Essays about: "company and game based learning"
Showing result 1 - 5 of 6 essays containing the words company and game based learning.
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1. Monocular 3D Human Pose Estimation
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : The focus of this work is the task of 3D human pose estimation, more specifically by making use of key points located in single monocular images in order to estimate the location of human body joints in a 3D space. It was done in association with Tracab, a company based in Stockholm, who specialises in advanced sports tracking and analytics solutions. READ MORE
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2. Generic Encrypted Traffic Identification using Network Grammar : A Case Study in Passive OS Fingerprinting
University essay from Linköpings universitet/Institutionen för datavetenskapAbstract : The increase in cybercrime and cyber-warfare has spurred the cat-and-mouse game of finding and attacking vulnerable devices on government or private company networks. The devices attacked are often forgotten computers that run operating systems with known exploits. READ MORE
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3. Balance It! : Designing a game-based learning tool for strategic sustainable development
University essay from Uppsala universitet/Industriell teknikAbstract : In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. READ MORE
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4. The Financial Value of Gamification : An Explorative Event Study to Investigate Investors Reactions to Gamification
University essay from Blekinge Tekniska Högskola/Institutionen för industriell ekonomiAbstract : The use of gamification has increased in companies in recent years and is used among other things to accelerate learning, increase motivation and engagement. Gamification is defined as the use of game elements in a non-game context. This study aims to investigate whether the use of gamification raises the financial value of a company. READ MORE
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5. Investigating the Practicality of Just-in-time Defect Prediction with Semi-supervised Learning on Industrial Commit Data
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : Some of the challenges faced with Just-in-time defect (JIT) prediction are achieving high performing models and obtaining large quantities of labelled data. There is also a limited number of studies that actually test the effectiveness of software defect prediction models in practice. READ MORE