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Social skills are essential for a successful understanding of agile methods in software development. Several studies highlight the opportunities and advantages of integrating real-world projects and problems while collaborating with companies into higher education using agile methods. This integration comes with several opportunities and advantages for both the students and the company. The students are able to interact with real-world software development teams, analyze and understand their challenges and identify possible measures to tackle them. However, the integration of real-world problems and companies is complex and may come with a high effort in terms of coordination and preparation of the course. The challenges related to the interaction and communication with students are increased by virtual distance teaching during the Covid-19 pandemic as direct contact with students is missing. Also, we do not know how problem-based learning in virtual distance teaching is valued by the students. This paper presents our adapted eduScrum approach and learning outcome of integrating experiments with real-world software development teams from two companies into a Master of Science course organized in virtual distance teaching. The evaluation shows that students value analyzing real-world problems using agile methods. They highlight the interaction with real-world software development teams. Also, the students appreciate the organization of the course using an iterative approach with eduScrum. Based on our findings, we present four recommendations for the integration of agile methods and real world problems into higher education in virtual distance teaching settings. The results of our paper contribute to the practitioner and researcher/lecturer community, as we provide valuable insights how to fill the gap between practice and higher education in virtual distance settings.
Generalisierte Rechtsdokumente, bei denen für die individuellen Ausprägungen eines Vertrages die Positionen im Text bekannt sind, können eingesetzt werden, um erstens das Genehmigungsverfahren von Neuverträgen automatisiert zu unterstützen und zweitens als Vertragsgenerator neue Rechtsdokumente vorausgewählt zur Verfügung zu stellen. In diesem Beitrag wird, mithilfe von bekannten juristischen Texten gezeigt, wie formelhafte Textabschnitte identifiziert und häufige individuelle Ausprägungen klassifiziert werden können, um als Musterabschnitte eingesetzt zu werden. Es werden Einsatzbereiche vorgestellt und vorhandenes Potential für Legal Tech-Anwendungen aufgezeigt.
Data and Information Science: Book of Abstracts at BOBCATSSS 2022 Hybrid Conference, 23rd - 25th of May 2022, Debrecen.
This year marks the 30th anniversary of the BOBCATSSS. The BOBCATSSS is an international, annual symposium designed for librarians and information professionals in a rapidly changing environment. Over the past 30 years, the conference has included exciting topics, great venues, interested guests and engaging presenters.
This year we would like to introduce the topics of the many papers presented in the Book of Abstracts for the first time in presence at the University of Debrecen and hybrid. The Book of Abstracts provides an overview of all presentations given at BOBCATSSS. Presentations are listed in alphabetical order by title and include speeches, Pecha Kuchas, posters and workshops.
The theme of BOBCATSSS is Data and Information Science. Data and information are the basis for decisions and processes in business, politics and science. Particularly important in the current era of digital transformation. This is exactly where this year's subthemes come in. They deal with data science, openness as well as institutional roles.
In this paper we investigate how concreteness and abstractness are represented in word embedding spaces. We use data for English and German, and show that concreteness and abstractness can be determined independently and turn out to be completely opposite directions in the embedding space. Various methods can be used to determine the direction of concreteness, always resulting in roughly the same vector. Though concreteness is a central aspect of the meaning of words and can be detected clearly in embedding spaces, it seems not as easy to subtract or add concreteness to words to obtain other words or word senses like e.g. can be done with a semantic property like gender.
Visual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g. proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or efects are referred to as visual delegates (VDs). Current fndings on the experiences that VDs can elicit relate to specifc VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specifc VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.
Companies worldwide have enabled their employees to work remotely as a consequence of the Covid 19 pandemic. Software development is a human-centered discipline and thrives on teamwork. Agile methods are focusing on several social aspects of software development. Software development teams in Germany were mainly co-located before the pandemic. This paper aims to validate the findings of existing studies by expanding on an existing multiple-case study. Therefore, we collected data by conducting semi-structured interviews, observing agile practices, and viewing project documents in three cases. Based on the results, we can confirm the following findings: 1) The teams rapidly adapted the agile practices and roles, 2) communication is more objective within the teams, 3) decreased social exchange between team members, 4) the expectation of a combined approach of remote and onsite work after the pandemic, 5) stable or increased (perceived) performance and 6) stable or increased well-being of team members.
The impact of vertical and horizontal integration in the context of Industry 4.0 requires new concepts for the security of industrial Ethernet protocols. The defense in depth concept, basing on the combination of several measures, especially separation and segmentation, needs to be complimented by integrated protection measures for industrial real-time protocols. To cover this challenge, existing protocols need to be equipped with additional functionality to ensure the integrity and availability of the network communication, even in environments, where possible attackers can be present. In order to show a possible way to upgrade an existing protocol, this paper describes a security concept for the industrial Ethernet protocol PROFINET.
This Innovative Practice Full Paper presents our learnings of the process to perform a Master of Science class with eduScrum integrating real world problems as projects. We prepared, performed, and evaluated an agile educational concept for the new Master of Science program Digital Transformation organized and provided by the department of business computing at the University of Applied Sciences and Arts - Hochschule Hannover in Germany. The course deals with innovative methodologies of agile project management and is attended by 25 students. We performed the class due the summer term in 2019 and 2020 as a teaching pair. The eduScrum method has been used in different educational contexts, including higher education. During the approach preparation, we decided to use challenges, problems, or questions from the industry. Thus, we acquired four companies and prepared in coordination with them dedicated project descriptions. Each project description was refined in the form of a backlog (list of requirements). We divided the class into four eduScrum teams, one team for each project. The subdivision of the class was done randomly.
Since we wanted to integrate realistic projects into industry partners’ implementation, we decided to adapt the eduScrum approach. The eduScrum teams were challenged with different projects, e.g., analyzing a dedicated phenomenon in a real project or creating a theoretical model for a company’s new project management approach. We present our experiences of the whole process to prepare, perform and evaluate an agile educational approach combined with projects from practice. We found, that the students value the agile method using real world problems. However, the results are mainly based on the summer term 2019, this paper also includes our learnings from virtual distance teaching during the Covid 19 pandemic in summer term 2020. The paper contributes to the distribution of methods for higher education teaching in the classroom and distance learning.
Agile methods require constant optimization of one’s approach and leading to the adaptation of agile practices. These practices are also adapted when introducing them to companies and their software development teams due to organizational constraints. As a consequence of the widespread use of agile methods, we notice a high variety of their elements:
Practices, roles, and artifacts. This multitude of agile practices, artifacts, and roles results in an unsystematic mixture. It leads to several questions: When is a practice a practice, and when is it a method or technique? This paper presents the tree of agile elements, a taxonomy of agile methods, based on the literature and guidelines of widely used agile methods. We describe a taxonomy of agile methods using terms and concepts of software engineering, in particular software process models. We aim to enable agile elements to be delimited, which should help companies, agile teams, and the research community gain a basic understanding of the interrelationships and dependencies of individual components of agile methods.
In 2020, the world changed due to the Covid 19 pandemic. Containment measures to reduce the spread of the virus were planned and implemented by many countries and companies. Worldwide, companies sent their employees to work from home. This change has led to significant challenges in teams that were co-located before the pandemic. Agile software development teams were affected by this switch, as agile methods focus on communication and collaboration. Research results have already been published on the challenges of switching to remote work and the effects on agile software development teams. This article presents a systematic literature review. We identified 12 relevant papers for our studies and analyzed them on detail. The results provide an overview how agile software development teams reacted to the switch to remote work, e.g., which agile practices they adapted. We also gained insights on the changes of the performance of agile software development teams and social effects on agile software development teams during the pandemic.