TY - GEN A1 - Fischer, Tim Sebastian A1 - Grüger, Lennart A1 - Woll, Ralf T1 - Additive Manufacturing: A Step-by-Step Guide T2 - Industry 4.0 Science N2 - New technologies have enabled additive manufacturing to construct components layer by layer using 3D model data. Machinery requirements for this are minimal, entailing only a welding device for energy input and a guiding machine to shape the component. Though there are clear benefits to the process, such as the cost-effective technology and high deposition rates, the complex interactions involved must receive due consideration. KW - process visualization KW - Additive Manufacturing KW - Wire Arc Additive Manufacturing KW - WAAM KW - Structured Analysis and Design Technique KW - SADT KW - welding KW - manufacturing KW - metal components KW - slicing KW - arc welding KW - deposition rate KW - machining centers KW - wire feed rate Y1 - 2023 U6 - https://doi.org/10.30844/I4SE.23.1.80 SN - 2942-6162 IS - 1 SP - 80 EP - 88 ER - TY - GEN A1 - Woll, Ralf A1 - Bäsler, Maurice T1 - Wer aufhört besser zu werden, hat aufgehört gut zu sein! T2 - Forum : das Brandenburger Wirtschaftsmagazin Y1 - 2009 SN - 1615-7699 VL - 10 IS - 7 ER - TY - RPRT A1 - Woll, Ralf T1 - Handlungsleitfaden zur Unterstützung der Prozessoptimierung in kleinen und mittelständischen Unternehmen Y1 - 2010 ER - TY - CHAP A1 - Woll, Ralf T1 - Limits of Quality Management T2 - Proceedings, QMOD Conference on Quality and Service Sciences, 14th QMOD Conference, 29st – 31st August, 2011, San Sebastian, Spain Y1 - 2011 SN - 84‐8081‐211‐7 SP - 1861 EP - 1869 CY - Pamplona ER - TY - CHAP A1 - Woll, Ralf A1 - Steinberg, Falk T1 - Integration of a Level-Model for difficult to quantify Characteristics in a Reference Process of Product Development T2 - Proceedings, QMOD Conference on Quality and Service Sciences, 14th QMOD Conference, 29st – 31st August, 2011, San Sebastian, Spain Y1 - 2011 SN - 84‐8081‐211‐7 SP - 1847 EP - 1858 CY - Pamplona ER - TY - CHAP A1 - Woll, Ralf A1 - Steinberg, Falk T1 - Approaches for Categorization of difficult to quantify Characteristics in Product Development Y1 - 2011 ER - TY - GEN A1 - Goldmann, Christine A1 - Woll, Ralf T1 - Application of gamification elements in university education to improve the learning process T2 - 15th International Conference of Education, Research and Innovation, November 7th-9th, 2022, ICERI Proceedings N2 - The learning process can be divided into the sub-processes of understanding, storing, retrieving, and using the acquired knowledge. The acquisition of knowledge takes place through facts and statements based on the subject matter and by repetition in exercises. Providing game elements in university teaching, students should be more motivated and deal with the teaching content more intensively. The knowledge imparted is to be prepared more attractively for the students and a greater bond to the respective module is to be built up. Game-typical elements can efficiently link the individual sub-processes of learning with each other and thus maximize a student's performance, knowledge level and motivation. Due to the Covid19 pandemic and the ever-advancing technology development, digital teaching and learning have become essential components of university teaching in the long run. Because quality management is a field that is closely related to practice, the focus is not only on teaching theoretical knowledge but also on practical relevance. The Chair of Quality Management offers the module Project Management every summer semester. The learning objective of the module is to enable students to plan projects and organize their implementation. The module Project Management consists of a lecture, a seminar, and a semester project. In the lecture, students are taught the basics of project management. In the seminar, students learn to select and apply project management methods for different problems. Practical exercises are supported by media and software demonstrations. In the semester project, students get together in groups and plan a project during the semester. The project is intended to help students practically implement the knowledge they have acquired in lectures and seminars. The topics are provided by the chair's corporate partners. To increase the realism of the projects, the handing out of an event card is linked to the interim deadlines. The event card implies an adjustment of already planned resources, activities and/or funds. To optimally adapt the gamification elements for the module, a target group analysis was first conducted as part of the research work. Based on the findings, an action plan was created on how the gamification approach could be transferred into the teaching concept of the module. After implementation, the module was examined further in the course of a teaching evaluation and a survey of the participating students. The main goal of the investigation was to find out to what extent game-typical elements promote the learning process and how practical projects support the learning process. On the one hand, the survey confirmed the promotion of motivation and the learning process by means of game-typical elements among the students. The results show that the creative and diverse way of conveying the learning material is accepted by the students. On the other hand, the study showed that too many of these elements can have a negative effect and a possible saturation effect occurs. Furthermore, the authenticity of the module or the chair may decrease. The results and knowledge from the research work flow into the adjustments of the module and are to be transferred to further modules of the chair in the future. KW - teamwork, virtual teams, new work, gamification Y1 - 2022 UR - https://library.iated.org/view/GOLDMANN2022APP SN - 978-84-09-45476-1 U6 - https://doi.org/10.21125/iceri.2022 SN - 2340-1095 SP - 3582 EP - 3590 PB - IATED Academy CY - Valencia, Spain ER - TY - CHAP A1 - Steinberg, Falk A1 - Woll, Ralf T1 - Approaches for Handling of difficult to quantify Characteristics in Product Development T2 - Proceedings of the 15th QMOD Conference on Quality and Service Sciences, Poznan (Poland) 2012 Y1 - 2012 SN - 978-83-89333-46-9 SP - 1746 EP - 1763 PB - Univ. of Technology CY - Poznan ER - TY - GEN A1 - Haase, Florian Vincent A1 - Woll, Ralf T1 - Zeit ist Trumpf - Schnellere Fehlerkorrektur in der Produktion durch Analyse von Feldausfällen T2 - Qualität und Zuverlässigkeit Y1 - 2016 SN - 0720-1214 SN - 0033-5126 VL - 61 IS - 7 SP - 31 EP - 33 ER - TY - GEN A1 - Goldmann, Christine A1 - Wolter, Anja A1 - Woll, Ralf T1 - Identifying the challenges of communication within virtual teamwork T2 - 15th International Conference of Education, Research and Innovation, November 7th-9th, 2022, ICERI Proceedings 2022 N2 - In recent years, employees have increasingly been working remotely. Thus, virtual collaboration has continuously gained in importance and the associated change in work organization is realized in virtually collaborating teams. In particular, the communication that takes place under these conditions differs significantly from traditional face-to-face communication and plays a central role in virtual team collaboration. The challenges and opportunities that arise in this context were investigated in this study. The study focuses on identifying the challenges employees face at the communication level in their everyday work. To this end, opinion interviews were conducted with employees of virtually collaborating teams. Based on the identified challenges, a survey was carried out to initiate the analysis based on (quantitative) data collection. After data cleaning, a sample of 291 participants could be collected. From the results obtained, potential improvements for communication, both for the management positions as well as the employees of virtually collaborating teams were derived. The research confirmed that the communication effort in virtual teamwork is higher than in real teamwork. Furthermore, virtual communication has a significant influence on the factors team identification, miscommunication and the decision-making processes in the team. Other findings of the study are that individuals who work only in face-to-face teams are more skeptical of virtual collaboration. In contrast, individuals who work exclusively virtually are more open to virtual and face-to-face collaboration. The results suggest there are more challenges when comparing virtual to face-to-face communication. In addition to the broader findings, it can be seen that the increasingly digitized world of work impacts communication and poses challenges for virtually collaborating teams. In addition to media competence, it is additionally important in this context that individual team members have team- and technology-related skills. In addition to these prerequisites, virtually collaborating team members should be prepared for and continuously supported in virtual collaboration and virtual communication through training, workshops and courses. This can be counteracted by increased communication, soliciting feedback, and face-to-face meetings. The research suggests that transparent and traceable communication and collaboration processes should be implemented in practice. KW - Virtual teamwork, collaboration, new work. Y1 - 2022 UR - https://library.iated.org/view/GOLDMANN2022IDE SN - 978-84-09-45476-1 U6 - https://doi.org/10.21125/iceri.2022.0881 SN - 2340-1095 SP - 3609 EP - 3615 PB - IATED Academy CY - Valencia, Spain ER -