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The Future of Software Quality Assurance

The Future of Software Quality Assurance
Author: Stephan Goericke
Publisher: Springer Nature
Total Pages: 272
Release: 2019-11-19
Genre: Computers
ISBN: 3030295095

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This open access book, published to mark the 15th anniversary of the International Software Quality Institute (iSQI), is intended to raise the profile of software testers and their profession. It gathers contributions by respected software testing experts in order to highlight the state of the art as well as future challenges and trends. In addition, it covers current and emerging technologies like test automation, DevOps, and artificial intelligence methodologies used for software testing, before taking a look into the future. The contributing authors answer questions like: "How is the profession of tester currently changing? What should testers be prepared for in the years to come, and what skills will the next generation need? What opportunities are available for further training today? What will testing look like in an agile world that is user-centered and fast-paced? What tasks will remain for testers once the most important processes are automated?" iSQI has been focused on the education and certification of software testers for fifteen years now, and in the process has contributed to improving the quality of software in many areas. The papers gathered here clearly reflect the numerous ways in which software quality assurance can play a critical role in various areas. Accordingly, the book will be of interest to both professional software testers and managers working in software testing or software quality assurance.


Gamification in Education and Business

Gamification in Education and Business
Author: Torsten Reiners
Publisher: Springer
Total Pages: 749
Release: 2014-11-22
Genre: Mathematics
ISBN: 3319102087

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This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.


Designing Sound

Designing Sound
Author: Andy Farnell
Publisher: MIT Press
Total Pages: 689
Release: 2010-08-20
Genre: Computers
ISBN: 0262014416

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A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects


BPMN 2.0

BPMN 2.0
Author: Thomas Allweyer
Publisher: BoD – Books on Demand
Total Pages: 174
Release: 2016-04-07
Genre: Computers
ISBN: 383709331X

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BPMN (Business Process Model and Notation) is the established standard for business process modeling. Only a few years after its first publication, it has gained widespread adoption in practice. All important modeling tools support BPMN diagramming. It is possible to create business-oriented diagrams, but also technical models for process execution in business process management systems (BPMS). This book provides a stepwise introduction to BPMN, using many examples close to practice. Starting with the basic elements for modeling sequence flow, all BPMN 2.0 diagrams are presented and discussed in detail. You will gain a profound understanding of the complete notation, and you will be able to make correct use of the different language elements. In the second edition, a collection of useful modeling patterns has been added. These patterns provide best-practice solutions for typical problems arising in the practice of process modeling.


Rethinking Gamification

Rethinking Gamification
Author: Mathias Fuchs
Publisher: Meson Press Eg
Total Pages: 346
Release: 2014
Genre: Aufsatzsammlung
ISBN: 9783957960009

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Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!


Mensch und Computer 2015 – Workshopband

Mensch und Computer 2015 – Workshopband
Author: Anette Weisbecker
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 842
Release: 2015-09-14
Genre: Computers
ISBN: 3110435586

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The Workshop Volume from the Humans and Computers Conference documents the advanced tutorials that were presented to deepen the understanding gained from the conference lectures. It presents case studies along with accompanying exercises.


Digital Research and Education in Architectural Heritage

Digital Research and Education in Architectural Heritage
Author: Sander Münster
Publisher: Springer
Total Pages: 250
Release: 2018-03-12
Genre: Computers
ISBN: 3319769928

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This book constitutes the refereed proceedings of the 5th Conference on Digital Encounters with Cultural Heritage, DECH 2017, and the First Workshop on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2017, held in Dresden, Germany, in March 2017. The 11 revised full papers from DECH 2017 and two revised full papers from UHDL 2017 presented in this volume were carefully reviewed and selected from 33 joint submissions. The papers are organized in topical sections on research on architectural and urban cultural heritage; technical access; systematization; education in urban history; organizational perspectives.


3D Research Challenges in Cultural Heritage II

3D Research Challenges in Cultural Heritage II
Author: Sander Münster
Publisher: Springer
Total Pages: 294
Release: 2016-10-24
Genre: Computers
ISBN: 3319476475

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This book reflects a current state of the art and future perspectives of Digital Heritage focusing on not interpretative reconstruction and including as well as bridging practical and theoretical perspectives, strategies and approaches. Comprehensive key challenges are related to knowledge transfer and management as well as data handling within a interpretative digital reconstruction of Cultural Heritage including aspects of digital object creation, sustainability, accessibility, documentation, presentation, preservation and more general scientific compatibility. The three parts of the book provide an overview of a scope of usage scenarios, a current state of infrastructures as digital libraries, information repositories for an interpretative reconstruction of Cultural Heritage; highlight strategies, practices and principles currently used to ensure compatibility, reusability and sustainability of data objects and related knowledge within a 3D reconstruction work process on a day to day work basis; and show innovative concepts for the exchange, publishing and management of 3D objects and for inherit knowledge about data, workflows and semantic structures.


Visual Computing for Cultural Heritage

Visual Computing for Cultural Heritage
Author: Fotis Liarokapis
Publisher: Springer Nature
Total Pages: 444
Release: 2020-04-07
Genre: Computers
ISBN: 3030371913

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This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.