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Market research of home video editing service /Chan, Chun-leung. January 1992 (has links)
Thesis (M.B.A.)--University of Hong Kong, 1992.
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Market research of home video editing serviceChan, Chun-leung., 陳眞良. January 1992 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
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Multiprotocol control of networked home entertainment devices /Siebörger, David Robert. January 2004 (has links)
Thesis (M. Sc. (Computer Science))--Rhodes University, 2004.
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The remote configuration of devices within home entertainment networksDembovsky, Colin January 2002 (has links)
This thesis examines home entertainment network remote configuration solutions. It does so by inspecting four home entertainment networking solution specifications - HAVi, Jini, AV/C and UPnP. Two of these (AV/C and UPnP) are implemented partially for a system allowing a TV to configure an AudioNideo Receiver (AV/R) remotely on the network (a process known as remote configuration). The two implementations are then more closely investigated and several implementation differences in the approach between the remote configuration method of device configuration and other methods of device configuration are discerned. These different approaches are then categorised into one of two theoretical models of communication for configuring devices on home entertainment networks - the Rendering model and the Programmed model. By classifying a particular method of device configuration into one of the two models, manufacturers can quickly determine the inherent strengths and weaknesses of that method / KMBT_363 / Adobe Acrobat 9.54 Paper Capture Plug-in
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Multiprotocol control of networked home entertainment devicesSiebörger, David Robert January 2004 (has links)
Networks will soon connect a wide range of computing devices within the home. Amongst those devices will be home entertainment devices. Remote control over the network will be a key application for networked entertainment devices, and requires a protocol for communication understood by both controller and controlled device. Devices capable of communication using multiple control protocols will be compatible with a wider range of controllers than those which implement only one control protocol. This work examines home networks and a number of control protocols. The implementations of the UPnP and AV/C protocols for an AV receiver are described. The issues involved in the concurrent use of multiple control protocols to control a device are considered, possible methods of concurrent control discussed, and a solution which simulates virtual copies of the device is implemented and tested.
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American MomWeiss, Maria 01 January 2017 (has links)
A reflection of my short film American Mom
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Business Dynamics and Innovation in the Home Video Game IndustryHabbari, 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.
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Business Dynamics and Innovation in the Home Video Game IndustryHabbari, 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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Supporting in-home behavior specimen collection and sharing for diagnostic assessment of children with autismNazneen, Fnu 08 June 2015 (has links)
Direct observation of the child remains an essential part of the gold standard clinical practice in the diagnosis, assessment, and treatment planning for children with Autism and related developmental conditions. Clinical professionals acknowledge that observing behavior in the natural environment is crucial to obtain an accurate and comprehensive assessment of child behavior. However, direct observation in the natural environment is not feasible for wide-scale implementation into clinical practice. Another key challenge with respect to autism diagnosis is that there is significant time lag (about 20-60 months) between age at which parents first get concerned and the age at which the child finally gets diagnosed. Delay in diagnosis can lead to delay in invaluable early interventions which could impact a child’s future developmental outcomes.
A capture and access solution can play a role to fill these gaps. This thesis presents the design, development, and evaluation of a Clinician-directed Capture and Access System that can enable parents to easily collect in-home behavior specimens that have clinical utility and clinicians to use this data to complete a diagnostic assessment for autism. Analogous to a traditional lab specimen collection and assessment procedure, this approach involves three steps: 1) the clinician’s prescription of behavior specimens to be collected; 2) in-home collection and remote sharing of prescribed behavior specimens by parents; and 3) diagnostic assessment of behavior specimens by a remote and qualified clinician.
The contributions of this thesis are as follows: a) identified potential opportunities and challenges specific to the design and adoption of a technology solution that enables in-home behavior specimen collection and diagnostic assessment for autism; b) identified key features and functionalities of a smart-phone based Capture System that can enable parents to easy collect in-home behavior specimens that have clinical utility; c) identified key features and functionalities of the web-based Access System that facilitate clinicians to complete remote diagnostic assessment based on in-home behavior specimens.; d) demonstrated through an end-to-end study with parents and clinicians that parents can easily capture behavior specimens through the Capture System and clinicians can complete remote autism diagnostic assessment based on in-home behavior specimens via the Access System.
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Forecasting the market for home video players : a retrospective analysis /Klopfenstein, Bruce Carl January 1985 (has links)
No description available.
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