@article{Mennig2013, author = {Mennig, Patrick}, title = {Native Versus HTML5 - Where's Mobile Programming Heading to?}, series = {FHWS Science Journal}, volume = {1}, journal = {FHWS Science Journal}, number = {1}, address = {W{\"u}rzburg}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:863-opus-676}, pages = {23 -- 32}, year = {2013}, abstract = {The market for mobile applications has grown from a few pre-installed applications on mobile phones to giant stores for different smartphone platforms. Although for smartphones, Android has a much stronger market share than iOS or Windows, a developer can hardly refrain from offering its applications for all operating systems. For him this represents a significant overhead, since the different platforms are addressed with different programming languages. This means concretely that multiple programming effort, multiple tests and calls for a broad expertise of Java, Objective-C and .NET are required. Web technologies known as HTML5, allow to develop applications that are running on all mobile operating systems, without having to be repeatedly developed. Thanks to modern frameworks web technologies are on a level with native development and the approach needs to be carefully considered. This paper investigates the benefits and risks of different development approaches with the help of certain criteria.}, language = {en} } @article{Mennig, author = {Mennig, Patrick}, title = {Modeling gamification rules with ontologies for achieving a generic platform architecture}, series = {FHWS Science Journal}, volume = {2 (2014)}, journal = {FHWS Science Journal}, number = {1}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:863-opus-1053}, pages = {60 -- 70}, abstract = {Gamification is an emerging trend for both, consumer and enterprise applications. The latter feature additional complexity due to their often highly distributed and interlaced nature. Herzig et. al. addressed this problem and proposed a generic platform for enterprise gamification. Based on their work, the problem of formulating gamification rules is taken up in this paper. Ontologies and semantic technologies are proposed as a possible solution. An ontology for gamification rules is created. Its applicability to solve the problem is validated with a thought experiment.}, language = {en} }