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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.
181

A Case Study of Business Strategies for Cyber Café's future

Wang, Chung-Hua 29 August 2007 (has links)
Due to the fuzzy policy, the industry of cyber café in Taiwan has significantly presented to an atrophied situation since 2004. The industry rises and falls a slope which presents a dissimilarity result to that in the neighborhood nations, such as China, Japan or Korea. What is exactly the struggle in this industry in Taiwan? How to transform it? The thesis searches for the overall environment, the battle for Taiwan¡¦s cyber café, and the transformation strategy for the operators in the cyber café. This research adopted case study method in order to submit an entire analysis via a certain chain of Internet Café and the environment this industry has faced. It is the fact that the most competitive predominance is the ability of creativity and development in this case study recommended two suggestions. One is to adopt the Product Expansion Strategy for short-term, referring to expand a wide variety of products and augment the service. The other is to select a Market Development Strategy for long-term, taking advantage of the cyber café core system and its business model experience to expend the market of Southeast Asia. In competition, it is to use the Differentiation Strategy that makes its service be distinguished from the others and suggest the case study integrate its six new typical entertainments, Digital game, Digital Video, Digital Carol, E-learning, Digital Archives and Digital Read, into multiple services contributing to explore more consumers. It is expected that the Digital Content Entertainment Learning Center, transformed by the case study, combining the strength of its technical integration and its chain with the Digital Content the government promotes, is not only to enhance the positive value of cyber café in our society, but also to assist others cyber café to revise a business management so as to build up a blueprint for cyber café industry.
182

The Law and Economics of Monopsony in the NFL: An Analysis of the NFL Rookie Draft and Countervailing Force

Pyle, Benjamin D 01 January 2013 (has links)
This paper explores the monopsonistic implications of restricting bargaining power through the rookie draft and the concept of countervailing forces. It examines both the legal framework and the empirical outcomes of the court’s policy choices. This paper accomplishes this inquiry by exploiting the fact that players drafted late in the last round tend to be similar to players selected as undrafted free agents in expectation. This allows a natural experiment on the impact of the draft. In order to measure the impact of the draft, this paper examines career outcomes both in terms of compensation and length. I ultimately find little evidence that the draft creates monopsony power, and I provide some evidence suggesting that monopsony power impacts all rookies, as one would expect from an insider-outsider model.
183

Entertastement : fine dining- restaurangers arbete med gästernas helhetsupplevelse.

Forselius, Rebecca, Güzel, Melek January 2013 (has links)
Syftet med denna uppsats är att beskriva och analysera hur utvalda fine dining-restauranger arbetar med att skapa helhetsupplevelser för gästen. Vidare vill vi om möjlighet ges, även ge rekommendationer till hur andra företag i andra branscher kan arbeta för att tillämpa ett likande framgångsrecept. Uppsatsens syfte har uppfyllts genom tillämpning av en kvalitativ forskningsmetod och användning av en abduktiv ansats, för att kunna förstå och tolka empirin. Vår teoretiska referensram har bestått av grundläggande delar som vi antagit hör till en helhetsupplevelse och som vi kommit fram till att fine dining- restauranger tillämpar. Vi har inom den teoretiska referensramen haft helhetsupplevelsen i fokus och utgått från att delarna utgör den helhet som blir upplevelsen för gästen. Produkten, servicen, rummet och organisationen är de delarna vi har tagit fram teorier kring och som utgjort grunden för vårt analysarbete. Vi har intervjuat tre restaurangchefer, en köksmästare, två sommelierer och en kökschef fördelade på fine dining- restauranger i Borgholm, Göteborg, Stockholm och Växjö. Vi har även intervjuat en projektansvarig som jobbar med konceptutveckling för bland annat restauranger. Denna variation i empiriskt material är för att vi vill kunna se hur personer på olika poster på restaurangerna uppfattar samma problematisering. Den företeelse vi utläser från våra respondenters svar är att alla på en fine dinig- restaurang arbetar för att ge gästen en helhetsupplevelse och att maten är en viktig del, men det krävs enligt restaurangerna någonting mer för att skapa en helhetsupplevelse för gästen. Vi rekommenderar att andra branscher har ett mer serviceinriktat fokus, både internt och externt. Intern service kan resultera i en bättre sammanhållning mellan personalen och externt kan det skapa långsiktiga relationer som grund för lönsamhet. / The purpose of this paper is to describe and analyze how chosen fine dining- restaurants work with holistic experiences. Through this, we want to find out how other companies in other industries can work to apply a similar formula for success. Method of use in this study has been met by the application of a qualitative research and the use of an abductive approach, in order to understand and interpret empirical data. Our theoretical framework consisted of the basic elements that we have assumed consists in a holistic experience and that these basic elements are applied by fine dining restaurants. We have within the theoretical framework had the holistic experience in focus and assumed that the parts make up the whole experience for the guest. The product, the service, the room and the organization are the parts we have developed theories which formed the basis for our analysis. We interviewed three restaurant managers, two chefs and two sommeliers in Borgholm, Gothenburg, Stockholm and Växjö. We also interviewed a project manager who works with developing concepts including restaurants. This variation in the empirical material is because we want to see how people in different positions at restaurants perceive the same problematization. The phenomenon we deduce from our respondents' answers is that everyone in a fine dining- restaurant works to give guests a holistic experience and the food is an important part, but to achieve a holistic experience for the guest, more is required. We recommend that other sectors have a more service-oriented focus, both internally and externally. Internal service can result in a better cohesion between staff and externally it can create long-term relationships as the basis of profitability.
184

Flexible touch screen for Rear Seat Entertainment

Öhman, Tanja January 2011 (has links)
Rapporten beskriver förslag på framtidens ”Rear Seat Entertainment” som baseras på användning av pekskärm, istället för de DVD-baserade TV-skärmar som finns i t ex Volvo S80 i dagsläget. Projektet utfördes som ett examensarbete inom integrerad produktutveckling vid Högskolan i Skövde. Syftet med arbetet var att hitta lösningar som möjliggör användning av ”touchteknik” som kräver armavstånd till displayen. Arbetet delades upp i tre delar där val av pekskärmsenhet (inbyggd eller mobil), positionering av pekskärmen i bilen enligt ergonomiska rekommendationer, samt anpassning för olika stora personer inkluderade barn och utformning av infästningselement har utvecklats.  Arbete inleddes med litteraturstudier om interaktion av pekbaserade interface, målgruppsundersökningar, sammanställning av marknadsundersökningar, trendanalyser samt ergonomiska förutsättningar och miljöutvärderingar.  För idégenereringen användes kreativa och systematiserade metoder. Urval av idéer skedde i samråd med Volvo och med hjälp av en konceptvalsmatris. Det  slutliga  konceptet  baseras  på  användningen  av  mobila  pekskärmsenheter.  Dessa  motsvarar  bäst  de  i dagsläget ställda kriterierna på användning, ekonomi, miljö och flexibilitet. Dessutom erhålls en enklare mjuk- och hårdvaruuppdatering.   Positionering  av  pekskärmar  i  bilens  baksäte  gjordes  med  hjälp  av  ergonomiska  rekommendationer  samt databaserade beräkningar och simuleringar.    Utformning av infästningselementen anpassades till kravspecifikationen och resulterade i ett fäste som håller fast enheten med hjälp av  permanentmagneter  som byggs in i  ett infästningselement  på stolens baksida och ett i fodralet för surfplattan. Arbetet har lett till skärmar som enkelt kan fästas med magnetkrafter.
185

The show must go on : En uppsats om projektledning i underhållningsbranschen / The Show must go on : A paper concerning project management in the entertainment industry

Grahn, Annica, Johansson, Emmeli January 2012 (has links)
Underhållningsbranschen är en bransch som alltid arbetat i projektform. Trots det finns det inte tillräckligt med empiriska studier på projektledning inom underhållningsbranschen, speciellt inte i Sverige. Många författare menar att de teorier som finns kring projektledning är för ensidiga och inte kan tillämpas på alla former av projekt. För att öka kunskapen inom projektledning behövs därför fler empiriska studier inom olika typer av branscher. Projekt i underhållningsbranschen är intressanta, mycket på grund av att de till skillnad från andra branscher oftast lyckas hålla tiden. The show must go on. Syftet med denna uppsats är att utveckla en differentierad förståelse för projektledarskap inom underhållningsbranschen. Detta för att ge ett bidrag till den företagsekonomiska diskussionen kring projektledning samt öka den empiriska kunskapen inom denna typ av bransch. Studien är hermeneutisk och forskningsansatsen är abduktiv. Den empiriska undersökningen har genomförts genom fallstudier där kvalitativa ostrukturerade intervjuer har genomförts med fyra projektledare i underhållningsbranschen. Studien visar fyra olika typer av projektledare som alla har olika förhållningssätt till sitt projektledarskap. Deras projektledarskap har formats genom deras tidigare erfarenheter, deras personligheter samt påverkas av organisationens storlek. / The entertainment industry has always worked on a project basis. Still, there are not enough empirical studies on project management in the entertainment industry, especially not in Sweden. Many authors claim that the existing theories about project management are too one-sided and cannot be applied to all projects. To increase the knowledge of project management we need more empirical studies on various types of industries. Projects in the entertainment industry are interesting largely because they, unlike other industries, mostly manage to keep the time limit. The show must go on. The purpose of this paper is to develop a differentiated understanding of project management in the entertainment industry. The aim is to give a contribution to the discussion around project management in the field of business administration and to increase the empirical knowledge in this type of industry. The study has been addressed from a hermeneutic and abductive approach. The empirical study has been conducted through qualitative unstructured interviews with project managers in the entertainment industry. The study shows four different types of project managers that all have different approaches to their leadership which has been developed trough both past experiences and their personalities. How they lead their projects also depends on the size of the organization.
186

The Entertainment Structures In Roman Pergamon

Baykara, Ayse Bike 01 July 2012 (has links) (PDF)
In this thesis the main focus is the varied body of entertainment structures in Pergamon in the Roman era. Pergamon was a well known city in the Hellenistic period with close ties to Athens and continued its standing as a major cultural center through the Roman period. Especially notable is the fact that one of the only three known amphitheatres of Asia Minor was in Pergamon. Since the amphitheatre is a well-known Roman building type with no Greek precedent, its presence in Pergamon is particularly worth investigating. Besides the amphitheatre Pergamon also boasted a well known Greek theatre, a Roman theatre, a stadium and several odea which make the city a highly promising case study for multiple structures of entertainment. Hence the aim is to explore the architectural, social and political implications for the combined presence of these structures all within the same city.
187

An Exploratory Study of the Relationships between 3G Video Service Attributes and Customer Satisfaction

Chung, Han-Yun 23 June 2008 (has links)
This study investigates impacts of factors on customer satisfaction of 3rd generation mobile video services. This research used questionnaire survey and found that these five dimensions, ease of use, service quality, information quality, entertaimnet, and fashion, have direct and positive impact on customer satisfaction. The results give some practical suggestions with regard to design and marketing strategies for 3G video service providers.
188

Once Upon a Time : The Impact of Theming on the Willingness to Pay for Amusement Parks

Habnit, David January 2010 (has links)
<p>This study seeks to find the impact of theming on the willingness to pay of con- sumers for amusement parks. Guests of Finnish amusement park Särkänniemi were asked about their preference for themed attractions and about the price they were willing to pay per ride by means of a questionnaire. Variables concerning both the stated as well as the revealed preference for theming, immersive experience, and previous visits to the park were tested in relation to the willingness to pay for amusement parks. Not all these variables have shown to play an important role; however the variable concerning the revealed preference did have a very strong significance on the willingness to pay in the proposed model. In conclusion the study suggests that the willingness to pay for an attraction is positively influenced by theming because people, as it turns out, are willing to pay more for an attraction when it is themed.</p>
189

Development of interactive entertainment system for Din Tur buses : Håll Platsen

Dima, Elijs January 2015 (has links)
Public transport organizations, such as Din Tur, require affordable modern solutions to improve their public image and passenger satisfaction. An easy way to create positive associations in people is to provide either useful services or, preferably, entertainment. This report covers the design, development and evaluation of an entertainment system – consisting of a smartphone game, a cloud-hosted backend, and a supporting on-bus hardware system – with the objective of making Din Tur's bus service seem more modern and appealing. The smartphone game, “Håll Platsen”, is developed in Unity game engine, focuses on providing brief entertainment during bus commutes, and incorporates gamification design elements. The Python-based back-end resides in Google's App Engine and Datastore platforms, and provides a unified virtual game environment enabling player cooperation and competition. The prototype on-bus hardware system uses the Raspberry Pi as a Light-Emitting Diode control system to supply real-world feedback of the game's virtual environment. The systems incorporate real-world busstop positioning, player location, online mapping services, team location-control mechanics, reflex-based minigames, player progression mechanics, and mobile-focused design. The resulting system can be useful in estimating public response to non-standard “smart” promotion methods, the use of games to improve everyday routines (i.e. commuting), and serve as a basis for further research in human &amp; smart-technology interaction.
190

Attitude is everything : towards social media mobile advertising

Fingalsson, Linn, Palma, Katalina, Sheri, Sindi January 2015 (has links)
Purpose: To explore what are the consumers’ attitudes towards mobile advertising in a social media context. Research questions: What are the consumers’ attitudes towards entertainment, credibility, irritation and informativeness in mobile advertising? What are the consumers’ attitudes towards permission-based advertising and incentivebased advertising in mobile advertising in social media context? Theoretical framework: This study was based on theories that helped to understand what are the consumers’ attitudes towards mobile advertising, what are the attitudes towards the dimensions of mobile advertising and the types of mobile advertising. A model was presented in order to have a clear picture of the existing theories in this field. Methodology: The authors used a qualitative research and the method chosen for data collection was semi-structured interviews and a case study, Snapchat (mobile application). Conclusions: After this process the authors could conclude that consumers’ attitudes towards mobile advertising in social media were negative. The strongest feeling among consumers that would influence their attitudes was irritation. The consumers’ negative attitudes can be related to control. When giving them control their attitudes can be positive. Rewards can positively influence consumers’ attitudes as well. According to the findings in this study high rewards should be given to consumers in high engagement situations.

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