TY - GEN T1 - Jahresbericht 2014 T1 - Annual Report 2014 N2 - Jahresbericht 2014 des Rechenzentrums der Universität Würzburg N2 - Annual Report 2014 of the Computer Center, University of Wuerzburg T3 - Jahresbericht des Rechenzentrums der Universität Würzburg - 2014 KW - Rechenzentrum Universität Würzburg KW - annual report KW - Computer Center University of Wuerzburg KW - Jahresbericht Y1 - 2016 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-124432 UR - https://www.rz.uni-wuerzburg.de/infos/publikationen/ ER - TY - GEN T1 - Jahresbericht 2015 T1 - Annual Report 2015 N2 - Jahresbericht 2015 des Rechenzentrums der Universität Würzburg N2 - Annual Report 2015 of the Computer Center, University of Wuerzburg T3 - Jahresbericht des Rechenzentrums der Universität Würzburg - 2015 KW - Julius-Maximilians-Universität Würzburg. Rechenzentrum KW - annual report KW - Computer Center University of Wuerzburg KW - Jahresbericht KW - RZUW Y1 - 2016 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-136599 UR - https://www.rz.uni-wuerzburg.de/wir/publikationen/ ER - TY - RPRT ED - Hoßfeld, Tobias ED - Wunderer, Stefan T1 - White Paper on Crowdsourced Network and QoE Measurements – Definitions, Use Cases and Challenges N2 - The goal of the white paper at hand is as follows. The definitions of the terms build a framework for discussions around the hype topic ‘crowdsourcing’. This serves as a basis for differentiation and a consistent view from different perspectives on crowdsourced network measurements, with the goal to provide a commonly accepted definition in the community. The focus is on the context of mobile and fixed network operators, but also on measurements of different layers (network, application, user layer). In addition, the white paper shows the value of crowdsourcing for selected use cases, e.g., to improve QoE or regulatory issues. Finally, the major challenges and issues for researchers and practitioners are highlighted. This white paper is the outcome of the Würzburg seminar on “Crowdsourced Network and QoE Measurements” which took place from 25-26 September 2019 in Würzburg, Germany. International experts were invited from industry and academia. They are well known in their communities, having different backgrounds in crowdsourcing, mobile networks, network measurements, network performance, Quality of Service (QoS), and Quality of Experience (QoE). The discussions in the seminar focused on how crowdsourcing will support vendors, operators, and regulators to determine the Quality of Experience in new 5G networks that enable various new applications and network architectures. As a result of the discussions, the need for a white paper manifested, with the goal of providing a scientific discussion of the terms “crowdsourced network measurements” and “crowdsourced QoE measurements”, describing relevant use cases for such crowdsourced data, and its underlying challenges. During the seminar, those main topics were identified, intensively discussed in break-out groups, and brought back into the plenum several times. The outcome of the seminar is this white paper at hand which is – to our knowledge – the first one covering the topic of crowdsourced network and QoE measurements. KW - Crowdsourcing KW - Network Measurements KW - Quality of Service (QoS) KW - Quality of Experience (QoE) KW - crowdsourced network measurements KW - crowdsourced QoE measurements Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-202327 ER - TY - CHAP ED - von Mammen, Sebastian ED - Klemke, Roland ED - Lorber, Martin T1 - Proceedings of the 1st Games Technology Summit BT - part of Clash of Realites 11th International Conference on the Technology and Theory of Digital Games N2 - As part of the Clash of Realities International Conference on the Technology and Theory of Digital Games, the Game Technology Summit is a premium venue to bring together experts from academia and industry to disseminate state-of-the-art research on trending technology topics in digital games. In this first iteration of the Game Technology Summit, we specifically paid attention on how the successes in AI in Natural User Interfaces have been impacting the games industry (industry track) and which scientific, state-of-the-art ideas and approaches are currently pursued (scientific track). KW - Veranstaltung KW - Künstliche Intelligenz KW - Mensch-Maschine-Kommunikation KW - Computerspiel KW - natural user interfaces KW - artificial intelligence Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-245776 SN - 978-3-945459-36-2 ER - TY - GEN T1 - Jahresbericht 2016 des Rechenzentrums der Universität Würzburg T1 - Annual Report 2016 of the Computer Center, University of Wuerzburg N2 - Das Dokument umfasst eine jährliche Zusammenfassung der Aktivitäten des Rechenzentrums als zentraler IT-Dienstleister der Universität Würzburg T3 - Jahresbericht des Rechenzentrums der Universität Würzburg - 2016 KW - Jahresbericht KW - Julius-Maximilians-Universität Würzburg KW - Rechenzentrum KW - annual report KW - Computer Center University of Wuerzburg KW - RZUW Y1 - 2017 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-153558 UR - https://www.rz.uni-wuerzburg.de/wir/publikationen/ ET - 1. Auflage ER -