• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 8
  • 6
  • 4
  • Tagged with
  • 18
  • 15
  • 9
  • 8
  • 8
  • 7
  • 6
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 3
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Gamification as a Service

Herzig, Philipp 11 July 2014 (has links) (PDF)
Gamification is a novel method to improve engagement, motivation, or participation in non-game contexts using game mechanics. To a large extent, gamification is a psychological- and design-oriented discipline, i.e., a lot of effort has to be spent already in the design phase of a gamification project. Subsequently, the design is implemented in information systems such as portals or enterprise resource planning applications. These systems act as mediators to transport a gameful design to its users. However, the efforts for the subsequent development and integration process are often underestimated. In fact, most conceptual gamification designs are never implemented due to the high development costs that arise from building the gamification solution from scratch, imprecise design or technical requirements, and communication conflicts between different stakeholders in the project. This thesis addresses these problems by systematically defining the phases and stakeholders of the overall gamification process. Furthermore, the thesis rigorously defines the conceptual requirements of gamification based on a broad literature review. The identified conceptual requirements are mapped to a domain-specific language, called the Gamification Modeling Language. Moreover, this thesis analyzes 29 existing gamification solutions that aim to decrease the implementation efforts of gamification. However, using the different language elements, it is shown that none of the existing solutions suffices all requirements. Therefore, a generic and reusable platform as runtime environment for gamification is proposed which fulfills all presented functional and non-functional requirements. As another benefit, it is shown how the Gamification Modeling Language can be automatically compiled into code for the gamification runtime environment and, thus, further reduces development efforts. Based on the developed artifacts and five real gamified applications from industry, it is shown that the efforts for the implementation of the gamification can be significantly reduced from several months or weeks to a few days. Since the technology is designed as a reusable service, future projects benefit continuously with regards to time and efforts.
2

Konzept zum Parameteraustausch zwischen unterschiedlichen CAD/CAE-Plattformen

Böhme, Carsten, Brökel, Klaus 28 September 2017 (has links) (PDF)
Einleitung und Motivation Im ZIM-Projekt Vestainnen wird die Entwicklung einer stationären Wirbelschichtfeuerungsanlage (SWSF) kleiner Leistung fortgesetzt. Dabei liegen die Schwerpunkte auf der Modellierung und Simulation der Belastungen an Anlage und den Abläufen in der Feuerung. Insgesamt sind am Projekt sieben Partner beteiligt, die parallel und weitgehend unabhängig arbeiten und die Entwicklung ihres Teilprojekts vorantreiben. Bedingt durch die Vielfalt der Aufgaben kommt bei jedem Partner eine eigene, für die Teilaufgabe geeignete Softwarelösung zum Einsatz. Um die Entwicklungsergebnisse jedoch gemeinsam nutzen zu können, müssen diese eigenständigen Teilmodelle jederzeit auf einen gemeinsamen Stand gebracht werden können, um dieselbe Baugröße und Konfiguration der SWSF abzubilden.
3

Service delivery costan alysis of IoT platforms

S Kumar, Niroop January 2019 (has links)
Internet of things (IoT) which was once a vision is now reality in many sectors. Platform in the IoT ecosystem plays an important role in service provisioning journey by creating business value for the actors and enabling data management for the user. Service provisioning on IoT platform are application centric and is more focused on vertical development. Amalgamation of services, applications in IoT platform is the key in bringing data and society together. Interoperability and scalability is posing as hindrance for this hypothesis. On high level, identifying the cost drivers in these IoT platforms can be key for an actor to bring this hypothesis to reality. This work is one such attempt in providing cost breakdown and identifying cost drivers in IoT platform. A generic framework is proposed which dimensions the platform hardware and software to apprehend the design, development and operation cost of services considered. The framework is designed to proffer three deployment cloud strategies, On-premises, Infrastructure as a Service (IaaS) and Platform as a Service (PaaS). Three business use cases are tested on this framework to arrive at the cost structure, which in turn states the cost drivers. The results suggest storage, hardware replacement and software development are major chunk of cost in the structure driven by devices/sensors in the platform and message transmission rate from those devices. Additionally, a suggestion of deployment strategies are made on each use cases to avail cost efficient services. / Internet of Things (IoT) som en gång var en vision är nu verklighet i många sektorer. Plattformen i IoT-ekosystemet spelar en viktig roll i researrangemanget genom att skapa affärsvärde för aktörerna och möjliggöra datahantering för användaren. Tjänsteleverantörer på IoT-plattformen är applikationscentriska och är mer fokuserade på vertikal utveckling. Sammanslagning av tjänster, applikationer i IoT-plattformen är nyckeln till att föra data och samhället samman. Interoperabilitet och skalbarhet utgör hinder för denna hypotes. På hög nivå kan identifiering av kostnadsdrivarna i dessa IoT-plattformar vara nyckeln för en aktör för att få denna hypotes till verklighet. Detta arbete är ett sådant försök att tillhandahålla kostnadsfördelning och identifiera kostnadsdrivare i IoT-plattformen. Ett generiskt ramverk föreslås som dimensionerar plattformshårdvaran och programvaran för att fånga konstruktions-, utvecklingsoch driftkostnaderna för betraktade tjänster. Ramverket är utformat för att erbjuda tre implementeringsmolnstrategier, lokala, infrastruktur som en tjänst (IaaS) och plattform som en tjänst (PaaS). Tre fall för affärsanvändning testas enligt denna ram för att komma fram till kostnadsstrukturen, vilket i sin tur anger kostnadsdrivarna. Resultaten tyder på att lagring, hårdvarutbyte och mjukvaruutveckling är en stor del av kostnaden i strukturen som drivs av enheter / sensorer i plattformen och överföringshastighet för meddelanden från dessa enheter. Dessutom görs ett förslag om distributionsstrategier för varje användningsfall för att utnyttja kostnadseffektiva tjänster.
4

Gamification as a Service: Conceptualization of a Generic Enterprise Gamification Platform

Herzig, Philipp 02 July 2014 (has links)
Gamification is a novel method to improve engagement, motivation, or participation in non-game contexts using game mechanics. To a large extent, gamification is a psychological- and design-oriented discipline, i.e., a lot of effort has to be spent already in the design phase of a gamification project. Subsequently, the design is implemented in information systems such as portals or enterprise resource planning applications. These systems act as mediators to transport a gameful design to its users. However, the efforts for the subsequent development and integration process are often underestimated. In fact, most conceptual gamification designs are never implemented due to the high development costs that arise from building the gamification solution from scratch, imprecise design or technical requirements, and communication conflicts between different stakeholders in the project. This thesis addresses these problems by systematically defining the phases and stakeholders of the overall gamification process. Furthermore, the thesis rigorously defines the conceptual requirements of gamification based on a broad literature review. The identified conceptual requirements are mapped to a domain-specific language, called the Gamification Modeling Language. Moreover, this thesis analyzes 29 existing gamification solutions that aim to decrease the implementation efforts of gamification. However, using the different language elements, it is shown that none of the existing solutions suffices all requirements. Therefore, a generic and reusable platform as runtime environment for gamification is proposed which fulfills all presented functional and non-functional requirements. As another benefit, it is shown how the Gamification Modeling Language can be automatically compiled into code for the gamification runtime environment and, thus, further reduces development efforts. Based on the developed artifacts and five real gamified applications from industry, it is shown that the efforts for the implementation of the gamification can be significantly reduced from several months or weeks to a few days. Since the technology is designed as a reusable service, future projects benefit continuously with regards to time and efforts.
5

Konzept zum Parameteraustausch zwischen unterschiedlichen CAD/CAE-Plattformen

Böhme, Carsten, Brökel, Klaus January 2012 (has links)
Einleitung und Motivation Im ZIM-Projekt Vestainnen wird die Entwicklung einer stationären Wirbelschichtfeuerungsanlage (SWSF) kleiner Leistung fortgesetzt. Dabei liegen die Schwerpunkte auf der Modellierung und Simulation der Belastungen an Anlage und den Abläufen in der Feuerung. Insgesamt sind am Projekt sieben Partner beteiligt, die parallel und weitgehend unabhängig arbeiten und die Entwicklung ihres Teilprojekts vorantreiben. Bedingt durch die Vielfalt der Aufgaben kommt bei jedem Partner eine eigene, für die Teilaufgabe geeignete Softwarelösung zum Einsatz. Um die Entwicklungsergebnisse jedoch gemeinsam nutzen zu können, müssen diese eigenständigen Teilmodelle jederzeit auf einen gemeinsamen Stand gebracht werden können, um dieselbe Baugröße und Konfiguration der SWSF abzubilden.
6

Ernährungskommunikation auf der Social-Media-Plattform Instagram

Henzelmann, Luka Kristin 03 May 2023 (has links)
Untersuchungen zeigen, dass Social-Media-Plattformen, wie Instagram, für die Bevölkerung immer wichtiger werden. Vor dem Hintergrund vielschichtiger Herausforderungen im Ernäh- rungssektor, welche sowohl die Gesellschaft als auch Einzelne betreffen, sollte die Ernäh- rungskommunikation innovativ mit dem Zeitenwandel gehen und Social-Media-Plattformen ak- tiv einbinden, um alle Bevölkerungsgruppen anzusprechen. Es existieren jedoch bislang keine empirischen Studien darüber, wie und durch wen Inhalte der Ernährungskommunikation, speziell auf Instagram, gestaltet sein sollten, um möglichst viele Nutzer:innen zu erreichen. Dieser Fragestellung wird in der vorliegenden Arbeit auf Basis erhobener Querschnittsdaten von Instagram-Nutzer:innen, welche im Rahmen einer quantita- tiven online-Befragung generiert werden, nachgegangen. Zentrale Ergebnisse sind, dass sowohl visuelle Gestaltungselemente als auch adäquate Kom- munikationsstrategien bei Instagram-Beiträgen, welche bestenfalls durch verifizierte Fachleute oder Institutionen hochgeladen werden, für eine weitreichende und glaubwürdige Ernährungs- kommunikation auf Instagram entscheidend sind. Die Ergebnisse weisen darauf hin, dass Instagram für die Ernährungskommunikation großes Potenzial bietet, dieses bislang aber noch zu wenig eingebunden wird. Ein insgesamt stär- keres Engagement von Akteur:innen aus dem Ernährungssektor, zusammen mit zielgruppen- spezifischen Kommunikationsstrategien, ist für die zukünftige Ernährungskommunikation auf Instagram erstrebenswert, um die Aufmerksamkeit vieler Nutzer:innen zu erlangen.
7

Profillinie 5: Kommunikation, Medien, Technik

Ohler, Peter, Schütz, Astrid, Pawlowsky, Peter, Spanner-Ulmer, Birgit, Krems, Josef, Wanielik, Gerd, Straub, Jürgen 11 November 2005 (has links) (PDF)
Die Forschungsprofillinie 5 “Kommunikation, Medien, Technik” entstand im Jahr 2005 aus der ursprünglichen Profillinie “Medien, Kommunikation und Informationstechnologien”. Sie zeigt heute eine deutlich stärkere Vernetzung über die verschiedenen Fakultäten hinweg, als das die bisherige Ausrichtung des Profils leisten konnte. Der wesentliche Unterschied zu den anderen Forschungsprofillinien der Technischen Universität Chemnitz besteht darin, dass hier der Mensch als der Nutzer technischer Systeme im Zentrum steht. Dies bedeutet jedoch nicht, dass vor allem sozial-, verhaltens- und kulturwissenschaftlich orientierte Professuren die Forschungsprofillinie tragen. Ganz im Gegenteil ist gerade in diesem Themenbereich eine enge Kooperation von naturwissenschaftlichen und technischen Disziplinen auf der einen Seite und sozialwissenschaftlichen Fächern auf der anderen Seite gefordert.
8

Community-Plattformen in der Praxis

Ruth, Diana, Engelien, Heike 16 April 2014 (has links) (PDF)
No description available.
9

Platforms as Enablers for Industrial Symbiosis

Kosmol, Linda 08 November 2021 (has links)
The quest for sustainable industrial development demands the transition from the current linear to the circular economy. An inter-firm approach to drive this transition to a circular economy at a local or regional scale is industrial symbiosis, which refers to the exchange or sharing of underutilized resources between industrial plants to reap economic and environmental benefits. There is a widespread consensus in the scientific community on the merits and (anticipated) benefits of information systems and information technology (IT) to support and accelerate the emergence of industrial symbiosis by aiding all involved parties. Though the conceptualization and development of IT, in particular IT platforms, to support industrial symbiosis has gained momentum in recent years to facilitate industrial symbiosis, current research provides little insight and scarce guidance for the design, diffusion and continued operation of IT-supported industrial symbiosis. Especially, experiences and viewpoints of (potential) users and providers of such tools are hardly captured. On the one hand, this thesis elaborates on the status quo of research as well as practice of IT-supported industrial symbiosis and on the other it examines the potential contribution of IT platforms to facilitate industrial symbiosis and its IT support, by applying perspectives of knowledge management and platform as well as ecosystem theory to the field. Based on the gathered insights and a design science research process, this thesis proposes the Digital Industrial Symbiosis Ecosystem concept as proposal to overcome current issues and facilitate industrial symbiosis and the respective platforms.
10

Design and Evaluation of Domain-Specific Platforms and the Special Case of Digital Healthcare

Benedict, Martin 10 June 2020 (has links)
The implementation of digital innovations in the healthcare sector is faced with different barriers and challenges. The complex system of regulations, the lack of interoperability, and highly dynamic interorganisational networks lead to missing widespread adoption of eHealth solutions. Digital platforms can help to overcome these barriers by providing a holistic infrastructure. They create a modularised foundation that innovators can use to create own innovations and provide them to demanders of digital solutions. As intermediaries, they can be accessed both by healthcare professionals and eHealth solution providers. Providers can offer their eHealth services via the platform. Healthcare professionals can use these services to create own interorganisational information systems. In the field of information systems research, effects and strategies for two-sided platforms are well researched and the potentials of eHealth platforms are also discussed. However, the organisational and technological design and methods for the construction of platforms are fewer questioned. Nonetheless, platform owners can benefit from implementation strategies and architectural guidance to create sustainable platforms and surrounding ecosystems. This doctoral thesis questions how domain-specific platforms can be designed systematically. Conducting a design-science research process, it develops both a modelling system and the Dresden Ecosystem Management Method (DREEM) to support the development of platforms in different domains. Furthermore, it describes the design characteristics of two-sided platforms in the healthcare sector and provides an evaluation approach to analyse the platforms’ ability to create a viable innovation ecosystem in the healthcare sector. The doctoral thesis contributes by providing methodical guidance for platform owners and researchers to design and evaluate digital platforms in different domains and improves the understanding of platform theory in the healthcare sector.:A. Synopsis of the Doctoral Thesis 1. Introduction 2. Foundational Considerations 3. Requirements for Design Artefacts and Knowledge 4. Structure of the Doctoral Thesis 5. Conclusion B. Paper 1 - Governance Guidelines for Digital Healthcare Ecosystems C. Paper 2 - Revise your eHealth Platform! D. Paper 3 - Business Model Open ”E-Health-Platform” E. Paper 4 - Modelling Ecosystems in Information Systems F. Paper 5 - Designing Industrial Symbiosis Platforms G. Paper 6 - Management of Digital Ecosystems with DREEM H. Paper 7 - Guiding the Development of Digital Ecosystems I. Paper 8 - Towards Maintenance Analytics Ecosystems J. Paper 9- Sustainability of E-Health-Projects K. Paper 10 - ISO 11354-2 for the Evaluation of eHealth-Platforms

Page generated in 0.0383 seconds