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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.
111

Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.

Demi, Thorsteinsson January 2017 (has links)
The purpose of this thesis is to investigate the communication within archaeology and cultural heritage through mobile applications, also known as apps. It brings up digital media and apps as a way of communicating and in what ways this could broaden the existing communication within cultural heritage and archaeology towards a changing and digitalized society. The thesis furthermore presents a study that was made with the purpose of investigating how three chosen apps communicating archaeology and cultural heritage are used and experienced and also if there was room for improvement within these apps The study showed that every app was following a similar design since every app was at least partly dependent on that the person testing it was located in a particular place. This was experienced as limiting and this feature got a high amount of negative response from the users. Even though the apps delivered knowledge through popular digital media they still could not reach all the way to the users and the conclusion was made that it most likely was because of the location-based design and because they did not give the users themselves the ability to be involved in the content. The conclusion is that it is not simply enough to digitalize communication because they also have to meet certain goals within quality and interactivity standards. This because modern smartphone users have higher expectations due to the high amount of apps avaliable on todays market. Suggestions are made about investments in working with the gaming inustries to make communication and learning via digital media interactive and with focus on the audience and the user.
112

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.
113

Možnosti využití e-health metody zaměřující se na stres management u vysokoškolských studentů. / Potentiality of a e-health application as a stress management method among university students.

Kretíková, Andrea January 2021 (has links)
The project of the mobile application Nestresuju aims to create a digital tool in czech language, which effectiveness in the development of stress management skills will be tested and at the same time will be user-friendly and an appealing platform. Specifically, the mobile application Nestresuju target into the help with development of stress management skills through digital transformation of the psychological theory of coping strategies of R. Lazarus and S. Folkman. So far, the project has included several phases, including 1.5-year theoretical research, preparation, and programming phases, which was followed by a pilot survey involving 20 students from Prague universities. The results of quantitative, and especially qualitative data from the final interviews and user data showed that Nestresuju is perceived as useful and shows a trend of possible reduction of perceived stress. All sections of the application were mentioned as useful without significant differentiations. Overall, the tool was rated as professional and trustworthy, even though it is a student project. The results of the pilot survey serve as recommendations for updates in Nestresuju. Followed by main study conducted on a broader sample to verify the effectiveness of the digital tool. The importance of the eHealth application...
114

Univerzita a její areály – informace a navigace (mobilní aplikace) / The university and its campuses – information and navigation (mobile application)

Cupák, Michal January 2017 (has links)
This thesis deals with development of multiplatform mobile applications. Part of the thesis is the design and implementation of a mobile application to facilitate the orientation of people in a large university environment. The application is designed for Android and iOS mobile operating systems and is implemented in the Ionic development environment. The application provides basic information about individual buildings of the university, displays buildings on the map and allows the user to navigate these buildings.
115

Marketingová komunikace / Marketing Communication

Smolíková, Barbora January 2018 (has links)
Diploma thesis focus on optimization of online marketing communication of Reinto company. Based on these analyzes, it is proposed optimization of existing online marketing communications including budget, risk analysis, time schedule, RACI matrix and other recommendation.
116

Marketingová komunikace / Marketing Communication

Smolíková, Barbora January 2017 (has links)
Diploma thesis focus on online marketing communication of Reinto company. The thesis is divided into three parts. The first theoretical part explain theoretical knowledge important for understanding the topic. The second part analyzes the current situation of the company and based on these analyzes there is a proposal for improvement of online marketing communications including budget, risk analysis, time schedule, RACI matrix and other recommendation.
117

Mobilní aplikace pro pořizování a prohlížení fotografií stejného objektu v různých časech / Mobile App For Capturing and Viewing Photographs of the Same Object at Different Times

Plšek, Dominik January 2019 (has links)
Rephotography has been a popular research topic in the photography field for a long time. The purpose of rephotography itself is to repeatedly take photographs of the same scene at a different time. As a result, the sequence of rephotographs with the reference, often historical, the picture provides a compelling visualization of the evolution of the subject or capture its changes in time. However, the act of rephotography is difficult for the rephotographers as they have to cope with the ambiguous motions in six degrees of freedom and with the changes of the subject itself or its surrounding environment.        This thesis aims to create a mobile application that would help its users to capture a rephotograph more accurately and allow them to share the scenes amongst other users. The designed application uses available on-device sensors to navigate the user to the location and guide the user during the rephotography process to capture a precise rephotograph. Furthermore, the application contains user interface elements designed explicitly for rephotography. Moreover, the work describes topics about user interface design, iOS application development, and designing and deploying backend API for the mobile application.
118

Využití metod projektového řízení pro vytvoření mobilní aplikace / The use of Methods of the Project Management in the Creation of Mobile Applications

Runets, Ivan January 2016 (has links)
Diplomová práce se zabývá problémy řízení projektů pro vytvoření mobilní aplikace a jejich řešením pomocí agilních metod řízení projektů. V práci je analyzován současný stav projektu a jednotlivé přístupy. Práce se zaměřuje na výběr metody a navrhuje její aplikování na projekt.
119

Využití mobilních technologií k dosahování osobních cílů / Use of mobile technologies for personal goals achievement

Kytka, Igor January 2020 (has links)
These master's thesis "Use of mobile technologies for personal goals achievement" deals with a comprehensive, multifaceted view of mobile applications designed to support physical acti- vity in the general population. The four main chapters are devoted to physical activity in relation to mental health, a detailed introduction to the Transtheoretical model of behavior change, the development of digital technologies and the issue of implementing theoretical concepts in mo- bile applications. The empirical part presents qualitative research, which deals with the intentions of the authors of selected mobile applications and analysis of the presence of psychological concepts of beha- vior change in these applications. The research goal was only partially achieved because it was not possible to get answers to the submitted questions from the addressed respondents. The analysis of mobile applications themselves using behavior change techniques shows the appli- cation of some processes of change. Keywords Behavior change, motivation, processes of change, mobile applications, digital technologies.
120

Energy-Aware Development and Labeling for Mobile Applications

Wilke, Claas 14 March 2014 (has links)
Today, mobile devices such as smart phones and tablets have become ubiquitous and are used everywhere. Millions of software applications can be purchased and installed on these devices, customizing them to personal interests and needs. However, the frequent use of mobile devices has let a new problem become omnipresent: their limited operation time, due to their limited energy capacities. Although energy consumption can be considered as being a hardware problem, the amount of energy required by today’s mobile devices highly depends on their current workloads, being highly influenced by the software running on them. Thus, although only hardware modules are consuming energy, operating systems, middleware services, and mobile applications highly influence the energy consumption of mobile devices, depending on how efficient they use and control hardware modules. Nevertheless, most of today’s mobile applications totally ignore their influence on the devices’ energy consumption, leading to energy wastes, shorter operation times, and thus, frustrated application users. A major reason for this energy-unawareness is the lack for appropriate tooling for the development of energy-aware mobile applications. As many mobile applications are today behaving energy-unaware and various mobile applications providing similar services exist, mobile application users aim to optimize their devices by installing applications being known as energy-saving or energy-aware; meaning that they consume less energy while providing the same services as their competitors. However, scarce information on the applications’ energy usage is available and, thus, users are forced to install and try many applications manually, before finding the applications fulfilling their personal functional, non-functional, and energy requirements. This thesis addresses the lack of tooling for the development of energy-aware mobile applications and the lack of comparability of mobile applications in terms of energy-awareness with the following two contributions: First, it proposes JouleUnit, an energy profiling and testing framework using unit-tests for the execution of application workloads while profiling their energy consumption in parallel. By extending a well-known testing concept and providing tooling integrated into the development environment Eclipse, JouleUnit requires a low learning curve for the integration into existing development and testing processes. Second, for the comparability of mobile applications in terms of energy efficiency, this thesis proposes an energy benchmarking and labeling service. Mobile applications belonging to the same usage domain are energy-profiled while executing a usage-domain specific benchmark in parallel. Thus, their energy consumption for specific use cases can be evaluated and compared afterwards. To abstract and summarize the profiling results, energy labels are derived that summarize the applications’ energy consumption over all evaluated use cases as a simple energy grade, ranging from A to G. Besides, users can decide how to weigh specific use cases for the computation of energy grades, as it is likely that different users use the same applications differently. The energy labeling service has been implemented for Android applications and evaluated for three different usage domains (being web browsers, email clients, and live wallpapers), showing that different mobile applications indeed differ in their energy consumption for the same services and, thus, their comparison is both possible and sensible. To the best of my knowledge, this is the first approach providing mobile application users comparable energy consumption information on mobile applications without installing and testing them on their own mobile devices.

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