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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.
231

Plan de emprendimiento en base a alquiler de ropa de gala mediante una plataforma digital en la ciudad de Lima 2019

Ormeño Del Aguila, Karla Patricia, Salazar Martinez, Monica Nicole, Salas Villacorta, Lucía Alejandra, Solano Llanto, Luis Anthony Gian Pierre, Zambrano Cardenas, Abraham Carlos 30 November 2019 (has links)
El presente trabajo está elaborado en base a solucionar a una problemática; la industria de la moda es la segunda más contaminante del mundo y a lo largo del año existen diversos eventos o fiestas que obligan a las personas a buscar un outfit adecuado, por lo cual, la persona compra una prenda y muchas veces esta es usada solo una vez. Rental Clothes, es una empresa peruana dedicada al alquiler de prendas de gala mediante una plataforma digital la cual, está disponible las 24 horas del día y está dirigida a los sectores C y D de Lima metropolitana. Para validar nuestro modelo de negocio, realizamos un Showroom; el cual, invitamos a diversas personas mediante nuestra página de Facebook; en dicho evento, pudimos concluir que las personas sí tenían intención de compra debido a que realizamos diversas ventas; así mismo, logramos impulsar nuestras redes sociales aumentando el número de seguidores y con ello, logramos tener mayor alcance. Para la realización de este proyecto se hizo un análisis integral sobre las proyecciones de ventas y gastos; los cuales, nos dieron como resultado que se requiere una inversión de 26,272 soles, los cuales hemos considerado como aporte de capital. Por último, nuestra rentabilidad es de 81% lo cual concluimos que nuestro proyecto es rentable. / This work is prepared based on solving a problem; the fashion industry is the second most polluting in the world and throughout the year there are various events or parties that force people to look for a suitable outfit, so, the person buys a garment and often this is used only one time. Rental Clothes is a Peruvian company dedicated to the rental of gala garments through a digital platform which is available 24 hours a day and is aimed at sectors C and D of metropolitan Lima. To validate our business model, we perform a Showroom; which, we invite various people through our Facebook page; In this event, we could conclude that people did intend to buy because we made various sales; Likewise, we managed to boost our social networks by increasing the number of followers and with that, we managed to have greater reach. For the realization of this project a comprehensive analysis was made on the projections of sales and expenses; which, as a result, gave us an investment of 26,272 soles, which we have considered as a capital contribution. Finally, our profitability is from 81% which we conclude that our project is profitable. / Trabajo de investigación
232

Cross-platform Framework Comparison : Flutter & React Native

Stender, Simon, Åkesson, Hampus January 2020 (has links)
The development of apps in a cross-platform framework is something that has been appearing more over the latest years. But the knowledge of knowing which of the two popular frameworks, React Native, and Flutter are most efficient when it comes to resource management and general comparisons are less known. This is what this thesis investigates. To find out the comparisons between React Native and Flutter we created two similar apps and document the process of creating an app with the selected frameworks. To get data on the differences when developing an app with these frameworks, we made a survey to get more experienced developers' input. We then did performance tests of the apps to be able to compare the results of the respective framework. The applications we built had several similar functionalities that we used to measure the performance. We also touched on the subject of comparison between a cross-platform framework and a native framework. To do this we performed a literature review on related work to conclude the approaches. From our result, we could conclude that the performance of the Flutter app had a slight advantage over the React Native app. But the difference was not that remarkable, and the overall development was fairly similar. There were some differences to the approaches of development when it came to less experienced developers compared to more experienced developers which we learn from our survey. More experienced developers tended to use external debugging tools, while less experienced used built-in tools such as console commands. Finally, we want to conclude that both Flutter and React Native has their pros and cons. Both frameworks have a big community which is growing everyday, but we believe that Flutter might overtake the popularity from React Native due to its slight performance superiority.From our literature review we can conclude that both approaches has their advantages and it depends a lot on the concept of the app. When developing a more complex app, the native approach is superior. When developing smaller apps with shorter life periods, cross-platform will faster get the app on the market.
233

Performance Evaluation of IoT Platforms in Green ICT Applications

Qureshi, Daniyal Akhtar January 2018 (has links)
With the advent of the Internet of Things (IoT), its deployment and applications have grown exponentially in the past decade. This growth has had led scientists and stakeholders to the prediction that about 30 billion of things (IoT) will be connected by 2020 in diverse applications such as transport, healthcare, utility, education, and home automation. Large data streams generated by sensors; it can be data acquisition, storage, or processing, derived the development of cloud-based middleware (or otherwise known as IoT Platform) for IoT. To date, hundreds of IoT platforms fluxing the market (both open-source and commercial) with various complexities, pricing, and services. In this thesis, we proposed an IoT Platform Benchmarking Methodology comprised of four different evaluations namely; Technical, Usability, Sustainability, and Market Competency. We discussed in detail Technical Evaluation based on TPC-IoT benchmarking to evaluate the performance of any IoT platform. The main objective of this research is to provide insight into key parameters in each layer of the platform affecting the overall performance. A preliminary evaluation of data ingestion of open-source IoT platform will be presented based on benchmarking methodology (TPC-IoT).
234

A Comparison of Performance and Looks Between Flutter and Native Applications : When to prefer Flutter over native in mobile application development / En jämförelse mellan Flutter och native applikationer : När ska man välja Flutter över native för utveckling av mobila applikationer

Olsson, Matilda January 2020 (has links)
A mobile application has to be able to keep up with heavy demands to compete with all the new applications that are developed each day. Good performance and nice visuals are base requirements for the development of mobile applications. There are many options for tools when developing and one of these choices is a native application, which is said to have better performance and suitability to the mobile environment. Another choice is a tool which requires only one code base for multiple platforms and is therefore easier to maintain. Flutter is an open-source User Interface (UI) toolkit created by Google that can create cross-platform applications with one code base while said to maintain the aspects of looking native. This paper explores how Flutter compares to native applications, which are currently seen as superior in mobile behaviour and performance. An experiment was conducted to test how Flutter as a cross-compiler compared to two native applications made of kotlin and Android studio and swift and XCode, in terms of CPU performance. A survey was created to see if there was a difference in the perception of users with regards to appearance and animations. A literature study was conducted to strengthen the results from the experiment and survey and to give a background to the subject. Flutter is a new tool and it continues to grow incredibly fast. Conclusions are drawn that a Flutter application can compete with a native application when it comes to CPU performance, but is not as developed in the animation area. Flutter does not require complex code for creating a simple application and uses significantly less lines of code in development compared to native. The final conclusion is that Flutter is best to use when building smaller to medium-sized applications, but has a potential to grow to overcome its current drawbacks in the animation department. Further examination of the areas examined in this paper is needed in order to ensure and strengthen the results.
235

A Comparison of the Performance of an Android Application Developed in Native and Cross-Platform : Using the Native Android SDK and Flutter

Andersson, Henry January 2022 (has links)
Background: Mobile applications can be developed using cross-platform frameworks. The advantage of using these frameworks is that it is possible to reach more platforms with an application while not having to code again. On the other hand, a common reason for not using cross-platform frameworks is that the performance is assumed to be worse than native frameworks targeting one platform. Objectives: To compare the performance of an Android application created using two different frameworks, native Android and cross-platform framework Flutter. Methods: An experiment was carried out by developing two applications and observing the execution time, CPU usage, and memory usage. Results: The experiment results show that the app created using Flutter has better performance for decoding files but worse for rendering animations than the native Android application. Locating the user using geo-location has the same performance for the two frameworks. Both frameworks perform reasonably well for database access and using infinitely scrolling lists. Conclusions: Due to continuous updates, Flutter's performance has improved, increasing its usability compared to earlier experimentation. Flutter's performance is relatively comparable on multiple factors with native Android applications. It is suggested that developers should not disregard Flutter being a cross-platform framework and assume its performance would be poor.
236

The Influence of Market Dynamics on Business-to-Business Platform Service Pricing : A Case Study in the Spirits Industry

Nygren Ålander, Andreas, Simoni, Vilhelm January 2022 (has links)
Digitization of business has evolved business strategies and models. Companies have found new ways of value creation and consequently innovated monetization. A prominent area where this can be seen is within platform services, which lacks business-to-business research. Knowledge contribution in this area is therefore warranted. Aim – This study aims to investigate pricing strategies and contextual challenges and opportunities regarding platform services in the spirits industry. To enable this, the following research questions have been formulated: 1) What are important market dynamics to consider when developing a platform service in the spirits industry? 2) How will these market dynamics affect the pricing strategy of a business-to-business platform service? Method – Considering that theory testing and theory generation are both parts of this study, the methodological approach is abductive. Regarding the data collection, a literature review was paired with a case study. Semi-structured interviews with senior executives from the focal industry provides the source of primary data for this study. Thereafter, a thematical analysis method was applied to help answer the research questions. Findings – From the thematical analysis, this study identified five market dynamics affecting pricing strategies of business-to-business platform services in the spirits industry. Namely, adaptability, legislative barriers, locking effects, individualization of business relations, and digitization.  Implications – This study contributes to the spirits industry and to business-to-business platform developers through the identification of market dynamics. Investigation into how pricing strategies of platform services are affected by the industry-specific market dynamics can contribute to strategic decision-making. In terms of theoretical significance, the aforementioned market dynamics add to the business-to-business discourse. Additionally, this study’s explorative nature is expected to pave the way for further research into business-to-business platforms, the spirits industry, market dynamics, and pricing strategy. Limitations – The work context is limited to digital platform services within the spirits industry. Moreover, albeit the literature review covers established theory regarding both business-to-consumer and business-to-business platform services, the empirical focus and consequently the ambition of the analysis is to generate new knowledge for the business-to-business environment specifically. Lastly, the interview respondents are limited to the case company’s network.
237

Optimization of passengers boarding in the BRT system based on the security protocols established by the Covid-19 pandemic

Vasquez Bustamante, Jose Luis, Marcelo Ochoa Chavez, Raphael, Silvera, Manuel, Castro, Fernando 30 September 2020 (has links)
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado. / According to the National Institute of Statistics and Informatics (INEI), the city of Lima has more than 9,485,405 inhabitants. This causes problems of pedestrian crowding in public places. The Bus Rapid Transit (BRT) system called Metropolitano transports 650,000 passengers a day, of which 81,800 of them use the boarding platform of the Naranjal station located in one of the most populated districts of Lima. In this station are concentrated 12.6% users of the entire transportation system. This research proposes a pedestrian microsimulation model with the objective of optimizing the pedestrian area of one of the most demanded platforms in Lima, considering the security protocols established by the Covid-19 Pandemic. To obtain results, the parameters of pedestrian density, bus frequency and queuing time were considered. The effectiveness of the proposed design is validated using a model made with the software Vissim. The results showed that the maximum number of pedestrians that can occupy the Naranjal station following the Covid-19 security protocols are 4166 persons, considering a 180 second bus frequency on lines with the highest demand and a maximum queuing time of 764.51 seconds.
238

Users perceptions about the usability of a LCDP mobile application

Andersson, Morris, Lang, Oscar January 2021 (has links)
In the last two decades, software designed to solve specific tasks for its user has seen a big rise and not least of these are mobile applications. Low-code development platforms have over the last few years been introduced as an alternative that provides lower development times and costs. These low-code development platforms do however trade features and functionality to reach these lower costs. This could affect the usability of the platform's end products. The goal of this thesis is to identify usability issues in a mobile application developed in a LCDP, analyze existing usability guidelines for native mobile applications and propose new or adapted usability guidelines for low-coded mobile applications.  To validate the gap in low-code development platform usability literature that led us to our initial problem statement we performed a literature review. Making use of individual interviews and focus groups we could produce the empirical data needed to identify potential user experienced usability issues within a low-code developed mobile application. We reviewed current native usability literature and found that most models, frameworks, and usability guidelines are in some way tied to the ISO 9241-11 standard. Individual interviews were held where we found that the overall experienced usability was positive. We then conducted seminars with focus groups which led to a thematic analysis. We summarized the quantitative data from the interviews and the qualitative data of the thematic analysis on the focus group seminars and then tied it to what we found in the literature review. Through our research, we found multiple areas of improvement in the application but the most discussed of these were that the users expected similar functionality to be presented in a similar fashion. With both the data from the literary analysis and empirical study we propose a new and adapted set of low-code usability guidelines with strong ties to the ISO 9241-11 standard and its core attributes.
239

Beyond Closing the Deal : How Seekers and Platform Owners Adjust and Learn From Each Other in the Crowdsourcing Challenge

Larsson, Mathilda, Nicolai, Sophie January 2021 (has links)
Staging a crowdsourcing challenge includes opening up your organization to the outside. When doing so, some organizations choose to collaborate with an existing platform owner. This may establish new relationships and opportunities for learning. This research aims to investigate the set of learnings and adjustments that occur between the seekers and platform owners in the challenge process. To do this, a qualitative study in the form of semi-structured interviews, with five seekers, two platform owners, and two specialists in the field, was conducted. Our findings indicate various learnings and adjustments for seekers and platform owners. Seekers learn and adjust by defining the challenge properly, becoming more independent in running challenges, changing their internal culture, and accepting new intellectual property insights. Platform owners learn and adjust by listening carefully to understand the seekers’ goals and by implementing transparency in their way of working. We conclude that through implementing these learnings and adjustments, seekers and platform owners collaboratively gain more confidence and become better at running challenges.
240

Strength Performance Assessment in a Simulated Men's Gymnastics Still Rings Cross

Dunlavy, Jennifer K., Sands, William A., McNeal, Jeni R., Stone, Michael H., Smith, Sarah L., Jemni, Monem, Haff, G. Gregory 01 March 2007 (has links)
Athletes in sports such as the gymnastics who perform the still rings cross position are disadvantaged due to a lack of objective and convenient measurement methods. The gymnastics "cross" is a held isometric strength position considered fundamental to all still rings athletes. The purpose of this investigation was to determine if two small force platforms (FPs) placed on supports to simulate a cross position could demonstrate the fidelity necessary to differentiate between athletes who could perform a cross from those who could not. Ten gymnasts (5 USA Gymnastics, Senior National Team, and 5 Age Group Level Gymnasts) agreed to participate. The five Senior National Team athletes were grouped as cross Performers; the Age Group Gymnasts could not successfully perform the cross position and were grouped as cross Non-Performers. The two small FPs were first tested for reliability and validity and were then used to obtain a force-time record of a simulated cross position. The simulated cross test consisted of standing between two small force platforms placed on top of large solid gymnastics spotting blocks. The gymnasts attempted to perform a cross position by placing their hands at the center of the FPs and pressing downward with sufficient force that they could remove the support of their feet from the floor. Force-time curves (100 Hz) were obtained and analyzed for the sum of peak and mean arm ground reaction forces. The summed arm forces, mean and peak, were compared to body weight to determine how close the gymnasts came to achieving forces equal to body weight and thus the ability to perform the cross. The mean and peak summed arm forces were able to statistically differentiate between athletes who could perform the cross from those who could not (p < 0.05). The force-time curves and small FPs showed sufficient fidelity to differentiate between Performer and Non-Performer groups. This experiment showed that small and inexpensive force platforms may serve as useful adjuncts to athlete performance measurement such as the gymnastics still rings cross.

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