Academic literature on the topic 'Electronic Product'

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Journal articles on the topic "Electronic Product"

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ZHOU, MENGCHU, REGGIE J. CAUDILL, DONALD SEBASTIAN, and BIN ZHANG. "MULTI-LIFECYCLE PRODUCT RECOVERY FOR ELECTRONIC PRODUCTS." Journal of Electronics Manufacturing 09, no. 01 (1999): 1–15. http://dx.doi.org/10.1142/s0960313199000246.

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Dandi Ramadhan, Muhammad, Iqbal Valiri Zulfikar, and Popy Rufaidah. "Analisis Rantai Nilai Industri Ritel Elektronik (Studi Kasus: PT. Electronic City Indonesia Tbk)." Jurnal Manajemen dan Organisasi 14, no. 3 (2023): 287–96. http://dx.doi.org/10.29244/jmo.v14i3.47168.

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This research aims to produce a map of the industrial value chain at PT. Electronic City Indonesia Tbk uses the industrial value chain analysis model. Researchers use the case study method, an empirical investigation method that examines a recent case or phenomenon in depth and reality, especially when the boundary between wonder and context is unclear. The subject of this research is PT. Electronic City Indonesia Tbk. The results of the research yield information on a list of companies engaged in the Indonesian electronics retail industry, a list of companies as product suppliers for the Indonesian retail sector where they are part of the product manufacturer and assembler industry (PT. Sony Electronics Indonesia, PT. Samsung Electronics Indonesia, PT. Sharp Electronics Indonesia, PT. LG Electronics Indonesia, and others) and a list of companies that are suppliers to the product assembly industry in Indonesia located outside Indonesia (Samsung Electronic, Sharp Corporation, LG Group, and Sony Corporation and others). The value chain of the e-commerce industry conducted by PT Electronic City Indonesia Tbk is relatively simple because it only has links with producers/suppliers and end consumers. There are four actors in the value chain of the retail electronics industry: component or raw material supplier companies, manufacturing companies, retail electronics companies, and end consumers. PT. Electronic City Indonesia Tbk has no products produced under its brand and does not carry out a value-added process. This can be a threat if manufacturers or suppliers experience production problems because it will hinder product sales in the retail electronics industry.
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Chuang, Ming-Chuen, and Yung-Chuan Ma. "Expressing the expected product images in product design of micro-electronic products." International Journal of Industrial Ergonomics 27, no. 4 (2001): 233–45. http://dx.doi.org/10.1016/s0169-8141(00)00053-6.

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Hutchinson, John. "Electronic product development." Aircraft Engineering and Aerospace Technology 67, no. 1 (1995): 4–6. http://dx.doi.org/10.1108/eb037535.

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Hill, P. E. "Electronic product design." Materials & Design 18, no. 2 (1997): 117–18. http://dx.doi.org/10.1016/s0261-3069(97)87876-4.

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Mukti, Widodo Prayoga. "Pengaruh display produk dan kelengkapan produk terhadap keputusan pembelian di Toko Elektronik Kusuma Kecamatan Pakel Kabupaten Tulungagung." Jurnal Bisnis, Manajemen, dan Ekonomi 5, no. 2 (2024): 91–98. http://dx.doi.org/10.47747/jbme.v5i2.1726.

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Kusuma Electronic Shop is a retail business selling various electronic devices, such as speakers, electrical components, lamps, etc. Kusuma electronic shop is here to make it easier for consumers to find electronic needs. The various conveniences offered by Kusuma electronic shop support product display and completeness in purchasing decisions. This study aimed to examine the effect of product display and product completeness partially and simultaneously on buying decisions. This research was a quantitative study with variables of product display, product completeness, and buying decisions. To collect the data, questionnaires were distributed to 80 respondents who were consumers of Kusuma electronic stores, using incidental sampling techniques. The data analysis in this study used multiple linear regression analysis. The results of partial hypothesis testing show that product display positively and significantly affects purchasing decisions. In contrast, product completeness positively and significantly affects buying decisions. The results of simultaneous hypothesis testing showed that product display and completeness positively and significantly impact buying decisions. In multiple regression analysis, product completeness results have a more dominant influence on purchasing decisions at the Kusuma electronics store. Kusuma electronics store is expected to improve product arrangement and add product types and brands to diversify the product range. Kusuma must maintain and continue to improve product arrangement and product availability
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Kim, Haklae. "Developing a Product Knowledge Graph of Consumer Electronics to Manage Sustainable Product Information." Sustainability 13, no. 4 (2021): 1722. http://dx.doi.org/10.3390/su13041722.

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Transformational computing paradigms, such as artificial intelligence, home automation, and the Internet of Things, are being rapidly applied to consumer electronics products, thus aiding in the development of integrated and innovative features. Hence, ubiquitous computing and electronic devices are increasingly becoming essential to everyday life. In this context, a wide gulf often exists between the capabilities and technical features of consumer electronic devices and the consumers’ understanding of such devices and ability to operate them correctly and effectively. This study proposes a machine-readable knowledge model representing technical terms in product specifications along with a product knowledge graph to discover semantic relationships among various products. Formal concept analysis is applied to conceptually analyze the specification terms of heterogeneous electronic products and design a hierarchical knowledge structure of extracted concepts, to elaborate the proposed knowledge model.
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Lincke, David-Michael, and Beat Schmid. "Mediating electronic product catalogs." Communications of the ACM 41, no. 7 (1998): 86–88. http://dx.doi.org/10.1145/278476.282752.

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V. Myskov, D., V. V. Kurenkov, A. I. Gorobets, and M. A. NazarenkoMirea. "Product Quality Control’s Organization and Defects’ Prevention for Electronic Products." International Journal of Engineering & Technology 7, no. 4.20 (2018): 631. http://dx.doi.org/10.14419/ijet.v7i4.20.27415.

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The processes associated with the organization of product quality control and prevention of marriage of electronic products. Stages of control process are revealed, classification of types of control on characteristic signs is carried out.
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Dania, Dea, and Lily Wulandari. "Recommendation System for Electronic Product." International Journal of Computer Sciences and Engineering 7, no. 7 (2019): 1–6. http://dx.doi.org/10.26438/ijcse/v7i7.16.

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Dissertations / Theses on the topic "Electronic Product"

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Kuhn, Kerri-Ann. "The impact of brand and product placements in electronic games." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/36375/1/Kerri-Ann_Kuhn_Thesis.pdf.

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In an environment where it has become increasingly difficult to attract consumer attention, marketers have begun to explore alternative forms of marketing communication. One such form that has emerged is product placement, which has more recently appeared in electronic games. Given changes in media consumption and the growth of the games industry, it is not surprising that games are being exploited as a medium for promotional content. Other market developments are also facilitating and encouraging their use, in terms of both the insertion of brand messages into video games and the creation of brand-centred environments, labelled ‘advergames’. However, while there is much speculation concerning the beneficial outcomes for marketers, there remains a lack of academic work in this area and little empirical evidence of the actual effects of this form of promotion on game players. Only a handful of studies are evident in the literature, which have explored the influence of game placements on consumers. The majority have studied their effect on brand awareness, largely demonstrating that players can recall placed brands. Further, most research conducted to date has focused on computer and online games, but consoles represent the dominant platform for play (Taub, 2004). Finally, advergames have largely been neglected, particularly those in a console format. Widening the gap in the literature is the fact that insufficient academic attention has been given to product placement as a marketing communication strategy overall, and to games in general. The unique nature of the strategy also makes it difficult to apply existing literature to this context. To address a significant need for information in both the academic and business domains, the current research investigates the effects of brand and product placements in video games and advergames on consumer attitude to the brand and corporate image. It was conducted in two stages. Stage one represents a pilot study. It explored the effects of use simulated and peripheral placements in video games on players’ and observers’ attitudinal responses, and whether these are influenced by involvement with a product category or skill level in the game. The ability of gamers to recall placed brands was also examined. A laboratory experiment was employed with a small sample of sixty adult subjects drawn from an Australian east-coast university, some of who were exposed to a console video game on a television set. The major finding of study one is that placements in a video game have no effect on gamers’ attitudes, but they are recalled. For stage two of the research, a field experiment was conducted with a large, random sample of 350 student respondents to investigate the effects on players of brand and product placements in handheld video games and advergames. The constructs of brand attitude and corporate image were again tested, along with several potential confounds. Consistent with the pilot, the results demonstrate that product placement in electronic games has no effect on players’ brand attitudes or corporate image, even when allowing for their involvement with the product category, skill level in the game, or skill level in relation to the medium. Age and gender also have no impact. However, the more interactive a player perceives the game to be, the higher their attitude to the placed brand and corporate image of the brand manufacturer. In other words, when controlling for perceived interactivity, players experienced more favourable attitudes, but the effect was so weak it probably lacks practical significance. It is suggested that this result can be explained by the existence of excitation transfer, rather than any processing of placed brands. The current research provides strong, empirical evidence that brand and product placements in games do not produce strong attitudinal responses. It appears that the nature of the game medium, game playing experience and product placement impose constraints on gamer motivation, opportunity and ability to process these messages, thereby precluding their impact on attitude to the brand and corporate image. Since this is the first study to investigate the ability of video game and advergame placements to facilitate these deeper consumer responses, further research across different contexts is warranted. Nevertheless, the findings have important theoretical and managerial implications. This investigation makes a number of valuable contributions. First, it is relevant to current marketing practice and presents findings that can help guide promotional strategy decisions. It also presents a comprehensive review of the games industry and associated activities in the marketplace, relevant for marketing practitioners. Theoretically, it contributes new knowledge concerning product placement, including how it should be defined, its classification within the existing communications framework, its dimensions and effects. This is extended to include brand-centred entertainment. The thesis also presents the most comprehensive analysis available in the literature of how placements appear in games. In the consumer behaviour discipline, the research builds on theory concerning attitude formation, through application of MacInnis and Jaworski’s (1989) Integrative Attitude Formation Model. With regards to the games literature, the thesis provides a structured framework for the comparison of games with different media types; it advances understanding of the game medium, its characteristics and the game playing experience; and provides insight into console and handheld games specifically, as well as interactive environments generally. This study is the first to test the effects of interactivity in a game environment, and presents a modified scale that can be used as part of future research. Methodologically, it addresses the limitations of prior research through execution of a field experiment and observation with a large sample, making this the largest study of product placement in games available in the literature. Finally, the current thesis offers comprehensive recommendations that will provide structure and direction for future study in this important field.
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Wang, Dan, and Liuzi Yang. "Customer Buying Behavior : - Online shopping towards electronic product." Thesis, Umeå University, Umeå School of Business, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35154.

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<p>ABSTRACT</p><p>Online shopping in EU has been shown to a good potential market. The electronic equipment takes a high percent of the individuals shopping. Compared with other goods, online shopping of electronic goods adds great convenience to the life of the people. Buying electronic gadgets online gives customers an opportunity to find a great variety of product online, and customers can review a wide selection of products and find special offers and discount with the best deals online. In the coming years, the development of online retailers is improving and promises a bright future. However, the tangible and intangible problems of electronic product online shopping still exist and the online store retailers lack the customer knowledge in some extent. Therefore, our intention is to explore customer behavior when purchasing electronic products through investigating the factors that can affect online shoppers‟ attitudes, intention and actual buying behavior. Furthermore, through the findings of our research, we offered the online retailers some suggestions to improve their sales and attract more customers.</p><p>Our research was conducted at Umeå University, the participants are students who come from four different departments. We categorized the important influencing factors into customer-oriented and technology-oriented factors. We utilized quantitative method in the term of questionnaire to exam how the respondents think about these factors, and we figured out the relationship between the factors and the consumers‟ attitudes and online buying intention for electronic product.</p><p>Our final findings show that only the experienced shoppers‟ attitudes highly affect their buying intention. Transaction security and product quality as the most important elements of electronic product online shopping in the customer-oriented factors are voted by the respondents; while in the technology- oriented factors, easy to navigate and useful web content are the most important issues which drawn more customers‟ attention. In addition, we suggested that the online retailers should guarantee a safe and accurate transaction process, moreover, make more efforts to web design and enhance the return and refund after-sales service. Our study is expected to contribute the e-commerce, especially focused on the electronic product field, the further research can take our research as a basic and go deeper to investigate.</p><p> </p><p>Key words: online shopping, electronic product, customer buying behavior, factors</p>
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Lau, Alfred Shuk Yin. "Analysis and improvement of the product life cycle in an electronic product manufacturing company." access abstract and table of contents access full-text, 2006. http://libweb.cityu.edu.hk/cgi-bin/ezdb/dissert.pl?msc-meem-b21417581a.pdf.

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Thesis (M.Sc.)--City University of Hong Kong, 2006.<br>Title from title screen (viewed on Oct. 5, 2006) "Submitted to Department of Manufacturing Engineering and Engineering Management in partial fulfillment of the requirements for the degree of Master of Science in enterprise technology and management." Includes bibliographical references.
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Manakitsirisuthi, Thitiya. "A knowledge management system for product End-Of-Life : Application to electronic product recycling." Thesis, Lyon 2, 2012. http://www.theses.fr/2012LYO22006/document.

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Aujourd’hui, la compétition croissante, l'expansion des marchés et les progrès de la technologie engendrent un raccourcissement du cycle de vie des processus de développement des produits afin d’en améliorer les performances en termes de délai, coût et qualité. Ce raccourcissement du cycle de vie a engendré un accroissement des volumes de déchet généré et des conséquences que cela peut avoir sur l’environnement. Au niveau de l’Union européenne, des directives ont été introduites, tels que la gestion des déchets d'équipements électriques et électroniques (WEEE), la restriction de l'utilisation de certaines substances dangereuses dans les équipements électriques et électroniques (RoHS) et les directives pour le traitement des batteries usagées (Battery); ces directives permettent de limiter l'utilisation et le recyclage des substances dangereuses nocives pour la santé et pour l'environnement.Ces nouvelles réglementations et normes, permettant de gérer de manière efficace les retours et la fin de vie des produits (recovery process), ont été mises en place afin d'obliger les entreprises à assumer leurs responsabilités en termes de gestion des produits en fin de vie. Certaines entreprises ont montré que les produits recyclés ou réutilisés peuvent être une source supplémentaire de revenu (recyclage des matériaux, ou réutilisation des composants après démontage) dans le processus de fabrication.Ces connaissances liées à la performance environnementale (au niveau des processus de conception, de production, de transport, d’entreposage, de récupération…) devraient êtres saisies, évaluées et capitalisées dans des bases de connaissances afin d’être prisent en compte durant les différents phases du cycle de vie des produits.Nos travaux de recherche proposent donc de développer une architecture de gestion des connaissances (Knowledge Management Architecture) basée sur un Système Multi-Agents. L’objectif est de proposer un système qui met l'accent sur les concepts de « durabilité des produits et des cycles de vie », en établissant des liens entre des Agents Logiciels détenteurs de connaissances liées à la réglementation environnementale et les Systèmes d’Information de type PLM. Ces interconnexions permettront aux décideurs de prendre en compte les impacts environnementaux dans leurs décisions et ceci à chaque phase du cycle de vie des produits<br>The increasing of competition, expanding markets and advanced technology create shorten lifecycle and the development process to improve product performance in terms of time, cost and quality. These shorten products lifecycle have led to increase volumes of waste generation and consequence impact to environment. EU directives have been introduced, such as Waste Electrical and Electronic Equipment (WEEE), Restriction of the use of certain Hazardous Substances in electrical and electronic equipment (RoHS) and guidelines for the treatment of waste batteries (Battery), these directives are used to handle the hazardous substances which are harmful to human health and the environment.These regulations and standards have been put in place to force companies take their responsibilities on managing their products when reach to the end of life. Some companies have found that the returned product can be recycled or reused as an additional source of income (material recycling, or reuse of components after disassembly) in the manufacturing process.Knowledge related to the environmental performance (in terms of process design, production, transportation, storage, etc.) should be captured, evaluated and stored in knowledge base in order to share between users in different phases of the product lifecycle.Therefore, this research proposes a Knowledge Management Architecture based on a Multi-Agent System approach. The objective of this work is to propose a system that focuses on the concept of "sustainability” of products lifecycle by establishing the link between agents, who hold knowledge related to the environmental performances, and PLM system. The connection encourages companies considering the environmental impacts in their decision making at every stage of product lifecycle
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Huang, Tsu-Te. "Managing Electronic Product Development and Supplier Integration Activities in Taiwan: The Moderating Role of Knowledge Sharing." Thesis, Griffith University, 2010. http://hdl.handle.net/10072/366999.

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The advent of rapidly advancing information technologies and fierce global competition has forced manufacturing companies to rethink traditional business models and practices. Information systems are widely used for supporting real-time decision making throughout the entire geographically diverse operations of the modern manufacturing company. Additionally, the importance of employee empowerment has been recognised and supported by organisational learning and sharing programs. Undoubtedly, past literature supports the view that the integration of supply chains and innovative product development practices not only involve the more visible flow of tangible resources and assets, but also the integration and reproduction of intangible assets such as expertise and knowledge. Given that integrated supplier management (ISM) and new product development (NPD) are two of the most essential business activities in manufacturing companies and intangible assets have come to the forefront in the knowledge economy, an important issue that has been raised within this context is how the knowledge sharing (KS) process can leverage ISM and NPD activities to gain sustained competitive advantage. Asia has become the manufacturing centre of the modern world and Taiwanese electronic manufacturing companies have gained a dominant market share in the international information technology (IT) hardware market within a relatively short period of 15 years. It has long been understood how innovative ISM and NPD practices have helped position the Taiwanese electronic manufacturing sector to be a prominent global player, however there is still limited understanding as to how effective KS practices have directly or indirectly contributed to their success. Thus, the primary aims of this study was to provide evidence which supports the concept that KS is an essential enabler for leveraging heightened outcomes from ISM and NPD processes, ultimately generating higher levels of business performance (BP). More importantly, the study also seeks to reveal some of the actual higher order KS practices implemented, which have been pivotal to its leveraging power to these processes, within Taiwanese electronic manufacturing companies. Such deeper insights could serve as invaluable references for their counterparts in the other economies, which are also striving to upgrade the technical and managerial competence of their manufacturing practices. To a large extent, previous research studies have provided a great deal of knowledge about the essential roles of NPD and ISM in improving the BP of manufacturing companies. However, there is still a demand for shifting research focus toward empirical studies that investigate the actual implementation of KS in manufacturing companies; especially to uncover how KS actions interact with other key manufacturing business activities.<br>Thesis (PhD Doctorate)<br>Doctor of Philosophy (PhD)<br>Griffith School of Engineering<br>Science, Environment, Engineering and Technology<br>Full Text
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Sharp, Jonathan Anthony. "Interaction design for electronic product design using virtual simulations." Thesis, Brunel University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387487.

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Boran, Canice P. (Canice Patrick) 1967. "Implementing lean methodologies in automotive electronic product development processes." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/88337.

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Cheung, Sarah Wai Ying. "Product specification management practices in new product development an exploratory study of the Hong Kong electronic industry /." access full-text access abstract and table of contents, 2005. http://libweb.cityu.edu.hk/cgi-bin/ezdb/dissert.pl?msc-meem-b19912948a.pdf.

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Thesis (M.Sc.)--City University of Hong Kong, 2005.<br>Title from title screen (viewed on Jan. 10, 2006) "A dissertation submitted in partial fulfillment of the requirements for the degree of Master of Science in Engineering Management." Includes bibliographical references.
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Al-Soufi, Ali M. A. "Multimedia product selector using X.500 directory service." Thesis, University of Nottingham, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259861.

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Phillips, William Weller 1957. "Jidoka for product development of electronic modules for automotive applications." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/91789.

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Books on the topic "Electronic Product"

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Serksnis, Tony. Designing Electronic Product Enclosures. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-69395-8.

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Stillwell, H. Richard. Electronic product design for automated manufacturing. Marcel Dekker, 1989.

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Components, Farnell Electronic. The electronic components new product guide. Farnell, 1997.

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Corporation, Harris. Analog product data book. Harris, 1986.

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plc, Barbour Index, ed. Electronic delivery of product information: A guide for building product manufacturers. Barbour Index, 1997.

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Corporation, Harris, ed. Analog product data book, industrial/commercial. Harris, 1988.

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National Institute of Standards and Technology (U.S.), ed. Internet commerce for manufacturing product data. U.S. Dept of Commerce, Technology Administration, National Institute of Standards and Technology, 1999.

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National Institute of Standards and Technology (U.S.), ed. Internet commerce for manufacturing product data. U.S. Dept of Commerce, Technology Administration, National Institute of Standards and Technology, 1999.

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Parks, Curtis H. Internet commerce for manufacturing product data. U.S. Dept of Commerce, Technology Administration, National Institute of Standards and Technology, 1999.

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Michael, Pecht, and ARINC Research Corporation, eds. Product reliability, maintainability, and supportability handbook. CRC Press, 1995.

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Book chapters on the topic "Electronic Product"

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Serksnis, Tony. "Product Environments." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_7.

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Ginsberg, Gerald L. "End Product Applications." In Electronic Equipment Packaging Technology. Springer US, 1992. http://dx.doi.org/10.1007/978-1-4615-3542-3_10.

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Saaksvuori, Antti, and Anselmi Immonen. "e-Business — electronic business and PLM." In Product Lifecycle Management. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24799-9_11.

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Serksnis, Tony. "Successful Design." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_1.

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Serksnis, Tony. "Safety by Design." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_10.

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Serksnis, Tony. "Shipping and Packaging." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_11.

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Serksnis, Tony. "Documentation." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_12.

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Serksnis, Tony. "Continuous Improvement." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_13.

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Serksnis, Tony. "Building the Design." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_2.

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Serksnis, Tony. "Structural Considerations." In Designing Electronic Product Enclosures. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69395-8_3.

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Conference papers on the topic "Electronic Product"

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Gupta, Ritu, Anushka Sinha, and Aryan Sharma. "Utilization of Artificial Intelligence in Electronic Product Design." In 2024 9th International Conference on Communication and Electronics Systems (ICCES). IEEE, 2024. https://doi.org/10.1109/icces63552.2024.10860184.

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Srinivasaraghavan, P., R. Ranjit, and D. Karthikeyan. "Robust Embedded Electronic Product Design." In First National Conference on Automotive Infotronics. SAE International, 2003. http://dx.doi.org/10.4271/2003-28-0023.

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Feldman, Kiri, and Peter Sandborn. "Integrating Technology Obsolescence Considerations Into Product Design Planning." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35881.

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Technology life cycles affect a product manager’s ability to sustain systems through their manufacturing and field lives. The lack of availability of critical parts and technologies poses a challenge not only to the acquisition community, but to customers of products that must be maintained for long periods of time. Technology obsolescence has an especially serious impact on systems that have significant electronics content because electronic parts are quickly obsoleted in favor of newer, higher performance components. In this study, market availability data was analyzed for operational amplifiers, a technology integral to most electronic products, and for flash memory devices. Procurement lifetimes are shown to have shrunk since operational amplifiers emerged on the market. Algorithms for forecasting electronic part obsolescence are proposed and the ramifications of electronic part obsolescence on product design planning are discussed.
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Swerdlow, Martin, and Brian Weeks. "Electronic tagging and integrated product intelligence." In Electronic Imaging: Science & Technology, edited by Rudolf L. van Renesse. SPIE, 1996. http://dx.doi.org/10.1117/12.235452.

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Zeljković, Željko, Dragoljub Novaković, Saša Petrović, Neda Milić Keresteš, and Stefan Đurđević. "Electronic publishing as a graphic product." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p78.

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Electronic publishing has a particularly significant application as a graphic product in the publication of some products such as books and newspapers that have traditionally been essential products of newspaper printing, book printing and the like. In the electronic publication of newspapers, there are certain templates that are related to the identity of the publisher. There is a number of published and printed editions of newspapers that were published before the introduction of electronic editions. Newspapers stick to tradition and try to transfer printed editions to electronic ones, that is, to do the so-called digitalization. The process of digitization is a complex and extensive work consisting of analysis and proper preparation of the transformation into a bit of a mapped image with the help of reproduction devices, rearranging and arranging data with OCR software, creating metadata, database management and web application development. As current products of graphic production, multimedia appears as a set of different media that affect the human senses. Procedures for digitalization of graphic products with essential elements are necessary, and various software tools are needed for the realization of the process. This paper points out the most important segments of previously mentioned procedures.
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Stolze, Markus, and Jürgen Koenemann. "User interfaces for electronic product catalogs." In CHI '99 extended abstracts. ACM Press, 1999. http://dx.doi.org/10.1145/632716.632926.

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Steiger, Patrick, and Markus Stolze. "Effective product selection in electronic catalogs." In CHI '97 extended abstracts. ACM Press, 1997. http://dx.doi.org/10.1145/1120212.1120399.

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8

Harsa, Jim. "Advancing Reliability in Electronic Product Design." In SAE International Congress and Exposition. SAE International, 1989. http://dx.doi.org/10.4271/890808.

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Xiaoqin Zhang, Ying Chen, Xiang Ma, and Rui Kang. "Simulation assisted FMEA of electronic product." In 2012 Prognostics and System Health Management Conference (PHM). IEEE, 2012. http://dx.doi.org/10.1109/phm.2012.6228912.

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Bosacchi, Bruno. "Soft computing and electronic product engineering." In Optical Science, Engineering and Instrumentation '97, edited by Bruno Bosacchi, James C. Bezdek, and David B. Fogel. SPIE, 1997. http://dx.doi.org/10.1117/12.284220.

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Reports on the topic "Electronic Product"

1

Brei, Marylouise. Exchange Standards for Electronic Product Data. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada205729.

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Razdan, Rahul. Product Assurance in the Age of Artificial Intelligence. SAE International, 2025. https://doi.org/10.4271/epr2025011.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;Driven by the vast consumer marketplace, the electronics megatrend has reshaped nearly every sector of society. The advancements in semiconductors and software, originally built to serve consumer demand, are now delivering significant value to non-consumer industries. Today, electronics are making inroads into traditionally conservative, safety-critical sectors such as automotive and aerospace. In doing so, electronics—now further propelled by artificial intelligence—are disrupting the functional safety architectures of these cyber-physical systems. Electronics have created the world of cyber-physical systems, raising broader concerns about the broader category of product assurance.&lt;/div&gt;&lt;div class="htmlview paragraph"&gt;&lt;b&gt;Product Assurance in the Age of Artificial Intelligence&lt;/b&gt; continues the work of previous SAE Edge Research Reports in examining open research challenges arising from this shift, particularly in automotive systems, as core electronic technologies (e.g., the combination of software and communications) have even redefined what it means to be a "product."&lt;/div&gt;&lt;div class="htmlview paragraph"&gt;&lt;a href="https://www.sae.org/publications/edge-research-reports" target="_blank"&gt;Click here to access the full SAE EDGE&lt;/a&gt;&lt;sup&gt;TM&lt;/sup&gt;&lt;a href="https://www.sae.org/publications/edge-research-reports" target="_blank"&gt; Research Report portfolio.&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;
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3

Avis, William. Technical Aspects of e-Waste Management. Institute of Development Studies, 2022. http://dx.doi.org/10.19088/k4d.2022.051.

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Population growth, increasing prosperity and changing consumer habits globally are increasing demand for consumer electronics. Further to this, rapid changes in technology, falling prices, increased affordability and consumer appetite for new products have exacerbated e-waste management challenges and seen millions of tons of electronic devices become obsolete. This rapid literature review collates evidence from academic, policy focussed and grey literature on the technical aspects e-waste value chains. The report should be read in conjunction with two earlier reports on e-waste management1. E-waste is any electrical or electronic equipment, including all components, subassemblies and consumables, which are part of the equipment at the time the equipment becomes waste. The exact treatment of Waste from Electrical and Electronic Equipment (WEEE) can vary enormously according to the category of WEEE and technology that is used. Electrical and electronic items contain a wide variety of materials. As a result of this complex mix of product types and materials, some of which are hazardous (including arsenic, cadmium, lead and mercury and certain flame retardants) multiple approaches to WEEE are required, each with specific technical guidelines. This report is structured as follows: Section two provides an introduction to the technical aspects of e-waste management, including a reflection on the challenges and complexities of managing a range of product types involving a range of components and pollutants. Section three provides an annotated bibliography of key readings that discuss elements of the technical aspects of managing e-waste. This bibliography includes readings on national guidelines, training manuals and technical notes produced by the Basel convention and courses. WEEE recycling can be a complex and multifaced process. In order to manage e-waste effectively, the following must be in place Legislative and regulatory frameworks Waste Prevention and minimisation guidelines Identification of waste mechanisms Sampling, analysis and monitoring expertise Handling, collection, packaging, labelling, transportation and storage guidelines Environmentally sound disposal guidelines Management is further complicated by the speed of technological advance with technologies becoming redundant much sooner than initially planned. Case studies show that the average actual lifetimes of certain electronic products are at least 2.3 years shorter than either their designed or desired lifetimes.
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Lembert, Michael, Kristi Cooper-Pabros, Warren Comerford, et al. Electronic product information Implementation and solutions overview from a packaging perspective. BioPhorum, 2021. http://dx.doi.org/10.46220/2021ff003.

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Mealling, M. A Uniform Resource Name Namespace for the EPCglobal Electronic Product Code (EPC) and Related Standards. RFC Editor, 2008. http://dx.doi.org/10.17487/rfc5134.

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Heuckeroth, Otto H. Evaluation of Selected MANPRINT Issues for the Product Improvement Program of the OQ-290(V)1 Electronic Equipment Test Facility. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada396324.

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7

JINGTING, ZHANG. Further development of innovative applications based on the inverse piezoelectric effect. Intellectual Archive, 2024. http://dx.doi.org/10.32370/iaj.3051.

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As practice has shown, piezoelectric motors based on the principles of the inverse piezoelectric effect can become the basis for the latest automation systems and precision mechanics, as well as innovative lighting technology; The main interest of developers of our company is the possibility of building on the basis of the inverse piezoelectric effect of systems and configurations related to the systems of precision and small-sized stepper motors As the requirements for accuracy and weight reduction of such engines become stricter, including by reducing overall dimensions, more and more variants and technical solutions based on the complex application of special composite materials are offered as a base material for building elements and structures of such engines. In modern electronic equipment, especially mass-produced, it is extremely important to correctly determine the initial technical requirements for the product, which in the process of production and operation should allow to carry out innovative modification of the product without changing the fundamental basis of its design, circuit solutions and combination of materials and component parts.
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Avis, William. Drivers, Barriers and Opportunities of E-waste Management in Africa. Institute of Development Studies (IDS), 2021. http://dx.doi.org/10.19088/k4d.2022.016.

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Population growth, increasing prosperity and changing consumer habits globally are increasing demand for consumer electronics. Further to this, rapid changes in technology, falling prices and consumer appetite for better products have exacerbated e-waste management challenges and seen millions of tons of electronic devices become obsolete. This rapid literature review collates evidence from academic, policy focussed and grey literature on e-waste management in Africa. This report provides an overview of constitutes e-waste, the environmental and health impacts of e-waste, of the barriers to effective e-waste management, the opportunities associated with effective e-waste management and of the limited literature available that estimate future volumes of e-waste. Africa generated a total of 2.9 million Mt of e-waste, or 2.5 kg per capita, the lowest regional rate in the world. Africa’s e-waste is the product of Local and imported Sources of Used Electronic and Electrical Equipment (UEEE). Challenges in e-waste management in Africa are exacerbated by a lack of awareness, environmental legislation and limited financial resources. Proper disposal of e-waste requires training and investment in recycling and management technology as improper processing can have severe environmental and health effects. In Africa, thirteen countries have been identified as having a national e-waste legislation/policy.. The main barriers to effective e-waste management include: Insufficient legislative frameworks and government agencies’ lack of capacity to enforce regulations, Infrastructure, Operating standards and transparency, illegal imports, Security, Data gaps, Trust, Informality and Costs. Aspirations associated with energy transition and net zero are laudable, products associated with these goals can become major contributors to the e-waste challenge. The necessary wind turbines, solar panels, electric car batteries, and other "green" technologies require vast amounts of resources. Further to this, at the end of their lifetime, they can pose environmental hazards. An example of e-waste associated with energy transitions can be gleaned from the solar power sector. Different types of solar power cells need to undergo different treatments (mechanical, thermal, chemical) depending on type to recover the valuable metals contained. Similar issues apply to waste associated with other energy transition technologies. Although e-waste contains toxic and hazardous metals such as barium and mercury among others, it also contains non-ferrous metals such as copper, aluminium and precious metals such as gold and copper, which if recycled could have a value exceeding 55 billion euros. There thus exists an opportunity to convert existing e-waste challenges into an economic opportunity.
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Gruodis, Alytis, Violeta Jadzgevičienė, Aleksandr Igumenov, Joana Lapkovskaja, and Jonas Žaptorius. INO-PAY Information System Using E-Pay and E-Banking Realizations. Case Study. Vilnius Business College, 2024. https://doi.org/10.57005/ab.2024.2.7.

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The innovative FinTech platform INO-PAY was described in terms of construction, functionality, flexibility, expandability, and security assurance framework. Current solutions of E-banking and E-pay systems are presented to compare the marked requirements, needs of customers, and technical issues. User - customer receives complete information about the transaction, including transaction parameters, transaction accompanying documents (contract, invoice, protocols, receipts, etc.) in real-time, which has not been provided on any electronic payment platforms. The created product ensures the convenience of financial settlements and allows you to track your financial transactions by checking their content. The platform is based on the Request-to-Pay standard and provides an opportunity for both parties to establish a dialogue, agree on more flexible payment terms, and allows the user to pay without additional contact with the seller by phone/e-mail, to pay the bill in installments by mail, to request an extension of the payment term or to reject the received payment request. Platform INO-PAY allows customers to compare banks’ services and allows banks to initiate new markets in different geographical areas. Electronic platforms like INO-PAY allow customers access to financial services more efficiently than banks in some problematic areas of non-EU countries.
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Snyder, Carrie, and John Rooks. Breaking Up with Our Products: Encouraging Electronics Product Dis-attachment to Enable Secondary Uses. University of Limerick, 2021. http://dx.doi.org/10.31880/10344/10195.

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