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Web authenticitySedaghat, Soroush, University of Western Sydney, School of Computing and Information Technology January 2002 (has links)
Advancements in web technology such as the integration of operating platforms, the application of mobile applets and connectivity with databases into an encompassing web environment has promoted the development of complex web-based systems for enterprise computing. In this integration the inherent security flaws and associated problems of these technological advancements are also brought together under this web environment. These flaws, when exploited, could lead to system compromises of various kinds including stealing of security sensitive information, system take-over fabrication of fake electronic documents and illegal alteration to web sites contents. Therefore, the successful, prompt and appropriate responses of these complex web-based systems to security threats and breaches, such as in the cases of document tampering and misrepresentation from illegal users, are imperative in promoting the user's willingness and confidence when interacting with these systems. Accordingly, this has become one of the major concerns in development, management and operation of web-based systems. This thesis also studies the authentication of dynamic web contents through the application of a one-time digital signature. To this effect, relevant concepts and possible approaches have been discussed. Authentication and verification of dynamic contents, efficiently in the web environment, is suggested as a separate research area and as a direction for future work. / Master of Science (Honours) Computing
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創意平台之關鍵成功因素 — 以IBM Innovation Jam為例 / A study of key successful factors on ideas creation platform – IBM Innovation Jam as example張俊才 Unknown Date (has links)
創意無所不在,而從創意的發想,透過怎麼樣的一種有效率的過程,成為有具體的結果,從成功的企業創新活動的過程裡,能夠找出一些關鍵的成功因素。而為求創新之企業,常以創造企業內組織之創新文化為目的,舉辦許多創新的活動,影響員工養成創新行為。本研究以IBM公司所舉辦的Innovation Jam創意活動為例,以個案研究的方式,針對創新流程、組織活動、知識管理三大方面,進行關鍵活動的討論。此外,依不同型態的創意活動,以三個企業/組織舉辦的創意平台活動—工研院資通所的創意競賽、Google 10100計畫、以及台灣愛普生的開放式創意市場作為比較,進一步找出以創意平台作為創意活動的成功關鍵因素,以提供未來企業要舉辦類似活動的依據。企業中推動創意活動,從討論的個案來看,以下幾個關鍵的活動是整體創意活動不可或缺的元素。
1. 清楚的目的與主題
2. 合適的參與對象
3. 主辦單位的參與
4. 交換創意的平台
5. 預計達到的成果與執行計畫
而在這些關鍵的活動中,IBM Innovation Jam比起其它的創意活動擁有的特點。而這些特點也就是在一般以企業推動創意平台時,所應該加強之處。
1. 具有資料分析的能力
2. 外部成員的邀請,擴大參與的層面
3. 活動與商業策略連結 / Finding an effective process to create ideas is a subject with highly concerned and receives more attention recently. An innovated enterprise hosts innovation events to create the culture around the organization. It affects all employees to be their behavior in the organization. The research is finding the key processes of IBM Innovation Jam by the flows of innvation, the events in the organization, and the knowledge and ideas management. In addition, other three events, ideas contest programs of Information & Communications Reserch Labortories in ITRI, Google Project 10100 , and Public Innovation Market (PIM) in Epson Taiwan, are compared to Innovation Jam, and finding the key successful factors of the events. The factors can be referred to the enterprises which host the platform of ideas creation. The following conclustions from the four case studies are the key successful factors.
1. A clear objective and subject
2. Appropriate participantors
3. Sponcors’participation
4. A platform for idea exchange
5. An expected result with the excecutive plan
The strength of IBM Innovation Jam as below can be applied to other innovation events.
1. Data mining and analysis
2. External invitees to enlarge participation
3. Link with business strategy
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Insidan ‐ en gemensam konstruktion, utsidan ‐ en välarbetad fasad : En jämförelse av hur Volvo och Land Rover framhäver det unika hos varumärkena i samband med reklamkampanjerna för XC60 och Freelander 2 / Identical on the inside, well considered differences on the outside : A comparison study about how Volvo and Land Rover bring out the uniqueness of their brands, in connection with marketing campaigns of the XC60 and Freelander 2Sidnäs, Frida, Åkesson, Jennie January 2009 (has links)
<p><strong>Bakgrund:</strong> För att vara kostnadseffektiv och utveckla nya bilmodeller i snabb takt använder sig bilföretag av produktplattformar. En produktplattform är ingen fysisk produkt utan varieras med olika komponenter beroende på vilka delar på bilmodellerna som skall vara unika respektive vilka delar som skall vara gemensamma. Nackdelar med flera gemensamma komponenter är att slutprodukterna blir identiska i flera avseenden, vilket försvårar varumärkets arbete med att göra produkterna unika och skilja de från konkurrenternas. En konflikt uppstår således mellan produktplattformens strävan efter gemensamma komponenter och varumärkets arbete med att göra produkten unik.</p><p><strong>Syfte:</strong> Syftet med uppsatsen är att utifrån de gjorda fallstudierna på bilmodellerna Volvo XC60 respektive Land Rover Freelander 2 som producerats på en gemensam produktplattform analysera och jämföra varumärkenas och bilmodellernas benägenhet att förmedla vad som är unikt i samband med en reklamkampanj.</p><p><strong>Genomförande:</strong> Uppsatsen är genomförd med en kvalitativ ansats, där intervjuer har genomförts. Den empiriska studien är uppbyggd av två deskriptiva fallstudier och jämförelser har gjorts mellan fallen för att se skillnader.</p><p><strong>Resultat:</strong> Uppsatsen har kommit fram till att varumärket är av stort värde för företag eftersom två identiska produkter producerade på en gemensam produktplattform kan säljas som två unika produkter. Varumärket möjliggör nyttjande av produktplattformar på grund av sin strävan efter att ta fram det unika med produkten. Vid nyttjande av produktplattformar är det viktigt att varumärket är konsekvent och kommunicerar det som är unikt med produkten snarare än det som produkten har gemensamt med andra produkter. Uppsatsen har visat på att attribut av stor betydelse för att kommunicera ett konsekvent budskap.</p> / <p><strong>Background:</strong> In order to minimise costs and develop new car models in a timely manner, the car industry uses product platforms. A product platform is not a physical product, but a range of components that can be combined in various ways depending on specific individual product requirements. The disadvantage with using several common components is that the final products can be identical in several aspects, which complicates the brand’s goal of making the product unique and distinct from competitors. Conflict arises between the product platform’s ambition to use common components and the brand’s ambition to make the product unique.</p><p><strong>Aim:</strong> The aim of this master thesis, based on two case studies about the Volvo XC60 and Land Rover Freelander 2, is to analyze and compare the brands and the car models’ ability to mediate the uniqueness in a Swedish marketing campaign, despite the common components at the EUCD-plattform.</p><p><strong>Completion:</strong> The master thesis has been carried out with a qualitative approach, whereby interviews have been performed. The empirical study is built on two descriptive case studies and a comparison has been made between the cases.</p><p><strong>Result:</strong> The thesis has reached the conclusion that a brand is of great importance to a company since two identical products produced on a common platform can be sold as two unique products. The brand makes it possible to use a product platform due to the brand’s ambition to make a product unique. It is important when using a product platform for the brand to be consistent and communicate what is unique about the product rather than what the product has in common with other products. The master thesis has shown that attributes are important in order to communicate a consistent message.</p>
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Internationalization through Acquisition : A Case Study of Getinge ABHuang, Jinlong, Wang, Hui January 2010 (has links)
<p>Business has seen tremendous growth through internationalization over the last several decades. As one of the strategies for companies to internationalize, acquisition has since then been a well-studied subject. Various steps have to be gone through in order to acquire a company. Afterwards, companies need to take different measures to ensure the success of the acquisition. Culture is usually considered as the most important aspect which determines post-acquisition success. The purpose of this master dissertation is to thus investigate company’s internationalization via acquisition regarding the pre-acquisition decision-making and post-acquisition cultural management. The theoretical framework consists of literature of pre-acquisition decision-making process and post-acquisition culture management. These theories are put together in an analytical model where possible connections are intended to achieve. It will also be used as a foundation in gathering and analyzing the empirical data. In a qualitative approach, the empirical data was gathered through semi-structured interview with the president of Getinge International Group. These findings were also complemented with secondary data such as corporate websites, documents and various scientific articles. The findings of the study show that planning, evaluating, negotiating, making the deal and integration are the five essential steps concerning the process of internationalization through acquisition. The authors find out that identifying of acquisition candidates is not necessarily a part of pre-acquisition as the theory may suggest. The distinction between bolt-on and platform acquisition is of critical importance to determine the different criteria and procedure certain company is going to take. This proves to be much more practical, where theoretical support has not been fully established. Both national and corporate cultures are of crucial importance for the success of company’s post-acquisition culture management. According to the finding of this research, two factors seem to link pre and post acquisition process; one is the planning of how future organization is managed; the other is the appropriate choice of managing director.</p>
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System for firmware verificationNilsson, Daniel January 2009 (has links)
<p>Software verification is an important part of software development and themost practical way to do this today is through dynamic testing. This reportexplains concepts connected to verification and testing and also presents thetesting-framework Trassel developed during the writing of this report.Constructing domain specific languages and tools by using an existinglanguage as a starting ground can be a good strategy for solving certainproblems, this was tried with Trassel where the description-language forwriting test-cases was written as a DSL using Python as the host-language.</p>
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Development of three AI techniques for 2D platform gamesPersson, Martin January 2005 (has links)
<p>This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dissertation is in the second part where three techniques that never were properly implemented before 3D games took over the market are introduced and it is explained how they would be done if they were to live up to today’s standards and demands. These are: line of sight, image recognition and pathfinding. These three techniques are used in today’s 3D games so if a 2D game were to be released today the demands on the AI would be much higher then they were ten years ago when 2D games stagnated. The last part is an evaluation of the three discussed topics.</p>
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Implementation of a 2D Game Engine Using DirectX 8.1Persson, Martin, Lindsäth, Daniel January 2004 (has links)
<p>This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.</p>
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Scrumptious:A Scrum Planning Tool Case Study to Evaluate the Rich Ajax PlatformHäggbom, Fredrik, Olsson Haglund, Erik January 2009 (has links)
<p>During the last year Tieto has been interested in evaluating the potential of a newly developed technology called Rich Ajax Platform (RAP). The RAP technology allows the developer to write Java code and deploy it on the web as a Rich Internet Application (RIA)with similar look and feel as a regular application ran in for example Microsoft Windows. The biggest benefit with a RIA is that it offers similar features to stand-alone applications but these features are deployed via a web server i.e. no installation at the client side is needed.</p><p>To evaluate this technique a Scrum handler prototype was developed using the RAP. Secondly, a comparison with another similar technique called Google Web Toolkit had been made. The Scrum process is an agile development method which is based on small iterations.The purpose of this study was to create a functional prototype in order to evaluate and demonstrate the RAP technology.</p><p>The result of the evaluation is that RAP is a strong competitor for developing Web 2.0 applications. Most of the concerns regarding RAP depend on the fact that it is a new technology and is still under development. Since Tieto in Karlstad currently develops RCPapplications, the RAP technology is a logical successor since the developers do not have to learn a new technology.</p>
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Architecting and InnovatingCampbell, Ronald B. Jr. 14 April 2004 (has links)
Innovating is essential to sustained industrial growth and profitability. But experience amply demonstrates how difficult innovation is, especially for large companies. The synthesis of valued offerings by aligning customer needs with technology possibilities lies at the heart of innovation. System architects working at the strategic level are ideally positioned, as a consequence of their experience and training, to play a key and even a leadership role in enabling, energizing, and leading this synthesis. The scope of the architecting effort must include the process architecture of the entire value chain as well as the more conventional product architecture to address all potential wellsprings of innovation. This paper outlines an architecture-centric approach to innovation, based on the concept of the system platform architecture. / Center for Innovation in Product Development, MIT
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Mobile learning by using ad hoc messaging networkStieglitz, Stefan, Fuchß, Christoph, Lattemann, Christoph January 2007 (has links)
The requirements of modern e-learning techniques change. Aspects such as community interaction, flexibility, pervasive learning and increasing mobility in communication habits become more important. To meet thesechallenges e-learning platforms must provide support on mobile learning. Most approaches try to adopt centralized and static elearning mechanisms to mobile devices. However, often technically it is not possible for all kinds of devices to be connected to a central server. Therefore we introduce an application of a mobile e-learning network which operates totally decentralized with the help of an underlying ad hoc network architecture. Furthermore the concept of ad hoc messaging network (AMNET) is used as basis system architecture for our approach to implement a platform for pervasive mobile elearning.
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