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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.
291

Model driven engineering methodology for design space exploration of embedded systems / Metodologia de engenharia dirigida por modelos para exploração do espaço de projeto de sistemas embarcados / Modellgetriebene entwicklungsmethodik für die entwurfsraumexploration von eingebetteten systeme

Oliveira, Marcio Ferreira da Silva January 2013 (has links)
Heutzutage sind wir von Geräten umgeben, die sowohl Hardware wie auch Software- Komponenten beinhalten. Diese Geräte unterstützen ein breites Spektrum an verschiedenen Domänen, so zum Beispiel Telekommunikation, Luftfahrt, Automobil und andere. Derartige Systeme sind überall aufzufinden und werden als Eingebettete Systeme bezeichnet, da sie zur Informationsverarbeitung in andere Produkte eingebettet werden, wobei die Informationsverarbeitung des eingebetteten Systems jedoch nicht die bezeichnende Funktion des Produkts ist. Die ständig zunehmende Komplexität moderner eingebettete Systeme erfordert die Verwendung von mehreren Komponenten um die Funktionen von einem einzelnen System zu implementieren. Eine solche Steigerung der Funktionalität führt jedoch ebenfalls zu einem Wachstum in der Entwurfs-Komplexität, die korrekt und effizient beherrscht werden muss. Neben hohen Anforderungen bezüglich Leistungsaufnahme, Performanz und Kosten hat auch Time-to-Market-Anforderungen großen Einfluss auf den Entwurf von Eingebetteten Systemen. Design Space Exploration (DSE) beschreibt die systematische Erzeugung und Auswertung von Entwurfs-Alternativen, um die Systemleistung zu optimieren und den gestellten Anforderungen an das System zu genügen. Bei der Entwicklung von Eingebetteten Systemen, speziell beim Platform-Based Design (PBD) führt die zunehmende Anzahl von Design-Entscheidungen auf mehreren Abstraktionsebenen zu einer Explosion der möglichen Kombinationen von Alternativen, was auch für aktuelle DSE Methoden eine Herausforderung darstellt. Jedoch vermag üblicherweise nur eine begrenzte Anzahl von Entwurfs-Alternativen die zusätzlich formulierten nicht-funktionalen Anforderungen zu erfüllen. Darüber hinaus beeinflusst jede Entwurfs- Entscheidung weitere Entscheidungen und damit die resultierenden Systemeigenschaften. Somit existieren Abhängigkeiten zwischen Entwurfs-Entscheidungen und deren Reihenfolge auf dem Weg zur Implementierung des Systems. Zudem gilt es zwischen einer spezifischen Heuristik für eine bestimmte DSE, welche zu verbesserten Optimierungsresultaten führt, sowie globalen Verfahren, welche ihrerseits zur Flexibilität hinsichtlich der Anwendbarkeit bei verschiedenen DSE Szenarien beitragen, abzuwägen. Um die genannten Herausforderungen zu lösen wird eine Modellgetriebene Entwicklung (englisch Model-Driven Engineering, kurz MDE) Methodik für DSE vorgeschlagen. Für diese Methodik wird ein DSE-Domain-Metamodell eingeführt um relevante DSEKonzepte wie Entwurfsraum, Entwurfs-Alternativen, Auswertungs- und Bewertungsverfahren, Einschränkungen und andere abzubilden. Darüber hinaus modelliert das Metamodell verschiedenen DSE-Frage- stellungen, was zur Verbesserung der Flexibilität der vorgeschlagenen Methodik beiträgt. Zur Umsetzung von DSE-Regeln, welche zur Steuerung, Einschränkung und Generierung der Ent- wurfs-Alternativen genutzt werden, finden Modell-zu-Modell-Transformationen Anwendung. Durch die Fokussierung auf die Zuordnung zwischen den Schichten in einem PBDAnsatz wird eine neuartige Entwurfsraumabstraktion eingeführt, um multiple Entwurfsentscheidungen als singuläres DSE Problem zu repräsentieren. Diese auf dem Categorial Graph Product aufbauende Abstraktion entkoppelt den Explorations-Algorithmus vom Entwurfsraum und ist für Umsetzung in automatisierte Werkzeugketten gut geeignet. Basierend auf dieser Abstraktion profitiert die DSE-Methode durch die eingeführte MDEMethodik als solche und ermöglicht nunmehr neue Optimierungsmöglichkeiten sowie die Verbesserung der Integration von DSE in Entwicklungsprozesse und die Spezifikation von DSE-Szenarien. / Atualmente dispositivos contendo hardware e software são encontrados em todos os lugares. Estes dispositivos prestam suporte a uma varieadade de domínios, como telecomunicações, automotivo e outros. Eles são chamados “sistemas embarcados”, pois são sistemas de processamento montados dentro de produtos, cujo sistema de processamento não faz parte da funcionalidade principal do produto. O acréscimo de funções nestes sistemas implica no aumento da complexidade de seu projeto, o qual deve ser adequadamente gerenciado, pois além de requisitos rigorosos em relação à dissipação de potência, desempenho e custos, a pressão sobre o prazo para introdução de um produto no mercado também dificulta seu projeto. Exploração do espaço de projeto (DSE) é a atividade sistemática de gerar e avaliar alternativas de projetos, com o objetivo de otimizar suas propriedades. No desenvolvimento de sistemas embarcados, especialmente em Projeto Baseado em Plataformas (PBD), metodologias de DSE atuais são desafiadas pelo crescimento do número de decisões de projeto, o qual implica na explosão da combinação de alternativas. Porém, somente algumas destas resultam em projetos que atedem os requisitos nãofuncionais. Além disso, as decisões influenciam umas às outras, de forma que a ordem em que estas são tomadas alteram a implementação final do sistema. Outro desafio é o balanço entre flexibilidade da metodologia e seu desempenho, pois métodos globais de otimização são flexíveis, mas apresentam baixo desempenho. Já heurísticas especialmente desenvolvidas para o cenário de DSE em questão apresentam melhor desempenho, porém dificilmente são aplicáveis a diferentes cenários. Com o intuito de superar os desafios é proposta uma metodologia de projeto dirigido por modelos (MDE) adquada para DSE. Um metamodelo do domínio de DSE é definido para representar conceitos como espaço de projeto, métodos de avaliação e restrições. O metamodelo também representa diferentes problemas de DSE aprimorando a flexibilidade da metodologia. Regras de transformações de modelos implementam as regras de DSE, as quais são utilizadas para restringir e guiar a geração de projetos alternativos. Restringindo-se ao mapeamento entre camadas no PBD é proposta uma abstração para representar o espaço de projeto. Ela representa múltiplas decisões de projeto envolvidas no mapeamento como um único problema de DSE. Esta representação é adequada para a implementação em ferramentas automática de DSE e pode beneficiar o processo de DSE com uma abordagem de MDE, aprimorando a especificação de cenários de DSE e sua integração no processo de desenvolvimento. / Nowadays we are surrounded by devices containing hardware and software components. These devices support a wide spectrum of different domains, such as telecommunication, avionics, automobile, and others. They are found anywhere, and so they are called Embedded Systems, as they are information processing systems embedded into enclosing products, where the processing system is not the main functionality of the product. The ever growing complexity in modern embedded systems requires the utilization of more components to implement the functions of a single system. Such an increasing functionality leads to a growth in the design complexity, which must be managed properly, because besides stringent requirements regarding power, performance and cost, also time-to-market hinders the design of embedded systems. Design Space Exploration (DSE) is the systematic generation and evaluation of design alternatives, in order to optimize system properties and fulfill requirements. In embedded system development, specifically in Platform-Based Design (PBD), current DSE methodologies are challenged by the increasing number of design decisions at multiple abstraction levels, which leads to an explosion of combination of alternatives. However, only a reduced number of these alternatives leads to feasible designs, which fulfill non-functional requirements. Moreover, each design decision influences subsequent decisions and system properties, hence there are inter-dependencies between design decisions, so that the order decisions are made matters to the final system implementation. Furthermore, there is a trade-off between heuristics for specific DSE, which improves the optimization results, and global optimizers, which improve the flexibility to be applied in different DSE scenarios. In order to overcome the identified challenges an MDE methodology for DSE is proposed. For this methodology a DSE Domain metamodel is proposed to represent relevant DSE concepts such as design space, design alternatives, evaluation method, constraints and others. Moreover, this metamodel represents different DSE problems, improving the flexibility of the proposed framework. Model transformations are used to implement DSE rules, which are used to constrain, guide, and generate design candidates. Focusing on the mapping between layers in a PBD approach, a novel design space abstraction is provided to represent multiple design decisions involved in the mapping as a single DSE problem. This abstraction is based on Categorical Graph Product, decoupling the exploration algorithm from the design space and being well suited to be implemented in automatic exploration tools. Upon this abstraction, the DSE method can benefit from the MDE methodology, opening new optimization opportunities, and improving the DSE integration into the development process and specification of DSE scenarios.
292

Exergy and environmental assessment of FPSO offshore platforms with CO2 capture and storage. / Avaliação exergética e ambiental de plataformas offshore FPSO com captura e armazenamento de CO2.

Yamid Alberto Carranza Sánchez 10 February 2017 (has links)
Offshore oil platforms are used for the exploitation and production of hydrocarbons and consist of a processing plant and a utility plant. The oil and gas industry operations are energy-intensive and, in the case of offshore platforms, the need to decrease energy consumption and reduce CO2 emissions has increased. In the oil and gas industry, the ISO 50001 standard promotes the implementation of energy management systems and proposes indicators based on energy. Interestingly, after several decades of knowledge of the concept of exergy, this has not been formally implemented in the programs and strategies of the oil and gas industry organizations. In this research, the implementation of the exergy method and the carbon capture and storage strategy for the assessment of the performance of a floating, production and storage offloading units FPSO is proposed. FPSO platforms and their processing and utility plants may have different configurations depending on, among others, the reservoir characteristics and production requirements. The possible configurations can therefore be numerous. In this sense, some operation scenarios based on different well-fluid compositions and operation modes are studied. The platform models are developed and simulated using the software Aspen HYSYS®. Results show that, on average, the reduction of 88.8% in CO2 emissions is penalized with a reduction in exergy efficiency of 1.7 points. Further, results allow a better understanding of exergy and environmental performance of the FPSO. / Plataformas de petróleo offshore são utilizadas para a exploração e produção de hidrocarbonetos e consistem em uma planta de processamento e uma planta de utilidade. As operações da indústria de petróleo e gás são de energia intensiva e, no caso de plataformas offshore, é necessário cada vez mais diminuir o consumo de energia e reduzir as emissões de CO2. Na indústria de petróleo e gás, a norma ISO 50001 promove a implementação de sistemas de gestão de energia e propõe indicadores baseados em energia. Entretanto, após várias décadas de conhecimento do conceito de exergia, este não foi formalmente implementado nos programas e estratégias das organizações da indústria de petróleo e gás. Neste trabalho, propõe-se a implementação da análise exergética e a estratégia de captura e armazenamento de carbono para a avaliação do desempenho de unidades flutuantes, de produção, de armazenamento e transferência FPSO. As plataformas FPSO e suas plantas de processamento e utilidade podem ter diferentes configurações dependendo, entre outras, das características do reservatório e dos requisitos de produção. As configurações possíveis podem, portanto, ser numerosas. Neste sentido, são estudados alguns cenários de operação baseados em diferentes composições dos fluidos do poço e em três modos de operação. Os modelos de plataforma são desenvolvidos e simulados usando o software Aspen HYSYS®. Os resultados mostram que, em média, a redução de 88,8% nas emissões de CO2 é penalizada com uma redução da eficiência exergética de 1,7 pontos. Além disso, os resultados permitem uma melhor compreensão da exergia e desempenho ambiental do FPSO.
293

Comparing modifiability of React Native and two native codebases

Abrahamsson, Robin, Berntsen, David January 2017 (has links)
Creating native mobile application on multiple platforms generate a lot of duplicate code. This thesis has evaluated if the code quality attribute modifiability improves when migrating to React Native. One Android and one iOS codebase existed for an application and a third codebase was developed with React Native. The measurements of the codebases were based on the SQMMA-model. The metrics for the model were collected with static analyzers created specifically for this project. The results created consists of graphs that show the modifiability for some specific components over time and graphs that show the stability of the platforms. These graphs show that when measuring code metrics on applications over time it is better to do this on a large codebase that has been developed for some time. When calculating a modifiability value the sum of the metrics and the average value of the metrics between files should be used and it is shown that the React Native platform seems to be more stable than native.
294

Prestanda av användargränssnitt i cross-platform-appar / Performance of user interface in cross-platform apps

Lygnebrandt, Emil, Holm, Jonathan January 2016 (has links)
Syftet med denna studie är att undersöka fördröjningsskillnader inom användargränssnitt mellan native­utvecklade appar (utveckling till varje plattform) och appar av typen generated apps. Eftersom arbetet syftar till att bidra med information om prestanda ansågs en experimentell metod vara det bästa valet. Mätning av laddningstider gjordes med hjälp av en videokamera som filmade utförandet av experimenten vilket gjorde metoden simpel och liknar det som en användare kommer att uppleva. Avgränsning till plattformarna Android och iOS gjordes där Xamarin valdes som ramverk inom tekniker som skapar generated apps. Mätdata från experiment som undersökte laddningstider, experiment med användare som hanterade listors respons samt undersökning av CPU­ och minnesanvändning tyder på ett återkommande mönster. Xamarin Forms med XAML är den teknik som presterat sämst under experimenten som sedan följs av Xamarin Forms. Xamarin Android/iOS hade inte lika stora prestandaförluster jämfört med native­utvecklade delar. Generellt hanterar Xamarin Forms telefonens resurser sämre än vad Xamarin Android/iOS och native gör. Resultat från studien kan användas som beslutsstöd vid val av teknik. Studien bidrar även med data som kan användas vid vidare forskning inom området. / The purpose of this study is to examine differences in delay during calculation and presentation of interfaces executing on different techniques. Specifically between native developed apps and generated apps. Since the work aims to contribute with information regarding performance, an experimental method was considered to be the best choice. Measurements of loading times was made with a video camera that captured the execution of the experiments which made the method simple and captures what the users would have experienced. Demarcation to the platforms Android and iOS was made and Xamarin was chosen as the framework for creating generated apps. Data from experiment that examined loading times, experiment with users that dealt with the responsiveness of lists and the analysis of CPU and memory usage indicate a recurring pattern. Xamarin Forms with XAML is the technique that has performed worst during the experiments, followed by Xamarin Forms. Xamarin Android/iOS didn’t have as big performance loss. Xamarin Forms does not manage the phones resources as efficient as Xamarin Android/iOS and native developed apps does. The results from this study can be used as material for making decisions witin organisations when choosing technology for creating apps. The study also contribute with data that can be used by other researchers.
295

Cross-platform development of smartphone applications : An evaluation of React Native

Furuskog, Martin, Wemyss, Stuart January 2016 (has links)
During the last ten years the market for smartphones has grown drastically. Because of the current state of the market with different operating systems many smartphone applications need to be developed for several platforms. With this thesis, the goal was ultimately to contribute to the understanding of cross-platform development as a way of developing smartphone applications. React Native has been evaluated as a framework with which development is done for both Android and iOS using the same code. To study React Native as a framework, a smartphone application for Android and iOS was developed at an Uppsala based IT-company with expertise in web services, smartphone applications, and online gaming. Furthermore, performance tests and user tests were conducted in which React Native was compared to native applications and applications developed using Xamarin (similar cross-platform development framework owned by Microsoft). It was evident that using the same code for both Android and iOS was time saving. However, the performance tests results showed that applications developed with React Native did not perform as well as the native and Xamarin versions. Leading to the conclusion that choice of framework when developing cross-platform applications need to take into consideration performance, development time, and programming language preference.
296

遊戲直播平台獲利模式之個案分析-以Twitch直播平台為例 / The study on profit model of the game live streaming platform- a case study of twitch

戴欣晟, Tai, Hsin Chen Unknown Date (has links)
網際網路的發展加上行動裝置的普及,導致人們觀看影音媒體的方式逐漸數位化,資策會2015年報告指出,72%台灣民眾每週至少觀看一次線上影音平台。4G時代的來臨,使得網路直播成為一種新應用,世界各地也逐漸興起一股網路直播平台的風潮,多數的直播平台雖然擁有很高的用戶流量,卻沒辦法成功的把這些用戶流量轉化為金流,高額的頻寬成本造成直播平台連年虧損。然而,Twitch卻能脫穎而出,以專攻遊戲直播市場,2015年營收高達13.6億美元,更被亞馬遜以9.7億美元將其收購。究竟直播平台應該如何獲利?如何驅動營收的成長?為本研究欲探討之問題。 本研究挑選專攻遊戲直播市場的Twitch 為個案,運用多邊市場結構的概念分析Twitch的獲利模式;運用社群遞增動態循環四構面-內容、忠誠、輪廓和交易活動,分析Twitch如何驅動營收成長。 本研究發現,Twitch多元的獲利模式依賴其平台所連接之多邊市場,並且對不同的市場採取不同的獲利模式。Twitch多元的獲利模式歸納為:訂閱、廣告和交易模式。另外,直播平台想要驅動營收的成長,則需專注於核心領域、提升平台內容質量和平台成員之忠誠度,才能夠有效驅動平台多元的營收成長。 / The way of people watching media are changing to digitalization. According to Taiwan Institution for Information Industry’s report in 2015, 72 percent of population in Taiwan watch media through online video platform at least one time in a week. Also, the fourth generation of mobile telecommunications technology (4G) makes the application of online streaming popular, which leads more and more online streaming platforms came out all over the world. In fact, many online streaming platforms are losing money year after year, due to the huge cost of the Internet Bandwidth and without a successful profit model to transform the high volume of users into revenue. However, Twitch, which focus on game live streaming market, are very successful nowadays. Twitch claims 43% of market share in the gaming content industry and earned $3.8 billion in 2015. Also, Twitch was bought by Amazon for $970 million in 2014. Therefore, this research chooses Twitch as a research target, and focus on analysis of Twitch’s profit model and how Twitch increases its revenue through theoretical method This research finds that Twitch’s successful profit model is due to its multi-markets. Twitch uses different profit strategies on different markets. Twitch’s multiple profit models can be categorized into Subscription, Advertising, and Transaction Models. In addition, Twitch increases its revenue by focusing on core market, increasing the quality of platform contents and the loyalty of platform users.
297

台灣P2P借貸平台策略分析及探討其商業模式之適用性 / The Platform Strategy of P2P Lending, and the Applicability of the Business Model in Taiwan

巫瑞芬, Wu, Ruei Fen Unknown Date (has links)
P2P個人網路借貸(Peer-to-Peer Lending)平台,即為媒合個人對個人借貸的網路平台;有閒置資金者,可透過網路平台,挑選自己願意資助的對象,將資金借給資金需求者,以獲得報酬;資金需求者,則可利用此網路平台,尋找願意提供資金者,以滿足借款需求。其中,借款利率由P2P借貸平台業者依據其計算方式評估訂定;因此,對投資人來說,P2P借貸平台成為另類的理財管道;對借款者來說,則成為新興的融資方式。2016年可說是台灣P2P網路借貸元年,LnB信用市集、鄉民貸等P2P借貸平台相繼成立,設計差異化的營運模式,提供台灣大眾新型態的借貸與投資服務。 本研究以個案式的實務分析及驗證,運用平台策略的相關理論為基礎,並以商業模式之要素作為分析架構,探討個案公司LnB信用市集、鄉民貸及FundPark創辦人創建平台時的動機與目標,如何增進平台參與者互動,替用戶解決問題,並共同創造價值。因此,本研究之研究問題總結如下: (一)台灣P2P借貸平台發展之可能性。 (二)個案公司P2P借貸平台營運模式於台灣發展遇到的問題及比較。 / The Peer-to-Peer lending platform (P2P lending platform will be used as the abbreviation in the following section) the practice of lending money to individuals through online services that match lenders with borrowers. Investors holding idle capital can choose the target on the website to lend money and gain higher returns; while the borrowers’ funding needs can be satisfied by the mechanism of the P2P lending platform. Thus, the P2P lending platform has transformed the traditional idea that finance has to be handled through financial institutions. The P2P lending industry in Taiwan have been developed since 2016, the first and second P2P lending companies: Lend & Borrow(LnB信用市集) , Lend(鄉民貸) were founded during 2015 and 2016, which were devoted to offering reasonable interest rates for lenders and borrowers. Based on the concept of platform strategy and the factors of business model, this study investigates the object and the motivation of the founders when they founded the P2P lending companies, and discusses how they increased the interaction of the players in the platform ecosystem, with the case study of P2P lending companies--Lend & Borrow(LnB信用市集) , Lend(鄉民貸) and FundPark. Therefore, the research questions of this study are as follows: 1.The practicability of the P2P lending platform in Taiwan. 2.The comparison of the business model, and the obstacles that the P2P lending companies faced in Taiwan.
298

Interconnection between BPM and BI products / Propojení produktů BPM a BI

Zikmund, Martin January 2008 (has links)
Interconnection between various types of IT systems used in an enterprise is crucial in these days. Most of companies are using many different kinds of applications in their daily running of the enterprise which leads to necessity of sharing data across those applications to enable all employees to make a right decision upon correct information. In my diploma thesis I deal with interconnection of two systems -- Business Process Management (BPM) and Business Intelligence (BI). Both systems belong to group of top IT systems with big influence on ongoing business and right decision making on all levels from operational to strategic. My paper contains theoretical as well as practical part of the solution for interconnection of BI and BPM systems. First part is about presenting and describing basic concepts and technologies which are used in process of integration of BI and BPM. At the beginning there is a short introduction to BPM, BI and SOA. Following part is including analysis of three major ways of interconnection between BI and BPM systems. Last part of the first theoretical section presents two products. IBM FileNet P8 representative of BPM system and IBM Cognos 8 BI as a representative of BI system. Second part deals with the practical example of real integration between BI and BPM systems. In first part of this section is simple description of the scenario -- business case. After that there is a detail depiction of two different kinds of integration of BI and BPM. Analysis of benefits, advantages and further possibilities are at the end of work.
299

Nástroje pro podporu vývoje nativních multiplatformních mobilních aplikací / Tools for support of cross-platform native mobile apps development

Bulvas, Vít January 2015 (has links)
This master thesiss goal is to map available tools for support of cross-platform native mobile app development. Main goal of thesis is to choose such tool and present it in form of app development. To accomplish this goal several criteria with different importance have to be defined. These criteria are used for choosing of most suitable tool. This thesis has two outputs. First one are criteria that can be used again or amended for some similar tool rating, like this one. Second output is cross-platform mobile app developed with Xamarin tool. Structure of this thesis copy secondary goals that support main goal: mobile OS are presented, name cross-platform native app is defined, define criteria, describe selected tools, rate them and demonstrate development of simple app on selected tool.
300

Plataforma web educativa para niños y jóvenes: Tik Time / Educational web platform for children and young people: Tik Time

Avila Meza, Daniel Rolando, Casma Alvarez, Yosmira Yanet, Mamani Cristobal, Laura Stefany, Ongaro Muñante, Janet Alejandra, Rosales Palacios, Fabiola Jazmín 08 July 2021 (has links)
El presente trabajo de investigación tiene por objeto la creación de una plataforma virtual educativa en donde los niños y jóvenes podrán interactuar por medio de cursos cognitivos, cursos de actividad física como baile, yoga, canto, entre otros. La plataforma contará con el acceso para padres el cual podrá evaluar las actividades realizadas por los niños La idea de negocio surge debido a que los padres no poseen la información adecuada para que sus hijos tengan acceso a actividades recreativas y desarrollen nuevas habilidades en sus tiempos de ocio. Esta necesidad se ve reflejada más en estos tiempos debido a la coyuntura actual y a la poca socialización de los niños con alguien que tiene su misma edad. De esta manera, el trabajo de investigación permitirá conocer la rentabilidad del negocio y si este es viable en el corto, mediano y largo plazo por medio de la estructura de costos y las proyecciones de ventas. Asimismo, el uso de las estrategias comerciales, actividades operativas, plan concierge, entre otros permiten obtener resultados cuantitativos y cualitativos para evaluar al proyecto. / The present research work aims to create a virtual educational platform where children and young people can interact through cognitive courses, physical activity courses such as dance, yoga, singing, among others. The platform will have access for parents which will be able to evaluate the activities carried out by the children The business idea arises because parents do not have adequate information for their children to have access to recreational activities and develop new skills in their leisure time. This need is reflected more in these times due to the current situation and the little socialization of children with someone who is the same age. In this way, the research work will allow us to know the profitability of the business and if it is viable in the short, medium and long term through the cost structure and sales projections. Likewise, the use of commercial strategies, operational activities, concierge plan, among others, allow obtaining quantitative and qualitative results to evaluate the project. / Trabajo de investigación

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