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引用次数: 0
Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces 应用市场中手机数学游戏的教学质量评价
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198621
Samuli Laato, Renny S. N. Lindberg, T. Laine, Phuong Bui, Boglárka Brezovszky, Lauri Koivunen, Olga De Troyer, E. Lehtinen
The number of available educational games has enormously grown and it is difficult for users to identify which games are pedagogically effective among the multitude of options in app marketplaces. Recent studies on math games have highlighted the importance of (1) linking learning attributes and gameplay and (2) game design that supports students' deliberate practise. Using these as a measure for pedagogical quality, we investigated 109 math games found on Google Play Store (n=61) and iOS App Store (n=48). Furthermore, monetization solutions, data use permissions, target age group and type of mathematical content were retrieved from the apps. The analysis showed that only 11,0% of the games integrated learning attributes with gameplay and 12,0% of the games contained tasks which support learners' deliberate practice. The most commonly featured math subject was arithmetic and the games were targeted mostly to early childhood (6–12 years). Finally, games following curricula content and recommended design principles were difficult to locate using the search tools of the app marketplaces.
教育类游戏的数量急剧增长,用户很难在应用市场的众多选择中确定哪些游戏具有教育效果。最近关于数学游戏的研究强调了以下两点的重要性:(1)将学习属性与游戏玩法联系起来;(2)支持学生刻意练习的游戏设计。以此作为教学质量的衡量标准,我们调查了Google Play Store (n=61)和iOS App Store (n=48)上的109款数学游戏。此外,我们还从应用程序中检索到货币化解决方案、数据使用权限、目标年龄组和数学内容类型。分析表明,只有11.0%的游戏将学习属性与游戏玩法结合在一起,12.0%的游戏包含支持学习者刻意练习的任务。最常见的数学科目是算术,游戏主要针对幼儿(6-12岁)。最后,遵循课程内容和推荐设计原则的游戏很难通过应用市场的搜索工具找到。
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引用次数: 6
Facing the Challenges with Product Roadmaps in Uncertain Markets: Experience from Industry 面对不确定市场中产品路线图的挑战:来自行业的经验
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198359
Stefan Trieflinger, Jürgen Münch, Vera Knoop, Dominic Lang
Nowadays companies are facing increasing market dynamics, rapidly evolving technologies and shifting user expectations. Together with the adoption of lean and agile practices this situation makes it increasingly difficult to plan and predict upfront which products, services or features should be developed in the future. Consequently, many organizations are struggling with their ability to provide reliable and stable product roadmaps by applying traditional approaches. This paper aims at identifying and getting a better understanding of which measures companies have taken to transform their current product roadmapping practices to the requirements of a dynamic and uncertain market environment. This also includes challenges and success factors within this transformation process as well as measures that companies have planned for the future. We conducted 18 semi-structured expert interviews with practitioners of different companies and performed a thematic data analysis. The study shows that the participating companies are aware that the transformation of traditional product roadmapping practices to fulfill the requirements of a dynamic and uncertain market environment is necessary. The most important measures that the participating companies have taken are 1) adequate item planning concerning the timeline, 2) the replacement of a fixed time-based chart by a more flexible structure, 3) the use of outcomes to determine the items (such as features) on the a roadmap, 4) the creation of a central roadmap which allows deriving different representation for each stakeholder and department.
如今,公司面临着不断增长的市场动态、快速发展的技术和不断变化的用户期望。随着精益和敏捷实践的采用,这种情况使得提前计划和预测未来应该开发哪些产品、服务或功能变得越来越困难。因此,许多组织正在努力通过应用传统方法来提供可靠和稳定的产品路线图。本文旨在确定并更好地了解公司采取了哪些措施来将其当前的产品路线图实践转变为动态和不确定的市场环境的要求。这还包括转型过程中的挑战和成功因素,以及公司为未来计划的措施。我们对不同公司的从业者进行了18次半结构化的专家访谈,并进行了专题数据分析。研究表明,参与企业意识到传统的产品路线图实践的转变,以满足动态和不确定的市场环境的要求是必要的。参与公司所采取的最重要的措施是:1)关于时间表的充分项目规划,2)用更灵活的结构取代固定的基于时间的图表,3)使用结果来确定路线图上的项目(如功能),4)创建一个中央路线图,允许为每个利益相关者和部门派生不同的表示。
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引用次数: 0
Evaluating User eXperience as a Means to Reveal the Potential Adoption of Innovative Ideas 评估用户体验是揭示创新理念的潜在采用方式
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198368
M. Pallot, K. Pawar, Piotr Krawczyk, Marcin Topolewski, Adrien Lecossier, Abdul Rahman Abdel Razek
This paper presents an empirical study dedicated to the evaluation of user experience (UX) and its possible causal influences on adoption. The empirical study was conducted in the context of an Innovation Management track in Fall 2019, where student teams had the opportunity to co-create innovative mobile app ideas. The applied UX-based adoption model, which in previous studies, has undergone numerous limited scale reliability, validity, and goodness of fit tests, was initiated through the first tentative model created in 2016. For each mobile app idea, a bipolar survey allowed the collection of both quantitative and qualitative data in order to evaluate the degree of UX satisfaction and its causal effect on adoption. This new study offers limited, early-stage evidence for possible cross-validation of the UX multidimensional aspect of the model by demonstrating that several UX facets, belonging to different dimensions, directly influence the anticipated UX and intention to adopt in the context of eight unique, innovative mobile app ideas. It also reveals that this approach could be used to sift through innovative ideas during the Fuzzy Front End stage in predicting their potential adoption success at the later close-to-market and on-the-market stages. Finally, it also provides some empirical evidence to support the hypothesis that the higher the degree of UX satisfaction, the stronger the intention to adopt.
本文提出了一项实证研究,致力于用户体验(UX)的评估及其对采用的可能因果影响。该实证研究是在2019年秋季创新管理课程的背景下进行的,学生团队有机会共同创造创新的移动应用程序想法。应用的基于ux的收养模型,在之前的研究中,经历了无数的有限尺度信度、效度和拟合优度检验,是通过2016年创建的第一个暂定模型发起的。对于每个手机应用创意,两极调查允许收集定量和定性数据,以评估用户体验满意度及其对采用的因果影响。这项新研究通过展示属于不同维度的几个用户体验方面,直接影响预期的用户体验和在八个独特的、创新的移动应用程序想法的背景下采用的意图,为模型的用户体验多维方面的交叉验证提供了有限的、早期的证据。它还表明,该方法可用于筛选模糊前端阶段的创新理念,以预测其在后期接近市场和上市阶段的潜在采用成功。最后,本文还提供了一些经验证据来支持用户体验满意度越高,采用意愿越强的假设。
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引用次数: 0
An Implementation of IoT-Based Product Tracking with Blockchain Integration for a B2B Platform 基于物联网的B2B平台产品跟踪与区块链集成的实现
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198639
Shantanoo Desai, Quan Deng, S. Wellsandt, K. Thoben
Digital Business-to-Business (B2B) platforms are increasingly playing an influential role in shaping business collaboration. Companies are relying more on such platforms to approach suppliers, customers, and service providers hence improving cross-sectoral collaboration and market reach. Digital platforms are including disruptive technologies such as the Internet of Things (IoT) as well as Blockchain to improve transparency and trust in business processes. However, notable challenges occur in integrating IoT information with product tracking information as well as storing them on Blockchain. This paper provides an implementation of integrating IoT-based product tracking with Blockchain in an open-source multi-sided B2B platform to address integration challenges. It focuses on product-tracking events and sensor data from the factory environment. A Blockchain service keeps cryptographic hash values for this information to avoid manipulation after the data storage.
数字企业对企业(B2B)平台在塑造业务协作方面发挥着越来越重要的作用。企业越来越依赖这些平台来接近供应商、客户和服务提供商,从而改善跨部门协作和市场覆盖。数字平台包括物联网(IoT)和区块链等颠覆性技术,以提高业务流程的透明度和信任度。然而,在将物联网信息与产品跟踪信息集成以及将其存储在区块链上时,出现了明显的挑战。本文提供了一种在开源多边B2B平台上集成基于物联网的产品跟踪与区块链的实现,以解决集成挑战。它侧重于产品跟踪事件和来自工厂环境的传感器数据。区块链服务为这些信息保存加密散列值,以避免在数据存储后进行操作。
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引用次数: 1
Applying A User eXperience-based Adoption Model in Several App Idea Cases 在几个应用创意案例中应用基于用户体验的采用模型
Pub Date : 2020-06-01 DOI: 10.1109/ICE/ITMC49519.2020.9198646
Marcin Topolewski, Piotr Krawczyk, M. Pallot, J. Huotari
This paper presents an empirical study dedicated to the evaluation of User eXperience (UX) and its impact on potential adoption. This empirical study, which was carried out in Fall 2019, took place in the context of exploring the transferability of a previously validated mixed-methods survey instrument and the underlying formative UX model. Several app idea co-creation experiments were conducted in the context of an Innovation Management course where student teams had to co-create mobile app ideas. The resulting formative model was operationalized in the form of a mixed-methods bipolar survey instrument. Based on empirical evidence in the form of 328 responses from the same population of students participating in the eight distinct app idea co-creation experiments, the instantiated and refined UX model has met multiple criteria of reliability, validity, and goodness of fit. This study demonstrates that several UX facets, belonging to different dimensions, directly influence the anticipated UX satisfaction and the related degree of adoption. In particular, the high value of the coefficient of determination R2 = 0.707 shows, that almost 71% of the variability of Intention-to-Adopt is explained by User-Experience. The study provides early-stage evidence of possible transferability of the UX-based adoption model in evaluation of both the UX satisfaction and its impact on the adoption of any product, service or bundle idea in either concept, prototype or ready-to-market stage of the New Product Development cycle.
本文提出了一项实证研究,致力于评估用户体验(UX)及其对潜在采用的影响。这项实证研究于2019年秋季进行,是在探索先前经过验证的混合方法调查工具和潜在形成性用户体验模型的可转移性的背景下进行的。在创新管理课程的背景下进行了几个应用创意共同创造实验,学生团队必须共同创造手机应用创意。由此产生的形成模型以混合方法双极调查仪器的形式进行操作。根据参与8个不同的应用创意共同创造实验的同一群学生的328个回应形式的经验证据,实例化和改进的UX模型满足了可靠性,有效性和拟合优度的多个标准。本研究表明,用户体验的几个方面,属于不同的维度,直接影响预期的用户体验满意度和相关的采用程度。特别是,决定系数R2 = 0.707的高值表明,几乎71%的采用意图可变性是由用户体验解释的。该研究提供了早期阶段的证据,证明基于用户体验的采用模型在评估用户体验满意度及其对新产品开发周期的概念、原型或准备上市阶段的任何产品、服务或捆绑想法的采用的影响方面可能具有可转移性。
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引用次数: 1
Trends of digitalization and adoption of big data & analytics among UK SMEs: Analysis and lessons drawn from a case study of 53 SMEs 英国中小企业数字化趋势及大数据与分析的采用:53家中小企业案例分析与经验教训
Pub Date : 2020-02-14 DOI: 10.1109/ICE/ITMC49519.2020.9198545
Muhidin A. Mohamed
Small and Medium Enterprises (SMEs) now generate digital data at an unprecedented rate from online transactions, social media marketing and associated customer interactions, online product/service reviews and feedback, clinical diagnosis, Internet of Things (IoT) sensors, and production processes. All these forms of data can be transformed into monetary value if put into a proper data value chain. This requires both skills and IT investments for the longterm benefit of businesses. However, such spending is beyond the capacity of most SMEs due to their limited resources and restricted access to finance. This paper presents lessons learned from a case study of 53 UK SMEs, mostly from the West Midlands region of England, supported as part of a 3-year ERDF11European Regional Development Fund. project – Big Data Corridor22An ERDF funded 3-year project from 2016 to 2019: https://bigdatacorridor.com/. – in the areas of big data management, analytics and related IT issues. Based on our study's sample companies, several perspectives including digital technology trends, challenges facing the UK SMEs, and the state of their adoption in data analytics and big data, are presented.
中小企业(SMEs)现在以前所未有的速度从在线交易、社交媒体营销和相关的客户互动、在线产品/服务评论和反馈、临床诊断、物联网(IoT)传感器和生产过程中产生数字数据。所有这些形式的数据,如果放入合适的数据价值链中,都可以转化为货币价值。为了企业的长期利益,这需要技能和IT投资。然而,由于大多数中小企业资源有限,融资渠道有限,这种支出超出了它们的能力。本文介绍了53家英国中小企业的案例研究的经验教训,这些中小企业大多来自英格兰西米德兰兹地区,作为三年erdf11欧洲区域发展基金的一部分得到支持。项目-大数据走廊22erdf资助的为期3年的项目(2016 - 2019):https://bigdatacorridor.com/。-在大数据管理,分析和相关的IT问题领域。基于我们的研究样本公司,提出了几个观点,包括数字技术趋势,英国中小企业面临的挑战,以及他们在数据分析和大数据方面的采用情况。
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引用次数: 3
期刊
2020 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC)
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