Christiansen, J. ., Danilenko, N. ., & Dylus, S. . (2016). All Sorts of Permutations (Functional Pearl). In Proceedings of the 21st ACM SIGPLAN International Conference on Functional Programming (S. 168–179). ACM. http://doi.org/10.1145/2951913.2951949
Bin Ali, N. ., Petersen, K. ., & Schneider, K. . (2016). FLOW-assisted value stream mapping in the early phases of large-scale software development. Journal of Systems and Software, 111, 213–227.
Brandenburg, M. . (2016). Supply chain efficiency, value creation and the economic crisis – An empirical assessment of the European automotive industry 2002–2010. International Journal of Production Economics, 171, 321–335. http://doi.org/10.1016/j.ijpe.2015.07.039
Abstract
This paper seeks to evaluate the development of supply chain (SC) efficiency and the resulting impacts on company value. In a secondary data analysis of the European automotive industry, the trends of cost efficiency and working capital performance in the years 2002–2010 and the resulting value impacts are assessed. It is detected that many companies failed to manage cost and working capital in a balanced and value-adding way, which resulted in considerable value losses. The economic crisis is identified as an amplifier, but not the major cause of these negative trends. Originality and value of the paper arise from the scarcity of financial analyses that focus on the car sector or that measure and compare several factors of SC efficiency or value creation.
Garousi, V. ., Petersen, K. ., & Ozkan, B. . (2016). Challenges and best practices in industry-academia collaborations in software engineering: A systematic literature review. Information and Software Technology, 79, 106–127.
Bendig, H. ., & Teistler, M. . (2016). Gamification in Sonography Education: Why, How and What. Radiological Society of North America. Abgerufen von https://archive.rsna.org/2016/16005317.html
Abstract
TEACHING POINTS
Understand the motivation behind gamification in radiology education: Applying concepts of computer games to enhance learning outcome by increased motivation and immersion Learn about designing a learning game for sonography training Experience a game that was developed to improve understanding about spatial relationships in sonography
TABLE OF CONTENTS/OUTLINE
1. Why: Motivation behind gamification in radiology education
2. How: a) Game design for an educational ("serious") game to support sonography training b) Utilization of a game engine for 3D and 2D visualization
3. What (Hands-On): Play the sonography game: Use a 3d game controller as virtual ultrasound probe to solve various tasks, improve your skills, increase your score, go to the next level, have fun while learning
Hamester, F. ., Süncksen, M. ., Reinhold, S. ., Schomakers, V. ., & Teistler, M. . (2016). Typographie in der virtuellen Realität. In Mensch und Computer 2016 - Tagungsband. Aachen: Gesellschaft für Informatik e.V. http://doi.org/10.18420/muc2016-mci-0252
Kramer, A. ., Labes, A. ., & Imhoff, J. F. (2016). Phylogenetic Relationship and Secondary Metabolite Production of Marine Fungi Producing the Cyclodepsipeptides Scopularide A and B. Marine Biotechnology, 1–9. http://doi.org/10.1007/s10126-016-9707-7
eri, J. S. M., Petersen, K. ., & Mendes, E. . (2016). Survey guidelines in software engineering: An annotated review. In Proceedings of the 10th ACM/IEEE international symposium on empirical software engineering and measurement (S. 1–6).
Steinhorst, P. ., Schäfer, M. ., Reinhold, S. ., Schomakers, V. ., & Teistler, M. . (2016). Selbstbeschreibungsfähigkeit von Touch-Gesten mobiler Geräte. In Mensch und Computer 2016 - Tagungsband. Aachen: Gesellschaft für Informatik e.V. http://doi.org/10.18420/muc2016-mci-0258