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A decision-support model for data product valuation in the energy sector: A multi-criteria perspective
Determining the value of data products remains a challenge for enterprises and academia, despite the growing recognition of data as a strategic asset across their business operations. This complexity arises from varying definitions of data value, diverse stakeholder perspectives, and the interdisciplinarity of data valuation. To address these challenges, this study develops a multi-criteria evaluation model based on the MACBETH approach to help Galp Energia, a Portuguese energy company, assess the value of data products in its renewables division. The developed model incorporates seven criteria across an enterprise architecture’s business, data, and application/technology layer, providing a comprehensive assessment of five data products. The study contributes to the literature by proposing a tailorable data valuation approach that may be applicable to other industries. Beyond quantifying the data product value, the resulting model serves as a managerial tool to support data-driven decision-making. The model is constructed using a robust approach and overcomes the limitations of existing models, such as oversimplification and practical implementation challenges. Additionally, it fosters interdisciplinary collaboration between research and industry. Future research directions include using the model as a foundation for developing modular data valuation frameworks, exploring its application across sectors, and integrating cross-sector benchmarks
Experimental artistic research on the basis of the galvanography technique by Franz von Kobell (1840)
Technical and methodological aspects of the production of galvanographs, a printing technique from the 1840s, were investigated both in a techno-historical and experimental manner. This new graphic technique was invented by Franz von Kobell in Munich. The businessman and owner of the paper shop Theyer & Hardtmuth, Franz Theyer, further developed and optimized the technique in the first Austrian laboratory for electrotyping in Vienna. The presented investigations support a better and more accurate identification of galvanographically generated printing plates and prints. The historical printing plates examined showed the use of various conventional graphic techniques and tools in combination with galvanography. Traces of a dry needle, wooden spatulas, roulettes and various burins indicated the use of mixed techniques. Experiments conducted showed that viscosity, heterogeneity, layer thickness and composition of the paints influenced the electrodeposited copper layer. The best results were achieved with a conductive powder layer over the paint, with graphite proving to be superior to silver
Design, prototype and evaluation of a scalable and distributed mobile system for sport event management
Tournament management software is essential in sports for tasks ranging from registration and scheduling to live updates during events. Requirements engineering for such systems is challenging, given demands for scalability, high performance and user interaction. Sportdata Event Technology, a leading provider of tournament software, partnered in this study to develop a future-proof mobile solution compatible with their existing system, which already offers live data transmission, timetable management and multi-tenancy. This collaboration provided an opportunity to apply and evaluate a novel requirements engineering approach in a real-world context. Using a design-prototype-test methodology, the study emphasized predictive and data-driven decision-making to select technologies that can adapt to future challenges. The requirement engineering process placed emphasis on end users, their usage patterns and the resulting traffic, by using semi structured expert interviews and structured process analysis methods. An adapted Analytic Hierarchy Process (AHP) guided technology selection based on available website usage statistics. The prototype was tested with end users and refined iteratively. The developed system features a scalable, crash-only backend designed for real-time traffic and unpredictable spikes, paired with an Android application, both tested under real conditions. The system consistently supported 72.83 requests per second, surpassing the anticipated load by 235%, with a mean response time of 412ms. Endorsed by the World Karate Federation as the official app, it showed steady user growth and high engagement. The results underscore the value of robust, usage-focused and data-driven requirements engineering in high-demand environments. The architecture’s scalability and responsiveness demonstrate its suitability as a model for sports management systems and offer insights applicable to other sectors requiring real-time solutions. User adoption and system performance validate the effectiveness of this approach in achieving both high performance and user satisfaction in the sports technology field
Modelling, Simulation, and Experimental Validation of a Thermal Cabin Model of an Electric Minibus
n response to the urgent need for decarbonising the transport sector, this paper analyses the thermal performance of a battery electric minibus under cold ambient conditions. Thermal simulation models of the vehicle cabin and its electric heating circuits for both driver and passenger areas were developed using Modelica and validated with measurement data at −7 °C and 0 °C. The model showed good agreement with the measurements, with cabin temperature deviations within ±1.6 K and heating power deviations below 6%. Results show that the existing electric-only heating system is, in the automatic heating mode selected, insufficient to reach the target cabin temperature of 23 °C, as the optional fuel-powered heater was omitted to ensure fully zero-emission operation. To address this, an extended heating system with an additional heat exchanger was implemented in the simulation, which improved the overall cabin temperature level and also its spatial variation. However, it also increased the heating power demand by 43% at −7 °C (from 4.8 kW to 6.8 kW) and by 17% at 0 °C (from 4.8 kW to 5.6 kW). An additional heat loss analysis revealed that approx. 65–75% of all thermal losses occur through the window areas. Future improvements should therefore focus on optimising the heating strategy and enhancing cabin and heating system insulation to reduce energy demand while maintaining or even improving passenger comfort
Biogas Power Plant Operation Modeling based on Statistical and Grey-box Methods
Biogas plants have been the subject of modeling and research in recent years. Such a plant is a system consisting of several components, the most important of which are the combined heat and power (CHP) unit that produces electricity and heat, the organic feed receiving area, the digester and the gas storage. All of these components have separate and detailed models developed for different purposes. A missing system approach that provides a sufficient level of detail and correlation between feeding, biogas production rate, storage level and CHP output was identified. Therefore, this work presents the concept of an approach that uses a deeper system understanding combined with processing of big amount of data rather than the popular fully machine learning based models. It outlines the methodology for establishing a relationship between CHP power and gas storage level in both forward and backward coupling. Possible physics based models are presented, which should serve as a predictor between the storage level of the biogas power plant and the feedstock. Finally, the individual steps are linked to a system-level approach that captures the fact that the power generated affects the state of the system and vice versa. The models presented are under development and use a sophisticated mix of statistical, data-driven and physical modelling methods. As input, they require recorded data that is minimally in detail and generally available for all biogas power plants. Together with the presented approach, the developed model should be able to serve as a digital twin of an arbitrary power plant that can be integrated into energy system models. Additionally, it should deliver quality indicators for the biogas produced at the respective plant. As such, the proposed methodology offers added value over existing approaches, which are often unidirectional or focused solely on individual components
New Tirana: Rebuilding a Vibrant City: A New Dialogue Between City and Nature
Vor dem Hintergrund einer chaotischen Urbanisierung und jahrzehntelanger informeller Bautätigkeit stellt sich eine grundlegende Frage: Wie kann eine Stadt neu entstehen, ohne die Fehler ihrer Vergangenheit zu wiederholen? Und weiter: Wie kann urbaner Raum geschaffen werden, der Natur, Mensch und Struktur gleichermaßen berücksichtigt? In einem Gebiet, das von unkontrolliertem Wachstum und fehlender Planung geprägt ist, versucht New Tirana einen alternativen städtebaulichen Ansatz zu formulieren. Anstatt den Boden weiter zu versiegeln, wird er freigelegt und zu einer durchgehenden öffentlichen Landschaft – einer grünen Ebene, die als neues Fundament der Stadt dient. Erst oberhalb dieser Ebene, ab einer Höhe von rund fünfzehn Metern, entwickelt sich die eigentliche Architektur: eine schwebende Struktur, die Wohnen, Arbeiten und Gemeinschaft in neuer räumlicher Beziehung zueinander organisiert. Das Projekt versteht sich als Vision eines Gleichgewichts zwischen Verdichtung und Offenheit, zwischen Mensch und Natur. Es stellt die vertraute Beziehung zwischen Stadt und Landschaft bewusst auf den Kopf, um zu zeigen, dass Zukunft nicht im Mehr desselben, sondern im radikal anderen Denken liegen könnte. Vielleicht ist es an der Zeit, Städte nicht länger auszudehnen – sondern über ihnen zu wachsen.Against the backdrop of chaotic urbanization and decades of informal construction, a fundamental question arises:How can a city be built anew without repeating the mistakes of its past?And further: How can urban space be created in a way that equally respects nature, people, and structure?In an area shaped by uncontrolled growth and a lack of planning, New Tirana seeks to formulate an alternative urban strategy.Instead of continuing to seal the ground, the project releases it—transforming it into a continuous public landscape, a green plane that becomes the new foundation of the city.Only above this plane, starting at a height of roughly fifteen meters, does the actual architecture emerge:a floating structure that reorganizes living, working, and community in a new spatial relationship.The project presents itself as a vision of balance—between density and openness, between human needs and natural systems.It deliberately overturns the familiar relationship between city and landscape to demonstrate that the future may not lie in more of the same, but in radically different ways of thinking.Perhaps it is time for cities not to expand outward, but to grow above themselves
Dynamic Architecture and Game Narrative
Digitale Spielwelten entstehen dort, wo Narration, Architektur und Game Design zusammenwirken. Im Zentrum dieser Arbeit steht die architektonische Dimension dieses Zusammenspiels. Nach einer begrifflichen Definition von Narration und ihrer Verbindung zur Architektur wird die von Ernest Adams vertretene Perspektive im Game Design aufgegriffen, nach der Architektur im Videospiel zwar über die Kulisse hinausgeht, jedoch primär Spielverlauf und Mechaniken unterstützt. Ausgehend von dieser Theorie entwickelt diese Arbeit eine theoretisch fundierte digitale Architektur, verstanden als dynamisches narratives System. Die vorliegende Arbeit konzipiert damit einen Ansatz für digitale Architektur als Narrationserzeuger: Architektur soll im digitalen Raum nicht nur Narration rahmen und den Spielablauf unterstützen, sondern Narration durch Interaktion und Transformation ermöglichen. Zunächst wird Narration im digitalen Raum erklärt und Architektur als Bedeutungsträger von Architektur als Narrationserzeuger unterschieden. Anschließend wird digitale Architektur als regelbasierte Organisation digitaler dreidimensionaler Räume definiert und gezeigt, wie Videospiele Raum als Mechanik einsetzen. Darauf aufbauend wird erläutert, wie narrative Mechaniken mit digitaler Architektur verknüpft sind und wie die Mechanik der emergenten Narration im Rahmen komplexer Systeme theoretisch gefasst ist. Die Übertragung der emergenten Narration auf den Raum erfordert, digitale Architektur als dynamische Architektur zu denken: nicht als statisches Objekt, sondern als Beziehungsgefüge, das sich in der Interaktion fortlaufend transformiert. Im Anschluss an enaktive Perspektiven (Varela/Penny) wird digitale Architektur damit zur strukturkoppelnden Umwelt. Konzeptionell wird der Ansatz durch das in dieser Arbeit entwickelte ABE-Modell (Avatar–Behaviors–Environment) gerahmt, das Spieler:in (Avatar), Interaktionslogiken (Behaviors) und digitale Architektur (Environment) zu einem prozessualen System koppelt. Es zeigt, wie Interaktion und Transformation eines Environments zu emergenter Narration beitragen. Nach einer grundlegenden Beschreibung der ABE-Komponenten werden Kriterien formuliert und in einer Simulation in der Game-Engine Unity exemplarisch operationalisiert, um die Bedingungen emergenter Narration sichtbar zu machen.Die Simulation erfüllt damit eine doppelte Funktion: Sie veranschaulicht das ABE-Modell und eröffnet die Diskussion des Ansatzes einer dynamischen Architektur als Narrationserzeuger zwischen Konzept und Simulation. Zugleich macht sie den Unterschied zwischen der von Richard Walsh beschriebenen „semiotic interactivity“ und „behavioral interactivity“ erfahrbar. Sie ist somit ein Versuch, durch Interaktion mit einer digitalen Architektur eine emergente Narration zu ermöglichen. Die Arbeit versteht sich als architektonischer Beitrag zum Game Design. Sie erarbeitet eine Begriffsdefinition digitaler und dynamischer Architektur und erläutert, wo und wie Narration räumlich generiert wird. Sie entwickelt ein Regelschema für die Nutzung einer „narrativen Mechanik“ mit Gestalungskriterien und demonstriert den Prozess in einem prototypischen Nachweis.Digital game worlds emerge where narration, architecture, and game design interact. The focus of this thesis is the architectural dimension of that interplay.Following a conceptual definition of narration and its connection to architecture, the thesis takes up Ernest Adams‘ perspective on game design, according to which architecture in video games goes beyond mere scenery, nevertheless, it primarily supports gameplay and mechanics. Building on this, the thesis expands that view toward theoretically grounded digital architecture understood as a dynamic narrative system.It thus develops an approach to digital architecture as a generator of narration: in digital space, architecture should not only frame narration and support gameplay but also enable narration through interaction and transformation.First, narration in digital space is explained, and a distinction is drawn between architecture as bearer of meaning and architecture as generator of narration. Subsequently, digital architecture is defined as the rule-based organisation of digital, three-dimensional spaces, and it is shown how video games employ space as a mechanic.On this basis, the thesis explains how narrative mechanics are linked to digital architecture and how the mechanics of emergent narration are theoretically framed within complex systems. Transferring emergent narration to space requires conceiving digital architecture as dynamic architecture: not as a static object, but as a network of relations that is continually transformed through interaction. In line with enactive perspectives (Varela/Penny), digital architecture thereby becomes a structurally coupled environment.Conceptually, the approach is framed by the ABE-model (Avatar–Behaviors–Environment) developed in this thesis, which couples users (Avatar), interaction logics (Behaviors), and digital architecture (Environment) into a processual system. It shows how interaction and transformation of an environment contribute to emergent narration.After a foundational description of the ABE-model components, criteria are formulated and operationalized exemplarily in a simulation in the Unity game engine in order to make the conditions of emergent narration visible.The simulation thus serves a double purpose: it illustrates the ABE-model and opens a discussion of the approach to dynamic architecture as a narrative generator between concept and simulation. At the same time, it renders perceptible the difference between „semiotic interactivity“ and „behavioral interactivity“, as described by Richard Walsh. It is therefore an attempt to enable an emergent narration through interaction with a digital architecture.The thesis understands itself as an architectural contribution to game design: it develops a conceptual definition of digital, dynamic architecture and explains where and how narration is generated spatially. It develops a rule scheme for the use of a narrative mechanic with design criteria and demonstrates the process in a prototypical proof