This document presents a study that develops a model for evaluating the performance of virtual teams based on intelligent fuzzy rule and fuzzy signature methods. The study conducted an expert survey to develop a hierarchical set of 12 parameters across three categories (team, task, and interaction) to measure virtual team performance. These parameters were then used to analyze interaction data from three virtual software project teams. The results provide evidence that fuzzy analysis can be an effective tool for virtual project managers to improve leadership and evaluate team performance based on data from the virtual collaboration environment.
Some psychometric and design implications of game-based analyticsDavid Gibson
Presented from a paper by Clarke-Midura and Gibson, 2013. A game played by 1900 middle school students was analyzed to determine if signatures of scientific reasoning (e.g. forming a hypothesis from data) could be found in the click track data.
ABSTRACT
The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine learning, and symbolic regression. This article briefly describes the context, methods and broad findings from two game-based analyses and describes key explanatory constructs use to make claims about the users, as well as the implications for design of digital game-based learning and assessment applications.
Conclusion: Highly interactive, high-resolution log file data from virtual performance assessments show promise for documenting in new ways what students know and can do. Data mining, machine learning and symbolic regression techniques are effective tools for analyzing and making sense from the time-based records and for relating those to both automated and human scoring artifacts. New psychometric challenges are emerging due to the dynamics, layered resolution levels, and complex patterning of actions with objects in virtual performance assessment spaces. Learning analytics analyses are helping uncover and articulate the relationship of time-event appraisals, visualization structures and resource utilization constraints on the psychometrics of virtual performance assessments.
Developing a Communication Plan (notes)marc_thmpsn
This document outlines a communication plan for organizational change at Rockingham Community College. It discusses launching the plan by explaining the need for change and supporting employees. It recommends using blogs, email, text and the school website to communicate with instructors and staff. The plan also provides methods for evaluating the effectiveness of the change through data collection and surveys. Leaders can obtain feedback through surveys, interviews and meetings to continuously improve the organization. The plan aims to address negative responses through shared decision-making and establishing communication rules.
ADAPTIVE PART-LEVEL MODEL KNOWLEDGE TRANSFER FOR GENDER CLASSIFICATIONNexgen Technology
TO GET THIS PROJECT COMPLETE SOURCE ON SUPPORT WITH EXECUTION PLEASE CALL BELOW CONTACT DETAILS
MOBILE: 9791938249, 0413-2211159, WEB: WWW.NEXGENPROJECT.COM,WWW.FINALYEAR-IEEEPROJECTS.COM, EMAIL:Praveen@nexgenproject.com
NEXGEN TECHNOLOGY provides total software solutions to its customers. Apsys works closely with the customers to identify their business processes for computerization and help them implement state-of-the-art solutions. By identifying and enhancing their processes through information technology solutions. NEXGEN TECHNOLOGY help it customers optimally use their resources.
Ijcsit12REQUIREMENTS ENGINEERING OF A WEB PORTAL USING ORGANIZATIONAL SEMIOTI...ijcsit
The requirements of software are key elements that contribute to the quality and users satisfaction of the
final system. In this work, Requirements Engineering (RE) of web sites is presented using an organizational
semiotics perspective. They are shown as being part of an organization, with particular practices, rules
and views considering stakeholders several differences and opinions. The main contribution of this paper is
to relate an experience, from elicitation to validation, showing how organizational semiotics artifacts were
exploited in a collaborative and participatory way to RE of a web portal. A case study is described in order
to demonstrate the feasibility of using such artifacts to RE when we think about the system as being part of
a social organization.
When analyzing and designing a product, service, or system, minor adaptations to existing design processes can go a long way to expand beyond a techno-centric system perspective, or an exclusively "convenience and ease of use" user experience profile. By assigning critical questions to each step of a design process, we can resituate our working understanding of a technical system within its human context and expand our sociotechnical analysis to include matters of normative and ethical concern. These critical questions address concerns including inclusivity, duty of care, sustainability, and prevention of harm. From the newly expanded ethical context these questions help construct, it is possible to imagine opportunities for value-led change within the relationships of a sociotechnical system.
Goal Dynamics_From System Dynamics to ImplementationAmjad Adib
1) The document describes a PhD research proposal on developing dynamic modeling methods for goal dynamics and multi-agent systems.
2) The research aims to analyze and capture goal dynamics in social contexts and provide intelligent agents that can handle complex, distributed events in real-time.
3) The methodology involves defining artifacts and processes, modeling tools, and evaluating the results against objectives through case studies and simulations.
This document presents a study that develops a model for evaluating the performance of virtual teams based on intelligent fuzzy rule and fuzzy signature methods. The study conducted an expert survey to develop a hierarchical set of 12 parameters across three categories (team, task, and interaction) to measure virtual team performance. These parameters were then used to analyze interaction data from three virtual software project teams. The results provide evidence that fuzzy analysis can be an effective tool for virtual project managers to improve leadership and evaluate team performance based on data from the virtual collaboration environment.
Some psychometric and design implications of game-based analyticsDavid Gibson
Presented from a paper by Clarke-Midura and Gibson, 2013. A game played by 1900 middle school students was analyzed to determine if signatures of scientific reasoning (e.g. forming a hypothesis from data) could be found in the click track data.
ABSTRACT
The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine learning, and symbolic regression. This article briefly describes the context, methods and broad findings from two game-based analyses and describes key explanatory constructs use to make claims about the users, as well as the implications for design of digital game-based learning and assessment applications.
Conclusion: Highly interactive, high-resolution log file data from virtual performance assessments show promise for documenting in new ways what students know and can do. Data mining, machine learning and symbolic regression techniques are effective tools for analyzing and making sense from the time-based records and for relating those to both automated and human scoring artifacts. New psychometric challenges are emerging due to the dynamics, layered resolution levels, and complex patterning of actions with objects in virtual performance assessment spaces. Learning analytics analyses are helping uncover and articulate the relationship of time-event appraisals, visualization structures and resource utilization constraints on the psychometrics of virtual performance assessments.
Developing a Communication Plan (notes)marc_thmpsn
This document outlines a communication plan for organizational change at Rockingham Community College. It discusses launching the plan by explaining the need for change and supporting employees. It recommends using blogs, email, text and the school website to communicate with instructors and staff. The plan also provides methods for evaluating the effectiveness of the change through data collection and surveys. Leaders can obtain feedback through surveys, interviews and meetings to continuously improve the organization. The plan aims to address negative responses through shared decision-making and establishing communication rules.
ADAPTIVE PART-LEVEL MODEL KNOWLEDGE TRANSFER FOR GENDER CLASSIFICATIONNexgen Technology
TO GET THIS PROJECT COMPLETE SOURCE ON SUPPORT WITH EXECUTION PLEASE CALL BELOW CONTACT DETAILS
MOBILE: 9791938249, 0413-2211159, WEB: WWW.NEXGENPROJECT.COM,WWW.FINALYEAR-IEEEPROJECTS.COM, EMAIL:Praveen@nexgenproject.com
NEXGEN TECHNOLOGY provides total software solutions to its customers. Apsys works closely with the customers to identify their business processes for computerization and help them implement state-of-the-art solutions. By identifying and enhancing their processes through information technology solutions. NEXGEN TECHNOLOGY help it customers optimally use their resources.
Ijcsit12REQUIREMENTS ENGINEERING OF A WEB PORTAL USING ORGANIZATIONAL SEMIOTI...ijcsit
The requirements of software are key elements that contribute to the quality and users satisfaction of the
final system. In this work, Requirements Engineering (RE) of web sites is presented using an organizational
semiotics perspective. They are shown as being part of an organization, with particular practices, rules
and views considering stakeholders several differences and opinions. The main contribution of this paper is
to relate an experience, from elicitation to validation, showing how organizational semiotics artifacts were
exploited in a collaborative and participatory way to RE of a web portal. A case study is described in order
to demonstrate the feasibility of using such artifacts to RE when we think about the system as being part of
a social organization.
When analyzing and designing a product, service, or system, minor adaptations to existing design processes can go a long way to expand beyond a techno-centric system perspective, or an exclusively "convenience and ease of use" user experience profile. By assigning critical questions to each step of a design process, we can resituate our working understanding of a technical system within its human context and expand our sociotechnical analysis to include matters of normative and ethical concern. These critical questions address concerns including inclusivity, duty of care, sustainability, and prevention of harm. From the newly expanded ethical context these questions help construct, it is possible to imagine opportunities for value-led change within the relationships of a sociotechnical system.
Goal Dynamics_From System Dynamics to ImplementationAmjad Adib
1) The document describes a PhD research proposal on developing dynamic modeling methods for goal dynamics and multi-agent systems.
2) The research aims to analyze and capture goal dynamics in social contexts and provide intelligent agents that can handle complex, distributed events in real-time.
3) The methodology involves defining artifacts and processes, modeling tools, and evaluating the results against objectives through case studies and simulations.
We observe today that the systems development departments of companies have given little thought to how to structure the work of people. Typically, this process is done without any scientific study and without checking how that could influence results as productivity and customer satisfaction. The aim of this work is to help companies find the best way to structure and divide the work of software development. The study shows how productivity is related to factors such as work specialization, motivation and systemic view, and how these factors are related to the way of organizing people at work. It also shows how these factors studied by management theories have appeared in the evolution of the concepts of software engineering thus showing trends for the future. It is still an object of study to see how a model of development formed by more generalist developers could get most of these benefits and result in a work process more effective and eficiente.
Generating Business Value with Business Process Management (BPM)Jan vom Brocke
1. The document discusses three stories related to engaging universities to continuously develop BPM capabilities.
2. The first story presents the BPM Billboard, a tool for effectively planning and scoping BPM initiatives.
3. The second story discusses the BPM Context Matrix, which accounts for diversity in processes and how to classify them into four clusters.
4. The third story examines how to turn process mining data into business value using a five-level framework analyzing the technical, individual, group, organizational, and ecosystem levels.
An Empirical Study Of Requirements Model UnderstandingKate Campbell
The document describes a study that compares two requirements modeling methods - Use Cases, a scenario-based approach, and Tropos, a goal-oriented approach. The study aims to evaluate how well novice requirements analysts can understand models created with each method. It involved 19 students performing tasks like determining consistency between models and system descriptions, understanding models, and modifying models. Preliminary results found that Tropos models seemed more comprehensible but took more time to understand compared to Use Case models. The full study aims to provide insights into which modeling method better supports requirements analysis tasks.
An Empirical Study Of Requirements Model Understanding Use Case Vs. Tropos M...Raquel Pellicier
The document describes a study that compares two requirements modeling methods - Use Cases and Tropos - to evaluate how well novice requirements analysts can understand models created with each method. The study involved 19 students performing tasks like determining consistency between models and system descriptions, understanding models for analysis activities, and modifying existing models. Preliminary results found that Tropos models seemed more comprehensible to analysts, though they took more time to understand compared to Use Case models. The goal was to provide experimental data on comprehending different modeling paradigms to help decide which to use for a given project.
Improving Decision Making Skills through Business Simulation.docxsheronlewthwaite
Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the player’s actions; other players are
influencing the participant’s outcome as well.
Another core element of this research was to
provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual “mentor”, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
Ho ...
This document discusses a product analyst advisor software that uses natural language processing techniques like sentiment analysis to analyze customer reviews and sentiments about products. It extracts reviews from various websites about a product being researched and processes the data to provide useful insights. The insights help users easily select the best available option. The system architecture involves scraping live data from websites, using deep learning algorithms to analyze reviews for sentiments, and displaying product insights. It uses BERT for sentiment analysis and frameworks like Django and ReactJS. Web scraping is used to extract review data for analysis and providing recommendations to users.
This document summarizes a thesis that proposes using enterprise architecture (EA) to improve COBIT 5 process assessment and improvement initiatives. It describes using ArchiMate modeling extensions within an iterative design science research methodology (DSRM) approach. Over four iterations, the solution was developed and demonstrated in three field studies. Evaluations using demonstrations, forms, and interviews provided feedback to refine the EA solution's ability to integrate COBIT 5 process rationale into architectural representations and support assessment and improvement goals. The thesis contributes an EA approach that leverages existing standards to enhance COBIT 5 initiatives.
A case study of how knowledge based engineering tools support experience re-u...Valerie Felton
This document summarizes a case study on how knowledge-based engineering (KBE) tools support experience reuse in an aerospace company. The study analyzed a KBE application for designing aerodynamic blades. It found that while the application improved on previous manual methods, weaknesses existed in making the application easily accessible in the CAD environment. The study proposed that fully integrating the application into CAD and establishing routines for continuous improvement based on user feedback could further enhance experience reuse supported by the KBE tools.
Graph Neural Networks for Social Recommendation.pptxssuser2624f71
1) The document proposes a new graph neural network model called GraphRec that can be used for social recommendation systems.
2) GraphRec captures both interactions and opinions in the user-item graph simultaneously using attention mechanisms.
3) Experiments on real-world datasets show that considering user opinions and assigning different weights through attention improves recommendation performance compared to other models.
CRESUS: A TOOL TO SUPPORT COLLABORATIVE REQUIREMENTS ELICITATION THROUGH ENHA...cscpconf
Communicating an organisation's requirements in a semantically consistent and understandable manner and then reflecting the potential impact of those requirements on the IT infrastructure presents a major challenge among stakeholders. Initial research findings indicate a desire among business executives for a tool that allows them to communicate organisational changes using natural language and a simulation of the IT infrastructure that supports those changes. Building on a detailed analysis and evaluation of these findings, the innovative CRESUS tool was designed and implemented. The purpose of this research was to investigate to what extent CRESUS both aids communication in the development of a shared understanding and supports collaborative requirements elicitation to bring about organisational, and associated IT infrastructural, change. This paper presents promising results that show how such a tool can facilitate collaborative requirements elicitation through increased communication around organisational change and the IT infrastructure.
The document discusses using a three-phase modeling approach to plan improvements to a university's student information management system. The phases included: 1) evaluating the existing "as is" system, 2) analyzing it to identify areas for improvement and design a proposed "to be" system, and 3) adding real-world considerations to create practical solutions. A case study on improving an inconsistent student attendance monitoring system demonstrated applying the modeling techniques. The modeling led to the conclusion that sub-systems for different functional areas were needed, but core data sharing between them was important for effective management.
The problem of user designer relations in technolgy production, formattedPekka Muukkonen
This document discusses problems in the relationship between users and designers in technology production. It compares the approaches of Business Process Reengineering (BPR) and Rational Unified Process (RUP) with Participatory Design (PD). BPR and RUP take a top-down, formal approach that designs processes and systems away from the actual use context, while PD actively involves end-users to incorporate tacit knowledge about work. The author argues that both approaches have value and that a successful design process should incorporate relevant aspects of each to build a system that meets the needs of all stakeholders. Representations used must capture knowledge in a way that is meaningful to users, managers, and developers.
Educational Process Mining-Different PerspectivesIOSR Journals
Process mining methods have in recent years enabled the development of more sophisticated Process
models which represent and detect a broader range of student behaviors than was previously possible. This
paper summarizes key Process mining perspectives that have supported student modeling efforts, discussing
also the specific constructs that have been modeled with the use of educational process mining and key
upcoming directions that are needed for educational process mining research to reach its full potential. Process
mining aims to discover, monitor and improve real processes by extracting knowledge from event logs readily
available in today’s information systems. This paper is designed to give a view on the capabilities of process
mining techniques in the context of higher education system which involves and deals with administrative and
academic tasks like enrolment of students in a particular case, alienation of traditional classroom teaching
model, detection of unfair means used in online examination, detection of abnormal values in the result sheet of
students, prediction about students performance, identify the drop outs, and students who need special attention
and allow the teacher to provide appropriate advising /counseling and so on.
This document discusses four research articles that examine the relationship between office layout/workspace design and organizational performance factors like communication, innovation, and employee behavior. The first article outlines a framework for evaluating how physical workspace attributes can impact organizational performance and employee behaviors. The second discusses how strategic workspace design can empower employees and encourage teamwork. The third article studies how different office layouts impact communication patterns. And the fourth examines how innovation space design in university research centers can facilitate communication and innovation. Overall, the document analyzes how workspace design may influence important organizational outcomes.
A Systematic Literature Review For Human-Computer Interaction And Design Thin...Amy Roman
This document summarizes a systematic literature review comparing the human-computer interaction (HCI) design process and the design thinking (DT) process. The review analyzed 72 peer-reviewed papers published between 1972 and 2017. The HCI process focuses on understanding user needs, analyzing issues, designing prototypes, and evaluating designs. The DT process is non-linear and emphasizes empathy, defining problems, ideating solutions, prototyping, and testing with users. The review aims to identify how the processes overlap, differ, and what each can learn from the other, in order to integrate HCI and DT for improved problem solving in academia and industry.
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...Junie Kwon
The document discusses an experimental study on applying gamification techniques to team design thinking processes. It describes using a game called "Manito" where participants secretly observed and designed for each other, sharing insights on social media. Workshops guided participants through design thinking stages of exploring problems and creating prototypes. A survey evaluated outputs on storytelling, sketches, ideas, and attractiveness. Statistical analysis found measures like pins, likes, followers and followings correlated to iterative participation, supporting gamification and social media as effective tools for collaborative design processes.
Synthesis of questions and analysis and create grid.pdfsdfghj21
This document discusses knowledge transfer in virtual organizations and the impact of virtual moderators on business productivity. It begins by defining virtual organizations and outlining their key characteristics, including their reliance on information and communication technologies. It then examines knowledge transfer in healthcare and construction industries, noting that ineffective communication channels can hamper the transfer process. The document reviews different virtual communication methods like Zoom and their ability to facilitate knowledge sharing. It evaluates factors like ease of use, urgency of information, and regulatory constraints that should be considered when selecting a communication medium to ensure efficient knowledge transfer. Finally, it discusses media richness theory and how lean media may be better than rich media for conveying certain types of messages in organizations.
Using Machine Learning embedded in Organizational Responsibility Model, added to the ten characteristics of the CIO Master and the twelve competencies of the workforce can help lead the Digital Transformation of the traditional public organizations to the Exponential.
Track 4. New publishing and scientific communication ways: Electronic edition, Information metrics and digital educational resources
Authors: Antonio Jose Rodrigues Neto, Maria Manuel Borges and Licinio Roque
Integrating Motivational Aspects into the Design of Learning Support in Organ...Christine Kunzmann
The document discusses integrating motivational aspects into the design of learning support systems in organizations. It presents an ethnographically-informed study of motivational factors and barriers. Based on this, it develops a model of motivational aspects at the individual, interpersonal, and work context levels. It then proposes a methodology for incorporating motivation into requirements engineering by immersing developers in the workplace, creating user personas, developing use cases, and conducting formative evaluations of prototypes. The goal is to systematically address motivation to help ensure sustainability and user acceptance of learning support solutions.
This document discusses gamifying design education. It begins by outlining the expanding use of design thinking and the need for new, more expansive approaches to knowledge in educational practice. Gamification is presented as an innovative educational approach that has the potential to engage students and foster skills like collaboration. The document then provides an overview of gamification, distinguishing it from games, and discusses how it can be used to close the "engagement gap" in education. As an example, a gamified science curriculum is described where students completed quests to earn experience points, badges and awards. The document argues gamification, when grounded in theories like cultural historical activity theory, can support expansive learning and help develop skills needed for the future.
Kerstin Oberprieler spoke at Geoscience Australia's Women in Leadership event, to share personal achievements and challenges.
Video can be found here
https://youtu.be/OytD7JVUoBA
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We observe today that the systems development departments of companies have given little thought to how to structure the work of people. Typically, this process is done without any scientific study and without checking how that could influence results as productivity and customer satisfaction. The aim of this work is to help companies find the best way to structure and divide the work of software development. The study shows how productivity is related to factors such as work specialization, motivation and systemic view, and how these factors are related to the way of organizing people at work. It also shows how these factors studied by management theories have appeared in the evolution of the concepts of software engineering thus showing trends for the future. It is still an object of study to see how a model of development formed by more generalist developers could get most of these benefits and result in a work process more effective and eficiente.
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1. The document discusses three stories related to engaging universities to continuously develop BPM capabilities.
2. The first story presents the BPM Billboard, a tool for effectively planning and scoping BPM initiatives.
3. The second story discusses the BPM Context Matrix, which accounts for diversity in processes and how to classify them into four clusters.
4. The third story examines how to turn process mining data into business value using a five-level framework analyzing the technical, individual, group, organizational, and ecosystem levels.
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The document describes a study that compares two requirements modeling methods - Use Cases and Tropos - to evaluate how well novice requirements analysts can understand models created with each method. The study involved 19 students performing tasks like determining consistency between models and system descriptions, understanding models for analysis activities, and modifying existing models. Preliminary results found that Tropos models seemed more comprehensible to analysts, though they took more time to understand compared to Use Case models. The goal was to provide experimental data on comprehending different modeling paradigms to help decide which to use for a given project.
Improving Decision Making Skills through Business Simulation.docxsheronlewthwaite
Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the player’s actions; other players are
influencing the participant’s outcome as well.
Another core element of this research was to
provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual “mentor”, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
Ho ...
This document discusses a product analyst advisor software that uses natural language processing techniques like sentiment analysis to analyze customer reviews and sentiments about products. It extracts reviews from various websites about a product being researched and processes the data to provide useful insights. The insights help users easily select the best available option. The system architecture involves scraping live data from websites, using deep learning algorithms to analyze reviews for sentiments, and displaying product insights. It uses BERT for sentiment analysis and frameworks like Django and ReactJS. Web scraping is used to extract review data for analysis and providing recommendations to users.
This document summarizes a thesis that proposes using enterprise architecture (EA) to improve COBIT 5 process assessment and improvement initiatives. It describes using ArchiMate modeling extensions within an iterative design science research methodology (DSRM) approach. Over four iterations, the solution was developed and demonstrated in three field studies. Evaluations using demonstrations, forms, and interviews provided feedback to refine the EA solution's ability to integrate COBIT 5 process rationale into architectural representations and support assessment and improvement goals. The thesis contributes an EA approach that leverages existing standards to enhance COBIT 5 initiatives.
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Graph Neural Networks for Social Recommendation.pptxssuser2624f71
1) The document proposes a new graph neural network model called GraphRec that can be used for social recommendation systems.
2) GraphRec captures both interactions and opinions in the user-item graph simultaneously using attention mechanisms.
3) Experiments on real-world datasets show that considering user opinions and assigning different weights through attention improves recommendation performance compared to other models.
CRESUS: A TOOL TO SUPPORT COLLABORATIVE REQUIREMENTS ELICITATION THROUGH ENHA...cscpconf
Communicating an organisation's requirements in a semantically consistent and understandable manner and then reflecting the potential impact of those requirements on the IT infrastructure presents a major challenge among stakeholders. Initial research findings indicate a desire among business executives for a tool that allows them to communicate organisational changes using natural language and a simulation of the IT infrastructure that supports those changes. Building on a detailed analysis and evaluation of these findings, the innovative CRESUS tool was designed and implemented. The purpose of this research was to investigate to what extent CRESUS both aids communication in the development of a shared understanding and supports collaborative requirements elicitation to bring about organisational, and associated IT infrastructural, change. This paper presents promising results that show how such a tool can facilitate collaborative requirements elicitation through increased communication around organisational change and the IT infrastructure.
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The problem of user designer relations in technolgy production, formattedPekka Muukkonen
This document discusses problems in the relationship between users and designers in technology production. It compares the approaches of Business Process Reengineering (BPR) and Rational Unified Process (RUP) with Participatory Design (PD). BPR and RUP take a top-down, formal approach that designs processes and systems away from the actual use context, while PD actively involves end-users to incorporate tacit knowledge about work. The author argues that both approaches have value and that a successful design process should incorporate relevant aspects of each to build a system that meets the needs of all stakeholders. Representations used must capture knowledge in a way that is meaningful to users, managers, and developers.
Educational Process Mining-Different PerspectivesIOSR Journals
Process mining methods have in recent years enabled the development of more sophisticated Process
models which represent and detect a broader range of student behaviors than was previously possible. This
paper summarizes key Process mining perspectives that have supported student modeling efforts, discussing
also the specific constructs that have been modeled with the use of educational process mining and key
upcoming directions that are needed for educational process mining research to reach its full potential. Process
mining aims to discover, monitor and improve real processes by extracting knowledge from event logs readily
available in today’s information systems. This paper is designed to give a view on the capabilities of process
mining techniques in the context of higher education system which involves and deals with administrative and
academic tasks like enrolment of students in a particular case, alienation of traditional classroom teaching
model, detection of unfair means used in online examination, detection of abnormal values in the result sheet of
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https://youtu.be/OytD7JVUoBA
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www.pentaquest.io
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The design of meaningful workplace environments through gamification
1. The design of meaningful workplace
environments through gamification
Phase 1
•Test reliability and repeatability of methods
•Evaluate effectiveness of gamification in different
settings
•Develop framework
Org 1
Org 2
Org 3
CHAT-basedGamificationFramework
Expert Interviews
Design Workshop
Framework2.0
Phase 2
•Stress test and validate
framework
•Reduce bias
•Validate and iterate
method, measures and
framework
You are here
Employee engagement is the principal asset and
ultimate competitive advantage in today’s fast-
paced, knowledge-based global economy
Kerstin Oberprieler | PhD candidate University of Canberra
Can gamification provide
meaningful engagement
in the workplace when it
is tailored to the
organisation context?
How can CHAT be used to
identify and map the effects
of gamification on the
activity system?
How can CHAT provide a
basis for data collection and
analysis that can inform
meaningful workplace
gamification design?
1 2 3
Today’s workplaces are experiencing a critical gap in employee
engagement and given the importance of engagement for employee
satisfaction and organisational performance for competitive advantage,
a different approach to addressing engagement in workplaces is
required. The approach of ‘gamification’ - the use of game mechanics in
non-game contexts – is a an increasingly popular approach to increase
engagement and holds promise to address current engagement gaps in
the workplaces. Applying gamification to the complexities and
idiosyncrasies of the workplace presents challenges for researchers and
designers, particularly in understanding and dealing with the complex,
social and changing nature of workplaces.
Gamification in the workplace has the potential to close
the engagement gap, but it requires better models to
deal with complex contexts.
Cultural-Historical Activity Theory (CHAT) is a commonly used theory and
research methodology in educational settings, and this dissertation seeks
to apply CHAT to the gamification of workplace activity. Coupled with a
design-based research approach to data collection and analysis, this study
investigates the implementation and effectiveness of gamification in three
organisations.
Icons by
FreePick from
flaticon.com
Cultural Historical Activity Theory and Design-Based Research
Cultural Historical Activity Theory (CHAT) provides a theoretical
framework and practical methodology with which to understand and
visualize such an ecosystem. While chiefly being applied to educational
contexts, CHAT is beginning to be applied to workplace contexts as well,
because it provides a holistic theoretical lens with which to understand
the complexity of workplace environments. Using the CHAT model
throughout the gamification design process allows designers to map the
workplace experience and interactions; initially to understand the
uniqueness of the context, then to design the gamified system to target
the interactions, and finally, to measure the changes in workplace
behaviours and outcomes through changes in the interactions.
Design-based research allows researchers to cope with the qualitative
and complex nature of contextual data and provide the researchers with
a theoretical basis with which to do so. In addition, given the immersive
approach of gamification design, the methodology also provides the
ability to generate practical and actionable research insights.
researchquestions
Want to know more? Want to be part of Phase 2? Get in touch! Kerstin@pentaquest.io
Figure 1: Cultural-Historical Activity Theory model,
showing the various components and interactions of
the ecosystem
Figure 2: Systemic gamification as understood
through Cultural-Historical Activity Theory, with the
orange lines showing the overlay of the gamification
experience over the real-world interactions
Research overview
The study is conducted in two phases, with Phase being completed
currently. The first phase of this study was conducted in three workplace
contexts to reduce bias and allow comparison across different activity
systems. The organisations being studied deliberately diverse in order to
test CHAT’s capability to map the ecosystem and provide actionable
insights for use in gamification design. The gamification design was
implemented for 3 months in each context and included a physical or
digital platform that tracked individual and team progress towards
workplace goals. The changes in employee engagement, experiences
and behaviour are being analysed currently.
The second phase will be to develop a gamification framework and
validate it with experts and practitioners through one-on-one interviews.
This allows for the validation and refinement of the framework, as well
as the reduction of bias. The participants of Phase 2 will provide their
perspectives and expertise from a range of fields to ensure the
framework is useful and repeatable for others seeking to use it to
enhance workplaces through gamification.
References can be
found by scanning
QR code