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BISE 62(2) - April 2020

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  • Zeitschriftenartikel
    A Novel Business Process Prediction Model Using a Deep Learning Method
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Mehdiyev, Nijat; Evermann, Joerg; Fettke, Peter
    The ability to proactively monitor business processes is a main competitive differentiator for firms. Process execution logs generated by process aware information systems help to make process specific predictions for enabling a proactive situational awareness. The goal of the proposed approach is to predict the next process event from the completed activities of the running process instance, based on the execution log data from previously completed process instances. By predicting process events, companies can initiate timely interventions to address undesired deviations from the desired workflow. The paper proposes a multi-stage deep learning approach that formulates the next event prediction problem as a classification problem. Following a feature pre-processing stage with n-grams and feature hashing, a deep learning model consisting of an unsupervised pre-training component with stacked autoencoders and a supervised fine-tuning component is applied. Experiments on a variety of business process log datasets show that the multi-stage deep learning approach provides promising results. The study also compared the results to existing deep recurrent neural networks and conventional classification approaches. Furthermore, the paper addresses the identification of suitable hyperparameters for the proposed approach, and the handling of the imbalanced nature of business process event datasets.
  • Zeitschriftenartikel
    The Influence of Using Collapsed Sub-processes and Groups on the Understandability of Business Process Models
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Turetken, Oktay; Dikici, Ahmet; Vanderfeesten, Irene; Rompen, Tessa; Demirors, Onur
    Many factors influence the creation of business process models which are understandable for a target audience. Understandability of process models becomes more critical when size and complexity of the models increase. Using vertical modularization to decompose such models hierarchically into modules is considered to improve their understandability. To investigate this assumption, two experiments were conducted. The experiments involved 2 large-scale real-life business process models that were modeled using BPMN v2.0 (Business Process Model and Notation) in the form of collaboration diagrams. Each process was modeled in 3 modularity forms: fully-flattened, flattened where activities are clustered using BPMN groups, and modularized using separately viewed BPMN sub-processes. The objective was to investigate if and how different forms of modularity representation (used for vertical modularization) in BPMN collaboration diagrams influence the understandability of process models. In addition to the forms of modularity representation, the presentation medium (paper vs. computer) and model reader's level of business process modeling competency were investigated as factors that potentially influence model comprehension. 60 business practitioners from a large organization and 140 graduate students participated in our experiments. The results indicate that, when these three modularity representations are considered, it is best to present the model in a 'flattened' form (with or without the use of groups) and in the 'paper' format in order to optimally understand a BPMN model. The results also show that the model reader's business process modeling competency is an important factor of process model comprehension.
  • Zeitschriftenartikel
    A Project Portfolio Management Approach to Tackling the Exploration/Exploitation Trade-off
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Linhart, Alexander; Röglinger, Maximilian; Stelzl, Katharina
    Organizational ambidexterity (OA) is an essential capability for surviving in dynamic business environments that advocates the simultaneous engagement in exploration and exploitation. Over the last decades, knowledge on OA has substantially matured, covering insights into antecedents, outcomes, and moderators of OA. However, there is little prescriptive knowledge that offers guidance on how to put OA into practice and to tackle the trade-off between exploration and exploitation. To address this gap, the authors adopt the design science research paradigm and propose an economic decision model as artifact. The decision model assists organizations in selecting and scheduling exploration and exploitation projects to become ambidextrous in an economically reasonable manner. As for justificatory knowledge, the decision model draws from prescriptive knowledge on project portfolio management and value-based management, and from descriptive knowledge related to OA to structure the field of action. To evaluate the decision model, its design specification is discussed against theory-backed design objectives and with industry experts. The paper also instantiates the decision model as a software prototype and applies the prototype to a case based on real-world data.
  • Zeitschriftenartikel
    Developing Serious Games with Integrated Debriefing
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Grund, Christian Karl; Schelkle, Michael
    Serious games (SG) are recognized in several domains as a promising instructional approach. When it comes to the field of Information Systems, however, they are not yet broadly investigated. Especially in business intelligence and analytics, a literature review indicates the absence of SG for proper report design. Such games, however, seem beneficial since many business reports suffer from poor business information visualization (BIV). To address this issue, the scope of the study is twofold: first, the paper presents a SG that aims to foster learning about BIV. Second, it evaluates this SG in a laboratory experiment, comparing it to a more conventional instructional approach (i.e., presentation) and testing two different versions of the game: One version integrates debriefing into the game itself, whereas the other version uses classical post hoc debriefing. Results indicate that it is favorable to integrate debriefing into the game in terms of motivation and learning outcomes. In the vein of design science research, the authors thus intend to contribute a useful artifact as well as a novel design principle for this instructional approach: Integrating debriefing into SG.
  • Zeitschriftenartikel
    Call for Papers, Issue 5/2021
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Brocke, Jan; Jans, Mieke; Mendling, Jan; Reijers, Hajo A.
  • Zeitschriftenartikel
    Digital Twin: Empowering Enterprises Towards a System-of-Systems Approach
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Dietz, Marietheres; Pernul, Günther
  • Zeitschriftenartikel
    A Reinforcement Learning Based Model for Adaptive Service Quality Management in E-Commerce Websites
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Ghavamipoor, Hoda; Hashemi Golpayegani, S. Alireza
    Providing high-quality service to all users is a difficult and inefficient strategy for e-commerce providers, especially when Web servers experience overload conditions that cause increased response time and request rejections, leading to user frustration and reduced revenue. In an e-commerce system, customer Web sessions have differing values for service providers. These tend to: give preference to customer Web sessions that are likely to bring more profit by providing better service quality. This paper proposes a reinforcement-learning based adaptive e-commerce system model that adapts the service quality level for different Web sessions within the customer's navigation in order to maximize total profit. The e-commerce system is considered as an electronic supply chain which includes a network of basic e- providers used to supply e-commerce services for end customers. The learner agent noted as e-commerce supply chain manager (ECSCM) agent allocates a service quality level to the customer's request based on his/her navigation pattern in the e-commerce Website and selects an optimized combination of service providers to respond to the customer's request. To evaluate the proposed model, a multi agent framework composed of three agent types, the ECSCM agent, customer agent (buyer/browser) and service provider agent, is employed. Experimental results show that the proposed model improves total profits through cost reduction and revenue enhancement simultaneously and encourages customers to purchase from the Website through service quality adaptation.
  • Zeitschriftenartikel
    Research in the Attention Economy
    (Business & Information Systems Engineering: Vol. 62, No. 2, 2020) Hinz, Oliver; Aalst, Wil M. P.; Weinhardt, Christof