PurposeThe objective of the work is to analyze the impact of the Internet of Things (IoT) concepts and associated technologies in the framework of organizations and the management of their processes and how event orientation, as well as the structure of said business processes, can play an important role in this new organizational model. The main contribution of this work is to present a conceptualization of the research, identify approaches and challenges that require further study, and as a result, a proposal for future research.Design/methodology/approachThe methodology comprises a qualitative analysis using secondary data. The approach relies on searches of scientific papers conducted in well-known databases, identifying research work around the IoT and Industry 4.0 applied to business process management. Based on the identified papers, the authors selected the most relevant and the latest publications, and categorized their contributions and findings based on open and selective coding. In total, the analysis is based on 95 papers that were selected and analyzed in depth.FindingsThe results of this research allow analyzing and ordering the existing contributions around Industry 4.0 and its impact on current organizations. The proposed conceptualization was derived from the analysis of the state of the research and identifies four categories: (1) improvements caused by Industry 4.0 and its impact on inter-organizational relations, (2) new architectural models and infrastructure of remote resources, their movement from the cloud to the edge and its effect on business processes, (3) context-aware concepts brought to business process management (BPM) linked to unstructured business processes and (4) complex event processing as a possible means for business processes sensitive to IoT signals.Practical implicationsThe construction of current software ecosystems is strongly affected by the variety of information sources that feed them, as well as their volume. In addition, business processes represent organizations internally and are challenged to transcend the limits of companies due to the mentioned changes in software ecosystems. Industry 4.0 in conjunction with BPM re-defines the business process management paradigm and leads them to acquire the dynamism and sensitivity to the context that they usually did not have, as well as force them to move toward distributed platforms.Originality/valueThis paper assesses the state of the art in Industry 4.0 and business process management. The area can be defined as the intersection of two bigger areas highly relevant for organizations; on the one hand, the management and execution of business processes; and on the other hand, new conceptual, technological and methodological challenges to information systems that have to become more sensitive to event processing and also have to consume a large volume of data permanently and ubiquitously.
Cloud computing is a distributed computing technology that facilitates access to resources in a dynamic and scalable way which is highly available. One of the service models is SaaS (Software as a Service) which allows executing Web applications flexible and elastically while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access, and synchronization of information. On the other hand, serious educational games promote among the people involved: collaboration, communication, social abilities, critical thinking, and problems solving. The present work analyzes the challenges that SaaS, with its collaborative and Multi-Tenant characteristics, offer to the execution of serious educational games, this is named JSEaaS –Serious Educational Games as a Service. The analysis was developed based on an exhaustive and systematic bibliographic revision with a qualitative methodological focus, which generated investigation questions, search strategies, keywords and inclusion and exclusion criteria that were applied to identify articles in different sources. This work allowed for the development of a list of the functional characteristics that the serious educational games will acquire when used as software as a service.
Purpose The purpose of this paper is to assess the state of the art of social business process management (Social BPM), explaining applied approaches, existing tools and challenges and to propose a research agenda for encouraging further development of the area. Design/methodology/approach The methodology comprises a qualitative analysis using secondary data. The approach relies on searches of scientific papers conducted in well-known databases, identifying research work related to Social BPM solutions and those contributing with social characteristics to BPM. Based on the identified papers, the authors selected the most relevant and the latest publications, and categorized their contributions and findings based on open and selective coding. In total, the analysis is based on 51 papers that were selected and analyzed in depth. Findings Main results show that there are several studies investigating modeling approaches for socializing process activities and for capturing implicit knowledge possessed and used by process actors, enabling to add some kind of flexibility to business processes. However, despite the proven interest in the area, there are not yet adequate tools providing effective solutions for Social BPM. Based on our findings, the authors propose a research agenda comprising three main lines: contributions of social software (SS) to Social BPM, Social BPM as a mechanism for adding flexibility to and for discovering new business processes and Social BPM for enhancing business processes with the use of new technologies. The authors also identify relevant problems for each line. Practical implications Some SS tools, like wikis, enable managing social aspects in executing business processes and can be used to coordinate simple business processes. Despite they are commonly used, they are not yet mature tools supporting Social BPM and more efficient tools are yet to appear. The lack of tools preclude organizations from benefitting from implicit knowledge owned by and shared among business process actors, which could contribute to better-informed decisions related to organizational processes. In addition, more research is needed for considering Social BPM as an approach for organizations to benefit from the adoption of new technologies in their business processes. Originality/value The paper assesses the state of the art in Social BPM, an incipient area in research and practice. The area can be defined as the intersection of two bigger areas highly relevant for organizations; on the one hand, the management and execution of business processes; and on the other hand, the use of social software, including social media tools, for leveraging on implicit knowledge shared by business process actors to improving efficiency of business processes.
A través de los años, los avances tecnológicos han llevado a un rápido crecimiento de entornos inteligentes (oficinas, hogares, ciudades, etc.). El aumento de entornos inteligentes sugiere la interconectividad de las aplicaciones y el uso de la Internet. Por esta razón, surge lo que se conoce como Internet de las cosas (IoT, por sus siglas en inglés). La ampliación del concepto IoT brinda acceso a la Internet de las nano cosas (IoNT, por sus siglas en inglés), un nuevo paradigma de redes de comunicación basado en nanotecnología y IoT, en otras palabras, un paradigma con la capacidad de interconectar dispositivos a nano escala a través de redes existentes. Este nuevo paradigma denominado IoNT se presenta al mundo como una opción para diversos campos de aplicación. Por lo tanto, surgen nuevos desafíos y oportunidades de investigación. En consecuencia, este trabajo tiene como objetivo investigar el estado del arte y analizar las tendencias para el uso de IoNT, su aplicación y los desafíos futuros en diferentes campos de interés social, debido a que IoNT se presenta como una opción para la investigación con las capacidades necesarias para involucrarse en muchos campos del bienestar social. Se concluye que la literatura actual de IoNT está prevalecida por las tecnologías, las aplicaciones se enfocan en el cuidado de la salud y no se dispone de una estandarización internacional en cuanto a la privacidad, seguridad o la arquitectura de las nano redes. Palabras Clave: Internet de las nano cosas, Internet de las cosas, nanotecnología, nano redes, nano comunicación.Over the years, technological advancements have led to rapid growth of smart environments (offices, homes, cities, etc.). The increase of intelligent environments suggests the interconnectivity of applications and the use of the Internet. For this reason, arise what is known as the Internet of Things (IoT). The expansion of the IoT concept gives access to the Internet of Nano Things (IoNT). A new communication networks paradigm based on nanotechnology and Revista e-Ciencias de la Información revista.ebci@ucr.ac.cr | http://revistaebci.ucr.ac.cr | ISBN 1659-4142 4IoT, in other words, a paradigm with the capacity to interconnect nano-scale devices through existing networks. This new paradigm so-called IoNT is presented to the world as an option for various fields of application. Therefore, new challenges and research opportunities have arisen. Consequently, this work aims to investigate state of the art and analyze trends for the use of IoNT, its application and future challenges in different fields of social interest, because IoNT is presented as an option for research with the capacities needed to get involved in many fields of social welfare. It is concluded that technologies prevail current IoNT literature, applications are focused on health care, and there is no international standardization regarding privacy, security or architecture of nano-networks.
En la actualidad las Tecnologías de la Información y la Comunicación (TIC) se han convertido en un aliado estratégico para potenciar procesos formativos innovadores, en este sentido, los juegos serios constituyen piezas de software que utilizan técnicas de entretenimiento para adquirir habilidades específicas orientadas al aprendizaje. El diseño de estas piezas de software requiere consideraciones especiales, por ejemplo, la intención pedagógica, definición de objetivos pedagógicos y lúdicos, usuarios finales, tipo de retroalimentación, análisis de experiencias de usuario, validación de objetivos. Estas consideraciones se aplicaron en esta revisión sistemática de literatura como criterios para analizar y comparar nueve metodologías utilizadas para diseñar juegos serios. Los principales resultados muestran la importancia de incorporar la elicitación y especificación de requerimientos, así como la asignación de roles involucrados en la producción del juego y la relevancia de incorporar elementos de definición pedagógica. El aporte de esta investigación ayuda a evaluar la eficiencia y la experiencia del usuario en cuanto a la interacción con el juego y, facilita la elaboración de un registro cuantitativo del aprendizaje basado en juegos para conocer el proceso y su calidad por parte del usuario. En conclusión, las metodologías analizadas aportan información sobre las consideraciones a la hora de proponer una metodología para el diseño de un juego serio.
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