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Technical Textile RetrospectivePETTERSSON, MARIA January 2013 (has links)
Innovative technologies and products, high-performance materials and multi functional fibres are nowadays emerging and are known as technical textiles. This phenomenon, which is quite new in our vocabulary, but the technique and heritage of using textile as functional applications is rather old. The purpose of this thesis is to track the technical textile industries and product segment in Swedish history since the beginning of the industrial revolution and hereby contribute to a broader insight in the Swedish technical textile history. Five different technical textiles segments have been described with a company example after each. A case study methodology is chosen to deepen the analysis of two companies that acted in this particular segment of technical textiles. The companies Jonsereds Fabriker AB and Göteborgs Remfabriks AB were selected. By applying the business model canvas is this thesis trying to illustrate why the companies experienced difficulties to keep up the technical textile production during the 1970s and finally had to close down. By applying a modern business model to historical companies is this thesis furthermore proposing to additional research in the emerging technical textile field. / Program: Applied Textile Management
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Business model innovation : the case of Communication LtdSteen, Robin January 2013 (has links)
In today’s competitive market, a well-integrated business model can play an important role for a competitive advantage. One tool to create business models is the business model canvas. This method is used by many big organizations, and among these users is Communication Ltd. They are currently working on changing their focus from product to service. This change requires some big changes in the company´s business models, revenue streams and in their value proposition. The goal of this thesis is to analyse new possible revenue streams and also investigate if these could be of use for Communication Ltd. To reach this goal this thesis uses a theoretical base along with empirical data such as interviews, secondary data and a study of revenue streams in external markets. The conclusion reached in this thesis is that going from a product focus to a service focus requires structural changes in revenue streams, but also a clear communication of the value an organization is offering their customers. Furthermore for an organization to meet future customer needs, new types of revenue streams must be implemented. One solution to this could be for an organization to offer different types of memberships where different values are bundled together deepening on what the customers’ demands.
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Based on a True StoryEveringham, Scott January 2009 (has links)
The paintings in Based on a True Story are at once illogical and concrete – implying both failure and the hope of figurative and architectural construction. Developed as a kind of psychological landscape, they suggest a depiction of contemporary societal / political, and environmental instability. Neither true nor false: the paintings are spaces in which one may become dislocated, anxious, and unsettled. Inclusion of architectural fenestration suggests one’s fractured location and continually shifting ground. Furthermore, literary and cinematic fiction plays an important role to the work in that they both suggest landscapes that may never exist literally. Fiction is also indicative of the close relationship between the utopia and dystopia as environments for escape. This sense of balance or lack thereof, becomes important to the development of the theatrically absurd, so that an audience may be implicated as the tragic and comic active participant. While investigating the work of Peter Doig, Stephen Bush, and Dana Schutz, for example, I suggest that the trail of the painter’s hand becomes a necessary mode of entrance into the work, offering a closer relationship to the act of painting as another form of escape. This gestural mark-making runs counter to current pushes toward technology, and suggests the re-emergence of painting as a primary approach in which to investigate the development of personal space and experience.
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Based on a True StoryEveringham, Scott January 2009 (has links)
The paintings in Based on a True Story are at once illogical and concrete – implying both failure and the hope of figurative and architectural construction. Developed as a kind of psychological landscape, they suggest a depiction of contemporary societal / political, and environmental instability. Neither true nor false: the paintings are spaces in which one may become dislocated, anxious, and unsettled. Inclusion of architectural fenestration suggests one’s fractured location and continually shifting ground. Furthermore, literary and cinematic fiction plays an important role to the work in that they both suggest landscapes that may never exist literally. Fiction is also indicative of the close relationship between the utopia and dystopia as environments for escape. This sense of balance or lack thereof, becomes important to the development of the theatrically absurd, so that an audience may be implicated as the tragic and comic active participant. While investigating the work of Peter Doig, Stephen Bush, and Dana Schutz, for example, I suggest that the trail of the painter’s hand becomes a necessary mode of entrance into the work, offering a closer relationship to the act of painting as another form of escape. This gestural mark-making runs counter to current pushes toward technology, and suggests the re-emergence of painting as a primary approach in which to investigate the development of personal space and experience.
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Dynamisk grafik med WebGL och Canvas : Atlas och context-switch / Dynamic graphics using WebGL and Canvas : Atlas and context-switchingFrick, Erik January 2015 (has links)
Att ha grafiska applikationer i webben har blivit allt mer vanligt sedan World Wide Web kom till i slutet på 80-talet. Till en början handlade det om effektfulla interaktiva element så som reklamskyltar, logotyper och menyknappar. Idag år 2015 har webbläsarna utvecklats så pass långt att inga tredjepartsprogram krävs för att interaktiv grafik ska fungera, vilket tidigare var fallet. Grafiska funktioner och bibliotek finns nu istället inbyggda i webbläsaren. De tekniker som denna rapport/arbete ska behandla är Canvas och WebGL. Dessa är tekniker som används för att presentera interaktiv grafik på webben. WebGL är ett grafiskt bibliotek som bygger på ett känt grafiskt bibliotek vid namnet OpenGL, men konstruerat för webben. Grafiken är hårdvaruaccelererad precis som OpenGL, vilket innebär att tekniken kan åstadkomma relativt kraftfull grafik för att vara en webbapplikation. För en utbildad webbutvecklare kan WebGL upplevas som en svårare värld jämfört med Canvas som ligger närmare en webbutvecklares kunskapsområde. Canvas har även en större tillgänglighet bland webbläsare än WebGL. Detta arbete ska redovisa hur dessa två tekniker förhåller sig till varandra i utritningshastighet tillsammans med en bildteknik kallad Atlas. Atlas teknik är enkelt förklarat när ett bildobjekt är som en atlas med flertal bildobjekt där i som hade kunnat motsvara separata bildobjekt. Detta examensarbete kommer jämföra alla fallen i ett experiment för att kunna ge svar på hur prestanda i utritningshastighet står sig mellan teknikerna Canvas och WebGL med eller utan Atlas teknik.
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Byznys plán pro nezávislou taneční company / Business plan for contemporary dance companyHájková, Zuzana January 2016 (has links)
This thesis deals with small dance company's business plan process options focusing on effectiveness and simplicity. The thesis offers views on two approaches of strategic planning. The classic one by Michael Kaiser and the second one - Business Model Canvas tool - not so developed in this particular domain. This tool is used in other fields all around the world for creating, reviewing, innovating and presenting business models.
The aim of this thesis is to describe and compare this two approaches. A case study is also included in the thesis, verifying implementation of Business Model Canvas for independent dance company special needs.
The thesis is based on premise that the business plans of independent dace companies are often inadequate and for gaining strong partners or donors the ability to form and present an intelligible and confident vision is crucial.
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Business model canvas a jeho aplikace v dřevozpracujícím průmyslu / Business model canvas and its application in wood processing industryBorovičková, Nina January 2016 (has links)
This thesis deals with the creation of a canvas business model which is understood as a company strategy plan. Its structure consists of nine basic elements (customer segments, value preposition, chanels, customer relationship, revenue streams, key resources, key activities, key partners and cost structure), which must be interconnected in the way that they could bring significant values to the company and its strategy.
The aim of this thesis is to apply this method canvas business model to a business subject operating in the wood processing industry and to suggest possibilities of innovation in the same company using the canvas model. The innovation should have the significant positive influence on the future development of the explored subject.
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Komunikační strategie dřevařské firmy s využitím business modelu canvas / Communication strategy of wood selling company by applying business model canvasToms, Petr January 2016 (has links)
The aim of my thesis is to define an issue of the business model Canvas now together with its implementation at the certain timber company tools with the help of tools like public relations, analyses of communication mix. In the theoretical part is described business model Canvas in detail and also defined the importance of communication in the market background including the marketing communication tools. In the practical part is with the help of business model analyzed and evaluated the current condition of communication mix at the certain timber company. Finally there are recommended the ways of improvement of the current marketing and communication system.
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Um estudo da adoção das práticas de lean startup, business model canvas e desenvolvimento de clientes para startupsPimentel Filho, Francisco Barreto Costa 29 August 2014 (has links)
Submitted by Luiz Felipe Barbosa (luiz.fbabreu2@ufpe.br) on 2015-03-09T13:29:30Z
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DISSERTAÇÃO Francisco Barreto Costa Pimentel Filho.pdf: 2880879 bytes, checksum: 09126ae1af54582c2adf23919e98ca2e (MD5)
Previous issue date: 2014-08-29 / O estudo investiga a forma como as Startups implementam as metodologias de
Business Model Canvas, Lean Startup e Desenvolvimento de Clientes. Para
este objetivo, entrevistas semiestruturadas são conduzidas com
empreendedores de 52 Startups para compreender o comportamento na
adoção das novas metodologias e sua relevância. Empreendedores, apesar de
reconhecerem a importância de efetuar validações do empreendimento antes
de entrar no mercado, optam por construir um produto e lançá-lo. Além disso, a
prática de Business Model Canvas é bastante elogiada quanto a comunicação
e visão estratégica, mas é vista como demasiadamente simples, pois não
contempla projeções financeiras e deve ser utilizada em conjunto com outras
práticas. E quanto a prática de efetuar coletas de feedbacks, os
empreendedores afirmam não possuírem uma cultura organizacional para esta
atividade, sendo vista como custosa e feita de maneira passiva. As
descobertas são muito importantes dado o grande potencial econômico
existente nas Startups.
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Spelutveckling i HTML5 DOM miljö / CSS and HTML/DIV performance on mobile gamingPersson, Marcus, Sandell, Johan January 2016 (has links)
De flesta spel som utvecklas i HTML5 använder en Canvas metod som ritar ut 2-D grafik. Med examensarbetet ville utvecklarna och examinatorn undersöka om det var möjligt att göra ett spel med bra prestanda utan att använda Canvas. Istället använde utvecklarna DOM-trädet och de nya funktioner som finns i CSS3 för att rita ut grafiken. Spelet som utvecklades heter Twofighter och är ett spel för två spelare på samma enhet exempelvis en surfplatta eller smartphone. Den ena spelaren styr ett rymdskepp som ska undvika eller plocka upp objekt som den andra spelaren placerar ut.
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