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In times of digitalization, the collection and modeling of business processes is still a challenge for companies. The demand for trustworthy process models that reflect the actual execution steps therefore increases. The respective kinds of processes significantly determine both, business process analysis and the conception of future target processes and they are the starting point for any kind of change initiatives. Existing approaches to model as-is processes, like process mining, are exclusively focused on reconstruction. Therefore, transactional protocols and limited data from a single application system are used. Heterogeneous application landscapes and business processes that are executed across multiple application systems, on the contrary, are one of the main challenges in process mining research. Using RFID technology is hence one approach to close the existing gap between different application systems. This paper focuses on methods for data collection from real world objects via RFID technology and possible combinations with application data (process mining) in order to realize a cross system mining approach.
This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.
The increasing prevalence and ubiquity of digital technologies is changing the needs and expectations of patients towards healthcare services. As a result, a plethora of patient-centered services edges into the healthcare market. Since digital technologies bear the potential to surmount barriers in time and space, patients increasingly demand real-time or near-time healthcare services. Amongst a cloud of related concepts in the context of digital health, one term increasingly typifies this impulse: on-demand healthcare. While this term can be noticeably found in practice, there is hardly some theoretical foundation so far. Against this background, the aim of this paper is to address this research gap and to explore the phenomenon of on-demand healthcare. Based on a design-science approach including a literature review and analysis of in-depth interviews and empirical cases, the outcome of this paper is twofold: (1) a conceptual framework and (2) a proposal for a definition of on-demand healthcare.
The variability of bone strength and skeletal robustness of young men - how it can be influenced
(2011)
A deterministic cycle scheduling of partitions at the operating system level is supposed for a multiprocessor system. In this paper, we propose a tool for generating such schedules. We use constraint based programming and develop methods and concepts for a combined interactive and automatic partition scheduling system. This paper is also devoted to basic methods and techniques for modeling and solving this partition scheduling problem. Initial application of our partition scheduling tool has proved successful and demonstrated the suitability of the methods used.
Virtual reality can have advantages for education and learning. However, it must be adequately designed so that the learner benefits from the technological possibilities. Understanding the underlying effects of the virtual learning environment and the learner’s prior experience with virtual reality or prior knowledge of the content is necessary to design a proper virtual learning environment. This article presents a pre-study testing the design of a virtual learning environment for engineering vocational training courses. In the pre-study, 12 employees of two companies joined the training course in one of the two degrees of immersion (desktop VR and VR HMD). Quantitative results on learning success, cognitive load, usability, and motivation and qualitative learning process data were presented. The qualitative data assessment shows that overall, the employees were satisfied with the learning environment regardless of the level of immersion and that the participants asked for more guidance and structure accompanying the learning process. Further research is needed to test for solid group differences.
Learning in virtual, immersive environments must be well-designed to foster learning instead of overwhelming and distracting the learner. So far, learning instructions based on cognitive load theory recommend keeping the learning instructions clean and simple to reduce the extraneous cognitive load of the learner to foster learning performance. The advantages of immersive learning, such as multiple options for realistic simulation, movement and feedback, raise questions about the tension between an increase of excitement and flow with highly realistic environments on the one hand and a reduction of cognitive load by developing clean and simple surroundings on the other hand. This study aims to gain insights into learners' cognitive responses during the learning process by continuously assessing cognitive load through eye-tracking. The experiment compares two distinct immersive learning environments and varying methods of content presentation.
In the last years, statistical machine translation has already demonstrated its usefulness within a wide variety of translation applications. In this line, phrase-based alignment models have become the reference to follow in order to build competitive systems. Finite state models are always an interesting framework because there are well-known efficient algorithms for their representation and manipulation. This document is a contribution to the evolution of finite state models towards a phrase-based approach. The inference of stochastic transducers that are based on bilingual phrases is carefully analysed from a finite state point of view. Indeed, the algorithmic phenomena that have to be taken into account in order to deal with such phrase-based finite state models when in decoding time are also in-depth detailed.