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989 Uppsatser om Online shopping - Sida 29 av 66

Kan förslaget om SPE-Bolag vara en lösning på problematiken kring etableringsfriheten inom EU?

Inom gemenskapen pågår idag ett harmoniseringsarbete beträffande både de nationella bolagsstiftningarna, men även vad gäller utvecklingen av överstatliga bolagsformer, där ibland det liggande förslaget om SPE-bolag. I det gemenskapsrättsliga fördraget regleras genom art. 49 samt 54 EUF den grundläggande etableringsfriheten. Denna har under ett flertal år varit uppe för diskussion då det är oklart hur långtgående denna frihet skyddas av fördraget.Inom gemenskapen bygger medlemsstaterna idag sina bolagsstiftningar antingen på inkorporations- eller sätesprincipen. Det är skillnaden vid dessa principers tillämpning som har givet upphov till problematiken på området.

Visuellt jämföra filmtrailers med hjälp av matlab

The primary intention of this paper was to visually compare film trailers without considering semantic information, through use of a self-developed Matlab program, resembling that of human perception. Circa 150 people participated in an online survey where they were shown two film trailers and asked to rate their visual similarities. The result from the program was weighted against the survey results in such a way that the weights corresponded to a 75% accuracy between the program?s and the participant?s (for participants with prior experience in the field of photography and/or film) comparisons.How accurate can we compare still images from film trailers, and find similar trailers for the human viewer, by analyzing saturation, color tone, contrast and lightness with a self-developed Matlab program..

Teknikens roll i en digital valuta : en studie om användarnas förtroende för bitcoin

Bitcoin is a digital currency that is used by people all around the world. The goal of this paper is to give an idea about how much trust there is in bitcoin among its users. This paper has used an online survey aimed at bitcoinusers and a content analysis to collect data about this trust.The conclusions show that there seems to be some trust in bitcoin as a technology and this is based on that the users have a good understanding about how bitcoin works. They also share their knowledge about bitcoin to people around them. The trust between people in the bitcoin network on the contrary doesn?t seem as high because certain technological properties hurt this trust.

Webb-tv ? en konkurrent eller ett komplement till linjär tv? : En studie av hur SVT och TV4 ser på sin webb-tv

The linear televison have dominated the supply of moving pictures, but this is about to change with the possibility to consume it via the Internet.I n this thesis we have studied how the two Swedish tv-network companies, SVT and TV4 are working with their web TV and if their online services have affected the linear TV. To limit the size of the study we chose two network companies that provide the most popular tv channels and web services in Sweden. To gather data from these two companies we conducted qualitative interviews with people at the networks. We came to the conclusion that SVT and TV4 doesn't find that their web TV services (called SVT Play and TV4 Play) are competing with the linear TV. They rather regard them as assets to broaden their services.

För en attraktiv centrumhandel i tillväxt: En kvantitativ studie om vad som skapar attraktiv centrumhandel i en tätort.

There is a change happening in the Swedish market of commerce. Studies indicate that the trend of the last decades; that external shopping centres are more attractive than centres of commerce, is about to turn. It is predicted that the centre of commerce will be the most attractive in the future.No matter how the market will develop, it is important for merchants to take account of their customers by understanding their behaviour and preferences concerning what constitute an attractive marketplace. A marketplace is attractive in terms of the characteristics that creates its offer, these characteristics are called "determinants of attractiveness." This paper is based on a field study of 200 consumers in Norrtälje regarding why they are choosing to shop in the centre of Norrtälje. The purpose is to answer the question "What creates an attractive centre of commerce " in terms of a) the determinants of attractiveness and b) each determinants' influence on customer satisfaction.

?MMORPG? - en studie av dataspelsberoende

En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.

Utvärdering av cachningsalgoritm för dynamiskt genererade webbsidor

Webbservrar på Internet använder idag dynamiska webbsidor genererade med hjälp av databassystem för sina användare. Detta har lett till en stor belastning på webbservrar och en metod för att minska belastningen är att använda cachning. Detta arbete implementerar och utför tester på en specifik cachningsalgoritm kallad Online View Selection i ett webbspelsscenario. Ett potentiellt problem identifieras hos algoritmen som kan leda till att inaktuell information levereras till klienten och algoritmen modifieras för att hantera problemet. Testresultaten visar att både den modifierade algoritmen och originalet ger likvärdig prestanda.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Köpbeteendet av impulsvaror inom partihandeln

Purpose: The study aims to increase knowledge of dealers' purchasing behavior of impulse goods in wholesale trade.Methodology: An exploratory survey method has been selected in order to investigate the relatively unexplored topic; buyer behavior of impulse goods in the wholesale. Data has been collected through interview of 27 dealers that conduct business with bulk confectionery sales across Sweden. A semi-structured interview technique has been selected, with a predetermined interview schedule but with space for follow-up questions and discussion.Conclusion: The background to this work argued that there is not much research on how retailers reasons when buying convenience products, or also called as impulse items. It is usually the sale of goods such as several of the informants believe is critical to their business existence. Impulse goods which do not require any effort, has little search time and usually are cheap and suits many customers pockets.

A study in web development : An onlinewatch store as a web application

This is a report on the development and implementation of the web shop ?Urballa Ur?, a web application developed by nine students at Linköping university. The report illustrates the methodology and process with intention to answer the question ?How can an online watch store be implemented to increase sales??. During the process the agile method scrum has been used as a working method.

Hur skapar man ett leende? : En uppsats om personalmotivation

Our purpose with this paper has been to analyse and discuss how motivation of the personnel affects the service quality in service companies. This has been done through two studies; a literature study with existing theories and an empirical study on the divisions of Lyckohjul and Shopping at Liseberg. In the introduction of this paper we put the question of research; why is there a need for work of motivation in service companies. When collecting information we used literature briefing, a questionnaire study and depth interviews. The literature briefing focused on the well-tried and most dominating theories on the subject motivation.

Värdeskapande i nätverk

The purpose of this thesis is to examine value creation in networks. Based on a case study of Livebookings Network, an online booking service. This thesis has an explorative nature. As a theoretical framework we use theories on value and network dynamics. By combining these theories we develop an operationalized framework that we use to analyze our empirical findings.

Smarta telefoner -ett digitalt koppel? : En fallstudie om Information Overload i organisationer

In the digitized world many organizations experience a large flow of information. To sort and manage all the information can be difficult. Individuals may experience a phenomenon called ?Information Overload?, due to the fact that the information flow is too extensive. There are various reasons why individuals are affected by this phenomenon.

Lokal journalistik i det nya medielandskapet : En kvalitativ onlinestudie av radiokanalen P4 Västmanland

Huvudsyftet med denna uppsats är att undersöka varför människor i ålderskategorin 35-49 år inte lyssnar på radiokanalen P4 Västmaland, en av Sveriges Radios 26 st P4 kanaler. Den andra punkten som analyserats är, varför P4 Västmanlands publik lyssnar på kanalen. Med hjälp av fokusgruppsintervjuer via sociala media Facebook undersöks 15 personer uppdelade i två fokusgrupper: P4s lyssnare och icke lyssnare. Det gemensamma för båda grupperna är radiolyssnande som intresse och ålderskategorin. Tillsammans har grupperna genererat ca 234 facebook-inlägg, som utgör grundmaterialet till denna studie.

Spelares upplevelser av rollspelspåverkan

Idag är det allt vanligare att unga vuxna spelar internetbaserade rollspel (MMORPG) på sin fritid. För vissa rör det sig endast om en rolig hobby men för andra har det blivit ett tvång. Under flera år har forskare försökt att ta reda på hur individer påverkas av att spela dessa spel. Då tidigare forskning fokuserat på när individerna är offline har den här studien valt att fokusera på när de är online. Åtta intervjuer genomfördes med aktiva rollspelare i åldrarna 18-25 år.

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