• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 15
  • 12
  • 11
  • 10
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 56
  • 56
  • 13
  • 10
  • 9
  • 9
  • 8
  • 8
  • 8
  • 6
  • 6
  • 6
  • 5
  • 5
  • 5
  • 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.
31

Potenciál italského trhu pro rozvoj internacionalizace společnosti Storyous / Italy - the potential market for further foreign expansion of the Storyous company

Hlubučková, Alena January 2016 (has links)
Restaurants, bars or cafés will always serve as places for social interaction and so they are an essential part of human life. In each country around the world, it is a place for meeting people and communication. The mission of Storyous company is to help its clients to create a pleasant atmosphere in their food service business by providing next generation POS system not only in the Czech Republic but also in Poland. The company has already experience with the electronic sales reporting that brings considerations about another international market for its expansion. The aim of the thesis is to analyze the Italian market, mainly the sector of gastronomy services and qualify and quantify the customer base in Italy. At the same time, the structure of competitors along with a brief sample of them will be introduced. The timing for the Italian market entry, the gross initial costs and the rate of product adaption will be discussed on the basis of PEST analysis and Porter Five strenghts model analysis. In the conclusion author of the thesis recommends further steps for more detailed analysis.
32

Secure Mobile POS System : A point of sale application for secure financial transitions in a mobile business enviroment

Sadique, Kazi Masum January 2013 (has links)
The use of smart phones has changed the lifestyle of the society. Almost all kind of useful tools you can find on your smart phone. People used to buy goods every day. And for the purchase of goods they must pay. Security is very important while payment is concern. In this thesis we have designed and demonstrated a mobile phone application that can be used for a small shop or a big market. For any kind of commerce application, three different kind of entities are mostly involved: the customer, the sales person, and the management of the shop. Our designed mobile application has three different interfaces for three different kind of users: Manager Interface, Employee Interface, and Customer Interface. An interface for the system administrator is also designed, which should be used as an desktop application on the point of sale server. This application is flexible with capabilities of different payment options. Our proposed design can be implemented in any smart phone environment for example Android, iOS or Windows phone. This design provides availability, confidentiality, and integrity of payment data.
33

Sémiotika místa prodeje a merchandising produktu / Semiotics of point of sale and product merchandising

Plecitá, Michaela January 2013 (has links)
The diploma thesis Semiotics of point of sale and product merchandising focuses on studying space as a semiotic phenomenon. Space here will be analyzed in terms of key concepts, such as orientation and identification. The diploma thesis will be based on a comparison of different spaces for consumption, where the space will be perceived as artificial place, whose position is changing according to the development of society. The main theme of diploma thesis will be arrangement of the space, that means idea how the people in the area of shopping centers are moving in parallel with the city. Shopping center will be the target of my interest, where I will analyze behavior of man depending on the point, which I will lay out in the shopping center. The aim of the thesis is to find out influences of buyer's behavior, what techniques are used in the point of sale and how brand builds his position. The research method will be semiotic analysis.
34

Methodology for the digitalization of advertisement at the point of sale for gross margin increase in the traditional retail trade

Cheng-Fong, Luis, Cruzalegui, Ana, Rojas, Jose, Raymundo, Carlos 01 January 2019 (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. / Retail trade modernization in Peru has displaced the traditional retailer as the first option when it comes to shopping. Supermarkets have grown 45% during the last four years and the new convenience stores gather all competitive advantages required by the sector. Industry has adapted to the new Peruvian in order to cover the needs generated by a digital age offering solutions that give timely information, comfort and modernity when acquiring a new product. In 2017, 414,000 grocery stores were counted in Peru, which were forced to adapt and improve their services. This research project aims to come up with a solution to bring the grocery stores into the twenty-first century, and thus, to increase their gross margin and ensure their continuity. A methodology connecting the requirements of the grocery stores that invest the most in the city of Lima to the needs of the mass consumption companies by means of a platform that digitalizes ads at the point of sale driven by digital advertising is presented here. Currently, the product benefits 40 grocery stores in the city with a new customer service channel that allows to increase their sales by 20%.
35

Point-of-sale (POS) system for Pizza Hut Hong Kong.

January 1993 (has links)
by Nicholas T.H. Jim. / Thesis (M.B.A.)--Chinese University of Hong Kong, 1993. / Includes bibliographical references (leaf 48). / ABSTRACT --- p.i / TABLE OF CONTENTS --- p.ii / LIST OF ILLUSTRATIONS --- p.v / ACKNOWLEDGMENTS --- p.vi / Chapter / Chapter I. --- INTRODUCTION --- p.1 / Company Background --- p.1 / Scope and Objectives --- p.2 / Methodologies --- p.4 / Chapter II. --- EVALUATION OF EXISTING POS SYSTEM --- p.5 / Definition of POS System --- p.5 / Performance of Existing POS System --- p.7 / Chapter III. --- CRITERIA FOR POS SYSTEM SELECTION --- p.12 / Bas i c Criteria --- p.12 / Price --- p.16 / Reputation of Supplier and its Principal --- p.16 / Techno logy of the POS System --- p.16 / Chapter IV. --- IDENTIFICATION AND EVALUATION OF POS SYSTEM --- p.18 / Identification of POS Systems --- p.18 / New Tech POS System --- p.18 / POS System --- p.22 / Remanco Vision System --- p.25 / Micros 8700 POS System --- p.28 / Chapter V. --- DECISION MAKING --- p.33 / Second Phase Evaluation --- p.33 / Final Decision Making --- p.37 / Cost and Benefit Analysis --- p.38 / Chapter VI. --- IMPLEMENTATION PLAN --- p.40 / Swopping of POS Systems --- p.40 / Price Negotiation Tactics --- p.42 / Installation of New POS System --- p.44 / Review Meetings with Supplier --- p.44 / Chapter VII. --- CONCLUSION --- p.45 / BIBLIOGRAPHY --- p.47
36

Kontaktlösa betalningar med smarta telefoner / Contactless payments with smartphones

Kornberg Valentine, Philip, Alkuheli, Zaid January 2021 (has links)
Företaget Hajenterprise vill göra en forskning inom kommunikation för att hantera kontaktlösa betalningar för att kunna ta betalt kontaktlöst med hjälp av mobilen. Idag används bankkort för att betala för de flesta saker. Nya betalningssätt har rört sig mot kontaktlösa köp med hjälp av smarta telefoner och NFC-teknologier. Smarta telefoner har börjat användas mer och mer i kontaktlösa köp mot point of sale (POS) terminaler. Skulle det då gå att kunna ta bort POS-terminaler och använda smarta telefoner som POS-terminaler? För att besvara detta behövdes tester utföras för att se ifall en smart telefon skulle kunna läsa ett bankkort och behandla bankkortets information. Bankkort kunde läsas av de smarta telefonerna men informationen från bankkortet kunde inte användas av den smarta telefonen för att genomföra en betalning. Detta var eftersom beroende på telefon, öppnades Samsung, Google eller Apple pay. En smart telefon kunde alltså ta emot information från ett bankkort men telefonen kunde inte använda den information för att utföra en betalning på en terminal. Utöver forskningen av olika betalningssätt, skapades en applikation där betalning skulle kunna utföras från en mobil till en annan mobil. Detta skulle ske med hjälp av Near Field Communication (NFC) och blockchain, eftersom Hajenterprise vill ha en prototyp-applikation som skulle kunna betala och ta betalt över NFC mot deras blockchain. JavaScript användes för att skapa en react native applikation som kunde fungera på både Android och iOS. Detta lade grunden så att Hajenterprise kunde använda sitt blockchain-api för mobila betalningar. / The company Hajenterprise wanted to research the area of contactless payments to see if it’s possible to Pay contactless with a mobile phone. Today bank cards are used to pay for most things. New payment methods have moved toward contactless purchases using smart phones and NFC-technologies. Smart phones have begun to be used more and more in contactless purchases at point of sale (POS) terminals. The possibility to remove POS-terminals and use smartphones instead as POS-terminals could make it easier and faster to pay. To test this, several tests were needed to see if a smartphone could read a bank card and process the card's information. Bank cards could be read by the smartphone but the information from the bank card could not be used by the smartphone to make a payment. This was because depending on the phone, Samsung, Google or Apple Pay was opened. Thus, a smart phone could receive information from a card but the phone could not use that information to make a payment at a terminal. In addition, an application was created where one could make payments from one mobile to another mobile. This would be done using Near Field Communication (NFC) and blockchain, as Hajenterprise wanted a prototype-application that could pay and charge over NFC against their blockchain. JavaScript was used to create a react native application that could work on both Android and iOS. This laid the foundation for Hajenterprise to use its blockchain API for mobile payments.
37

Going green at the point of sale: Application of digital technologies and message framing to promote sustainable consumption

Grimm, Anna-Katharina 20 May 2021 (has links)
More sustainable food consumption and production could make a significant contribution to reducing greenhouse gas emissions and protecting natural resources. Nevertheless, the market shares of “green” products are still low. This cumulative dissertation aims to increase green consumption by exploring different marketing communication strategies. Article I shows that Point-of-Sale technologies such as digital signage and augmented reality can draw consumers' attention to sustainable products and increase their sales. Article II focuses on the formulation of advertisement messages and suggests that their credibility is a central driver for buying intentions. Since specifically formulated environmental benefits are perceived as particularly credible, their use is the most promising. The third article proves the effectiveness of a newly developed form of green advertisements aiming at increasing both the perceived customer orientation and environmental responsibility of a company. Article IV tests an information app to educate consumers about the sustainability of products and shows that a simple and credible 'sustainability index' is most effective in shaping behavior.
38

A importância do ponto de venda na influência dos consumidores da geração Z na compra de produtos de tecnologia

Coelho, Daniela Andrade Figueira Pinto 24 October 2013 (has links)
Made available in DSpace on 2016-04-25T16:44:36Z (GMT). No. of bitstreams: 1 Daniela Andrade Figueira Pinto Coelho.pdf: 2244744 bytes, checksum: 819898b566e0571c9ee62d63d2a89116 (MD5) Previous issue date: 2013-10-24 / Given this cyber revolution formed by a discharge of digital content and different formats of media and advertising, generation Z emerges, breaking the traditional model of consumption to a more interactive and dynamic whose main vectors are formed by connectivity and sharing experience. On the other hand, the retailers are remaining with the traditional model bringing a limited and offline experienre, promoting a dichotomy between the potential consumers seeking an exclusive and fun experience. The following study seeks to understand the qualities, features and aspirations of this new consumer experience at the point of sale in order to present the main challenges and changes needed to attract this demanding consumer member of Generation Z. The study includes a survey at the point of sale and interviews to understand how this generation realizes the point of sale. The research reveals that these children are seeking a more interactive and dynamic environment at the point of sale and the retail must change to attend this new generation / Diante da revolução cibernética formada por grande quantidade de conteúdos digitais e formatos diferenciados de mídia e propaganda, a Geração Z surge rompendo o modelo tradicional de consumo e caminha para um modelo mais interativo e dinâmico, cujos principais vetores são formados por conectividade, compartilhamento e experiência. Do outro lado do cenário encontra-se o varejo, que insiste no modelo tradicional cuja experiência permanece limitada e estática, promovendo uma dicotomia entre esta prática e o público potencial consumidor da Geração Z, que busca uma experiência exclusiva e entretenimento. Este estudo busca entender as qualidades, anseios e características desse novo consumidor frente à experiência de consumo no ponto de venda, visando apresentar os principais desafios e adequações para atrair o consumidor exigente membro da Geração Z. O presente trabalho contempla uma pesquisa no ponto de venda e entrevistas em profundidade para entender como esta geração percebe o ponto de venda. A pesquisa revela que estas crianças buscam uma experiência mais interativa e dinâmica e o varejo tradicional terá que mudar para se adequar a este geração
39

Valeur d'usage d’une application mobile et impact sur la relation au point de vente : le cas des applications d’aide à l’achat. / Value in use of a mobile application and impact on the relationship at the retail store : the case of mobile purchasing assistance applications

Kurtaliqi, Fidan 01 February 2019 (has links)
La percée des applications mobiles d’aide à l’achat est un phénomène récent. L’usage croissant du smartphone au sein du point de vente (i.e. plus de 70% des consommateurs) a conduit les distributeurs à développer ces outils pour aider les consommateurs à faire des achats plus éclairés. Cependant, à l’image des Self-services technologies (e.g. caisses automatiques), les applications d’aide à l’achat soulèvent de nombreuses questions, notamment concernant les facteurs de création de valeur pour le client. L’objectif de notre recherche consiste dès lors à mesurer la valeur d’une application mobile d’aide à l’achat, par le client, dans le contexte d’un point de vente physique. Il s’agit aussi d’en déterminer les conséquences sur la relation au point de vente. Ce travail s’appuie sur la littérature portant sur le concept de la valeur et sur les applications mobiles d’aide à l’achat. Une recherche qualitative exploratoire sous forme de focus groups permet de mettre en exergue les bénéfices et les coûts liés à l’usage des applications mobiles au sein du point de vente. Divers éléments conditionnels pouvant modérer les effets de liens de ces applications sont également identifiés : type de point de vente (alimentaire versus multimédia), type d’application (« Pull » versus « Push ») et degré de personnalisation (personnalisé versus non personnalisé). Cela nous conduit à la construction d’une échelle de mesure de la valeur d’usage d’une application et à l’élaboration d’un modèle conceptuel qui reprend l’approche hybride de la valeur. Ce modèle vise à décrire la création d’une valeur globale résultant de l’usage d’une application mobile d’aide à l’achat et à identifier l’impact de cette valeur globale sur la fidélité. Ce modèle est testé par le biais d’une méthodologie expérimentale pour laquelle des applications fictives ont été spécialement conçues. Cinq études quantitatives successives sont menées sur un échantillon global de plus 1000 étudiants. Des analyses multi-groupes permettent de mesurer les effets modérateurs des éléments conditionnels : Les résultats montrent que la valeur globale induite par l’usage de ces applications mobiles influence la fidélité envers le point de vente. Chacun des éléments conditionnels présente des effets modérateurs sur les liens du modèle. Les effets modérateurs du type d’application « Push » combinés au fort degré de personnalisation obtiennent les meilleurs résultats avec la création d’une valeur globale conséquente impactant la fidélité envers le point de vente. / The breakthrough of mobile shopping applications is a recent phenomenon. The increasing use of smartphones in retail stores (i.e. more than 70% of consumers) has led retailers to develop these tools to help consumers make smarter purchases. However, similar to Self-service technologies (e.g. automatic cash registers), mobile applications raise many issues, particularly regarding the factors that create customer value. The objective of our research is therefore to measure the value of a mobile purchasing support application for the customer in the context of a retail store. It also involves determining the consequences on the relationship with the retail store. This work is based on the literature on the concept of value and on mobile purchasing assistance applications. Qualitative exploratory research in the form of focus groups highlights the benefits and costs associated with the use of mobile applications in the retail store. Various conditional elements that can moderate the link effects of these applications are also identified: type of retail store (food versus multimedia), type of application ("Pull" versus "Push") and level of personalization (personalized versus non-personalized). This leads us to the construction of a scale for measuring the value in use of an application and to the development of a conceptual model that incorporates the hybrid approach of value. This model aims to describe the creation of global value resulting from the use of a mobile purchasing assistance application and to identify the impact of this global value on loyalty. This model is tested using an experimental methodology for which fictive applications have been specially designed. Five successive quantitative studies are conducted on a total sample of more than 1000 students. Multigroup analysis are used to measure the moderating effects of conditional elements: The results show that the global value induced by the use of these mobile applications influences loyalty to the point of sale. Each of the conditional elements has moderating effects on the model links. The moderating effects of the "Push" application type combined with the high level of personalization achieve the best results with the creation of a significant global value impacting loyalty to the point of sale.
40

Výběr informačního systému / Information System Selection

Saniter, Václav January 2015 (has links)
The topic of this diploma thesis is an analysis and selection of the new information and point of sale system for groceries divisions of the Inva Group a.s. company. First part of this thesis focuses on analysis of the current IT conditions in the company and on drawing up the requirements for the selection of the information system itself, based on the analysis of the company’s business processes. The second part will be focused on market analysis, and will present different options for information and POS systems and depending on the chosen IS, the timeline and the financial plan of the implementation itself will be created at the end.

Page generated in 0.0402 seconds