Spelling suggestions: "subject:"”digitalization”"" "subject:"”digitalizations”""
21 |
Digitalization Strategies in the Banking Industry : A study among Swedish banksAndersson, Joakim, Boström, Axelina January 2019 (has links)
Problem The banking industry is changing with new technologies and the financial sector is exposed to the strong pressure of change. All this appearing as a result of the ongoing digitalization. Purpose The purpose of this thesis is to gain a deeper understanding of how Swedish banks internally work with digitalization. Also, to create an understanding of the banks’ views of challenges, opportunities, and the future perspective of the Swedish banking industry that follows with digitalization. Theoretical Framework The theoretical framework has been developed from our three keywords: Digitalization, Bank industry and Digital banking. The theoretical foundation of this thesis is presented to create an understanding of the concept of digitalization. Methodology A qualitative research approach is used in this thesis where interviews are conducted with highly insightful respondents from each bank to fulfil the purpose and answer the research question. Empirical Findings The result of the empirical data collection consists of primary data collected through interviews with four major banks in Sweden. Conclusions All banks have a different internal approach to digitalization. However, there is no one-size-fits-all solution for a successful strategy, and the banks must adapt their internal work in order to manage the digitalization in the most suitable way. Although there are some difference and similarities in how banks internally work with digitalization, it is evident that the banking industry is changing along with the digitalization. We are facing a new reality where the digitalization brings both challenges and opportunities. The banks have a positive perspective on the future of digitalization. However, we will probably see a lot of changes in the banking industry in the near future.
|
22 |
Can a high-tech breakthrough approach deliver novel supply and demand solutions? : a study of digital cinema rolloutCulkin, Nigel January 2017 (has links)
Digitalization is the process of making digital everything that can be digitised to change a business model and provide new revenue and value-producing opportunities. However, difficulties exist in evaluating the value created by digital technology investments in organisations, industry structures, economies and society, at large. My dissertation illustrates how the distinct characteristics of digital technologies are implicit in an evolution from stable to fragile product innovation; while highlighting the need for a dynamic approach to entrepreneurial innovation within national innovation systems. The foundations for my work are bound up in the digitalization of value networks, and the context for this research is digital cinema - a process that began in 2000. Digital cinema offered a new value proposition to distributors and significant cost reductions for the US studios. With a reliance on a highly developed value chain to protect intellectual property, these studios sought to learn from the disruption digitalization caused to the music industry, by cultivating digital technology as an, incremental innovation, in replacing celluloid with bytes to project content to cinema audiences. Global digital cinema penetration in 2014 stood at 90 per cent of the total screen footprint. The dissertation assesses features of this digital rollout that have been under-explored; including the role digital technology has assumed in process and product innovation; and, the behavioural responses of both incumbents and new entrants during the diffusion and adoption phase. My dissertation is supported by eight published papers, which highlight the need for domestic policymakers to focus their attention on emerging entrepreneurial innovations; the utilisation of current knowledge and strategies for novel solutions in order to strengthen their respective national innovation systems. Taken together they help explain the creation, diffusion and adoption of digital cinema, explore the new content creation opportunities they support, and explain how three nations in particular have sought to innovate and reorientate themselves in relation to these novel phenomena. The wider implications of the findings of the project build on the innovation literature in examining the diffusion, adoption and knowledge acquisition during the rollout of digital cinema technology. These findings suggest a radically different reading of both disruptive innovations and national innovation systems than has been offered in previous accounts, viewing the digital cinema rollout as a case study of an increasingly mobile sector, in which technological factors retreat in importance behind entrepreneurial innovation as a key driving force in reaching audiences. Finally, in exploring the phenomenon of the digitalization of value networks I have made a significant contribution to knowledge in the design of an innovative mixed method; specifically in the area of field research - a qualitative data collection method designed for considering, observing, and interacting with individuals in their natural environments. Over time, I have established that digital cinema was capable of delivering novel supply and demand solutions - starting with a few unrelated scraps of data, through the establishment of personal networks with communities of practice (in the UK, US & Norway) to building rich, and complex quantitative data sets capable of measuring the entire diffusion and adoption phase of the digital cinema rollout, right across Europe.
|
23 |
How corporate headquarters add value in the digital ageSchmitt, Jan, Decreton, Benoit, Nell, Phillip C. 04 1900 (has links) (PDF)
How will digitalization influence the role of corporate headquarters (CHQs) and their relationships with their operating units? We recently asked 67 senior CHQ managers this question. The results suggest that CHQs expect to become more powerful and more involved in their operating units. These conclusions seem to be driven by perceptions that the ongoing digitalization will provide CHQ managers with more timely and better information. In this "Point of View", we discuss the potential pitfalls of such a narrative. We also offer ideas for how to avoid mistakes and ensure that CHQs increase their value-added in times of digitalization. In particular, we suggest that CHQs place emphasis on social interactions for data to be effectively collected and analyzed, for decision-making power to be adequately allocated, and for CHQ involvement to be informed and necessary.
|
24 |
Análisis sobre los artículos de la sección “Tendencias” de la plataforma web del diario La República en mayo del 2019 / Analysis about written articles on Trends section in La República's web platform throughout May 2019Guerra Vásquez, Ricardo André 08 July 2019 (has links)
El presente trabajo de investigación consta de un análisis sobre los artículos de la sección “Tendencias” de la plataforma web del diario La República, difundidos durante todo el mes de mayo del 2019.
En las siguientes hojas, se mostrará cuál es el objetivo que cumple la creación y difusión de noticias de la sección del diario anteriormente mencionado, así como también se identificará el rol que cumplen, se observará la estructuración de los artículos, se revelará las fuentes utilizadas y se responderá a la incógnita si la cobertura de estos ejemplos resultan periodísticos.
Este trabajo parte con la hipótesis de que la creación y posterior difusión masiva de los artículos publicados en la sección Tendencias de la plataforma web del diario La República responde a una necesidad de cubrir una meta comercial. Dicha arista es priorizada ante la calidad periodística de su contenido, situación que, a su vez, deja en evidencia las falencias de la profesión en su camino a la digitalización.
Esta premisa pasará a ser justificada mediante un análisis, donde se abarca una muestra de estudios de cinco casos, en los que se ponen bajo la lupa conceptos como: el titular, la bajada, la fotografía, la estructura de la nota y más.
Asimismo, para llevar a cabo este proyecto de investigación también se abordó el contexto de digitalización por el que está pasando el periodismo, al igual que la conceptualización de la profesión en la sociedad, como términos principales. / The next research work is an analysis about the “Tends” section on La República’s web platform, posted throughout the past month of May.
In the following pages, the objective that creation and dissemination of news from the aforementioned newspaper section will be shown, as well as the role they play, the structure of the articles will be observed, the used sources will be exposed and the question of if these articles are journalistic or not will be responded.
The work starts with the hypothesis of the creation and subsequent massive dissemination of these articles posted on the Tends section on La República’s web platform responses to a need of cover a commercial goal. This margin is prioritized above the journalistic quality of it content, situation that reveals the flaws of the profession in its way to the digitalization.
This premise will be justified by an analysis, which you will see a study of five cases, in which concepts are watched from a magnifying glasses as: the title, the development, the photography, the structure of the note and more.
Likewise, we also develop the context of digitalization which journalism is actually going through to work out this investigation project, as well as the conceptualization of the profession in the society, as main terms. / Tesis
|
25 |
Grain Reduction in Scanned Image Sequences under Time ConstraintsStuhr, Lina January 2009 (has links)
<p>This thesis is about improving the image quality of image sequences scanned by the film scanner GoldenEye. Film grain is often seen as an artistic effect in film sequences but scanned images can be more grainy or noisy than the intention. To remove the grain and noise as well as sharpen the images a few known image enhancement methods have been implemented, tested and evaluated. An own idea of a thresholding method using the dyadic wavelet transform has also been tested. As benchmark has MATLAB been used but one method has also been implemented in C/C++. Some of the methods works satisfactory when it comes to the image result but none of the methods works satisfactory when it comes to time consumption. To solve that a few speed up ideas are suggested in the end of the thesis. A method to correct the color of the sequences has also been suggested.</p>
|
26 |
Research on the Dimension and the Level of Digitalization of Private Museums: from the Perspective of Content and Design of Web SitesTsai, Hui-chi 21 January 2006 (has links)
It was usual that museums built up their won Web sites nowadays. However, building Web sites didn¡¦t mean that museums used Internet to support museums¡¦ operation. In researcher¡¦s opinion, using Internet services had become an indivisible part of modern life. Since researches on private museums was less than those on famous and public museums, this study used the ICDT model ¡]four virtual space, included information, communication, distribution, and transaction¡^and the Content Analysis to point out the dimension and the level of digitalization of 97 museum Web sites. This study result could be used to suggest museum operating Web sites and providing e-services in an excellent way.
The study result included the following guidelines:
1¡EThe information-and-commerce-based Web sites presented more consistency than those of information-based Web sites. The information-and-commerce-based Web sites also presented higher level of digitalization.
2¡EThe museum Web sites should provide information of abundance and depth, use multiple online communication functions, develop Internet as a new distribution, and pay more attention to the security of transaction and individual¡¦s privacy.
3¡EThe problem of digitalization of private museums was the unclear idea of digitalization and Web site, as well as the unrealized needs of museums and Internet users. In suggestion, the museum should find out attributes that differed from the others, and set up the Web site¡¦s main notion according to museum mission. Further more, to match museum¡¦s needs and user¡¦s needs, so as to seek for corporation of other business and resources. Finally, to keep well maintenance and evaluation of Web sites.
|
27 |
Digital innovation and changing identities : investigating organizational implications of digitalizationNylén, Daniel January 2015 (has links)
The emergence of digital technology represents a paradigmatic historical shift. As a process transforming sociotechnical structures, digitalization has had pervasive effects on organizing structures and business logics, as well as contemporary society as a whole. In recent years, these effects have been particularly salient in the content-based (e.g. music and imaging), and most recently the print-media (e.g. newspapers and magazines) industries. Facing dramatically declining sales of print media products, publishers have sought to leverage digital technology for innovation. However, the digital revenues still do not yet typically compensate for the decline in print media sales. This thesis explores the organizational implications of digitalization in the media domain. Scholars have increasingly stressed that digital technology has some distinct characteristics that have fundamental implications for innovation. This thesis examines aspects of these implications that have been far from fully explored, including the roles of digital technologies as enablers of process innovation (new methods, procedures or responsibilities), product innovation outcomes (which shift or expand an organization's domain) and associated changes in organizational cognition and identity. The thesis is based on four empirical investigations, reported in appended papers, of the evolution of digital platforms, the new content creation practices they enable, and how traditional print media firms have sought to innovate and reorient themselves in relation to these novel phenomena. The composite analysis illustrates how the distinct characteristics of digital technologies are complicit in transitions from stable to fragile product categories, highlights the need for a dynamic approach to identity orientation, and discusses and proposes key concerns in scholarly studies of digital innovation in organizations based on insights generated by the underlying studies.
|
28 |
How does the digitalization of atable top game affect gameplay? : How the technical aspects of theimplementation can affect the game and thegameplayEkström, Mattias, Thanasis, Dimitris January 2014 (has links)
The goal of this study is to research how the digitalization of a table top gameaffects the game and its gameplay. We are researching this by first havingparticipants play chess, and online chess, and the interviewing them about theirexperiences with the both games. The main effects of digitalization are inputcontrols. When digitalizing a table top game, there is one thing that the designercannot control at all, which is, the necessity of input controls. However, thedesign for these controls is up to the designer. When digitalizing a game, therules ted to get enforced by the programming. Mistakes that could be committedin the table top version are no longer possible due to the rule enforcementcaused by the programming. It is also possible to use the digital realm to yourbenefit by adding features such as highlighting in chess, which is only possible inthe digital version. Immersion is also affected by the digitalization; the possiblelack of a visible and present opponent can alter how the players experience thegameplay. / Målet med den här studien är att forska kring hur digitaliseringen av ettbrädspel påverkar spelet och dess spelande. Vi utför vår forskning genom attförst låta deltagare spela schack, och onlineschack, för att sedan intervjua demangående deras upplevelser med de båda spelen. De huvudsakliga effekterna avdigitaliseringen är inmatningskontrollerna. När man digitaliserar ett brädspel såfinns det en sak som designers inte alls kan kontrollera. Detta är nödvändighetenav inmatningskontroller. Designen för dessa kontroller däremot, kan designerspåverka. När man digitaliserar ett spel så brukar ofta reglerna bli förstärkta avprogrammeringen. Misstag som spelare kunde begå i brädspelsversionen, kaninte längre begås tack vare regelförstärkningen som programmeringen bidrartill. Det är även möjligt att använda den digitala världen till ens fördel genom attlägga till vissa saker, så som markeringen i onlineschack, vilket bara är möjligt iden digitala versionen. Digitaliseringen påverkar även inlevelsen som spelarnaupplever. Den möjliga saknaden av en synlig och närvarande motspelare kanändra hur spelarna upplever spelandet.
|
29 |
En tid för digitalt deltagande : En fallstudie av kommunala tillvägagångssätt vid medborgardialog i ett allt mer digitaliserat samhälleNordmark, Maja January 2018 (has links)
Currently most municipalities in Sweden venture to increase citizen participation in spatial and social planning inquiries. The fact of the matter is that the population’s involvement in such inquiries is continuously decreasing. Where there is some participation, the representation of different socio-‐economic groups is low. This is resulting in an uneven distribution of civil influence in societal issues and a weaker democracy. The rearing of the study is the digital era and its influence on the population’s approach towards information and communication. Several functions and services in society have developed extensively due to the impact of digitalization. For instance, the way we communicate and interact, search for new information and search for medical help are all primarily digital today. By using the benefits from digitalization, the Swedish government is aiming to become more democratic and a country of equality. One strategy to improve public participation is by implementing digital aids into the work process of the public administration. This will provide a more representative, democratic and equal planning process. The case study examines how the municipalities of Höganäs and Härnösand in Sweden have integrated citizens in former planning processes; but also how they will meet expectations of digital participation in the future.
|
30 |
Attitudes and reflections about the digital development of teaching material for language teaching and learningCederhag, Pär January 2018 (has links)
In this case study, I gathered information with regards to their attitudes to digitalization and digital teaching materials from a small group of language teachers at a school in the south of Sweden. As a teacher to be, my aim was to explore how digitalization and digital teaching materials have changed the opportunities for education and learning for language teachers and students. I intentionally kept my questions wide to learn about the kind of environment I am about to enter and need to be prepared for. As a result, by having undertaken this survey the findings should help me pre-empt different situations, problems and opportunities I am about to encounter. In general, when talking about digital teaching materials, the boundaries between hardware, software, digital teaching materials, the internet and IT-platforms appear vague. Therefore, as they also complement each other, I have chosen to use the term “digitalization” to unify these five components mentioned above. The results summarize reflections and attitudes of how and in what way digitization has changed the conditions in the classroom for teaching and learning, as well as views on its advantages and disadvantages. The analysis of the results focus on three areas; hardware, software and digitalization including digital teaching materials. The theme of digitalization has been analyzed with the influence of a SWOT analysis which then generates the conclusions, in which the SWOT analysis is commented upon and supplemented with my own reflections and possible developmental scenarios for future improved study results.
|
Page generated in 0.1319 seconds