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4,207 result(s) for "design framework"
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Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review
Digital serious games (DSGs), designed for purposes beyond entertainment and consumed via electronic devices, have garnered attention for their potential to enhance learning and promote behavior change. Their effectiveness depends on the quality of their design. Frameworks for DSG design can guide the creation of engaging games tailored to objectives such as education, health, and social impact. This study aims to review, analyze, and synthesize the literature on digital entertainment game design frameworks and DSG design frameworks (DSGDFWs). The focus is on conceptual frameworks offering high-level guidance for the game creation process rather than component-specific tools. We explore how these frameworks can be applied to create impactful serious games in fields such as health care and education. Key goals include identifying design principles, commonalities, dependencies, gaps, and opportunities in the literature. Suggestions for future research include empathic design thinking, artificial intelligence integration, and iterative improvements. The findings culminate in a synthesized 4-phase design process, offering generic guidelines for designers and developers to create effective serious games that benefit society. A 2-phase methodology was used: a scoping literature review and cluster analysis. A targeted search across 7 databases (ACM, Scopus, Springer, IEEE, Elsevier, JMIR Publications, and SAGE) was conducted using PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines. Studies included academic or industry papers evaluating digital game design frameworks. Cluster analysis was applied to categorize the data, revealing trends and correlations among frameworks. Of 987 papers initially identified, 25 (2.5%) met the inclusion criteria, with an additional 22 identified through snowballing, resulting in 47 papers. These papers presented 47 frameworks, including 16 (34%) digital entertainment game design frameworks and 31 (66%) DSGDFWs. Thematic analysis grouped frameworks into categories, identifying patterns and relationships between design elements. Commonalities, dependencies, and gaps were analyzed, highlighting opportunities for empathic design thinking and artificial intelligence applications. Key considerations in DSG design were identified and presented in a 4-phase design baseline with the outcome of a list of design guidelines that might, according to the literature, be applied to an end-to-end process of designing and building future innovative solutions. The main benefits of using DSGDFWs seem to be related to enhancing the effectiveness of serious games in achieving their intended objectives, such as learning, behavior change, and social impact. Limitations primarily seem to be related to constraints associated with the specific contexts in which the serious games are developed and used. Approaches in the future should be aimed at refining and adapting existing frameworks to different contexts and purposes, as well as exploring new frameworks that incorporate emerging technologies and design principles.
Lean frameworks: A systematic literature review (SLR) investigating methods and design elements
Purpose: Despite the influx of Lean frameworks in literature, there seems to be no standardised or established methods for designing them. Therefore, the purpose of this research is to investigate what design methods and design elements are utilised in creating Lean frameworks.Design/methodology/approach: A systematic literature review (SLR) was conducted to find all the available studies on Lean frameworks.Findings: This study found that the formation of the framework could be broken down into four different categories; namely: approaches or methods for designing, design elements to include, theory to investigate during the literature studies and framework testing methods for evaluating the framework.Research limitations/implications: While this research focused on Lean frameworks, it is recommended that future studies look at Lean models and roadmaps.Practical implications: The artefact created in this study, the House of Guidance, will provide future researchers with a guideline on how to go about designing a Lean framework.Originality/value: The SLR looked at pre-existing frameworks, in order to extract the categories for the development of Lean frameworks. This study presents the House of Guidance (an original artefact), to aid in the design and creation of future Lean Frameworks. 
Beginning Entity Framework Core 2.0 : database access from .NET
\"Use the valuable Entity Framework Core 2.0 tool in ASP.NET and the .NET Framework to eliminate the tedium around accessing databases and the data they contain. Entity Framework Core 2.0 greatly simplifies access to relational databases such as SQL Server that are commonly deployed in corporate settings. By eliminating tedious data access code that developers are otherwise forced to use, Entity Framework Core 2.0 enables you to work directly with the data in a database through domain-specific objects and methods.\"-- Provided by publisher.
EDTF: A User-Centered Approach to Digital Educational Games Design and Development
The creation of digital educational games often lacks strong user-centered design despite available frameworks, which tend to focus on technical and instructional aspects. This paper presents the Empathic Design Thinking Framework (EDTF), a structured methodology tailored to digital educational game creation. Rooted in human–computer interaction (HCI) principles, the EDTF integrates continuous co-design and iterative user research from ideation to deployment, involving both learners and instructors throughout all phases; it positions empathic design (ED) principles as an important component of HCI, focusing not only on identifying user needs but also on understanding users’ lived experiences, motivations, and frustrations. Developed through design science research, the EDTF offers step-by-step guidance, comprised of 10 steps, that reduces uncertainty for novice and experienced designers, developers, and HCI experts alike. The framework was validated in two robust phases. First, it was evaluated by 60 instructional game experts, including designers, developers, and HCI professionals, using an adapted questionnaire covering dimensions like clarity, problem-solving, consistency, and innovation, as well as standardized scales such as UMUX-Lite for perceived ease of use and usefulness and SUS for perceived usability. This was followed by in-depth interviews with 18 experts to understand the feasibility and conceptualization of EDTF applicability. The strong validation results highlight the framework’s potential to guide the design and development of educational games that take into account HCI principles and are usable, efficient, and impactful.
Modern API design with ASP.NET Core 2 : building cross-platform back-end systems
\"Use ASP.NET Core 2 to create durable and cross-platform web APIs through a series of applied, practical scenarios. Examples in this book help you build APIs that are fast and scalable. You'll progress from the basics of the framework through to solving the complex problems encountered in implementing secure RESTful services. The book is packed full of examples showing how Microsoft's ground-up rewrite of ASP.NET Core 2 enables native cross-platform applications that are fast and modular, allowing your cloud-ready server applications to scale as your business grows. Major topics covered in the book include the fundamentals and core concepts of ASP.NET Core 2. You'll learn about building RESTful APIs with the MVC pattern using proven best practices and following the six principles of REST. Examples in the book help in learning to develop world-class web APIs and applications that can run on any platform, including Windows, Linux, and MacOS. You can even deploy to Microsoft Azure and automate your delivery by implementing Continuous Integration and Continuous Deployment pipelines.\"-- Provided by publisher.
How to understand linear minimum mean-square-error transceiver design for multiple-input–multiple-output systems from quadratic matrix programming
In this study, a unified linear minimum mean-square-error (LMMSE) transceiver design framework is investigated, which is suitable for a wide range of wireless systems. The unified design is based on an elegant and powerful mathematical programming technology termed as quadratic matrix programming (QMP). Based on QMP it can be observed that for different wireless systems, there are certain common characteristics which can be exploited to design LMMSE transceivers, for example, the quadratic forms. It is also discovered that evolving from a point-to-point multiple-input–multiple-output (MIMO) system to various advanced wireless systems such as multi-cell coordinated systems, multi-user MIMO systems, MIMO cognitive radio systems, amplify-and-forward MIMO relaying systems and so on, the quadratic nature is always kept and the LMMSE transceiver designs can always be carried out via iteratively solving a number of QMP problems. A comprehensive framework on how to solve QMP problems is also given. The work presented in this study is likely to be the first shot for the transceiver design for the future ever-changing wireless systems.
Database Design of Roadside Parking Toll Collection System
Database design methodology as the core of system design is brought forward combining the application environment and business processes of parking toll collection. Then the four stages of the parking toll collection system design are analyzed. They are the requirement analysis, conception framework design, logic framework design and physical framework design respectively. Through scheming out an optimum database mode applied to all kinds of parking toll collection system, the proposed system is able to collect parking fees based on PDA and manage the real-time information of parking lots.