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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.
371

Female Student-Athlete Golfers’ Use of Online Recruiting Platforms to Seek Scholarships: A Global Perspective

Dobele, Linda 01 May 2021 (has links)
The prospective student-athletes’ use of an online recruiting platform to seek college scholarships has become a norm. College coaches recruit prospective-student athletes often using tools like global personal contacts, on-site recruiting, and online recruiting platforms. Online recruiting platforms offer several services and vary in price. This study examines female student-athlete golfers’ use of the online recruiting platform to seek scholarships from a global perspective. Previous research suggests that prospective student-athletes prefer online recruiting platforms while college coaches often use other outlets which can lead to miscommunication and lost opportunities. The services, price, and usability of 20 sports online recruiting platforms in the United States were examined to find out what is offered to prospective-student athletes. Interviews of NCAA Division I collegiate coaches were conducted to examine the most common recruiting tools used by the coaches and their opinions of the use of online recruiting platforms.
372

En analys av användbarhetstestning i syfte att förbättra användargränssnittet på olika skolplattformar

Aman, Yusra, Saeed, Yassmin Abdulwasie Ibrahim January 2023 (has links)
I denna studie utvärderades skolplattformen Daisy, som används av studenter och anställda vid Stockholms universitet, institutionen för data- och systemvetenskap. Syftet med studien var att identifiera de allvarligaste användbarhetsproblem som studenterna upplevde samt hitta eventuella lösningar till problemen. Frågeställningen som studien besvarade var: Vilka användbarhetsproblem på funktioner i en skolplattform kan upptäckas genom en fallstudie? Hur kan dessa användbarhetsproblem åtgärdas i en iterativ prototyputveckling?. Problemen undersöktes genom att 36 studenter besvarade en undersökningsenkät. Resultatet visade att studenterna upplevde svårigheter med att boka grupprum. Användargränssnittet ansågs även vara gammalt och omodernt. Forskningsstrategin som användes i studien var fallstudier. Fallstudier bidrog till att identifiera huvudproblemet på djupet i Daisy. Arbetet skedde iterativt med fokus på ett huvudproblem: att boka grupprum. De aktiva deltagarna utformade undersökningen baserat på deras krav och behov. Deltagarnas designlösningar applicerades på en prototyp som utvärderades. I studien deltog fyra studenter som indelades i två grupper: nya och vana användare. Dessa studenter genomförde ett användbarhetstest på prototypen, besvarade en SUS-enkät och en utvärderande enkät. Resultatet visade att användargränssnittet på prototypen var lättnavigerat och viktig information fanns lättillgängligt. Vidare ansåg studenterna att det var betydligt enklare att boka grupprum på prototypen. / In this study, the school platform Daisy, was evaluated. Daisy is used by students and staff at Stockholm University, department of Computer and System Sciences. The aim of the study was to identify the most significant usability issues experienced by students and to find possible solutions to the problems. The research question addressed in the study is: What usability problems regarding features in a school platform can be discovered through a case study? How can these usability problems be addressed in an iterative prototype development? The problems were investigated through a survey questionnaire answered by 36 students. The results revealed that students encountered difficulties in booking group rooms. The user interface was also considered old and outdated. The research strategy used in the study was case study. Case studies contributed to identifying the main problem in depth in Daisy. The work was conducted iteratively, with a focus on the main problem: booking group rooms. The participant's design solutions were applied to a prototype that was evaluated. The study involved four students divided into two groups: novice and experienced users. These students conducted a usability test on the prototype, answered a System Usability Scale (SUS) questionnaire, and completed an evaluative survey. The results showed that the user interface of the prototype was easy to navigate, and important information was easily accessible. Furthermore, the students found it significantly easier to book group rooms on the prototype.
373

Co-designing with neurodiverse population : Exploring how people with ADHD and dyslexia experience video streaming platforms

Santos, Thays January 2022 (has links)
Users are shifting from traditional TV to video streaming platforms because of the flexibility of using these media. However, most studies on accessibility in media streaming platforms explore physical impairments. Despite ADHD and dyslexia affecting around 5 and 10 percent of the population, studies combining the experience in streaming services and this neurodiverse group are still limited. This study aims to understand how people with ADHD and dyslexia experience video streaming platforms. The investigation involved recruiting people from this neurodiverse population who consume streaming and facilitate sessions with semi-structured interviews and co-design. The results show that the participants did not always show empowerment to express their needs. The study suggests an explanation of the topics that will be covered during the sessions to prepare the participant for the co-design. By doing so, the participants can reflect on their experiences beforehand. Similarly, sending them a summary of how the design methodology works might help participants understand the importance of the process, giving them more empowerment before the session starts. These suggestions can support future studies involving this neurodiverse group to be more inclusive. / Mediakonsumenter flyttar från traditionell TV till streamingplattformar eftersom de är mer flexibla. De flesta studierna om tillgänglighet på streamingplattformar handlar däremot enbart om fysiska funktionsnedsättningar. Trots att ungefär 5 till 10 procent av befolkningen antingen har ADHD eller dyslexi är de få studier som tar upp neurodiversitet i samband med streamingtjänster. Den här studien försöker förstå hur personer med ADHD eller dyslexi upplever videostreamingplattformar. Undersökningen gick ut på att personer från den neurodiversa gruppen som använde streamingplattformar fick delta i semi-strukturerade intervjuer och co-design-sessioner. Resultaten visar att deltagarna ibland inte kände att de hade möjligheten att säga vad de tyckte. Den här studien föreslår att de ämnen som ska behandlas förklaras på förhand så deltagarna kan förbereda sig inför sessionen. Deltagarna kan på så sätt reflektera över sina egna erfarenheter på förhand. Att skicka en sammanfattning av hur designmetodik fungerar kan också hjälpa deltagarna förstå vikten av designprocessen, vilket stärker dem innan sessionen börjar. Den här förslagen är några sätt att öka gruppens makt i design-sessioner som möjliggör att framtida studier kan bli mer inkluderande.
374

GPS Antenna and Receiver for Small Cylindrical Platforms

Svendsen, Andrew S. C. 19 June 2012 (has links)
No description available.
375

Ready Company One : How game developers facilitate value creation in the Roblox metaverse / : Hur spelutvecklare faciliterar värdeskapande på Roblox metaverse

Krnjajic, Alexander, Wesslén, Sebastian Rex January 2022 (has links)
The available literature presents a multitude of ways in which value creation can take place, and a near uncountable number of ways in which value creation can take place in digital contexts. However, little has been written in the way of value co-creation, or even value creation in general, in relation to the metaverse. This explorative study makes use of an abductive approach and will strive to identify how a game developer creates value for its customers in a metaverse context. Six qualitative interviews were conducted to collect data from a game developer within this new industry. The overarching process of collecting data is based on value co-creation theory and network theory. The study’s findings illustrate the involved and required factors when game developers co-create with customers, and shed light on the necessary amalgamation of different actors involved in the process. The conclusion can be summarised as follows: a game developer creates value for its customers through direct and indirect value adding activities. The first conclusion regarding direct value adding activities includes value co-creation, and is the basis of an improved conceptualised model based on previous theoretical literature, which can be used in future research.
376

” It is with great curiosity the world is watching Sweden take lead in the race to save our climate” : A content analysis – the representation of climate and the environment in relation to Agenda 2030 in the Swedish government online communication / ” It is with great curiosity the world is watching Sweden take lead in the race to save our climate” : A content analysis – the representation of climate and the environment in relation to Agenda 2030 in the Swedish government online communication

Andersson, Joanna January 2022 (has links)
2022 is election year in Sweden and at the same time we are approaching year 2030 fast. Because of that, it is of interest to analyze how the Swedish government is communicating Agenda 2030 and the SDGs, with a special focus on climate and the environment, on their official Instagram account and website. This thesis performed with a qualitative content analysis aims to analyze and compare the representation of these subjects with the help of the theoretical framework of critical theory and its critical political economy of media and communication. This allows for a critical analysis of how communication is presented on the different platforms and if the main focuses differ between them. Statistics from Internetstiftelsen (2022) shows how Instagram is the main social platform used by first-time voters and therefore it is of importance to analyze the communication posted there. At the same time the Instagram posts refers to the website in some cases, hence, it is important to analyze the communication published there as well to be able to make an accurate comparison between the platforms.  The collected material consists of articles and Instagram posts that has been coded, thematized and analyzed with the help of software analyze tool. It resulted in an accurate visualization of how large percentage of the coded themes was present in the chosen material. Analyzing the material opened a discussion on how the communication does differ on the two platforms. The communication done on Instagram has a strong focus on what Sweden has done with regards to Agenda 2030 and the SDGs, what they are doing and how well they are performing. Nevertheless, it rarely discusses what Agenda 2030 is, how the SDGs are constructed or what it takes to achieve them. This information can however be found on the website, a platform which is visited less often than Instagram by first-time voters. To increase political interest and knowledge amongst the younger generation, changes in the communication must be done. Otherwise, we might see ourselves in a situation where the interest in making crucial changes decreases and thereby jeopardizes our chances of achieving Agenda 2030.
377

Evaluating Gem5 and QEMU Virtual Platforms for ARM Multicore Architectures

Fuentes Morales, Jose Luis Bismarck January 2016 (has links)
Accurate virtual platforms allow for crucial, early, and inexpensive assessments about the viability and hardware constraints of software/hardware applications. The growth of multicore architectures in both number of cores and relevance in the industry, in turn, demands the emergence of faster and more efficient virtual platforms to make the benefits of single core simulation and emulation available to their multicore successors whilst maintaining accuracy, development costs, time, and efficiency at acceptable levels. The goal of this thesis is to find optimal virtual platforms to perform hardware design space exploration for multi-core architectures running filtering functions, particularly, a discrete signal filtering Matlab algorithm used for oil surveying applications running on an ARM Cortex-A53 quadcore CPU. In addition to the filtering algorithm, the PARSEC benchmark suite was also used to test platform compliance under workloads with diverse characteristics. Upon reviewing multiple virtual platforms, the gem5 simulator and the QEMU emulator were chosen to be tested due to their ubiquitousness, prominence and flexibility. A Raspberry Pi Model B was used as reference to measure how closely these tools can model a commonly used embedded platform. The results show that each of the virtual platforms is best suited for different scenarios. The QEMU emulator with KVM support yielded the best performance, albeit requiring access to a host with the same architecture as the target, and not guaranteeing timing accuracy. The most accurate setup was the gem5 simulator using a simplified cache system and an Out-of-Order detailed ARM CPU model.
378

#Sponsrad? - Hur designen av reklammärkning påverkar igenkänningen av reklam / #Sponsored? – How Sponsorship Disclosure Design Affects Advertising Recognition : How the Design of Sponsorship Disclosures on Instagram Influences Consumers Advertising Recognition.

Khademi, Melina, Öhrström, Lisa January 2022 (has links)
The past decade has endorsed an extensive adjustment in social media marketing characterized by a fluctuation toward influencer marketing. Despite the many beneficial outcomes of influencer marketing, the operation of the phenomenon has received criticism from organizations, including the Federal Trade Commission (FTC) as well as the Swedish equivalent Konsumentverket, regarding how sponsorships are being disclosed on social media platforms. The purpose of this study is to examine how consumers’ advertising recognition is affected by the way influencers design their sponsorship disclosures in Instagram stories using the tools provided by Instagram’s own UI. The study used a mixed-methods approach, with a survey used to gather empirical data which was then analyzed using descriptive and thematic analysis. In the survey, participants were presented with five different fictive Instagram stories featuring sponsorship disclosures created by influencers using Instagram's own UI, with each scenario examining how different disclosure approaches affect consumer advertising recognition. The findings revealed that varied sponsorship disclosure practices generated different levels of advertising recognition depending on three factors: position, language, and visual prominence, with visual prominence being the most influential factor on advertising recognition. The study also looked into the efficacy of Instagram’s built-in disclosure tool and whether it was successful in generating advertising recognition. Although opinions were mixed, several participants believed that the tool did not produce enough advertising recognition and that it should be improved. Further, there is a need to achieve a better level of standardization regarding sponsorship disclosures on social media platforms.
379

Conditions and Practices of Data-Driven Innovation in Swedish Healthcare

Shenouda, Ramy, Herz, Stefan January 2022 (has links)
This study explores the conditions and practices for data-driven innovation in the Swedish healthcare sector. While innovation nowadays often is based on big amounts of data, the laws for handling data in healthcare are restrictive. However, we see that remarkable innovation is happening in Swedish healthcare anyway. Therefore, we decided to explore the legal situation and talk to different actors to examine how they deal with the circumstances and how they innovate. We related those findings to the literature on data-driven innovation, platforms, artificial intelligence and about the healthcare sector context. It turned out that legislation is only one of the barriers to innovation. In addition, organizational and structural factors play a big role, too. Furthermore, we point out the strategic responses and their usage of artificial intelligence. Our contributions are that we mapped the Swedish healthcare landscape with a focus on data-driven innovation and that we applied Huang’s et al. (2017) model of rapid platform scaling to this context. Moreover, we point out how the healthcare sector differs from commercial business and how that is reflected in the innovation practices. Finally, we show which barriers need to be removed in order to improve the conditions for data-driven innovation.
380

Three Essays on IT and Labor Market Matching

Guo, Xue, 0000-0002-0580-9488 January 2020 (has links)
Labor market matching has significant economic and social impacts since a low matching efficiency/quality reduces aggregated gains in productivity and wages and may lead to unemployment and job vacancy. IT has played a crucial role in influencing labor markets matching by reducing search costs, lowering enter barriers, and promoting flexibility. In this dissertation, I explore one antecedent (i.e., digital labor markets) and two consequences of labor market matching (i.e., local employment and wage). The first essay examines the role of project descriptions (i.e., codifiability, flexibility, outcome standards) in influencing the matching efficiency in the digital labor markets. The results find that an appropriate project description could improve the matching efficiency by 15% between employers and service providers. The second essay studies the impact of an extension in the Optional Practical Training (OPT) program (STEM OPT), an immigration policy that matches local demand with global supply, on local labor markets. I found that the STEM OPT extension boosts employment for domestic IT professionals by promoting innovative and entrepreneurial activities. The third essay studies the impact of an emerging gig platform (i.e., TaskRabbit), a new matching mechanism, on the employment of workers in the housekeeping industry. The results suggest that the platform mostly impacted middle-level management (e.g., first-line supervisors), while the manual workers, such as cleaners and janitors, were not as affected. The contributions and implications of each essay are discussed. / Business Administration/Management Information Systems

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