Solutions are offered more and more in the form of Product-Service Systems (PSS), which combine tangible and intangible components into a comprehensive package for the customer. The rise of Internet of Things technology enables new ways of integrating products and services. So-called Cyber-Physical Systems (CPS) include the necessary sensors, actuators and software to provide reconfigurable functionalities for changing demands. However, engineering complexity is increased by the evolutionary aspect, as well as the increased number of stakeholders and system components involved over the whole life cycle. Understanding the underlying requirements is fundamental to establish a common perception of the targeted system among the manufacturer, service providers and the other stakeholders. This paper presents a gamified approach to elicit stakeholder requirements for the development of these complex systems. Four industrial users will use the gamified environment for refining their existing requirements..
Purpose: The increasing internationalization of markets make the creation of competitive advantages more difficult. Companies have to be faster, better and more economical than their competitors in order to survive. Reliable products offer the capability to develop competitive advantages. To achieve the reliability objectives, a systematic approach of reliability actions and supporting methods is necessary. The integration of reliability activities into companies with regard to company size and industry has not been quantitatively determined. Methodology: An international survey drawing upon literature was applied. Evaluations are based on descriptive and inductive statistics. Results: The empirical study reveals reasons for applying reliability management in industry, the extent of applied reliability methods and performed reliability actions to achieve reliability objectives and used reliability data. The results are differentiated according to company size and industry.Research implications: The results of this study are applicable to companies which have already dealt with reliability issues. Further studies should consider a cross-section status of reliability implementation in industry, as well as they should contain extended actions and methods of reliability. Value of paper: This research relates to the status of reliability management implementation in international industry. There are shown significant differences in industries and company size. The results show potentials in reliability management and can be used as benchmark.
<p>Previous studies examined additional willingness to pay for socially responsible primary goods. However, technical products have not been considered. Therefore, the purpose of this study is to estimate additional willingness to pay for socially responsible technical products. Within an overview of given methods for measuring willingness to pay, the discrete choice analysis was applied to this study. As technical products, computer mice were chosen exemplary, since there is a partially fair mouse available. It was found that two of three fair labeled mice have a negative willingness to pay. Only consumers of the fair produced and labeled mouse has a positive willingness to pay. The consumers pay perhaps more attention to the aspect of social responsibility, if presented brands are comparatively unknown. In this connection, consumers allocate a higher value to social responsibility.</p>
In the education of mechanical engineers alternative learning methods like serious games, simulations etc. have been used in past decades to better the learning outcomes. However, as digital technologies advance, so too does the quality of commercial game-based learning. This brings the expectation that while serious games are still considered as an experimental pedagogic vehicle, the learning experience among students and their experience of using serious games become heightened. This is a challenge for several educational games that though fully able to progress a learning goal, is deemed detached due to its dated user interface and inability to host the latest ICTs. This creates an unappealing aspect to the student and can also affect their motivation. This paper reports on the early efforts to analyze serious games from the perspective of learning and gaming mechanics and the virtual environment and systems that can be made pervasive. The intention is to re-furbish dated serious games that are highly relevant to educating mechanical engineers. The proposed concepts lie in the adoption of new pervasive technologies enabled by cyber-physical systems (CPS) and Internet of things (IoT) to modernize dated engineering serious games.
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