@incollection{Deckert2018, author = {Deckert, Carsten}, title = {Sustainable Logistics: A Framework for Green Logistics and City Logistics}, series = {Building New Bridges Between Business and Society}, booktitle = {Building New Bridges Between Business and Society}, editor = {Lu, Hualiang and Schmidpeter, Ren{\´e} and Capaldi, Nicholas and Zu, Liangrong}, publisher = {Springer International Publishing}, address = {Cham}, isbn = {978-3-319-63560-6}, doi = {10.1007/978-3-319-63561-3_4}, pages = {53 -- 70}, year = {2018}, language = {en} } @article{DeckertGoers2019, author = {Deckert, Carsten and G{\"o}rs, Nadine}, title = {Transport carbon footprint in the german courier, express and parcel industry (CEP industry)}, series = {Sustainability Management Forum | NachhaltigkeitsManagementForum}, volume = {27}, journal = {Sustainability Management Forum | NachhaltigkeitsManagementForum}, number = {1}, publisher = {Springer}, doi = {10.1007/s00550-018-0471-1}, pages = {23 -- 30}, year = {2019}, language = {en} } @techreport{DeckertNawratScherer2018, author = {Deckert, Carsten and Nawrat, Nicole and Scherer, Anke}, title = {Cultural Product Design Matrix}, series = {CBS Working Paper Series}, volume = {2}, journal = {CBS Working Paper Series}, publisher = {Cologne Business School}, address = {K{\"o}ln}, organization = {Cologne Business School}, issn = {2195-6618}, year = {2018}, language = {en} } @techreport{DeckertRehbergRuetten2017, author = {Deckert, Carsten and Rehberg, David and R{\"u}tten, Pia}, title = {Beer Inventory Game: Entwicklung und Realisierung eines Planspiels zur Simulation selektiver Lagerhaltungsstrategien im Distributionsnetzwerk}, series = {CBS Working Paper Series}, volume = {3}, journal = {CBS Working Paper Series}, publisher = {Cologne Business School}, address = {K{\"o}ln}, organization = {Cologne Business School}, doi = {10.13140/RG.2.2.31366.88641}, year = {2017}, language = {en} } @inproceedings{Deckert2018, author = {Deckert, Carsten}, title = {Creative Heuristics in Engineering Education}, series = {46th SEFI Annual Conference in Copenhagen 17-21 September 2018 "Creativity, Innovation and Entrepreneurship for Engineering Education Excellence"}, booktitle = {46th SEFI Annual Conference in Copenhagen 17-21 September 2018 "Creativity, Innovation and Entrepreneurship for Engineering Education Excellence"}, address = {Copenhagen}, year = {2018}, language = {en} } @techreport{Deckert2017, author = {Deckert, Carsten}, title = {Creative Heuristics: A Framework for Systematic Creative Problem Solving}, series = {CBS Working Paper Series}, volume = {1}, journal = {CBS Working Paper Series}, publisher = {Cologne Business School}, address = {K{\"o}ln}, organization = {Cologne Business School}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-17982}, year = {2017}, language = {en} } @article{StruchholzHerderLeckschat2006, author = {Struchholz, Holger and Herder, Jens and Leckschat, Dieter}, title = {Sound radiation simulation of musical instruments based on interpolation and filtering of multi-channel recordings}, series = {Journal of the 3D-Forum Society}, volume = {20}, journal = {Journal of the 3D-Forum Society}, number = {1}, pages = {41 -- 47}, year = {2006}, abstract = {With the virtual environment developed here, the characteristic sound radiation patterns of musical instruments can be experienced in real-time. The user may freely move around a musical instrument, thereby receiving acoustic and visual feedback in real-time. The perception of auditory and visual effects is intensified by the combination of acoustic and visual elements, as well as the option of user interaction. The simulation of characteristic sound radiation patterns is based on interpolating the intensities of a multichannel recording and offers a near-natural mapping of the sound radiation patterns. Additionally, a simple filter has been developed, enabling the qualitative simulation of an instrument's characteristic sound radiation patterns to be easily implemented within real-time 3D applications. Both methods of simulating sound radiation patterns have been evaluated for a saxophone with respect to their functionality and validity by means of spectral analysis and an auditory experiment.}, language = {en} } @techreport{Deckert2019, author = {Deckert, Carsten}, title = {Tensions in Team Creativity: Using the Value Square to Model Team Climate for Creativity}, editor = {Niemann, J{\"o}rg and Deckert, Carsten}, address = {D{\"u}sseldorf}, issn = {2627-8375}, doi = {10.20385/2627-8375_1}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-16763}, pages = {26}, year = {2019}, abstract = {This paper explores the tensions in team creativity. The tensions in team creativity are based on a tension between originality and effectiveness in the standard definition of creativity. To display the tensions in team creativity, the value square ("Wertequadrat") developed by Schulz von Thun (1998) is used which balances a value with its countervalue. The author identifies tensions for cohesion, consensus and conformity. Cohesion is described as a tension between team diversity and team safety, consensus as a tension between constructive controversy and participatory decision-making and conformity as a tension between support for innovation and task orientation. Finally, the connection of individual and team creativity is described as an interplay between solitary and interactive components.}, language = {en} } @incollection{HerderJaenschHorstetal.2004, author = {Herder, Jens and Jaensch, Kai and Horst, Bruno and Novotny, Thomas}, title = {Testm{\"a}rkte in einer Virtuellen Umgebung - Die Bestimmung von Preisabsatzfunktionen zur Unterst{\"u}tzung des Innovationsmanagements}, series = {Augmented and Virtual Reality in der Produktentstehung}, volume = {149}, booktitle = {Augmented and Virtual Reality in der Produktentstehung}, editor = {Gausemeier, J{\"u}rgen and Grafe, Michael}, publisher = {Heinz Nixdorf Institut, Universit{\"a}t Paderborn}, address = {Paderborn}, isbn = {3-935433-58-1}, pages = {97 -- 110}, year = {2004}, abstract = {Multimediale Technologien werden in der Marktforschung immer st{\"a}rker eingesetzt, um flexible und kosteng{\"u}nstige Studien durchzuf{\"u}hren. Im Innovationsprozess kann dabei auf die langj{\"a}hrigen Erfahrungen zur{\"u}ckgegriffen werden, die durch den Einsatz der Computersimulation in der technischen Produktentwicklung zustande gekommen sind. In sehr fr{\"u}hen Phasen des Innovationsprozesses k{\"o}nnen durch Einsatz der neuen Technologien die Markteinf{\"u}hrungskonzepte f{\"u}r neue Produkte getestet werden. Die Applikationen der virtuellen Realit{\"a}t bieten ein einzigartiges Potential, neue Produkte einschlie{\"i}‚lich des Marketingkonzeptes zu testen, ohne dass dieses Produkt bereits physisch vorhanden sein muss. Am Beispiel eines Elementes des Marketingkonzeptes, der Preispolitik, zeigt die vorliegende Studie auf, welches Potential die virtuelle Kaufsituation von Produkten bietet. Der Fokus des Projektes liegt auf der interaktiven Produktpr{\"a}sentation in einer virtuellen Umgebung, die in eine Online-Befragung mit zus{\"a}tzlichen Werbefilmen eingebettet ist. Visuell hochwertige 3D-Produktpr{\"a}sentationen versetzen den Probanden in eine virtuelle Einkaufsumgebung, die einem realen Szenario entspricht. Die virtuellen Produkte werden in mehreren Kaufentscheidungsrunden zu unterschiedlichen Preisen angeboten. Der Preisuntersuchung geht eine Pr{\"a}sentation ausgew{\"a}hlter Werbespots sowie eine produktbezogene Befragung voraus. Im Anschluss an die virtuellen Preisentscheidungen werden die Eindr{\"u}cke sowie einige Kontrollgr{\"o}en abgefragt. In weitergehenden Studien dieser Art k{\"o}nnen die Wirkungen mehrerer Marketing-Instrumente zu einem Zeitpunkt untersucht werden, in dem sich die Produkte noch im Entwicklungsprozess befinden. Auf diesem Weg lassen sich auch Wettbewerbsvorteile bestehender Produkte effizienter erkennen und nutzen. Mit den hoch entwickelten Computer- und Visualisierungstechnologien ist ein m{\"a}chtiges Werkzeug entstanden, das bereits f{\"u}r kommerzielle Pr{\"a}sentationen und Produktstudien eingesetzt wird. Zuk{\"u}nftig kann es auch in Kombination mit Internetanwendungen und klassischen Methoden der Marktforschung zu einem sehr fr{\"u}hen Zeitpunkt umfassende Erkenntnisse {\"u}ber ein Produkt liefern.}, language = {en} } @inproceedings{HerderVonolfenGriesertetal.2004, author = {Herder, Jens and Vonolfen, Wolfgang and Griesert, Arnfried and Heuer, Stefan and Hoffmann, Ansgar and H{\"o}ppner, Bernd}, title = {Interactive Virtual Set Applications for Post Production}, series = {University of Aizu 2004 - Seventh International Conference on Human}, booktitle = {University of Aizu 2004 - Seventh International Conference on Human}, address = {Aizu-Wakamatsu}, year = {2004}, abstract = {Virtual set environments for broadcasting become more sophisticated as well as the visual quality improves. Realtime interaction and production-specific visualization implemented through plugin mechanism enhance the existing systems like the 3DK. This work presents the integration of the Intersense IS-900 SCT camera tracking and 3D interaction into the 3DK virtual studio environment. The main goal of this work is the design of a virtual studio environment for post productions, which includes video output as well as media streaming formats such as MPEG-4. The systems allows high quality offline rendering during post production and 3D interaction by the moderator during the recording.}, language = {en} }