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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.
1

Multiplatformní RPG hra pro více hráčů / Multi-platform Multiplayer RPG Game

Do Manh, Tuan January 2016 (has links)
Title: Multi-platform Multiplayer RPG Game A multi-platform game, which would be able to run on various devices with Windows 8.1 and Windows Phone 8.1 systems, was created in this work. It was supposed to be a universal game client executable on desktop PCs, notebooks, tablets or mobile phones. The game was supposed to be role-playing game (RPG) with focus on turn-based action combat. In this work, a 3D scene renderer was written which supports rendering simple scenes with objects and animated characters. A cross-device communication library based on bluetooth technology was implemented in this project as well. This communication library allows two game clients running on two different types of devices to communicate with each other. Then a server-client communication library was created. This library was then used to implement a game server which offers online gaming feature.
2

Multiplatformní RPG hra pro více hráčů / Multi-platform Multiplayer RPG Game

Do Manh, Tuan January 2015 (has links)
Title: Multi-platform Multiplayer RPG Game A multi-platform game, which would be able to run on various devices with Windows 8.1 and Windows Phone 8.1 systems, was created in this work. It was supposed to be a universal game client executable on desktop PCs, notebooks, tablets or mobile phones. The game was supposed to be role-playing game (RPG) with focus on turn-based action combat. In this work, a 3D game engine was written which supports rendering simple scenes with objects and animated characters. The engine was developed using DirectX. The engine was written in .NET C# using SharpDX library. A cross-device communication framework based on bluetooth technology was implemented in this project as well. This communication framework allows two game clients running on two different devices to communicate with each other.
3

Comparative analysis of cross-platform communication mechanisms

Atencio, Luis, Aybar, Bruno, Barrientos Padilla, Alfredo January 2018 (has links)
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado. / The present research aims to compare the different technologies that allow real-time communication between Android and iOS devices. We conducted a measurement-driven experiment to test the performance of each technology under different scenarios. We determine their functionality according to the environment for which they have been developed, showing competent information about their capabilities based on the communication channel they use, and their performance measured in milliseconds. The final results allow mobile application developers to determine which technologies suits them the best, based on the specific context of their projects. / Revisión por pares
4

Investigating omni-channel banking opportunities in Sweden: From a user perspective

Rosman, Tobias January 2015 (has links)
For three decades research has been conducted about the adoption of new channels and technologies within banking, examining the determinants for why people adopt a new channel or not. According to Mckinney [16], most bank customers prefer to perform as many of their transactions through one single channel and they only go to another channel when the preferred one fails. Meanwhile, a study by Google [14] showed that 46% of the users that conduct  financial tasks switch device before completing the task. The contradictory data leaves the community with questions about how the users view and use different banking channels. This paper aims to provide a better understanding of user behaviour across channels in the banking sector. It identifies if, and which of, the omni-channel principles (seamless interaction, optimization and consistency) are relevant in the Swedish banking context.  A study took place over a three week period in Stockholm, based on a qualitative approach (interviews) and delimited to simple everyday banking tasks and to mobile and desktop channels. Results from the study show that users had a low need to switch between channels for the same task. Main reasons for choosing one device over the other were screen size, keyboard size, portability and availability which are physical characteristics that cannot change with omni-channel principles. The results suggest that a more unified user interface design based on the omni-channel approach lacks relevance for the simple everyday banking tasks, as users will probably not switch between devices even if the approach is applied. It also suggests that taking advantage of the strengths of each device is a good principle to follow when designing for cross-device systems like digital banking. / De senaste tre årtiondena har mycket forskning utförts kring adoption av nya kanaler och teknik inom banksektorn. Man har tittat på avgörande faktorer till varför människor börjar använda sig av en ny kanal eller inte, men ofta undgått att titta på hur de använder sig av flera olika kanaler i kombination. Enligt en studie av Mckinney så vill bankkunder utföra så många av deras bankärenden genom en föredragen kanal och rör sig bara till en annan kanal när ärendet inte går att utföra i den föredragna kanalen. Samtidigt visar en studie av Google att 46% av användarna byter kanal för att slutföra sitt ärende vilket av många tolkats som att användare vill byta kanal och använda sig av flera. Dessa motsättande slutsatser gör att det fortfarande finns frågetecken kring hur och varför bankkunder använder sig av olika digitala bankkanaler. Denna studie har som mål att bidra med insikter kring användarbeteenden över flera kanaler i banksektorn. Den identifierar också om och hur omni-channel principerna (“seamless interaction”, “optimization” och “consistency”) är relevanta att ta i beaktning för banker i Sverige. En treveckors studie genomfördes i Stockholm, baserad på en kvalitativ metod (intervjuer) och begränsad till enkla vardagliga bankärenden och till kanalerna mobil och dator. Resultaten visar att användare har ett lågt behov av byta mellan kanaler för att utföra samma uppgift. De mest framstående anledningarna för att använda sig av en viss plattform var kopplade till skillnader i fysiska egenskaper som skärmstorlek, tangentbordsstorlek, bärbarhet och tillgänglighet - egenskaper som inte kan ändras med omni-channel principer. Resultaten föreslår att ett mer enhetligt användargränssnitt mellan plattformarna baserad på omni-channel principerna saknar relevans för de enkla vardagliga bankärendena, eftersom användarna inte kommer se värdet av att växla kanal trots de applicerade principerna. Studien föreslår också att man bör utnyttja plattformarnas styrkor när man designar för system som sträcker sig över multipla kanaler.
5

Beyond the screen. : Exploring the usability of non-visual modalities in cross-device systems.

Wierzba, Weronika January 2021 (has links)
This thesis explores how non-visual modalities, especially gestures, can be utilized to enhance User Experience, taking as a probe an existing multi-screen, cross-device system.  In the first Chapters of the thesis a theory on cross-device systems is  being reviewed for the existing design frameworks, principles and practices, and a case study to further investigation of challenges and issues occurring in a chosen cross-device system is conducted.  As a conclusion of both theoretical and empirical research, the pivotal change in the design approach is made. The design opportunity focuses on exploring non-visual modalities in the context of the above-mentioned cross-device system.  As a result of design activities, especially the co-creation session, gesture taxonomy is proposed. Gestures are described and documented in order to contribute to the field of HCI and to become an inspiration for designers aiming to design for cross-device systems beyond the screens.
6

Effects of Different Display Form Factors on InfoVis Applications: Exploring Selection Management and Brushing and Linking for Mobile Cross-Device Interaction

Flemisch, Tamara 16 June 2020 (has links)
Diese Arbeit untersucht wie man mit mehreren, miteinander koordinierten Mobilgeräten Selektionen verwalten und Brushing und Linking unterstützen kann. Im Rahmen der Arbeit wird ein konzeptionelles Framework zur Selektionsverwaltung für mehrere Geräte angedacht und ein Konzept zur Selektionsverwaltung vorstellt, das Brushing und Linking für Mobilgeräte unterstützt. Des Weiteren werden Ziele für den Prototypen erörtert, die zur Umsetzung das Konzept beitragen. Mobile Geräte werden immer häufiger für Informationsvisualisierungen verwendet. Jedoch wurde bisher noch nicht untersucht, wie gängige Interaktionstechniken, wie Brushing und Linking, für diese Geräte anpassen werden müssen. Während des Brushings, werden zusätzlich Selektionen erstellt, für die es bislang keine Art der Verwaltung für Mobilgeräte gibt. In dieser Arbeit wird untersucht wie man Brushing und Linking mit mehreren Mobilgeräten unterstützen kann und Selektionen gleichzeitig verwalten kann.:1 Introduction 1.1 Contributions 1.2 Motivation and Background 1.3 Goals 1.4 Research Questions 1.5 Thesis Overview 2. Related Work 2.1 Mobile Devices for InfoVis and Their Screen Real Estate Issues 2.2 Interacting with CMVs 2.3 Brushing and Linking 2.4 Summary 3 Selection Management and Brushing and Linking for Mobile Cross- Device Interaction 3.1 The Selection Management Framework 3.2 Fundamental Information About VisTiles 3.3 Design Considerations 3.4 Creating Selections Within a Visualization 3.5 Interacting with Selections Within a Visualization 3.6 Managing Multiple Selections 3.7 Managing a Single Selection 3.8 Linking Selections to Other Devices 3.9 Incorporating Join Operations 3.10 Overview over Side-by-side Interactions 3.11 Summary: Reviewing the Selection Management Framework 4 Prototype 4.1 Technical Setup 4.2 Techniques 5 Conclusion and Discussion 5.1 Discussion 5.2 Future Work 5.3 Conclusion / This thesis examines how to manage selections and use brushing and linking with multiple coordinated mobile devices. We discuss thoughts for a conceptual framework for selection management in multi-device environments. We then present a concept for managing selections and supporting brushing and linking for co-located mobile devices. Finally, we are providing an overview of and the goals for our proof-of-concept prototype. More and more mobile devices are used for visualization. However, it is still an open question how to adjust common interaction techniques, such as brushing and linking, for mobile devices. Furthermore, it has not been addressed how to manage the selections that are created through brushing. We explore how brushing and linking can be used in a setting with multiple, co-located mobile devices and how to manage its selections.:1 Introduction 1.1 Contributions 1.2 Motivation and Background 1.3 Goals 1.4 Research Questions 1.5 Thesis Overview 2. Related Work 2.1 Mobile Devices for InfoVis and Their Screen Real Estate Issues 2.2 Interacting with CMVs 2.3 Brushing and Linking 2.4 Summary 3 Selection Management and Brushing and Linking for Mobile Cross- Device Interaction 3.1 The Selection Management Framework 3.2 Fundamental Information About VisTiles 3.3 Design Considerations 3.4 Creating Selections Within a Visualization 3.5 Interacting with Selections Within a Visualization 3.6 Managing Multiple Selections 3.7 Managing a Single Selection 3.8 Linking Selections to Other Devices 3.9 Incorporating Join Operations 3.10 Overview over Side-by-side Interactions 3.11 Summary: Reviewing the Selection Management Framework 4 Prototype 4.1 Technical Setup 4.2 Techniques 5 Conclusion and Discussion 5.1 Discussion 5.2 Future Work 5.3 Conclusion
7

Unterstützung und Implikationen von Gruppen-Awareness bei einer kollaborativen Websuche

Fuhrmann, Robert 24 November 2020 (has links)
In den letzten Jahren wurden zahlreiche Anwendungen entwickelt, um kollaborative Websuchen über größere Entfernungen hinweg zu unterstützen. Es wurde gezeigt, dass Gruppen-Awareness einen bedeutenden Einfluss auf den Erfolg entsprechender Anwendungen hat. Obwohl kollaborative Websuchen häufig auch an einem lokalen Ort stattfinden, wurde dieses Szenario in aktuellen Arbeiten deutlich weniger betrachtet. In dieser Masterarbeit wird der Einfluss von Gruppen-Awareness auf lokale kollaborative Websuche in Kleingruppen untersucht. Ein Schwerpunkt liegt dabei auf der Unterscheidung zwischen Anwendungen für lokale Websuche und solchen, bei denen sich die Teilnehmer*innen an unterschiedlichen Orten befinden. Bestehende Anwendungen für kollaborative Websuchen werden vorgestellt und eingeordnet. Basierend auf einem neu vorgestellten Prototypen wird eine Pilotstudie in einer Multi-Device-Umgebung durchgeführt. Die Studie zeigt, dass sich die Bereitstellung von Aktivitätsdaten positiv auf die Arbeitsergebnisse von lokalen kollaborativen Websuchen auswirken kann. Zudem wurden Schwachstellen und Verbesserungsmöglichkeiten für die bestehenden Funktionen identifiziert.:1 Einleitung 1 1.1 Motivation 1 1.2 Zielstellung und Aufbau 2 2 Forschungsstand 5 2.1 Kollaboration 5 2.2 Gruppen-Awareness 7 2.3 Kollaborative Websuche 9 2.3.1 Sensemaking 11 2.3.2 Lokale Websuche 13 2.3.3 Suchstrategien 16 2.4 Cross-Device-Websuche 18 2.5 Anwendungen für kollaborative Websuche 19 2.5.1 Anwendungen für Websuchen an unterschiedlichen Orten 20 2.5.2 Anwendungen für lokale Websuchen 25 2.6 Zusammenfassung des Forschungsstandes 28 3 CoFind 31 3.1 Ansichten und Funktionen 32 3.1.1 Sidebar 33 3.1.2 Detailansicht 37 3.1.3 Modi 39 3.1.4 Einschränkungen 41 3.2 Logging 42 3.2.1 Nutzerbezogene Logs 43 3.2.2 Laufzeitbezogene Logs 43 3.3 Architektur 44 3.3.1 Kommunikation und Websockets 44 3.3.2 Client 44 3.3.3 Server 45 3.3.4 Datenbank 46 3.3.5 Konfiguration 47 3.4 Zusammenfassung 48 4 Nutzerstudie 51 4.1 Aufgabenstellung 51 4.2 Studiendesign 52 4.2.1 Aufbau 52 4.2.2 Geräte und Software 53 4.2.3 Anforderungen an die Teilnehmer 55 4.2.4 Methodik 56 4.3 Datenerhebung 57 5 Ergebnisse 63 5.1 Teilnehmer 63 5.2 Arbeitsergebnisse 65 5.3 Gruppenarbeit und Kollaboration 66 5.3.1 Raumnutzung 66 5.3.2 Arbeitsphasen 67 5.3.3 Kommunikation 69 5.3.4 Nutzung der Hardware 70 5.4 CoFind und Gruppen-Awareness 72 5.4.1 Allgemeiner Eindruck 72 5.4.2 Nutzung des CoFind-Plug-ins 73 5.4.3 Sidebar 76 5.4.4 Detailansicht 78 5.4.5 Sicherheit 79 5.5 Diskussion 79 5.5.1 Bewertung des Studiendesigns 80 5.5.2 Bewertung des CoFind-Plug-ins 81 5.5.3 Diskussion der Forschungsfragen 84 6 Fazit 87 6.1 Zusammenfassung 87 6.2 Ausblick 88 Literatur 91 A Anhang 103 / In recent years, numerous applications have been developed to support collaborative web search over large distances. A major impact of group awareness on the success of such applications has been shown. Although collaborative web search often occurs co-located, this scenario is underrepresented in recent studies. This master thesis investigates the influence of group awareness on co-located collaborative web search in small groups is investigated. ThIt focuses on a distinction between tools for remote and co-located web search. Existing applications for collaborative web search are presented and classified. Based on a new prototype a pilot study in a multi device environment is conducted. The study shows a positive effect on co-located collaborative web search by providing activity data among groups. In addition, weaknesses and opportunities to improve existing functions are shown.:1 Einleitung 1 1.1 Motivation 1 1.2 Zielstellung und Aufbau 2 2 Forschungsstand 5 2.1 Kollaboration 5 2.2 Gruppen-Awareness 7 2.3 Kollaborative Websuche 9 2.3.1 Sensemaking 11 2.3.2 Lokale Websuche 13 2.3.3 Suchstrategien 16 2.4 Cross-Device-Websuche 18 2.5 Anwendungen für kollaborative Websuche 19 2.5.1 Anwendungen für Websuchen an unterschiedlichen Orten 20 2.5.2 Anwendungen für lokale Websuchen 25 2.6 Zusammenfassung des Forschungsstandes 28 3 CoFind 31 3.1 Ansichten und Funktionen 32 3.1.1 Sidebar 33 3.1.2 Detailansicht 37 3.1.3 Modi 39 3.1.4 Einschränkungen 41 3.2 Logging 42 3.2.1 Nutzerbezogene Logs 43 3.2.2 Laufzeitbezogene Logs 43 3.3 Architektur 44 3.3.1 Kommunikation und Websockets 44 3.3.2 Client 44 3.3.3 Server 45 3.3.4 Datenbank 46 3.3.5 Konfiguration 47 3.4 Zusammenfassung 48 4 Nutzerstudie 51 4.1 Aufgabenstellung 51 4.2 Studiendesign 52 4.2.1 Aufbau 52 4.2.2 Geräte und Software 53 4.2.3 Anforderungen an die Teilnehmer 55 4.2.4 Methodik 56 4.3 Datenerhebung 57 5 Ergebnisse 63 5.1 Teilnehmer 63 5.2 Arbeitsergebnisse 65 5.3 Gruppenarbeit und Kollaboration 66 5.3.1 Raumnutzung 66 5.3.2 Arbeitsphasen 67 5.3.3 Kommunikation 69 5.3.4 Nutzung der Hardware 70 5.4 CoFind und Gruppen-Awareness 72 5.4.1 Allgemeiner Eindruck 72 5.4.2 Nutzung des CoFind-Plug-ins 73 5.4.3 Sidebar 76 5.4.4 Detailansicht 78 5.4.5 Sicherheit 79 5.5 Diskussion 79 5.5.1 Bewertung des Studiendesigns 80 5.5.2 Bewertung des CoFind-Plug-ins 81 5.5.3 Diskussion der Forschungsfragen 84 6 Fazit 87 6.1 Zusammenfassung 87 6.2 Ausblick 88 Literatur 91 A Anhang 103
8

Visual Data Analysis in Device Ecologies

Horak, Tom 07 September 2021 (has links)
With the continued development towards a digitalized and data-driven world, the importance of visual data analysis is increasing as well. Visual data analysis enables people to interactively explore and reason on certain data through the combined use of multiple visualizations. This is relevant for a wide range of application domains, including personal, professional, and public ones. In parallel, a ubiquity of modern devices with very heterogeneous characteristics has spawned. These devices, such as smartphones, tablets, or digital whiteboards, can enable more flexible workflows during our daily work, for example, while on-the-go, in meetings, or at home. One way to enable flexible workflows is the combination of multiple devices in so-called device ecologies. This thesis investigates how such a combined usage of devices can facilitate the visual data analysis of multivariate data sets. For that, new approaches for both visualization and interaction are presented here, allowing to make full use of the dynamic nature of device ecologies. So far, the literature on these aspects is limited and lacks a broader consideration of data analysis in device ecologies. This doctoral thesis presents investigations into three main parts, each addressing one research question: (i) how visualizations can be adapted for heterogeneous devices, (ii) how device pairings can be used to support data exploration workflows, and (iii) how visual data analysis can be supported in fully dynamic device ecologies. For the first part, an extended analytical investigation of the notion of responsive visualization is contributed. This investigation is then complemented by the introduction of a novel matrix-based visualization approach that incorporates such responsive visualizations as local focus regions. For the two other parts, multiple conceptual frameworks are presented that are innovative combinations of visualization and interaction techniques. In the second part, such work is conducted for two selected display pairings, the extension of smartwatches with display-equipped watchstraps and the contrary combination of smartwatch and large display. For these device ensembles, it is investigated how analysis workflows can be facilitated. Then, in the third part, it is explored how interactive mechanisms can be used for flexibly combining and coordinating devices by utilizing spatial arrangements, as well as how the view distribution process can be supported through automated optimization processes. This thesis’s extensive conceptual work is accompanied by the design of prototypical systems, qualitative evaluations, and reviews of existing literature.
9

Optimizing Online Marketing Efficiency By Analyzing the Mutual Influence of Online Marketing Channels with Respect to Different Devices

Nass, Ole 11 June 2019 (has links)
[ES] ¿Cómo es la atribución en un entorno de omnicanal? Se puede determinar una distinción importante en contraste con la atribución en un entorno multicanal. Además de proporcionar el proceso de análisis de marketing, una especificación del proceso estándar intersectorial para la minería de datos (CRISP¿DM), se utiliza un enfoque de método mixto secuencial para analizar la cuestión principal de la investigación. En el primer paso de esta investigación se analizan las características y los requisitos de atribución eficiente en un entorno omnicanal. A partir de entrevistas semiestructuradas con expertos y de un proceso de investigación bibliográfica holística estructurada, se identifica claramente la falta de un enfoque de atribución omnicanal. Los enfoques de atribución existentes se identifican mediante la realización de un proceso estructurado de revisión de la literatura. Estos enfoques identificados se evalúan aplicando los resultados de las entrevistas semiestructuradas con expertos, es decir, los requisitos y características de una atribución omnicanal eficiente. Ninguno de los enfoques de atribución identificados cumple con la mayoría de los requisitos de omnicanal analizados. Al tener la brecha de investigación ¿ la falta de un enfoque de atribución de omnicanales ¿ claramente identificada, se desarrolla un enfoque de atribución de omnicanales en la segunda parte de esta investigación presentada. Utilizando la metodología MAP, la principal laguna de investigación se llena proporcionando el Holistic Customer Journey (HCJ): una base de datos lista para el omni¿canal y un enfoque de atribución de omni¿canal correspondiente. Entre otras cosas, el enfoque de atribución desarrollado consiste en una clasificación de aprendizaje automático. Esta investigación presentada es la primera en utilizar información de casi 240.000.000 de conjuntos de datos de interacción, que contienen información entre dispositivos y entre plataformas. Todas las fuentes de datos subyacentes son proporcionadas por una de las plataformas inmobiliarias más grandes de Alemania. / [CAT] Com és l'atribució en un entorn de omnicanal? Es pot determinar una distinció important en contrast amb l'atribució en un entorn multicanal. A més de proporcionar el procés d'anàlisi de màrqueting, una especificació del procés estàndard intersectorial per a la mineria de dades (CRISP¿DM), s'utilitza un enfocament de mètode mixt seqüencial per analitzar la qüestió principal de la investigació. En el primer pas d'aquesta investigació s'analitzen les característiques i els requisits d'atribució eficient en un entorn omnicanal. A partir d'entrevistes semiestructurades amb experts i d'un procés de recerca bibliogràfica holística estructurada, s'identifica clarament la falta d'un enfocament d'atribució omnicanal. Els enfocaments d'atribució existents s'identifiquen mitjançant la realització d'un procés estructurat de revisió de la literatura. Aquests enfocaments identificats s'avaluen aplicant els resultats de les entrevistes semiestructurades amb experts, és a dir, els requisits i característiques d'una atribució omnicanal eficient. Cap dels enfocaments d'atribució identificats compleix amb la majoria dels requisits de omnicanal analitzats. En tenir la bretxa de recerca ¿ la manca d'un enfocament d'atribució de omnicanales ¿ clarament identificada, es desenvolupa un enfocament d'atribució de omnicanales a la segona part d'aquesta investigació presentada. Utilitzant la metodologia MAP, la principal llacuna de recerca s'omple proporcionant el Holistic Customer Journey (HCJ): una base de dades a punt per al omni¿canal i un enfocament d'atribució de omni¿canal corresponent. Entre altres coses, l'enfocament d'atribució desenvolupat consisteix en una classificació d'aprenentatge automàtic. Aquesta investigació presentada és la primera a utilitzar informació de gairebé 240.000.000 de conjunts de dades d'interacció, que contenen informació entre dispositius i entre plataformes. Totes les fonts de dades subjacents són proporcionades per una de les plataformes immobiliàries més grans d'Alemanya. / [EN] What does attribution in an omni¿channel environment look like? A major distinction can be determined in contrast to attribution in a multi¿channel environment. Besides providing the Marketing Analytics Process, a specification of the Cross¿industry standard process for data mining (CRISP¿DM), a sequential mixed method approach is utilized to analyze the main research question. Within the first step of this presented research characteristics, and requirements of efficient attribution in an omni¿channel environment are analyzed. Based on semi¿structured expert interviews and a holistic structured literature research process, the lack of an omni¿channel attribution approach is clearly identified. Existing attribution approaches are identified by conducting the structured literature review process. Those identified approaches are evaluated by applying the results of the semi¿structured expert interviews - the requirements and characteristics of efficient omni¿channel attribution. None of the identified attribution approaches fulfill a majority of the analyzed omni¿channel requirements. By having the research gap - the lack of an omni¿channel attribution approach - clearly identifed, an omni¿channel attribution approach is developed in the second part of this presented research. Utilizing the MAP methodology, the main research gap is filled by providing the Holistic Customer Journey (HCJ): an omni¿channel ready data foundation and a corresponding omni¿channel attribution approach. Among other things the developed attribution approach consists of a machine learning classification. This presented research is the first to utilize information from almost 240.000.000 interaction data sets, containing crossdevice and cross¿platform information. All underlying data sources are provided by one of Germany's largest real¿estate platforms. / Nass, O. (2019). Optimizing Online Marketing Efficiency By Analyzing the Mutual Influence of Online Marketing Channels with Respect to Different Devices [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/122296 / TESIS

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