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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.
21

Travel and rent a car / Travel and rent a car

Blas Bergara, John Jaime, Flores Condori, Eva Eliana, Medina Felix, Daniel, Vega Vila, Celestino 14 July 2020 (has links)
El presente trabajo de investigación se realiza con el objetivo de sustentar la viabilidad de un proyecto de negocio, el cual consiste en desarrollar un Aplicativo Móvil que conecte a dos tipos de usuarios con intereses comunes. El primero, aquel que sea propietario de un vehículo y desee rentarlo de manera eventual para obtener ingresos. El segundo, personas que suelen viajar a diferentes lugares, ya sea por trabajo, turismo y/o motivos personales con necesidad de disponer de un vehículo para desarrollar sus actividades en su lugar de destino. En ese sentido, se busca brindar una oportunidad de ingreso a un sector poblacional importante al mismo tiempo solucionar un problema de un grupo considerable de personas con actividades diversas. Para ello, se realizó un análisis completo del entorno (externo, interno e industria) con la finalidad de identificar aspectos que puedan dificultar o brindar oportunidades que permitan determinar los objetivos estratégicos. Para de ello, se procederá a validar el mercado, lo cual implica realizar una investigación de mercado con la finalidad obtener información mediante metodologías cualitativas y cuantitativas para validar las hipótesis. Asimismo, se elabora un plan de marketing, de operaciones y de recursos humanos. Finalmente, se aterriza en un plan económico financiero para validar de manera integral la viabilidad del proyecto en términos económicos, de inversión y financiamiento de ser el caso. En la actualidad, existen empresas que ofrecen servicios de alquiler de vehículos de manera tradicional, por lo que realizarlo por medio de una plataforma digital será innovador y diferenciado. / This research work is carried out with the aim of supporting the viability of a business project, which consists of developing a Mobile Application that connects two types of users with common interests. The first, who owns a vehicle and wants to rent it eventually to earn income. The second, people who usually travel to different places, whether for work, tourism and personal reasons, in need of a vehicle to carry out their activities at their destination. In this sense, it seeks to provide an opportunity to enter an important population sector while solving a problem of a considerable group of people with diverse activities. For this, a complete analysis of the environment (external, internal and industry) was carried out in order to identify aspects that may hinder or provide opportunities that allow determining the strategic objectives. For this, the market will be validated, which implies conducting a market investigation in order to obtain information using qualitative and quantitative methodologies to validate the hypotheses. Likewise, a marketing, operations and human resources plan is prepared. Finally, a financial economic plan is landed to fully validate the viability of the project in economic, investment and financing terms, if applicable. / Trabajo de investigación
22

Plan de Negocio – Aplicativo de ventas al por mayor en Gamarra

Gamarra Cahuantico, Lourdes Fabiola, Vera Paredes, Danny Marcelo 21 August 2020 (has links)
El presente artículo plantea una solución para los pequeños comercios y negocios en provincia, que se desempeñan en el rubro textil, los cuales se abastecen de productos viajando a Lima para comprar al por mayor, en diferentes puntos mayoristas. Y quienes presentan el problema de abastecimiento de su stock, más ahora en el contexto del Covid-19. De esta manera y para efectos prácticos nuestro primer enfoque será Gamarra. Lo que se propone es que, a través de una plataforma digital móvil, estos negocios realicen sus compras con la misma normalidad de siempre, pero sin salir de su negocio, ahorrando tiempo y dinero y ahora también velando por su seguridad y salud. El proyecto nació como una idea de E-commerce, antes de la pandemia y se hace más consistente en esta coyuntura, asimismo introducir a este público a la tecnología y la nueva normalidad que nos deja el Covid-19, es un hecho que se adelantó. Se presenta, en un primer momento, una investigación cualitativa a través de entrevistas profundas a comerciantes en provincia y luego se recopilan los datos que demuestran que hay un mercado potencial para nuestra plataforma, esto se respalda con una investigación cuantitativa realizada a través del método de encuesta, a un grupo de comercios y emprendedores con el perfil similar del público al que nos dirigimos. Así, presentamos el aplicativo y sus atributos en este Plan de Negocio. / This article proposes a solution for small shops and businesses in the cities that work in the textile sector, which are supplied with products by traveling to Lima to buy wholesale at different wholesale points. And those who present the problem of supplying their stock, more now in the context of Covid-19. In this way, our first focus will be Gamarra. What is proposed is that through a mobile digital platform, these businesses make their purchases with the same normality as always, without leaving their business, saving time and money and now also ensuring their safety and health. The project was born as an E-commerce idea before the pandemic and becomes more consistent at this juncture, also introducing this public to technology and the new normal that Covid-19 leaves us, it is a fact that was anticipated. At first, a qualitative research is presented through in-depth interviews with merchants in the province and from there the data is collected that shows us that there is a potential market for our platform, this is supported by quantitative research carried out through the method survey, to a group of businesses and entrepreneurs with the similar profile of the public we are addressing. Thus, we present the application and its attributes in this Business Plan. / Trabajo de investigación
23

Proyecto Academia Gamer / Gaming Academy

Acosta Corrales Nieves, Mauricio Jesus, Everett Flores, Diego Andres, Goicochea Fiorentini, Luis Diego, Nagaro Mago, Mauricio, Noriega Milligan, Niccolo 05 July 2020 (has links)
El siguiente proyecto consiste en implementar un negocio que sea rentable, exitoso y pueda sacar beneficios a cada uno de los integrantes o dueños de la compañía. Academia Gamer, es un negocio que brinda todas las herramientas para aprender las principales mecánicas de juego de los más famosos videojuegos de la actualidad. Va dirigido a todas las personas, niños y adultos, de 18 a 35 años de edad que disfruten de jugar juegos de computadora, además de tener un asesoramiento personalizado en grupos de hasta cinco personas. En la actualidad el sector de videojuegos, fue incrementado su participación en cada uno de los países, sobretodo en Perú, que gracias a la pandemia, miles de personas accedieron a jugar en diferentes plataformas, los diversos videojuegos que existen. Por ello, se vio una oportunidad de negocio, fácil y accesible para fomentar en las personas un mejoramiento en sus habilidades con los juegos. / The present project is to implement a business that is profitable, successful and can make a profit for each of the company's members or owners. Gamer Academy, is a business that provides all the tools to learn the main game mechanics of the most famous video games today. It is aimed at all people, children and adults, from 18 to 35 years of age who enjoy playing computer games, in addition to having personalized advice in groups of up to five people. Currently the video game sector, its participation in each of the countries was increased, especially in Peru, which thanks to the pandemic, thousands of people agreed to play on different platforms, the different video games that exist. Therefore, there was an easy and accessible business opportunity to encourage people to improve their gaming skills. / Trabajo de investigación
24

The design of a digital platform for employee coaching and its impact on employee well-being : A case study of a Swedish consultancy firm that utilises managerial coaching

Nylén, Rebecka, Ljungström, Tilde January 2023 (has links)
Purpose - This thesis aims to explore how employee coaching leads to employee well-being and what features a digital platform for coaching should integrate to ensure employee well-being. This will be done by answering the following research questions; (1) How does employee coaching contribute to employee well-being? and (2) What features should be integrated in a digital platform for employee coaching to foster employee well-being? Method - The study is a single case study where a Swedish consultancy firm that utilises managerial coaching was investigated. An abductive research approach was chosen, and 19 interviews were conducted with employees at the case company and thematic analysis was used to analyse the data. Findings - The findings of the research include how the six explored components for employee well-being were influenced by employee coaching, which feature categories are crucial for the creation of a platform for coaching and what risks the features can help mitigate. Lastly a summary figure that illustrates the interrelations between digital features, risks the employee well-being components is presented. Theoretical contribution - This study adds to existing literature in three ways. First, it contributes to a more nuanced understanding of coaching and its connection to employee well-being. Second, it contributes to a deeper understanding of the correlation between specific features and its outcome on employee well-being. Third, risks associated with the digital platform for employee coaching fostering well-being are presented and how features can be utilised to mitigate or decrease those risks. Practical contribution - The study provides a foundation for the creation of a digital platform as an aid for the coaching process. Practical contributions include guidelines for managers on how to introduce such a tool in an organisation, the importance of individual adaptation and how to handle data sharing. Limitations of the study - The study's main limitation is that it is a single case study, this implies that the research is limited to the case company's individual thoughts and experiences, which in this case is limited to one year of coaching experience. / Syfte - Syftet med studien är att undersöka hur coachning av anställda kan bidra till anställdas välmående samt vilka features en digital plattform kan integrera för att säkerställa anställdas välmående. Detta genom att besvara följande forskningsfrågor; (1) Hur bidrar coachning av anställda till välmående? och (2) Vilka features bör en digital plattform för coachning av anställda ha för att främja välmående? Metod - Studien är en enskild fallstudie av ett svenskt konsultbolag som nyttjar managerial coaching. En abduktiv forskningsansats utsågs lämpad, studien bestod av 19 intervjuer med anställda på företaget och en tematisk analys nyttjades sedan för att analysera datan. Resultat - Resultatet inkluderar hur de sex komponenterna av anställdas välmående blir påverkade av coachning, vilka featurekategorier som är kritiska för skapandet av en digital plattform för coachning och risker features kan mildra. Teoretiskt bidrag - Studien bidrar till existerande litteratur på tre sätt. Först, bidrar det till en mer nyanserad förståelse av coachning och dess påverkan på anställdas välmående. Sedan bidrar det till en djupare förståelse för korrelationen mellan specifika features kategorier och dess påverkan på anställdas välmående. Slutligen, presenteras risker kopplade till en digital coaching plattform för anställdas välmående samt hur olika features kan nyttjas för att mildra dessa risker.  Praktiskt bidrag - Studien bidrar till en grund chefer kan nyttja inför skapandet av en digital coaching plattform för anställdas välmående. Det praktiska bidraget inkluderar riktlinjer för hur chefer ska introducera och integrera en sådan digital plattform i organisationen, vikten av individanpassning och hur data ska hanteras och delas. Studiens begränsningar - Den huvudsakliga begränsningen är att studien är en enskild fallstudie vilket begränsar den till fallföretagets specifika upplevelser och tankar, vilket är begränsat till ett års erfarenhet av coaching av anställda.
25

Разработка платформы «Активный Екатеринбург» : магистерская диссертация / Development of the platform "Active Yekaterinburg"

Жульмухаметов, М. К., Zhulmukhametov, M. K. January 2021 (has links)
Тема платформ вовлечения граждан в решения вопросов городского развития является не глубоко изученной на территории РФ. Целью магистерской диссертации является разработка цифровой платформы для решения вопросов городского развития. Для этого были определены следующие задачи: анализ схожих по функционалу систем на территории РФ; разработка архитектуры и бизнес-процессов будущей системы; разработка системы. Объектом разработки выпускной квалификационной работы является цифровая платформа вовлечения граждан в решения вопросов городского развития – «Активный Екатеринбург». Предметом исследования являются основные принципы разработки информационных систем с сервис-ориентированной архитектурой. Научная новизна исследования обусловлена его объектом и предметом и заключается в том, что впервые: проведено изучение концепции «Умный город» в разрезе западных и отечественных проектов, что дало понимание проблемы разработки подобных проектов в России; проработаны основные положения построения архитектуры информационной системы взаимодействия горожан с местной властью; разработана уникальная информационная система, покрывающая решения проблем городского хозяйства граждан Екатеринбурга. Практическая значимость заключается в повышении эффективности решения проблем городского хозяйства. Результатом выполненной работы является информационная система, которая принимает заявления от граждан и в дальнейшем обрабатывает их. / The topic of a platform for involving citizens in solving urban development issues is not deeply studied in the territory of the Russian Federation. The aim of the master's thesis is to develop a digital platform to address urban development issues. For this, the following tasks were solved: analysis of systems similar in functionality on the territory of the Russian Federation; development of architecture and business processes of the future system; system development. The object of development of qualification work is a digital platform for involving citizens in solving urban development issues - "Active Yekaterinburg". The subject of the research is the basic principles of developing information systems with a service-oriented architecture. The scientific novelty of the research is due to its object and subject and lies in the fact that for the first time: a study of the “Smart City” concept was carried out in the context of Western and domestic projects, which gave an understanding of the problem of project development in Russia; the basic principles of building a system of information systems of citizens with local authorities have been worked out; a unique information system that covers the solutions to the problems of the urban economy of the citizens of Yekaterinburg. The practical significance lies in increasing the efficiency of solving the problems of urban economy. The result of the work performed is an information system that accepts applications from citizens and processes them.
26

Attractiveness of Digital B2B Marketplaces for Cross-Border Internationalization : A Conjoint Analysis to Investigate User Preferences

Uebler, Claas, Reinmund, Sophia January 2023 (has links)
Background: Digital platforms include various business models and represent a large and growing part of the economy empowered by digitalization. The added value of platforms depends crucially on their user interactions, which is why adopting new users is crucial. In the internationalization process, digital platforms differ from traditional companies because it is not their own presence that matters, but the users’ location.   Problem: To join a digital platform, the size of the existing user base has been discussed as a decisive feature by the literature. This assumption is based on the concept of network effects. However, these can lose their effect when national borders are crossed and/or digital platforms are location-bound. In the overall discussion about digital platforms, the relevant sub-category of digital marketplaces, especially in the B2B area, has not yet been taken into account and no alternatives for the size of the existing user base have been discussed.   Purpose: This study aims to investigate the attractiveness of digital platform attributes for potential international users of digital B2B marketplaces when the latter enter a foreign market.   Research Question: Which attributes and which of their levels do potential users prefer in a cross-border digital B2B marketplace?   Method: The study is a quantitative, inductive research with an exploratory purpose. An internal realist ontology and a positivist epistemology are applied. Data are collected and analyzed by using the traditional rating-based conjoint analysis. Four attributes with two times two and two times three levels are queried in nine company profiles using an Internet survey questionnaire with n = 159.    Conclusion: This study extends the existing literature on digital platforms by capturing identifying characteristics of digital B2B marketplaces and exploring potential users' preferences for such platforms. We conclude a high importance of distance to users who are already active on the platform, as well as the language of the platform. This is followed by the location of active users and rounded off with a lower importance of user verification.
27

The coevolution of digital ecosystems

SungYong, Um January 2016 (has links)
Digital ecosystems are one of the most important strategic issues in the current digital economy. Digital ecosystems are dynamic and generative. They evolve as new firms join and as heterogeneous systems are integrated into other systems. These features digital ecosystems determine economic and technological success in the competition among digital platform systems. However, how these ecosystems evolve over time is not yet clearly known. I describe three empirical essays in order to understand the underlying mechanism of the evolution of a digital ecosystem: 1) the underlying architecture of a digital ecosystem, 2) the evolutionary pattern of a digital ecosystem, 3) and the co-evolution of a digital ecosystem. To explore these topics, I focus on the underlying generative structure of the ecosystem and its evolutionary pattern of WordPress, which is the world largest blog platform system. I collected a comprehensive set of information about the WordPress ecosystem including over 23,000 plug-ins from January 2004 to December 2014. To analyze the data, I apply a network approach to capture the generative nature of digital technology that assumes a fractal-like structure in which digital components such as Application Programming Interfaces (API) cluster into groups that generate other groups over time. As such, I can effectively capture the hierarchical structure of a network by exploring the topological structure of sub-networks that represent the fractal-like evolutionary dynamic system mechanism. The network approach, together with the conventional statistical approach, allows me to understand the unique nature of a digital ecosystem that is different from the boundary of a decomposable system, as the generative nature of system-agnostic digital components builds on a developmental combinable system. I also discuss underlying theory, methodology, data, result, and implications and conclude by highlighting the contributions of this study and the direction of future research to further explore the evolution of digital ecosystems. / Business Administration/Management Information Systems
28

The Uber Boundary : Contextualizing the Organizational Boundary of a Digital Platform Organization

Furulind, Johanna, Sjöqvist, Olivia January 2019 (has links)
Digital platform organizations challenges the organizational landscape by utilizing technology enabling cost efficient transactions. Uber is a commonly known example of such an organization, where tensions have arisen in various local contexts due to that the organization draw their boundary tightly around the platform to the benefit of organizational efficiency. Uber has as a consequence, been highly questioned in its liability of their primary operations: Is it a technology platform, or a transportation firm?   This thesis sets out to answer:  How is the organizational boundary of Uber challenged in various local contexts? The purpose is to provide an explanation towards how the organizational boundary of a digital platform organization could be understood in relation to local context, and how it can or cannot evolve in regards to these contexts. The results show that context matters for the boundary of Uber. In addition, a pattern amongst the context specific events emerged influencing the boundary. These can be categorized into four configurations: Adjusting, Expanding, Withdrawing and Intertwining. Each of the configurations explain the underlying reasons for the varying fluctuations the boundary of Uber show, and thus answer how the organizational boundary of Uber is challenged in various local contexts.
29

Inter-organizational Relationship Portfolio Management: A Digital Enablement Perspective of Process Alignment and Process Innovation

Tang, Xinlin 17 August 2007 (has links)
ABSTRACT Inter-organizational Relationship Portfolio Management: A Digital Enablement Perspective of Process Alignment and Process Innovativeness BY Xinlin Tang July 25, 2007 Committee Chair: Dr. Arun Rai Major Academic Unit: Center for Process Innovation Inter-organizational relationship (IR) has been considered a strategic asset that can help firms achieve both exploitation and exploration benefits. The capability to manage inter-organizational relationships, or a firm’s “relational capability” (Dyer and Singh 1998), is considered strategically crucial in order to compete in the contemporary business world. However, there are significant challenges that must be addressed to establish this capability. First, striking a balance between exploitation and exploration benefits (March 1991) through IR management is especially challenging due to the uniqueness embedded in each relationship (Lee 2004). Second, in order to serve a specific strategic purpose, firms usually need to maintain a relationship portfolio, or to be involved in multiple, simultaneous relationships that vary from arm’s length, transaction-based arrangements to close, collaborative partnerships (Cannon and Perreault 1999; Dyer et al. 1998). This has made IR relationship management even more difficult since relationship portfolios cannot be effectively managed by a “one-size-fits-all” strategy. Instead, different strategies and process capabilities need to be developed, based on the strategic segmentation of the relationships and the unique requirements of each relationship (Dyer et al. 1998). Though it has been suggested that process alignment capability is necessary to obtain exploitation benefits, and process innovativeness capability is needed for exploration benefits, these two processes have been considered to be contradictory (e.g., Adler and Goldoftas 1999; Teece et al. 1997). Firms are challenged to pursue these two types of process capabilities simultaneously, or to become ambidextrous organizations (Benner and Tushman 2003). Yet, in this context, how should firms operating in different environments manage the “process alignment - process innovativeness” paradox across their IR portfolios with dominant upstream and downstream partners to realize gains in competitive performance? In addition, how should they structure their business-to-business information technology assets to establish a digital platform that supports both process innovativeness and process alignment capabilities across their IR portfolio? We argue that B2B digital platform ambidexterity must be developed to support an organization that exhibits both process alignment and process innovativeness, i.e., an ambidextrous organization. B2B digital platform ambidexterity represents the digital platform’s capability to simultaneously integrate and reconfigure IT resources and assets to support the requirements of an IR portfolio. By combining the existing process alignment perspective of IT business value and real options theory, we propose that B2B digital platform ambidexterity can create value through two mechanisms: (i) by enabling process alignment across the IR portfolio to generate position exploitation benefits and (ii) by enabling process innovativeness for both offering flexibility and partnering flexibility to produce option exploration benefits. The proposed research model was tested based on data collected through a multi-industry survey. Data were collected for both supplier relationship portfolios and channel partner relationship portfolios at the level of the main product line. Measurement instruments were developed through standard procedures (Churchill 1979; Gerbing and Anderson 1988; Straub 1989). The questionnaires went through two-stage Q sorting, were reviewed by panels of academic professionals and practitioners for content validity, and were then pre-tested by procurement professionals and sales professionals prior to survey administration. After data collection, traditional procedures were applied for scale validation. Safeguards against common method bias were developed through the recommended procedural remedies (Podasakoff et al. 2003) during the research design process. Its effects were further investigated using the Harmon's one-factor test for common method variance after the data collection phase (Podasakoff and Organ 1986). Then, the hypotheses were tested and analyzed using Partial Least Squares and the implications for theory and practice were discussed. The manuscript concludes with directions to future research.
30

Digital platforms challenges and opportunities : Evidence from a traditional market sector

Calissendorff, Philip, Lögdal, Niklas January 2018 (has links)
Digital platforms are becoming more and more established in the current digital age and with it come many new business ideas, models and more. This has lead to several disciplines and industries taking an interest in them and sought to build one themselves. However, little is known about how the context of a digital platform can affect its launch. Existing research todays focuses on general strategies for launching a platform but we argue that context matters and that it changes the challenges and opportunities for the platform. This thesis aims to fill this gap for traditional industries that faces different kinds of challenges compared to more IT established areas. To achieve this, we took part of a case study and conducted a qualitative data collection process consisting of interviews with project members of The Omega project. We were able to identify a set of challenges and opportunities presented to the project: diversity, organizational, and culture to name a few. Based on our findings we could conclude that digital platforms for traditional industries comes with its own set of challenges and opportunities but that these can be used to find similarities to other industries to help tackle them. Therefore, we suggest further research to be done on how the context affects the challenges and opportunities in other industries.

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