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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

Acquiring PN Codes Without Serial Searches Using Modified Correlation Loops

Yadati, Uday, Kosbar, Kurt 10 1900 (has links)
International Telemetering Conference Proceedings / October 26-29, 1998 / Town & Country Resort Hotel and Convention Center, San Diego, California / This paper analyzes the performance of a modified correlation, or delay-locked loop (DLL). These devices typically cross-correlate the received signal with a differentiated version of the originally transmitted signal. This paper describes some interesting properties the loop assumes when the differentiator is replaced by a Hilbert transform. The loop will still track the timing offset of the code, but it will also be able to acquire the signal when the initial offset is greater than one chip time. The new loop may also be superior to traditional DLL in low SNR environments, since it is much less likely to lose lock. Since the new loop is highly non-linear, it is studied through the use of computer simulations.
2

Business Dynamics and Innovation in the Home Video Game Industry

Habbari, Samia, Hidalgo Arreola, Alfredo, Georgieva Petrova, Antoniya January 2010 (has links)
The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis. The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic litera-ture. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis.The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.
3

Forecasting project progress and early warning of project overruns with probabilistic methods

Kim, Byung Cheol 15 May 2009 (has links)
Forecasting is a critical component of project management. Project managers must be able to make reliable predictions about the final duration and cost of projects starting from project inception. Such predictions need to be revised and compared with the project’s objectives to obtain early warnings against potential problems. Therefore, the effectiveness of project controls relies on the capability of project managers to make reliable forecasts in a timely manner. This dissertation focuses on forecasting project schedule progress with probabilistic methods. Currently available methods, for example, the critical path method (CPM) and earned value management (EVM) are deterministic and fail to account for the inherent uncertainty in forecasting and project performance. The objective of this dissertation is to improve the predictive capabilities of project managers by developing probabilistic forecasting methods that integrate all relevant information and uncertainties into consistent forecasts in a mathematically sound procedure usable in practice. In this dissertation, two probabilistic methods, the Kalman filter forecasting method (KFFM) and the Bayesian adaptive forecasting method (BAFM), were developed. The KFFM and the BAFM have the following advantages over the conventional methods: (1) They are probabilistic methods that provide prediction bounds on predictions; (2) They are integrative methods that make better use of the prior performance information available from standard construction management practices and theories; and (3) They provide a systematic way of incorporating measurement errors into forecasting. The accuracy and early warning capacity of the KFFM and the BAFM were also evaluated and compared against the CPM and a state-of-the-art EVM schedule forecasting method. Major conclusions from this research are: (1) The state-of-the-art EVM schedule forecasting method can be used to obtain reliable warnings only after the project performance has stabilized; (2) The CPM is not capable of providing early warnings due to its retrospective nature; (3) The KFFM and the BAFM can and should be used to forecast progress and to obtain reliable early warnings of all projects; and (4) The early warning capacity of forecasting methods should be evaluated and compared in terms of the timeliness and reliability of warning in the context of formal early warning systems.
4

Forecasting project progress and early warning of project overruns with probabilistic methods

Kim, Byung Cheol 10 October 2008 (has links)
Forecasting is a critical component of project management. Project managers must be able to make reliable predictions about the final duration and cost of projects starting from project inception. Such predictions need to be revised and compared with the project's objectives to obtain early warnings against potential problems. Therefore, the effectiveness of project controls relies on the capability of project managers to make reliable forecasts in a timely manner. This dissertation focuses on forecasting project schedule progress with probabilistic methods. Currently available methods, for example, the critical path method (CPM) and earned value management (EVM) are deterministic and fail to account for the inherent uncertainty in forecasting and project performance. The objective of this dissertation is to improve the predictive capabilities of project managers by developing probabilistic forecasting methods that integrate all relevant information and uncertainties into consistent forecasts in a mathematically sound procedure usable in practice. In this dissertation, two probabilistic methods, the Kalman filter forecasting method (KFFM) and the Bayesian adaptive forecasting method (BAFM), were developed. The KFFM and the BAFM have the following advantages over the conventional methods: (1) They are probabilistic methods that provide prediction bounds on predictions; (2) They are integrative methods that make better use of the prior performance information available from standard construction management practices and theories; and (3) They provide a systematic way of incorporating measurement errors into forecasting. The accuracy and early warning capacity of the KFFM and the BAFM were also evaluated and compared against the CPM and a state-of-the-art EVM schedule forecasting method. Major conclusions from this research are: (1) The state-of-the-art EVM schedule forecasting method can be used to obtain reliable warnings only after the project performance has stabilized; (2) The CPM is not capable of providing early warnings due to its retrospective nature; (3) The KFFM and the BAFM can and should be used to forecast progress and to obtain reliable early warnings of all projects; and (4) The early warning capacity of forecasting methods should be evaluated and compared in terms of the timeliness and reliability of warning in the context of formal early warning systems.
5

Business Dynamics and Innovation in the Home Video Game Industry

Habbari, Samia, Hidalgo Arreola, Alfredo, Georgieva Petrova, Antoniya January 2010 (has links)
<p>The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis. The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic litera-ture. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis.The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.</p>

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