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Mobile Unternehmenssoftware
(2006)
Benutzerzentrierte Entwicklung mobiler Unternehmenssoftware, Teil 2 : die Iterative Entwicklung
(2008)
Die Informationsbroschüre „3D-Druck – Prozessmanagement für individualisierte Massenprodukte“ richtet sich an 3D-Druckdienstleister, die additive Fertigungsverfahren (Additive Manufacturing) nutzen, sowie an IT-Dienstleister, die eine Plattform für den Datenaustausch und die Individualisierung anbieten.
Mit der additiven 3D-Drucktechnologie erfolgt die Fertigung von Produkten durch einen schichtweisen Aufbau. In dieser Broschüre werden mögliche Potenziale im Bereich der Herstellung mittels additiver Fertigungsverfahren aufgezeigt.
Die Informationsbroschüre „Anforderungen an die Gestaltung multimodaler Mobilitätsanwendungen“ richtet sich an IT-Dienstleister. In dieser Broschüre werden mögliche Potenziale im Bereich des allgemeinen Mobilitätsmanagements aufgezeigt. Automobilhersteller vernetzten sich zunehmend mit Technologie-Unternehmen. Es geht nicht nur um die besondere Entwicklung von spezieller Elektronik- und Softwarelösungen für Navigations- und Entertainmentsysteme oder auch Fahrassistenz-Systemen in modernen PKW, sondern um einen übergreifenden Design- und Interaktionsansatz für miteinander vernetzte Geräte.
Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this paper, a literature and product review of existing learning games is presented. Based on research papers and accessible applications, an in-depth analysis was conducted, encompassing target groups, educational contexts, learning goals based on Bloom’s Revised Taxonomy, and learning content. As a result of this review, we created the publications on games (POG) data set for the domain of anti-phishing education. While there are games that can convey factual and conceptual knowledge, we find that most games are either unavailable, fail to convey procedural knowledge or lack technical depth. Thus, we identify potential areas of improvement for games suitable for end-users in informal learning contexts.
Design and Development of a Novel Self-Igniting Microwave Plasma Jet for Industrial Applications
(2019)
In this paper we present an extension of the action language Golog that allows for using fuzzy notions in non-deterministic argument choices and the reward function in decision-theoretic planning. Often, in decision-theoretic planning, it is cumbersome to specify the set of values to pick from in the non-deterministic-choice-of-argument statement. Also, even for domain experts, it is not always easy to specify a reward function. Instead of providing a finite domain for values in the non-deterministic-choice-of-argument statement in Golog, we now allow for stating the argument domain by simply providing a formula over linguistic terms and fuzzy uents. In Golog’s forward-search DT planning algorithm, these formulas are evaluated in order to find the agent’s optimal policy. We illustrate this in the Diner Domain where the agent needs to calculate the optimal serving order.