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1870 Uppsatser om Computer trust - Sida 41 av 125

Hur varumärkeskapital kan byggas via apotek - En fallstudie av Ferrosans varumärkeskommunikationsstrategi

Purpose: The aim of this study is to test four different hypotheses from the aspect of the title of this paper. H 1 Consumers trust the pharmacy employees? advice and suggestions for their purchase decisions more than the brand awareness they have received through the companies marketing communication H 2 Consumers are enough affected of a company?s marketing communication to choose their brand even if the pharmacy employees recommend other brands. H 3 Building brand equity through pharmacies can only be successful if the company has built up a trust for their brand among the pharmacy employees. H 4 Without building brand equity the marketing communication strategy for Ferrosan cannot increase their brand value and create loyalty. Methodology: The research method that was chosen is a detective argumentation that starts from theories and explain different parameters regarding the subject I am concentration on. It is a case study where the companies branding strategy towards pharmacies in Sweden is analyzed bys a mix of semi-structured interviews, documentation analysis and a quantitative research . Theoretical framework: The theoretical model that has been prepared gives me the possibility to analyze different parameters regarding branding that are important when building a brand in an new market.

En studie i röj

This paper presents a study of the computer game ?Minesweeper?. The aim of the game is to search through a rectangular area of mined squares without hitting any mines. By using a strategy based on making every operation as safe as possible, series of the game have been simulated. The size of the playground is four times four squares.

Kostnadskalkylering på en förpackningsavdelning

This degree project is based on identifying and allocation of costs in a packaging section at Electrolux Distriparts in Torsvik.The purpose of this thesis is to identify the costs that emerge when packaging different articles and show how the costs are allocated. The report also contains improvement suggestions about how the company can use the current computer system more efficient.The methods that have been used in order to approach the problem and the collection of information have mainly been literature study, interviews and observation.The work started with answering the questions; which expenditure cost and direct cost exist in the section, how can they be allocated, if improvement can be done and how the flow of information is supposed to happen.In order to answer the questions we used our former experience and the knowledge we achieved by reading literature, interview relevant persons in the company and observations carried out in the section.Through our studies, we came up with an Excel file, which is the groundwork for a template that can be used by the company in different occasions depending on the situation and need. It is important to remember to modify the template if the presumptions change. In the template, we have identified the different kind of costs that emerge when packaging different articles and we have also allocated the costs. In addition formulas and estimations that are necessary for the cost calculation are presented.The work consisted in making the groundwork for a template.

Ungdomars erfarenhet av livsstilsförändring

It is reported that adolescents' health is deteriorating, when their mental illness has increased. Adolescents' social conditions have also become worse. The mental illness is linked to the individual living conditions. The purpose of this study is to investigate which factors adolescents experience have been contributing to making a lifestyle change. The apparent factors can be used to promote adolescents´ health.

Retention av tungmetaller i en anlagd våtmark : studier av Vattenparken i Enköpings kommun

The aim of this study was to examine the amounts of heavy metals in the sediment of a wetland constructed for stormwater treatment. The wetland is called Vattenparken and is located in the city of Enköping. The heavy metals which were analysed were Pb, Cd, Ni, Zn, Cu, Cr and Hg. The total metal concentrations were determined using HNO3 chemical extraction. From 8 sampling sites 5 sediment cores were taken.

Matte painting och camera projection inom VFX-produktion

Matte painting och camera projection är ett relativt snabbt och kostnadseffektivt sätt att skapa miljöer som inte existerar. I denna rapport redovisar jag om matte paintings användning inom VFX-produktion och går igenom hur man uppnår ett effektivt arbetsflöde med godtagbara slutprodukter. Jag redovisar skillnaden mellan 2D, 2.5D och 3D-genererade miljöer och vad som bör användas vid olika situationer. Jag rapporterar även om områdets generella utveckling samt i vilken riktning dess utveckling ser ut att gå..

The Success of None-Joint Venture Strategic Alliances

The companies? managements acknowledge personal relations and trust, through good communication and predefined responsibilities and goals, as key factors to succeed in strategic alliance. These factors did not always exist according to the employees? involved. This research, in contrast, suggests that these factors are subordinate to the correlation between the company?s vision and the alliance objectives, hence level of priority, which indicates that management has hidden motives for entering the strategic alliance.

"Follow me, and I follow back" : En kvalitativ studie om unga killars upplevelser av sin twitteranvändning

Online social networks are a natural part of the lives of today?s western youth. Media and information literacy is a central part of research in Library and Information science and until now there has always been more focus on these subjects in a learning context rather than in an every day life context.The aim of this study is to further examine how adolescent boys value and trust the information they receive via Twitter in their personal lives, and how this effects their view of their environment. The study was done with a qualitative method, where we conducted interviews with six boys who were all born in 1997. The results showed that they knew how to react critically to information on Twitter.

En undersökning om typografins betydelse för läsbarhet av ord i rörelse

The purpose of this work was to determine how important a word?s setting was for the readability of typography in motion. Facts regarding how reading works and the importance of the words formation for the readability were used to form a computer test. This test was performed by 15 test persons and the results were analyzed. The results show that the serif was easier to read than the sanserif.

Fo?rutsa?ttningar fo?r AU som sa?kerhetsgemenskap avseende inomstatliga konflikter med transnationell inblandning

The theory of ?security communities? is generally understood as ?dependable expectations of peaceful change? between groups and whether or not the African Union can be said to meet that criteria has been contested in the research community. One of the central disagreements lie in the nature of the region?s conflicts, of which a majority are intrastate but with tendencies of transnational involvement. This paper seeks to understand how extensive this involvement is and how it affects the possibility of classifying the African Union as a security community.

INTRANÄT - Ett medium för kommunikationsverktyg

This report explains how different communication tools can be used in a company?s intranet. It gives a short description of the different parts in an intranet and their field of application, and what communication means. It?s only the communication tools that the company uses that we are illuminating in this report.

?Det är järnet i blodet som väger? : Elevers uppfattningar om materia en kvalitativ undersökning i årskurs 3

The purpose of this investigation was to find out more about students? spontaneous ideas about properties and transformations of matter. Examples of matter chosen are such which students know about from everyday life and focus is mainly on the questions if students know that all matter has weight and that matter is preserved in transformations.The method used is semi structured qualitative interviews with individual students. Different experiments were carried out together with the students who afterwards were interviewed. However, the students show varying answers and no generalizations can be done.

En resa för ett träd : En hermeneutisk studie om attityder till klimatkompensering av flygresor

The purpose of this paper is to examine the attitudes and willingness towards climate compensation in air travel. The study discuss if people feel a personal responsibility about the environment. Earlier research shows that tourists are positive towards climate compensation, but in reality very few use this service. The main question is: Which are the reasons for travellers not to use climate compensation? The used methodology is qualitative and based on ten interviews with people who have travelled by air one or several times since January 2007, when the service was first established.

Skolan som institution : En processtudie av skolpolitikens skeenden

This thesis has aimed to study steering process and institutionalization in the context of educational policy work. This has been conducted by using empirical material from the political decision-making process that preceded the implementation of a new national program on how principals should be educated and certified. By using an aggregated theoretical point of view containing new institutionalism and traditional Swedish curriculum theory, the process was analyzed from different perspectives. The results depict a process that contained several actors who tried to shape the principal education program differently. From the theoretical perspectives, the decision-making process could be understood as an act of both self-interest as well as trust in their own beliefs and cultural values.

Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel

This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..

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