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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.
11

Zájmové komunity v prostředí internetu na příkladu komunity temnakomora.cz / Internet message boards and internet communities

Dvořák, Jan January 2013 (has links)
No description available.
12

Offline And Online Disk Scheduling Problems

Asan, N. Evren 01 December 2006 (has links) (PDF)
This thesis considers the disk scheduling problem. The problem is investigated in two types of settings: offline and online. We first adopt the traveling salesman problem with time windows in the scheduling literature for solving the offline problem. Then we develop a decision epoch scheme in which offline problems are iteratively used in solving the online problem. We perform an experimental study for our approach and two well-known disk scheduling algorithms, and compare them according to several performance criteria.
13

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 technologies

Pospíšek, 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...
14

Omnichannel strategies for Gen Z in fast fashion : A qualitative study on how omnichannel strategies shape the purchasing decisions of generation Z consumers in the Swedish fast fashion industry

Falk, Oscar, Schubert, Adam January 2024 (has links)
In recent years, omnichannel strategies have increased, which has changed consumer purchasing decisions process. With this, the purchase decision has changed the way consumers approach to make purchase decisions, which leads to the purchase process being reshaped. The approach has become more complex with other aspects to consider in current consumer purchasing decisions. Therefore, the purpose of this thesis has been to investigate how omnichannel strategies, which integrate online and offline shopping platforms, shape consumers' purchase decisions in Sweden's fast fashion industry for generation Z. The empirical results were obtained using a qualitative case study of 25 participants from Sweden through semi-structured interviews. The findings were then analysed and discussed with the presented literature to identify how consumers' purchase decisions in Sweden's fast fashion industry for generation Z have been shaped by omnichannel strategies, integrating online and offline shopping platforms. The conclusion of this thesis shows that it is complex to assume how omnichannel strategies, integrated by online and offline shopping platforms, shape generation Z purchase decisions in Sweden's fast fashion industry because the impact of these strategies is unique to each individual's shopping journey. This means that every purchase decision is personally individual and varies depending on the consumer's unique approach to purchasing in the complex and interconnected world of integrated omnichannel strategies, where the online and offline channels are seamlessly connected to provide a unified shopping experience.
15

探討Beacon在台灣的創新擴散歷程 - 以燦坤作為創新先鋒為例 / The Study of Implementing Beacon From the Perspective of Innovation Diffusion - A Case Study of Tsann Kuen Enterprise

彭怡翔 Unknown Date (has links)
在行動寬頻、雲端及網際網路等產業的帶動下,全球行動裝置如智慧型手機及平板電腦蓬勃發展,其衍生之行動經濟及應用更為全球經濟成長帶來高度動能。在連網裝置逐年成長之下,物聯網產業應運而生,而其中感測器技術更為物聯網基礎建設中最為核心的關鍵項目。繼蘋果於西元2013年WWDC大會發佈iBeacon技術後,全球零售業掀起微定位熱潮,而Forbes更預估企業利用Beacon搭配APP蒐集消費者資訊為未來物聯網重要趨勢之一。在實體零售店逐漸「展示店化」趨勢下,如何藉由ICT科技、物聯網技術、行動裝置應用來加強與消費者間的連結及提升購物體驗,為實體零售業者急需面對的課題。 本論文研究主要的目的在於探討Beacon於台灣零售業者燦坤的創新擴散歷程,以及使Beacon能夠於燦坤導入每階段快速擴散的關鍵因素,而其中以創新擴散模型之認知、說服、決策、實行、確認五階段構面進行研究與分析。此外,更探討燦坤如何運用Beacon進行O2O虛實整合。 本研究所得到的主要結論包括:(1)在創新擴散的流程中,擁有與導入科技相關的組織團隊背景以及根據創新需求調整組織架構,為Beacon於燦坤之認知階段中能夠快速擴散的關鍵因素。(2)在創新擴散的流程中,鼓勵創新的企業文化為Beacon於燦坤之說服階段中能夠快速擴散的關鍵因素。(3)在創新擴散的流程中,將非核心能力專案外包以及對於外包廠商的選擇,為Beacon於燦坤之決策階段中能夠快速擴散的關鍵因素。(4)在創新擴散的流程中,高階主管對於專案的參與支持以及選擇場域面積、營業額、人流數較大的門市進行首波產品曝光測試,為Beacon於燦坤之實行階段中能夠快速擴散的關鍵因素。(5)在創新擴散的流程中,進行產品的成效評估和顧客滿意度調查,以及尋求產品穩定的獲利模式來源,為Beacon於燦坤之確認階段中能夠快速擴散的關鍵因素。(6)燦坤以Beacon為技術核心打造燦坤黃金傳說APP,以門市尋寶及APP推播的方式,連結燦坤3C實體門市及快3網路商城,使虛實能夠結合及互利。本文最後並提出對於實務上及後續研究的建議。
16

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.
17

台灣新創公司O2O經營策略之研究 - 以食我、百迪爾與呼叫師傅為例

秦嘉興, Chin, Chia Hsin Unknown Date (has links)
繼網路創業後,近年來可以看到以行動應用創業的案例越來越多,而之中又以整合虛實通路的O2O (Online to Offline,線上至線下的通路模式)模式更為熱門。過去由於虛擬通路的盛行,造就了電子商務的快速發展,也因而使得消費資訊傳遞得更加快速。在這樣的情況下,企業的策略與經營模式也不斷地調整,電子商務方面則產生了很大的變化,原本只著重於經營虛擬通路的企業,開始反向經營實體通路,而原本只經營實體通路的企業,則開始經營起虛擬通路。 本論文研究主要的目的在於探討台灣新創公司如何經營O2O的模式,本研究以核心資源、營運範疇、事業網路等三構面,探討三家新創公司(食我餐飲顧問公司、百迪爾資訊公司、呼叫師傅公司)O2O方面的經營策略,並藉由第四構面-價值創造,探究該等公司在O2O服務上所創造的價值。 本研究所得到的主要結論包括:(1)新創公司在O2O的初期經營上,會著重於需求端。(2)新創公司在經營O2O的業務推廣上,會尋求外部資源的協助。(3)新創公司在經營O2O的服務品質控管上,會透過廠商篩選機制的建立以及與廠商的合約來加以強化。(4)新創公司在O2O的經營上,會透過在地資訊的即時提供來提高使用者採用O2O平台的意願。本文最後並提出實務上的意涵與後續研究的建議。 / Since the trend of running businesses on the Internet started to foster, we could see that there are more and more cases taking portable devices as the core of their business. Besides, the Online to Offline (O2O) business model of using the clicks-and-mortar channel might be one of the most popular choices. In the past, due to the prevailing of virtual channel, it did make e-commerce to be in vogue, and also help consuming information to transact more rapidly. In this kind of situations, the business strategies and business models of enterprises also kept on making adjustments to follow the flow. As for e-commerce, it did resulted in huge changes. For those enterprises who used to concentrate on virtual channels, they started the business of physical channels; those enterprises who only aiming at running physical channels started to explore the area of virtual channels. The main purpose of the study is to discuss about how those Taiwanese start-up companies operate O2O business. Moreover, the study takes core resources, operating area and business networks to view the O2O business strategies of three start-up companies. Also, by using value creation, the study wants to understand the value created by the O2O business of those companies. After the research of the issues above, the study came up with four main conclusions: 1. Start-up companies would concentrate on the demand side in the beginning of their business. 2. Start-up companies would seek for the help of outer resources when they were promoting their business. 3. In the aspect of controlling the quality of their services, start-up companies would choose to build the filtering system of target companies and signing contracts. 4. In running O2O business, start-up companies would offer local information immediately to raise consumers’ will of using their O2O platform. With those four main point provided by the study, it also brings up the meaning the practical meaning of the study and suggestions of following researches. Keywords: Start-up Company, O2O (Online to Offline), Business Strategy, Value Creation
18

Sociala interaktioner och relationer i en digital värld : En kvalitativ intervjustudie om identitet och beteende i online- och offlinekontext.

Vallsäter, Sandra, Bengtsson, Felicia January 2023 (has links)
Studien diskuterar hur sociala interaktioner och identiteter förändras i en digital värld. Syftet är att sätta online och offline i kontext till varandra för att kunna analysera användares beteende och identiteter. Följande tre forskningsfrågor har valts ut för att besvara studiens syfte genom en kvalitativ intervjustudie, (1) Hur beskriver respondenterna att deras identitet har influerats när en betydande del av deras sociala interaktion sker online? (2) På vilket sätt försöker respondenterna återskapa sociala institutioner som vanligtvis existerar i face-to-face-interaktioner i det digitala landskapet? (3) Vilken betydelse menar respondenterna att sociala medier har för deras relationsskapande? Vi har använt oss av följande teorier: social identitetsteori, social penetrationsteori och begreppet affordance för att analysera materialet. Goffmans främre och bakre rum har en framträdande och betydande roll genom studien. Resultatet av vår undersökning är att online- och offlinekontexterna kompletterar varandra och behöver varandra för att vara fullständiga. Sociala institutioner offline är också framträdande online. Samma sak gäller normer, att gå utanför ramar kan skapa utanförskap även i en onlinekontext. Sammanfattningsvis är sociala interaktioner och identiteter två fenomen som ständigt är i utveckling. Den här studien bygger på ett litet antal respondenter där resultatet inte kan svara för allmänheten, men vi hoppas att studien kan vara värdefull för vidare inomvetenskaplig forskning. Nyckelord: Sociala medier, identitet, sociala interaktioner, online- och offlinekontext, beteende, relationer.
19

Methodology to estimate building energy consumption using artificial intelligence / Méthodologie pour estimer la consommation d’énergie dans les bâtiments en utilisant des techniques d’intelligence artificielle

Paudel, Subodh 22 September 2016 (has links)
Les normes de construction pour des bâtiments de plus en plus économes en énergie (BBC) nécessitent une attention particulière. Ces normes reposent sur l’amélioration des performances thermiques de l’enveloppe du bâtiment associé à un effet capacitif des murs augmentant la constante de temps du bâtiment. La prévision de la demande en énergie de bâtiments BBC est plutôt complexe. Ce travail aborde cette question par la mise en œuvre d’intelligence artificielle(IA). Deux approches de mise en œuvre ont été proposées : « all data » et « relevant data ». L’approche « all data » utilise la totalité de la base de données. L’approche « relevant data » consiste à extraire de la base de données un jeu de données représentant le mieux possible les prévisions météorologiques en incluant les phénomènes inertiels. Pour cette extraction, quatre modes de sélection ont été étudiés : le degré jour (HDD), une modification du degré jour (mHDD) et des techniques de reconnaissance de chemin : distance de Fréchet (FD) et déformation temporelle dynamique (DTW). Quatre techniques IA sont mises en œuvre : réseau de neurones (ANN), machine à support de vecteurs (SVM), arbre de décision (DT) et technique de forêt aléatoire (RF). Dans un premier temps, six bâtiments ont été numériquement simulés (de consommation entre 86 kWh/m².an à 25 kWh/m².an) : l’approche « relevant data » reposant sur le couple (DTW, SVM) donne les prévisions avec le moins d’erreur. L’approche « relevant data » (DTW, SVM) sur les mesures du bâtiment de l’Ecole des Mines de Nantes reste performante. / High-energy efficiency building standards (as Low energy building LEB) to improve building consumption have drawn significant attention. Building standards is basically focused on improving thermal performance of envelope and high heat capacity thus creating a higher thermal inertia. However, LEB concept introduces alarge time constant as well as large heat capacity resulting in a slower rate of heat transfer between interior of building and outdoor environment. Therefore, it is challenging to estimate and predict thermal energy demand for such LEBs. This work focuses on artificial intelligence (AI) models to predict energy consumptionof LEBs. We consider two kinds of AI modeling approaches: “all data” and “relevant data”. The “all data” uses all available data and “relevant data” uses a small representative day dataset and addresses the complexity of building non-linear dynamics by introducing past day climatic impacts behavior. This extraction is based on either simple physical understanding: Heating Degree Day (HDD), modified HDD or pattern recognition methods: Frechet Distance and Dynamic Time Warping (DTW). Four AI techniques have been considered: Artificial Neural Network (ANN), Support Vector Machine (SVM), Boosted Ensemble Decision Tree (BEDT) and Random forest (RF). In a first part, numerical simulations for six buildings (heat demand in the range [25 – 85 kWh/m².yr]) have been performed. The approach “relevant data” with (DTW, SVM) shows the best results. Real data of the building “Ecole des Mines de Nantes” proves the approach is still relevant.
20

Komunikace vybraných subjektů v online a offline prostředí (na příkladu komunikace podniků České dráhy, RegioJet a Leo Express) / Communication of selected companies in online and offline environment (illustrated on enterprises České dráhy, RegioJet and Leo Express)

Stará, Anika January 2020 (has links)
This diploma thesis which is titled Communication of selected companies in online and offline environment (illustrated on enterprises České dráhy, RegioJet and Leo Express) aims to map the communication activities of the mentioned carriers on online and offline media platforms in the Czech environment. In the theoretical part is defined the basic terminology of analyzed issues, above all from the area of communication, media, marketing and partially also from the perspective of linguistics. The practical part besides the methodology includes a presentation of the analyzed companies, České dráhy, RegioJet and Leo Express, and also a descriptive analysis of their presentation or more precisely communication activities on various media types and platforms - for each of the mentioned companies separately. Furthermore, in the practical part there is a comparison of analyzed companies, based on the results of descriptive analysis and there is also a description of an additional quantitative analysis - a questionnaire survey, which was answered by a total of 808 respondents of all ages from all over the country - so in this case from the customer's point of view. At the end of the practical part, the results are summarized and evaluated, and besides, there are also from them following recommendations -...

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