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1

Gkritsi, Aikaterini. "Agile game : a project management game for agile methods." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.

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Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.
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Telin, Steven, and Nebil Esmail. "Managing Remote Projects During a Crisis : Game-development and Manufacturing Projects Response to COVID-19." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185058.

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Although projects and project management has grown to be increasingly influential in all aspects of business operations, project success and efficiency is often harder to measure and arguably harder to execute. Many projects may often change the course of intent, exceed the initial budget, or even finish later than expected. This causes a great debate on the different ways to efficiently manage projects and what actually works best in practise. According to different scholars, some sides mention that traditional methods where planning is completed at the very beginning is the most efficient way to manage projects, while others mention the use of adaptive methods where planning is not ‘set in stone’.  Project management as an academic field is relatively well explored, however as the COVID-19 continues to set restrictions to stop the spread of the virus, academic research to increase the empirical data on project management during the pandemic is needed. This study aims to contribute to this academic field to understand the reasoning behind project management adaptations during the COVID-19 pandemic. Furthermore, this study will aim to gain understanding to the why’s and how’s of common themes regarding how projects have adapted. The industries this study will focus on will be the Swedish game-development industry and the Swedish heavy industry.  Based on a literature search and review on project management evaluations methods, leadership styles, risk and crisis management, and project management methodologies, semi-structured interviews took place with CEO’s, project managers, and other senior managers in decision making positions, representing a total of six firms with three from each industry. The respondents were categorized based on their industry and if their project was completed or not.  The analysis showed practical similarities in the implementations between projects, such as hygienic aspects in the workplace, remote working, and other practical implementations from the guidelines of the Swedish health authorities. The analysis also found the common theme of project responses being external threat recognition followed by the adaptation of remote working, the expansion of communication and finally the closure of the project. the analysis did however find smaller variations depending on the size of the firm and industry, such that smaller projects did not always need a firm wide remote working unit and that heavy industry projects leaned towards traditional project management methodologies with hints of agile methods, while the game-development projects quite explicitly used agile methods. While the study does contribute to the academic field of project management with empirical data and may provide guidance in future pandemics and similar situations, further research is needed in order to gain a full understanding on the pandemics effect on projects in Sweden, especially through a study covering a larger study size.
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3

Baker, Diana L. "An experimental investigation of the effects of software size increase on software project management behavior." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA248362.

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Thesis (M.S. in Information Systems)--Naval Postgraduate School, March 1992.
Thesis Advisor: Abdel-Hamid, Tarek K. "March 1992." Includes bibliographical references (p. 66). Also available in print.
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Oh, Eunjoo. "Project Organization, Diverse Knowledge, and Innovation Systems in the Korean Game Software Industry." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14516.

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This research was initiated in the belief that new product development requires the integration of diverse knowledge located in different units or organizations. In recent decades, evolutionary scholars have emphasized the importance of coherent systems and regional scientists have highlighted the importance of geographical proximity for easier transfer of tacit knowledge. Despite the strength of these explanations, they do not adequately address the balance between tacit and explicit knowledge, ignoring different types of knowledge conversion process (Nonaka and Takeuchi, 1995). My research aims to bring a greater understanding of the integration of diverse knowledge for innovation achievements among different actors. Specifically, this thesis deals with project organization for new product development, exploring three main research areas: (1) company utilization of external companies and freelancers for project formation in relation to resource mobilization of companies; (2) types of knowledge conversion among employees within and between departments; and (3) the impacts of several meditating factors on clustering orientations of companies. These meditating factors include knowledge codification, IT technology for communication, and trust mechanisms that help to mobilize external knowledge and reduce friction among team members. In this study, data are collected from questionnaire survey (104 firms) and interviews with 34 persons in the Korean game industry. Probit model, tobit model, and OLS regression model were used. The main findings are as follows. First, codified knowledge concept reports, prototypes, and manuals is produced through externalization as a game development project is in progress. Second, among several indicators of internal capability of companies, the type of initial industry whether game companies started their business in the game industry and expenditures on the purchase of intellectual property rights from other cultural industries have significant and positive impacts on the utilization of external partners. Third, information communication technology has a significant, negative impact on clustering orientation of companies while reliance on communities of practice and built-in trust have significant, positive impacts on that.
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5

El, Mansouri Mériem. "Le jeu vidéo didactique ou serious game : processus de conception, ingénierie didactique et game design." Thesis, Université Côte d'Azur (ComUE), 2019. http://www.theses.fr/2019AZUR2028.

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Cette recherche s’inscrit dans une réflexion interdisciplinaire sur le game design de jeux vidéo didactiques souvent appelés serious games ou jeux sérieux. Nous sommes partis du constat que les jeux vidéo pour apprendre actuellement sur le marché présentaient de nombreuses faiblesses aussi bien ludiques que didactiques. L’analyse de ces jeux et de leurs conceptions a mis en lumière que même si la volonté des concepteurs était d’associer ludique (jeu) et didactique (sérieux) dans un même objet, la dichotomie entre les clichés véhiculés par le jeu et le travail (sérieux) persistait dans les esprits jusqu’à conditionner leur conception. Nous proposons donc une nouvelle approche du game design de ces jeux vidéo, avec une modélisation théorique qui couvre l’ensemble du processus de conception et dont la mise en pratique a pris la forme d’une gestion de projet mixte basée sur la recherche et les pratiques professionnelles dans le domaine du jeu vidéo et des sciences de l’information et de la communication d’une part, et sur la recherche et les pratiques professionnelles dans le domaine de l’enseignement et des sciences de l’éducation d’autre part. Nous développons une ingénierie de conception « inclusive » qui exige des compétences d’enseignant-didacticien et de game designer et dans laquelle l’expérience proposée par le jeu vidéo est issue de la fusion du ludique et du didactique dans un scénario unique de jeu. Enfin nous mettons à l’épreuve notre proposition d’ingénierie basée sur la fusion des expériences ludique et didactique, en réalisant et testant un prototype de jeu vidéo didactique sur le thème de l’alimentation intitulé A table , afin de vérifier si elle est capable de remédier aux faiblesses des jeux sérieux actuellement disponibles
This research is part of an interdisciplinary reflection on the game design of didactic video games often called serious games. Everything started with an observation : video games dedicated to the learning activity which are currently on the market suffer from many weaknesses regarding both their funny and didactic characteristics. The analysis of these games and their conception highlighted that even if the will of the designers was to combine those two aspects in the same object, the dichotomy between the “clichés” conveyed by the game and the work (serious) persisted in the minds subsequently conditioning their design. We therefore suggested a new approach to the game design of these video games, with theoretical modeling that covers the entire design process and whose implementation took the form of a mixed project management based on research and professional practices in the field of video games and information and communication sciences on the one hand, and in the field of education and the sciences of education on the other hand. We developed an "inclusive" design engineering that requires the skills of teacher-didactics specialist and game designer, in which the experience offered by the video game comes from the merging of funny and didactic aspects in a unique game scenario. Finally, we are testing such engineering proposal by making and testing a prototype video game focused on the nutrition field called "A table!", in order to figure out if it is able to remedy the weaknesses of serious games currently available
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.
Sem resumo.
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7

Westerdahl, Matilda. "Challenges in video game development - What does Agile management have to do with it?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20026.

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The video game industry has gone through a dramatic change over the last few decades, yetseveral reports show that there are currently many challenges that developers face in their dailywork. A major challenge includes difficulties of getting projects to close within set time andresource restraints. This is something that indicates a connection to the management methodsbeing used, among which Agile management is a popular framework that many turn to. Thisthesis searches for connections between challenges in video game development and the usage ofagile methods like Scrum and Kanban. For this, a qualitative research strategy was used in orderto look into the experiences of video game developers. Five semi-structured interviews with atotal of eleven respondents were conducted. As a complement, a quantitative web-based surveywas made where 23 people participated. The results of this study show that challengespreviously defined within the video game industry, including feature creep, crunch periods anda stressful work pace can also be identified in the industry in southern Sweden to some extent.Underlying patterns indicate the industrial culture as an explanation for an incorrectimplementation of agile methods, which could eventually lead to issues surrounding riskmanagement in projects.
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Albonius, Jonas, and Monica Hagbok. "Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt." Thesis, Karlstads universitet, Avdelningen för informatik och projektledning, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-31659.

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Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games. The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research. This formed the basis of our research question: How do project managers act to create conditions for creativity among employees in a remotely organized computer game company? To answer our question, we chose to make a descriptive case study. The project is based in the Nordic countries with employees worldwide. It is altogether a distance based project with no shared workspace. We interviewed the projects two project managers, and supplemented with a qualitative survey amongst the employees. The collected material was analyzed with a methodology inspired by Grounded Theory and previous research results. Three approaches of how the project managers act to promote creativity are evident in their stories. These approaches are trust, availability and tolerance. They form the basis of our model on how the project managers in this case act to promote employee creativity. Besides the three approaches, two concepts emerged as important tools for creativity in the project: motivation and communication. Our conclusion can be described as follows: Motivation provides the conditions for creative thinking. By building an organization where project leaders show trust in the ability of employees, and allows tolerance to be a watchword for collaboration, project managers work to improve employee motivation. This will create opportunities for creativity among the employees in this distance based project. Communication is essential for creative work in the project and virtual means of communication a way to increase availability.
Företag och projekt ställs ofta inför utmaningen att skapa något nytt för att till exempel öka sin konkurrenskraft. I processen att ta fram denna nya produkt är kreativitet en viktig faktor. Med hjälp av ett kreativt förhållningssätt och en kreativ process kan nya innovationer växa fram. En bransch som växt mycket de senaste åren är datorspelsbranschen. Konkurrensen är hård och om företagen ska lyckas krävs det att produkten har något extra som gör att det sticker ut bland alla spel som produceras. Projektledarens roll i kreativitetsprocessen är ett område som tidigare forskning inte har belyst särskilt mycket. Inte heller har möjligheten att skapa förutsättningar för kreativitet inom ett distansbaserat företag behandlats särskilt mycket. Studiens forskningsfråga är: Hur agerar projektledare för att skapa förutsättningar för kreativitet hos projektmedarbetare i ett distansbaserat datorspelsutvecklingsprojekt? För att besvara vår frågeställning valde vi att göra en deskriptiv fallstudie. Projektet har sin bas i Norden med medarbetare över hela världen. Det är helt och hållet ett distansbaserat projekt på så sätt att ingen delar arbetsplats. Vi djupintervjuade projektets två projektledare och kompletterade med en kvalitativ enkät till medarbetarna. Med en utgångspunkt i Grounded Theory och tidigare forskningsresultat analyserades materialet. Ur projektledarnas berättelser framträdde tre förhållningssätt. Dessa är tillit, tillgänglighet och tolerans. De ligger till grund för vår modell om hur projektledarna i det undersökta fallet agerar för att främja kreativiteten hos medarbetarna. Dessutom visade det sig att motivation och kommunikation var två viktiga verktyg för att skapa förutsättningar för kreativitet hos medarbetarna. Vår slutsats kan beskrivas på följande sätt: Motivation ger förutsättningar för kreativt tänkande. Genom att bygga en organisation där projektledarna visar tillit till medarbetarnas förmåga, och låter tolerans vara ett ledord för kollaboration, arbetar projektledarna för att höja medarbetarnas motivation. Därmed skapas förutsättningar för kreativitet hos medarbetarna i detta distansbaserade projekt. Kommunikation är en förutsättning för kreativt skapande i projektet och virtuella kommunikationsmedel ett sätt att öka tillgängligheten.
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Geithner, Silke, and Daniela Menzel. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation." Sage, 2016. https://tud.qucosa.de/id/qucosa%3A35394.

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Aim. In close cooperation with an international automotive supplier we developed the “C2” business simulation game in order to meet real work practice needs. Based on the example of a site-location decision and the setup of a new factory in China, the participants of the game experienced the challenges of an interdisciplinary project team as well as project management in complex and rapidly changing situations. During the game we used the creative learning method LEGO® Serious Play®,1 which helps to express different understandings through hands-on modelling. The aim of the game is to acquire and improve both technical project management knowledge and soft skills of the participants. Method. In total, 47 students participated in one of six two-day game sessions. They reported self-perceptions about their skill level through pre- and postgame questionnaires. Further data were collected during the simulation game based on observations, lessons learned reflections of the participants and evaluation questionnaires. Results. Results from our pre- and post-game self-assessment questionnaires show that the “C2” business simulation game improves not only conceptual knowledge about project management but also team working and the participants’ other soft skills. Results indicate that the students’ reactions to the simulation game were positive, and students felt that the LEGO Serious Play method helped them to better cope with challenges of teamwork, influences of stakeholders, risk factors and unpredictable project situations. Conclusion. These results suggest that our business simulation game has the potential to be an effective learning and training tool to provide students with relevant skills necessary for project managers. By giving students the opportunity to act in an authentic scenario based on a real project case, we can support their action-oriented as well as their trial-and-error learning, or in short their learning through experience.
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Matsunaga, Roberta Mayumi 1985. "Desenvolvimento de um jogo educativo para crianças com hemofilia : Developing an educational game for children with hemophilia." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/267767.

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Orientadores: Marcos Augusto Francisco Borges, Regina Lúcia de Oliveira Moraes
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Tecnologia
Made available in DSpace on 2018-08-22T02:03:37Z (GMT). No. of bitstreams: 1 Matsunaga_RobertaMayumi_M.pdf: 3732769 bytes, checksum: 7473b0451c343a4a40d122deb213a2eb (MD5) Previous issue date: 2013
Resumo: De acordo com o último levantamento do Ministério da Saúde, o número de indivíduos com hemofilia cadastrados no Brasil era de 9.978 em 2010 (Ministério da Saúde, 2013), o que torna o Brasil o país com o terceiro maior número de indivíduos identificados com doença. Sendo a hemofilia uma doença que acomete o indivíduo desde o nascimento, é fundamental que a criança conheça suas limitações para ter um desenvolvimento físico saudável. Isso requer cuidados especiais a fim de evitar episódios de traumatismos que podem comprometê-la quando adulta. As crianças com hemofilia carecem de material educativo de qualidade sobre a doença e suas problemáticas. Com o intuito de informar essas crianças de forma lúdica e motivadora, o presente trabalho propõe o desenvolvimento do protótipo de um jogo educativo, denominado Hemotion, que contém informações sobre a doença. A intenção é que o jogo seja um meio lúdico de informar, esclarecer e incentivar comportamentos adequados das crianças em relação à doença que irão enfrentar por toda a vida. Trata-se de um Projeto multidisciplinar que foi desenvolvido no Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia (LIAG-FT) em conjunto com a Unidade de Hemofilia do Hemocentro, ambos da Universidade Estadual de Campinas (UNICAMP). Os desenvolvedores contam com o apoio da equipe multidisciplinar do Hemocentro, que é composta por médicos, fisioterapeutas, enfermeiros, pedagogos e psicólogos
Abstract: The Ministério da Saúde published that in Brazil there are around 9.978 people with hemophilia in the country is the third with the largest number of individuals with this disease. Hemophilia is a disease that affects the individual from birth, so it is fundamental that the child learns his limitation in order to have a healthy physical development. This requires special care to avoid episodes of trauma that may compromise the child as an adult. However, children who suffer from hemophilia do not have quality educational material on hemophilia and it's problematic. In order to inform these children in a ludic and motivating way, this project aims to develop a prototype of an educational game, called Hemotion that will have information about the disease. The intention is that the works in an entertaining way to inform enlighten and encourage appropriate behaviors of children in relation to the disease they will face throughout life. It is a multidisciplinary project that was developed in the Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia together with the a Unidade de Hemofilia do Hemocentro, both from the Universidade de Campinas. To support the project, the developers will have the assistance of the multidisciplinary team of the Hemocentro that is composed by doctors, physiotherapists, nurses, educators and psychologists
Mestrado
Tecnologia e Inovação
Mestre em Tecnologia
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Lavin, Nina. "Mjukvaruuteckling i multikulturellt team : En kvalitativ studie om kulturers påverkan på mjukvaruutvecklingsprojekt." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-78091.

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Studier visar på att mjukvaruutvecklingsprojekt är känsliga och svåra att få i mål. Det blir dessutom allt vanligare med multikulturella arbetsgrupper inom mjukvaruutveckling och det för med sig ytterligare problem så som konflikter och missförstånd. Den här studien har undersökt hur mjukvaruutvecklingsprojekt påverkas av kulturella faktorer i en multikulturell arbetsgrupp. Det har dessutom undersökts vad som kan göras för att anpassa arbetet så att dessa konflikter kan minimeras. Undersökningen är avgränsad till ett specifikt företag och en specifik multikulturell arbetsgrupp som arbetar med mjukvaruutveckling. Resultatet visar på att mjukvaruutvecklingsprojekten påverkas av individers kommunikations- och tolkningsförmågor, något som går att härleda till det faktum att individerna har olika bakgrunder. Det i sin tur skapar problem som dubbelt utfört arbete eller missade uppgifter som resulterar i omfattande omarbetningar, att projekt tvingas startas om eller att de avslutas i förtid. Arbetet skulle kunna anpassas genom att införa effektivare projektstöd som fungerar som en gemensam plattform där utrymme för egna tolkningar minimeras och konflikter hanteras effektivare.
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Mikešová, Jana. "Aktivizující metody ve firemním vzdělávání." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264416.

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The diploma thesis Activating methods in business education is focused at training Prince project management for the company Symphera. The aim is to create methods for activation of Prince2 training and incorporate them into new methodologies of training. In the theoretical part we will introduce various activating methods. We will explain what they mean and what training methods are used within them. In the part Creation of activation methods we will describe what was the process of working on the inclusion of activating methods in the training course of Prince2 project methodology. We will review the selection and subsequent formation of individual methods. The aim of comparing the success of the course is to determine whether students who have completed a course of activating methods achieve better test results than those who completed the course the classic method.
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Pretorius, Hedré. "Mitigation of project risk through communication training : a serious games proposal / Hedré Pretorius." Thesis, North-West University, 2014. http://hdl.handle.net/10394/10622.

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Complex projects often fail even when formal project management systems are in place. Project management processes and methodologies are well defined and described in academic and business literature. There is however less published research on the socio-cultural factors that are critical for project success. This study investigated whether project stakeholders view communication as one of the critical success factors for project success. Critical project success factors were identified from a literature study and ranked by 34 project stakeholders. The data was analysed using the Instant Priorities method and Analytical Hierarchical Process. A workshop on the use of communication within projects was observed. The results were translated into a project success factor model that explains the importance of communication in project success. Furthermore, a serious games based training tool is proposed. The aim of the training will be for participants to understand the communication preferences of themselves and the people they interact with in large projects. The proposed tool will require the participant to map typical stakeholder behavioural preferences. The well-known Marston DISC behavioural model is used as basis for understanding the behavioural preferences of different stakeholder groups. This research project supports the view that communication training across stakeholder groups should be used as a project risk mitigation tool. An increased understanding of the communication preferences of project stakeholders has the potential to shape a project culture that will stimulate teamwork combined with high levels of personal motivation as well as have the capacity to quickly identify and address project risks.
MSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
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Llovera, Gonzalez M. (Margarita). "Use of simulation games to learn negotiations in project business." Master's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504021276.

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Negotiation and negotiation skills have an important role in project business, therefore it’s essential to teach the future project management professionals in order to achieve the skills and be prepared to the actual globalizing world. The purpose of this thesis is to create a simulation game in order to be able to teach these negotiation skills in a classroom environment. The approach of this research is use the literature review about the effectively of using games for teaching and how to design a game with educational purposes in order to create a useful and motivating game. In addition, the negotiation analysis approach and all the qualities that a negotiator need in the different phases of the project are studied. Based on the results of the literature review, a definition and implementation of a project simulation game is created. The results of this thesis present a way to effectively teach the skills that a negotiator need through a simulation game. The game can be used in project management educators, and the process of designing the game can be repeated for other subjects besides project negotiation.
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Hadjistephanou, Petros. "The Olympic Games ; a demonstration of the positive and negative side of project management." Thesis, Keele University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.572456.

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This thesis will try to delineate and extrapolate a mode for consideration of project management in practice, with particular emphasis upon both the political, institutional and commercial aspects of project management practices of the Olympic Games. The research will produce a project management framework identifying relevant variables for the success organisation of the Olympic Games project. ' .. The writer examines the Olympic Games as a project in two case studies: The Atlanta and Athens Games are analysed with respect to various criteria such as the political and administrative structure, finances and the outcomes or multiplier effects that have- come about as a result of the Olympics. What is really important in the organisation of the Games, why there is not stability, what are the typical difficulties encountered, etc. are' questions that the thesis examines through reference to project management theory. The 1996 and 2004 case studies allowed the writer to look at the organisation of the Olympics with particular attention to the practicalities of their realisation and in the process see things that otherwise might not have been seen. The two case studies focus on specific dimensions (project management approaches/techniques used, commercial aspects, political dimensions and logistical subproject requirements), which are compared consistently across both cases. The thesis is an attempt to analyse the Organising Committee's (Project Manager) role to develop a co-operative relationship with all parties (Host City _ authorities, local community, government, the IOC, etc.) involved in the Olympic Games organisation to fully explore the potentials of the project. Its involvement is required at all stages of the 11 " project, from the identification of needs to the design, and implementation of arrangements to satisfy them. The Olympic Games, as a project, takes a certain level of development, infrastructure, and resources. Accommodation, construction, transportation, technology and security are the main challenges that most Organising Committees face. The Olympic Games have appeared as one of the central discursive resources for representing reality, be it political, economic or social. III I
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Aghamohammadi, Parisa. "THEORETICAL ANALYSIS OF CONTRACT CHANGE IN CONSTRUCTION PROJECTS." 京都大学 (Kyoto University), 2014. http://hdl.handle.net/2433/192172.

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Punčochářová, Pavlína. "Autonomní správa inteligentní domácnosti." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255372.

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Currently, the topic of smart home is not new and there are many solutions for this problem on a market. Emphasis is placed on miniaturization of the individual elements of an intelligent system and control logic of the system as a whole. This is associated with requirement for ensuring management capabilities of the system in case of failure of the connection between some of the functional elements and the control member.  This work deals with design and implementation of modifications in intelligent home gateway in an existing BeeeOn project to ensure its autonomy even in case of loss of internet connection. The problem of loss of ability to manage the household is solved by adding the possibility to establish direct communication with the gateway and the introduce automation ability into gates to control household without the participation of the controlling member. This extension brings autonomy into the system and allows user to have the household under control even in case of loss of internet connection. It leads to increase system security and quality of service in general.
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18

Stewart, Allison D. "Knowledge games : the achievement of ignorance in managing Olympic and Commonwealth mega-events." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:68a5c3d0-a47e-4cd3-b869-d24d33df11b0.

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The concept of ignorance has been unfairly stigmatised in research and practice, and consequently has not received the attention it deserves as a powerful motivator of behaviour in organisations. To understand the role of ignorance, it must be examined as a productive force rather than a shameful weakness, an achievement instead of a failure. This thesis develops an understanding of how ignorance is achieved and why it is perpetuated in the context of managing the Olympic and Commonwealth Games, a series of worldwide mega-events that are popular with proponents of urban development, but which have experienced persistent organisational problems in the form of cost overruns, schedule delays, and scope creep. To do so, this research draws on literature about ignorance from the disciplines of philosophy, anthropology, sociology, and organisational theory, to motivate an embedded case study of Games Organising Committees (OCs) in six host cities around the world. These OCs, which were actively planning the Games during the research, are studied through qualitative research, to develop a dynamic understanding of the role of ignorance in planning the Games. The findings and analysis are presented from two perspectives: the structure of the ‘Games system’ and of the OC; and, the substance of Games planning in the areas of cost, time and scope. While other studies have focused on ignorance as necessary, strategic, and inadvertent, the original contribution to knowledge of this thesis is the proposal of a theoretical framework that focuses on the functional and detrimental outcomes of ignorance. This framework is also shown to be useful in understanding why ignorance persists between organisations, and suggests three basic principles for further research: ignorance as a productive force in management; structure as a scaffold for ignorance; and budget, time and scope as catalysts for ignorance.
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19

AbuElmaati, Ahmed, and Trym Sørensen Bernløv. "Effectiveness of Benefits Management Frameworks : in monitoring and controlling public sectors projects in the United Kingdom." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183066.

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Purpose – This research aims to explore the effectiveness of utilising Benefits Realisation Management (BRM) as part of comprehensive success measures, emphasising the stage in-between appraisal and evaluation of projects in the UK public sector. Design/methodology/approach – The study is constructed as a qualitative case study. Semi-structured interviews are used as part of the inductive, exploratory approach to achieve the study's objectives. It employs an approach based on grounded theory for its analysis. Findings – This paper suggests that Benefits Realisation Management is not used effectively in the UK public sector during projects lifetime to control and monitor projects and ensure their success. The current reviews of projects and programmes, through their execution, may not be sufficient. Research limitations/implications – This study offers contributions to the project success literature and benefits management literature by adding empirically supported insights about BM utilisation during project reviews. The research may be limited primarily by the research method – predominantly the snow-balling data collection. The assumptions made about the UK public sector may limit the broader generalisation of the findings. Practical implications – This research may be used to advise the practising managers of the need to maintain benefits orientation after appraisal throughout a project's lifetime and after delivery. Project governance structures are advised to update and improve their current project review practices. The study additionally identifies possible obstacles to the process and biases. Originality/value – This paper attempts to fill a literature gap by providing empirical results that explore the success definition and measures and the effectiveness of BRM during project execution and gate reviews. Keywords: Benefits Management; Project Success; Project Performance; Performance Measurement; Public Sector. Paper type: Research Thesis
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20

Kentzingen, Raphael. "The Olympic Games of Rio de Janeiro : project : related events and their political, aesthetical, economic and technological impacts on the main project actors." reponame:Repositório Institucional do FGV, 2017. http://hdl.handle.net/10438/18284.

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This study is concerned on Rio 2016 megaproject management undertaken by theprincipal project actors: The International Olympic Committee (IOC), the OrganisingCommittee of the Olympic Games (OCOG) and the Brazilian Government. Firstly, anintroduction into megaprojects precedes the explanation of two intrinsically linkedconcepts, Complexity and Risk Management. Only after that fundamental portrayal twowidely adopted theories in Megaproject research will be reviewed, namely Stakeholdertheory and Institutional theory. In light of the literature and by means of a content analysisto local and international newspapers articles, the main project related events thatoccurred shortly before, during and after the Olympic Games were extracted andcategorized. In total, twelve project related events were identified. The broader projectmanagement picture related to those issue is supported by a brief description of Rio 2016´s project governance. Finally, the paper finishes with the appeal to widen up theacademic research on the complexity of the Olympic Games as there is a lackingexplanatory and evaluative capability of the aforementioned theories in assessing the mainconceptual undertakings of such a particular megaproject. After all, the unexpected issuesthat the abovementioned actors had to manage are best described by four impactingmegaproject dimensions: The political impact, the aesthetic impact, the economic impactand the technological impact.
Este estudo tem como foco a gestão do megaprojeto Rio 2016 realizada pelos principaisatores do projeto: o Comitê Olímpico Internacional, o Comitê Organizador dos JogosOlímpicos e o Governo Brasileiro. Em primeiro lugar, uma introdução em megaprojectosprecede a explicação de dois conceitos intrinsecamente ligados, Complexidade e Gestãode Risco. Somente após esse retrato fundamental, duas teorias extensamente adotadas napesquisa do megaprojeto serão revistas: Teoria do Stakeholder e Teoria Institucional.Segue, em luz da literatura e por meio de uma análise de conteúdo, uma coleta de artigosde jornais locais e internacionais sobre os principais eventos relacionados ao projeto,ocorridos pouco antes, durante e depois dos Jogos Olímpicos. No total, foramidentificados doze eventos relacionados ao projeto. O quadro mais amplo degerenciamento deste projeto é apoiado por uma breve descrição da governança do projetoRio 2016. Por fim, o trabalho conclui com o apelo de ampliar a pesquisa académica sobrea complexidade dos Jogos Olímpicos, pois há uma falta de capacidade explicativa parauma avaliação dos principais empreendimentos conceituais deste megaprojeto. Isto devidoao motivo de os eventos gerenciados pelos atores terem acabado por ser explicados porquatro dimensões do megaprojeto: O impacto político, o impacto estético, o impactoeconómico e o impacto tecnológico.
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21

Ntema, Ratoeba Piet. "Applying project risk management principles to manage business start-up risk : a proposed training tool / Ratoeba Piet Ntema." Thesis, North West University, 2014. http://hdl.handle.net/10394/13227.

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Generally, it is accepted that small businesses are becoming increasingly important in terms of employment, wealth creation, and the development of innovation in the global economy. Unfortunately, many small businesses fail before reaching maturity, mainly due to inadequate entrepreneurial skills to establish and grow their businesses. It is, therefore, vital to understand the management abilities that are required to enable start-up businesses to survive. This study's main aim is to propose a risk management training tool to assist business start-ups to mitigate their risks. This is expected to allow for increased business start-up success rates. The aim of the proposed risk mitigation tool will be to provide training to allow small business owners to deal with challenges they face. The tool should assist with minimising the risk of failure and therefore support increased growth and survival of small businesses. The research questions aimed at achieving the primary objective deal with: *The typical risks per start-up phase for small businesses *How to mitigate the risk per business start-up phase *How best to teach entrepreneurs to identify and manage business start-up risk per phase. The research was conducted by means of a literature and empirical study. The literature study reviewed business start-up phases, challenges facing start-up businesses, project life cycle phases, critical factors leading to project failure, project risk management, and principles of serious games design. The challenges facing start-up businesses were tested empirically in practice by means of a measurement instrument, and subsequently evaluated. The size of the sample used was 58 entrepreneurs from start-up businesses. The results from this study show a need for improvements in the following skills for start-up owners/managers: risk management skills, entrepreneurial skills, people management skill, business management skill, and financial management skill. This study proposed a tool to teach entrepreneurs to identify and manage start-up risks per phase. The tool is proposed to be a blended model tool. Thus, the tool consists of the workshop part; whereby, the facilitator is face-to-face with the trainee, and post-training application-based support.
MSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
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22

González, Piñero Manel. "Innovation through Cross-Fertilization: Serious games and gamification in the EU-funded research projects." Doctoral thesis, Universitat de Barcelona, 2018. http://hdl.handle.net/10803/664803.

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In recent years, ecosystems of innovation have gained substantial momentum in academic research. As a response to recent calls in open innovation literature for novel research, this doctoral thesis extends the study of the process and ecosystems of innovation in projects that include serious games and gamification by considering the cross-fertilization of knowledge and technologies. Organizations’ orchestration of activities within their activity systems and transformation of their business models through innovation to realize opportunities with the objective to increase value creation are part of the topic of this dissertation. It has endeavoured to improve the understanding of how cross-fertilized alliances are formed, what their outcomes are, what causes them to generate value (or not) and what capabilities organizations need in order to successfully manage and reap value from the innovation process. For this purpose, two approaches that support innovation have been complementarily taken into account: the knowledge-technological perspective and the management perspective. These perspectives are analysed with the information retrieved from a database of 87 H2020 projects including serious games and/or gamification, 519 organizations and 597 observations. Later, in order to get more insights into the Innovation Management Strategies, a project coordinators survey was conducted. The Knowledge-Technology perspective presents how creating adequate multidisciplinary knowledge and technology is fundamental to ensuring the long-term success of an emerging technology including serious games and/or gamification, and how important is the research and innovation that takes place in the practitioners’ communities. The Management perspective presents the analysis of the innovation management strategies that boost the cross-fertilization of technologies that include serious games and/or gamification. These strategies were analysed by considering literature on innovation and network theories, absorptive capacity and dynamic capabilities. Some personal interviews were conducted with independent experts to understand and have elements for the analysis and discussion of the previous results. Findings suggest that the multidisciplinarity of a project is highly influenced by the creation of knowledge and technology. Furthermore, the management strategies boosting high levels of cross-fertilization of knowledge and technologies -including serious games and/or gamification- are principally market and customer-oriented strategies. Practical and methodological contributions from this study could enrich innovation literature from the point of view of technological and management approaches. The thesis concludes with fruitful avenues for future research.
I de senere årene har økosystemer for innovasjon fått vesentlig fart i akademisk forskning. Nylig har det oppstått et større behov for mer forskning i området åpen innovasjon. Som et respons til dette, utvider denne avhandlingen seg på studier om prosesser og økosystemer av innovasjon i prosjekter. Prosjektene inkluderer seriøse spill og det som kalles for gamification. Målet er å vurdere kryss-befruktning av kunnskap og teknologi. En del av tema for denne avhandling er hvordan organisasjoner, gjennom innovasjon, virkeliggjør mulighetene for å øke verdiskapning. Dette vurderes ut ifra organisasjoners orkestrering av aktiviteter innenfor deres aktivitetssystemer og transformasjon av forretningsmodellene. Det har lenge vært forsøkt på å forbedre forståelsen av hvordan kryss-befruktet allianser dannes, hva er resultatene, hva skal til for å generere verdi (eller ikke), og hvilke evner organisasjoner trenger for å kunne forvalte og innhente verdier. På bakgrunn av dette, har to tilnærminger som støtter innovasjon, blitt komplementært tatt med i betraktningen. Disse er, den kunnskaps-teknologiske perspektiv og ledelses perspektivet. Perspektivene blir analysert med informasjon hentet fra en database med 87 H2020 prosjekter, inkludert seriøse spill og eller gamification. Det er totalt 519 organisasjoner og 597 observasjoner. I senere tid, for å få et større innblikk i strategier for innovasjonsledelse, ble det gjennomført en prosjekt koordinator undersøkelse. Det kunnskaps-teknologiske perspektivet innebærer hvordan en kan skape tilstrekkelig tverrfaglig kunnskap. Her er teknologi grunnleggende for å sikre langsiktig suksess til en fremtredende teknologi, som inkluderer seriøse spill og eller gamification, og viktigheten av forskningen og innovasjonen som fremkommer i utøvernes samfunn. På den andre siden, ledelses perspektivet inkluderer analysen av innovasjonsstrategier som har som mål å øke kryss-befruktning av teknologier som inkluderer seriøse spill og eller gamification. Strategiene ble analysert ved å vurdere innovasjon- og nettverks teorier, evnen til å absorbere, og dynamisk kapasitet litteratur. For å forstå og samle elementer for analysen og diskusjonen av tidligere resultater, bestemte personlige intervjuer ble gjennomført med uavhengige eksperter. Funnene viser at flerfaglighet av et prosjekt er sterkt påvirket av etablering av kunnskap og teknologi. Videre, ledelses strategier er med på å øke nivåer av kryss-befruktning av kunnskap og teknologi. Dette inkluderer seriøse spill og eller gamification, men hovedsakelig markeds- og kundeorienterte strategier. De praktiske og metodologiske bidrag fra denne studien er med på å berike innovasjons litteratur fra det teknologiske og det ledelsesmessig synspunkt. Avhandlingen avsluttes med fruktbare veier for fremtidig forskning.
Al llarg dels darrers anys, els ecosistemes d’innovació han pres un impuls substancial en la recerca acadèmica. Com a resposta a les darreres crides a noves recerques en la literatura sobre innovació oberta, aquesta tesi doctoral amplia l’estudi del procés i els ecosistemes d’innovació en projectes que inclouen jocs seriosos i gamificació al considerar la fertilització creuada de coneixement i tecnologies. L’orquestració d’activitats per part de les organitzacions dins dels seus sistemes d’activitats i la transformació dels seus models comercials a través de la innovació per generar oportunitats amb l’objectiu d’augmentar la creació de valor són part dels temes d’aquesta tesi. Hi ha hagut un esforç per millorar la comprensió de com es formen aliances amb la fertilització creuada, quins són els seus resultats, què fa que generin valor (o no) i quines capacitats necessiten les organitzacions per gestionar i assolir valor a través del procés d’innovació. Amb aquest propòsit, dos enfocaments que recolzen la innovació s’han tingut en compte de manera complementària: la perspectiva coneixement-tecnologia i la perspectiva de gestió. Aquestes perspectives s’analitzen amb la informació obtinguda d’una base de dades de 87 projectes H2020 que inclouen jocs seriosos i/o gamificació, 519 organitzacions i 597 observacions. Posteriorment, amb l’objectiu d’obtenir informació addicional sobre les Estratègies de Gestió de la Innovació, es va realitzar una enquesta adreçada als coordinadors dels projectes. La perspectiva de Coneixement i Tecnologia mostra com la creació adequada de coneixement i tecnologia multidisciplinaris és fonamental per garantir l’èxit a llarg termini d’una tecnologia emergent, que inclogui els jocs seriosos i la gamificació, i com d’important és la recerca i la innovació que té lloc en les comunitats de professionals. La perspectiva de Gestió mostra l’anàlisi de les estratègies de gestió de la innovació que fomenten la fertilització creuada de tecnologies que inclouen jocs seriosos i/o gamificació. Aquestes estratègies es van analitzar a partir de la literatura en innovació i teories de xarxes, capacitat d’absorció i capacitats dinàmiques. També, es van dur a terme entrevistes personals amb experts independents per comprendre i tenir elements per a l’anàlisi i la discussió dels resultats anteriors. Els resultats suggereixen que la multidisciplinarietat d’un projecte està molt influenciada per la creació de coneixement i tecnologia. A més, les estratègies de gestió que impulsen els alts nivells de fertilització creuada de coneixement i tecnologies –inclosos els jocs seriosos i/o la gamificació- són principalment estratègies orientades al mercat i al client. Les contribucions pràctiques i metodològiques d’aquest estudi podrien enriquir la literatura sobre innovació des del punt de vista dels enfocaments tecnològics i de gestió. La tesi conclou amb suggeriments de línies de recerca futures.
Durante los últimos años, los ecosistemas de innovación han tomado un impulso sustancial en la investigación académica. Como respuesta a las recientes llamadas a nuevas investigaciones en la literatura sobre innovación abierta, esta tesis doctoral amplía el estudio del proceso y los ecosistemas de innovación en proyectos que incluyen juegos serios y gamificación al considerar la fertilización cruzada de conocimiento y tecnologías. La orquestación de actividades por parte de las organizaciones dentro de sus sistemas de actividades y la transformación de sus modelos comerciales a través de la innovación para generar oportunidades con el objetivo de aumentar la creación de valor son parte de los temas de esta tesis. Ha habido un esfuerzo por mejorar la comprensión de cómo se forman alianzas con fertilización cruzada, cuáles son sus resultados, qué hace que generen valor (o no) y qué capacidades necesitan las organizaciones para gestionar y cosechar valor a través del proceso de innovación. Con este propósito, dos enfoques que apoyan la innovación se han tenido en cuenta de manera complementaria: la perspectiva conocimiento-tecnología y la perspectiva de gestión. Estas perspectivas se analizan con la información obtenida de una base de datos de 87 proyectos H2020 que incluyen juegos serios y/o gamificación, 519 organizaciones y 597 observaciones. Posteriormente, con el objetivo de obtener información adicional sobre las Estrategias de Gestión de la Innovación, se realizó una encuesta a los coordinadores de los proyectos. La perspectiva de Conocimiento y Tecnología muestra cómo la creación adecuada de conocimiento y tecnología multidisciplinarios es fundamental para garantizar el éxito a largo plazo de una tecnología emergente, que incluya los juegos serios y la gamificación, y cómo de importante es la investigación y la innovación en las comunidades de profesionales. La perspectiva de Gestión muestra el análisis de las estrategias de gestión de la innovación que fomentan la fertilización cruzada de tecnologías que incluyen juegos serios y/o gamificación. Estas estrategias se analizaron a partir de la literatura en innovación y teorías de redes, la capacidad de absorción y las capacidades dinámicas. También, se realizaron entrevistas personales con expertos independientes para comprender y tener elementos para el análisis y la discusión de los resultados anteriores. Los hallazgos sugieren que la multidisciplinariedad de un proyecto está muy influenciada por la creación de conocimiento y tecnología. Además, las estrategias de gestión que impulsan los altos niveles de fertilización cruzada de conocimientos y tecnologías -incluidos los juegos serios y/o la gamificación- son principalmente estrategias orientadas al mercado y al cliente. Las contribuciones prácticas y metodológicas de este estudio podrían enriquecer la literatura sobre innovación desde el punto de vista de los enfoques tecnológicos y de gestión. La tesis concluye con sugerencias de líneas de investigación futuras.
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23

Kentzingen, Raphael. "The Olympic Games of Rio de Janeiro : project : related events and their political, aesthetical, economic and technological impacts on the main project actors." Master's thesis, reponame:Repositório Institucional do FGV, 2017. http://hdl.handle.net/10400.14/22362.

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This study is concerned on Rio 2016 megaproject management undertaken by theprincipal project actors: The International Olympic Committee (IOC), the OrganisingCommittee of the Olympic Games (OCOG) and the Brazilian Government. Firstly, anintroduction into megaprojects precedes the explanation of two intrinsically linkedconcepts, Complexity and Risk Management. Only after that fundamental portrayal twowidely adopted theories in Megaproject research will be reviewed, namely Stakeholdertheory and Institutional theory. In light of the literature and by means of a content analysisto local and international newspapers articles, the main project related events thatoccurred shortly before, during and after the Olympic Games were extracted andcategorized. In total, twelve project related events were identified. The broader projectmanagement picture related to those issue is supported by a brief description of Rio 2016´s project governance. Finally, the paper finishes with the appeal to widen up theacademic research on the complexity of the Olympic Games as there is a lackingexplanatory and evaluative capability of the aforementioned theories in assessing the mainconceptual undertakings of such a particular megaproject. After all, the unexpected issuesthat the abovementioned actors had to manage are best described by four impactingmegaproject dimensions: The political impact, the aesthetic impact, the economic impactand the technological impact.
Este estudo tem como foco a gestão do megaprojeto Rio 2016 realizada pelos principaisatores do projeto: o Comitê Olímpico Internacional, o Comitê Organizador dos JogosOlímpicos e o Governo Brasileiro. Em primeiro lugar, uma introdução em megaprojectosprecede a explicação de dois conceitos intrinsecamente ligados, Complexidade e Gestãode Risco. Somente após esse retrato fundamental, duas teorias extensamente adotadas napesquisa do megaprojeto serão revistas: Teoria do Stakeholder e Teoria Institucional.Segue, em luz da literatura e por meio de uma análise de conteúdo, uma coleta de artigosde jornais locais e internacionais sobre os principais eventos relacionados ao projeto,ocorridos pouco antes, durante e depois dos Jogos Olímpicos. No total, foramidentificados doze eventos relacionados ao projeto. O quadro mais amplo degerenciamento deste projeto é apoiado por uma breve descrição da governança do projetoRio 2016. Por fim, o trabalho conclui com o apelo de ampliar a pesquisa académica sobrea complexidade dos Jogos Olímpicos, pois há uma falta de capacidade explicativa parauma avaliação dos principais empreendimentos conceituais deste megaprojeto. Isto devidoao motivo de os eventos gerenciados pelos atores terem acabado por ser explicados porquatro dimensões do megaprojeto: O impacto político, o impacto estético, o impactoeconómico e o impacto tecnológico.
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Koh, Alex. "Hybrid Gates approach for R and D product portfolio management." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/hybrid-gates-approach-for-r-and-d-product-portfolio-management(90c240c2-f7a4-463f-a2fb-75498cbbcf6a).html.

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Companies today are aggressively finding ways to improve top-line growth by introducing innovative products faster to the market. To achieve both innovation and accelerated rollout, many are turning to techniques such as Stage Gate approaches to improve engineering and marketing collaborations to clarify short term resource allocations (day to day plan with employee assignment). While Stage Gate approaches have been shown to result in better project coordination and faster time to market by doing projects right, research also indicates the need to ensure alignment to company strategy by doing the right projects within the allocated annual budget through medium term (rough cut capacity plan with employee requirements) and long term resource allocations (business / strategic plan with funding requirements). Today, such medium to long term resource allocation methodologies tend to be broadly consolidated under Research and Development (R&D) product portfolio management. We argue that there is value in a philosophical change in viewing R&D product portfolio management from the context of (1.) long and medium term resource allocation phases separately, (2.) focusing on the overlapping regions between long and medium term and between medium and short term resource allocation phases and (3.) the evolving resource allocation perspective (monetary to headcount to skillset) through these phases. Cooper et al note that for R&D product portfolio management and the Stage Gate process to work together, one can expect one of two scenarios - a gates dominated approach (where the prioritization and resource decisions are made at short term focused Stage Gates) or a portfolio reviews dominated approach (where the prioritization and resource decisions are made at the long term focused portfolio reviews). We propose that with appropriate focus given to the medium term phase, a third approach that we call a Hybrid Gates approach can exist in a "gates dominated" environment. A case study on Freescale Semiconductor was used as an empirical inquiry to gain deeper understanding on the perceived value of this approach within a real-life context. Triangulating between structured surveys, unstructured surveys, and focused interviews; we were able to show perceived value to the organization in the following areas: (1.) Enhancing the understanding of decision maker's decision and solution spaces, (2.) Clarifying strategic expressions and "stress testing" new strategies, (3.) Improving horizontal and vertical communication within the organization and (4.) Aiding in objectivity in R&D investment allocation. Furthermore, we were able to conceptually show how this approach retains the advantages of the gates dominated and portfolio dominated approaches while minimizing their respective weaknesses. This research is novel and unique as we have not found any research literature that focuses on a Hybrid Gates approach perspective or studies where the implementation of MO-ZOLP is: (1.) this large in scale and (2.) designed specifically to support a Stage Gate dominated environment. We believe that this research contributes to the practising educator and researcher by providing them with an alternative approach on R&D project portfolio management in complex organizations that are using a Stage Gate process. We also believe that this research is valuable to the practitioner by providing them with a practical process and methodology in which change management for such activities can be achieved. In addition, we assessed the on-going value added to the organization, thus linking theory to practice and finally, to outcome.
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Malahleha, Thabiso. "An analysis of implementing open road tolling through the Gauteng Freeway Improvement Project (GFIP)." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/8550.

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Thesis (MDF)--Stellenbosch University, 2011.
The aim of this research report is to analyse the feasibility of Open Road Tolling (ORT) and its development in South Africa through the Gauteng Freeway Improvement Project (GFIP). ORT represents the next generation of Electronic Toll Collection (ETC) and this research report will assess to what extent the GFIP scheme is in line with other comparable tolling schemes; and is the institutional environment amenable to ORT. This will allow one to gauge the feasibility of the scheme and its potential for acceptability and success. The research report outlines the number of risks that come with an ORT scheme and these include amongst others collection risk, enforcement, technology, privacy and public acceptance. The success of the GFIP will largely be determined by how well these risks are mitigated and how the benefits can be marketed to the users. The literature review illustrates that whether road pricing schemes have failed to move forward, have been implemented, are currently under development, or still in the planning stage as a concept there are several consistent lessons and critical success factors one should apply when structuring a scheme. In the discussions with stakeholders, the following conclusions with regards to the feasibility of ORT and its development in South Africa were as follows: The factors which need to be addressed include political risk, effective marketing of the scheme to the public, obtaining political will and support, building trust between the scheme developer and the user, managing perceptions and acknowledgement of the fact that the scheme will need to prove itself over time. Inadequate demonstration of equity for the user along with poor communication would compromise public acceptance and the success of the scheme. Incorporating interoperability yields benefits in terms in terms of network externalities, the ability to use a single transponder for multiple tolling plazas and points, along with the potential for alternative uses for the transponder. ORT as a viable solution for the GFIP is feasible from a technical point in that it's the only way in which one can collect tolls from a high volume network and not cause disruptions in the flow of traffic. However, there are a number of persistent residual risks that SANRAL cannot entirely mitigate and some fall under the realm of political risk. While SANRAL has applied best practice principles in structuring the GFIP with the aim of providing value for money for the user and as far as possible tackling the issue of affordability, there are certain realities, such as the recent global financial crisis, the infrastructure backlog of the country, users paying for roads which were free and challenges with overall service delivery which place a strain on the legitimacy of the GFIP ORT scheme.
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Ribeiro, Pedro Nuno Vieira dos Santos Sequeira 1972. "Pentakid-um projecto de desenvolvimento para o pentatlo moderno em Portugal." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 2001. http://dited.bn.pt:80/29375.

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27

Trotta-Brambilla, Gabriella. "Infrastructure, territoires et projets : l'exemple de la ligne ferroviaire à grande vitesse Lyon-Turin-Milan." Phd thesis, Université de Grenoble, 2013. http://tel.archives-ouvertes.fr/tel-00996169.

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La construction d'une grande infrastructure ferroviaire peut-elle devenir une occasion pour (re)structurer le territoire traversé ? Cette question est à la base de la réflexion menée dans ce travail. Plus précisément, la thèse défendue peut être ainsi formulée : une grande infrastructure (dans ce cas le projet et la construction de la ligne ferroviaire à grande vitesse entre Lyon, Turin et Milan), sous certaines conditions (analysées dans la thèse), peut représenter une occasion pour redonner une structure plus cohérente à un territoire par le biais de l'articulation interscalaire et interdisciplinaire des réflexions sur la planification et des actions de projet sur le territoire même. L'état des lieux autour de la thématique de la grande vitesse ferroviaire et de son possible contexte territorial met en avant les domaines principaux de la littérature scientifique qui se sont occupés de cet argument (économie, géographie, sciences sociales et humaines). Cette thèse essaye de croiser plusieurs disciplines, mais en abordant la question d'un point de vue différent, celui de la planification territoriale et urbaine, puisque les thématiques traitées par la géographie des transports (accessibilité, rugosité, vitesse, nodalité, reticularité, etc.) ne semblent pas expliquer suffisamment les interactions à différentes échelles entre infrastructure et territoire. En interrogeant plans et projets, ainsi que des " expérimentations projectuelles " élaborées dans une démarche de research by design, cette thèse analyse les points de convergence entre le domaine des transports ferroviaires et celui de la planification durable du territoire et de la ville.
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Andreasson, Emma. "Excelling at new products : A Business Case development and Portfolio Management study." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-15581.

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The thesis work aimed at developing a framework for portfolio management and business case development that can be used as decision support for a company for new product development. The assignment was to study relevant literature resulting in an aggregated view on this topic and the parameters that impact successful product development. The literature involves project initiation, different levels of product innovation development and information about important research criteria to include when forming new product projects ideas. This information helps to support how to objectively evaluate and compare product projects. The literature also involves different relevant tools to use for providing information and manage product portfolio management along with their benefits. Out of this aggregated view, a template and suggested decision model specific for the company has been established. The resulting template has for purpose to be used for preparation of providing a solid information base when a new product project idea is to be presented. The decision base has the purpose to help the members and managers in the product council to form a decision on what product idea to proceed with, which hopefully will result into launch and success. The framework aims to assess individual product development initiatives as well as managing the product portfolio aspect. Except the study of a considerable amount of literature, qualitative research has been made as well. The qualitative research has been performed in the form of semi-structured interviews together with people within the company that has been used as case study in this report. The interviews contributes with information about the current state of the company’s product offering process together with attention paid for what is missing and what improvements that is sought. In such way, the qualitative research contribute to the result of the framework in the sense that it is attributed towards the company in the case study and thus slightly towards technological network industries, although the framework is made for a generic use. As by this thesis, the framework focus on one company, but it has for purpose to be adaptable and inspiring for any company with respect for the individual company’s restrictions.
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29

Ögren, Patric, and Kristoffer Högberg. "En ”marknadsundersökning” genom att iterera fram till ett värdeskapande koncept." Thesis, KTH, Entreprenörskap och Innovation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-124882.

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Ett affärskoncept har tagits fram och resulterat i en marknadsplats. Marknadsplatsen är en webbsida och mobil applikation vars syfte är att skapa värde av resursers bokningsbara tider som idag har generellt låg beläggning hos aktivitetsanläggningar inom sport, kultur och nöje. Marknadsplatsen är tänkt att samla ett brett utbud av lågbeläggningstider inom olika aktivitetstyper som är typiska vardagsaktiviteter som vänner gör tillsammans. Tanken är att bygga ett starkt varumärke för marknadsplatsen med det tydliga budskapet att "marknadsplatsen tillhandahåller ett brett utbud av prisvärda erbjudanden inom sport- och nöjesaktiviteter, om du väljer att anpassa ditt schema utifrån anläggningarnas lågbeläggningstider". Dessutom är det tänkt att marknadsplatsen ska ha funktionalitet som gör det enklare för användare att boka en tid via marknadsplatsen, genom att synkronisera de olika alternativ av aktiviteter och tider som personer inom en grupp av vänner är intresserade av. Marknadsplatsen är tänkt att riktas till målgrupper med personer som har flexibla scheman, framförallt egenföretagare, studenter och pensionärer. Det finns en god potential för en tredjepart att driva en marknadsplats som specialiserar sig på att skapa värde av lågbeläggningstider. Affärskonceptet hindrar inte anläggningarna från att själva göra ansträngningar för att höja beläggningen på dessa tider, och de kan använda marknadsplatsen som komplement till deras befintliga bokningssystem. Utifrån de anläggningar som har undersökts finns det en god potential för att öka en anläggnings omsättning med ungefär 330 000 kr per år. Affärskonceptet har tagits fram genom att göra en marknadsundersökning baserad på en teknisk produkt som initialt var utformad som ett bokningssystem med olika produktutvecklingsmöjligheter och olika tänkbara kundgrupper att adressera. Marknadsundersökningen gjordes iterativt utifrån projektledningsmetoden Lean Startup som kombinerats med kvalitativa marknadsundersökningstekniker från Innovation Games.
A business concept has been developed into a marketplace. The marketplace is a web and mobile application whose purpose is to create value out of resources' bookable time slots which today generally have low occupation rates at activity facilities within sports, culture and entertainment. The marketplace is intended to bring together a wide range of low occupation rate time slots for different activity types, with types of activities that friends typically do together an ordinary day. The idea is to build a strong brand for the marketplace with the clear message that "the marketplace provides a wide range of affordable offerings for sports and spare time activities, if you choose to adjust your schedule to fit the facilities' low occupation rate time slots". In addition, the marketplace should have functionality that makes it easier for end-users to find a time slot through the marketplace that fits everyone, by synchronizing the various options of activities and time slots preferences that people within a group of friends are interested in. The marketplace is supposed to be targeted to people with flexible schedules, especially self-employed, students and seniors. There is a good potential for a third party to run such a marketplace and specialize in creating value out of low occupation rate time slots. However, the business concept does not prevent the facilities themselves to make efforts which lead to increased occupation rates at time slots with low occupation rates. Furthermore, the facilities are rather supposed to use the marketplace as a complement to their existing booking systems. Based on the examined activity facilities, there is a good potential to increase a facility's turnover with approximately 330 000 SEK yearly. The business concept has been developed by doing a market research based on a technical product which initially was designed as a booking system with different product development opportunities and various potential customer segments to address. The market research was done iteratively by using the project management methodology Lean Startup combined with qualitative market research techniques from Innovation Games.
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Valentini, Gaia. "Analisi del processo di sviluppo nuovo prodotto in un azienda metalmeccanica: il caso Irsap." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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L’elaborato ha come oggetto lo studio del processo di sviluppo nuovo prodotto e la sua applicazione pratica nel contesto di un’azienda metalmeccanica, come quella di IRSAP S.p.a.. In particolare, attraverso questo studio si vuole dare una visione pratica della procedura di sviluppo nuovo prodotto propria di IRSAP tramite una sua applicazione nell’ambito di sviluppo di un nuovo radiatore. In seguito si amplierà e approfondirà questa procedura tramite un’analisi e gestione dei rischi di progetto creata con le tecniche di Project Management. Tramite questo strumento si vuole dare una visione più strutturata e dettagliata del metodo di gestione dei progetti: identificando, analizzando e gestendo i rischi associati a essi è, infatti, possibile anticipare gli eventi sfavorevoli che possono influire sugli obiettivi di progetto.
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31

Cotoranu, Alexandru. "Supporting Interaction Designers through the Accomplishment Support Tool: IxD Companion." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23765.

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This thesis paper addresses a problem of motivation that interaction designers experience when managing multiple design processes while keeping track of many design considerations. Once this issue is described at length, the paper focuses towards a possible solution in the form of a hybrid between creativity and productivity support tools: an accomplishment support tool. This tool is meant to support interaction designers in their experience with managing multiple processes.This paper does not suggest that interaction design is the only profession that suffers from the motivation issue that is described, nor does it deny that other professions could benefit from the use of such a tool. The paper merely attempts to narrow the issue down to one profession so that it may be addressed within the limits of the thesis project.The paper explores the need for such a tool by inspecting and analyzing current methods and digital applications used by interaction designers and mentions how this need is addressed with solutions based on relevant theories from diverse areas of interest. As defining qualities emerge from a combination of theoretical and practical research, case studies are described from a preparation perspective and then as experienced by workshop participants and interviewees.The case studies (which include workshops and prototype modules) are then reflected upon and discussed in terms of their impact on the overall goals of the thesis project. A final prototype in the form of a web application, IxD Companion, is then described through scenarios of use and assessed in the conclusion. Suggestion to future work on accomplishment support tools such as IxD Companion, as well as others, is provided at the end.
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32

von, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.

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This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit. The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript. Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced. The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google Web Toolkit. The Google Web Toolkit framework will be compared with the JavaServer Faces one to find out which toolkit is the right one for the next web project
Diese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese. Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt. Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten. Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert. Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt
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33

Zschocke, Mark Steven. "Competitive Project Portfolio Management." Thesis, 2011. http://hdl.handle.net/10012/6423.

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Although project portfolio management (PPM) has been an active research area over the past 50 years, budget allocation models that consider competition are sparse. Firms faced with the project portfolio management problem must not only consider their current projections for the returns from their projects’ target markets, but must also anticipate that these returns can depend significantly on the investment decisions made by their competitors. In this thesis, we develop four Competitive PPM (CPPM) models wherein firms allocate resources between multiple projects and project returns are influenced by the actions taken by competitors. In the first two CPPM problems, we assume all-or-nothing project investment decisions where firms fully commit to either a project targeting a mature or an emerging market and the investment amount is fixed (first model) or a decision variable (second model). In the final two CPPM problems, firms have a fixed budget which they allocate in a continuous manner between two markets (third model) or multiple markets (fourth model). The returns each firm obtains from investments into these markets are assumed to follow an s-shaped curve (first model), the Inada (1963) conditions (third model), or are determined based on linear demand functions (second and fourth model). In the first model, two competing firms consider investing into two separate projects targeting a mature and an emerging market. We assume that firms have symmetric investment opportunities for each market and each firm simultaneously decides whether to invest in the mature or the emerging market. The returns from these markets are assumed to follow an s-shaped curve and depend on both firms’ investment decision. We characterize the variety of interactions that may emerge in symmetric environments (e.g., Prisoner’s Dilemma or Game of Chicken). For each game, we outline the CPPM strategy that can offer higher returns by exploiting first-mover advantages, cooperation opportunities and aggressive choices. We also discuss the market conditions that lead to these games. In the second model, a similar CPPM setting is considered where two symmetric firms face two target markets. However, we assume that demand for the emerging market is uncertain and may expand through firms’ market entry (positive diffusion effects), while demand for the mature market is known with certainty and cannot expand. Firms decide when to invest, in which market to invest, and how much to invest into this market. Our analysis reveals that the existence of multiple investment opportunities may induce firms to delay their investment even in the absence of demand uncertainty, and that high diffusion effects coupled with low demand uncertainty can drive firms to invest early even if both firms could increase returns by delaying their investment. We then study the asymmetric case where firms differ with respect to their costs and diffusion effects and show some counter-intuitive results. In the third CPPM problem, we consider continuous budget allocations and prove that while a monopoly firm bases its budget allocation decision solely on the marginal returns of the two markets, duopoly firms also account for their average returns from the two markets. This drives duopoly firms, in particular the firm with the smaller budget, to invest more heavily into the mature market. We show that as a firm’s budget increases, the share of its budget that is invested into the mature market decreases while its competitor’s investment into the mature market increases. This chapter also explores how changes to the market parameters and market uncertainty affect the resource allocation decision of firms under competition. Considering the special case of identical budgets, we prove that as the number of competing firms increases (with a fixed total budget), firms allocate an even greater share of their budget into the mature market. The fourth model considers a general case where a number of budget-constrained firms engage in production decisions for multiple markets under competition. Each firm decides how much to produce for each market, subject to its budget constraint. We prove that firms produce greater quantities for markets with higher than average base demand and that these quantities are increasing in the number of competitors (assuming identical production capacities). With asymmetric production capacities, we numerically illustrate how firms with large production capacities may, instead, increase production into lower than average base demand markets. Furthermore, we characterize the increase in return firms can expect from budget increases and conjecture that if some markets are not served by all firms, the remaining firms reduce their production into those markets where some firms are not producing.
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Chen, Jian-Jiun, and 陳建君. "A Project Management System Combines Game Object Model for Developing Role-Playing Game in Game-Based Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/qqthc5.

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碩士
臺中技術學院
多媒體設計系碩士班
99
The process of Game-Based Learning (GBL) software development extremely requires an effective project management system to help develop the design specifications and passed that document to the developers to follow. This study attempts to formulate a kind of development methods structure from Role-Playing Game development process and combine the Amory’s Game Object Model (GOM) with the Project Management to constitute the various items process based on some successes projects factors. This research integrates the development framework with the main features that provides project managers take into account the two different levels of education object and the pleasure needs of the game. We developed a practicable project framework with game-object model for project management. The users range from game makers, project managers, planning, art director, programs and writer. This platform allows them to go through the whole development project and communicate to other developers with basic project control function. The platform has provided 30 users with relevant game design experience. We investigated and analyzed by the satisfaction survey: Most The user are satisfied with the operation. We found that even in the different education, game development experience or other related background, can all use this platform as expected. They also would like to use this project management system to aid in their later development of educational games.
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Ching-Lurng, Guo, and 郭慶龍. "A Study of Project Management Maturity Model for War-Game System of Joint Training Project." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/80871711718515154678.

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碩士
國防管理學院
國防資訊研究所
93
War-Game System is that Computer War game System replaces Field Training Exercise to reduce training cost and risk, further to promote Armed Force Joint Operation Performance. It is main trend. Owing to War-game System accompanies with Armed Force Combat Readiness requirement, exercise items are different every year. The process in War-Game System can be viewed as a Process Management Process. OPM3,Organization Process Management Maturity Model applies to understand and assess organization project management and provide the tools and methods to measure, compare and improve project management ability. This model can be applied to different scale, type of organization project and assess organization project management maturity. The paper describes the basic theory of Organization Process Management Maturity Model and discusses how to apply Organization Process Management Maturity Model into war-game system of joint training project and provide best practice, included five phases-Prepare for Assessment, Perform Assessment, Plan for Improvement, Implement Improvements, and Repeat the Process, as well as eight steps-Study the Standard, Assess organization, Determine Focus of Improvements, Determine Path to Improvements, Evaluate Current Capabilities, Plan for Improvements, Implement Improvements, Repeat the Process, and so on. By assessing Organization Process Management Maturity Model, to understand the cons of Operational War-Game system and look for the steps of improvement to have replace of promoting War-Game system of Joint Training Project . Key Words: War-game System, Project Management, Organizational Process Management Maturity Model, OPM3
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Chang, Chen-Cheng, and 張成政. "Study of a project management in an international world game event." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/74567211712551335236.

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碩士
樹德科技大學
資訊管理系碩士班
98
In recent years, the trend of globalization coupled with digital technology, electronic industry, the impact of information technology contributed greatly to the use and development of project management, project management knowledge and the rapid development around the world can be said that most companies and professionals One important theory of knowledge. Project management is not used in defense R & D and state secrets of the project, the more widely applied to civil enterprises, the government administrative departments, etc., Sydney 2000 Olympic Games is successful project management practices. Coincides with the World Games 2009 held in Kaohsiung, the main purpose of this study, would like to know the current World Games in the R & D project management to system performance. Hope that through this study will help understand the ability of project teams and project management tasks between the influence of performance, management control and user assistance on the project team to complete the task ability level, as a future international sporting events held in preparation for or information system development in Taiwan. Studies using factor analysis, independent sample t test, ANOVA, regression analysis to analyze the data, found that management control of the project team to task completion competency, much greater than the user contribution. Management control will be positively associated with the project performance and management control of the project team to task completion competency through an intermediary, on the positive impact on project performance.
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Tsai, Meng-Chin, and 蔡孟瑾. "The Risk Identification and Management on the Developing Stages of Game Project." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/22871314143127576825.

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碩士
元智大學
資訊傳播學系
92
As game industry is now facing the problem of a slight profit, game designing by oneself has become a trend. However, the risks that might happen when the software is under development will lead difficulties in achieving the goal. Therefore, in order to enhance the effects in game software, this topic is going to discuss, through the conceptions of the risk management, disadvantages which might be caused when the game software is under development, and analyze the factors. The main purposes in the research are as below:(1)Analyze the risks during the development process of game project.(2)Find solutions of the risks. This research is by the Questionnaire Method to identify the risk factors in game developing issues, then to sort them according to the grades of an influence, and discuss these factors furthermore through Deep Interview with experts to try to find out solutions. In the data analysis, this research is according to four periods: issue pre-proposal, issue under proposal, issue under projection, and issue under development, to show the results.
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Wei, Kai-Wei, and 魏開緯. "Application of Serious Game Model on Simulation Training for Decision Makings of Project Management." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/17936046377299023318.

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碩士
國立臺灣科技大學
營建工程系
104
This study develops a novel serious game foster decision making skills in project management based on role playing. It provides features such as accident event handling, resource allocation, selections of subcontractors, procurement and stock management, adjustment of project scheduling, and performance evaluations to be exercised by user online. In doing so, users can strengthen their project skills by managing a virtual project. Importantly, the proposed game provides users with virtual experiences to implement management and control tasks of a construction project, which is often difficult to offer in conventional training. The proposed system is an online game developed by using advanced web development tools with integrations of MySQL for project data management and MS project for project schedule update on the server side. Users are presented with a virtual project in dynamic scene image depicting a construction site, which changes as the game progresses. There are also images present various construction events. During game play, users can function as a project manager whom is responsible for making various decisions involving accident handling and resource allocation as the virtual construction project progresses. Results of the decisions made are obtained by real-time simulation based on project data, then are visually and interactively replied to the users to understand the subsequent effects of their actions. In this training mode, decision-based simulation can provide realistic and reliable consequences of their decisions. The virtual reality feature of this computer game offers an economic and viable alternative to actual project management experiences.
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Lin, Yang, and 林揚. "A Video Game-Based Training Mode for Decision Making in Construction Project Control and Management." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/10448569590743221503.

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碩士
國立臺灣科技大學
營建工程系
97
This study developed a computer game for training the decision making on project management based on the role-playing game mode. By playing the proposed game, user can gain virtual experience on practicing the management and control tasks of a construction project, which generally is difficult to be provided in conventional training modes. While playing this game, the user can play the role as a project manager to make various decisions on accident handling and resource allocation during the progress of a virtual construction project. The results of made decisions are obtained by real-time simulation based on project data, and then responded to the user visually and interactively for understanding the consequent effects. In this training mode, there is no need to worry about any bad decisions can cause damage in properties or loss in budget. In addition, decision simulation can provide realistic and reliable consequence. Therefore, the virtual experience of playing this game can be an economic and valid substitute of real experience.
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Mitchell, Shayne. "How are Agile project management practices consistent with a creative work environment : an exploratory study within the international video-game industry." Mémoire, 2010. http://www.archipel.uqam.ca/3742/1/M11550.pdf.

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Ce projet de recherche présente de nouvelles données empiriques qui évaluent l'impact des pratiques de gestion de projet dans un environnement de travail créatif. L'étude se concentre sur la gestion de projet de type Agile avec Scrum en raison de sa méthodologie légère et flexible qui se prête bien au développement de nouveaux produits et de gestion de projet en technologie de l'information. Avant cette étude, il y avait un manque de données empiriques permettant de confirmer ou infirmer des proclamations supportant les performances des pratiques de gestion de projet Scrum. Tous, professionnels comme académiciens pouvaient donc se questionner sur les mérites des pratiques de gestion Scrum. Ce projet de recherche atténue ce vide au travers d'une étude exploratoire réalisée au sein d'une entreprise internationale de développement de jeux vidéo. Dans ce projet de recherche, nous avons développé un nouveau modèle de mesure pour les pratiques de gestion de projet Scrum – le premier dans cette catégorie. Nous avons utilisé le modèle ‘KEYS to creativity’ (Amabile, 1996) pour mesurer la créativité dans un environnement de travail. Les résultats démontrent comment les pratiques Scrum contribuent à un environnement de travail créatif. ______________________________________________________________________________ MOTS-CLÉS DE L’AUTEUR : project management, agile, scrum, creativity, keys framework
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Martinelli, Alessandra. "Framework tool to guide a company when having a supplier in the game." Master's thesis, 2019. http://hdl.handle.net/10362/69084.

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Most enterprises face difficulties in completing Information Technology projects as initially planned when outsourcing involvement is needed. Each enterprise has its own project management methodology. The unawareness of different processes and activities causes issues during projects as deliver delays. To improve projects smoothness within PepsiCo, the focused company in this thesis, an integrative framework was developed and applied in Information Technologies projects that deal with outsourcing companies within PepsiCo. The result was a framework that helps projects involving third parties with a smoother execution. Framework advantages include project progress facilitation and visual lifecycle comparison representation.
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Lotz, Marco. "Exploring stages/phases and gates as a project management approach for South African clean development mechanism projects." Thesis, 2011. http://hdl.handle.net/2263/28797.

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Climate change is a global problem that is at least partially caused by human induced greenhouse gas emissions. Various initiatives were developed in the 1990’s to incentivise greenhouse gas emission reductions below legal limits. One of these systems is the Kyoto Protocol’s Clean Development Mechanism (CDM). In these incentive schemes parties can sell (the Seller) their greenhouse gas emission reductions to other parties (the Buyer) who need to offset their emissions. Emission reduction incentivised projects have technical aspects, financial aspects and regulatory requirements. The complexity of emission reduction schemes are further increased due to the levels of scrutiny and diverse sources of scrutiny that a project undergoes. As a developing country South Africa (SA) has a lot to gain by the successful implementation of CDM projects. Unfortunately very few successful CDM projects exist in South Africa. It was then the aim of this research to explore why there are so few projects and what are the current CDM project management approaches followed for CDM projects in SA? During the investigation aspects of the project management landscape of SA CDM projects were structured by means of a stage/phase and gate approach. This was done to aid in addressing the specific requirements of CDM projects and to combine this with the limited real world experience of successful CDM projects in SA. A stage/phase-gate model was developed because of the model’s ability to manage risk per stage/phase and overall risks, as well as the ability of these models to assist in portfolio management. Various research methods were used to develop the final proposed stage/phase and gate project management model (Model β). These methods included over and above literature reviews:
  • Two rounds of questionnaires to develop the model;
  • Interviews with individual experts through identified cases to validate the first version of the model; and
  • Interaction with the South African Clean Development Industry Association to validate the second version of the model.
Model β should not be seen as a stationary model. The model should rather be adapted by each emission reduction project developer to suit the developer’s company specific requirements. Furthermore the evolving regulatory environment of emission reduction systems will lead to the continued adapting and updating of Model β. The model could then be useful for:
  • Project developers to plan and execute their projects; and
  • Buyers or Investors in projects as to quickly ascertain current project status and progression.
It is envisaged that applying Model β, or a derivative, will:
  • Manage risk due to increased project management through a stage/phase and gate approach;
  • Decrease project development time and ensure all required outputs are achieved quicker; and
  • Due to decreasing development time, costs could be managed better.

Thesis (PhD)--University of Pretoria, 2011.
Graduate School of Technology Management (GSTM)
unrestricted
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43

(5929844), Tao Jiang. "Competitions and Delegations on Network Games: Applications in Supply Chain and Project Management." Thesis, 2019.

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We consider the models of sequential games over supply chain networks and production chain networks. In the supply chain model, we show that in particular, for series-parallel networks, there is a unique equilibrium.
We provide a polynomial time algorithm to compute the equilibrium and study the impact of the network structure to the total trade flow at equilibrium. Our results shed light on the trade-off between competition, production cost, and double marginalization.

In the production chain model, we investigated sequential decisions and delegation options over three agents, chain, and tree networks. Our main contribution is showing the value of delegation and how to maximumly leverage the middleman's aligned interests with the principal. In particular, we provide a polynomial time algorithm to find the optimal delegation structure and the corresponding necessary contract payments for the principal. Furthermore, we analyzed the trade-off of the delegation and gave a deeper insight into the value of delegation in different conditions. Several questions are left for future research such as what's the optimal delegation structures in general tree and how to build the model that agents can try multiple times until the task is successful.
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44

Lin, Wen-Hao, and 林文皓. "Embracing Business Context and Requirements Changes in Pedagogical Simulation Games – A Case with Process Disciplined Project Management." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/37056275109685226807.

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碩士
國立屏東科技大學
資訊管理系所
96
As educating software engineers and business managers of next generations is concerned, curriculum and pedagogical guidelines in SE2004 literally suggests software engineering courses in MIS could be in a good position to explore and experiment innovative pedagogies. Among others, students must learn some application domain (or domains) outside of software engineering (guideline 6); software engineering must be taught as a problem solving discipline (guideline 7); and, the curriculum should have a significant real-world basis (guideline 14). A generic pedagogical scenario is first explained to serve the purpose. The scenario is based on our previous work of putting the pedagogy of software engineering course in a learning theoretic framework, Cognitive Apprenticeship, following the instruction design method, ADDIE. As situated authentic experiences in context are emphasized, the extension primarily consists of the use of two empiricist approaches in management education: Case Teaching of Harvard and management flight simulator of MIT. For relevance, published teaching cases based on industrial projects at Taiwan are selected. Reflection activities are supported by underlying system dynamics model and tracked student behaviors in the game. We then develop technical supports for the game derivation phase and the game execution phase within the scenario. First, a process centric ontology EB-SPEM is proposed to align business and software processes. Second, a pseudo algorithm for the game derivation process is developed with the help of EB-SPEM and agent technology. As preceded by the case teaching and followed by a hands-on development process in the proposed scenario, the derived simulation game is thus contextualized. Requirement changes can also be introduced dynamically by teachers or competing teams. A case game for software project management discipline is generated to help illustrate the idea, with a teaching case of the multinational textile company, Makalot Corp.
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Dvořák, Jan. "Strategický plán projektu Letní tábor & Honzík." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-396340.

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Title: Strategic project plan of Letní tábor & Honzík Objective: The main aim of this diploma thesis is to create quality and realistic strategic plan of the project Letní tábor & Honzík. The strategic plan will be compared with reality at the end of the project. Methods: The diploma thesis deals with marketing situational analysis. Key factors and strategic starting points are determined from SWOT analysis. The results are implemented into the BSC method, which serves to accomplish and implement the chosen strategy. The diploma thesis works with a strategic map that enables understanding of the relations between the individual strategic objectives. This thesis also uses the method of text analysis, documents and monitoring, especially for the area of social networks. Results: The strategic plan of the summer camp project was created based on the SWOT analysis and the determination of the company's strategic goals using the BSC method. Achieving the project's profitability and satisfied customers is essential to ensure the project's existence in future years. Both of these objectives were achieved. Keywords: strategic management, business analysis, business plan, financial analysis, children, planning, strategy, project realization, adventure sports and camp games
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46

Fernandes, Adriana Patrícia Oliveira. "Projeto de desenvolvimento de novos produtos numa empresa de linhas de costura industriais." Master's thesis, 2019. http://hdl.handle.net/1822/64450.

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Dissertação de mestrado em Engenharia Industrial (área de especialização em Gestão Industrial)
No feroz mercado atualmente globalizado, a capacidade de inovação é um dos requisitos de excelência para assegurar a competitividade de qualquer organização. A necessidade de responderem eficientemente e de forma integrada aos desafios emergentes das suas rotinas diárias e as necessidades de manterem a sua posição de referência no mercado incita a implementação de metodologias que apoiem o desenvolvimento de novos produtos, tornando o processo de desenvolvimento de novos produtos num diferencial importante. Esta investigação apresenta um estudo relativo à análise dos processos de desenvolvimento de novos produtos, no sentido de modificar as diretrizes convencionais e garantir a rapidez e qualidade dos novos produtos e processos de gestão de projetos na empresa em estudo. Para isso, foi utilizada uma framework de diagnóstico de projetos de novos produtos completada por uma estrutura de representação de modelos de referência. Esta investigação focou-se em desenvolver uma solução embrionária para a implementação de metodologias de gestão de projetos para o desenvolvimento de novos produtos numa empresa de linhas de costura industriais. Como principal contribuição, este trabalho apresenta um modelo referencial que auxilia a empresa a planear os seus processos de desenvolvimento de produtos, estabelecer etapas sistematizadas para o processo de desenvolvimento, agilizar todos os processos envolventes e, assim, aumentar as suas chances de sucesso de novos produtos no mercado. Para isso, foi definido um projeto de desenvolvimento de novos produtos, onde foram realizadas adaptações dos métodos e ferramentas de acordo com as necessidades latentes da empresa. No geral, esse modelo desenvolvido pode ser utilizado como referência na implementação de melhorias no processo de gestão de projetos praticado, passando este a ser realizado de uma forma mais formal e sistemática, para posteriormente integrar os demais projetos da empresa.
In today's fierce globalized marketplace, the ability to innovate is one of the prerequisites for excellence to ensure the competitiveness of any organization. The need to respond efficiently and in an integrated manner to the emerging challenges of the daily routines and the need to maintain market leading position encourages the implementation of methodologies that support new product development, making the process of developing new products an important differential. This research presents a study concerning the analysis of new product development processes, in order to modify the conventional guidelines and ensure the speed and quality of new products and project management processes in the company under study. For this, a new product project diagnostic framework was used, complemented by a framework of representation of reference models. This research focused on developing an embryonic solution for the implementation of project management methodologies for the development of new products in an industrial sewing company. As a major contribution, this work presents a reference model that helps the company to plan its product development processes, establish systematic stages for the development process, streamline all the processes involved and thus, increase its chances of success for new products in the market. For that, a new product development project was defined, where adaptations of methods and tools were made according to the latent needs of the company. Overall, this developed model can be used as a reference in the implementation of improvements in the project management process used, becoming more formal and systematic, to later integrate the other projects of the company.
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