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Sökning: WFRF:(Helms Remko)

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1.
  • 30th European Conference on Information Systems - New Horizons in Digitally United Societies, ECIS 2022, Timisoara, Romania, June 18-24, 2022
  • 2022
  • Proceedings (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • Digitization is already changing Europe and the whole world. Whether or not we can leverage its opportunities to foster prosperity, human well-being, and sustainability depends on the strategic decisions taken today. Will the countries work together to embrace these opportunities, or will they let this chance pass? Overcoming historical divides and acting solidarity united in a prosperous Europe is the only way. As digital frontrunners, the IS researchers have a key role to play and the responsibility to act as an engine to make the digital transition happen at a sufficiently fast pace for Europe to remain competitive in a rapidly digitizing world. Digitization in united societies is about bringing people together, having a better life and a bright future. Together we can build societies collectively inclusive, innovative, and able to adapt to the massive societal challenges of the 21st century. ECIS 2022 will bring together information systems (IS) researchers in East and West, being only the second time in Eastern Europe after Gdańsk, Poland, in 2002. ECIS in Timișoara will provide a unique opportunity to unite IS researchers in Europe, making it an inclusive conference that allows all academics from AIS Region 2 to participate. We believe that the participants will find the conference fee really likeable and we promise to deliver good value for the money. Timișoara’s aim is to connect and ultimately digitally unite academics and societies.
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2.
  • Helms, Remko, et al. (författare)
  • A design research approach to developing user innovation workshops in Second Life
  • 2010
  • Ingår i: Journal of Virtual Worlds Research. - : Virtual Worlds Institute, Inc.. - 1941-8477. ; 3:1, s. 3-36
  • Tidskriftsartikel (refereegranskat)abstract
    • The Design Science Research approach is increasingly being applied in the field of Information Systems (IS) research. The philosophy behind design science research is that new scientific knowledge can be generated by means of constructing an artifact, and the core of this approach is a problem-solving process used to develop the artifact. As virtual worlds are a relatively new IS medium, limited attention has been paid to investigating the use of design research in virtual worlds. Nevertheless, it is considered a relevant approach as much research in the field of virtual worlds involves the design of virtual spaces to support some kind of business activity. As such, the research purpose of this paper is to investigate the use of the design research approach in virtual worlds. In this paper, we describe and take a practical perspective of a specific case study in which design research was developed and used for a specific project. The specific project in focus is the development of a user innovation workshop inside Second Life for a start-up company interested in gaining insights and ideas for the development of its product.
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4.
  • Knauss, Eric, 1977, et al. (författare)
  • Patterns of Continuous Requirements Clarification
  • 2014
  • Ingår i: Requirements Engineering. - : Springer Science and Business Media LLC. - 0947-3602 .- 1432-010X. ; 20:4, s. 383-403
  • Tidskriftsartikel (refereegranskat)abstract
    • In software projects involving large and of- ten distributed teams, requirements evolve through the collaboration of many stakeholders, supported by online tools such as mailing lists, bug tracking systems, or online discussion forums. In this collaboration, requirements typically evolve from initial ideas, through clarification, to the implementation of a stable requirement. Deviations from this expected course might in- dicate requirements that are poorly understood, need further negotiation, or better alignment with project goals. If not addressed timely, such problems can surface late in the development cycle with negative consequences such as rework, missed schedules, or overrun budget. This paper presents an approach that provides project managers’ with timely awareness of such requirements-related risks, based on automatic analysis of stakeholders’ online requirements communication. We describe a clarification classifier that automatically analyzes requirements communication in a project and detects clarification events, a catalogue of clarification patterns, and a pattern matcher that suggests communication patterns based on our pattern catalogue. Our approach has been empirically constructed and evaluated in a case study in the IBM Rational Team Concert (RTC) project. We discuss the applicability of our approach in other projects as well as avenues for extending our pattern catalogue towards a theory of clarification patterns.
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5.
  • Teigland, Robin, et al. (författare)
  • Stepping Into the Internet : Leveraging Virtual Worlds Affordances for Co-Creation
  • 2011
  • Konferensbidrag (refereegranskat)abstract
    • Both theory and practice recommend collaborating with users to access and generate innovation-relevant knowledge. Especially recent social software applications and even more virtual worlds have created unprecedented opportunities for firms to engage in advanced experiences with users and user communities for knowledge co-creation. The aim of this research is to shed light on what enables the co-creation of innovation-relevant knowledge in virtual worlds. To tackle this research task we collaborated with a Swedish start-up, designing co-creation workshops. Presenting the outcome of the co-creation workshops, we develop a set of propositions that relate specific aspects of virtual worlds to the different modes of innovation-relevant knowledge creation during co-creation. We extend prior research on knowledge creation into the virtual world context and provide insights about effectively leverage virtual worlds for innovation-related knowledge co-creation. 
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