272 research outputs found

    10P. About the Nature of Enterprise Interoperability

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    Flexibility is one of today’s key business requirements. Transferring flexibility to the enterprise means that the enterprise needs to be able to operate in different ways. Classically this should be realized by a high degree of adaptability. However, you could also foresee and forethink possible ways of doing business and build your company accordingly. We call this state, where an enterprise is constructed in a way that it is able to seamlessly enter collaborations, Enterprise Interoperability. In this paper, we conceive the concept of Enterprise Interoperability. Furthermore, we depict its characteristics and decompose it into partial areas of interoperability that affects enterprises. Finally, we conclude in a framework that comprises and captures Enterprise Interoperability

    Adaptive model-driven user interface development systems

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    Adaptive user interfaces (UIs) were introduced to address some of the usability problems that plague many software applications. Model-driven engineering formed the basis for most of the systems targeting the development of such UIs. An overview of these systems is presented and a set of criteria is established to evaluate the strengths and shortcomings of the state-of-the-art, which is categorized under architectures, techniques, and tools. A summary of the evaluation is presented in tables that visually illustrate the fulfillment of each criterion by each system. The evaluation identified several gaps in the existing art and highlighted the areas of promising improvement

    Using gamification to transform the adoption of servitization

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    Increasingly, manufacturing organizations compete by developing product-service systems rather than offering products alone. To transform themselves into providers of advanced services, however, product-centric manufacturing firms need to overcome a range of barriers. While previous studies have highlighted the teaching/learning potential of 'gamification' (the use of ideas and techniques found in game-playing), the opportunities to harness this approach to help tackle such barriers have yet to be fully realized. Our study extends the debate by integrating established frameworks relating to emotional mechanics of gamification with the adoption of advanced services, arguing that such mechanics can facilitate and strengthen companies' transformation into advanced-service providers. Based on a systematic analysis of nearly 90 selected publications, we develop six conceptual propositions to explore how gamification can aid the transformation process. Our findings will help both practitioners and researchers apply emotional mechanics of gamification when seeking to address different hurdles hindering the development and provision of advanced services

    Die E-Learning-Plattform W3L

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    Die E-Learning-Plattform W3L

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    The acceptance of e-learning depends substantially on three factors: effective learning for the learners, effective providing of authors in producing learning contents and their economical application in enterprises and organizations. Optimal learning requires a representation and a dressing of teaching subjects, which consider the possibilities and boundary conditions of e-learning. In order to reduce arduous reading on the screen, e-learning-contents have to be available as scripts or books for the learners. The e-learning-platform W3L (Web Life Long Learning) realizes these requirements and makes “Blended Learning plus printr” possible. The W3L-Plattform can be acquired under license or used as ASP users

    Artefakte

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    Schnittstellen, Fabriken und Komposition

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