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The Impact of Online vs. Offline Acculturation on Purchase Intentions: A Multigroup Analysis of the Role of EducationKizgin, Hatice, Jamal, A., Dwivedi, Y.K., Rana, Nripendra P. 05 May 2020 (has links)
Yes / The aim of this research is to determine the extent of online and offline acculturation preferences affecting purchase intentions within a minority ethnic community. This study investigates the role of social media as an agent in terms of how it influences acculturation and consumption. It also investigates the moderating role of education level. The findings highlight the significance of investigating language and friendship orientations and subsequent acculturation preferences. Empirical results confirm the impact of language and friendship orientations on enculturation/acculturation, which in turn impact purchase intentions. The results suggest differences among three groups in terms of their education level. The study discusses contribution to theory and provides future research directions, while offering useful practical implications for marketers.
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Zájmové komunity v prostředí internetu na příkladu komunity temnakomora.cz / Internet message boards and internet communitiesDvořák, Jan January 2013 (has links)
No description available.
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Brasileiros na Espanha: internet, migrações transnacionais e redes sociaisBarth, Daiani Ludmila 30 March 2009 (has links)
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Previous issue date: 30 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta investigação aborda os usos da internet, especialmente MSN, Skype e chat Uol nas experiências de construção e manutenção de redes sociais de migrantes brasileiros na Espanha. A fundamentação teórica abrange os conceitos de migração transnacional, redes sociais, usos e a internet. A pesquisa orienta-se em uma perspectiva qualitativa, centrada na etnografia (observação e entrevistas), propondo, por um lado, uma experimentação das ferramentas online, principalmente MSN, Skype, e-mail, como estratégia metodológica de abordagem etnográfica das migrações transnacionais e, por outro, uma análise empírica de aspectos das interações online e offline relacionada às redes sociais de migrantes brasileiros na Espanha. Como resultados dessas interações em rede, destacam-se os usos da internet, pelos migrantes brasileiros, na constituição de relações familiares transnacionais, na (re) atualização de contatos com o país de nascimento (Brasil), na vivência com migrantes e não migrantes no país de migração (Espanha), e na / This research approaches the uses of the Internet, especially MSN, Skype and Uol chat in the construction of experiences and maintenance of social networks of Brazilian migrants in Spain. The theoretical base encloses the social concepts of transnational migration, networks, uses and the Internet. The research is oriented in a qualitative perspective, centered in the ethnography (observation and interviews), considering, on the other hand, an experimentation of the online tools, mainly MSN Messenger, Skype, email, as methodological strategy of ethnographical approach of transnational migrations and, for another one, an empirical analysis of aspects of the interactions online and offline related to the social networks of Brazilian migrants in Spain. As results of these net interactions, the uses of the Internet are distinguished, for the Brazilian migrants, in the constitution of transnational familiar relations, in the update of contacts with the country of birth (Brazil), in the experience with not migrants
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“With A Little Help From My (Online?) Friends” – A Comparison of Support Seeking, Receiving and Providing Support in Online and Offline CommunitiesKempny, Christian, Janneck, Monique, Staar, Henning January 2017 (has links)
Social networking services (SNS) like Facebook are used by an increasing number of people worldwide for social exchange. Given the amount of time that is spent on these online services, they are likely to have an impact on how individuals interact with each other. On this note, anecdotal examples emphasize both positive (i.e., expanding or strengthening relationships) and negative effects (i.e., bullying, feelings of disconnectedness). To shed more light on this issue, scholars from various disciplines have started to investigate the significance of social networking services on interpersonal relationships and on how individuals might experience benefits on the one hand, or face challenges through the use of online services on the other hand [1, 2]. One research interest that has gained significant attention in recent years is the analysis of effects that social networks may have on the quantity and quality of interpersonal online social support in different contexts. [... from the introduction]
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Pohybové aktivity a sport jako alternativa trávení volného času dětí a mládeže v době rozmachu digitálních technologií / Physical activity and sports as an alternative to leisure time spending for children and youth in the era of digital technologiesPospíšek, Pavel January 2020 (has links)
This master thesis aims on the means of how Czech children and youth spend their leisure time. Great focus is also given to attractivness of the activities. The problem addressed by the author in this thesis is the increasing percentage of the prevalence of childhood obesity in the Czech Republic and it's connection with the increase in technological dependency of children and youth. The main goal of this thesis is to describe whether there is a connection between the aforementioned phenomena. Another goal focuses on ways of spending free time and base on author's own research adresses the attractivness of the activities, i.e. which leisure time activities are more and less attractive for children and youth, what children enjoy in their free time and how they really spend it. For these purposes, the author sets up hypotheses in the thesis, the validity of which is addressed by the research questions in order to achieve the main objectives of the work. The author defines the basic concepts for better orientation in the text which is divided into analytical and empirical parts. The author even introduces two new concepts: the online world and the offline world. In the final part of the thesis the author suggests the possibility of connecting the online world and the offline world for further...
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Sociala mediers påverkan på ungdomar : En kvalitativ studie om hur ungdomars identitet formas genoms ociala medier / The impact of social media on youths : A qualitative study of how young people ́s identities are formed on social mediaSekerija, Zdenka, Wikfors, Isabell January 2021 (has links)
Denna studie handlar om hur ungdomars identiteter formas genom användning av sociala medier. Ungdomar i dagens samhälle har andra förutsättningar och andra verktyg att använda sig av när det kommer till att lära om sig själv och andra. Därför behövs det mer kunskap om hur sociala medier påverkar ungdomars identitetsskapande. Studien har utgått från två frågeställningar: "På vilka sätt formas ungdomars identitet när de interagerar med andra individer på sociala medier?" samt "Hur beskriver ungdomarna sin identitet online respektive offline?". För att uppfylla studiens syfte och besvara frågeställningar har empiriska data samlats in med hjälp av semistrukturerade intervjuer. Social identitet och Dramaturgiska perspektivet har använts som teoretiskt ramverk. Resultatet utifrån studiens teorier och empiri visar att ungdomars identitet formas på sociala medier. Det som i huvudsak formar ungdomars identiteter är normer och sociala jämförelser. Resultatet visar även att en del ungdomar använder sig av filter när de framställer sig själva på sociala medier medan andra väljer att spegla den egna identiteten likadan på sociala medier som i verkligheten. / This study is about how young people's identities are formed through the use of social media. Young people in today's society have other circumstances and other tools to use when it comes to learning about oneself and other people. Therefore, more knowledge is needed about how social media affects young people identity creation. The study has applied two research questions: "In what ways is young people identity shaped when they interact with other individuals on social media?" and "How do young people describe their identity online respectively offline?". In order to fulfil the purpose of this study and answer the questions, empirical data has been collected by using semi-structured interviews. Social identity theory and Dramaturgical perspective have been used as a theoretical framework. The findings of the study on the basis of theory and empirical evidence shows that young people's identity is formed on social media. The factors that shape young people's identities are norms and social comparison. The result also shows that some young people use filters when they are presenting themselves on social media while others try to present their own identity in the same way on social media as in reality.
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Význam symptomů konfliktu v blízkých vztazích hráčů v diagnostice závislosti na hraní online a offline her / The significance of symptoms of the conflict in close relationships of players in the diagnostics of online and offline gaming addictionKolitsch, Karel January 2019 (has links)
BACKGROUND: Playing computer games is a favourite way to have fun since the end of the 20th century. The age of users rises together with the development of games and many gamers are nowadays middle-aged. Despite the growing number of research dealing with the issue of playing computer games, this phenomenon lacks a comprehensive definition and method of diagnosis. In some diagnostic tools, the conflict between gamers and a close person is the main and key criterion. AIM: The main aim of the research is to describe the symptoms of conflict in the close relationships of computer games players. A partial goal is to compare conflicts in close relationships in addicted or threatened by addiction gamers and non-addicted gamers. METHODS: The concept of the research is based on a qualitative research methodology. Respondents were recruited using the snow ball selection method and selected by targeted selection based on predefined criteria. The research sample consisted of 36 respondents. 18 were computer games players and 18 were close persons. All respondents took part in a semi- structured interview. The obtained data was analyzed using the pattern capture and comparison method. RESULTS: Symptoms of conflict in the close relationships of computer game players have been described by individual...
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Online a offline nástroje efektivní interní komunikace / Effective Internal Communication Online and OfflineMrhová, Aneta January 2018 (has links)
The diploma thesis Online and Offline Effective Internal Communication Tools of the KKCG Investment Group provides a comprehensive view of internal communication, using Online and Offline tools. The thesis is divided into three parts. The theoretical part defines the concept of internal communication and its inclusion in the marketing and media environment, including related terminology. It also maps Online and Offline media including specific communication tools. Based on literature research is also defined the effectiveness of internal communication including innovative trends. The practical part is focused on the KKCG Group and on its own internal communication settings with real examples of used media. In the methodological part, the author describes and analyses the results of the qualitative (structured interviews with the experts of the internal communication of the companies in the KKCG Group) and the quantitative research (questionnaire survey applied on employees of the individual KKCG Group companies). In conclusion, the comparison occurs research results as well as the use frequency of Online and Offline tools. Furthermore, the level of an individual company's economic efficiency is defined and finally, the research provides answers to the main research questions, hypotheses and...
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從企業角度探討O2O的關鍵成功因素 / The Critical Success Factors of Online to Offline Business Model – A Business Perspective楊欣庭, Yang, Abby S.T. Unknown Date (has links)
O2O 是一個嶄新的商業模式,透過網路上的服務提供導引線上消費者到線下店面進行消費或是取用實體服務。在近年,O2O迅速成為眾企業討論的話題。除了知名零售和電子商務企業,O2O商業模式以在各行各業中逐漸發展,舉例來說,知名零售業的Walmart和Target; 服飾業的Uniqlo和GAP; 配件-眼鏡的Warby Parker和餐飲業麥當勞和Instacart。業界充滿林林種種的實際個案,但學術上卻缺乏完整的研究來說明O2O的現況,我們不了解O2O的定義和範圍,甚至對於企業來說,到底該如何成功地實現O2O的精華。此篇研究的目的是希望能提供企業更具體了解O2O的概觀,並可以檢視在規劃一個O2O專案的發展需要有哪些關鍵成功因素。
基於之前少數的文獻和大量從網路、報章雜誌所蒐集的業界個案,我們的研究透過這些資料蒐集分為兩階段研究。第一階段,根據蒐集的資料,我們建立五種型態的O2O 商業模式 –(1) Commerce O2O; (2) Try-on O2O; (3) Promotional O2O; (4) Experience O2O; and (5) Crowdsourcing O2O。我們專注在promotional O2O的五家在台灣企業的個案研究。第二階段,根據文獻我們先定義出可能的關鍵成功因素列表,再舉辦深入的企業訪談,透過訪談的方式來驗證並修改原本的關鍵成功因素列表,為3個分類-(1)4個技術關鍵成功因素: 系統操作友善, User Interface 設計, 精確的定位, 穩定的IT系統承載的能力;(2)5個管理關鍵成功因素-管理者支持, 客戶關係管理, 使用者參與方案設計, 專案執行的高貫徹度, 專案的監控管理追蹤;(3)4個組織關鍵成功因素-完整的人員訓練, 線上線下的流程無縫整合, 不斷創新與思考方向, 明確的專案目標。最後,我們希望這篇研究可以幫助企業更了解O2O商業模式,並且幫助他們有效的發展O2O專案。 / Online-to-Offline (O2O), a brand-new business model that drives online visitors to purchase in-store by offering services online, has received a great deal of attention. In addition to well-known retailers and ecommerce businesses, the O2O business model has been adopted by companies across a variety of industries, such as Target and Macy's in retailing, GAP and Uniqlo in apparel, Warby Parker in accessories and McDonald’s and Instacart in food. However, less attention has been paid in the literature to the clear definition and scope of both online and offline businesses in the O2O business model, and there is limited understanding of how to build a successful O2O project. The objective of this study is to organize comprehensive information for the O2O business model and to examine the critical success factors (CSFs) for building O2O business models.
Based on the literature and case studies of the O2O business model, this study builds a framework for data collection and is conducted in two stages. First, we build a preliminary finding regarding the five major types of O2O business models—(1) Commerce O2O; (2) Try-on O2O; (3) Promotional O2O; (4) Experience O2O; and (5) Crowdsourcing O2O—based on the literature and more than 50 practical cases and select five promotional O2O companies in Taiwan as our focus. Second, we conduct an in-depth case study on selected cases related to possible CSFs for successful O2O implementation. The critical success factors (CSFs) for building O2O business models are–(1) Four factors of technological dimension- User Interface design, Ease of use application, Accurately located function and IT load balancing capability; (2) Five factors of management dimension- Management support, Good CRM system, Strategic execution capability, Actively involve end users in solution design and Measure, monitor, and track; (3) Four factors of organization dimension- Complete staff training, Seamless the process of online and offline channels, Reinvent the company's future and Establish a clear project goal. The research results not only provide a complete O2O overview but also verify and enhance the list of CSFs for building O2O business models. It is hoped that we can gain a better understanding of the O2O business model from these cases and thus help companies develop effective plans for building O2O projects.
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OfflineManager - uma biblioteca Android para suporte offline em aplicativos / OfflineManager - an Android library for offline support on mobile applicationsFernandes, Sidarta 22 August 2017 (has links)
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Previous issue date: 2017-08-22 / Não recebi financiamento / With the expansion of mobile computing, caused by the popularization of smartphones, tablets and application stores, and the increase in the inter-connectivity between devices and servers, many questions arise in the software engineering scenario. As most applications work with a back-end server over the Internet, one such question involves offline application usage, because in many occasions network connectivity is not available. This question can be solved in many ways, including storage of the requests, caching, data synchronization, among others. There are solutions both in the industry and academy that attempt to solve this problem, however two challenges remain: to solve the problem in a way that covers many software layers, including interface and usability issues; and to support any step in the development cycle without great implementation effort, facilitating adaptation and refactoring of existing applications. This dissertation presents an Android library built to help developers provide offline functionality on their apps, while trying to solving these two challenges. To do that, the library, called OfflineManager, was built to be easily installed and utilized, and offers different ways to treat each call to the back-end, both in case of Internet connection missing, or in case of an unavailable server. It also offers feedback messages, and a point of interaction via pop-up. To evaluate the library, four evaluation methods were used: specialist opinion, implantation on a real project, comparative experiment with users, and heuristic evaluation. All four evaluations conducted showed results indication that the library attends its purpose and caters for the two challenges presented, being that the first two evaluations analyzed implementation and development aspects, while the last two analyzed interface and usability aspects. Evaluations showed that the library is easy to install, use and comprehend, that the treatments offered are sufficient and that it improves app usability in an offline scenario. Although, some threats to validity can be listed, indicating that there is room for improvement in the way they were conducted. Finally some improvements can be presented as future work in order to improve the library, expand the experiments taken, and to consolidate guidelines for the library utilization. / Com a expansão da computação móvel, na forma da popularização de smartphones, tablets e também das lojas de aplicativos, e do aumento da interconectividade entre os dispositivos e servidores, diversas questões surgem no cenário da engenharia de software voltado para esse mercado. A medida que grande parte dos aplicativos opera com um servidor de back-end na Internet, uma questão que se destaca é a utilização de aplicativos em modo offline, pois em diversas ocasiões conexão com a rede não é fator garantido. Essa questão pode ser abordada de diversas formas, entre elas armazenamento das requisições, caching, sincronização de dados, dentre outras, e existem soluções no mercado e na academia que tentam auxiliar no tratamento desse problema, porém ainda assim existem dois desafios em aberto que precisam ser tratados: resolver o problema de forma a tratar as diversas camadas de software, incluindo a interface e questões de usabilidade, e possibilitar a resolução em qualquer etapa do ciclo de desenvolvimento sem que seja necessário grande esforço de implementação, facilitando a adaptação e a refatoração. Essa pesquisa de mestrado apresenta a construção de uma biblioteca chamada OfflineManager, para a plataforma Android, para auxiliar no tratamento das questões de uso em modo offline em aplicativos. A biblioteca foi construída para ser fácil de instalar, utilizar, e também permite a escolha dos modos de tratamento, de forma que o desenvolvedor possa configurar o comportamento para cada chamada ao back-end em sua aplicação, em cenário de falta de conexão tanto com a Internet, quanto com o servidor em questão. Além disso, os tratamentos oferecidos se estendem para a camada de interface, na forma de feedbacks informativos ou pop-up de confirmação. Para avaliar a biblioteca proposta, foram utilizados 4 metodologias diferentes: avaliação por opinião de especialista, aplicação da biblioteca em um projeto real, experimento com usuários e avaliação heurística. As quatro avaliações tiveram resultados satisfatórios sendo que as duas primeiras avaliaram conceitos técnicos e de implementação, e as duas últimas avaliaram conceitos de usabilidade. Ajudaram também na confecção de um conjunto de protodiretrizes para a escolha dos modos de tratamento, e mostraram que a biblioteca OfflineManager atinge o objetivo de fornecer tratamento para uso em modo offline, tratando a camada de interface de forma a melhorar a usabilidade, ajudando também no atendimento de algumas heurísticas de usabilidade. Algumas ameaças a validade podem ser listadas para as avaliações propostas, bem como trabalhos futuros que foram identificados durante o processo, baseados nas limitações apresentadas pela solução proposta. Dentre eles, podem ser mencionados tanto melhorias na biblioteca em si, como possibilidade de customização maior dos feedbacks, quanto expansão das avaliações realizadas, a fim de aprimorar os processos utilizados, ou firmar diretrizes consolidadas para utilização da biblioteca.
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