Elektronik und Informatik
Refine
Year of publication
- 2020 (55) (remove)
Document Type
- Conference Proceeding (35)
- Article (14)
- Part of a Book (3)
- Book (1)
- Doctoral Thesis (1)
- Report (1)
Language
- English (50)
- German (4)
- Multiple languages (1)
Institute
The digital transformation occurring in enterprises results in an in- creasingly dynamic and complex IT landscape that in turn impacts enterprise architecture (EA) and its artefacts. New approaches for dealing with more com- plex and dynamic models and conveying EA structural and relational insights are needed. As EA tools attempt to address these challenges, virtual reality (VR) can potentially enhance EA tool capabilities and user insight but further investigation is needed in how this can be achieved. This paper contributes a VR solution concept for visualizing, navigating, and interacting with EA tool dynamically-generated diagrams and models using the EA tool Atlas. An im- plementation shows its feasibility and a case study using EA scenarios is used to demonstrate its potential.
Nowadays, businesses with focus on consumer-products are challenged by short production cycles, high pricing pressure, and the need to deliver new features and services in a regular interval. Currently, businesses are tackling these challenges by automating their business pro- cesses, while yet trying to be flexible by introducing methods for process variability modeling. However, for larger processes and variability models, it becomes difficult to consider, maintain, and optimize all process variations in the various execution contexts. In software development, highly agile requirements are usually tackled with a flexible microservice architecture. Nonetheless, the fast-changing service landscape is often not fully reflected in the underlying business processes, leading to inefficiency and loss of profit. With this work, we extend our framework for process variability modeling with concepts of Microflows, allowing agile business process modeling and orchestration while utilizing the full flexibility of underlying microservices. In addition, we present a case study, showing how this approach is used in the context of an IoT application
DEKXTROSE: An Education 4.0 Mobile Learning Approach and Object-Aware App Based on a Knowledge Nexus
(2020)
The exponential growth in knowledge coupled with the decreasing knowledge half-life creates a challenging situation for educational programs - particularly those preparing software engineers for their very dynamic high-technology field. Teachers in high technology education areas are challenged in selecting and making relevant knowledge intuitively accessible to students, especially with regard the highly dynamic digital and software technologies. This paper contributes a knowledge nexus-based multimedia approach aligned with Higher Education 4.0 for creating learning apps on mobile devices that support multiple didactic models, leverage intrinsic curiosity and motivation, support gamification, and enable digital collaboration. Object recognition is used to trigger learning paths, and various didactic methods are supported via workflow-like learning flows to support group or team-based learning. A prototype app was realized to demonstrate its feasibility and an empirical evaluation in software engineering shows the didactic potential and advantages of the approach, which can be readily generalized and applied to the arts, sciences, etc.
DEKXTROSE: An Education 4.0 Mobile Learning Approach and Object-Aware App Based on a Knowledge Nexus
(2020)
The exponential growth in knowledge coupled with the decreasing knowledge half-life creates a challenging situation for educational programs - particularly those preparing software engineers for their very dynamic high-technology field. Teachers in high technology education areas are challenged in selecting and making relevant knowledge intuitively accessible to students, especially with regard the highly dynamic digital and software technologies. This paper contributes a knowledge nexus-based multimedia approach aligned with Higher Education 4.0 for creating learning apps on mobile devices that support multiple didactic models, leverage intrinsic curiosity and motivation, support gamification, and enable digital collaboration. Object recognition is used to trigger learning paths, and various didactic methods are supported via workflow-like learning flows to support group or team-based learning. A prototype app was realized to demonstrate its feasibility and an empirical evaluation in software engineering shows the didactic potential and advantages of the approach, which can be readily generalized and applied to the arts, sciences, etc.
Two-Level Classification of Chronic Stress Using Machine Learning on Resting-State EEG Recordings
(2020)