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4415 Uppsatser om Model of online - Sida 1 av 295

Performance Management i E-handel

Too much attention has been given to mainstream approaches in performance management and management accounting research, without taking in to account changes in the environment with the rapid growth of online retailing. This paper evaluates how and/or if performance management differs in online contexts by using a conceptual model developed by Ferreira et al (2009). The model and its components are tested on three multichannel- and six e-commerce businesses. The result and its analysis is commented on by two e - commerce experts. The result shows that the operation method of the models twelve components do not differ in terms of work methods in online and offline contexts.

Kappa Control with Online Analyzer Using Samples from the Digester's Mid-phase

In the pulp industry, digesters are used to disolve lignin in wood chips. The concentration of lignin is measured and is called the Kappa number. In this thesis, the question of whether an online Kappa sensor, taking samples from the mid-phase of the digester, is useful or not is analyzed. For the samples to be useful, there has to be a relationship between the measured Kappa at the mid- phase and the measured Kappa in the blowpipe at the bottom of the digester. An ARX model of the lower part of the digester has been estimated.

Släktforskning på nätet : Onlinetjänsters påverkan på släktforskares informationsbeteende

With the technological development of the last decades, an increasing number of genealogists are carrying out their research online. The purpose of this master?s thesis is to examine how and why genealogists' information behavior has been influenced by the use of online services for genealogy. Using a conceptual model of genealogists' information behavior as theoretical basis for the study, I examine how the use of online services affect genealogists? search process, what information they are looking for and what information resources they use.

Kommunikation online : En fallstudie av Korrespondensgymnasiets elevkurativa arbete

The main purpose of this study was to examine how social work can be performed online, by a case study of Korrespondensgymnasiet that pursues distance education. The intention was to determine the possibilities and limits with the online communication between the school counsellor and the pupils. The study was based on qualitative semi-structured interviews with one school counsellor and five pupils and document analysis of three descriptions of the school counsellor?s profession. The theory that has been used in this study is the communication theory: Shannon and Weaver?s Model of Communication and non-verbal communication.

Vad tycker Mario om bibliotek? ? Onlinespelares användning och uppfattning av bibliotek

The aim of this thesis is to fill a knowledge gap regarding how online players use libraries, their attitude towards libraries and what they want out of future libraries. We see it as a problem that the library world of today does not have much knowledge about an audience that is so prevalent in society.The theory used in the thesis is Henrik Jochumsen, Casper Rasmussen Hvenegaard & Dorte Skot-Hansens model that divides libraries into four functions. The four functions are meetings, knowledge, inspiration and experiences. In the analysis we added a suggested fifth function, a digital space, giving the digital interaction and information needs of today´s society. The method was focus groups on online forums for gamers.

Den virtuella dejtingvärlden : En studie om användandet av nätdejtingsajter

The purpose of this study has been to investigate the virtual world that people are part of on online dating sites. To do this we have investigated two different research questions, which are the following: What functions do the online dating sites provide? Why and how are the online dating sites being used by their members? In order to gather information about these matters, we have used a qualitative method consisting of participating observation, scrutinizing and single person interviews. Our results indicate that people have different goals with their usage of online dating sites; some are looking for love, a long-term relationship while others are looking for sexual contact. There are many different online dating sites to choose from depending on the users? objective.

Segmenting online communities

Thesis purpose: The main purpose of this study is to empirically verify the applicability of Kozinets´ model on an interest, activity or lifestyle based online community, in order to develop an adaptive segmentation approach for segmenting online communities. Methodology: This research is deductive by nature, cross-sectional by design and undertakes a quantitative approach using self-completion questionnaire as a part of a web survey to collect the empirical data needed. Theoretical perspective: The main theories guiding our work and supporting the findings of this study include: market segmentation (descriptive and behavioural) and communities (consumer communities and online communities). Empirical data: A web survey with self-completion questionnaire used to gather empirical data from members of interest, activity or lifestyle based online communities. Conclusions: This study took the specific characteristics of online communities into more consideration than previous research and literature has done and also recognized that an adaptive segmentation approach is needed, depending on the communities of study.

En Plats på nätet : Deltagande Observation i den virtuella miljön Ragnarök Online

Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.

Att hitta fram till tillit : En studie av kartapplikationen i iPhone och användares tillit till denna

Trust is a concept used throughout our daily lives. We give trust to friends, colleagues and strangers. We also give trust to the technical artifacts we use in our everyday lives. We must also rely on the services we use to work the way we expect them to. There is plenty of research on trust in e-commerce and online banking on website based platforms.

Från TV-TV till Social-TV : En studie av strategier för Webb-TV och Sociala Medier

This study explores how online television works and how it is integrated with social media such as Facebook, Twitter and blogs. Through three qualitative interviews with representants from different fields of work regarding online television, we have concluded how online television is being used in Sweden today and concludes with examples of what the future of online television could look like. Representatives from the following companies have been interviewed: SBS Media Group Sweden, Strix Television and Mediamätning i Skandinavien. The use of social media for marketing of online television is a fact for the companies in this study. However, the result of the study shows that theres room for development in the integration between online television and social media.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

Lek och allvar : Om pokerspelande på nätet

This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold?em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

The Influence of Multiple Drivers on WOM Behavior in an Online Context - A quantitative study on what drives consumers to share word-of-mouth online

Word-of-mouth marketing (WOM) has been considered as one of the most effective marketing tools, yet the least understood. While its lucrative effects have been well proven in academic studies worldwide, little is yet known of why consumers engage in WOM, and what factors actually drive this sought-after behavior, particularly in an online context. While today's research lacks holistic views on the simultaneous effects of multiple WOM-drivers, this paper takes on a meta-analytic approach by building on the pertinent literature to construct an aggregated model, including several previously acknowledged drivers divided into two categories: (1) Brand related drivers and (2) Personal and situational drivers. The authors then empirically examine what drivers are the most influential on WOM in an online social media context. By doing so, this thesis does not only contribute to marketing managers' better understanding of online communications management, it also sheds light on the theoretical knowledge of the behavioral drivers of WOM.

Sms-lån - Färdigreglerat?

Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.

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