@misc{12991,
  abstract     = {{Introduction: This study examines the perception of presence among students using virtual reality (VR) compared to iPads. The research aimed to provide deeper insights into students' immersive experiences and identify factors influencing perceived presence.

Method and results: Using a comparative approach, we show a significant difference between the two groups, with students using VR reporting a heightened sense of immersion. Additionally, participant's previous experience with immersive VR affect the presence significantly, while we report no detectable effects of age and gender.

Discussion: These findings contribute to the discussion on innovative teaching methods, supporting the development of more effective and inclusive virtual learning environments.}},
  author       = {{Austermann, Christine and von Blanckenburg, Florin and von Blanckenburg, Korbinian and Utesch, Till}},
  booktitle    = {{Frontiers in Education}},
  issn         = {{2504-284X}},
  keywords     = {{virtual reality (VR), presence perception, immersion, learning environment, classroom experiment}},
  publisher    = {{Frontiers Media}},
  title        = {{{Exploring the impact of virtual reality on presence: findings from a classroom experiment}}},
  doi          = {{10.3389/feduc.2025.1560626}},
  volume       = {{10}},
  year         = {{2025}},
}

@misc{12696,
  abstract     = {{The conditions under which R&D resources are allocated either to individual or collective R&D projects are largely unexplored. We contribute to closing this gap by asking under which conditions firms – each of which occupies a unique position along the automotive industry value chain – may overcome innovation barriers and spend scarce resources for collective R&D projects. We use a framed laboratory experiment to scrutinize the of different situations on the decision to spend the R&D budget for individual or collective R&D projects. The framing originates from a real-world case study of the massive metal forging industry. We identify constellations that support budget spending for collaborative purposes, e.g., sequential decision-making, which also increase the overall welfare, even in the case of unequally distributed R&D budgets.}},
  author       = {{Buchmann, Tobias and Haering, Alexander and Kudic, Muhamed and Rothgang, Michael}},
  booktitle    = {{Journal of Innovation Economics & Management}},
  issn         = {{2032-5355}},
  keywords     = {{Collaboration, Economics of Innovation, experiment, Incentives, Public policy, R&D.}},
  number       = {{2}},
  pages        = {{191--222}},
  publisher    = {{De Boeck Université}},
  title        = {{{Overcoming Innovation Barriers along the Automotive Industry Value Chain – A Framed Experiment}}},
  doi          = {{10.3917/jie.044.0166}},
  volume       = {{44}},
  year         = {{2024}},
}

@inproceedings{472,
  abstract     = {{In the context of Industrie 4.0 respectively direct digital manufacturing, seamless process chains are an important factor. The objective is to shorten the time between quoting for individually designed products and their production and delivery. Therefore, reliable automated and fast evaluation procedures are needed to ensure the quality of the individually designed products in terms of product safety and reliability. This paper aims 
to demonstrate how a metamodel, generated on simulated data, adapts to the type of product and delivers the required quality and evaluation procedure. The metamodel guarantees the requested characteristics of the final product without the consultation of human expert knowledge. As proof of concept, a simple, well-documented  task from the field of construction has been chosen. The estimation from of the metamodel will meet all safety  requirements, is based on the individual input variables and is confirmed without expert interaction. Fast, reliable prediction models deriving from complex simulation models are indispensable conditions for direct digital manufacturing. Using metamodels in automation contexts will be a foundation of manufacturing in future.}},
  author       = {{Scheideler, Eva and Ahlemeyer-Stubbe, Andrea}},
  booktitle    = {{Production engineering and management : proceedings 6th international conference, September 29 and 30, 2016 Lemgo, Germany }},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  keywords     = {{Simulation, Metamodel, Computer experiment, Design of experiments}},
  location     = {{Lemgo}},
  number       = {{1}},
  pages        = {{269--280}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Expert Knowledge Systems to Ensure Quality and Reliability in Direct Digital Manufacturing Enviroments}}},
  volume       = {{2016}},
  year         = {{2016}},
}

@article{2269,
  abstract     = {{This paper presents a classroom experiment on pricing strategies available to monopolists. Each student makes production decisions as a monopolist during the experiment, learning from his/her own experiences what it means to be a price searcher. Full information is provided on cost conditions, while the demand function remains unknown to the participants. Given a sufficient number of periods, students will in principle be able to maximise their profits by applying a simple trial and error strategy. However, one of the objectives of the experiment is to demonstrate to students that search strategies based on economic principles are more efficient.</jats:p>}},
  author       = {{von Blanckenburg, Korbinian and Neubert, Milena}},
  issn         = {{2090-2123}},
  journal      = {{Economics Research International}},
  keywords     = {{Classroom experiment, monopoly, trial and error, pricing strategy}},
  pages        = {{1--10}},
  publisher    = {{Hindawi Publ. Corp.}},
  title        = {{{Monopoly Profit Maximization: Success and Economic Principles}}},
  doi          = {{10.1155/2015/875301}},
  year         = {{2015}},
}

