24 research outputs found

    Needs of Service Identification for Service-Oriented Business Process Management

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    Since the trend of adopting SOA into enterprise applications, the needs for definition and identification of services have been recognized. There is a growing body of research carried out on the identification of different types of services. Identifying right granularity services is important: if the service is of large size, it goes against the reusability principle of SOA, whereas if the service is of small size, then it causes unnecessary computing power for implementing any business functions. Without a formal (semi)- automatic approach to identify services, it is difficult in migrating existing systems into service-oriented systems. This paper explores the need for service identification for service-oriented business process management systems. The current approaches, techniques and methods of service identification are reviewed, and limitations of the each approach is analysed. New requirements and techniques are demonstrated in creating improved dynamic services with consideration for interoperability, modularity, reusability within information environment

    A Case Study in Matching Service Descriptions to Implementations in an Existing System

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    A number of companies are trying to migrate large monolithic software systems to Service Oriented Architectures. A common approach to do this is to first identify and describe desired services (i.e., create a model), and then to locate portions of code within the existing system that implement the described services. In this paper we describe a detailed case study we undertook to match a model to an open-source business application. We describe the systematic methodology we used, the results of the exercise, as well as several observations that throw light on the nature of this problem. We also suggest and validate heuristics that are likely to be useful in partially automating the process of matching service descriptions to implementations.Comment: 20 pages, 19 pdf figure

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Gamification as a Service: Conceptualization of a Generic Enterprise Gamification Platform

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    Gamification is a novel method to improve engagement, motivation, or participation in non-game contexts using game mechanics. To a large extent, gamification is a psychological- and design-oriented discipline, i.e., a lot of effort has to be spent already in the design phase of a gamification project. Subsequently, the design is implemented in information systems such as portals or enterprise resource planning applications. These systems act as mediators to transport a gameful design to its users. However, the efforts for the subsequent development and integration process are often underestimated. In fact, most conceptual gamification designs are never implemented due to the high development costs that arise from building the gamification solution from scratch, imprecise design or technical requirements, and communication conflicts between different stakeholders in the project. This thesis addresses these problems by systematically defining the phases and stakeholders of the overall gamification process. Furthermore, the thesis rigorously defines the conceptual requirements of gamification based on a broad literature review. The identified conceptual requirements are mapped to a domain-specific language, called the Gamification Modeling Language. Moreover, this thesis analyzes 29 existing gamification solutions that aim to decrease the implementation efforts of gamification. However, using the different language elements, it is shown that none of the existing solutions suffices all requirements. Therefore, a generic and reusable platform as runtime environment for gamification is proposed which fulfills all presented functional and non-functional requirements. As another benefit, it is shown how the Gamification Modeling Language can be automatically compiled into code for the gamification runtime environment and, thus, further reduces development efforts. Based on the developed artifacts and five real gamified applications from industry, it is shown that the efforts for the implementation of the gamification can be significantly reduced from several months or weeks to a few days. Since the technology is designed as a reusable service, future projects benefit continuously with regards to time and efforts

    The role of digital servitization in mitigating the impacts of Covid-19 pandemic: the case of italian manufacturing companies.

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    A multimonthly research has been carried out in an attempt to demonstrate how services and digital technologies behaved during the pandemic. In particular, manufacturers who were ready under a digital and service perspectives, were those who reacted faster in the initial months of the pandemic. The research has also highlighted that further investments will be allocated to service and technologies

    AN ADAPTABILITY-DRIVEN ECONOMIC MODEL FOR SERVICE PROFITABILITY

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    Ph.DDOCTOR OF PHILOSOPH
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