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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
91

Cooperative Platforms for Improved Environmental Sustainability in Logistics / Samarbetsplattformar för förbättrad miljömässig hållbarhet inom logistik

Back, Anna, Hedblom, Jenny January 2021 (has links)
This study explores the overlapping of platform technology and cooperative processes in logistics and how this can be of interest to make the industry more environmentally sustainable. It examines the literature regarding platform technology, horizontal collaboration, and environmental sustainability in logistics. Data was collected through interviews with experts in the logistics industry, representatives from logistics companies and a software solutions provider, to obtain a nuanced image from the industry. A framework was created to provide answers to how digital platforms can better be utilized for cooperation in logistics to improve environmental sustainability. In order to fulfill this, incentives and challenges for small- and medium-sized enterprises to cooperate through platform technology were identified. The incentives that were found were classified into driving and pushing. The driving incentives refer to evident benefits for small- and medium-sized enterprises of joining cooperative logistics platforms, while pushing incentives are based on external factors and current issues that potentially could be solved through a cooperative platform. The identified challenges to cooperating through digital platforms are related to cooperative processes, technology and digitalization, and environmental sustainability. These were analyzed from a systems perspective to understand how these affect the problem on several levels in the industry of logistics. Together, the incentives and challenges form the final framework and illustrate how platforms for cooperation can be realized in the logistics industry. / Denna studie undersöker överlappningen av digitala plattformar och samarbetsprocesser inom  logistik och hur detta kan vara av intresse för att göra industrin mer miljömässigt hållbar. Studien utforskar forskningslitteraturen om digitala plattformar, horisontellt samarbete och miljömässig hållbarhet inom logistik. Data samlades in genom intervjuer utförda med experter inom logistikindustrin och representanter från en mjukvarulösningsleverantör och från små- och medelstora företag inom logistik, för att få en nyanserad bild från branschen. Ett ramverk skapades för att ge svar på hur digitala plattformar kan användas bättre för samarbete inom logistik för att förbättra miljömässig hållbarhet. För att uppfylla detta så identifierades incitament och utmaningar för små- och medelstora företag för samarbete genom plattformsteknik. De incitament som hittades klassificerades som drivande och pressande. De drivande incitamenten syftar till de uppenbara fördelar för små- och medelstora företag att ansluta sig till kooperativa logistikplattformar, medan de drivande incitamenten baseras på externa faktorer och problem som potentiellt kan lösas genom en samarbetsplattform. Utmaningarna för att samarbeta via digitala plattformar identifierades relaterat till samarbetsprocesser, teknik och digitalisering, samt miljömässig hållbarhet. Dessa utmaningar identifierades sedan ur ett systemperspektiv för att förstå hur de påverkar problemet på flera nivåer inom logistikbranschen. Tillsammans utgör incitamenten och utmaningarna det slutgiltiga ramverket och illustrerar hur plattformar för samarbete kan förverkligas mer inom logistikindustrin.
92

Att skapa eller att inte skapa User Generated Content : En kvantitativ studie om användares engagemang på digitala plattformar / To create or not to create User Generated Content : A quantitative study of user engagement on digital platforms

Gustav, Eliasson, Assal, Nassab January 2023 (has links)
Den ökade närvaron på digitala plattformar har gett konsumenter möjligheten till ökat inflytande och påverkan längs hela värdekedjan. Genom att konsumera, bidra och skapa innehåll på digitala plattformar är User Generated Content (UGC) ett verktyg för användare att vara delaktiga i värdeskapandeprocessen. Genom teorier som den tjänstedominanta logiken med samskapande av värde som central del, upplevt värde, konsumtion, bidragande och skapande har tre hypoteser utformats. Utformningen gjordes för att mäta och undersöka hur upplevt värde vid konsumtion av UGC i form av funktionellt, socialt och emotionellt värde, påverkar användares tendenser att ytterligare konsumera, bidra och skapa UGC. Hypoteserna undersöktes genom korrelations- och regressionsanalyser med data från en enkätundersökning bestående av 95 respondenter. Resultatet av studien tyder på positiva samband mellan upplevt värde av UGC och ytterligare konsumtion, bidragande och skapande av UGC med undantag från upplevt funktionellt värde i relation till bidragande och skapande. / The increased presence on digital platforms has given consumers the opportunity for more significant influence and impact along the entire value chain. By consuming, contributing, and creating content on digital platforms, User Generated Content (UGC) is a tool for users to be involved in the value-creation process. Through theories such as the service-dominant logic with co-creation of value as a central element, perceived value, consumption, contribution, and creation, three hypotheses have been formulated. The design was made to measure and investigate how perceived value when consuming UGC in terms of functional, social, and emotional value, influences users' tendencies to further consume, contribute and create UGC. The hypotheses were investigated through correlation and regression analyses using data from a survey of 95 respondents. The results of the study suggest positive correlations between the perceived value of UGC and further consumption, contribution, and creation of UGC with the exception of perceived functional value in relation to contribution and creation.
93

Le statut juridique des travailleurs et des entreprises de plateformes en droit du travail : une analyse comparative

Lamontagne, Joannie 08 1900 (has links)
Les nouvelles technologies caractérisant la quatrième révolution industrielle engendrent, actuellement, une transformation du marché du travail à l’échelle mondiale. Notre mémoire s’intéresse à l’une de ces nouvelles technologies, les plateformes numériques et plus particulièrement, aux plateformes numériques de travail. Apparues il y a maintenant plus d’une décennie, des zones grises demeurent et persistent relativement à la situation des travailleurs de ces plateformes. D’une part, sont-ils liés par un contrat de travail entre un employeur et un salarié ou par un contrat d’entreprise ou de service entre un client et un entrepreneur ou prestataire de services? D’autre part, en raison de leur relation tripartite de travail, qui est leur employeur? Au cours des dernières années, différents États sont intervenus législativement pour encadrer le statut des travailleurs et des entreprises de plateformes en droit du travail. Un constat ressort de ces interventions : une sélectivité de droits est reconnue à ces travailleurs. Ainsi, dans ce mémoire, nous nous sommes intéressée à savoir si l’application des statuts juridiques existant déjà dans les lois du travail permet de protéger les travailleurs de plateformes en leur reconnaissant les mêmes droits que les autres travailleurs. Pour ce faire, nous avons procédé à une étude jurisprudentielle de deux systèmes juridiques caractérisés par des approches différentes : la France (modèle binaire) et le Canada (statut intermédiaire). L’analyse de la jurisprudence française nous a montré que les critères constitutifs du contrat de travail permettent de reconnaître, dans des contextes organisationnels précis, le statut de salarié aux travailleurs de plateformes. Au Canada, notre recherche nous a permis de constater que ces mêmes travailleurs peuvent être considérés comme des entrepreneurs dépendants là où ce statut existe dans la législation. Ces statuts permettent aux travailleurs de plateformes de bénéficier de protections. Cependant, le statut de salarié rattaché au modèle binaire est plus avantageux pour le travailleur puisqu’il donne accès à une large protection. / The new technologies describing the Fourth Industrial Revolution are currently causing a transformation of the labor market on a global scale. Our thesis focuses on one of these new technologies, digital platforms and more particularly, digital labour platforms. During more than a decade, grey zones remain and persist in regards to the situation of workers on these platforms. On the one hand, are they bound by an employment contract between an employer and an employee or by a contract of enterprise or for services between a client and a contractor or service provider? On the other hand, because of their tripartite employment relationship, who is their employer? In recent years, several countries have taken legislative action to regulate the status of workers and platform companies in labor law. One observation emerges from these interventions: a selectivity of rights is recognized for these workers. Thus, in this thesis, we are interested in knowing whether the application of the legal statuses already existing in labor laws makes it possible to protect platform workers by recognizing the same rights as other workers. To do this, we conducted a jurisprudential study of two legal systems characterized by different approaches: France (binary model) and Canada (intermediate status). The analysis of French case law has shown us that the constituent criteria of the employment contract make it possible to recognize, in specific organizational contexts, the status of employee for platform workers. In Canada, our research has enabled us to observe that these same workers can be considered as dependent contractors, since this status already exists in the legislation. These statutes allow platform workers to benefit from protections. However, the status of employee related to the binary model is more advantageous for the worker since it gives access to broad protection.
94

Party to the People : Rethinking how we listen to music on our interfaces

Spreitzer, Marie January 2024 (has links)
This thesis explores the role of interaction design in elevating the solitary experiences of music listening by infusing them with the joy and connection typically found in the communal music setting of parties. Drawing upon historical and cultural contexts, the research investigates how music acts as a medium for social interaction and emotional expression, from its political implications in Berlin's techno scene to its power to unite people in clubs and concerts. The project began with a focus on enhancing DJ-audience interactions and evolved into exploring how these dynamic communal experiences could inform the design of solitary listening experiences on digital platforms like Spotify. The research employs a mixed methodology combining auto-ethnography, in-depth interviews, and testing to develop and refine six interfaces that embody the joy of communal music experiences. These interfaces aim to recreate the sense of togetherness and emotional engagement often lost in solitary music consumption. The findings highlight that joy is a deeply personal and context-dependent phenomenon, influenced by the nuances of social interactions and individual emotional states. This insight guides the design of interfaces that adapt to and enhance the listener's emotional landscape. The project contributes to interaction design by challenging conventional design approaches that prioritise functionality over emotional resonance, aiming to serve as inspiration for designs that value emotions as central to the interaction experience. It also proposes future research directions focusing on the ethical implications of emotionally driven design and the potential for these interfaces to foster deeper connections in an increasingly digital world.
95

A Digital Setting of Human History / Social Memory and Discursive Power in the Biographical Storage of Wikipedia

Beytía, Pablo 08 January 2025 (has links)
Wikipedia ist die weltweit am häufigsten genutzte Online-Referenzplattform mit über 60 Millionen Artikeln in mehr als 320 Sprachen. Große Technologieunternehmen nutzen sie, um KI-Systeme zu trainieren und Fakten zu definieren. Trotz ihrer Reichweite wird kaum über den Diskurs diskutiert, den Wikipedia über die Menschheit verbreitet. Mit einem Archiv von über 6 Millionen Biografien „bedeutender“ Personen erhebt Wikipedia den Anspruch auf Inklusivität durch offene Zusammenarbeit, Neutralität und Transparenz. Studien zeigen jedoch wiederholt Vorurteile zugunsten traditionell dominanter sozialer Gruppen wie Männer und Personen aus dem Globalen Norden. Diese Dissertation analysiert systematisch, wie Wikipedia das kollektive Gedächtnis der Menschheit prägt. Sie untersucht, welche Gruppen hervorgehoben werden und welcher historische Diskurs der biografischen Struktur zugrunde liegt. Die Arbeit gliedert sich in drei Teile. Teil 1 definiert zentrale Konzepte zur Analyse von Wikipedias biografischem Diskurs. Teil 2 analysiert Ungleichheiten in der Darstellung nach Geschlecht, Geburtsort und Lebenszeit, einschließlich einer Fallstudie über bedeutende Soziologen. Teil 3 untersucht, ob Wikipedia als Machtinstrument dominante Narrative verstärkt. Die zentrale These lautet, dass Wikipedias inklusive und neutrale Herangehensweise unbeabsichtigt asymmetrische Inhaltsstrukturen schafft. Dies führt zu einer „ausschließenden Inklusion“ marginalisierter Gruppen, die subtil Wahrnehmungen, Bedeutungen und Verhaltensweisen der Nutzer beeinflusst. Dank ihres Rufs für Neutralität und Transparenz legitimiert Wikipedia solche Narrative über Sprach- und Kulturgrenzen hinweg. So verstärken die biografischen Inhalte globale diskursive Ungleichgewichte – auf eine subtile und schwer erkennbare Weise. / Wikipedia is the most widely used online reference in the world, offering over 60 million articles in more than 320 languages. Major tech companies utilize it to train influential AI systems and rest on it to define facts. Despite its reach, limited discussion exists about the overarching discourse it promotes regarding humanity. This is surprising, since the evidence seems contradictory. With a repository of over 6 million biographies of "notable" individuals, Wikipedia claims inclusivity through policies of open collaboration, neutrality, and transparency. However, research consistently reveals the existence of biases in its content, favoring traditionally dominant social groups, such as men and individuals from the Global North. This dissertation systematically analyzes how Wikipedia shapes collective memory of humanity, focusing on which groups receive prominence and the underlying historical discourse in its biographical structure. The study comprises three parts. Part 1 defines key concepts for analyzing Wikipedia’s biographical discourse. Part 2 investigates disparities in representation by gender, birthplace, and historical period, including a case study on notable sociologists. Part 3 examines whether Wikipedia acts as a power device reinforcing dominant narratives. The central argument is that Wikipedia's inclusive and neutral approach unintentionally creates asymmetrical content structures. This results in "exclusionary inclusion" of marginalized groups in its content, subtly shaping user observations, meanings, and behaviors. By leveraging its reputation for neutrality, openness, and transparency, Wikipedia also legitimates its biased narratives across languages and cultures. Ultimately, the platform's biographical content reinforces discursive imbalances between human beings on a global scale, albeit in an understated and arguably hard-to-recognize way.
96

Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'

Wood, Hannah January 2016 (has links)
Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
97

Dominansmissbruk och digitala plattformar : En studie av hur artikel 102 FEUF och DMA hanterar digitala marknader, självförbehåll och utnyttjanden av insamlad data / Abuse of dominance and digital platforms : A study of the applicability of article 102 TFEU and DMA to digital markets, self-preferencing and the use of data

Söderholm, Matilda January 2024 (has links)
Dagens samhälle förändras snabbt, och digitala marknader med det. Digitaliseringen har lett till revolutionerande utvecklingar av vårt samhälle, och bakom dessa förändringar står primärt ett fåtal dominerande teknikjättar och deras plattformar. Dessa dominerande digitala plattformar, och de marknader på vilka dessa verkar, är ofta flersidiga och karaktäriseras av särskilda möjligheter till kostnadsfördelning, utveckling och ett beroende av starka nätverkseffekter, samt möjligheter att utveckla affärsmodeller som på olika sätt utnyttjar och kapitaliserar på insamlad data. Detta möjliggör inte bara upprättandet och bibehållandet av marknadsmakt på dessa marknader, utan leder även till höga inträdeshinder med resultatet att marknadens aktörer blir få och att inträdeshindren är höga. Trots att digitaliseringen till stora delar måste anses positiv, har utvecklingen även medfört nya typer av konkurrensproblematik som inte alltid kan hanteras på ett effektivt och adekvat sätt av den tidigare EU-rättsliga konkurrenslagstiftningen. Denna framställning undersöker hur EU:s konkurrenslagstiftning kan tillämpas på nyare typer av dominansmissbruk på digitala plattformar genom att analysera den tidigare regleringen av dominansmissbruk och hur denna har tillämpats rent praktiskt. För att uppnå detta mål undersöker detta arbete de särskilda utmaningar och särdrag som finns på dessa marknader, och ger en utförlig sammanfattning av hur artikel 102 FEUF har använts för att hantera dessa. Här konstateras att denna konkurrenslagstiftning lämnar en del att önska, och att inträdeshinder och risken för tippning ger starka incitament för dominanta digitala plattformar att försöka kringgå prestationsbaserad konkurrens. Framställningen utvärderar även de kompletteringar som gjorts av konkurrenslagstiftningen på dessa områden genom DMA, och hur denna reglering kan tänkas påverka hanteringen av vissa av de dominanta digitala plattformarnas beteenden framöver. Här konkluderas att DMA är en välbehövlig komplettering av tidigare konkurrensreglering på området, men att det fortfarande finns osäkerheter och utvecklingspotential, samt att de snabbföränderliga marknaderna förr eller senare kommer att hitta nya, innovativa sätt att kringgå även denna reglering. Därmed är det viktigt att den EU-rättsliga konkurrensregleringen gör vad den kan för att ligga steget före.

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