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Application of the Metaverse in Product Engineering – A Workshop for Identification of Potential Field of Action
10 references·0 citing·48 second hop
Application of the Metaverse in Product Engineering – A Workshop for Identification of Potential Field of Action (2023)Application of the Metaverse in Product E…Virtual Reality based Metaverse of Gamification (2022)Virtual Reality based Metaver…Virtual communication curbs creative idea generation (2022)Virtual communication curbs c…Product-Production-CoDesign: An Approach on Integrated Product and Production Engineering Across Generations and Life Cycles (2022)Product-Production-CoDesign: …PROPOSING A GENERALIZED DESCRIPTION OF VARIATIONS IN DIFFERENT TYPES OF SYSTEMS BY THE MODEL OF PGE – PRODUCT GENERATION ENGINEERING (2020)PROPOSING A GENERALIZED DESCR…Future Skills (2020)Future SkillsThe Reference System in the Model of PGE: Proposing a Generalized Description of Reference Products and their Interrelations (2019)The Reference System in the M…Product Profiles: Modelling customer benefits as a foundation to bring inventions to innovations (2018)Product Profiles: Modelling c…Fostering Team Creativity in Virtual Worlds (2014)Fostering Team Creativity in …Von der fachdisziplinorientierten Produktentwicklung zur Vorausschauenden und Systemorientierten Produktentstehung (2012)Von der fachdisziplinorientie…Integrierte Produktentwicklung (2009)Integrierte ProduktentwicklungA generalised framework to compass and to support complex product engineering processes (2011)Zukunftsorientierte Unternehmensgestaltung (2014)Innovation in Product-Service System Engineering Based on Early Customer Integration and Prototyping (2016)The social psychology of creativity: A componential conceptualization. (1983)ASSESSING THE WORK ENVIRONMENT FOR CREATIVITY. 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(1994)The Knowledge-Creating Company (1995)The Use of Peer Instruction and Flipped Learning to Support Flexible Blended Learning During and After the COVID-19 Pandemic (2020)A commentary on the criteria of effective teaching in post-COVID higher education (2022)Entrepreneurial competence perceived by university students: Quantitative and descriptive analysis (2022)Architectural Innovation: The Reconfiguration of Existing Product Technologies and the Failure of Established Firms (1990)Engineering change: an overview and perspective on the literature (2010)Model of PGE – Product Generation Engineering by the Example of Autonomous Driving (2020)Evaluation of Engineering Changes Based on Variations from the Model of PGE – Product Generation Engineering in an Automotive Wiring Harness (2022)EVOLUTIONARY PERSPECTIVE ON SYSTEM GENERATION ENGINEERING BY THE EXAMPLE OF THE IPHONE (2023)Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses (2009)Online social media fatigue and psychological wellbeing—A study of compulsive use, fear of missing out, fatigue, anxiety and depression (2018)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Exploring the orientation towards metaverse gaming: Contingent effects of VR tools usability, perceived behavioural control, subjective norms and age (2024)Natural Language Processing Influence on Digital Socialization and Linguistic Interactions in the Integration of the Metaverse in Regular Social Life (2024)Organizational Information Requirements, Media Richness and Structural Design (1986)The Psychological Meaning of Words: LIWC and Computerized Text Analysis Methods (2009)Video-conferencing usage dynamics and nonverbal mechanisms exacerbate Zoom Fatigue, particularly for women (2023)Establishing the importance of co-creation and self-efficacy in creative collaboration with artificial intelligence (2024)Hybrid working from home improves retention without damaging performance (2024)Complex Concurrent Engineering and the Design Structure Matrix Method (2003)iPeM – Integrated Product Engineering Model in Context of Product Generation Engineering (2016)Systematics for an Integrative Modelling of Product and Production System (2023)Towards Product-Production-CoDesign for the Production of the Future (2023)
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References

  • 2022Virtual communication curbs creative idea generation382 cited
  • 2020Future Skills266 cited
  • 2009Integrierte Produktentwicklung240 cited
  • 2022Virtual Reality based Metaverse of Gamification83 cited
  • 2018Product Profiles: Modelling customer benefits as a foundation to bring inventions to innovations81 cited
  • 2019The Reference System in the Model of PGE: Proposing a Generalized Description of Reference Products and their Interrelations80 cited
  • 2014Fostering Team Creativity in Virtual Worlds78 cited
  • 2022Product-Production-CoDesign: An Approach on Integrated Product and Production Engineering Across Generations and Life Cycles46 cited
  • 2020PROPOSING A GENERALIZED DESCRIPTION OF VARIATIONS IN DIFFERENT TYPES OF SYSTEMS BY THE MODEL OF PGE – PRODUCT GENERATION ENGINEERING26 cited
  • 2012Von der fachdisziplinorientierten Produktentwicklung zur Vorausschauenden und Systemorientierten Produktentstehung22 cited

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