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Vad tycker spelare om mikrotransaktioner i datorspel? : En jämförelsestudie / What do players think of microtransactions in videogames? : A comparative studySahrén, Pernilla January 2024 (has links)
Spelbranschen har genomgått en övergång från engångskostnader för spel till en modell med gratisspel där mikrotransaktioner blivit spelföretagens inkomstkälla. Denna förändring har ökat tillgängligheten för spelare men även väckt en oro för potentiella skador hos dessa, särskilt med likheter på hur loot boxes kan länkas till hasardspel och spelberoende. Denna studie har provat ett flertal teman som identifierats av Gibson m.fl. (2023) i deras studie i vad spelare själva tycker om mikrotransaktioner. Resultatet visar att deltagarna i denna studie har samma svar som de deltagare i Gibson m.fl. (2023) studie, även i deltagarnas egna öppna svar. Detta leder till en större förståelse som kan användas för en reglering i framtiden men ytterligare forskning som kan vara relevant är att få ytterligare synvinklar från föräldrar till minderåriga spelare som använt sig av köp i spel. Dels för att skapa en dialog mellan föräldrar och barn gällande mikrotransaktioner och dess påverkan men även för att ge de unga spelarna mer information för att kunna ta bra beslut gällande dessa i framtiden.
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破壞性創新與研發組織運作 / none林啟仁, Lin, George Unknown Date (has links)
企業最重要的目地就是追求成長及獲利,而成長是很重要的,因為只有成長,企業才能創造股東價值。不幸的是,企業的核心事業一旦進入成熟階段後,在追求新的成長舞台時,必須承擔令人卻步的風險。成長的關鍵,在於成為破壞者,而不是被破壞者,新進者對在位者的最佳攻擊方法,就是破壞他們。所謂破壞性創新,指的並不是生產更好的產品,提供給既有市場的顧客,而是做出更簡單、更便利、更便宜的產品,提供給新的顧客層,或是要求不那麼高的顧客群。
在台灣有一家以工業電腦為起家的企業研華公司。根據VDC (Venture Development Corporation)於2001 年4月所作之工業電腦全球市場報告列出全球前五大之工業電腦廠商,包括Radisys、SBS、NI、MERCURY及Kontron在全球工業電腦業界有著相當重要的地位,而研華則是台灣唯一進入全球前五大排行榜。期望透過個案的深入探討和驗証,發掘其成功關連的機制和因素,尤其是在創新部份,如何應用研發中心的機制來完成破壞性創新的目的,不斷地成長。並配合學術上有關「破壞性創新」理論研究,演化出台灣企業應如何進行破壞性創新,才能避開可能的風險,達到成長的目地。
本研究重點試圖從:一、市場機會點,二、競爭對手評估,三、策略考量與執行,四、研發中心的運作等四個構面,探討其間相互影響,並透過研發中心運作機制,來達成破壞性創新成長目的。主要的項目如下:
1. 企業在進行破壞性創新時應如何尋找市場可能機會點?
2. 企業在進行破壞性創新應如何進行競爭對手評估?
2.1 如何找出並定位出不對稱動機?
2.2.如何在大環境中建立不對稱的能力?
3. 企業該用何種策略來進行破壞性創新?
4. 企業如何應用研發中心來進行破壞性創新?
研究以研華的研發中心為例子,來探討破壞性創新與研發中心運作,藉由個案的深入了解與探討,得到以下結論
一、 在破壞性創新中的市場主要客戶是尚未消費者,尚未消費者存在著較大的市場機會點。
二、 破壞性創新專案,必須要由研發中心專職的單位,有紀律的執行力,且必須提早建立商品化及銷售規劃,否則不易成功。
三、 研發中心在執行破壞性創新時,要採用應變型組織研發策略,並慎選計劃主持人,妥善應用政府資源,並和先期投入研發的研宄單位合作。
四、 競爭對手評估中,如何找到其價值主張是最重要的,因價值主張不同而產生不對稱動機及不對稱能力,具有不對稱動機,及不對稱的能力時,則很容易成功。否則寧可選擇利基市場,避開正面競爭,先取得小勝,再累積成大勝
五、 如果公司規模成長到某一種程度,而必須藉助破壞性創新成長時,最好先成立研發中心或是獨立子公司來運作,而研發中心的風險又低於獨立子公司,但需將研發中心從組織獨立出來,並由CEO親自領軍,否則不易成功。
關鍵字:
◆ 破壞性創新
◆ 研發中心
◆ Win CE核心平台
◆ SOC (System On Chip)
◆ 不對稱動機
◆ 不對稱能力
◆ 價值網路 / For any enterprise, the most important goal is to pursue growth and profits. Growth is especially significant as it creates more value for shareholders. However, once the core business steps into maturity stage, the enterprise usually has to take stunning risk in creating new growth. The key point to grow is to be a destructor rather than a loser whereas the best way for a newcomer to defeat the current opponents is to destroy them. The destructive innovation I refer to is not better products for present customers but simper, faster, and cheaper products for new or less-demanding customers.
This thesis examines the key factor and mechanism to success of an industrial computer company in Taiwan, Advantech Technology. According to a computer market report by Venture Development Corporation in April 2001, the top five industrial computer companies worldwide are Radisys, SBS, NI, MERCURY and Kontron. Among them, Advantech Technology is the only company from Taiwan listed in the top five. Through studying this case carefully, I wish to uncover the main factor to success, particularly in the innovation part, how they use the R&D center to achieve the destructive innovation and constantly make more profits every year.
This study analyses the influence from four aspects: 1. market opportunity points, 2. the evaluation of competitors, 3. strategic thinking and execution, 4. the operation of R&D center. Furthermore, it investigates how the R&D center operates with a view to achieving the goal of destructive innovation and growth. The four aspects are further explained as the following:
1. How to seek the market opportunity while developing the destructive innovation ideas?
2. How to evaluate competitors while developing the destructive innovation?
2.1 How to find out and position the asymmetric motivation?
2.2 How to formulate the asymmetric ability in the overall environments?
3. What strategy should take in order to carry out the destructive innovation?
4. How to accomplish the destructive innovation with the aid of R&D Center?
I take the R&D Center of Advantech as an example to probe into the destructive innovation and the operation of R&D center. From this case study, I conclude the following points:
1. In the market of destructive innovation, the major customer is those who have not purchased yet. They have larger market opportunity point.
2. The project for destructive innovation must be executed efficiently by a special task force formed within R&D center, and plan its commercialization and marketing strategy earlier; otherwise, it is not easy to succeed.
3. While executing the destructive innovation, the R&D center should adopt a flexible organizational research strategy, choose project manager carefully, take good use of government resources and cooperate with the previous research sectors.
4. While evaluating the competitors, it’s very important to find out their core value because it influences the asymmetric motivation and capability, with which an enterprise is likely to succeed. Otherwise, it is better to choose the niche market, avoid frontal competition, and win little at first and then gradually to a big deal.
5. If an enterprise keep growing to a certain degree and it needs a destructive innovation growth, it is better to have a R&D center or independent subsidiary company to run the project. R&D center has less risk than a subsidiary company, but R&D needs to be independent of the enterprise and overseen by the CEO to ensure its success.
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Esporte competitivo: empatia ou vontade de vencer?Ribeiro, Elizabeth Pedrosa 31 March 2017 (has links)
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Previous issue date: 2017-03-31 / Nenhuma / No esporte competitivo a busca da vitória parece exigir dos atletas certo grau de "imoralidade". Simulações e faltas provocadas intencionalmente, bem como provocações e mesmo agressões não são exatamente raras em esportes coletivos; em esportes individuais, o doping é um exemplo bem conhecido. Seriam esses comportamentos inerentes à prática do esporte? Estudos recentes mostram, por outro lado, que tais condutas dependem de certa anulação ou bloqueio dos mecanismos empáticos em nosso cérebro. Ao que parece, para que haja uma "vontade de vencer", é preciso menos empatia do que a moralidade exige. Contudo, sentimentos empáticos são condições fundamentais para que haja comportamentos morais adequados. Por outro lado, para que a competição aconteça é necessário que se manifeste uma vontade de vencer naqueles que estão competindo. Isso representa um problema para pensar a ética no esporte, visto que a vontade de vencer pode tornar-se uma paixão desimpedida. Neste trabalho, assume-se que somos seres morais e empáticos por natureza, mas que a empatia pode ser desenvolvida ou reprimida por uma série de contingências. Por outro lado, assumimos também que a vontade de vencer é uma dessas contingências, sendo inerente à competição. Assim, o que pode ou não acontecer durante um jogo parece estar diretamente relacionado à relevância do resultado e suas consequências. Conjugar empatia e vontade de vencer significa, portanto, conjugar variáveis morais eventualmente opostas, ambas, porém, necessárias para que o próprio esporte exista. Nesta tese, argumentarei que, durante uma competição, é inevitável que os atletas expressem sentimentos conflitantes e que há uma tensão inerente ao esporte entre a vontade de vencer e a empatia. Esses dois impulsos estão sempre presentes no esporte, pois eles representam, de um lado, o desejo do desportista em obter sucesso e, de outro, o desejo de respeitar o adversário, a fim de garantir uma competição justa. Combinar esses dois recursos sem fazer com que eles sejam anulados é talvez o maior valor do esporte competitivo. Como conclusão, defenderei, em termos metaéticos, que o exemplo do esporte mostra que uma concepção pluralista sobre os valores está mais próxima da verdade do que uma concepção monista. / In competitive sport, the pursuit of victory seems to require athletes a degree of "immorality." Intentional simulations and fouls, as well as provocations and even aggressions are not exactly rare in collective sports; in individual sports, doping is a well-known example. Are these behaviors inherent in the practice of sports? Recent studies show, on the other hand, that such behaviors depend on a certain nullification or blockage of the empathic mechanisms in our brain. It seems that a "will to win" requires less empathy than morality requires. However, empathic feelings are fundamental conditions for appropriate moral behavior. On the other hand, for the competition to happen it is necessary that a will to win be manifest in those who are competing. This presents a problem for thinking about sport ethics, since the will to win can become a passion unimpeded. In this work, it is assumed that we are moral and empathetic beings by nature, but that empathy can be developed or repressed by a series of contingencies. On the other hand, we also assume that the will to win is one of those contingencies, being inherent in competition. Thus, what may or may not happen during a game seems to be directly related to the relevance of the result and its consequences. Hence, to conjugate empathy and the will to win means to conjugate moral variables eventually opposed, since both of them are necessary for the sport itself to exist. In this thesis, I will argue that, during a competition, it is inevitable that athletes express conflicting feelings and that there is an inherent tension in the sport between the will to win and empathy. These two impulses are always present in the sport, since they represent, on the one hand, the desire of the sportsman to be successful and, on the other, the desire to respect the adversary, in order to guarantee a fair competition. Combining these two features without making them void is perhaps the greatest value of competitive sport. In conclusion, I will argue metaethically that the sport example shows that a pluralist conception of values is closer to truth than a monistic conception.
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De la mesure à la démesure vers le dionysiaque : une étude de l'excès dans l'oeuvre du chorégraphe et cinéaste flamand Wim Vandekeybus : sous l'angle de l'intermédialité et de l'importance grandissante de la visualitéHeidelberger, Aurore 04 December 2012 (has links) (PDF)
Wim Vandekeybus est l'un des chorégraphes majeurs de la nouvelle danse belge. Nous proposons à travers cette étude d'analyser son Œuvre sous l'angle de la démesure. Nous nous sommes attachés à un corpus limité d'œuvres appartenant à son travail chorégraphique et cinématographique. La fougue chorégraphique de ses débuts transparaît-elle toujours dans ses pièces les plus récentes comme Blush ou Sonic Boom, où la place de la narration est réévaluée ? Tout d'abord, nous nous sommes focalisés sur la violence du propos chorégraphique. Une temporalité de l'urgence ordonne les actions des interprètes. Les rapports humains sont eux-aussi emprunts d'une certaine tension, notamment les rapports hommes/femmes. Puis, nous nous sommes penchés sur les obsessions du chorégraphe, à la recherche d'un corps au comportement instinctif. La mise en scène d'un corps exacerbé, poussé jusque dans ses retranchements prédomine. Outre une recherche chorégraphique, Wim Vandekeybus s'intéresse à la création d'une image scénique, obtenue par les éclairages ou l'intrusion d'un écran de projection cinématographique. Au contact du médium audiovisuel le corps se déchaine et atteint un état dionysiaque. Le corps filmé dans Blush détient la même force, la même énergie excessive, qui caractérise sa scène. Enfin, la réintroduction du verbe, par les diverses collaborations avec des auteurs contemporains, comme Peter Verhelst, P. F. Thomèse ou Jan Decorte exacerbe les passions et ne conduit point à un assagissement du corps, ni même du propos chorégraphique.
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Discourse and Conflict: The President Barack H. Obama Birth Certificate Controversy and the New MediaAdams, Timothy Lee 01 May 2011 (has links)
A creative exploration of the consequences of public speech in the era of freely accessible, social media, as the author, a former elections official, records and explores the consequences of public dissent in the case of President Barack Obama’s eligibility controversy. This non-fiction narrative culminates with the author’s analysis and observations on both his personal experiences and the state of public speech and political power in contemporary America.
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[en] WINNING EXPERIENCES: VICTORY AS A MEAN OF COMPENSATION? / [pt] EXPERIÊNCIA DE VENCER: VITÓRIA COMO UMA FORMA DE COMPENSAÇÃO?ELISA MARIA COSTA NOGUEIRA 11 January 2018 (has links)
[pt] Consumidores que se identificam como tendo menos poder em relação a outros indivíduos, em determinada situação social, tendem a engajar-se em alguma forma de consumo compensatório, para eliminar a sensação aversiva (RUCKER; GALINSKY, 2008). Baseado em evidências na literatura de que um estado psico-lógico de baixo poder aumenta o desejo de adquirir produtos relacionados a status, este estudo tem como propósito verificar se experiências de consumo que conferem de status, como vencer uma corrida de rua, podem ser forma de consumo compensatório para indivíduos em estado de baixo poder. Ademais, este efeito compensatório deve ser mais intenso para eventos de corrida prestigiados. Medindo os estados de alto e de baixo poder por manipulação episódica e por classe social conforme o Critério Brasil (ABEP) e o valor atribuído para a experiência por horas de treinamento, três estudos são realizados. O Estudo 1 com 304 corredores testa a hipótese de compensação para indivíduos em estado de baixo poder. O Estudo 2, com 247 corredores, refina o Estudo 1, utilizando como variável de controle o nível de treinamento dos corredores amadores, em linha com o modelo PCM. O Estudo 3, com 312 corredores, testa o processo compensatório em corri-das de alto e de baixo prestígio. Os resultados obtidos não permitem considerar que experiências de vencer possam ser forma de consumo compensatório. Por outro lado, foi observado maior valor atribuído para a experiência de vencer por corredores em estado de alto poder relativamente aos corredores em estado de baixo poder. Pesquisas futuras são necessárias para investigar as motivações dos corredores em estado de alto poder. Como contribuição, este estudo permite um novo olhar para consumo de atividades esportivas, ao considerar a influência dos estados de poder nas decisões de consumo. / [en] Consumers who identify themselves as having less power in relation to other individuals in a given social situation tend to engage in some form of compensatory consumption to eliminate aversive feelings (RUCKER; GALINSKY, 2008). Based on the literature evidence that a low-power psychological state increases the desire to acquire status-related products, this study aims to verify how status-related consumption experiences, such as winning a running event, may be a form of compensatory consumption for low-power individuals. In addition, it is expected that this compensatory effect should be more intense for high prestige running events when compared to low prestige events. Three studies were conducted measuring the states of high and low-power by episodic manipulation and by social class according to the Critério Brasil (ABEP), and the allocation of resources by hours of training. Study 1, with 304 runners, tests the hypothesis of compensation for low-power individuals. Study 2, with 247 runners, refines Study 1, using the level of training of amateur runners as a control variable, in line with the PCM model. Study 3, with 312 runners, tests the compensatory process for both high and low prestige events. The results obtained suggest that the experience of winning might not necessarily be a form of compensatory consumption. Nevertheless, runners in a state of high power demonstrated a greater allocation of resources than those in a low state of power. Therefore, future research is needed to investigate the motivations of individuals in a state of high power. As a contribution, this study offers a new perspective on the phenomenon of running events through the influence of states of power.
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The neural correlates of explorationHassall, Cameron Dale 28 August 2019 (has links)
Like other animals, humans explore to learn about the world, and exploit what we have learned in order to maximize reward. The trade-off between exploration and exploitation is a widely-studied topic that cuts across multiple domains, including animal ecology, economics, and computer science. This work approaches the explore-exploit dilemma from the perspective of cognitive neuroscience. In particular, how are our decisions to explore or exploit represented computationally? And how is that representation implemented in the brain? Experiment 1 examined neural signals following outcomes in a risk-taking task. Explorations – defined as slower responses – were preceded by an enhancement of the P300, a component of the human event-related brain potential thought to reflect a phasic release of norepinephrine from locus coeruleus. Experiment 2 revealed that the same neural signal precedes feedback in a learning task called a two-armed bandit. There, a reinforcement learning model was used to classify responses as either exploitations or explorations; exploitations were driven by previous rewards, and explorations were not. Experiments 3 and 4 extended these results in three important ways. First, evidence is presented that the neural signal observed in Experiments 1 and 2 was driven not only by the upcoming decision, but also by the preceding decision (perhaps even more so). Second, Experiments 3 and 4 involved increasingly larger action spaces. Experiment 3 involved choosing from among either 4, 9, or 16 options. Experiment 4 involved searching for rewards in continuous two-dimensional map. In both experiments, the feedback-locked P300 was enhanced following exploration. Third, exploitation was the more common strategy in Experiments 1 and 2. Thus, it was unclear whether the exploration-related P300 enhancement observed there was due to exploration per se, to exploration rate, or to the fact that exploration was rare compared to exploitation. Experiment 3 partially address this by eliciting different rates of exploration; the exploration-related P300 effect correlated with rate of exploration. In Experiment 4, exploration was more common than exploitation (in contrast to Experiments 1–3); even so, exploration was followed by a P300 enhancement. Together, Experiments 1–4 suggest the presence of a general neural system related to exploration that operates across multiple task types (discrete to continuous), regardless of whether exploration or exploitation is the more common task strategy. The proposed purpose of this neural signal is to interrupt one mode of decision-making (exploration) in favour of another (exploitation). / Graduate
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Nástroj pro analýzu psaní uživatele na klávesnici / A Tool for Analysis of User's Typing SkillsMoltaš, Jaroslav January 2012 (has links)
This master's thesis deals with analysis of user's typing skills in Windows system. Touch method technique for fast keyboard typing is described. The possibilities of Windows keyboard hooking and GUI making are mentioned. The description of segmentation of written text and writing level evaluation techniques are part of this thesis. Another part deals with the system implementation. The result application collects data about user's typing skills and evaluates the quality of typing and number of mistakes.
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Model dvouúrovňových her se zaměřením na vliv domácích institucí a preferencí domácích aktérů na příkladu SALT I / Two-level Games: Influence of Domestic Institutions and Preferences of Domestic Actors on the Example of SALT I.Ježek, Jiří January 2017 (has links)
Concept of Two-level games is one of the most sophisticated approach for analysis of the process of international bargaining. Moreover, many research papers focused either on prediction of the outcome of international negotiations or on explanation of the outcomes of former negotiations are based on premises of this concept. However, its application on real example of the negotiation, specifically, on the SALT I talks between the Soviet Union and the United States shows that the Two-level games is not universally valid since many of its predictions have not been verified. There are certain limitations within crucial independent variables (defined by the concept) connected with domestic institutions and domestic preferences and their influence on the size of win-set which has direct impact on the results of the bargaining process. These limitations must be considered in the research. The analysis of the SALT I explores that heterogeneous preferences as well as relatively strong domestic institutions do not have to result in smaller win-set; that presence of no-agreement costs can reduce an influence of other variables, and; that presence of those non-expected (from the view of the original concept) consequences caused by the adjustment of the independent variables occurs within the negotiations...
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Flygvapnets framtida attackförmåga : Warden, Pape och kryssningsrobotarJohnsen, Axel January 2020 (has links)
During the last decades, air defense has been the core mission of the Swedish Air Force. This has come at the expense of offensive strike capability. However, this may be about to change. In the coming defense bill it is proposed that the Swedish Air Force will acquire cruise missiles during the 2020´s. With the aim of ensuring that this new capability will generate the maximal operational effect for the Air Force, this essay has examined how the current Swedish air doctrine,TR LuftOp 2017, views offensive strike operations today and how this possibly may change with the new capabilities offered by cruise missiles. This has been done through a qualitative text research method where John A. Warden´s and Robert A. Pape´s theories of offensive air power have been used as the theoretical framework. The result shows that the Swedish air doctrine today closely resembles Robert A. Papes theory, with the exception of some signs of Warden´s thoughts. However, most signs suggest, and it is this essays conclusion, that the acquisition of cruise missiles probably will result in the Swedish air doctrine adopting more of Warden´s theory at the expense of Pape´s theory.
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