Thèses sur le sujet « Digital industry »
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Allen-Robertson, James. « Digital culture industry : a history of digital distribution ». Thesis, University of York, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.546806.
Texte intégralSun, Hyojung. « Digital disruption in the recording industry ». Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/23631.
Texte intégralSousa, Sara Vanessa Ferreira de. « Marketing in the publishing industry ». Master's thesis, Instituto Superior de Economia e Gestão, 2016. http://hdl.handle.net/10400.5/12858.
Texte intégralNos dias de hoje, estamos a ver uma série de diferenças nas nossas vidas devido à evolução da tecnologia. Uma delas é que os leitores estão a utilizar cada vez mais dispositivos electrónicos para ler os seus livros favoritos e a comprarem eBooks. Mas continuamos a ver os livros em papel a serem vendidos online ou em livrarias. Por outras palavras, vivemos numa era digital. O propósito desta investigação é saber como é que o marketing digital influencia a indústria das editoras de livros, cujas estão a ter muitos problemas hoje em dia, especialmente a ter uma quebra nas vendas e nos lucros no tempo presente. Este estudo focará mais especificamente nas campanhas de marketing e nos hábitos e preferências dos leitores. É também analisado as percepções dos leitores em relação à forma como adquirem livros e o porquê da frequência de compra dos mesmos, seja esta baixa ou alta. A experiência de compra de livros numa livraria e comprar online é também analisada do ponto de vista dos leitores, ou noutras palavras, clientes. De forma a responder às questões de investigação, a metodologia escolhida para este estudo é utilizado o método quantitativo, visto que é utilizada uma abordagem dedutiva e uma estratégia de utilização de questionários. Isto permite recolher um elevado número de dados com uma margem de erro baixa.Em conclusão, este estudo é útil para as editoras para percebem melhor as preferências, saber as experiências e necessidades dos leitores.
Nowadays, we are seeing a lot of differences in our lives due to the evolution of technology. One of them is that readers are using more and more digital devices to read their favourite books and are buying eBooks. But we continue seeing the traditional books being sold online or in bookshops. In other words, we live in a digital era. The aim of this dissertation is to know how digital marketing influences the publishing industry which is encountering so many problems, especially having a drop in the sales and profits at the present time. More specifically focusing on the marketing campaigns and the readers' habits and reading preferences. This study also analyses the perceptions of the readers regarding the way they buy books and about the rate at which people buy them, independently of whether this is low or high. The experience of buying a book in a bookshop and buying online is also analysed from the point of view of the readers, or in another words, customers. In an attempt to develop this dissertation, the methodology chosen for this study is a quantitative method, due to a deductive approach and using a survey strategy. This allows collecting a large amount of data with a low margin of error. Since the time for the dissertation is short, the study is cross-sectional. In conclusion, this study is useful for the publishers to get to know the preferences, experience and needs of the readers.
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Smith, Marcia Tavares. « Digital clothing manufacture : new models for the clothing industry in the digital economy ». Thesis, Lancaster University, 2014. http://eprints.lancs.ac.uk/125204/.
Texte intégralCöster, Mathias. « The Digital Transformation of the Swedish Graphic Industry ». Doctoral thesis, Linköpings universitet, Ekonomiska informationssystem, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9777.
Texte intégralCöster, Mathias. « The digital transformation of the Swedish graphic industry / ». Linköping : Department of Management and Engineering, Linköpings universitet, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9777.
Texte intégralHERTZ, MARCUS. « Digital Strategy in the Asset Management Industry : Strategize your Digital Transformation ; A Case Study ». Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-237267.
Texte intégralDigital transformation är en fortsättning av vågen av digitalisering och har påverkat många industrier och organisationer det senaste årtiondet. Både på grund av interna och externa faktorer så har den här transformationen nätt finansiella institutioner och asset managementindustrin. Press från nykomlingar i industrin har utnyttjat nya teknologier och har börjat ta över marknadsandelar från bankerna. För att asset managers ska lyckas hålla kvar i sin dominanta position i marknaden så måste de utveckla starka och hållbara digitala strategier tillsammans med den tekniska utvecklingen. Regelverk blir allt tuffare i industrin och det blir allt mer viktigt att rapportera korrekt information om alla sina produkter. Det här examensarbetet kommer fokusera på asset managers som just nu möter sådan digital transformation och kommer titta på vad som är de viktigaste aspekterna i den digitala strategin. Arbetet har genomförts med kvalitativa metoder i form av intervjuer för att samla vidare information om vad som är just de viktigaste aspekterna. även analysera dem problemen som kan uppstå med förlegade tekniska system inom asset management. De funna resultaten indikerar vikten av att anamma en digital strategi som är passande den digitaliserings våg som just ni sker i industrin. De tre huvudaspekterna som hittades var, Det Mänskliga Kapitalet, Digitalisering & Teknologi och Externa Faktorer. Vikten av att fokusera på dessa tre aspekter när man konstruerar den digitala strategin har diskuterats. Analysen har gjorts i samarbete med en asset manager, men dessa huvudaspekter kan också bli applicerbara i andra industrier som möter digital transformation när man utvecklar den digitala strategin.
Schlenker, Lars, Carmen Neuburg et Anja Jannack. « Lernwelten 4.0 – Ein Open Work Space zur GeNeMe 2017 ». Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-234656.
Texte intégralBugge, Markus M. « Creative distraction the digital transformation of the advertising industry / ». Doctoral thesis, Uppsala : Uppsala University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-109707.
Texte intégralSalloum, Roy S. « Use of personal digital assistants in the construction industry ». [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0012143.
Texte intégralPretorius, Daniel Arnoldus. « Factors that affect digital transformation in the telecommunication industry ». Thesis, Cape Peninsula University of Technology, 2019. http://hdl.handle.net/20.500.11838/3023.
Texte intégralThe internet, mobile communication, social media, and other digital services have integrated so much into our daily lives and businesses alike. Companies facing digital transformation experience this as exceptionally challenging. While there are several studies that state the importance of digital transformation and how it influences current and future businesses, there is little academic literature available on factors that affect the success or failure of digital transformation in companies. It is unclear what factors affect digital transformation in an established telecommunications company. The aim of this study was therefore to explore the factors that affect digital transformation in a telecommunications company in South Africa, and to what extent. One primary research question was posed, namely: “What factors affect digital transformation in a telecommunications company in South Africa?” To answer the question, a study was conducted at a telecommunications company in South Africa. The researcher adopted a subjective ontological and interpretivist epistemological stance, as the data collected from the participants’ perspective were interpreted to make claims about the truth, and because there are many ways of looking at the phenomena. An inductive approach was selected to enable the researcher to gain in-depth insight into the views and perspective of factors that influence digital transformation in the specific company. The explorative research strategy was used to gain an understanding of the underlying views, reasons, opinions, and thoughts of the 15 participants by means of semi-structured interviews. The participants were made aware that they do not have to answer any question if they are uncomfortable, and they could withdraw their answers at any time. The data collected were transcribed, summarised, and categorised to provide a clear understanding of the data. For this study, 36 findings were identified. From this research, it was inter alia concluded that successful digital transformation of companies depends on how Management drives digital transformation, and the benefits of new digital technologies should be carefully considered when planning to implement digital transformation.
Hodzic, Adis. « The transformation to digital : How industry 4.0 affects the digital transformation – a study of industry 4.0 and how it affects the digital transformation at a large Swedish manufacturing company ». Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105720.
Texte intégralAndersson, Ebba, et Kajsa Eckerwall. « Enabling Successful Collaboration on Digital Platforms in the Manufacturing Industry : A Study of Digital Twins ». Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74523.
Texte intégralStephens, Alexa Renee-Marie. « Atlanta's Digital Music Industry : Implications for Workforce and Economic Development ». Thesis, Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-07092007-093611/.
Texte intégralHillerström, Michaela, et Isabelle Petersson. « Measuring Digital Maturity in the CNC Manufacturing Industry : A Maturity Evaluation Model ». Thesis, KTH, Maskinkonstruktion (Inst.), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277041.
Texte intégralTillverkningsindustrin står inför den fjärde industriella revolutionen, Industri 4.0, orsakad av snabb utveckling av teknik och implementering av digitalisering. Tillverkande företag måste skapa förståelse för och anpassa sig till dessa förändringar för att bibehålla sin konkurrenskraft. Många företag inom industrin har svårt att förstå hur de ska starta sin förändring och vilka fördelar som finns i anslutning till deras verkstäder. För att underlätta den komplicerade situationen finns idag mognadsmodeller utvecklade för att hjälpa företag i deras digitala förändringsarbete.Sandvik Coromant är ett av de största företagen inom metallbearbetnings industrin och de vill hjälpa sina kunder genom att utveckla en utvärderingsmodell för digital mognad. I dagsläget finns det ingen modell på marknaden riktad mot CNC-tillverkningsindustrin och tidigare forskning har identifierat de existerande modellernas dåliga anpassning mot små- och medelstora företag. Därav är syftet med detta arbeta att undersöka vilka fördelar CNC-tillverkningsindustrin kan se genom digitalisering samt att utveckla en mognadsmodell genom att svara på följande forskningsfråga, “Hur ska en mognadsmodell vara uppbyggd för att förse företag av alla storlekar och inom alla segment av CNC-tillverkningsindustrin med information kring hur de ska fortsätta framåt i sitt digitala förändringsarbete?”Den digitala mognadsmodellen utvecklades genom en grundlig litteraturstudie och en iterativ process med fokus på användaren av modellen. 28 inledande intervjuer hölls vilket ledde till sex konceptiterationer utvärderade genom 27 koncept test. Den slutgiltiga mognadsmodellen utvärderar ett företag genom frågor kring nuvarande situation samt framtida målbild inom 4 dimensioner, Datainsamling, Dataanalys, Mjukvaror och Anställda & kompetenser. Genom att besvara frågorna blir företaget försett med ett radardiagram vilket visar nuvarande och framtida situation i relation till varandra samt ett benchmark företag. De blir vidare försedda med historier från liknande företag med målet att föreslå sätt att ta sig framåt i deras förändringsarbete. Modellens struktur och frågor är skapade för att passa alla storlekar av företag inom alla segment av CNC-tillverkningsindustrin.
Nowik, Martyna. « Promoting Digital Transformation in Digitally Developing Industries : A case study on strategic action points driving digital transformation in the real estate industry ». Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232216.
Texte intégralDen digitala transformationen har påverkat verksamheter stort, dock visar forskning och rapporter på hur somliga industrier har hamnat på efterkälke i utvecklingen. Den här studien syftar till att identifiera drivande faktorer som är nödvändiga i framskridandet av digitalisering och användandet av digitala resurser. Den centrala frågeställningen i studien var följande: Vilka strategiska åtgärder, så kallade ”action points”, borde verksamheter inom fastighetsbranschen införa, gemensamt och individuellt, för att främja utvecklingen mot digital dexteritet inom branschen? Utredningen utfördes som en fallstudie där fastighetsbranschen användes som ett exempel. Fallstudien bestod av 8 semistrukturerade intervjuer, utförda tillsammans med representanter från olika verksamheter inom värdekedjan. Genom att använda Soule et. al.s (2016) M-PWR-modell som analytiskt underlag identifierades tre strategiska åtgärder som ansågs nödvändiga för företag verksamma inom industrier som har en långsam digitaliseringstakt: 1. Omorganisera organisationsstrukturen för ökad agilitet och förstärkt arbetskraft. 2. Skapa kanaler och metoder som uppmuntrar samarbeten mellan olika aktörer. 3. Utveckla strukturerade processer för identifiering, extrahering och hantering av tillgängliga resurser.
Eriksson, Sara. « Yrkesarbetares upplevelser av digitala verktyg i byggbranchen. : Proffessionals´ experiences of digital tools in the construction industry ». Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-80172.
Texte intégralCalitz, Michaelangelo Franco. « Image understanding and feature extraction for applications in industry and mapping ». Doctoral thesis, University of Cape Town, 1995. http://hdl.handle.net/11427/15942.
Texte intégralThe aim of digital photogrammetry is the automated extraction and classification of the three dimensional information of a scene from a number of images. Existing photogrammetric systems are semi-automatic requiring manual editing and control, and have very limited domains of application so that image understanding capabilities are left to the user. Among the most important steps in a fully integrated system are the extraction of features suitable for matching, the establishment of the correspondence between matching points and object classification. The following study attempts to explore the applicability of pattern recognition concepts in conjunction with existing area-based methods, feature-based techniques and other approaches used in computer vision in order to increase the level of automation and as a general alternative and addition to existing methods. As an illustration of the pattern recognition approach examples of industrial applications are given. The underlying method is then extended to the identification of objects in aerial images of urban scenes and to the location of targets in close-range photogrammetric applications. Various moment-based techniques are considered as pattern classifiers including geometric invariant moments, Legendre moments, Zernike moments and pseudo-Zernike moments. Two-dimensional Fourier transforms are also considered as pattern classifiers. The suitability of these techniques is assessed. These are then applied as object locators and as feature extractors or interest operators. Additionally the use of fractal dimension to segment natural scenes for regional classification in order to limit the search space for particular objects is considered. The pattern recognition techniques require considerable preprocessing of images. The various image processing techniques required are explained where needed. Extracted feature points are matched using relaxation based techniques in conjunction with area-based methods to 'obtain subpixel accuracy. A subpixel pattern recognition based method is also proposed and an investigation into improved area-based subpixel matching methods is undertaken. An algorithm for determining relative orientation parameters incorporating the epipolar line constraint is investigated and compared with a standard relative orientation algorithm. In conclusion a basic system that can be automated based on some novel techniques in conjunction with existing methods is described and implemented in a mapping application. This system could be largely automated with suitably powerful computers.
Vijayan, A. P. « The diffusion of digital inkjet printing in the textile industry ». Thesis, University of Leeds, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.540915.
Texte intégralTavakoli, Behrooz, et Mohammadi Ismail. « Digital maturity within distributionA study within the Swedish retail industry ». Thesis, KTH, Industriell Management, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-214812.
Texte intégralAkram, Asif. « Value Network Transformation : Digital Service Innovation in the Vehicle Industry ». Doctoral thesis, Högskolan i Halmstad, Människa och Informationsteknologi (MI-lab), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-30153.
Texte intégralReDi2Service
Hermansson, Henry, et Axel Salomonsson. « Exploring Digital Innovation in the Construction Industry : The case of consultancy firms ». Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279576.
Texte intégralArkitektur, Ingenjör och Konstruktion (AEC) industrin beskrivs som passiv gällande att använda innovativ teknik och genomföra digital förändring. Därmed är det många företag inom AEC industrin som inte utnyttjar de fördelar som annars hade kunnat uppnås med digitala innovationer. När ett företag arbetar med digitala innovationer föreslås att man förstår och verifierar de organisatoriska kapaciteterna för att implementera en ny teknik istället för bara kapaciteten för den senaste teknologin som beaktas. För organisationer som strävar efter att bli digitalt adoptiva är det viktigt att urskilja ett behov om digital förändring och samtidigt identifiera de organisatoriska utmaningarna som potentiellt kan hindra deras förändringsförsök. När en verksamhet eftersträvar att främja och anta nya innovativa tekniker, så är det i praktiken ofta utmanande att influera individer att omfamna förändringen som dessa teknologier medför, och därmed utnyttja ett betraktat digitalt verktyg bäst. Denna forskningsuppsats undersöker hur konsultföretag i AEC-industrin klarar av implementeringen av digitala innovationer. Genom att ta ett konsultföretags perspektiv identifierar, analyserar och besvarar denna forskningsuppsats de viktigaste organisatoriska utmaningarna som hindrar digital adoption inom AEC-industrin. Forskningsmetoden bygger på en kvalitativ fallstudie som syftar till att uppnå en förståelse och analytisk förmåga istället för en generalisering. De kvalitativa medel som används involverar 13 semistrukturerade intervjuer med anställda på ett Case-företag samt externa experter som arbetar med digitalisering och förändringshantering. Genom att också utföra en litteraturstudie jämförs och analyseras resultaten från intervjuerna, samt hur de är relaterade till befintlig litteratur gällande implementering av digital innovation. Resultat visar att ett huvudhinder för att implementera digitala innovationer, för konsultföretag inom AEC-industrin, är en otillräckligt artikulerad och förmedlad vision om den digitala transformationsprocessen och den förändring som krävs. Planerade och påbörjade förändringsprojekt delas och kommuniceras inte heller systematiskt mellan Case-företagets teams och individer. Dessutom förstås eller delas inte metoderna för hur de anställda på ett lämpligt sätt kan gå vidare med en idé relaterad till digital innovation. Följaktligen saknas kunskap bland chefer och anställda om varför de ska engagera sig i digitala förändringsprojekt och hur detta kan göras på ett lämpligt sätt. Det saknas också tid såväl som ekonomiska och personliga incitament för att arbeta med digital förändring. För att hantera dessa hinder betonar denna forskningsuppsats att en organisatorisk vision, strategi och tillvägagångssätt måste realiseras och tydligt förmedlas till alla teams och individer som är involverade eller påverkade av en digital förändring. Chefer och ledare måste främja skapandet av en förändringsberedskap som krävs för den digitala transformationsprocessen. Detta involverar att ge kollegor tillräckliga förutsättningar, förmedla förändringsprocessen och hjälpa dem omfamna den. Till exempel, a) genom att förklara fördelarna och behovet av förändring, b) kommunicera och systematiskt informera teams och individer om möjligheterna för att utveckla nödvändiga kompetenser, c) genom att erbjuda vägledning och ledarstöd. Det är dock fortfarande viktigt att kontinuerligt utvärdera förändringsinsatser för att se till att deras resultat är värdefulla, istället för att endast övertyga individer om nödvändigheten av att genomföra en förändring.
Davey, Justin John. « Object reconstruction using close-range all-round digital photogrammetry for applications in industry ». Master's thesis, University of Cape Town, 1999. http://hdl.handle.net/11427/17544.
Texte intégralPhotogrammetry has many inherent advantages in engineering and industrial applications, which include the ability to obtain accurate, non-contact measurements from data rapidly acquired with the object in situ. Along with these advantages, digital photogrammetry offers the potential for the automation or semi-automation of many of the conventional photogrammetric procedures, leading to real-time or near real-time measurement capabilities. However, all-round surface measurement of an object usually benefits less from the above advantages of photogrammetry. To obtain the necessary imagery from all sides of the measurement object, real-time processing is nearly impossible, and it becomes difficult to avoid moving the object, thus precluding in situ measurement. However, all-round digital photogrammetry and, in particular, the procedure presented here, still offer advantages over other methods of full surface measurement, including rapid, non-contact data acquisition along with the ability to store and reprocess data at a later date. Conventional or topographic photogrammetry is well-established as a tool for mapping simple terrain surfaces and for acquiring accurate 3-D point data. The complexities of all-round photogrammetry make many of the standard photogrammetric methods all but redundant. The work presented in this thesis was aimed at the development of a reliable method of obtaining complete surface data of an object with non-topographic, all-round, close-range digital photogrammetry. A method was developed to improve the integrity of the data, and possibilities for the presentation and visualisation of the data were explored. The potential for automation was considered important, as was the need to keep the overall time required to a minimum. A measurement system was developed to take as input an object, and produce as output an accurate, representative point cloud, allowing for the reconstruction of the surface. This system included the following procedures: ■ a novel technique of achieving high-accuracy system pre-calibration using a cubic control frame and fixed camera stations, ■ separate image capture for the control frame and the object, ■ surface sub-division and all-round step-wise image matching to produce a comprehensive 3-D data set, ■ point cloud refinement, and ■ surface reconstruction by separate surface generation. The development and reliability of these new approaches is discussed and investigated; and the results of various test procedures are presented. The technique of system pre-calibration involved the use of a mechanical device - a rotary table - to impart precisely repeatable rotations to the control frame and, separately, the object. The actual repeatability precision was tested and excellent results achieved, with standard deviations for the resected camera station coordinates of between 0.05 and 0.5 mm. In a detailed test case, actual rotations differed from the desired rotations by an average of 0.7" with a standard deviation of less than 2'. The image matching for the test case, from a set of forty-eight images, achieved a satisfactory final accuracy, comparable to that achieved in other similar work. The meaningful reconstruction of surfaces presented problems, although an acceptable rendering was achieved, and a thorough survey of current commercially available software failed to produce a package capable of all-round modelling from random 3-D data. The final analysis of the results indicated that digital photogrammetry, and this method in particular, are highly suited to accurate all-round surface measurement. The potential for automation - and, therefore, for near real-time results - of the method in the stages of image acquisition and processing, calibration, image matching and data visualisation is great. The method thus lends itself to industrial applications. However, the need for a robust and rapid method of surface reconstruction needs to be fulfilled.
Schlenker, Lars, Carmen Neuburg et Anja Jannack. « Lernwelten 4.0 – Ein Open Work Space zur GeNeMe 2017 ». TUDpress, 2017. https://tud.qucosa.de/id/qucosa%3A30912.
Texte intégralWendel, Alexander. « Service Innovation and Business Models : A Case Study of A Small Swedish ICT Company ». Thesis, KTH, Industriell Management, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-127811.
Texte intégralUnder de senaste åren har innovation har blivit ett allt viktigare bidrag till ett företags konkurrensfördelar. Betydelsen av tjänster har dessutom ökat. IT och telekommunikation (ICT) har kommit att spela en viktig roll i nästan alla typer av industrier. Denna marknad ändras mycket snabbt och kontinuerligt. För att bemöta dessa förändringar måste företag som är aktiva inom IT- och mjukvaruindustrin ständigt hålla sina lösningar uppdaterade. Detta examensarbete består av en fallstudie utförd på ett litet företag aktivt i IT-branschen, referat till som Digital Marketing AB. Företaget levererar ett system för att planera, sända och analysera digitala marknadsföringskampanjer. Digital Marketing AB konkurrerar på en marknad som förändras i mycket hög takt. Då nya teknologier växer fram blir de existerande lösningarna kända vilket ger utrymme för lågkostnadsalternativ som eroderar intäkter från mer differentierade tjänster. Om dessa företag vars intäkter eroderas dessutom är mindre företag som inte har samma finansiella resurser som de större företagen, måste de förlita sig på andra typer av styrkor. Företag måste även se till att kunna sälja tekniken de producerar på ett sätt som är attraktivt för kunden, men som samtidigt är lönsamt för företaget. De måste integrera sin teknik i en affärsmodell. Examensarbetet visar på att Digital Marketing AB bör utveckla sin affärsmodell dedicerad åt en specifik målgrupp, och dessutom göra det tillsammans med potentiella kunder för att affärsmodellen skall bli attraktiv och konkurrenskraftig. Dessutom visar arbetet på att beroende på hur affärsmodellen utformas, kommer att avgöras hur pass framgångsrik affärsmodellen kommer att vara. Andra frågor som uppstår i samband med utvecklingen av affärsmodellen har att göra med hur tekniken skall paketeras och positioneras.
Olivotti, Daniel [Verfasser]. « Digital transformation in the manufacturing industry : technologies and architectures / Daniel Olivotti ». Hannover : Gottfried Wilhelm Leibniz Universität Hannover, 2020. http://d-nb.info/1204459215/34.
Texte intégralPon, Bryan. « Smartphones, Apps, and Digital Flows| Platform Competition in the Mobile Industry ». Thesis, University of California, Davis, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3723703.
Texte intégralThe mobile telecommunications industry is in the process of a dramatic transformation into the smartphone industry, as new firms from the computer and internet sectors have used new technologies and business models to displace the incumbents. The key organizing structure of this new smartphone industry is the software "platform," a model which defined the PC industry for decades but is also present in other industries, such as console video games. Software platforms have distinct economic properties that shape competitive strategy, including the presence of positively reinforcing network effects, which lead to increasing returns to scale and the potential for winner-take-all markets. In the smartphone industry, the platforms by Apple, Google, Microsoft, Amazon, and Xiaomi also function as two-sided markets, bringing together distinct groups (e.g., app developers and end-users) who transact through the platform. In the work that follows, I explore how these and other platform dynamics are exploited by the key firms in their apparent strategies, and the implications for competition in the industry. The analysis shows that new organizational forms such as hybrid platforms, where firms such as Amazon and Xiaomi have appropriated open-source Android for their own proprietary platforms, and nested platforms, where firms such as Line and Facebook build distinct platforms within other platforms, challenge the traditional platform model and our understanding of how firms exercise platform control. I argue that the "bottleneck" or control point of smartphone platforms has moved away from the operating system, and up the stack to cloud-based services. The final part of the analysis studies the app economy, and how the platform-mediated "app stores" are shaping participation and value capture. Using spatial analysis, I map the geography of digital flows of apps between developers and the most lucrative markets, revealing clear patterns of inter-regional trade and insular domestic markets.
Hellström, Sarah K. « More Than Digital Makeup : The Visual Effects Industry as Hollywood Diaspora ». Thesis, Stockholms universitet, Filmvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-116054.
Texte intégralWang, Ren-De, et 王人德. « Profitability Analysis on Digital Game Industry ». Thesis, 2011. http://ndltd.ncl.edu.tw/handle/04679192645151961262.
Texte intégral中國文化大學
經濟學系
99
As the time goes by, the noun---P.C. Game is not to belong to the killer of school work. Instead of it, GAME is a noun of a new industry .This industry that helped South Korea going through the Asia Financial Crisis is creating billions Dollars value of outputs. The Game has been NOT A SMALL industry. In Taiwan, the Game is a new born industry. There is a huge space for growing up. Basic on this, this research is going to probe into if the management achievement could be the factor of the game company’s profit. In this research, there are data for 6 Quarters of 11 public companies, using input-led DEA mode, researching costs and advertising cost would be the input variable, earning of the quarter would be the output variable, to analyze efficiency belong to different quarters in each company. Then, to probe into what the fixed-effects and time-effects would be. And the result shows that the digital game in Taiwan is in a learning phase, researching inputs haven’t been real benefits. Therefore, we still need to depend on agent. But this is the necessary process. Lasting making progress of each union, I believe that the game industry in Taiwan will go in its way.
YEH, CHIA-SHENG, et 葉佳昇. « Competitive strategy Of Digital Camera Industry ». Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rdqen7.
Texte intégralHuang, Tao-yuan, et 黃韜元. « Digital Signage Industry Strategy and Research ». Thesis, 2009. http://ndltd.ncl.edu.tw/handle/suvms6.
Texte intégral國立中山大學
高階經營碩士班
97
Electronic digital billboards (Digital Signage).With the enhancement of market acceptance and concern by the industry, the manufacturers see that as a new market. In fact, digital signage is a new concept, in order to change the way for media management. In this study, we start our research for the panel manufacturers and industrial computer(IPC)manufacturers to explore the products and status of the industry, and analysis of industry competition and the current literature review and interviews with companies to understand the digital signage industry that how to combine techniques to achieve dimensional transportation network Focus Media''s business model. In this study, industry analysis and strategy theory with relevant industry news, interviews by case companies in order to provide management and development of this industry reference, can be found with the following conclusions: 1. Outdoor media business and the new choice: to make broadcast media, the effect can be segmented and re-positioning traditional advertising model of profit-sharing and profit-making. 2. Through the integration of Internet and computer technology: electronic billboard advertising from the traditional master-slave relationship with the audience becoming the development of relations between the evolution of interactive 3. Industry can combine the information through a variety of service components in order to create added value. 4. Through the provision of technical cooperation and strategic cooperation has become the key to advancing industrial development.
Struck, Emily Leslie. « Digital transformation in the shipping industry : how Industry 4.0 is shaping the shipping industry ? » Master's thesis, 2020. http://hdl.handle.net/10400.14/29650.
Texte intégralO comércio global é de importância fulcral para a economia global, representando $19,48 trilhões em exportações mundiais em 2018 (WTO, 2019). O sector marítimo é sinônimo do comércio global, com o transporte de carga representando um monopólio na indústria do comércio. No entanto, o sector marítimo está passando por desafios forçando-o a reconsiderar o próprio modelo de negócio. O sector deve, por conseguinte, melhorar sua rentabilidade através de um modelo de cadeia de valor mais eficiente. A introdução da Indústria 4.0 no sector é, portanto, avaliada na presente dissertação, a fim de analisar seu potencial impacto. Indústria 4.0 descreve a digitalização end-to-end da cadeia de valor do modelo de negócio. É a evolução, crescimento e melhoria da eficiência de novas tecnologias que possibilitam uma ligação quase em tempo real entre os ambientes físicos e digitais (Olsen & Tomlin, 2019). Internet of Things, Inteligência Artificial e Cloud Computing são as tecnologias de base da Indústria 4.0. Esta dissertação apresenta as tecnologias juntamente junto casos exemplares para entender o impacto da Indústria 4.0 no sector. A dissertação conclui que, para disseminar a Indústria 4.0 no sector marítimo, os fornecedores devem considerar o adverso de risco do sector ao propor potenciais soluções. É crucial que os fornecedores da Indústria 4.0 dominem a língua das empresas de navegação para que compreendam o potencial do que é oferecido e ver a Indústria 4.0 como uma oportunidade, e não uma ameaça. Em qualquer caso, o futuro do sector marítimo reside já na indústria 4.0.
Lee, Yuan-Hsin, et 李永信. « The Industry Structure and Scenario Analysis of Digital Home Entertainment Industry ». Thesis, 2006. http://ndltd.ncl.edu.tw/handle/67060854786273530222.
Texte intégral國立臺灣大學
國際企業學研究所
94
The concept of digital home includes entertainment, information, voice and secutity control. Among these application areas, entertainment has been regarded as the most potential area for commercialization. However, there would be three major camps competing for the market dominance, including players of personal computers (PCs), consumer electronics and service providers, which makes the industry evolution uncertain. The present research will focus on the competitive evolution of entertainment PC (EPC) products and explore critical factors underlying the prospective structure changes. We will apply five-force model and scenario analysis to this research issue. Based on the five-force analysis, we found that theorem, hope to provide a base for firms to formulate strategies. From history and present situation, EPC faces: 1). High level bargaining power from supplier and buyer; 2) .Medium-to-id-high level threat from susbstitute (DVD player) and potential entrant (Set-top-box); 3). Low level complementary asset specificity and rival price -competition. At the same timeIn addition, we also found that: important industry character is also discovered: 1). Last mile and content areis key complementary assets; 2). Value integration of entertainment applicationwould constitute barriers to new entry. is the high entry barrier. Based on scenario analysis, we identified several key scenario variables, including technology evolvement, Triple Play and killer application progress, media policy and last mile openness. These factors were then classified into 3 axises: Technology, Demand and Co-optition, under which four scenarios were established. In “monopoly”scenario, EPC faces lower bargaining power and threat, higher specificity of complementary asset and consumer demand, which represent the best scenario. Accordingly, the research suggests that EPC firms actively influence the future through the following ways 1). They should take sides in HD/ Blu-ray DVD and WLAN standards, proactively join DLNA and increase install base; 2). They should increase the ratio of EPC product and bundle the service of internet content provider; 3). They should actively cooperate in product co-development aspect with service providers like telecom and cable companies, to enhance the dominance of their key asset (last mile and content).
Chang, Wan-Lun, et 張菀倫. « An Industry Analysis on the Digital Cable Television Industry in Taiwan ». Thesis, 2007. http://ndltd.ncl.edu.tw/handle/68463493108011253830.
Texte intégral國立交通大學
傳播研究所
95
This study adopts Michael Porter’s “Five Forces Model” as the theoretical framework to examine the impact of digitalization on the cable television industry in Taiwan. Two research methods, secondary data analysis and intensive interviews, were used to collect data for this study. The data analysis shows that the five forces model did provide a useful framework to investigate the effect of digitalization on the cable television industry in Taiwan, and the government also plays an important role in terms of Taiwan’s cable television digitalization. Based on the data analysis, this study suggests several strategies for the cable television industry to adopt in order to become more competitive in the DTV market.
Tseng, John, et 曾晧綱. « Business Model Innovation For Digital Signage Industry ». Thesis, 2013. http://ndltd.ncl.edu.tw/handle/77876447141641649258.
Texte intégral國立清華大學
經營管理碩士在職專班
101
The enterprises are seeking for profit growth, but the life cycle of enterprises is decreasing, they must keep innovating to remain competitive in the industry. When a company pursuit growth, it develops a good set of business model, but as the product gets mature, and the innovative efficiency drops, the company’s growth would slow down, then it must face the gap of reduction and create new value. When a company is using a new service, facing new customers, or reaching to a new market, it must clarify the existing business model and create new operational theory, which is the business model innovation. Business model innovation has been studied and analyzed by many experts, and there are many models and structures that lead business to success, this article will study these theories and make connection to the current industry businesses.
Lu, Tung-Wei, et 呂敦偉. « The Study of American Digital Animation Industry ». Thesis, 2005. http://ndltd.ncl.edu.tw/handle/93239377603788082492.
Texte intégral淡江大學
美國研究所碩士班
93
The study is an analysis of the advantages of American animation industry which finds out the developing model of American digital animation industry and examines the primary developing strategies of the industry. The research proposes a basic framework for better understanding of the developing model of the American digital animation industry in four aspects-talents, technology, well budgeting and marketing. 1. Talents:The digital animation is a complex and hi-tech business which needs highly specialized professionals working together. 2. Technology:The CG(3D)animation is extremely relied on computer technology which makes the CG world fantastic, imaginative and appealing. 3. Well Budgeting:It helps the industry grow and also helps the marketing, business, distribution network and to strengthen the leading position on creativity and technology. 4. Marketing:The American digital animation industry has developed a highly sophisticated marketing ability. It’s a gigantic marketing machine connecting worldwide. According to this research, four elements mentioned above are important for making a successful animation industry. A successful animation industry could not be made without them. This research finds out the American digital animation industry has made these four elements working together and there are also deeply interconnection within each other. Finally, the research will provide a successful model of developing digital animation industry for Taiwan.
Teng, Ya-Wen, et 鄧雅文. « Co-opetition analysis in digital publishing industry ». Thesis, 2009. http://ndltd.ncl.edu.tw/handle/03889536157506937022.
Texte intégral國立政治大學
科技管理研究所
97
Digital content, including digital publishing and archives, is one of the stars in "Two Trillion Twin Stars” industries. Development of digital content industry is in significance of knowledge-based economy. Although government has promoted for more than a decade, the market potential of digital content was unclear and industry players were cautious until the success of Amazon’s “Kindle”. In 2007, Amazon Bookstore launched the revolutionary eBook reader “Kindle” by creating a new business model that brings contents, services, and transmission together. The success of Kindle not only arouses attention from other market players but also proved the feasibility of e-reader products. Under the impact of digitization, the value chain and structure of publishing industry has transformed due to the emergence of large amount of digital content. Content Providers, such as traditional publishers, have experienced much pressure from the digital transition. In addition, new players such as Information Technology & Communication and IT hardware manufacturers have become involved into the industry. The publishing industry in Taiwan has a growing vitality and solid scientific and technological strength, which makes it an ideal environment for the development of digital publishing industry. However, since the business model is not mature and no killer application has emerged yet, the alliances between different parties and interactions of upstream and downstream become key factors of future development of Taiwan’s digital content industry. The core issue of the study is the interaction between key players in digital publishing industry and their evolution status. This study uses Co-Opetition Theory (Brandenburgeran & Nalebuff, 1996) as theoretical framework and analyzes five dimensions of Taiwan’s digital publishing industry. Additionally, Experience Economy Theory (Pine & Gilmore, 1998) is used as reference to forecast the trend of the industry. The purpose of this research is to analyze the layout strategy and dynamic inter-relationship of digital publishing firms by utilizing literature analysis, case study, and deeply interviews. Conclusions of this study can be summarized as following: 1. The value chain of digital publishing has been shortened and the role of market players and their business division have been redefined. For Instance, new players such as Ebook readers’ manufactures and ITC companies are emerging in digital publishing industry, and the influences of integrators and sales channel have been greatly arisen. Therefore, content providers are suggested to take “dual track” strategy to cope with incoming transition pressure. 2. In terms of current situation, the cross-industry alliances are mainly based on complementary resources. To best describe the complex interaction in the digital industry, The complex interaction of the digital industry can be generally described in one sentence, “Cooperation is to create value, while competition is to grasp the value.” 3. The results of technology integration have broadened the scope of digital publishing industry, and "Participants" and "added-value" are elements that can be used to change the competition posture. 4. Digital publication will keep evolving according to their content type, and the trend is toward to make it the complementary goods of paper publications. Moreover, by integrating digital and physical publication, digital publishing industry can be predicted to evolve toward experience economy.
張志維. « A STRATEGIC ANALYSIS OF DIGITAL CONTENT INDUSTRY ». Thesis, 2002. http://ndltd.ncl.edu.tw/handle/nnq58y.
Texte intégral國立臺灣大學
國際企業學研究所
90
Abstract GRADUATE INSTITUTE OF INTERNATIONAL BUSINESS NATIONAL TAIWAN UNIVERSITY NAME : CHIH-WEI CHANG ADVISOR: MING-JE TANG A STRATEGIC ANALYSIS OF DIGITAL CONTENT INDUSTRY Emerging industries are always fascinating, there are abundance of difficulties and challenges, and also full of dream and promise. Some of the emerging industries are booming, some of them are seeking to survive relentlessly, and the others are abortive. Fortune could be one of the reasons to prosper, forehandedness could be another, and with unique advantage could be other avenues to success. In order to explore the bottlenecks and key successful factors of emerging industries, this research takes the “Digital Content Industry” as example to analyze and summarize common strategic issues in emerging industries. One of the reasons why this research prefers Digital Content Industry is because the Ministry of Economic Affairs identified it to be one of the “Strategic Industries” at the end of 2001. Besides, the Digital Content Industry is also fit in all emerging industry criteria. This research will make use of Digital Content Industry to analyze the characteristics and trends in emerging industry, then tries to make recommendations to overcome major bottlenecks and guide all firms in the digital content industry to reach better market position. At the end, this research summaries emerging industry related strategy management theories and tools to be employed in the Digital Content Industry.
Chang, Shao-Ning, et 張紹寧. « Digital Signage Industry Analysis and Case Study ». Thesis, 2018. http://ndltd.ncl.edu.tw/handle/273zfj.
Texte intégralYen, Meng-Hsien, et 顏孟賢. « Critical Development Factors in Taiwan Digital Content Industry-Based on Digital Game ». Thesis, 2012. http://ndltd.ncl.edu.tw/handle/83180296501655153151.
Texte intégral國立交通大學
科技管理研究所
100
The purpose of this study is to explore the critical development factors of Taiwan’s digital content industry. Based on digital game, the study analyses the industry in macro-perspective. Digital content industry is viewed as the most important goals of national development around the world, especially in Asia. However, the lack of understandings toward the industry, and the incorrect cognition to the conditions and resources of the nation, become the obstacles of industrial development. The study analyses the digital game industry with “diamond model” proposed by Michael Porter in 1990. Fuzzy AHP and expert opinions investigating are both adopted as research methods in this study to evaluate the weights of the factors influencing the development of the digital game industry. The results portray that “demand conditions” is the most important factor, and “firm strategy, structure, rivalry” is the second priority. “Government” is eventually viewed as the most insignificant factor. Further, “pull through effects of related industries,” “market size,” “diffusion effects of values,” “emerging business models,” and “maturity of laws and regulations” are the top five sub-factors. “Natural resources” is portrayed as the most insignificant factors of all. The results of benchmarking focusing on the top five sub-factors are as follows: 1.Pull through effects of related industries: to search the materials worldwide, and to make use of movies and music local produced as materials. 2.Market size: position the target market as global arrangement. 3.Diffusion effects of values: establish subsidies worldwide and gain abroad acceptance through related industries’ operating around the world. 4.Emerging business models: develop apps and SNSs, and to focus on self-made games. 5.Maturity of laws and regulations: enact the laws of intellectual property, virtual assets, and protection of hostile merges.
Chang, Yi-Cheng, et 張益誠. « Business Model of Digital Publishing Industry of Taiwan ». Thesis, 2014. http://ndltd.ncl.edu.tw/handle/45289425325601986168.
Texte intégral南華大學
文化創意事業管理學系
102
Dissemination of information carriers experienced wild beast bones, bamboo slips to paper forms for thousands of years until the rise of Internet changing the form of human cognition for propagation. Internet provides a far better information and knowledge transfer carrier breaking the time and space limits. Due to the application of Internet technology, the rise of Internet novel is changing the shape of the industry. How to develop a profit-making model becomes a key issue for authors and publishers. In this study, on secondary data analysis and data mining. the kind of business model and its constituent elements and its concepts based , the difference between internet and pre-internet profit models were explored and possible business model were proposed for the Digital Publishing industry. Finally, for the following research findings 1. The consumption patterns between model digital publications and traditional publishing and different 2. Different members of the value chain of digital publishing industry and the traditional publishing industry 3. When you create a business model of digital publishing industry for Logical concept should be oriented toward services and information industry
Ribeiro, Daniel de Sousa. « Resilience in Industry 4.0 Digital Infraestructures and Platforms ». Dissertação, 2021. https://hdl.handle.net/10216/135134.
Texte intégralWe live in a world where companies are shifting toward the industry 4.0 paradigm. One of the pillars of Industry 4.0 (i4.0) is the digitalization of physical assets and manufacturing and business processes towards the Cyber-Physical Production Systems concept (CPPSs). CPPSs are distinguished by highly versatile production processes capable of adapting to the current market conditions and manufacturing a wide range of small-batch items. As a result of modern applications of cyber-physical production systems, modified frameworks, and more complex IT infrastructures, new types of disruption events may occur. In the case of process disruption, actions must be taken in a short time to minimize the impact on production systems. Hence, companies that adhere to i4.0 enabling technologies must protect themselves against these unexpected problems by introducing disruption management solutions. This dissertation introduces a simulation-based methodology capable of evaluating the impacts of disruption events and finding suitable response actions to increase resilience in Cyber-Physical Production Systems processes.
Lin, I.-Jou, et 林依柔. « Digital marketing strategy for for home improvement industry ». Thesis, 2019. http://ndltd.ncl.edu.tw/handle/474znx.
Texte intégralChuang, Hao-Jan, et 莊皓然. « Dynamic Competitive Analysis of Global Digital PCM Industry ». Thesis, 2015. http://ndltd.ncl.edu.tw/handle/81951398754674083432.
Texte intégral中華大學
企業管理學系碩士班
103
Global enterprises are considering of delivering efforts to the environment due to the awaking of environmental awareness, the gradual shortage of the resources and after the Kyoto Protocol eas singed in 2005. Hence multifunction digital copy machine gradually replaces monofunctional and bifunctional ones. One machine with multifunction has been being a mainstream in the market nowadays. The need of middle-hight speed multifunction copy machine has been boomed due to its powerful function of coordinating and processing the document. It is suitable for any kind of working places, and as well as the functions are expanded following clients’ needs. It is not only eco-friendly but also capable of efficient usage of the resources. This research will to dynamic competition model, to competitors image for based, take global Qian four manufacturing digital copier manufacturers as empirical research object, and to (Chen,1996) by proposed of market Commons and the resources similar sex of analysis method, development analysis dynamic competition mode, and construction out dynamic competition mode and the manufacturers competitors image, to understanding manufacturers between of reality, this research can through dynamic competition of analysis results, expects can intends out digital copier industry manufacturers between of best competition strategy, and providing reference digital copier industry operators as to the future direction of the industry and enhance the competitiveness.
Hsu, Su-Mei, et 許素梅. « To Explore Consumption Patterns of Digital Content Industry ». Thesis, 2013. http://ndltd.ncl.edu.tw/handle/01277080302742071705.
Texte intégral大仁科技大學
文化創意產業研究所
101
Our consumption habits of daily lives have changed since the fast wireless network, the portable mobile carriers, the smart phones, the tablet PCs, and notebooks are extrememly easy to obtain in every family. These modern inventions also violently subvert the traditional path of the community patterns and consumption patterns. The network services of digital content industry will develop with portable mobile carriers and drive continuous innovation around the application content industry. This study probes the digital content industry network services through digital technology products mobile carrier to explore the consumer behaviors of technology product groups users. Research and discussion about the impact of consumer personality traits, lifestyle, access patterns and consumption patterns are a lot; however, less research is about wireless network and mobile carrier embedding context of the living environment. Therefore, this study aims to explore the impact of the life in today's digital backdrop, the consumer personality traits, the lifestyle, the using a virtual path on consumer spending patterns. The results shows that mobile carrier has been embedded in the daily lives of consumers, and becomes an integral part.Digital content industry companies and factory owners should take advantages of mobile carrier communication patterns and pathways,and view them as a new platform to communicate with consumers. Since the objective conditions, convenience sample are used in this study. The sampling areas are limited to Kaohsiung, Pingtung and southern regions. The research is still unable to perform a more detailed sampling plan. Therefore,future research could be incorporated into other sample populations to increase research fineness. Under the condition of the wireless network and the popularization of virtual consumer spending environment, future study could also try to adopt different ethnic groups, such as marriage, family members, place of residence, etc..It could also do more in-depth and detailed comparison and discussion not only in the consumer flow of information and communication but also in consumer interface and interaction.
Huang, Tsung-chieh, et 黃宗杰. « Case Study--The Entrepreneurship of Digital Content Industry ». Thesis, 2006. http://ndltd.ncl.edu.tw/handle/48524152624257876783.
Texte intégral國立中山大學
資訊管理學系研究所
94
With the vigorous development of digital content, many countries have been enthusiastically planning on it in order to gain the munificent margin and immense output value from this new industry. In Taiwan, the Executive Yuan of the Republic of China has approved the plan of “Challenge 2008 ─Council for Economic Planning and Development” on the date of May 31st, 2002. Digital Content is one of the main industries to be developed in the “Two-Trillion, Two Star” project of the “Challenge 2008” plan. The “Digital Content Institute” is also in the plan to cultivate digital content professionals in the areas of information, multimedia, arts and etc. Digital Publishing and Archives (digital publishing, digital archives, digital databases) are the core industries of digital content. The digital publishing and archives industry in Taiwan is in the presence of development, from OEMs by projects in the past to the present multi-dimension developments like multi-media creation, national and international magazines and journals authorization, digital archives value-added and productions. Therefore; it will be a very important mile stone for the digital publishing and archives industry development in the next decay in Taiwan. This research adopted case study methodology, and the cases are the three most popular digital publishing and archives companies in Taiwan -- Lee and Lee Communications (digital archives), Airiti Inc.( digital databases), and Bright Ideas Design Co.( multimedia publishing). This research is to study the core elements of start-up businesses, and review their start-up histories, enterprise operations and strategies, enterprise focuses and the core values of enterprises by the references of national and international research documents and industry information analysis. The impacts and key elements of the start-ups by entrepreneurship and management styles are also observed in this study. The information collected and the interview content is compared with the documentation records, and the search result is concluded at the end. The conclusions of this study for the entrepreneurs in this industry are listed as follow: 1. The market scale is too small and narrow. Therefore, aggressively expanding international market is necessary. 2. Due to training difficulty for professional designers, employing professionals from overseas for short term could be considered. 3. Marketing is equivalent to profit. Marketing ability should be enhanced, and promote products to client sides. 4. To solve the problem of bad management efficiency, changing management styles and studying can both improve. 5. Valuing copyright. Creating brand is the path for operating businesses in long term.
白建仁. « The Business Model of Digital Image Service Industry ». Thesis, 2015. http://ndltd.ncl.edu.tw/handle/19457185282934355453.
Texte intégralSantos, Leonor Abrantes. « Starbucks’ digital strategy pays off as industry evolves ». Master's thesis, 2020. http://hdl.handle.net/10362/105703.
Texte intégralZarrabi, Pooria. « A novel digital framework for the construction industry ». Master's thesis, 2018. http://hdl.handle.net/10400.8/3319.
Texte intégralRibeiro, Daniel de Sousa. « Resilience in Industry 4.0 Digital Infraestructures and Platforms ». Master's thesis, 2021. https://hdl.handle.net/10216/135134.
Texte intégralWe live in a world where companies are shifting toward the industry 4.0 paradigm. One of the pillars of Industry 4.0 (i4.0) is the digitalization of physical assets and manufacturing and business processes towards the Cyber-Physical Production Systems concept (CPPSs). CPPSs are distinguished by highly versatile production processes capable of adapting to the current market conditions and manufacturing a wide range of small-batch items. As a result of modern applications of cyber-physical production systems, modified frameworks, and more complex IT infrastructures, new types of disruption events may occur. In the case of process disruption, actions must be taken in a short time to minimize the impact on production systems. Hence, companies that adhere to i4.0 enabling technologies must protect themselves against these unexpected problems by introducing disruption management solutions. This dissertation introduces a simulation-based methodology capable of evaluating the impacts of disruption events and finding suitable response actions to increase resilience in Cyber-Physical Production Systems processes.