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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.
101

Enhancing small business through mobile apps: a case study from Lagos, Nigeria

Owoseni, Adebowale Oluropo 02 1900 (has links)
This thesis draws on the framework of dynamic capability (DC) in an effort to make sense of how small and medium scale enterprises (SMEs) use mobile apps in Lagos, Nigeria. There exists significant knowledge regarding the application of the DC framework in large firms but its application in smaller organisations has scarcely been researched. The knowledge of how SMEs use mobile apps is important at this time because it could help these SMEs compete favourably, despite unpredictable environments. Based on pragmatic philosophy and a mixed-methods research approach, the research was conducted in two phases. The first phase of the research used qualitative methods to identify the absorptive, adaptive and innovative capabilities of SMEs in Lagos with a view to discover the extent to which mobile apps are used as enablers and/or drivers of these capabilities. The findings from 20 SMEs identified 15 DC constructs whose impact on SMEs could be enhanced using appropriated mobile apps. The SMEs manifest adaptive capabilities, mainly through using appropriated mobile apps. The SMEs manifest adaptive capabilities, mainly through customer feedback and referrals, and demonstrate absorptive capabilities through the repackaging and repricing of their goods and/or service offerings. The innovative capabilities of SMEs became evident through the imitation and adaptation of offerings. The second phase of this research surveyed 1 162 SMEs in Lagos in an effort to validate the identified constructs through quantitative methods. Descriptive statistics of survey responses affirm the use of mobile apps by SMEs and it also indicated the underutilisation of mobile apps as a DC enabler. Further analysis, using covariance-based structural equation modelling (SEM) techniques and confirmatory factor analysis (CFA), explored the fitness of a conceptual SME model. The model assembled seven latent variables namely: mobile app usage, adaptive capability, absorptive capability, innovative capability, opportunity sensing ability, opportunity shaping ability and opportunity seizing ability. Subsequently, 15 hypotheses aimed at understanding the relationships between the variables were developed. The findings from the quantitative analysis revealed that mobile app usage increases the adaptive, absorptive and innovative capabilities of SMEs. The results failed to establish a direct relationship between mobile app usage and opportunity sensing, shaping and seizing abilities. Furthermore, the use of the adaptive capability in taking advantage of opportunities could not be generalised in SMEs’ context. The research findings imply the existence of an untapped potential as far as the use of mobile apps by SMEs in Lagos is concerned. The findings suggest that SMEs in Lagos respond to opportunities by becoming innovative and they seldom exhibit innovation in order to create opportunities. Based on the heterogeneous nature of SMEs, it is difficult to suggest a clear-cut narrative as to how all SMEs should employ mobile apps to create and maximise opportunities. However, mobile apps could induce creativity when developed and applied to the contextual requirements of SMEs. The outcome of this research reflects a multidisciplined research experience. The study contributed to IS through the creation of a model for investigating mobile app usage by organisations from a DC perspective. The conceptual model designed in this study could be adapted to investigate the way in which mobile app usage influences organisations in other contexts. The study contributed to the area of Information Systems by revealing the application of the DC framework to SMEs in contrast to the usual practice of researching DC with large organisations in mind. This research work suggests implicit ways of enhancing SMEs which could aid policy makers. This study was limited in that it gathered data from SMEs in Lagos alone as Lagos represents the commercial centre of Nigeria. Considerations for future research include the comparison of DC of large and small organisations in Lagos to examine if similarities and/or contrasts exist. Furthermore, due to the evasive and heterogeneous nature of SMEs, it would be beneficial to delimit future research on SMEs along specific domains of interest. / Iqoqa Lolu cwaningo lususelwa ohlakeni lokuthiwa ngamandla aphilayo (dynamic capability [DC]) emzameni wokuba umuntu aqonde ukuthi amabhizinisi amancane namaphakathi (ama-SME) awasebenzisa kanjani ama-apps ahanjiswayo eLagos, eNigeria. Lolu lwazi lubalulekile ngoba lungasiza la mabhizinisi ukuba ancintisane namanye ngokunempumelelo, noma izimo akuzo wona zingaqondakali kahle. Ucwaningo lwenziwa ngezigaba ezimbili. Isigaba sokuqala sahlonza ama-DC ama-SMSE eLagos, ngenhloso yokuthola ukuthi ngabe ama-apps ahanjiswayo asetshenziswa kangakanani ukukhuthaza kanye/noma ukuqhubela phambili la mandla aphilayo. Okwatholakala kuma-SME angama-20 kwaba ukuhlonzwa kwezinhlelo zama-DC ithonya lazo kuma-SME elalingase liphakame ngokusebenzisa ama-apps ahanjiswayo afanele. Ama-SME afakazela ama-DC ikakhulu ngokushiwo ngamakhasimende nalabo abathintiwe, nokuba kubonakale ngokuba impahla ekhishwayo ipakishwe kabusha, ifakelwe intengo entsha, noma kube yimpahla engukulingisa eyokuqala noma ilungiswe ifane neyokuqala. Ibanga lesibili lalolu cwaningo lwahlola ama-SME ayi-1 162 eLagos ukuzama ukuqinisekisa ngezinga lezinhlaka ezihlonziweyo. Izimpendulo ezavezwa ucwaningo zakwesekela ukusetshenziswa ngama-SME kwama-apps ahanjiswayo, zakhomba nokuthi awasetshenziswa ngokugcwele ama-apps ahanjiswayo njengokunika i-DC amandla. Okunye ukuhlaziya kwakhombiisa ukuthi ukusebenzisa ama-apps ahanjiswayo kwakungasiza ama-SME ngokwandisa amathuba awo. Nokho phela ukusebenzisa amathuba avelayo kwakungeke kwenzeke yonke indawo kuma-SME. Okuvezwa ucwaningo kukhombisa ukuthi kukhona ukusizakala okukhulu okungakafinyelelwa kukho mayelana nokusetshenziswa ngama-SME kwama-apps ahanjiswayo eLagos. Ucwaningo luphonsa itshe esivivaneni enkundleni yezinhlelo zokusebenza ngezolwazi ngokwembula ukusetshenziswa kohlaka lwe-DC kuma-SME uma kuqhathaniswa ngokuphambene nalokhu, okungukucwaninga okwejwayelekile nge-DC ezinhlanganweni ezinkulu. Lolu cwaningo luveza izindlela ezingekho obala zokuthuthukisa ama-SME, okungaba usizo kulabo ababhekene nokusungula imigomo yezwe. / School of Computing / Ph. D. (Information Systems)
102

HyMobWeb: uma abordagem para a adaptação híbrida de interfaces Web móveis sensíveis ao contexto e com suporte à multimodalidade / HyMobWeb: an approach for the hybrid adaptation of context-sensitive web interfaces with multimodality support

Bueno, Danilo Camargo 30 June 2017 (has links)
Submitted by Milena Rubi ( ri.bso@ufscar.br) on 2017-10-17T13:29:06Z No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5) / Approved for entry into archive by Milena Rubi ( ri.bso@ufscar.br) on 2017-10-17T13:29:18Z (GMT) No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5) / Approved for entry into archive by Milena Rubi ( ri.bso@ufscar.br) on 2017-10-17T13:29:26Z (GMT) No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5) / Made available in DSpace on 2017-10-17T13:29:35Z (GMT). No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5) Previous issue date: 2017-06-30 / Não recebi financiamento / The use of mobile devices to browse the Web has become increasingly popular as a consequence of easy access to the Internet. However, moving from the desktop development to the mobile platform features, requests from developers an important focus on interaction elements which fit into the interaction demands. There by, several approaches have emerged for adaptation of Web applications. One of the most adopted solution by Web developers are front-end frameworks . Nevertheless, this technique has shortcomings that directly impact in the interaction elements and user satisfaction. In this scenario, the objective of this work is to propose a hybrid adaptation approach of context-sensitive Web interfaces with multimodality support, called HyMobWeb, which aims to help developers to create solutions closer to the device’s characteristics, to the contexts of use and the needs of end-users. The approach is composed of stages of static and dynamic adaptation. Static adaptation subsidizes developers in marking elements to be adapted through a grammar that can reduce the coding effort of solutions that address aspects related to multimodality and context sensitivity. Dynamic adaptation is responsible for analyzing changes in the context of the user and performing the marked adaptations in static adaptation. The approach was outlined from a review of the literature on mobile Web interface adaptation and three exploratory studies. The first and second study dealt with end users’ difficulties regarding the use of non-mobile Web applications. The third is about gaps in traditional adaptations - made through frameworks front-end - in relation to the users needs. Aiming to evaluate the approach, two evaluations were carried out, one from the perspective of the developer and another from the end user. The first one focused on verifying the acceptance of the proposal by software developers in the use of the grammar and resources proposed from it. The second sought to identify if the adaptation, previously implemented by the developers, brought satisfaction to the end-users during its use. The findings suggested that HyMobWeb brought significant contributions to the work of the developers and that the resources explored by the approach provided positive reactions to the satisfaction of end-users. / O uso de dispositivos móveis para navegar na Web tornou-se cada vez mais popular devido à proliferação dos aparelhos e sua facilidade de acesso. No entanto, a transição da plataforma desktop para mobile inseriu um novo desafio aos desenvolvedores sobre o uso de elementos de interação e de suas funcionalidades. Com isso, surgiram diversas abordagens para adaptação das aplicações Web. Entre elas, uma das mais comuns entre Desenvolvedores Web é a utilização de frameworks front-end . Contudo, estes frameworks possuem limitantes nas funcionalidades de adaptação das interfaces com deficiências que impactam diretamente nos elementos de interação e na satisfação do usuário. Diante deste cenário, este trabalho tem como objetivo propor a HyMobWeb, uma abordagem híbrida de adaptação de interfaces Web móveis sensíveis ao contexto e com suporte a multimodalidade, que visa a auxiliar os desenvolvedores na criação de soluções mais próximas às características do dispositivo, aos contextos de utilização, e as necessidades dos usuários finais. A abordagem é composta das etapas de adaptação estática e dinâmica. A adaptação estática subsidia os desenvolvedores na marcação de elementos a serem adaptados através de uma gramática que pode reduzir o esforço de codificação de soluções que abordam aspectos relacionados à multimodalidade e à sensibilidade ao contexto. A adaptação dinâmica é a responsável por analisar as mudanças no contexto do usuário e realizar as adaptações marcadas na adaptação estática. A abordagem foi delineada a partir de uma revisão da literatura acerca da adaptação de interface Web em dispositivos móveis e três estudos exploratórios. O primeiro estudo tratou sobre as dificuldades dos usuários finais em relação à utilização de aplicações Web não adaptadas aos dispositivos móveis. O segundo sobre os impactos da adição da multimodalidade em tais ambientes. Enquanto o terceiro, sobre as lacunas existentes nas adaptações tradicionais - realizadas através de frameworks front-end - em relação às necessidades dos usuários finais. Visando avaliar a abordagem, duas avaliações foram realizadas: uma na perspectiva do desenvolvedor e outra do usuário final. A primeira focou em verificar aceitação da proposta por parte dos desenvolvedores de software no uso da gramática e recursos propostos a partir dela. A segunda buscou identificar se a adaptação, previamente implementada pelos desenvolvedores, trazia satisfação para os usuários finais durante seu uso. Os resultados encontrados sugeriram que a HyMobWeb trouxe contribuições significativas para o trabalho dos desenvolvedores e que os recursos explorados pela abordagem propiciaram reações positivas na satisfação dos usuários finais
103

Curitiba-Viewport: contribuição ao desenvolvimento de uma plataforma computacional para cidades virtuais / Curitiba-Viewport: contribution to the development of a computational platform for virtual cities

Miranda, Frederico Severo 01 December 2017 (has links)
CAPES / As tecnologias de informação e comunicação (TIC’s) estão presentes diariamente na vida da sociedade e provocam mudanças no seu modo de viver. As TIC’s possibilitam a criação de novos produtos e serviços para melhorar a vida das pessoas. Elas têm sido utilizadas no trabalho, nos relacionamentos, serviços públicos, entretenimento e lazer com o objetivo de mitigar a exclusão social, melhorar o desempenho econômico, criar oportunidades de emprego, melhorar a qualidade de vida e promover a participação social. Neste contexto de desenvolvimentos tecnológicos e hiperconectividade combinado com as preocupações referentes a um crescimento urbano sustentável, governabilidade eficaz e melhores formas de analisar e explorar dados, diversas pesquisas emergem levando em consideração os conceitos sobre cidades inteligentes, cidades digitais e cidades virtuais. Observando-se os benefícios proporcionados pelas cidades inteligentes, digitais e virtuais (na perspectiva de um jogo digital) e pelo fato de que não há atualmente conhecimentos consolidados, tampouco uma plataforma computacional com os recursos necessários para integrar aplicações associadas ao ambiente físico de vivência dos cidadãos que envolvem aspectos de caráter social, governamental, comercial, educacional, científico e de entretenimento, este trabalho busca responder a seguinte pergunta: é possível desenvolver uma cidade virtual na perspectiva de um jogo digital com o propósito de ser uma plataforma para execução de aplicações que trazem benefícios para a vida dos cidadãos de uma região? A partir desta pergunta, surgiu a presente dissertação organizada em quatro camadas de interesses: tecnológica, ética, sociocultural e ações públicas, originando desta forma a Curitiba-ViewPort (C-VP). Em relação ao desenvolvimento da camada tecnológica (foco desta dissertação), o projeto foi dividido em quatro atividades principais: modelagem gráfica, criação da base de dados, desenvolvimento de um servidor Web Services e finalmente, o desenvolvimento do jogo propriamente dito. Levando em consideração o protótipo desenvolvido e os resultados obtidos, a C-VP mostrou-se capaz de ser uma cidade virtual na perspectiva de um jogo digital com o propósito de ser uma plataforma para execução de aplicações, respondendo desta forma, a pergunta que originou esta dissertação. / Information and communication technologies (ICT’s) are present daily in the life of society and cause changes in the way they live. ICT’s enable the creation of new products and services to improve people’s lives. It has been used in work, relationships, public services, entertainment and leisure with the aim of mitigate social exclusion, improving economic performance, creating employment opportunities, improving quality of life and promoting social participation. In this context of technological developments and hyperconnectivity combined with concerns about sustainable urban growth, effective governance and better ways of analyzing and exploring data, a variety of research emerges taking into account the concepts of smart cities, digital cities and virtual cities. Noting the benefits provided by smart, digital and virtual cities (from the perspective of a digital game) and the fact that there is currently no consolidated knowledge, nor a computational platform with the necessary resources to integrate applications associated with the physical environment of citizens that involve social, governmental, commercial, educational, scientific and entertainment aspects, this work seeks to answer the following question: is it possible to develop a virtual city in the perspective of a digital game with the purpose of being a platform for execution of applications that bring benefits to the lives of citizens of a region? From this question, the present dissertation was organized in four layers of interests: technological, ethical, sociocultural and public actions. In relation to the development of the technological layer (focus of this dissertation), the project was divided into four main activities: graphic modeling, database creation, web server development and finally the development of the game itself . Taking into account the developed prototype and the results obtained, the C-VP proved to be a virtual city in the perspective of a digital game with the purpose of being a platform for application execution, thus answering the question that originated this dissertation.
104

Two Sides of the Same Coin? Insights on Motivational Information Systems and Goal Achievement From a User and Firm Perspective

Wolf, Tobias 27 November 2020 (has links)
No description available.
105

Designing and implementing mobile-based interventions for enhancing English vocabulary in ODL

Shandu-Phetla, Thulile Pearl 06 1900 (has links)
Students in Open Distance Learning (ODL) face a myriad of challenges including a low proficiency in English. While research has identified vocabulary as important in improving language proficiency and the pertinent role of interaction in vocabulary development, there remains a dearth of research on how to enhance vocabulary in ODL, a context which is characterised by the distance between students and the institution. In searching for an intervention that would support vocabulary development, including interaction, while taking cognisance of the distance between students and lecturers, this study explored the use of mobile learning (mlearning). Because mlearning technologies offer ubiquitous flexibility and accessibility, they were deemed fit for purpose for ODL which is established on the principles of openness, flexibility and student‐centredness. Using the design‐based research (DBR) method within a pragmatic paradigm, this study designed, implemented and evaluated mobile‐based interventions for vocabulary development. The first phase of the study involved the analysis of the problem through a literature review. The literature and theoretical framework were used to ground the second phase of DBR, which included the development of the intervention prototype in the form of a mobile‐based vocabulary development app called VocUp. The intervention was implemented, tested and refined in three iteration stages, which formed the third phase of DBR. The iterations included a VocUp only stage, followed by a WhatsApp only stage, and ended with a VocUp plus WhatsApp stage. The last phase of DBR involved a reflection and a production of artefacts and guidelines for practice in ODL. Data were collected through interviews and WhatsApp chats from students registered for a first‐year English module. The results were 1) that vocabulary should be explicitly taught, allow for rehearsal opportunities and contain assessment while acknowledging the instrumental role of interaction; 2) mobile interventions should balance the pedagogic benefits with the technological qualities; and 3) the advantages and challenges of using WhatsApp and VocUp can be successfully combined into a hybrid model of both platforms. This study’s contribution to the body to knowledge includes the newly‐designed VocUp as an artefact; a revised model of the CoI theoretical framework called MODeL as well as principles guiding the application of the MODeL in authentic ODL contexts. / English Studies / D. Litt. et Phil. (English)

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