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1

Sipinen, Anders. "Social discovery and information sharing in sport climbing." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21536.

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In this report i examine current practices of knowledge sharing in the climbing community. Through the use of co-design methods ideas are developed and brought out by the community. The role of the interaction designer becomes the enabler for the community to create a participatory design of a system supporting information creation and knowledge sharing in the context of exploration. The aim is to use established interaction design research methods to examine the activity and with the practitioners from the community explore what role technology can play in enhancing the experience for information sharing between individuals and groups.In order to find an answer to the thesis central research about the role co-design can play in engaging a non-designers in this diverse community to design of an interactive service, practitioners from the community is engaged through a co-design workshops and discussions. This collaborative methodology is applied and used from the initial ideation phase all the way to the exploration phase and into the last design formation stage. By using the creativity of the community through the entire process, the result is not only grounded in theory but also in the expectations and specific activities of its intended users. Another reason for engaging the community when researching is attempting to involve and build on the individual’s unique perspectives that comes from each participant's specific experiences.The information is explored in relation to current technologies and practice and how it can be applied to the main activity to better achieve the community's or participants goals. Using methods of research through design to perform technological exploration ideas are evaluated by constructing prototypes that can be used to introduce technology to the participants and test concepts. Outcome and documentation is evaluated to examine the overall experience and identify desired results. The final result is a prototype of an interactive system called T​he Circuit Tool t​hat supports the exploration of a new form of curated information produced by individuals or groups of climbers to share within the community.
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Nilsson, Andreas. "Sport informatics : exploring IT support for spectators at sporting events /." Göteborg : Dept. of Informatics, Göteborg University, 2005. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=014734930&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Bergström, Amanda. "Imagining Future Technology of the Horse Industry and Equestrian Sports." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258418.

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Equestrian sports are amongst the largest sports and leisure activities in Sweden. One of the major reasons for engaging with horses is the bond to the horse. Just recently technology has found its way into the horse industry which otherwise is a very traditional sport. This paper explores possible consequences technology may have in the future in the environment around horses and on the horse-rider relationship. The exploration was done by combining auto-ethnographic research and a co-speculation workshop. The ideas that were gathered were then the starting point for the creation of a design fiction, in which the ideas were developed and explored. The design fiction also serves as an approachable way of mediating the consequences of technology to the equestrian community. The imagined technology for equestrian sports had both positive and negative impact on the sport and the relationship between horse and human.
Ridsporten är en av Sveriges mest populära idrotter. En av de viktigaste anledningarna till att hålla på med hästar är relationen till hästen, enligt dess utövare. Nyligen har tekniken hittat in i ridsporten, som annars är en mycket traditionell sport, i form av sensorteknik, träningsappar och videoövervakning. Trots ridsportens utbredning, är tekniken eftersatt i förhållande till andra idrotter. Detta arbete utforskar, analyserar och diskuterar möjliga konsekvenser som tekniken kan medföra i framtiden i miljön kring hästar, i ridsporten och på relationen mellan häst och ryttare. Studien utfördes genom att kombinera etnografiska metoder och en spekulativ workshop ihop med ryttare. Idéerna från dessa blev utgångspunkten för skapandet av en fiktiv tidning, i vilken idéerna vidareutvecklades och utforskades i sitt sammanhang. Den fiktiva tidningen fungerar även som ett sätt att förmedla studien och dess resultat till ridsportens utövare. Teknikens frammarsch i ridsporten kan tänkas ha både positiv och negativ inverkan på sporten och relationen mellan häst och ryttare.
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4

Vagnetti, John M. "The utilization of technology in the sports information departments in three divisions of the National Collegiate Athletic Association." [Johnson City, Tenn. : East Tennessee State University], 2000. http://etd-submit.etsu.edu/etd/theses/available/etd-0402100-220651/restricted/VagnettiMY1.pdf.

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5

Lundmark, Erik. "Organisational Adoption of Innovations : Management Practices and IT." Licentiate thesis, Linköping University, Linköping University, Department of Management and Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11537.

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This thesis describes effects of use and reasons for using three different organisational innovations: ISO 9000, Information and Communication Technologies (ICT) and an administrative tool (the YAF-module) in the Swedish Sports Confederation’s system Swedish Sports Online. This is done through three separate studies. The first study is directed at Swedish Small and Medium Sized Enterprises (SME) and the two following studies are directed at Swedish sport associations. The thesis contains three separate essays presenting the studies and an introductory part where the studies are compared.

In the introductory part of the thesis the interaction patterns between organisation and innovation are compared and discussed. I discuss the level of effort put into the decision and implementation processes, and how this is related to the satisfaction with the innovations. The patterns that emerged are quite different in the three studies. Understanding these different interaction patterns between organisation and innovation is a step away from a beneficial/ detrimental dichotomy of innovations.

The decision and implementation processes differ between the three studies regarding what parts of the organisations were involved. In the first study we saw top down decision and implementation processes, whereas in the second study we saw bottom or middle up processes. In the third study the decision and implementation was much narrower in scope, often involving only one person. I also describe how all perspectives (efficient choice, forced selection, fad and fashion perspective) suggested by Abrahamson (1991), bear some grain of truth for the adoption of ISO 9000 by SMEs and adoption of ICT by sport associations, whereas imitation (the fad and fashion perspectives) is less important in the adoption of the YAF-module. Furthermore, I discuss the parallels between human and organisational decisionmaking.

Summary of the first essay – The aim of the first study is to investigate the effects of quality management in accordance with the ISO 9000 as viewed by both quality managers and other managers. We also consider the way companies carried out the recertification process to ISO 9001:2000 and what consequences different approaches brought. The study is based on Swedish SMEs with an ISO 9000:1994 who had recertified according to the ISO 9001:2000 standard. The strongest, most obvious and most valued effects of the ISO 9000 standard are clearer and more apparent working procedures and responsibilities. The most apparent problem is bureaucracy, which according to some managers can lead to reduced flexibility. The effects of the certification vary depending on how the certification project is conducted and how consultants are used.

Summary of the second essay – This essay presents a descriptive study of the use of information and communication technology (ICT) and the change in communication patterns in Swedish sport associations over the period 1994 to 2003. The change is discussed in light of Internet and broadband diffusion. Results show that new channels for communication have been adopted, primarily Web sites and e-mail, but few established channels have been dropped. While there are associations that save time and money and increase the spirit of community using ICT, many organisations experience the increased number of communication channels as a burden since maintaining them takes extra resources but the benefits are not always easy to detect or measure. Certain characteristics common among non profit organisations (NPOs) as well as Internet and broadband access have influenced the development of ICT use.

Summary of the third essay – This essay presents a new model for analysing adoption of discretionary, public information systems (PIS) with digital use patterns (such as use or non-use, as opposed to frequency of use, or degree of engaged or compliant use). The model is based on Rogers’ innovation diffusion theory (IDT) and Nilsson’s user centred access model (UCAM). The model is an alternative to the general technology acceptance model (TAM). The AKAM-Model identifies six prerequisites for use and four management approaches and describes how these are related. To illustrate its applicability, the AKAM-Model is used to analyse the adoption of a specific module, the YAF-module, in the Swedish Sports Confederation’s (SSC) system Swedish Sports Online. We present empirical results that indicate the frequency and importance of the barriers and driving forces as experienced by the YAF-module users and the potential YAF-module users.


Denna avhandling beskriver effekterna av, och skälen för, användning av tre organisatoriska innovationer: ISO 9000, informations- och kommunikationsteknologi (ICT) och en administrativ modul (LOK-stödsmodulen) i Riksidrottsförbundets system Svenskidrott Online. Avhandlingen presenterar tre olika studier samt en kappa där studierna diskuteras och jämförs. Den första riktar sig mot svenska små och medelstora företag, och de två följande studierna riktar sig mot svenska

idrottsföreningar.

I den inledande delen av avhandlingen diskuterar jag interaktionsmönstren mellan organisation och innovation och jämför mellan de olika studierna. Jag diskuterar hur mycket kraft som läggs på besluts- och implementeringsprocessen, och hur detta är relaterat till nöjdheten med innovationen. Mönstren som framträder är olika mellan de tre studierna. Att förstå dessa interaktionsmönster är ett steg bort från dikotomin förbättring/försämring rörande innovationer.

Besluts- och implementeringsprocesserna skiljer sig också mellan studierna avseende vilka delar av organisationen som är inblandade. Den första studien handlar om ”topdown” processer medan den andra studien handlar om ”bottom-up” eller ”mitten-upp”- processer. I den tredje studien var besluts- och implementeringsprocesserna betydligt mindre omfattande, ofta var endast en person inblandad. Jag beskriver också hur alla, av Abrahamson (1991) föreslagna perspektiven (efficient choice, forced selection, fad and fashion-perspektiven) har ett korn av sanning för adoption av ISO 9000 och för adoption av ICT medan imitation (fad and fashion-perspektiven) är mindre viktigt för adoption av LOK-stödsmodulen. Utöver detta diskuterar jag också tänkbara paralleller mellan individuellt och organisatoriskt beslutsfattande.

Sammanfattning av den första studien – Syftet med studien är att undersöka effekterna av kvalitetsledning i enlighet med ISO 9000, som de upplevs av både kvalitetschefer och andra chefer. Vi beaktar också hur företagen genomför omcertifieringsprocessen till ISO 9001:2000 och vilka konsekvenser olika genomföranden fick. Studien fokuserar på svenska små och medelstora företag med ett ISO 9000:1994 certifikat som senare omcertifierat sig enligt ISO 9001:2000. De starkaste, tydligaste och högst värderade effekterna av ISO 9000 är tydligheten i arbetssätt och ansvarsfördelning. Det största problemet är byråkrati som kan leda till minskad flexibilitet. Effekterna av certifiering varierar beroende på hur certifieringsprojektet genomfördes och hur konsulter används.

Sammanfattning av den andra studien – Denna studie är deskriptiv och fokuserar på hur ICT används och hur kommunikationsmönstren förändrats i svenska idrottsföreningar under perioden 1994 till 2003. Förändringen diskuteras i ljuset av utbredningen av Internet och bredbandsuppkoppling. Resultaten visar att idrottsföreningarna har börjat använda nya kommunikationskanaler, främst hemsida och epost, men ofta inte slutat använda traditionella kanaler. Det finns föreningar som har sparat både tid och pengar samt ökat gemenskapen genom att använda ICT. Många föreningar upplever dock de nya kanalerna som en börda, i de fall de inte slutat använda några traditionella kanaler. Vissa faktorer utmärkande för ideella organisationer och vissa faktorer utmärkande för Internet- och bredbandstillgång har påverkat ICT-användningen.

Sammanfattning av den tredje studien – I denna studie utvecklas en ny modell (AKAM-modellen) för att analysera adoption av valfria, publika informationssystem (PIS) med digitala användningsmönster (d.v.s. användning eller ingen användning till skillnad från grad av användning). Modellen baseras på Rogers innovations- och diffusionsteori (IDT) och Nilssons användarcentrerade tillgångsmodell (UCAM). Modellen är ett alternativ till teknologiacceptansmodellen (TAM). AKAM-modellen baseras på sex förutsättningar för användning och fyra sätt att hantera PIS samt beskriver hur dessa är relaterade till varandra. För att illustrera tillämpbarheten av AKAM-modellen, använder vi den för att analysera adoptionen av LOK-stödsmodulen i Riksidrottsförbundets system Svenskidrott Online. Vi presenterar empiriska resultat som ger en indikation om hur vanliga och hur viktiga olika barriärer och drivkrafter är, för användare och potentiella användare av LOK-stödsmodulen.


Report code: LIU-TEK-LIC-2008:10.
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6

inh, Quang Vinh Quang. "Efficiency, investment and bank lending in transition and emerging economies." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/4523.

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This thesis studies the economic development in transition and emerging economies with focus on three particular economic issues: production efficiency, physical investment rate and bank lending under bank ownership perspective. The thesis chooses to study transition and emerging economies because they have undergone many important reform processes that may be thought of as experiments of different policy choices which lead to different economic outcomes. The thesis contributes to the literature in several ways. First, it adds to the literature on institutional economics and transition economies by confirming the significant role of institutional quality for efficiency and investment in a panel of transition economies. Better institutions are associated with higher efficiency levels and investment rates in transition economies. Given that investment is one of the key determinants of growth this means good institutions are important for growth in transition economies. Second, the thesis finds that banks of different ownership respond in remarkably different ways to monetary policies, which has important implication for the transmission and effectiveness of monetary policy. It also finds an asymmetric effect of monetary policy on bank lending with regard to the monetary conditions: in easy regime bank lending may not be affected my monetary tightening. This result calls for duly consideration of the ownership structure of the banking system when monetary policy and its effect on credit are studied. In summary, the thesis highlights the importance of institutional settings for economic development in transition and emerging economies.
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Larsson, Marcus. "Enhancing the Value Proposition of Live Esports Consumption with AI Technology." Thesis, KTH, Industriell Marknadsföring och Entreprenörskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230115.

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When a company includes a new technology or innovation into their value proposition, customers may perceive it as an enhancement or deterioration. This phenomenon was explored in this study with a case study of a present case in the esports industry. Research have shown that AI (Artificial Intelligence) technology can be used to predict which team is going to win in a match in the esports game DotA 2. A prototype AI called Znipe Sense was developed and analyzed during this study to answer the question: How can a predictive AI affect the value proposition of live esports consumption? Znipe Sense was included into Znipe Esports’ value proposition during a tournament in February 2018. It was observed that Znipe Sense could predict outcomes of professional matches with a higher accuracy than human experts. The observations of Znipe Sense, an interview with experienced players, interviews with business professionals and internal company documents were used as empirical material for the analysis. How Znipe Sense affected the value proposition was analyzed through the factors: Performance, Ease-of-use, Reliability, Flexibility and Affectivity, also known as the PERFA framework. It was concluded that a predictive AI can enhance the value proposition of live esports consumption through the Performance and Ease-of-use factors, and it would not affect the value proposition through Reliability or Flexibility. However, in the analysis of the Affectivity factor it was identified that there is a risk related to negative effects of gambling addiction that could deteriorate the value proposition.
När ett företag inkluderar en ny teknik eller innovation i sitt värdeerbjudande kan kunderna uppleva det som en förbättring eller försämring. Detta fenomen undersöktes i denna studie med en fallstudie av ett aktuellt fall i esportsindustrin. Forskning har visat att AI (Artificiell Intelligens) teknik kan användas för att förutsäga vilket lag som kommer att vinna i en match i esports spelet DotA 2. En AI prototyp, Znipe Sense, utvecklades och analyserades under denna studie för att svara på frågan: Hur kan ett prediktivt AI påverka värdeerbjudandet av live esports konsumtion? Znipe Sense inkluderades i Znipe Esports värdeerbjudande under en turnering i februari 2018. Det observerades att Znipe Sense var bättre än mänskliga experter på att förutse det vinnande laget i professionella matcher. Observationerna av Znipe Sense, en intervju med erfarna spelare, intervjuer med affärsfolk och interna företagsdokument användes som empiriskt material. Hur Znipe Sense påverkade värdeerbjudandet analyserades genom faktorerna: ”Performance”, ”Ease-of-use”, ”Reliability”, ”Flexibility” och ”Affectivity”, även känt som PERFA-ramverket. Slutsatsen visar på att ett prediktivt AI kan öka värdeerbjudandet av live esports konsumtion genom Performance och Ease- of-use faktorerna, och att värdeerbjudandet inte skulle påverkas genom Reliability och Flexibility. I analysen av Affectivity-faktorn identifierades emellertid att det finns en risk i relaterat till negativa effekter av spelberoende som kan försämra värdeerbjudandet.
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Bitilis, Pavlos. "Electronic Performance And Tracking Systems (EPTS) : Perceptions, Benefits and Challenges of Professional Football Athletes and Training Staff." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106888.

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Personal Informatics (PI) are information systems that allow people to process activities with the usage of information technology, aiming to produce informational products (data) either for themselves or for others. Technologies that enable PI are becoming increasingly popular, assisting people in collecting personally relevant information about their body and their behaviour. In sports industry nowadays, a great variety of PI wearable tools offer support to athletes and training staff to improve their performance. An example of such tool is the Electronic Performance and Tracking Systems (EPTS), which are a combination of hardware and software that facilitates the collection, storage, analysis and management of professional athletes’ fitness and health data. Although significant and broadly used, EPTS have not yet received much attention from researchers and, thus, understudied. Therefore, the master’s thesis explores the perceptions of professional football athletes and training staff regarding the use of EPTS in their everyday training and work. Furthermore, the master’s thesis research explores the benefits and challenges that professional football athletes and training staff experience when using EPTS in their everyday training and work. The master’s thesis study adopts the interpretive paradigm and qualitative ethnographic approach. The research data was collectedthrough direct observations in the field and semi-structured interviews from Greek professional football athletes and Greek training staff that use wearable EPTS in their everyday training and work and was analysed thematically. A theoretical framework, which is built upon relevant literature from the informatics field and along with the theory of sensemaking, is used to understand, interpret and discuss the research findings. The research outcome of the master’s thesis shows that communication is at the core of EPTS enabling football players and training staff to improve individual and team performance. Organizing of every day starts and ends with EPTS analysis and evaluation and better organized and daily evaluated football methodology appears as key benefit for the club. Coaches and trainers are now more data driven and accurate and analysts and trainers that conduct analysisof the data provided by EPTS are new members of the training staff. Evidence provided by EPTS build trust between staff and players and in the training staff. Visualization tools for presenting insights need to be further improved with the addition of in-field monitors and 3D presentations. Furthermore, it is important for training staff members to have ethical and consistent strategy on how data derived from EPTS are used on how data are communicated.  The research complements previous research on personal informatics and adjusts them to elite team sport context and adds to the theory of sensemaking regarding how users make sense of PI tools that are related with their everyday routines at work. In addition, it offers football training staff members a model for efficient use of EPTS technology into the everyday football practices and a model of sustainable use aiming the overall improvement of team performance.
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Carlsson, Teodor, Linnea Gunnarsson, Sebastian Lindgren, and Maria Lindqvist. "Mobile Application for Informative Communication During Sports Events." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353735.

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The student sports event Studentiaden is a yearly occurring event arranged by Swedish University Sports Federation (Sveriges Akademiska Idrottsförbund) in collaboration with local student sports associations. During Studentiaden approximately 500 to 1000 students participate every year from all across Sweden. The size of the sports event makes it difficult to reach out to all competitors and visitors. In this project, a mobile application was developed to allow faster communication from the organizers to the competitors and visitors with the use of push notifications. The application consists of relevant information regarding the event, such as schedules, results and contact information. A stress test with 1500 connections simultaneously was made which the application passed. Another test run on the mobile application was the navigation time to different pages in the application. The results attained from all tests where successful. The application was never published due to expected long waiting times for registration at Google Play and App store. However the application as it was provided an alternative means to transfer information to participants and visitors from the arrangers at Studentiaden.
Studentsporteventet Studentiaden arrangeras årligen av Sveriges Akademiska Idrottsförbund i samarbete med lokala studentidrottsföreningar. I eventet deltar 500-1000 studenter från hela landet. Storleken på evenemanget gör det svårt att nå ut med ny information till alla deltagare och besökande på kort tid. Vi har tagit fram en mobilapplikation för att tillåta snabbare kommunikation från arrangörer till deltagare och besökande genom push notiser. Utöver detta innehåller också applikationen annan nödvändig information om eventet. Applikationen klarade av stresstest med 1500 uppkopplingar samtidigt. Utöver detta så testades också navigeringstid till olika sidor inom applikationen. Resultaten som erhölls i de olika testerna visade godkända resultat för ändamålet. Applikationen publicerades inte på grund av förväntade långa kötider för registrering på Google Play och App Store. Däremot visade sig applikationen vara ett alternativ till att förmedla information till deltagare och publik under Studentiaden.
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Segerståhl, K. (Katarina). "Cross-platform functionality in practice:exploring the influence of system composition on user experiences of personal exercise monitoring." Doctoral thesis, Oulun yliopisto, 2011. http://urn.fi/urn:isbn:9789514297274.

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Abstract Cross-platform configurations—systems and services employing multiple devices and applications in concert—increasingly penetrate a variety of personal and recreational domains, such as entertainment, photography and physical exercise. Supporting regular physical exercise is important in reducing health threats such as obesity and heart disease. Many personal exercise monitoring solutions employ a cross-platform configuration. This work is positioned at the intersection of two streams of research: 1) cross-platform systems and 2) technology-mediated physical exercise. The key question is: How does composition—the manner by which roles, functionality and content are allocated across system components—influence use and user experience. This thesis investigates how composition works and functionality and content may be allocated efficiently. This work takes on a qualitative case study approach, featuring a heart rate monitoring system comprising a wearable heart rate monitor and a web service. The findings reveal that the composition of cross-platform systems essentially influences user experiences. Cross-platform systems may support different ways of carrying out activities through role-based and modular organization of components. Complementary allocation of functionality may reduce the complexity on individual devices and increase components’ fit for purpose. Several challenges in combinatorial use, such as the limited functionality of specific devices or the redundancy of functionality, could be overcome by strategic allocation. Despite the challenges, cross-platform systems may effectively support cross-contextual activities. In exercise monitoring, the role of the interactive mobile device was particularly central for motivation, learning and controlling target behavior. Conventional exercise diaries or non-interactive solutions based on sensors may benefit from the inclusion of “runtime” interactivity. This study identifies composition as a designable characteristic of cross-platform systems constituted by structure of roles, distribution of functionality and content and functional modularity. This conceptualization proposes new directions for the study and design of cross-platform systems. The thesis discusses ways to allocate roles effectively. It also suggests guidelines for cross-platform composition
Tiivistelmä Tämä työ käsittelee monikanavaisia järjestelmiä, jotka muodostuvat useiden eri päätelaitteiden ja sovellusten yhdistelmistä. Kuluttajasektorilla ne ovat yleistyneet esimerkiksi viihteessä, valokuvauksessa ja liikkumisen tukena. Säännöllisen liikunnan tukeminen on keskeistä muun muassa ylipainon sekä sydän- ja verisuonisairauksien ehkäisyssä. Suuri osa liikuntaa tukevista ratkaisuista yhdistelee useita eri teknologioita ja sovelluksia. Tämä työ asemoituu kahden tutkimusalueen risteykseen: 1) monikanavaiset järjestelmät ja 2) teknologia liikunnan tukena. Tutkimuksen perimmäisenä tarkoituksena on edistää monikanavaisten järjestelmien tilannelähtöistä suunnittelua. Keskeinen kysymys on, kuinka järjestelmän toiminnallisuudet ja sisältö voidaan tehokkaasti jakaa eri osasovellusten, kuten mobiilisovelluksen ja verkkopalvelun kesken. Tässä työssä kyseistä allokaation problematiikkaa tarkastellaan laadullisen tapaustutkimuksen keinoin. Tutkimuksessa perehdytään sykemittarin ja verkkopalvelun muodostaman esimerkkijärjestelmän toimintaan keskittyen loppukäyttäjien kokemuksiin. Tutkimus osoittaa, että monikanavaisen järjestelmän kompositio määrittää keskeisesti käyttäjäkokemusta ja järjestelmän tuomaa lisäarvoa käyttäjälle. Monikanavaiset järjestelmät voivat tehokkaasti tukea erilaisia käyttötapoja erikoistuneiden ja (tietyssä määrin) itsenäisten osasovellustensa kautta. Onnistuneella kompositiolla voidaan yksinkertaistaa laitteita ja palveluita sekä lisätä niiden soveltuvuutta käyttötarkoitukseensa. Monikanavaisten järjestelmien käyttöön liittyviä ongelmia, kuten sisältöjen päällekkäisyyttä ja rajoitteita osasovellusten toiminnallisuudessa, voidaan ratkoa strategisen allokaation keinoin. Tutkimus osoittaa, että liikunnan tukena sykemittari on keskeisessä roolissa motivoiden käyttäjiä ja tehostaen harjoittelua välittömän palautteen avulla. Liikunnan aikainen palaute on keskeistä, mikä tulisi huomioida urheilupäiväkirjoihin ja passiivisiin sensoreihin perustuvissa ratkaisuissa. Kompositio on monikanavaisten järjestelmien keskeinen piirre, johon voidaan vaikuttaa suunnittelussa roolien allokaatiolla, toiminnallisuuden ja sisällön jakamisella sekä osasovellusten itsenäisyyden asteella. Tämä tutkimus ohjaa monikanavaisten järjestelmien suunnittelua ja tutkimusta sekä esittää ohjenuoria tehokkaalle allokaatiolle
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Sarruge, Carina da Silva de Lara. "Compreensão da lógica do jogo na iniciação do voleibol : a contribuição das novas tecnologias /." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/153446.

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Outra
A prática do voleibol vem se expandindo no Brasil desde a década de 1980, sobretudo pelas vitórias internacionais das seleções feminina e masculina, sendo as principais responsáveis pelo aumento do número de praticantes. A modalidade se manifesta de várias formas na sociedade, em vários lugares e para múltiplas finalidades, por isso deve ser motivo de reflexão também na iniciação. Embora as tecnologias estejam presentes no contexto esportivo de modo geral e no voleibol, pouco se encontra sobre sua utilização no sentido de melhorar a compreensão da lógica tática do jogo pelos praticantes, pois a prevalência do uso está em oferecer dados e respostas prontas, especialmente aos treinadores ou professores. Sendo assim, essa pesquisa teve como objetivo elaborar, implementar e avaliar uma Unidade Didática de iniciação ao voleibol, baseada na compreensão da lógica tática do jogo, a partir de um diagnóstico das dificuldades de ensino percebidas por professores de voleibol do SESC São Paulo, utilizando recursos de filmagem e Tecnologias de Informação e Comunicação (TIC) para auxiliar no processo de ensino-aprendizagem. A presente pesquisa é de natureza qualitativa com referencial teórico na pesquisa-ação e foi organizada em três etapas: 1) Levantamento diagnóstico com professores de voleibol do SESC São Paulo; 2) Elaboração de uma Unidade Didática de Voleibol e 3) Implementação e avaliação da Unidade Didática. Os professores indicaram, por meio do questionário, que "observar a quadra adversária e passar a bola nos espaços vazios" são as maiores dificuldades dos alunos iniciantes. A partir desse diagnóstico, elaborou-se e implementou-se uma Unidade Didática com tais elementos táticos considerando-se as tendências atuais da Pedagogia do Esporte, a partir do uso do modelo Teaching Games for Understand (TGfU), assim como recursos de filmagens e outras TIC (celular, tablet, notebook, projetor, aplicativos, sites). Os principais resultados indicam que, de fato, as filmagens dos jogos dos alunos e a utilização das TIC, além de serem atrativas, foram notavelmente facilitadoras para o alcance do objetivo proposto. As gravações permitiram que os alunos identificassem quem conseguia olhar para a quadra adversária, assim como os espaços vazios e, dessa forma, concomitantemente com os momentos de conscientização tática proposta, puderam refletir, discutir e construir estratégias e soluções para os problemas táticos impostos. Tais condições favoreceram um ensino para a formação de praticantes que compreendem a lógica tática do jogo. Observou-se, no último jogo proposto, que 43% das disputas de pontos tiveram alunos jogando a bola com clara intenção e direcionamento para a quadra adversária, um aumento considerável quando comparado ao primeiro jogo filmado no início da Unidade Didática. Conclui-se que, apesar das dificuldades técnicas, o uso de filmagem e das TIC auxiliou na aquisição da capacidade de iniciantes no voleibol jogarem com intenções táticas.
The volleyball practice has been expanding in Brazil since the 1980s, mainly due to the international victories of the women's and men's teams, being mainly responsible for the increase in the number of practitioners. The modality manifests itself in many ways in society, in many places and for multiple purposes, so it is also a reason for reflection on the initiative. Despite being in a position to improve the understanding of the tactical logic of the game for practitioners, there is a prevalence of use in data and ready-answers, especially the coaches or teachers. Thus, the research aims to develop, implement and evaluate a didactic unit of volleyball initiation, a program of learning difficulties of teaching by volleyball teachers of SESC São Paulo, filming resources and Information and Communication Technologies (ICT) to assist in the teaching-learning process. A qualitative research present with theoretical reference in action research and organization in three stages: 1) Diagnostic survey with SESC São Paulo volleyball teachers; 2) Elaboration of a Didactic Unit of Volleyball and 3) Implementation and evaluation of the Didactic Unit. The teachers indicated through the questionnaire that "they observe an opponent's court and pass the ball in the empty spaces" are like greater difficulties of the beginning students. Based on the use of the Teaching Games for Understanding (TGfU) model as resources of movies and other ICT (cell phone, tablet, notebook, projector, applications, websites). The main results indicate that the filming of student games and ICT applications, in addition to being attractive, were remarkably facilitative in reaching the proposition. As recordings allowed the students to identify who got a look at the opposing squad, as well as the empty spaces and how they concomitantly with the moments of tactical awareness proposed, they could reflect, discuss and construct strategies and solutions to the tactical problems imposed. Such conditions favored a teaching for the formation of practitioners who understand a tactical logic of the game. It was observed in the last proposed game, that 43% of the test points disputes, throwing a ball with clear intention and direction to an opponent's court, there was a considerable increase when compared to the first game filmed at the beginning of the didactic unit. It is concluded that, despite the technical difficulties, the use of shooting and ICT, is not accepted in the acquisition of ability of beginners in volleyball play with tactical intentions.
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Burch-Bynum, Melvin D. "DoD information technology acquisition: delivering information technology capabilities expeditiously." Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/37591.

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Approved for public release; distribution is unlimited
Maintaining an information advantage for the Department of Defense (DoD) and its military departments is critical to national defense objectives and the acquisition of new information technology (IT) is key. The DoD seeks to quickly acquire IT systems that meet requirements and are within budget; however, this goal has been very difficult to achieve given the cumbersome and deliberate process through which IT systems have been acquired. Essentially, the DoDs acquisition process cannot keep pace with the rapid development of IT systems that occurs in the commercial sector. For years, the DoD has relied on a common approach in acquiring different systems and services. This approach has been laced with inefficiencies and inadequacies that have resulted in prolonged schedules as well as increased cost. Currently, the DoD is implementing a new IT acquisition process; however, this new process does not resolve all the issues that have plagued IT acquisition. This study will identify the causes or impeding factors that have prevented the DoD from acquiring new IT systems in a timely manner and will recommend alternative solutions to solving the problems. Ultimately, this thesis contributes to the DoDs efforts to resolve the issues that continue to undermine timely IT acquisition.
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13

Lind, Philip. "Ljuddesignen i tävlingsinriktade spel och dess påverkan på prestation : Hur påverkar förändrad ljuddesign spelarprestation i CS:GO?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20143.

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6 personer deltog i en undersökning där ljuddesignen i Counter Strike: Global Offensive (2012) modifierades för att undersöka om deltagarnas prestation förändrades på grund av detta. En fördjupning i informativ ljuddesign i digitala spel utförs i rapporten med syfte att ge modifieringen stöd, då de ljud som förändrades var de mest informativa ljuden i spelet. Undersökningens frågeställning är ”Hur påverkar förändrad ljuddesign spelarprestation i CS:GO?”. Deltagarna spelade 5 rundor mot datorstyrda bottar i en icke modifierad samt en modifierad version av spelet. Därefter svarade de på en enkät där svaren sedan diskuterades i individuella intervjuer. Resultatet av studien visade på att den förändrade ljuddesignen påverkade deltagarnas prestation men att det var den initiala reaktionen till det nya ljuden som hindrade dem från att prestera som vanligt. Testets utformning behöver likna en normaliserad spelsession av Counter Strike: Global Offensive (2012) för att korrekt mäta huruvida spelarprestationen påverkas av ljuddesignen.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet. 

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14

Malmström, Jacob, and Erik Nyström. "Livscykelanalys av slitsmurskonstruktion : En jämförelse av klimatpåverkan mellan en slitsmur och en kombination av spont och platsgjuten betongmur." Thesis, KTH, Byggteknik och design, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259943.

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Västlänken i Göteborg är ett tunnelprojekt för järnväg som skall byggas under centrala Göteborg. Tunneln byggs genom både berg och lera, projektet kommer att använda sig av ett flertal tekniker och konstruktionslösningar. Västlänken är ett av de första stora infrastrukturprojekt i Sverige där slitsmurar används som permanenta konstruktioner. På uppdrag av Trafikverket har två olika typer av stödmurskonstruktioner undersökts med avseende på deras klimatpåverkan. Konstruktionslösningarna är en temporär spont med tillhörande tunnelvägg och en slitsmur. Slitsmuren används både som en temporär konstruktion under byggskedet och en del i den permanenta tunnelväggen. Slitsmurar har först nyligen blivit godkända att användas som delar av permanenta konstruktioner av Trafikverket. Av denna anledning finns det inte mycket information om konstruktionens klimatpåverkan. Syftet med rapporten är att undersöka klimatpåverkan från de två olika konstruktionslösningarna. Jämförelsen har gjorts med hjälp av livscykelanalyser för att få den mest övergripande analysen. En livscykelanalys (LCA) är ett verktyg för att synliggöra en produkts totala miljöpåverkan under dess livstid. Detta åstadkoms genom att alla de olika delprocesser som krävs för att skapa produkten inventeras och analyseras. LCA har utförts med datorprogrammet SimaPro och databasen Ecoinvent. I SimaPro har båda konstruktionslösningarna modellerats och deras miljöpåverkan sedan beräknats med ReCiPe 2016. Indata till LCA har samlats in från ritningar och diskussioner med experter på området. Resultatet från livscykelanalysen visar att slitsmurarna i detta projekt har större klimatpåverkan än konstruktionslösningen med spont och en platsgjuten betongmur. För slitsmuren står armering samt betong för den största delen av klimatpåverkan och för sponten är det den stora mängden stål som krävs vid de kraftiga dimensionerna. Då en del av konstruktionerna inom projektet ej var färdigprojekterad när denna rapport författades rekommenderas ytterligare studier på ämnet för att validera resultaten
The West Link Project is as tunnel project for the railroad that will be constructed below central Gothenburg. The project is built through clay and solid rock thus making use of several techniques and structural solutions. The West Link Project (Västlänken) is the first major infrastructure project in Sweden where diaphragm walls are used as a part of the permanent structure. Two different structures have been examined on behalf of the Swedish Transport Administration, with regards to their climatic impact. The two structures examined are a temporary sheet pile with a cast-in-place concrete wall that is used as a part of the tunnel wall, and a diaphragm wall. The diaphragm wall is used as an earth retaining wall during the construction stage and as a part of the permanent tunnel wall. Diaphragm walls have just recently been approved as parts of permanent structures by the Swedish Transport Administration. Due to this there isn’t a lot of information available on their climatic impact. The purpose of this paper is to examine the climatic impact of these two different structures. The comparison has been performed by the use of a lifecycle analysis to get the most comprehensive analysis. A lifecycle analysis (LCA) is a tool that helps to get a perspective on a product’s total environmental impact over the course of its lifetime. This is accomplished by doing an inventory of all the different processes involved in its production. For the LCA the computer program SimaPro, and the database Ecoinvent were used. In SimaPro both of the structure have been modelled and their environmental impact has been calculated with ReCiPe 2016.Input for the LCA have been gathered from drawings and communication with experts. The result of the LCA shows that in this project the diaphragm walls have a higher climatic impact than the sheet pile and concrete wall. With regards to the diaphragm wall the majority of its climatic impact is from the large amounts of reinforcement and concrete used. For the sheet pile the steel used to manufacture sheets of the dimensions used in the project is the largest contributing factor. Due to the fact that some of the structures in the project are still being at the design stage at the time of writing further studies are recommended to validate the results.
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Melo, Miguel Araújo Tavares de. "Fan Relationship Management : um estudo de caso de uma organização desportiva." Master's thesis, Instituto Superior de Economia e Gestão, 2020. http://hdl.handle.net/10400.5/21123.

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Mestrado em Gestão de Sistemas de Informação
Numa era onde os avanços tecnológicos têm impactado diversos setores de atividade, as organizações procuram encontrar diversas formas de obter vantagens competitivas face à sua concorrência. Neste sentido, um dos setores onde se têm assinalado grandes mudanças é o desportivo. Contudo, e apesar de muitas organizações desportivas disporem de elevados volumes de informação, estas não implementam as estratégias adequadas que lhes permitam o aumento das receitas e da sua reputação num panorama social. Assim, surgiu a necessidade destas organizações reorientarem o foco da sua visão e da sua estratégia para o coração do seu negócio: os adeptos. Deste modo, o foco passa por criar, desenvolver e melhorar as relações com estes, expandindo a marca e aumentando o grau de lealdade da massa associativa, com a finalidade de aumentar receitas e de desenvolver um ambiente saudável em torno da organização. Neste trabalho, que teve por base um estudo de caso a uma organização desportiva, irá ser abordado o conceito de Fan Relationship Management, a forma como a visão e os sistemas de informação da organização impactam as relações com os adeptos e, ainda, as estratégias que devem ser adotadas para aumentar a lealdade destes. Assim, foram realizadas entrevistas e um questionário aos adeptos. Os resultados destas abordagens foram positivos, permitindo concluir que a estratégia da organização está bem definida e focada nos adeptos, as campanhas têm aumentado a lealdade dos adeptos, existe uma elevada intensidade de interação dos adeptos para com o clube e, finalmente, os adeptos sentem-se reconhecidos pelo clube.
In an era where technological advances have affected several sectors of activity, organizations are seeking to find different ways to gain competitive advantages. In this context, one of the sectors where some of the biggest changes have been noted, at the level of the instruments and processes used, is the sports. However, and despite the fact that many sports organizations have high volumes of information, they do not implement the appropriate strategies to increase revenues and their reputation in a social panorama. Thus, the need arose for these organizations to refocus their vision and strategies on the heart of their business: their supporters. This way, the focus is on creating, developing and improving relationships with them, expanding their brand and increasing the level of loyalty of the associative mass, with the aim of increasing revenues and developing a healthy environment around the organization. This paper, which was based on a case study of a sports organization, will discuss the concept of Fan Relationship Management, the way the vision and information systems of the organization affect the relationships with the fans and the strategies that should be adopted to increase their loyalty. To achieve this, interviews were conducted and a questionnaire to the supporters. The results of these approaches were positive, concluding that the organization's strategy is well defined and focused on the fans, the campaigns have increased their loyalty, there is a high intensity of interaction of the fans with the club and, finally, they feel recognized by the club.
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De, Jongh Henk. "Information technology outsourcing." Thesis, Stellenbosch : Stellenbosch University, 2003. http://hdl.handle.net/10019.1/53467.

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Thesis (MBA)--Stellenbosch University, 2003.
ENGLISH ABSTRACT: The study project examines the concept of information technology (IT) outsourcing to external service providers. It is a relatively new concept in the South African scenario and there are many risks associated with the process that can cause a company to loose large amounts of money if outsourcing is not done right. The study project will aim to examine the most important aspects regarding IT outsourcing in order to reduce the risks associated with the process. The definition of IT outsourcing is the practice of transferring an organisation's computer centre operations, telecommunications networks, or applications development to external vendors of these services. There are different variations of outsourcing applicable to IT, for example: contracting out, outsourcing, in sourcing and co-sourcing. Companies have different reasons for outsourcing and the risks associated with the process have to be taken into account when embarking on an outsourcing initiative. With IT outsourcing there are different services that can be outsourced, for example: mainframe services, desktop computer services, security services and different application services. The decision to outsource a specific area of IT is a strategic issue and the risks, costs, and selection of the service provider are all very important factors to take into account. One of the main factors that any company should take into account when embarking on a big initiative is of course costs. The aim is the reduction of costs of the specific outsourced area. Therefore the necessary measures need to be in place to measure costs before and after the outsourcing process. It could happen that the outsourcing process do not provide the reduced cost benefits envisaged initially. This could be due to hidden costs that were not taken into account when the outsourcing initiative was planned. Normally the outsourcing process is driven by a structured project and numerous important factors need to be taken into account when managing the whole process. The factors include: the vendor evaluation process, setup of the service level agreement, the request for proposal, relationship with the supplier, communication of the whole process inside the company, the contract between the two parties, and the transition period with the measuring of results thereafter. The current IT skills shortage in South Africa is causing companies to rethink their IT strategies and make use of external service providers to supply them with the necessary skills to get the job done. The research illustrates this fact that IT consulting has one of the highest adoption rates currently and with regard to the future. Full blown outsourcing is still a relatively new concept in South Africa and companies will only adopt the concept as soon as it has proved to be successful and cost effective. As mentioned it is important that a structured methodology should be used to drive an outsourcing process. It is important that the approach is structured around proven project management principles with the correct measures in place to support and sustain the whole process. Outsourcing of IT services is a strategic decision that a company must take and the risks associated with the process mean that it must be planned and executed very carefully. Outsourcing has various risks associated with it like the appointment of the wrong service provider. However, the outsourcing process can also have its merits and the most important of these are most probably lower costs, new IT skills, and better service. The shortage of IT skills in South Africa makes the idea of outsourcing more and more attractive because of the fact that companies can now "buy" the skills without having to commit to long term permanent employment contracts for permanent staff.
AFRIKAANSE OPSOMMING: Die navorsingsverslag handel oor die konsep van uitkontraktering van inligtingstegnologie(IT) dienste aan eksterne diensverskaffers. Aangesien dit 'n relatiewe nuwe tendens in Suid Afrika se IT bedryf is, en die risiko bestaan dat 'n maatskappy groot geldelike verliese kan ly indien dit nie reg aangepak word nie, word daar gepoog om na die belangrikste aspekte van uitkontraktering te kyk om die risikos daaraan verbonde so laag as moontlik te hou. Die definisie van IT uitkontraktering is die oordrag van 'n organisasie se rekenaar sentrum operasies, telekommunikasie netwerk, of toepassing ontwikkeling na 'n eksterne verskaffer van hierdie dienste. Daar is verskillende variasies van uitkontraktering van toepassing op IT soos byvoorbeeld: uitkontraktering, inkontraktering, en gesamentlike kontraktering. Maatskappye het verskillende redes om 'n diens uit te kontrakteer en die risikos verbonde aan die proses moet sorgvuldig in gedagte gehou word wanneer die uitkontrakteringsproses aangepak word. Met IT uitkontraktering is daar verskillende dienste wat uitgekontrakteer kan word soos byvoorbeeld: hoofraam dienste, persoonlike rekenaar dienste, sekuriteitsdienste en verskeie rekenaar applikasie dienste. Die besluit om 'n spesifieke area van IT uit te kontrakteer is 'n strategiese kwessie vir die maatskappy en die risikos, kostes en keuse van eksterne diensverskaffer is almal baie belangrike faktore wat in gedagte gehou moet word. Een van die vernaamste faktore wat enige maatskappy in ag behoort te neem wanneer 'n groot inisiatief aangepak word, is natuurlik kostes. Die doel van uitkontraktering is om die kostes van die spesifieke area te verlaag. Daarom moet die nodige maatreëls in plek wees om die kostes vooraf en na die uitkontrakteringsproses te meet. Die uitkontraktering inisiatief kan die maatskappy egter baie duur te staan kom en glad nie die koste voordele bied wat aanvanklik beplan is nie. Dit kan wees as gevolg van verskuilde kostes wat nie met die beplanning van die proses in ag geneem is nie. Gewoonlik word die uitkontrakteringsproses gedryf deur 'n gestruktureerde projek en verskeie belangrike faktore moet in ag geneem word vir die hele proses. Die faktore sluit in: die evaluasieproses om die regte diensverskaffer aan te stel, die opstel van die regte dokumentasie in terme van die diensvoorstel voorlegging, verhouding met die diensverskaffer, die opstel van die diensvlak ooreenkoms, kommunikasie oor die hele proses binne die maatskappy, die kontrak tussen die twee partye, oorgangstadium en die meting van voordele daarna. Die huidige tekort aan IT vaardighede in Suid Afrika veroorsaak dat maatskappye hul IT strategie moet herdink en die opsie van eksterna diensverskaffers wat die nodige vaardighede kan verskaf, oorweeg word. Die studie illustreer hierdie feit dat IT konsultasie een van die hoogste vlakke van ingebruikneming tans en vir die toekoms het. Volledige IT funksie uitkontraktering is nog 'n relatiewe nuwe konsep in Suid Afrika en maatskappye sal slegs die idee aanneem sodra uitkontraktering as suksesvol en koste effektief bewys is. Soos reeds genoem is dit belangrik dat 'n gestruktureerde metodologie gebruik word om 'n uitkontrakteringsinisiatief te dryf. Dit is belangrik dat die aanslag geskoei is rondom bewese projekbestuursbeginsels en dat die regte maatreëls getref is om die proses te ondersteun. Uitkontraktering van IT dienste is 'n strategiese besluit wat 'n maatskappy moet neem. Die risikos daaraan verbonde veroorsaak dat die beplanning en aanpak van die proses baie deeglik en noukeurig gedoen moet word. Uitkontraktering het verskeie risikos soos om die verkeerde eksterne diensverskaffer te kies, maar kan ook voordelig vir die maatskappy wees en die grootste voordele wat 'n maatskappy kan verwag is verlaagde kostes en nuwe IT vaardighede. Die probleem van 'n tekort aan goed opgeleide IT personeel in Suid Afrika maak die idee van uitkontraktering al meer aanlokliker omdat dit 'n goeie manier is om goeie vaardighede in te "koop".
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Sacchetti, Nicola. "Green information technology." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/1861/.

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Quando si parla di green information technology si fa riferimento a un nuovo filone di ricerche focalizzate sulle tecnologie ecologiche o verdi rivolte al rispetto ambientale. In prima battuta ci si potrebbe chiedere quali siano le reali motivazioni che possono portare allo studio di tecnologie green nel settore dell’information technology: sono così inquinanti i computer? Non sono le automobili, le industrie, gli aerei, le discariche ad avere un impatto inquinante maggiore sull’ambiente? Certamente sì, ma non bisogna sottovalutare l’impronta inquinante settore IT; secondo una recente indagine condotta dal centro di ricerche statunitense Gartner nel 2007, i sistemi IT sono tra le maggiori fonti di emissione di CO2 e di altri gas a effetto serra , con una percentuale del 2% sulle emissioni totali del pianeta, eguagliando il tasso di inquinamento del settore aeromobile. Il numero enorme di computer disseminato in tutto il mondo assorbe ingenti quantità di energia elettrica e le centrali che li alimentano emettono tonnellate di anidride carbonica inquinando l’atmosfera. Con questa tesi si vuole sottolineare l’impatto ambientale del settore verificando, attraverso l’analisi del bilancio sociale ed ambientale, quali misure siano state adottate dai leader del settore informatico. La ricerca è volta a dimostrare che le più grandi multinazionali informatiche siano consapevoli dell’inquinamento prodotto, tuttavia non adottano abbastanza soluzioni per limitare le emissioni, fissando futili obiettivi futuri.
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Sananda, Vikash. "Information Technology Offshoring." Kent State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=kent1209416975.

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19

Foster, Leon Ian. "Modelling the effect of technology on elite sport." Thesis, Sheffield Hallam University, 2012. http://shura.shu.ac.uk/20207/.

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Sporting equipment, and its associated set of rules, is used to facilitate athletic competition. As a result, sports technologies inevitably influence sporting performance. The level of this influence is dependent on the mode of technology used, as well as the type of sport in question. This study aims to model sporting performance, gauging the extent to which particular improvements can be attributed to technology. This information should assist in rule-setting by governing bodies regarding the use of technology in their respective sports. Yearly top-25 performances were collected for men's and women's sporting events from 1891. These were validated using a number of different sources. Historic trends of the mean performance were plotted, revealing that there have been many anomalous rises and falls in performance, set against an underlying improvement trend. The periods of World Wars I and II are associated with a fall in performance. To avoid the data being skewed, performances from the period 1948 to 2010 were chosen to be examined in this study. A performance improvement index (PII) was found to be a useful tool with which to normalise changes in athletic performance across different sports, and to allow for comparisons. The Pll was applied to running performances using 1948 as a baseline. An exponential function was then used to model the underlying improvement. This global improvement function was augmented with additional functions to account for the various interventions witnessed in each sport. In order to select functions to be applied, key dates of interventions were found from the literature. A manual stepwise fitting procedure was used to assess the appropriateness of selected functions, and a final model specified for each event. This method was applied to 38 different men's and women's events, in four separate sporting disciplines;running, field, freestyle swimming and speed skating. Technology was found to be one of many interventions influencing performance; others included the increasing participation of different global populations within international sport, and the impact of the Olympic Games. It was found that from 1948 the maximum performance improvement ranged from 11.0% in the men's long jump, to 138.4% in the women's 3,000 m speed skating. The median improvement across all sports examined was 46.2%. These improvements can be attributed to underlying factors, such as developments in training techniques and globalisation. The greatest effect of technology was seen in long course speed skating, which showed an average technological influence of 30.0 % (mostly due to the introduction of clap-skates). Running demonstrated a negative influence from technology, with an average effect of -1.1 % (due to the introduction of fully automated timing). Overall women's performance has been found to display a greater influence from technology than men's. Performance-enhancing drugs were found to improve performance, but the impact of these appears to have declined in recent years. In conclusion, technology has played a major role in the development of athleticperformance, but has not been the dominant factor. Historically, gains in performance due to technology can be seen to have had a lesser impact on performance, with gains obscured by the natural development of the sport. However, any technological changes occurring towards the end of the natural evolution of sport are likely become more prominent, and their effects more significant. This means that in order to keep sports fair, the regulation of technology in sport should become more relevant than ever before.
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Lindsay, Jon Randall. "Information friction : information technology and military performance." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/65320.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Political Science, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 519-544).
Militaries have long been eager to adopt the latest technology (IT) in a quest to improve knowledge of and control over the battlefield. At the same time, uncertainty and confusion have remained prominent in actual experience of war. IT usage sometimes improves knowledge, but it sometimes contributes to tactical blunders and misplaced hubris. As militaries invest intensively in IT, they also tend to develop larger headquarters staffs, depend more heavily on planning and intelligence, and employ a larger percentage of personnel in knowledge work rather than physical combat. Both optimists and pessimists about the so-called "revolution in military affairs" have tended to overlook the ways in which IT is profoundly and ambiguously embedded in everyday organizational life. Technocrats embrace IT to "lift the fog of war," but IT often becomes a source of breakdowns, misperception, and politicization. To describe the conditions under which IT usage improves or degrades organizational performance, this dissertation develops the notion of information friction, an aggregate measure of the intensity of organizational struggle to coordinate IT with the operational environment. It articulates hypotheses about how the structure of the external battlefield, internal bureaucratic politics, and patterns of human-computer interaction can either exacerbate or relieve friction, which thus degrades or improves performance. Technological determinism alone cannot account for the increasing complexity and variable performances of information phenomena. Information friction theory is empirically grounded in a participant-observation study of U.S. special operations in Iraq from 2007 to 2008. To test the external validity of insights gained through fieldwork in Iraq, an historical study of the 1940 Battle of Britain examines IT usage in a totally different structural, organizational, and technological context.
(cont.) These paired cases show that high information friction, and thus degraded performance, can arise with sophisticated IT, while lower friction and impressive performance can occur with far less sophisticated networks. The social context, not just the quality of technology, makes all the difference. Many shorter examples from recent military history are included to illustrate concepts. This project should be of broad interest to students of organizational knowledge, IT, and military effectiveness.
by Jon Randall Lindsay.
Ph.D.
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Wilson, Lonni S. "Examining technology utilization in sport managmeent curricula and teaching." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1213226129.

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Marwat, Muhammad. "Information Technology and Youths." UOIT, 2009. http://hdl.handle.net/10155/53.

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Hazzard, Catherine. "Women and information technology /." [St. Lucia, Qld.], 2001. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe16195.pdf.

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Crawford, William Charles Richards. "Mapping healthcare information technology." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/58179.

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Thesis (S.M.)--Harvard-MIT Division of Health Sciences and Technology, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 56-58).
In this thesis I have developed a map of Healthcare Information Technology applications used in the United States for care delivery, healthcare enterprise management, clinical support, research and patient engagement. No attempt has previously been made to develop such a taxonomy for use by healthcare policy makers and on-the-spot decision makers. Using my own fifteen years of experience in HIT, along with an extensive set of literature reviews, interviews and on-site research I assembled lists of applications and organized them into categories based on primary workflows. Seven categories of HIT systems emerged, which are Practice Tools, Advisory Tools, Financial Tools, Remote Healthcare Tools, Clinical Research Tools, Health 2.0 Tools and Enterprise Clinical Analytics, each of which have different operational characteristics and user communities. The results of this pilot study demonstrate that a map is possible. The draft map presented here will allow researchers and investors to focus on developing the next generation of HIT tools, including software platforms that orchestrate a variety of healthcare transactions, and will support policy makers as they consider the impact of Federal funding for HIT deployment and adoption. Further studies will refine the map, adding an additional level of detail below the seven categories established here, thus supporting tactical decision making at the hospital and medical practice level.
by William Charles Richards Crawford.
S.M.
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Wilson, Lonni Steven. "Examining technology utilization in sport management curricula and teaching." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1213226129.

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26

Dhawan, Aishwar. "How can technology help us understand performance in sport." Thesis, Queen's University Belfast, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.695328.

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Scientific understanding of sports performance have a multitude of advantages; such as improving technical or motor performance, devising efficient training protocols, optimising decision making skills and reducing injuries. The thesis reports a series of studies which utilizes state of the art motion capture and emerging virtual reality technology to (i) investigate technical aspects of goal kicking in rugby union and (ii) to examine decision making behaviour across cricket batters. The biomechanics of goal kicking in rugby union has received little attention in scientific literature owing to its importance, more so in a goal directed naturalistic setting. Within this aspect, the aim was to identify any common lower limb performance criterion's that existed across a sample of elite goal kickers which led to a successful performance. An increased ball speed, a higher hip angular velocity at ball impact, existence of hip and knee strategy to achieve similar levels of performance were identified. The conclusions have implications for adapting technology to goal kicking practise and future research. The second phase of the thesis described the development and application of a novel virtual reality cricket batting simulator. The simulator was applied to study decision making behaviour across cricket batters by feeding in realistic information. The kinematics of a fast bowling action was also evaluated independently as its understanding is central to how and when batter chose to perform. Elite batters were identified of perceptual and temporal components in context of advance information pick up and batswing behaviour that differed from their less capable peers. Comparable results from analogous studies indicated the strength of behavioral realism of the virtual reality batting simulator. Challenges of the simulator were also outlined in context to cricket batting. The conclusions have broader implications for virtual reality technology in movement coordination, perception action research and from an applied perspective
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Sezgin, Emre. "Itmem - Information Technology Management Enhancement Model: Assessment Of Information Technology Use In Organizations." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612353/index.pdf.

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This study proposes a new model for the assessment of information technology (IT) use in public and private companies, which is called ITMEM- Information Technology Management Enhancement Model. This model aims to assist decision making processes in information technology management. For this purpose, a tool is developed to explore strengths and weaknesses of a company in IT use. The model was developed upon a three-folded structure including (1) academic studies in technology management, (2) best practices which are developed for control over operations and processes including COBIT, CMMI and ITIL, and (3) standards about IT management and IT security. The conceptual framework of ITMEM is based on technology management process assessment model of M.J. Gregory. Methodological triangulation approach is adopted for the model for retrieving valid and reliable results. Triangulation consists of (1) semi structured interview, (2) presented company documents and (3) questionnaire developed upon relevant academic researches, best practices and standards. ITMEM was practiced on ten domestic and experienced companies in software &
development and manufacturing industries which were appraised in or in progress of being appraised in CMMI. The study revealed the benefits and deficiencies of IT use in the company. It also provided information for decision makers about IT value within companies, and demonstrated the effects of best practices and standards over IT use.The reported findings should be valuable assets to researchers studying on IT management and IT use in organizations.
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Kuzey, Erdal [Verfasser], and Gerhard [Akademischer Betreuer] Weikum. "Populating knowledge bases with temporal information / Erdal Kuzey ; Betreuer: Gerhard Weikum." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2017. http://d-nb.info/1129174255/34.

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Lowder, Lawrence Wade. "Implementing the information technology information library (ITIL) framework." [Denver, Colo.] : Regis University, 2009. http://adr.coalliance.org/codr/fez/view/codr:24.

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30

Aral, Sinan. "Essays on information, technology and information worker productivity." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39003.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, 2007.
Includes bibliographical references.
I examine how information technology (IT) skills and use, communication network structures, and the distribution and flow of information in organizations impact individual information worker productivity. The work is divided into three essays based on the task level practices of information workers at a midsize executive recruiting firm: Essay 1: "Information, Technology and Information Worker Productivity: Task Level Evidence." I develop and econometrically test a multistage model of production and interaction activities at the firm, and analyze correlations among network structure, characteristics of information flow and real economic output. I find that (a) IT use is positively correlated with non-linear drivers of productivity; (b) the structure and size of workers' communication networks are highly correlated with performance; (c) an inverted-U shaped relationship exists between multitasking and productivity such that, beyond an optimum, more multitasking is associated with declining project completion rates and revenue generation; and (d) asynchronous information seeking such as email and database use promotes multitasking while synchronous information seeking over the phone shows a negative correlation. These data demonstrate a strong correspondence among technology use, social networks, and productivity for project-based information workers.
(cont.) Essay 2: "Network Structure and Information Advantage: Structural Determinants of Access to Novel Information and their Performance Implications." I examine relationships between social network structure, information structure, and individual performance. I build and validate a Vector Space Model of information diversity, develop hypotheses linking two key aspects of network structure - size and diversity - to the distribution of novel information among actors, and test the theory using data on email communication patterns, message content and performance. Results indicate that access to diverse, novel information is related to network structure in non-linear ways, and that network diversity contributes to performance even when controlling for the positive performance effects of access to novel information, suggesting additional benefits to network diversity beyond those conferred through information advantage.
(cont.) Essay 3: "Organizational Information Dynamics: Drivers of Information Diffusion in Organizations." I examine drivers of the diffusion of different types of information through organizations by observing several thousand diffusion processes of two types of information -'event news' and 'discussion topics' - from their original first use to their varied recipients over time. I then test the effects of network structure and functional and demographic characteristics of dyadic relationships on the likelihood of receiving each type of information and receiving it sooner. Discussion topics exhibit more shallow diffusion characterized by 'back-and-forth' conversation and are more likely to diffuse vertically up and down the organizational hierarchy, across relationships with a prior working history, and across stronger ties; while news, characterized by a spike in communication and rapid, pervasive diffusion through the organization, is more likely to diffuse laterally as well as vertically, and without regard to the strength or function of relationships. The findings highlight the importance of simultaneous considerations of structure and content in information diffusion studies.
by Sinan Aral.
Ph.D.
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31

Randall, Michael H. "Information technology certification programs and perceptions of attitude and need by high school principals, information technology teachers, and information technology professionals in Ohio." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1141334061.

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32

Scott, Mark Alan. "Time-to-time information in interceptive tasks." Thesis, Manchester Metropolitan University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.264712.

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33

Ritchie, Andrew. "Bicycle racing and recreation : sport, technology and modernity, 1867-1903." Thesis, University of Strathclyde, 2009. http://digitool.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=28863.

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The thesis explores the early history of bicycle racing and the related activity of recreational cycling, in particular the evolving symbiotic relationships, material and discursive, between participants and the makers of the sport's specialized tool- the bicycle itself. The dissertation presents an historical, social-constructionist account of the emergence of cycling as both a sport and a recreation between 1867 and 1903, focusing on Britain, but with comparative reference to France and the United States. During its early evolution, the changing design of the bicycle was influenced by considerations of sport and speed, as well as those of comfort, practicality and utility. The thesis assesses the relative causal weight of these social and technical factors on evolving design, in the light of the contemporary debates as to how the bicycle could best harness the capacities of the human body to achieve efficiency, speed, endurance and comfort. Cycling is seen as having had three differing, but closely related, social modes - racing, recreation and utility - each of which made distinct demands and had different impacts on the development of the machine itself. The thesis employs the methods of social and cultural history, combined with a theoretical framework that treats the bicycle as a technological artifact within a social constructionist approach to the understanding of human artifacts. The dissertation explores the social and institutional organization of cycling and the wider cultural, economic and technological contexts of the sport. Within a broadly chronological frame,it tackles issues of class, nationality, amateurism and professionalism, industry and commerce, the press, human-powered speed, and the physical capacities of the body, and relates them to the cultural transformation called modernity. The 19th century 'cycling industrial complex' presents a well-developed, early historical example of a modem sport used to market products to consumers. Designers, manufacturers, advertising and marketing personnel and the cycling press were engaged in a new style of commercial activity dedicated to 'the art and pastime' of cycling. 1 Outside the industry, the thousands of consumers of bicycles - racers, recreational riders, andutility riders - were themselves agents in the technological development and social history of bicycle racing and recreation.
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Chatterjee, Sutirtha. "Unethical behavior using information technology." Online access for everyone, 2008. http://www.dissertations.wsu.edu/Dissertations/Summer2008/s_chatterjee_071508.pdf.

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35

Dillon, Andrew. "User acceptance of information technology." London: Taylor and Francis, 2001. http://hdl.handle.net/10150/105880.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2001) User Acceptance of Information Technology. In: W. Karwowski (ed). Encyclopedia of Human Factors and Ergonomics. London: Taylor and Francis. Introduction: Despite significant investments in information technology in developed nations over recent decades, concern exists over the extent to which such expenditures have produced the intended benefits. At least part of this concern is based around the issue of whether any information technology is accepted by its intended users. Human factors professionals are interested in understanding the determinants of acceptance and ensuring new designs are built and implemented so as to minimize resistance. This concern has extended the traditional ergonomic concern with usability, or ability to use, to cover acceptance, or willingness to use.
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Choy, Wai-tim Felix, and 蔡偉添. "Information technology in pollution prevention." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B42576015.

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Ho, Wai-cheong, and 何偉昌. "Business and information technology alignment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B31268833.

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Ho, Wai-cheong. "Business and information technology alignment /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2071807X.

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Bien, Ming-Li. "Information Technology Merger and Acquisition." Connect to resource online, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1264375100.

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40

Reddick, Andrew Carleton University Dissertation Communication. "Banking, communications and information technology." Ottawa, 1993.

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Choy, Wai-tim Felix. "Information technology in pollution prevention." Click to view the E-thesis via HKUTO, 2001. http://sunzi.lib.hku.hk/hkuto/record/B42576015.

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42

Maranan, Daniel. "Information technology in seminary education." Online full text .pdf document, available to Fuller patrons only, 2003. http://www.tren.com.

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Thesis (M.A.)--Gordon-Conwell Theological Seminary, South Hamilton, MA, 2003.
Abstract and vita. A master's project submitted to the Faculty of Gordon-Conwell Theological Seminary in partial fulfillment of the requirements for the degree of Master of Arts in Religion.
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43

Kalissery, Biju. "Managing agile information technology infrastructure." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42363.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program, 2007.
Includes bibliographical references (leaves 43-44).
Information technology (IT) can be a key contributor for the successful implementation of business strategies. However, companies normally find it hard to synchronize their evolving business strategies with the capabilities in IT. This thesis analyzes the key contributors to the problems in synchronizing business strategy and Information Technology and suggests both management and technical frameworks for an agile IT infrastructure that can stay in sync with the evolving business strategy. Agility in IT infrastructure means the ability for the infrastructure to accommodate evolving needs and business strategies without significant re-architecture. There is no magic bullet that could induce agility into an IT infrastructure and its management. But, this thesis studies the best practices in management and technology which are being used by industry leaders successfully.
by Biju Kalissery.
S.M.
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44

Carey, David R. "Information technology : attitudes and implementation." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/14534.

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45

Petrakakos, Nikolaos Harilaos. "Port security and information technology." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33573.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Ocean Engineering, 2005.
Includes bibliographical references (p. 92).
The terrorist attacks of September 11th 2001 on New York and Washington DC shed light on the many security shortcomings that sea ports and the entire import and export process face. A primary source of these problems is the information sharing process which makes it hard to track the source of a problem in the import and export process due to lack of information and coordination. This thesis attempts to examine these data sharing problems by looking at what federal agencies, ports, and other private firms have been doing to solve the problems. The document exchange between various stakeholders and the process behind that was also examined to find potential problems. The reason behind doing this is because it is essential to understand the process and its problems before any meaningful results can be extracted from examining the efforts being done to solve the problems. The findings were similar for all cases showing that the primary reason preventing any of these problems to be solved is the unwillingness of commercial stakeholders to share information due to lack of incentives and privacy concerns.
by Nikolaos Harilaos Petrakakos.
S.M.
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Dixon, Sherry Ann. "Retention of Information Technology Employees." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/3152.

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Business leaders often realize greater profitability when they have strategies to retain IT employees. However, the cost to replace IT employees creates significant challenges for business leaders. Given the growing impact of technology on operational costs, retention of IT employees is imperative. This exploratory single case study sought to identify the strategies that leaders use to increase IT employee retention. The population was 6 leaders from a military organization in Norfolk, Virginia, responsible for the retention of IT employees. Herzberg's two-factor theory was the conceptual framework for this study. The data was collected from semi-structured interviews with 6 leaders along with organization documents. Data analysis and methodological triangulation included thematic analysis to identify 7 themes in the study. These 7 themes were quality of life, telework, leadership, inclusion, and staying abreast of new technology. Implications for social change include the potential for leaders to save money on recruitment and training. It also includes organizations becoming profitable through better employee retention strategies, and it adds to the body of knowledge that leaders could use to provide stable employment opportunities to individuals. The retention rates among IT employees affect individuals, families, communities, organizations, and the economy. Implementing retention strategies may result in improving employee-employer relationships and organizational profitability.
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Healy, Mike. "Alienation and information communications technology." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/11007.

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This study explores the contradiction of the heart of ICT: the technology presents to us all manner of possibilities yet it habitually fails to deliver on those promises. This failure is often seen as arising from either a problem with the technology or end-user proficiency. Thus better technology and/or more effective end-user education are seen as the solutions. This study is based on the premise that such approaches are inherently faulty and explores how applicable notions of alienation can be in researching the contradictory nature of ICT. By using a critical realist methodology allied to tools available through PAR, this investigation engaged with participants in three distinct settings: ICT professionals; scholars concerned with researching the ethical/societal implications of ICT; and a group of pensioners living in South East London, UK. The research interrogated the literature concerned with themes of alienation and ICT to show there is a consensus that something called alienation does exist but that the term is used as a poorly defined descriptor of dissatisfaction with ICT. It also revealed that minimal research in the subject area has been undertaken using theories of alienation and none which involve multiple settings. The thesis makes an original and distinct contribution to the field by utilising one approach to alienation, that presented by Marx, in three seemingly disconnected settings to draw out the underlying commonalities shared by participants of these settings. In doing so, the findings challenge widespread assumptions about end-user experience of ICT and offer new insights into the much mentioned but little understood alienated way we experience ICT. Moreover, the thesis, in moving beyond description of alienation, to reveal the genesis of the condition, indicates the inadequacy of simply using the term alienation as an ill-defined label to describe people’s experiences of ICT. It argues for embracing a more rigorous approach to the issue to realise the significant potential offered through investigating and applying theories of alienation in research. Additionally it advances knowledge in the area by emphasising shared experiences of user groups which has considerable implications for future research. Finally the thesis is unique in highlighting the prospective benefits to be realised by researchers in adopting a CR methodology working in tandem with PAR methods in ICT research.
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Ramalheira, Hugo Cajada. "Mainroad: information technology investment solution." Master's thesis, NSBE - UNL, 2010. http://hdl.handle.net/10362/10317.

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Wang, Sheng-wei, and 王勝威. "An action research approach toward the information technology assisted sport tacit knowledge transformation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/20152640614912613851.

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碩士
國立體育大學
運動科學研究所
99
The purpose of this study was to investigate the effects of Information and Communication Technology assisted in sports tacit knowledge transfer. This study was acti-on research, and the participants were five different leveled players of an elementary school badminton team. The features of Moodle(1.9.7 version) and ViMP(2.0.9 free community version) platform were used to provide different courses. The player's learning badminton tacit knowledge was observed through the web-based learning records.The results indicated that through the aid of information technology: using discussion, observation, and asking questions can effectively help the sports tacit knowledge transfer. And based on the learners' congenital restrictions, the strategy on the way simulation can't effectively be collected significant motor skill of tacit knowledge.ICT assisted learning in curriculum can be effective and physical education can also assist in learning information, but it can not replace the role of teachers completely.
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Valente, Cristiano Filipe Cavaco. "Tecnologias e sistemas de informação no desporto, uma revisão sistemática da literatura." Master's thesis, 2018. http://hdl.handle.net/10400.5/19014.

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Desde a sua origem que a tecnologia está intimamente ligada ao desenvolvimento e ao progresso do ser humano ao longo da História. Permitiu que nos adaptássemos a diferentes ambientes, que satisfizéssemos as necessidades mais essenciais e os nossos desejos. O objetivo deste estudo pretende caracterizar os avanços das Tecnologias e dos Sistemas de Informação no Desporto; explicar como o desporto e os atletas convivem com elas no seu dia-a-dia e em qualquer espaço da sua vida; o que elas lhes proporcionam e qual a produtividade na melhoria do rendimento desportivo. Caracterizamos, comparamos e observamos as Tecnologias e Sistemas de Informação no desporto e quem as tutela. Faz também parte deste estudo uma amostra considerável da revisão bibliográfica, dos conceitos e da atualidade do desenvolvimento das Tecnologias e Sistemas de Informação no Desporto. De acordo com a opinião dos vários autores existem inúmeros campos e disciplinas nos quais se aplicam as T e SI no Desporto, até nos atrevemos a dizer, com bastante êxito. Melhores condições podem ainda vir a ser desenvolvidas, pois não param de evoluir.
Technology is closely linked to the development and progress of the human being throughtout History. It has allowed us to adapt to different environments, to fullfill our most essential needs and wishes. The main purpose of this study is to characterize the advance of Technologies and Systems of Information in Sport; to explain how sport and athletes coexist in their daily life and everywhere; what they provide them and which the productivity in the improvement of sports performance is. We characterize, compare and observe the Technologies and Systems of Information in Sport and who tutors them. This study also includes a considerable sample of the bibliographic review, of the concepts and of the current development of the Technologies and Systems of Information in Sport. According to several authors there are countless areas and subjects in which T and SI in Sport can be applied, we dare to say, with great success.
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