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Book Toward Gamification and Crowdsourcing of Software Verification

Download or read book Toward Gamification and Crowdsourcing of Software Verification written by Dimitar Assenov Bounov and published by . This book was released on 2018 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Software has become intimately linked with every part of our modern life, from controlling our power grids and water ways, through managing financial transactions and medical records to mediating our personal communications and social life. This increasingly complex web of programs is developed in many different languages, by different actors with varying degrees of quality control and expertise. As a result, bugs proliferate through modern software and cause failures with high human and fiscal costs. One promising technique proposed to ensure software quality is automated software verification. In this approach, an automated tool tries to prove the software is free from entire classes of bugs. In practice however, these verification tools are not completely 'automated'--they still require a significant amount of manual effort, by a verification experts in the form of explicit annotations, carefully crafted hints or template libraries. This necessary manual labor, compounded by the scarcity of verification experts, limits the scalability of these tools to larger bodies of code. In this dissertation we argue that we can overcome these scalability limitations, by opening up parts of the software verification process to a wider audience, through the use of Gamification and Crowdsourcing. The core insight here is that many parts of the verification problem can be encoded in games, making them more widely accessible. We provide an empirical evaluation of this idea in the form of a numerical puzzle game encoding one of the common manual verification tasks--annotating loops with invariants. Our game requires only a high-school level understanding of algebra and a love for numerical puzzles, yet our user studies show that it enables non-experts to outperform state-of-the-art verification tools. We further discuss the design and early evaluation of a second game exposing even more aspects of the verification problem to non-experts.

Book New Perspectives in Software Engineering

Download or read book New Perspectives in Software Engineering written by Jezreel Mejia and published by Springer Nature. This book was released on 2020-11-06 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains a selection of papers from the 2020 International Conference on Software Process Improvement (CIMPS 20), held between the 21st and 23rd of October in Mazatlán, Sinaloa, México. The CIMPS 20 is a global forum for researchers and practitioners that present and discuss the most recent innovations, trends, results, experiences and concerns in the several perspectives of Software Engineering with clear relationship but not limited to software processes, Security in Information and Communication Technology and Big Data Field. The main topics covered are: Organizational Models, Standards and Methodologies, Software Process Improvement, Knowledge Management, Software Systems, Applications and Tools, Information and Communication Technologies and Processes in Non-software Domains (mining, automotive, aerospace, business, health care, manufacturing, etc.) with a demonstrated relationship to Software Engineering Challenges.

Book Requirements Engineering for Social Sector Software Applications

Download or read book Requirements Engineering for Social Sector Software Applications written by Varun Gupta and published by Springer Nature. This book was released on 2021-10-19 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents interdisciplinary research in software engineering with applications for the social sector. The author focuses on software applications that are used for social good and that serve the needs of society. The author aims to bridge the knowledge gap between requirement engineers, industry, and users in order to help identify a diverse range of needs in the social sector (taking into account user crowd diversity in terms of technological competencies, geography, demographics, and behavioral and psychographic aspects). The book provides rigorous empirical studies and validates solutions that serve as a guide to the software engineering community, researchers, graduate students, and teachers. Provides interdisciplinary research in software engineering and the needs of the social sector, helping to increase success rates of society focused startups and applications Ideal for social entrepreneurs who can use the book for doing customer development with diverse users Establishes a new research line of social sector requirement engineering, taking into account user age, language, ability, and access

Book Quality of Information and Communications Technology

Download or read book Quality of Information and Communications Technology written by Antonia Bertolino and published by Springer Nature. This book was released on with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Wiley Blackwell Handbook of the Psychology of the Internet at Work

Download or read book The Wiley Blackwell Handbook of the Psychology of the Internet at Work written by Guido Hertel and published by John Wiley & Sons. This book was released on 2017-08-29 with total page 704 pages. Available in PDF, EPUB and Kindle. Book excerpt: This authoritative Wiley Blackwell Handbook in Organizational Psychology focuses on individual and organizational applications of Internet-enabled technologies within the workplace. The editors have drawn on their collective experience in collating thematically structured material from leading writers based in the US, Europe, and Asia Pacific. Coinciding with the growing international interest in the application of psychology to organizations, the work offers a unique depth of analysis from an explicitly psychological perspective. Each chapter includes a detailed literature review that offers academics, researchers, scientist-practitioners, and students an invaluable frame of reference. Coverage is built around competencies set forth by regulatory agencies including the APA and BPS, and includes E-Recruiting, E-Leadership, and E-Learning; virtual teams; cyberloafing; ergonomics of human-computer interaction at work; permanent accessibility and work-life balance; and trust in online environments.

Book Design  User Experience  and Usability  Users  Contexts and Case Studies

Download or read book Design User Experience and Usability Users Contexts and Case Studies written by Aaron Marcus and published by Springer. This book was released on 2018-07-10 with total page 793 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 60 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design, DUXU and children, DUXU in automotive and transport, and DUXU in culture and art.

Book Gamification for Tourism

Download or read book Gamification for Tourism written by Feifei Xu and published by Channel View Publications. This book was released on 2021-05-10 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Book Actionable Gamification

    Book Details:
  • Author : Yu-kai Chou
  • Publisher : Packt Publishing Ltd
  • Release : 2019-12-03
  • ISBN : 183921077X
  • Pages : 500 pages

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Book Requirements Engineering  Foundation for Software Quality

Download or read book Requirements Engineering Foundation for Software Quality written by Eric Knauss and published by Springer. This book was released on 2019-03-11 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 25th International Working Conference on Requirements Engineering - Foundation for Software Quality, REFSQ 2019, held in Essen, Germany, in March 2019. The 13 full papers and 9 short papers in this volume were carefully reviewed and selected from 66 submissions. The papers were organized in topical sections named: Automated Analysis; Making Sense of Requirements; Tracelink Quality; Requirements Management (Research Previews); From Vision to Specification; Automated Analysis (Research Previews); Requirements Monitoring; Open Source; Managing Requirements Knowledge at a Large Scale; in Situ/Walkthroughs (Research previews).

Book Motivating Others

    Book Details:
  • Author : Johnmarshall Reeve
  • Publisher : Allyn & Bacon
  • Release : 1996
  • ISBN :
  • Pages : 292 pages

Download or read book Motivating Others written by Johnmarshall Reeve and published by Allyn & Bacon. This book was released on 1996 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motivating Others focuses on helping teachers to encourage and nurture their students' natural motivation. With its constructivist, humanistic approach, this book presents theoretical rationale as well as practical 'how-to' applications within a clear, conceptual, organizational framework for the study of motivation.

Book The Gamification Revolution  How Leaders Leverage Game Mechanics to Crush the Competition

Download or read book The Gamification Revolution How Leaders Leverage Game Mechanics to Crush the Competition written by Gabe Zichermann and published by McGraw Hill Professional. This book was released on 2013-03-29 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor

Book The Semantic Web  ESWC 2020 Satellite Events

Download or read book The Semantic Web ESWC 2020 Satellite Events written by Andreas Harth and published by Springer Nature. This book was released on 2020-11-10 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chapter “ABECTO: An ABox Evaluation and Comparison Tool for Ontologies” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Book The Art of Videogames

    Book Details:
  • Author : Grant Tavinor
  • Publisher : John Wiley & Sons
  • Release : 2009-11-19
  • ISBN : 9781444310184
  • Pages : 240 pages

Download or read book The Art of Videogames written by Grant Tavinor and published by John Wiley & Sons. This book was released on 2009-11-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

Book HCI International 2022 Posters

Download or read book HCI International 2022 Posters written by Constantine Stephanidis and published by Springer Nature. This book was released on 2022-06-16 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set CCIS 1580, CCIS 1581, CCIS 1582, and CCIS 1583 contains the extended abstracts of the posters presented during the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually in June - July 2022. The total of 1276 papers and 275 posters included in the 40 HCII 2021 proceedings volumes was carefully reviewed and selected from 5583 submissions. The posters presented in these four volumes are organized in topical sections as follows: Part I: user experience design and evaluation; visual design and visualization; data, information and knowledge; interacting with AI; universal access, accessibility and design for aging. Part II: multimodal and natural interaction; perception, cognition, emotion and psychophysiological monitoring; human motion modelling and monitoring; IoT and intelligent living environments. Part III: learning technologies; HCI, cultural heritage and art; eGovernment and eBusiness; digital commerce and the customer experience; social media and the metaverse. Part IV: virtual and augmented reality; autonomous vehicles and urban mobility; product and robot design; HCI and wellbeing; HCI and cybersecurity.

Book The Effects of Gamification on Motivation and Performance

Download or read book The Effects of Gamification on Motivation and Performance written by Anna Faust and published by Springer Nature. This book was released on 2021-08-24 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.

Book Gamification by Design

    Book Details:
  • Author : Gabe Zichermann
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2011-08
  • ISBN : 1449397670
  • Pages : 211 pages

Download or read book Gamification by Design written by Gabe Zichermann and published by "O'Reilly Media, Inc.". This book was released on 2011-08 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

Book Serious Games  Interaction  and Simulation

Download or read book Serious Games Interaction and Simulation written by Carlos Vaz de Carvalho and published by Springer. This book was released on 2016-03-24 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015. The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.