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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.
41

The use of Online Social Networks in Chinese Collaborative E-learning Education

Wang, Hao, Xie, Yun January 2011 (has links)
No description available.
42

Assessing e-services from a user perspective : A study of the Swedish electronic tax declaration.

Egowan, Ritah Ejeckenbe January 2011 (has links)
E-services including electronic tax declaration are becoming trendy in Sweden. Many resources are invested in their development but evaluation from user’s perspective is limited. Sweden has big plans to become the leading internet nation by 2015. Are citizens opinion taken into consideration during such initiatives? Are the citizens satisfied with the e-services they have in place? With a sample size of 90, this paper studies the e-tax system in Sweden from six information system success variables.  The DeLone and &McLean IS success model was adopted to analyze the research question “What is the user’s perception of electronic tax declaration in Sweden”.  Perception in this paper means physical impression interpreted in the light of experience. Online survey method was applied and results revealed that all six variables were successful. Time factor, security concerns and convenience influence e-service usage.  Elderly exclusion, adaptability and language barriers were the major problems with the e-tax system. On a whole, this paper aims at providing general contributions to e-service research in the future.
43

Intranätet -Axet : Kartläggning av LRF:s användning av intranätet som verktyg för internkommunikationen.

Weber, Katharina January 2012 (has links)
No description available.
44

Prioritization of e-services in the decision-making process

Hyseni, Ngadhnjim, Rajaeian, Hassan January 2011 (has links)
No description available.
45

Varför använder vi oss inte av e-tjänster? De ligger ju framför näsan på oss!

Manduric, Lana January 2011 (has links)
No description available.
46

FACTORS DETERMINING CUSTOMERS’ ADOPTION OF INTERNET BANKING : A Quantitative Study of Swedish Customers

Qayyum, Faisal, Ali, Haider January 2012 (has links)
Title: Factors determining customers’ adoption of internet bankingResearch Question: Which factors are important for Swedish customers in the adoption of internet banking? Purpose: The purpose of this study is to identify and analyze the most important factors that can influence the adoption of internet banking by Swedish customers. We focus on the adoption of internet banking by taking into account customer point of view. Methodology: This study employs qualitative as well as quantitative research methods. The qualitative research is conducted by collecting secondary data from full text databases of Mälardalen University, whereas quantitative research is conducted using survey research method. Moreover, this study is based on the deductive approach as conclusions are drawn from theories. Questionnaire Survey: For this study, authors have designed a pre-coded questionnaire and distributed in three cities i.e. Västerås, Eskilstuna and Växjö. Total 420 responses were collected, out of which 402 were found to be complete and therefore used for the purpose of analysis. Target Group: Target readers of this research are academic and professional readers as well as banks. Conclusion: There are numerous factors which are important for the adoption of internet banking by customers. However, the literature and survey results indicate that web usability, security, information quality, trust, service quality, convenience and privacy are the most important factors in the adoption of internet banking. Keywords: Internet banking, e-banking, B2C E-Commerce, technology adoption, TAM.
47

Bekanta Varelser : En ndersökning om att bibehålla rädsla i dataspel

Erliksson, Magdalena January 2012 (has links)
Datorspelens  repetitiva  natur  medför  problem  för  skräckgenren.  Fiender  som  är skrämmande  mister  sin  slagkraft  när  spelarna  träffar  på  dem många gånger och vänjer     sig     vid     dem.     Detta     fenomen     har     mycket     gemensamt     med beteendevetenskapens  teorier  om  fobier.  Människor  lär  sig  att  vara  rädda  för någonting och utvecklar en fobi. Vid upprepade möten med fobiobjektet vänjer sig människor. Det finns dock forskning som visar att en förändring i kontexten under invänjningen kan leda till att denna hindras. Undersökningen syftade till att använda detta  som  en  lösning  på  problemet  med  upprepning.  Två  versioner  av  samma spelnivå  gjordes  och  spelades  av  två  grupper  testpersoner.  Den  ena  versionen ändrade  under  spelets  gång fiendernas beteende. Resultatet tydde på att versionen med  beteendeförändringar  hos  fienderna  upplevdes  som  mer  skrämmande.  Dock fanns  ett  antal  problem  med  undersökningen,  och  resultatet  kan  inte  ses  som tillförlitligt.  En framtida undersökning skulle behöva utökas på många sätt för att öka tillförlitligheten.
48

The Employee Value Proposition Impact : Developing an Application for Companies to Measure its Effectiveness

Thomas, Johan January 2015 (has links)
This project has been carried out by request of Universum Communications AB, a global market research company, specialised in the field of employer branding. Many of Universum’s clients are global companies with operations in several countries. From an employer branding standpoint, having people hired in different countries, comes with its challenges. On the one hand, most organisations want to communicate a consistent employer brand globally and on the other hand an employer brand that is perceived as attractive in one country, might not be attractive in another. Hence, it would be valuable for many global HR directors to have a tool that enables them to assess and compare how well their EVP resonates in different countries. The aim of this project is to build a demo version of such a tool, in order for Universum to evaluate: 1. Its usefulness for Universum’s clients. 2. If it could be incorporated into Universum’s product offering. The result was a web-based application that provides a global overview of a company’s EVP. The result is visualised on a world map and each country is colour coded according how well the company’s EVP resonates in the respective countries. The application gives a strong indication of how relevant and important it is to communicate different company attributes in different countries and provides the user with a holistic view of the result. Hence, the application proved useful in evaluating if Universum’s clients would benefit from such a tool and if such a tool should be incorporated in Universum’s product offering.
49

Mathematical models for optimising decision support systems in the railway industry

Gestrelius, Sara January 2015 (has links)
After the deregulation of the Swedish railway industry, train operating companies compete for and on the same infrastructure. This makes the allocation of rail capacity a most delicate problem, and for a well-functioning railway system the allocation must be fair, efficient and functional. The capacity allocation tasks include e.g. constructing the yearly timetable and making track allocation plans for rail yards. The state of practice is that experienced planners construct the schedules manually with little or no decision support. However, as the planners are often faced with large combinatorial problems that are notoriously hard to solve there is a great potential in implementing optimising decision support systems. The research presented in this licentiate thesis aims at developing and examining mathematical models and methods that could be part of such support systems. The thesis focuses on two planning problems in particular, and the presented methods have been developed especially for the Swedish railway system. First of all, a model for optimising a train timetable with respect to robustness is presented. The model tries to increase the number of alternative meeting locations that can be used in a disturbed traffic situation and has an execution time of less than 5 minutes when solving the problem for the track section between Boden and Vännäs.                                                                                                                Secondly, the problem of generating efficient classification bowl schedules for shunting yards is examined. The aim is to find the track allocation that minimises the number of required shunting movements while still respecting all operational, physical and time constraints imposed by the yard.  Three optimisation models are presented, and simple planning rules are also investigated. The methods are tested on historic data from Hallsberg, the largest shunting yard in Sweden, and the results show that while the simple planning rules are not adequate for planning the classification bowl, two of the optimisation models consistently return an optimal solution within an acceptable execution time.
50

Towards Immersive Motion Capture Acting : Design, Exploration and Development of an Augmented System Solution

Kade, Daniel January 2014 (has links)
Current and future animations seek for realistic motions to create a perception of authentic and human-like animations. A technology widely used for such purposes is motion capture. Therefore, to create such human-like animations, motion capture actors enrich the movements of digital avatars with realistic and believable motions and emotions. Acting for motion capture, as it is performed today, does not provide a natural acting environment. This is mostly because motion capture actors do not see and feel the virtual environment they act for, while acting. In many cases this can result in unnatural motions such as stiff looking and emotionless movements. To investigate ways to solve this, we first identify the challenges actors are facing as well as concepts to support a motion capture actor. Furthermore, we discussed, how the task of supporting motion capture actors was approached and which factors were discovered to provide support when designing and im- plementing a solution. Initial prototypes have been created to address the men- tioned issues and to find suitable solutions to support and immerse motion cap- ture actors during their performance. For this thesis, one goal was to conduct research by focusing on the question: What are the experiential qualities of immersion in an interactive system to create an immersive acting environment that supports motion capture actors. The developed application provides a flexibility to set up and modify digital assets and scenes quickly and with an easy to use interface. Furthermore, the prototype helps to provide an understanding on which hardware and software prototypes can be designed and used to build an immersive motion capture environment. The built prototype allows to investigate user experiences, user tests and the satisfaction of users and their effects on motion capture acting.

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