Dissertations / Theses on the topic 'ONLINE DISPLAYS'

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1

KUMAR, ASHISH. "IMPACT OF COVID-19 ON ADVERTISEMENT INDUSTRY." Thesis, DELHI TECHNOLOGICAL UNIVERSITY, 2021. http://dspace.dtu.ac.in:8080/jspui/handle/repository/18488.

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Advertising as a profession dates back to ancient civilizations and has a rich history, although the forms of advertising may have changed over centuries. India is a developing country situated in southern Asia and has a free market system. In congruence with other international trade markets, the advertising industry in India attracts a major chunk of recognition and plays a major role. It is quite popular to set the trend and shape the customers’ sentiments towards products and services in such a way that people refer to the brands by recalling their advertisements which created a particular image in their minds and set a balance in the markets. This perception of recalling brands starts with brands ranging from Amul Cartoon girl's Utterly Butterly delicious advertisement to Vodafone's Zoozoos to being a Complan girl/boy and so on proving that Indian Advertising Industry position in World markets is a remarkable achievement. India has pushed their position from third in 2019 to second in 2020 for the world's most awarded campaigns and companies for effectiveness in the world after the USA by WARC effective. [1] There are various modes of advertisement which are used by brand in India to promote its products, like- ● Social media ● Online video ● Online displays ● Thinking ● Online capture ● Television (TV) ● Radio ● Newspapers ● Magazines ● Outside home (OOH) ● Movie This research study presents an analysis of social media marketing programs and practices in India, the impact of COVID 19 on the advertisement industry, and modes of the advertisement to be emphasized more. But, first, let’s talk about the advertisement infrastructure in India.
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Saldivar, Jorge. "Empowering Online Idea Management for Civic Engagement with Public Displays and Social Networking Services." Doctoral thesis, Università degli studi di Trento, 2017. https://hdl.handle.net/11572/369118.

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Idea Management (IM) is the process of requesting, collecting, selecting and evaluating ideas to develop new and innovative products, services or regulations, or to improve existing ones. The process is supported by dedicated Idea Management systems (IMS), which lets people propose ideas, as well as rate and place comments on other users’ suggestions. When used in the civic domain, IM serves as a tool to engage citizens in processes of innovation of public services, laws, and regulations. A key ingredient in the success of IM is the community of participants. The larger the community, the more diverse views are likely to appear and diversity of views increases the chances of discovering valuable ideas that can lead to innovations. However, having a large number of people participating in IMS is a hard challenge; it requires an understanding of the people and their needs and designing the technology to match these characteristics. In this thesis, we aim at involving the society at large into IM processes. Achieving this ambitious goal requires integrating IMS with people’s everyday life tools and spaces of participation. We understand that tools for civic engagement should engage people on their own terms and should be readily available. We meet these requirements by proposing an approach that integrates IMS into common physical and virtual spaces of participation enabling people to participate in IM using ordinary tools and without having to step outside their daily habits. In a systematic and extensive study of the literature about technologies used to foster civic engagement in innovation processes, we found that the choice of technology and its “situated- ness†is essential in granting ease of public access and promoting inclusive processes of civic engagement. We also discovered that civic engagement technologies still have room to improve their use of multiple channels of participation. In this regard, we saw social networking sites such as Facebook and Twitter as having a strong potential to lower participation barriers and engage citizens, considering how pervasive these sites are today as daily tools. We show how the lessons learned can be applied in practice by presenting two solutions to increase participation in IMS. The first solution is a platform that extends IMS by integrating them into displays located in public spaces. From this experience, we found that taking the right instruments to where people actually are is important to address specific inequalities regarding access to technology. We also saw that the display represented for citizens not only an opportunity to make their voice being heard but also an occasion for socialization. The second solution is a model and tool that empower IMS through Facebook services. Here we found that the integration with Facebook facilitated participation by reducing the friction related to getting informed and involved in IM. Also, the participants reported that the familiarity and easy to use of Facebook features represented an advantage for participation. We informed the design of both solutions with large- and medium-scale data analysis studies on the behavior (individual and collective), practices, and motivation factors of IM communities’ participants.
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Saldivar, Jorge. "Empowering Online Idea Management for Civic Engagement with Public Displays and Social Networking Services." Doctoral thesis, University of Trento, 2017. http://eprints-phd.biblio.unitn.it/2070/1/phd-thesis-jorgesaldivar.pdf.

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Idea Management (IM) is the process of requesting, collecting, selecting and evaluating ideas to develop new and innovative products, services or regulations, or to improve existing ones. The process is supported by dedicated Idea Management systems (IMS), which lets people propose ideas, as well as rate and place comments on other users’ suggestions. When used in the civic domain, IM serves as a tool to engage citizens in processes of innovation of public services, laws, and regulations. A key ingredient in the success of IM is the community of participants. The larger the community, the more diverse views are likely to appear and diversity of views increases the chances of discovering valuable ideas that can lead to innovations. However, having a large number of people participating in IMS is a hard challenge; it requires an understanding of the people and their needs and designing the technology to match these characteristics. In this thesis, we aim at involving the society at large into IM processes. Achieving this ambitious goal requires integrating IMS with people’s everyday life tools and spaces of participation. We understand that tools for civic engagement should engage people on their own terms and should be readily available. We meet these requirements by proposing an approach that integrates IMS into common physical and virtual spaces of participation enabling people to participate in IM using ordinary tools and without having to step outside their daily habits. In a systematic and extensive study of the literature about technologies used to foster civic engagement in innovation processes, we found that the choice of technology and its “situated- ness” is essential in granting ease of public access and promoting inclusive processes of civic engagement. We also discovered that civic engagement technologies still have room to improve their use of multiple channels of participation. In this regard, we saw social networking sites such as Facebook and Twitter as having a strong potential to lower participation barriers and engage citizens, considering how pervasive these sites are today as daily tools. We show how the lessons learned can be applied in practice by presenting two solutions to increase participation in IMS. The first solution is a platform that extends IMS by integrating them into displays located in public spaces. From this experience, we found that taking the right instruments to where people actually are is important to address specific inequalities regarding access to technology. We also saw that the display represented for citizens not only an opportunity to make their voice being heard but also an occasion for socialization. The second solution is a model and tool that empower IMS through Facebook services. Here we found that the integration with Facebook facilitated participation by reducing the friction related to getting informed and involved in IM. Also, the participants reported that the familiarity and easy to use of Facebook features represented an advantage for participation. We informed the design of both solutions with large- and medium-scale data analysis studies on the behavior (individual and collective), practices, and motivation factors of IM communities’ participants.
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Knudsen, Tore. "PrivacyLamp." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22433.

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This thesis project presents a research through design process, that has aimed to investigate and challenge internet users’ perception and awareness around the theme of online privacy and third-party trackers. This has been done by designing a critical design artifact called PrivacyLamp which takes form as a classic lamp, that through a secondary (dis)functionality is designed to work as an mediation of potential third-par- ty-trackers activity on the user’s local network. PrivacyLamp has been developed through an iterative design process, guid- ed by relevant literature and works within the eld of critical design, physical data visualization, and design for re ection, which all have worked as a foundation for the design of such an artefact. The prototype has been evaluated together with six participants, who all adopted the prototype into their domestic settings to experience it as a part of their everyday life for a few days. The aim of this qualitative study has been to investigate how a defamiliarized domestic object can work as an ambient display to question the invisible ow of connec- tivity and its complication within online privacy, as well as the narratives and experiences users develops in relation to this.
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5

Yuan, S. "Supply side optimisation in online display advertising." Thesis, University College London (University of London), 2015. http://discovery.ucl.ac.uk/1463229/.

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On the Internet there are publishers (the supply side) who provide free contents (e.g., news) and services (e.g., email) to attract users. Publishers get paid by selling ad displaying opportunities (i.e., impressions) to advertisers. Advertisers then sell products to users who are converted by ads. Better supply side revenue allows more free content and services to be created, thus, benefiting the entire online advertising ecosystem. This thesis addresses several optimisation problems for the supply side. When a publisher creates an ad-supported website, he needs to decide the percentage of ads first. The thesis reports a large-scale empirical study of Internet ad density over past seven years, then presents a model that includes many factors, especially the competition among similar publishers, and gives an optimal dynamic ad density that generates the maximum revenue over time. This study also unveils the tragedy of the commons in online advertising where users' attention has been overgrazed which results in a global sub-optimum. After deciding the ad density, the publisher retrieves ads from various sources, including contracts, ad networks, and ad exchanges. This forms an exploration-exploitation problem when ad sources are typically unknown before trail. This problem is modelled using Partially Observable Markov Decision Process (POMDP), and the exploration efficiency is increased by utilising the correlation of ads. The proposed method reports 23.4% better than the best performing baseline in the real-world data based experiments. Since some ad networks allow (or expect) an input of keywords, the thesis also presents an adaptive keyword extraction system using BM25F algorithm and the multi-armed bandits model. This system has been tested by a domain service provider in crowdsourcing based experiments. If the publisher selects a Real-Time Bidding (RTB) ad source, he can use reserve price to manipulate auctions for better payoff. This thesis proposes a simplified game model that considers the competition between seller and buyer to be one-shot instead of repeated and gives heuristics that can be easily implemented. The model has been evaluated in a production environment and reported 12.3% average increase of revenue. The documentation of a prototype system for reserve price optimisation is also presented in the appendix of the thesis.
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Lameira, Margarida Alexandra Matos. "Os principais objetivos da publicidade display online e as métricas adequadas na sua avaliação." Master's thesis, Instituto Superior de Economia e Gestão, 2017. http://hdl.handle.net/10400.5/14160.

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Mestrado em Ciências Empresariais
Em Portugal, a televisão foi desde sempre a média favorita dos portugueses, porém, com a rápida penetração da Internet, ocupa hoje o segundo lugar da tabela com 3,1 horas de visualização diária face às 4,2 horas de utilização diária da Internet (Meios & Publicidade, 2015). As organizações perceberam as oportunidades publicitárias associadas à sua presença neste canal, assistindo-se atualmente a uma proliferação de dinâmicas publicitárias cada vez mais diversificada e profissionalizada, onde a publicidade display se insurge. Adjacente ao aparecimento das novas formas publicitárias, surgiram também novas formas de as avaliar, traduzidas em métricas digitais, que os profissionais dizem ser demasiadas e confusas, para definição e estandardização de modelos de avaliação da publicidade online. Este trabalho representa uma abordagem a essa mesma questão: esclarecer junto dos profissionais das agências de meios, quais as métricas de exposição, estratégicas e financeiras mais adequadas, na avaliação dos principais objetivos da publicidade display. Os resultados indicam que a maior parte das métricas propostas no modelo, são relevantes para a avaliação dos objetivos em questão, ainda que as métricas de exposição sejam a tipologia mais usada, pela acessibilidade que as caracterizam. As métricas estratégicas incorrem em mais custos e são mais complexas de implementar. As métricas financeiras, são recorrentemente usadas, no entanto o ROI, uma das métricas mais consideradas na avaliação do Marketing, é percecionado como uma métrica difícil de apurar, considerando a complexidade que exibe, na correlação dos resultados ao investimento realizado, exceto se for usado em e-commerce.
In Portugal, television has always been the portugueses´s prefered media, however, with the rapid penetration of Internet, today takes the second place on the ranking, with 3,1 hours of daily viewing against 4,2 hours of daily use of Internet (Meios & Publicidade, 2015). Companies understood the advertisement opportunities with its presence in this channel, currently witnessing a proliferation of advertising dynamics increasingly diversified and professionalized, where the display advertising stands out. Adjacent to the appearance of these new forms of advertising, also have emerged new forms of evaluating them, translated into digital metrics, which professionals say that are too many and confused, for the definition and standardization of online advertising evaluation models. This work represents an approach to this subject: clarify with the professionals of the media agencies, which are the most appropriate exposure, strategic and financial metrics to assessing the main objectives of the display advertising. The results indicate that most of the metrics proposed in the model are relevant for the evaluation of the objectives in question, although the exposure metrics are the most used typology because of the accessibility that characterize them. Strategic metrics incur in more costs and are more complex to implement. Financial metrics are often used, however ROI, one of the most considered metrics in Marketing´s assessment, is perceived as a metric that is difficult to ascertain, considering its complexity in assigning the results to the investment made, unless it is used in a model of e-commerce.
info:eu-repo/semantics/publishedVersion
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Ya, Wen, and Yihan Xing. "3D Product Display in eCommerce websites : Study on the impact of 3D product display for the online user experience." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53339.

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Ghidini, Marialaura. "Curating Web-based art exhibitions : mapping online and offline formats of display." Thesis, University of Sunderland, 2015. http://sure.sunderland.ac.uk/6088/.

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This dissertation investigates the theory and praxis of curating web-based exhibitions from the perspective of a practitioner (the author Marialaura Ghidini). Specifically, it investigates how the web as a medium of production, display, distribution and critique has had an impact on the work and research of independent curators and the way in which they configure their exhibition projects. With a focus on the last decade, curatorial work of production and commission is considered in relation to technological developments, previous theoretical work into the mapping of exhibitions online and the analysis of case studies which are paralleled with the author’s own exhibition projects. What has emerged from this combination of theory, practice and comparison of approaches is the rise of a tendency in contemporary curatorial practices online: the creation of exhibitions that migrate across sites—online and offline—and integrate different components—formats of display and distribution—giving life to exhibition models which this study names as those of the 'extended' and 'expanded'. The figure of the curator as mediating ‘node’ is another characteristic emerging in relation to this tendency. Its features are identified through the observation of six case studies, which include Beam Me Up, CuratingYouTube and eBayaday, and interviews with their curators, and three projects that the author organised with the web curatorial platform or-bits-dotcom, 128kbps objects (2012), (On) Accordance (2012) and On the Upgrade WYSIWG (2013), which experiment with modes of integrating web-based exhibition with other exhibition formats, such as the gallery show and print publishing. Through combining contextual review and curatorial practice, this study names the tensions existing between online and offline sites of display and modes of production and commission, offering critical and practical ground work to discuss the tendency of migrating exhibitions and integrating formats within the larger context of curating contemporary art.
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Halalau, Ruxandra, and Gustaf Kornias. "Factors influencing users' attitude towards display advertising on Facebook." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Marketing and Logistics, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-19005.

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Background: Researchers have investigated display advertising in the past several years from different perspectives but only in connection to traditional Web sites and not specifically for social networking sites. Facebook is the most prominent social networking site in terms of number of users and its main source of revenue is its online advertising business. Having display advertising in their virtual space is the reason why social networks are able to offer free service and as such the need to understand how users perceive it arises The most important way of understanding users’ perceptions about the advertis- ing messages is by studying attitudes. In order to understand the attitudes toward Facebook display advertising, it is necessary to examine the factors that affect the attitude-toward-the-ad. Ad perceptions, ad credibility, attitude toward advertisers, attitude toward advertising and mood have been identified by previous researchers as clearly influencing the attitude toward specific ads. Purpose: The purpose of this research is to investigate user’s attitude toward display advertising on Facebook by identifying the main factors that influence the formation of attitudes. Method: In order to fulfill the purpose and uncover the main factors that influence the attitude towards display advertising on Facebook, a qualitative research has been conducted. Both a primary and a secondary data search was per- formed. The primary data was collected by carrying out semistructured interviews with students at Jönköping University which resulted in a number of 20 respondents. The secondary data was gathered through the use of the resources available at the university library, both digital and paper based. Internet Web sites have also been reviewed when needed. Conclusions: The authors found that users display an accepting, positive attitude toward display advertising on Facebook. There have been identified five main fac- tors influencing Facebook users’ attitude and these are ad credibility, ad perceptions, attitude toward the advertiser, informativeness and lack of irritation. Moreover, the informativeness factor was found to have the greatest influence in terms of the behavior Facebook users have toward display advertising.
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Godinho, Raquel Paiva. "Interfaces da publicidade online : um estudo de hotsites veiculados no display do portal Yahoo! Brasil." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/25621.

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Diante das novas possibilidades de comunicação no ciberespaço, investigamos estratégias específicas da mídia online, com foco na publicidade e na comunicação visual. A partir dos conceitos da publicidade persuasiva e do design de interfaces, desenvolvemos um estudo sobre hotsites, um dos formatos próprios do meio online. Nosso objetivo foi identificar de maneira mais apurada quais os recursos de design presentes nestas interfaces que possibilitam identificá-las como um tipo específico de publicidade na web. Para isto, realizamos o levantamento dos recursos de design recorrentes utilizados nestas interfaces, através da análise de dez hotsites veiculados, no mês de setembro e novembro de 2009, no espaço display do portal Yahoo! Brasil.
Face to new communication opportunities of cyberspace, the on line media specific strategies were investigated, focus in advertising and visual communication. Based on persuasive advertising and interfaces design concepts, the hotsites, a online space format, was studied. The aim of this study was to identify properly, and accurate which design resources used on this interfaces can characterize them as a specific type related to web publicity. In this sense, a research about the recurrent design resources used in these interfaces, was conduced through the analysis of ten hotsites run between September and November of 2009, in the display space of Yahoo! Brazil portal.
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REITE, ANNA, and MARIANA FULLEDA. "Analysing online visual elements’ influence upon female perceived value." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18135.

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Purpose - The purpose of this study is to understand female consumers’ behaviour within online shopping, in order to identify which features within three chosen elements, common within the presentation of women’s tops, reduce mental intangibility and stimulate perceived value. Design/methodology/approach - A standard qualitative study approached through two methods of data collection; interviews and focus groups, from which specific patterns and concepts were identified during the development of conversations. Research limitations - This study is limited to female students from The Swedish School of Textiles. The research will focus on three visual variables common within the online presentation of women’s tops. Originality/Value - This study contributes knowledge to online apparel retailers, enabling them to optimise their website product display, thus increasing their competitive advantage. Our analysis of the chosen visual elements will contribute to a further understanding on how to reduce mental intangibility through visual communication. Additionally by acknowledging how to influence customers’ perceived value, online retailers will be able to trigger loyalty.
Program: Master Programme in Fashion Management
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Rosenblatt, Michael 1977. "The impact of networked display devices on awareness and adoption of an online knowledge sharing system." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/17619.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Pages 103-104 blank. "September 2003."
Includes bibliographical references (p. 85-88).
Invention is largely information driven. Everyone in a community of inventors is an aggregator of information relevant to invention. Sharing some of this information across a community of inventors will result in greater invention effectiveness at the individual and community levels. Sharing this information via an electronic database is an attractive proposition, but gaining attention and participation is difficult. Networked display devices can help foster awareness and participation in a community information sharing system.
Michael Rosenblatt.
S.M.
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Simbine, Franco Bernardo. "Comparando roteiros guiado e livre nas trajetórias de aprendizagem." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/172215.

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As interações dos estudantes com os Objetos de Aprendizagem (OAs) disponibilizados por meio dos Ambientes Virtuais de Aprendizagem (AVAs) produzem uma quantidade significativa de dados. Estes dados deixam rastros que podem ser analisados para responder as seguintes questões: Como os estudantes circularam pelos AVAs? Quando o estudante entrou em um AVA? Quais os trajetos percorridos? Quanto tempo levou para executar uma atividade? Qual a ordem de execução das atividades? Qual a Trajetória de Aprendizagem (TA) percorrida pelo estudante? Um grande desafio na atualidade é desenvolver mecanismos de monitoramento e visualização das Trajetórias de Aprendizagem (TAs) comparando com o desempenho avaliado do estudante. Devido à grande quantidade de dados gerados, quanto mais compacta for a visualização das TAs, melhor será, não apenas para os estudantes, mas, também, para os professores envolvidos. Nesse contexto, a presente Tese se concentrou, primeiramente, nos estudos de diversas técnicas de visualização de grande quantidade de dados e, em seguida, propôs uma técnica de visualização de trajetos relacionados com a TA de cada estudante, contendo as atividades inerentes à aprendizagem pretendida. As TAs são compostas por trajetos, que podem ser seguidos conforme a sugestão do professor através de Roteiro Guiado (RG) ou conforme a escolha do estudante através de Roteiro Livre (RL), desde que o estudante possua os pré-requisitos para tal escolha. Certamente, existe, para o estudante seguir, uma ordem mais recomendada para a execução das atividades, que lhe seja mais conveniente para a apropriação ou construção do conhecimento pretendido. Assim, se é possível visualizar todos os dados sobre a realização ou não dos trajetos, tanto pelo professor quanto pelos estudantes, os próximos passos dessas atividades de aprendizagem serão melhores escolhidos Desse modo, a tese propõe um modelo gráfico espaço-temporal para a visualização dos trajetos e das TAs dos estudantes, resultantes das interações necessárias para a realização das atividades inerentes de cada trajeto em AVAs. A ideia básica é utilizar os dados obtidos das interações dos estudantes nos AVAs e gerar gráficos que serão visualizados como meio para se obter uma maior compreensão e apreensão dos Processos de Aprendizagem (PAs), de forma a buscar extrair desses dados, na medida do possível, ideias ou conhecimentos ainda poucos trabalhados nas pesquisas acadêmicas que abordam o tema. Esta pesquisa desenvolveu uma abordagem para a implementação de uma pratica pedagógica usando o sistema de visualização de informação para a representação de padrões de interação dos estudantes dentro de um espaço conceitual, no contexto educacional, tendo como embasamento as teorias da aprendizagem significativa e da autorregulação da aprendizagem Para a materialização da proposta foi desenvolvido dois experimentos sendo um na Universidade Federal Rio Grande do Sul (UFRGS) no Brasil e outra na Universidade Pedagógica (UP) em Moçambique nos quais foi feita a comparação da forma de interação dos estudantes dentro da TAs seguindo os dois roteiros propostos pelo professor o que permitiu acompanhar melhor os experimentos realizados. As análises dos resultados obtidos pelos referidos experimentos permitiram visualizar e comparar os processos de aprendizagem através das interações/navegações em OAs, da ordem de utilização dos mesmos, das Trajetórias de Aprendizagem (TAs), do tempo para percorrer a TA e também através do pré e pós-teste. Como resultado, observou-se um melhor aproveitamento pedagógico no processo em que os estudantes usaram o RL em relação aos estudantes que interagiram de forma sequencial (RG). O estudo contribui com um sistema de visualização dos trajetos realizados pelos estudantes, que permite realizar o mapeamento das atividades em AVAs, e com uma nova proposta de validação de questões de avaliação (pré-teste e pós-teste) como forma de propor melhorias nos processos educacionais.
Student's interactions with Learning Objects (LO) that are available through Virtual Learning Environments (VLE) produce a significant amount of data. These data leave traces that can be analyzed to answer the following questions: How did students interact through VLE? When did the student enter in the VLE? What are the trajectories? How long did it take to perform an activity? What is the order of execution of the activities? What is the learning trajectory (LT) fulfilled by the student? A major challenge now is to develop monitoring and visualization mechanisms of the Learning Trajectories (LT) compared to the student's assessed performance. Due to the large amount of data generated, as more compact the visualization of the LT can be, the better it will be, not only for students, but also for the teachers involved. In this context, the present thesis focused primarily on the studies of several techniques for visualizing large amounts of data and then proposed a technique for visualizing trajectories related to the LT of each student, containing the activities inherent to the intended learning. The LT are composed of routes, which can be followed according to the teacher's suggestion (Guided Roadmap - GR) or according to the student's choice (Free Roadmap - FR), provided if the student has the prerequisites for such a choice. Certainly, for the student to follow, exists a more recommended order for the execution of the activities, which is more convenient for the appropriation or construction of the knowledge intended. Thus, if it is possible to visualize all data about the accomplishment or not of the routes, by the teacher as well as the students, the next steps of these learning activities will be better chosen. Thus, the thesis proposes a space-time graphic model for the visualization of the student's paths and LT, resulting from the necessary interactions from inherent activities of each path in VLE. The basic idea is to use the data obtained from student interactions in VLE and generate graphs that will be visualized as a means to obtain a greater understanding and apprehension of the Learning Processes (LP), in order to seek to extract from this data, as possible, ideas or knowledge still few worked in the academic researches that approach the subject. This research developed an approach for the implementation of a pedagogical practice using the information visualization system to represent patterns of student interaction within a conceptual space in the educational context, based on theories of meaningful learning and self-regulation of learning. For the materialization of the proposal, two experiments were carried out, one at the Federal University of Rio Grande do Sul (UFRGS) in Brazil and another at the Pedagogical University (UP) in Mozambique, in which the interaction of the students within the LT was compared in two scripts proposed by the teacher that allowed to follow better the realized experiments. Analysis of the results obtained by these experiments allowed to visualize and compare the learning processes through the interactions/navigations in LO, the order of their use, the Learning Trajectories (LT), the time to go through the LT and through the pre and post-test. As a result, a better pedagogical use was observed in the process, in which the students used the FR in relation to the students who interacted sequentially (GR). This study contributes with a visualization system of the trajectories taken by students, which allows mapping of activities in LT, and with a new proposal validation of evaluation questions (pre-test and post-test) as a way of proposing improvements in educational processes.
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Ganzenmüller, Katja. "Weiß nicht, was soll es bedeuten." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-81641.

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Teil-Ganzes-Beziehungen treten in den unterschiedlichsten Formen auf, z.B. bei den Bänden einer Schriftenreihe oder bei Aufsätzen in einem Sammelwerk. Ihnen allen gemeinsam ist die schwierige Darstellung in Online-Katalogen und die komplizierte Navigation zwischen den zusammengehörigen Teilen. Im Rahmen einer Bachelorarbeit an der Hochschule der Medien, Stuttgart, werden deutsche und österreichische Online-Kataloge daraufhin untersucht, wie sie hierarchische Strukturen abbilden. Dabei werden Erschließungstiefe, die Art der in der Trefferliste angezeigten Titelaufnahmen und deren Unterscheidung berücksichtigt. Außerdem wird die Navigation zwischen zusammengehörigen Aufnahmen aus der Trefferliste und aus der Vollanzeige heraus betrachtet. An Hand dieser Untersuchung und nach einem kurzen Blick auf AACR-Kataloge und auf nicht-bibliothekarische Recherchewerkzeuge werden Vorschläge für die Verbesserung der hierarchischen Darstellung gemacht.
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Kämpe, Alexander. "Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139017.

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Joakim, Aronsson. "I Want to Breathe You In : Data as Raw Commodity." Thesis, Konstfack, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7977.

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In this paper, I look at the history of the internet and online advertising. The internet is inextricably linked to capitalism and is fueled by advertising. As a result, companies like Facebook, Apple, Microsoft, Google, and Amazon collect data in large volumes to improve targeted advertising. An investigation of new power structures has emerged with the internet and how they dominate its and our future. My creativity lies between art and technology. By merging new technologies like Artificial Intelligence with humor and graphic design, I try to shine a light on the subject.
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Flyckt, Sara, Hanna Holmgren, and Amanda Werner. "The Value of Personal Communication VS Performance in Supplier Relationships in a Digital Era : A Multiple Case Study Explaining the Online Organizational Buying Behaviour in Sweden & UK when Purchasing Display Material." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44106.

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Problem: The increasing online operations of the B2B market has led to companies being able to operate all over the world, making them exposed to various markets with different preferences of supplier relationships. For that reason, it is important for companies to consider aspects such as digitalization, culture and buyer-seller relationships when conducting business with foreign companies. One industry that has been reluctant towards this online shift is the display materials industry. However, during recent years display material suppliers operating online have become more successful. Therefore, understanding companies purchasing process when buying display material online is necessary.   Purpose: This thesis aims to explain and investigate the online organizational buying behavior of British and Swedish organizations while purchasing display materials and several factors that influence it, such as culture, digitalization and buyer-seller relationships are examined.   Method: A qualitative approach with semi-structured interview was used to conduct this research. Eight participants from British and Swedish organizations who are customers of the display material company SignMax were interviewed. The data collected has been analyzed together with literature on online organizational buying behavior and the influencing factors. Results: The findings of this research showed that the level of product involvement and national culture decides and forms the importance of the purchase, the purchasing process and the type of supplier-relationship desired. Additionally, the attitude towards digitalization and the experience of online purchases determine the level of personal contact and support. Based on the empirical analysis the findings showed that for the cases of UK and Sweden, UK was more performance-oriented in their supplier relationships and highly valued ease of use and a smooth purchasing process. Sweden on the other hand, focused more on soft-values such as personal contact and support.
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Gerdman, Thomas, and Felicia Nordqvist. "An exploratory study on perceptions of personalised display ads online : A comparison of Swedish generations: Do consumers willingly surrender their privacy for the usefulness of personalised advertising?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35964.

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The Swedish consumers are concerned of their online privacy, while companies increasingly gather personal information with business intelligence (BI) technologies in order to customize online banner ads, among the favoured marketing techniques. Meanwhile, marketers treasure the opportunity to target individuals. The purpose of this research is to generate insights of Swedes’ experiences of intrusion of their privacy online, and their behavioural response to personalised banner advertisements. The research will also observe if there are differences depending on the consumers’ ages. Mediating factors will be regarded how they influence the online users perceived intrusiveness and usefulness of personalised ads. The study is exploratory and aims to provide extensive awareness and beliefs around a complex phenomena. It will have a qualitative approach where data collection is conducted through semi-structured, in-depth, interviews with Swedish consumers from two age groups, complemented by three expert interviews. The results show that, in comparison, elderly consumers have less knowledge of personalised advertising, as well as BI-technology, leading to higher privacy concern and perceived intrusiveness when exposed to these ads. Members of the generation Y comprehend the phenomena to a greater extent, and more easily see the usefulness presented, but are overall ambiguous. Attitudes are likely to be formed based on the experienced intrusiveness contra usefulness, but are not clearly influencing trust, loyalty of future purchasing behaviours. Generally, marketers and consumers’ views show incongruence, as marketers remain very positive to using personal information to customize ads, while consumers do not always perceive it similarly. A balance can be difficult to achieve, but a unanimous belief demand high accuracy of content and placement of the personalised ads to be perceived as useful.
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Simon, Julien. "Learning to drive with Advanced Driver Assistance Systems. Empirical studies of an online tutor and a personalised warning display on the effects of learnability and the acquisition of skill." Doctoral thesis, Universitätsbibliothek Chemnitz, 2006. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200600713.

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Beside all the technical challenges concerning sensor quality and control algorithms one of the main issues related to the introduction of advanced driver assistance systems (ADAS) constitutes the human-machine interaction. This covers not only the physical interface between the driver and the system but also the understanding and cognitive model the driver needs to operate the system. The explorative analysis of a long-term field study of the use of ACC, was aimed at identifying characteristics of the learning process and their potential implications for conceptualising novel displays to increase, particularly in the early phases, usability and safety of the system through the adaptation of information to the drivers. The analysis of the learning aspects derived from drivers’ interaction with the system enabled the identification of learning aims for the usage of an ACC system and an objective classification of observable behaviours from which different levels of skill can be interpreted. It was concluded that by responding to the difficulties met by users in the actual situation and by adapting the information to the drivers’ experience, drivers’ learning progress could be accelerated through better comprehensibility and predictability of the system. To this aim, two innovative help-systems were conceived, implemented and evaluated in terms of drivers driving behaviour and interactions with the ACC system, in the BMW fixed-base driving simulator. A learn-adaptive, multi-modal, on-line tutor system that covered interactions with the system at every level of the driving task (Reichart, 2001) for which learning must be effectuated, was tested with 11 participants. A personalised learning model of the driver was used to relate the drivers’ prior usage of the system and his situational experience, to give the driver additional advice and explanation in order to shorten the learning period. A main effect was found between the experimental groups’ understanding of the system and in participants’ ability to predict when to reclaim control of the system, as measured by the reduction in unnecessary interventions and reduced number of panic reactions. The use of cognitive apprenticeship methods (Cognition and Technology Group at Vanderbilt, 1993) on an online adaptation of feedback showed a positive influence on the learning process, increasing the speed of the learning process towards the acquisition of skill. The second experiment’s objective was to develop an interface that most effectively helped drivers learn to predict the need to reclaim control and the appropriate sensitivity of response in take-over situations. Drivers interactions with a didactic, two-step warning display, based on a time algorithm that was personalised to drivers maximum preferred deceleration level, was tested with 24 participants. Display effects were observed in time-to-collision, reaction times, the number of false alarms (unnecessary driver interventions) and misses (collision or near collisions). Significant differences were also found in distance error, adequate deceleration rates, panic braking and reaction times on the peripheral detection task. These results were also largely supported by the subjective measures. The proposed concepts have shown methods of reducing the ADAS learning phase and accelerating drivers behaviour to a skill level. The theoretical and empirical work described in this thesis plays an important role in deriving recommendations for systems that reduce the amount of learning demand on the driver and eliminates learnability issues that can lead to safety-critical traffic situations.
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Тесленко, Л. А. "Сутність та види рекламних технологій в мережі інтернет." Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/64971.

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З кожним роком в Україні все більше розвиваються Інтернет-комунікації, адже кожна компанія вважає за потрібне бути присутньою в мережі Інтернет. За допомогою Інтернет-технологій можна впливати на поведінку людини, стиль життя. Інтернет дозволяє створювати комунікації, які дозволяють просувати свої товари, послуги, ідеї. Інтернет-комунікації використовують всі компанії світу, що об’єднує їх на Інтернет майданчику і сприяє створенню ефективних контактів зі споживачами.
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Alzomai, Mohammed Hamad. "Identity management : strengthening one-time password authentication through usability." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/46213/1/Mohammed_Alzomai_Thesis.pdf.

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Usability in HCI (Human-Computer Interaction) is normally understood as the simplicity and clarity with which the interaction with a computer program or a web site is designed. Identity management systems need to provide adequate usability and should have a simple and intuitive interface. The system should not only be designed to satisfy service provider requirements but it has to consider user requirements, otherwise it will lead to inconvenience and poor usability for users when managing their identities. With poor usability and a poor user interface with regard to security, it is highly likely that the system will have poor security. The rapid growth in the number of online services leads to an increasing number of different digital identities each user needs to manage. As a result, many people feel overloaded with credentials, which in turn negatively impacts their ability to manage them securely. Passwords are perhaps the most common type of credential used today. To avoid the tedious task of remembering difficult passwords, users often behave less securely by using low entropy and weak passwords. Weak passwords and bad password habits represent security threats to online services. Some solutions have been developed to eliminate the need for users to create and manage passwords. A typical solution is based on generating one-time passwords, i.e. passwords for single session or transaction usage. Unfortunately, most of these solutions do not satisfy scalability and/or usability requirements, or they are simply insecure. In this thesis, the security and usability aspects of contemporary methods for authentication based on one-time passwords (OTP) are examined and analyzed. In addition, more scalable solutions that provide a good user experience while at the same time preserving strong security are proposed.
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Čierna, Katarína. "Využitie PPC marketingu v mobilných reklamných kampaniach (Optimalizácia mobilných kampaní v AVG Technologies)." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-196959.

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The thesis is focused on most recent trends in the mobile marketing industry, paid mobile advertising market structure, size and processes. The aim of the thesis is to define the possibilities of using mobile advertising in two basic segments mobile advertising in search and mobile display advertising. It provides performance results of the paid mobile advertising campaigns and their role in the corporate practice. The last part provides in-depth view about use of mobile advertising at the company AVG Technologies. It illustrates how the company increased the number of app installations and factors that influence the effectiveness of in-app advertising campaigns in general.
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Abels, David Mark. "Sequencing items in multiple-item displays on online public access catalogs." 1993. http://books.google.com/books?id=QMzgAAAAMAAJ.

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Thesis (Ph. D.)--University of California, Los Angeles, 1993.
Vita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 191-199).
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Carlyle, Allyson. "The second objective of the catalog an evaluation of collocation in online catalog displays /." 1994. http://books.google.com/books?id=1zLhAAAAMAAJ.

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Thesis (Ph. D.)--University of California, Los Angeles, 1994.
Vita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves).
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Wall, Thomas B. "Testing the efficacy of augmenting OPAC displays with bibliographic enhancements a systematic study /." 1994. http://books.google.com/books?id=xsrgAAAAMAAJ.

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Wang, Chih-Wei, and 王至維. "Apply Simultaneous Display Interface to Hospital Online Register System." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/5edarh.

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碩士
國立臺北科技大學
創新設計研究所
101
A properly implemented human-computer interface should be user-centered design and usable to all people. This study formulated the simultaneous display interface (SDI) to enhanced hospital online register system. We conducted a focus group interview to examine existing hospital online register system. The result indicated that current hospital online register systems mainly apply wizard interface for leading the user through the interface step by step to do tasks in a prescribed order, however experienced users may suffer from elaborated steps. Based on the theory of OPD, universal usability; and interface consistency, this study proposed the simultaneous display interface for hospital online register system. By utilizing technology acceptance model, which is based on the factors of usefulness and usability, the usability of SDI was compared with that of wizard interface. Two stages experiment were carried out to verify SDI’s universal usability. Task 1, focused on usefulness, usability, employing QUIS (questionnaire for user interaction satisfaction) and SUS (system usability scale), and then analysed by SPSS for paired samples T-test analysis. Task 2, focused on young, middle-aged and older adult, testing learnability of SDI experiment. Two main conclusions as follows: (1) Simultaneous display interface accommodate individual differences among users: users with different experience positively confirmed the usefulness and usability of SDI. User’s attitude toward use and intention to use were in favor of SDI than wizard interface. (2) Learnability was improved when providing with appropriate operation prompt: Unlike other age groups, older adults take longer time to complete the task. However, the efficiency was improved especially when providing with appropriate operation prompt.
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Chen, Po-Shau, and 陳柏劭. "Vehicle Position Synchronization Display Technology for Online Racing Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j9h24r.

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碩士
國立臺灣科技大學
資訊工程系
106
Due to the rise of Internet and mobile devices, many applications on the mobile devices such as social network, mobile games become more and more popular within recent years. The growth of mobile games is one of the most influential events in computer gaming in this decade. As the rise of the Internet mobile phone games not only play on their own, but also multiple players. Another primary reasons for this is that mobile phones are a thing that just almost everyone has on them at all times within recent years. Therefore, there are more and more multiplayer mobile game. A major problem of network-based multiplayer games is caused by the network transmission delay. This delay causes several problem and leads to contradictory situations. The two cars are going simultaneously while passing the finishing line. Because of the transmission delay, it takes a moment until the position of the remote player reaches the local player. Therefore, the position of the opponent’s car seems behind the local player. Thus, both players believe that they are the leader and going to be the winner of the game. Thus, the network delay caused the game unfair. In order to solve this situation, there are two major approaches have been developed such as local presentation delay and dead reckoning. In local presentation delay, the processing of game object from the remote and the local system are synchronized. Because of the requires that also local events are delayed. Because of the local events are also delayed, it's a bad experience for the player. The second approach , dead reckoning, is often used to reduce the effects of network induced delays and losses by using prediction method. Dead reckoning is the process of calculating one's current position by using a previously determined position, or fix, and advancing that position based upon known or estimated velocity over previous time and course. With dead reckoning, the next time event such as a player position is predicted. This can reduce the effect of network latency and of loss of events also. There are many different ways of dead reckoning. For different games, there is no one method is always the best. Different games may suit different prediction methods. Mainly, the game can be divided into sports games, action games, racing games. Different games have their own different feature. Because of the car moving fast in racing games, the accuracy of the prediction is more important. In this paper, we focus on the research the player's behavior prediction in racing games. Newton's law of motion is the most simple way in position prediction. It is also the method most used by the past, because Newton's law of motion is intuitive and easy. When sending the packet, not only the local player's location is transmitted to the remote player, but also the local player's speed, acceleration and timestamp. When remote player receive the package sending from local player, we can predict local player's next position by using the information in package. So we can use Newton's law of motion to simply predict the current player's position. However, the characteristics of high-speed vehicle movement in racing games. Rely only by Newton's laws of motion are not accurate enough in racing games. In this paper we study several prediction schemes and evaluate their suitability for racing games by experiments. In this paper we have provided two other methods to predict player's behavior, Kalman Filter and Support Vector Regression. Kalman filter, also known as linear quadratic estimation (LQE), is an algorithm that uses a series of measurements observed over time, containing statistical noise and other inaccuracies.Kalman filter also produces estimates of unknown variables that tend to be more accurate than those based on a single measurement alone, by estimating a joint probability distribution over the variables for each timeframe. Support vector machines (SVM), a machine learning method is emerging as a powerful modeling tool. In machine learning, support vector machines (SVM) are supervised learning models with associated learning algorithms that analyze data used for classification and regression analysis. Deal with the problem of regression SVM, called Support Vector Regression (SVR). Same as SVM, the goal of SVR is to find the best plane (hyperplane) in space. Different with SVM, SVM look for planes that divide the data, whereas support vector regression look for predictions that are accurate data distribution of the plane. In this paper we will compare several prediction schemes and evaluate their suitability for racing games by experiments, and analyze their advantage and shortcoming.
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Frantová, Nikol. "Trendy prodeje reklamního prostoru na českém online mediálním trhu." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-388872.

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The thesis Trends of media sales techniques on Czech online media market with focus on programmatic buying describes functioning of automated (programmatic) advertising inventory trading on the Czech market. The text focuses on the penetration of this new method, the mechanics of its functioning and its current and future role within the Czech online advertising market. The first part describes a theoretical framework of programmatic advertising and its main principles and functions. In this chapter, programmatic buying method is defined and established within the different types of methods of advertising inventory trading. In addition, the roles of individual market entities in programmatic trading are defined, as well as the technological platforms, which secure the functionality and operation of automated buying. At the end of the theoretical part, the different types of programmatic transactional methods are defined, the practical use of which is then further explored within the research chapter. The thesis also includes methodological part, which concentrates on methodological framework and relevant research method, followed by the description of the selected methods: data analysis, qualitative research and research of professional and specialized materials. In the methodological chapter are...
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Carriço, Mariana Dias. "Performance of online advertising : search, display and social media Ads." Master's thesis, 2016. http://hdl.handle.net/10400.14/20715.

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Digital advertising is becoming increasingly relevant. In particular, managers are gradually allocating the online budget to mobile and social media advertising. For that reason, it becomes essential to understand the performance of different ad types and the dynamics within each format and platform. The present study aims to compare different ad types – search, display and social media – whilst assessing the impact of different devices – mobile devices and computers – on online campaign performance. Moreover, it seeks to understand the factors that explain the performance within each ad type. This dissertation focuses on a B2B company that advertises an invoicing software using Google and Facebook. To this end, the study is based on descriptive quantitative research, analyzing secondary data from sixteen campaigns. The results show that search ads perform better on average than social media and display ads. However, the device of impression has also a significant impact on campaign performance. In fact, ads displayed on mobile devices yield more clicks and ads displayed on computer desktops generate more conversions. On Facebook, users often clicked on an ad in a mobile device and switched to a computer to convert. Besides, the targeting strategy adopted in display and social media ads has a significant influence on performance. On social media, ads retargeted to visitors of the company’s website originated significantly more conversions. In conclusion, these findings are relevant for managers in allocating the online budget across ad types and in optimizing the ads for different devices and target audience.
A publicidade digital tem um peso crescente na despesa em publicidade. Em particular, as empresas estão a alocar o orçamento digital a publicidade móvel e nas redes sociais. É essencial compreender o desempenho de diferentes tipos de anúncios e a dinâmica dentro de cada tipo de formato e de plataforma. O presente estudo compara diferentes tipos de anúncios – anúncios de pesquisa, de display e de redes sociais – analisando o impacto dos dispositivos de exibição – dispositivos móveis e computadores – no desempenho de campanhas. Além disso, pretende identificar os factores explicativos do desempenho de cada tipo de anúncio. A dissertação foca-se numa empresa comercial que anuncia um software de facturação através do Google e do Facebook. Numa óptica de pesquisa quantitativa descritiva, este estudo analisa dados secundários de dezasseis campanhas. Os resultados mostram que os anúncios de pesquisa têm em média um melhor desempenho. Contudo, o dispositivo de impressão tem uma influência significativa no mesmo. Os anúncios exibidos em dispositivos móveis geraram mais cliques e os anúncios exibidos em computadores mais conversões. No Facebook, alguns utilizadores clicaram no anúncio através de um dispositivo móvel e subscreveram ao software num computador. Adicionalmente, a estratégia de segmentação adoptada nos anúncios display e nas redes sociais influenciou o seu desempenho. No Facebook, os anúncios redireccionados aos visitantes do site da empresa originaram significativamente mais conversões. Concluindo, estes resultados são relevantes na alocação do orçamento digital a vários tipos de anúncios e na optimização dos anúncios para diferentes dispositivos e tipos de público alvo.
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Catarino, Patricia Isabel Dias. "Online Product Display nas lojas de Moda Online e a relação com a decisão de compra do consumidor." Master's thesis, 2021. http://hdl.handle.net/10400.26/37394.

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Os meios digitais têm levado a um aumento do consumo de bens através do online shopping que cria nos retalhistas novos desafios que não existiam no cenário brick-and-mortar, como o grande número de lojas online e produtos a preços mais competitivos. Com o aumento da oferta, é imperativo que os retalhistas possuam estratégias digitais que atraiam o consumidor e facilitem a sua experiência de compra, sendo uma das estratégias o online product display. De forma a entender o impacto que a apresentação do produto tem no consumidor, foi aplicado o modelo SOR e realizada uma análise de experimentos onde foi estudado o impacto da apresentação dos produtos consoante os estímulos da imagem (existência de cenário, existência de modelo e características do modelo), de forma a compreender como é que estas variáveis impactam a perceção que o consumidor tem do produto (organismo), e se essa perceção afeta a tomada de decisão do consumidor (resposta). Os resultados do estudo indicam que existem elementos da apresentação do produto (principalmente elementos mais complexos) que podem afetar a perceção, e que a perceção que o utilizador tem do produto afeta a sua tomada de decisão. No futuro, será importante analisar outros estímulos e outras variáveis de organismo para além da perceção, de forma a compreender totalmente como é que a estratégia digital dos retalhistas influencia a tomada de decisão do consumidor.
The digital channels have led to the raise of the consumption of products through online shopping, which creates on the retailers new challenges that didn’t exist in the brick-and-mortar scenario, such as the high number of online stores and products with competitive prices. Therefore, it’s mandatory for the retailers to own digital strategies that attract the consumer and facilitate its shopping experience- and one of those strategies is online product display. In order to understand the impact the presentation of the products has on the consumer, it was applied the S-O-R model and made an experiment analysis where the impact of the product presentation depending on the image’s stimulus (existence of scenario, existence of model and model characteristics) was studied, so it could be understood how these variables impact the perception the customer has of the products (organism), and if that perception affects the customer’s decision-making process (response). The investigation made suggests that there are elements of the product presentation (specially more complex elements) that may affect the perception, and that the perception the consumer has of the product affects its decision-making process. In the future, it will be important to analyze other stimuli and other organism variables besides perception, in order to understand how does the retailers’ digital strategy affect the decision-making of the consumer.
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Cunha, Beatriz Ferreira Pinto Afonso e. "The impact of online news’ context on the effects of display advertising : comparing the effects of positive and negative online news." Master's thesis, 2020. http://hdl.handle.net/10400.14/29628.

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The investment on digital media is a growing trend in today’s marketing environment, being display advertising a format usually adopted by marketers. Online news consumption is accompanying this growth and it is extremely hard to find online news articles without multiple elements that can influence readers' attention to other third-party content, such as display ads. While it is evident that advertisements exposed next to related articles is relevant and effective for advertisers. The real effect of the valence of the online news context - positive or negative - on consumers' attitudes and purchase intention towards the brand advertised is poorly known. An online survey was conducted in which two different versions of online news - positive and negative - about the CO2 emission in the automobile industry were created. One group of participants was exposed to the positive news and the other group to negative news. The groups were further analysed and compared for their differences on the dependent variables. The result indicates that the valence of the news context – positive or negative - has no significant impact on the attitude towards the ad, the attitude towards the brand and purchase intention. However, the attitude towards the ad positively affects the purchase intention. This research is relevant for advertisers, so they can redefine ad placement strategies, allocating display ads on relevant webpages and thus ensuring positive attitudes towards the website content. Finally, limitations and future research are presented.
O investimento em media digital é uma tendência crescente no contexto de marketing atual, sendo o display advertising um formato geralmente adotado pelos marketers. O consumo de notícias online acompanha este crescimento e é cada vez mais difícil encontrar artigos de notícias online sem vários elementos periféricos que podem distrair a atenção dos leitores para outros conteúdos de terceiros, como os display ads. Embora seja evidente que a exposição de anúncios ao lado de artigos relacionados seja relevante e eficaz para os anunciantes, pouco se sabe sobre os efeitos da valência do contexto das notícias online nas atitudes dos consumidores e na intenção de compra em relação à marca anunciada. Foi realizado um questionário online, na qual foram criadas duas notícias online - positiva e negativa - sobre a emissão de CO2 na indústria automóvel. Um grupo foi exposto à notícia positiva e outro à notícia negativa, sendo posteriormente analisados e comparados para testar diferenças nas variáveis dependentes estudadas. O resultado indica que a valência do contexto das notícias - positiva ou negativa - não tem impacto significativo na atitude em relação ao anúncio, na atitude em relação à marca e na intenção de compra. Contudo, a atitude em relação ao anúncio afeta positivamente a intenção de compra. Esta pesquisa é relevante para anunciantes, para que possam redefinir as suas estratégias de posicionamento de anúncios em websites relevantes, a fim de garantir atitudes positivas em relação ao conteúdo do website. Finalmente, as limitações e pesquisas futuras são apresentadas.
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32

Hung, Hao-An, and 洪浩恩. "The Optimal Online Common Agency Strategy in the Presence of In-Store Display Advertising." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/qtka78.

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碩士
國立臺灣師範大學
全球經營與策略研究所
100
In the tourism and some retail industries, the online common agency such as Priceline has attracted much attention from both marketers and researchers. This kind of new channel sells opaque products which contains limited product information and may intend to serve only those price-sensitive segments. In order to compete with the others in the industry, service providers (i.e., airlines) tend to redesign their in-store display advertising to fit consumer’s preference much better and to create the image differentiation. In this paper, we try to not only capture the price discrimination effect behind the online common agency but also consider the impact of in-store display advertising invested by service providers. We build a game-theoretic model where service providers can decide to invest on either the online common agency or their own websites and consider whether to launch in-store display advertising. By analyzing this model, we find that in the most marketing circumstance, the presence of the in-store display advertising which could enhance the valuation of consumers, service providers would have more incentives to use the online common agency mechanism. Besides, only in few marketing circumstance, service providers would invest in in-store display advertising without using the OCA mechanism. We find that the emergence of in-store display advertising would change service provider’s channel structure and thereby affect their pricing strategy. Moreover, we show that in-store display advertising could mitigate the price competition among service providers. We hope this study can provide some suggestions for marketers who are interested in the impact of the online common agency and in-store display advertising.
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Yeo, Tau Heng, and 姚道亨. "Evaluating the Effects of Interface Support for Stance Expression and Stance Display in Online Group Deliberation." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/92271979064813992617.

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碩士
國立清華大學
資訊系統與應用研究所
103
In response to political fragmentation of people, many efforts have been put into designing online deliberation tools that can bridge people with different ideologies. One of the promising designs is presenting contrasting views side by side in the same informational space. We present studies looking at how different deliberation interface designs, in terms of stance display (single-threaded and side-by-side design), and stance expression (with-stance and without-stance), influence the social interaction in online group deliberation and outcomes of online group deliberation. The two studies differ in their experimental design in which study 1 was an online study while study 2 was conducted in lab for more subtle investigation. In study 1, we find that the side-by-side interface design makes people more heterogeneous in terms of stance after group deliberation. In study 2, the result shows that side-by-side may stimulate more interaction, including listening and responding to each other, between group members. We also suggest that forcing explicating stance may make groups more extreme in homogeneous groups.
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34

Wyeld, Theodor G. "Communicating design using 3D collaborative virtual environments and online chat." Thesis, 2007. http://hdl.handle.net/2440/69432.

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This thesis addresses the role of perspective in communicating design. It uses the latest iteration of perspective technology, the real-time 3D virtual environment (3DVE) as a vehicle. A series of pedagogical case studies in the use of 3DVEs is explored. The case studies are founded on exercises with design students as participants. The participants concretise their thoughts in text using online chat whilst exploring various 3DVEs remotely located from each other. The net result of this investigation is that perspective is only one of many methods the participants in this study used for communicating spatiality.
Thesis (M.Arch) -- University of Adelaide, School of Architecture, Landscape Architecture and Urban Design, 2007
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35

CHENG, PEI-HSI, and 城佩希. "A Study on the Application Model of an Online Display System for Entries of Student Design Awards." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/37893241108746374718.

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碩士
國立臺灣科技大學
設計研究所
97
A good design awards website enables viewers to browse awarded works with pleasure, to gain experiences and to promote the exchange of design ideas. The use of navigational function should be simple to avoid loss in interface. Therefore, this study was expected to improve the usability of the website’s interface through the use of timeline and to increase the viewers’ pleasure by offering more interactions while browsing the website. An optimal way of display was proposed by comparing and analyzing real exhibition with online display in literature review. Three experimental prototypes were designed: (1) a control group using ordinary design awards website interface; (2) a timeline group introducing a design factor of timeline; and (3) an interactive interface group introducing the timeline and interactive interface. The results of the experiment were as follows. 1. There was no significant difference of the overall task performance between three prototypes. 2. There was a significant difference in the overall impression of the website’s interface in the analysis of the Pleasure Scale between three prototypes. 3. There was no significant difference regarding the NASA-TLX mental burden between three prototypes, whereas in question 4 (about testees’ efforts in the test) there was a significant difference in the interaction between gender and the interface. 4. There was no significant difference regarding the System Usability Scale between three prototypes. Through research and analysis, this study drew some conclusions and also made suggestions with respect to the usability of the website interface for student design awards, and also on the overall layout and design. In addition, this study was expected to serve as both a design norm and reference for website designers and enterprises while establishing websites for design awards. It was hoped that users would be easier and more satisfied to manipulate website content and browse through display material.
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Zhan, Fu-Rong, and 詹馥榕. "Show me the product or the model:The effect of the type of online product display on consumer responses." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/vhx3yj.

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碩士
國立中興大學
行銷學系所
105
This research elucidates on the types of online product displays which are most effective in e-commerce in influencing consumer responses, including perceived trust, product attitude, willingness to pay (WTP), mental intangibility, and perceived information and considers the moderating role of product distance and quantity of demonstrate picture. In order to verify the hypotheses, this research conducted two experiments. In study 1, a 3 (display way: a fuller model display vs. a slim model display vs. product display alone) x 2 (product distance: far vs. near) between-subject factorial experiment design was used to test our hypotheses. The results show that when the product distance is far (i.e., desirable), a slim model display will lead to higher WTP and will lead to more positive product attitudes than when a model with a fuller figure is used. Conversely, when the product distance is near (i.e., feasible), the attractiveness of a model with a fuller figure is the same as for a slim model. In study 2, a 3 (display way: a fuller model display vs. a slim model display vs. product display alone) x 2 (product distance: far vs. near) x 2 (quantity of demonstrate picture: much vs. less) between-subject factorial experiment design was used to test our hypotheses. On the one hand, the results revealed that matching the strategy, using the fuller model with near product distance will lead to more positive product attitudes, higher mental intangibility and perceived more information than a model with a slim figure when the quantity of demonstrate picture is simple. In contrast, matching the strategy, using the slim model with far product distance will lead to higher perceived trust, positive product attitudes, mental intangibility, and information diagnostic than using a fuller model. On the other hand, when the quantity of demonstrate picture is complexity, using the strategy that the model to display product will lead to higher mental intangibility and information diagnostic than product display alone. The findings can help marketers better understand how to display products on their websites more effectively.
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37

Balça, Joana Neto Marques Coelho. "Display advertising : Google AdWords vs Facebook ads, um estudo sobre return on investment na YoursPorto, lda." Master's thesis, 2018. http://hdl.handle.net/10400.26/24363.

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Com a crescente exigência do consumidor, surge uma enorme necessidade das empresas se adaptarem às novas tendências de mercado, e nada melhor do que o desenvolvimento do Marketing Digital e do Inbound Marketing. Dado esse sentimento de expansão, as empresas cada vez mais se internacionalizam para outros mercados. No Marketing Digital não é exceção. Neste relatório surgiu a curiosidade de estudar o comportamento do consumidor português, mais difícil de atrair, e o consumidor argentino, que apesar de a literatura considerar um utilizador mais conservador e com menos acesso às novas tecnologias, surpreende com os resultados obtidos pela aluna. Ferramentas como Google AdWords e Facebook Ads, surgiram como propósito de ultrapassar os métodos tracionais de gestão e lançamento de campanhas, tornaram o Marketing mais facilmente mensurável e criaram a possibilidade de obter dia após dia os resultados reais das várias campanhas. Online Display Advertising, baseada em publicidade gráfica e visual, é o tipo de campanha maioritariamente utilizado na empresa de estágio e o caso de estudo. Com uma grande variedade de métricas possíveis de analisar, no seguinte documento, é medido através de: Conversões, Cost/Conv. e CTR. Por ser possível obter os resultados das campanhas a cada instante que o gestor pretenda, é importante para a empresa saber diariamente o seu retorno sobre o investimento, e assim tomar as suas ações estratégicas. Deste modo, em âmbito escolar, surgiu um grande problema de investigação sobre o fenómeno da atualidade. Será que Google AdWords é mais lucrativo para as empresas que Facebook Ads? Qual será a plataforma que atrai mais a atenção ao consumidor eletrónico? São as respostas a estas perguntas que fundamentam este relatório de estágio e que foram obtidas através de uma metodologia mista, utilizando digital analytics (quantitativa) e entrevista (qualitativa). Deste modo, chegou-se à conclusão que o Facebook Ads é a plataforma mais lucrativa para a empresa e a Argentina o país que gera mais retorno. No entanto, o ideal é utilizar as duas plataformas de maneira a que se complementem.
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Říhová, Terezie. "Vnímání aktuálních trendů online reklamy se zaměřením na retargeting." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-267674.

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Diploma thesis deals with complex view on the current online advertising form in the context of continuous technological development of contemporary society. Internet advertising and its range is viewed from a marketing perspective and in the context of media studies. Together with online advertising history, diploma thesis represents the development of the internet market and in this context it is pointed at reach of online advertising industry. Readers are acquainted with basic types of online advertisements, payment models and online advertising buying ways. Thesis in detail deals with modern trends such as programmatic buying of online advertising, behavioral targeting, retargeting, and many others that are examined from the perspective of advertisers, online content publishers and users whose privacy is from some perspective disrupted by these trends. To show the complexity of the issue, the thesis also contains deeper information about technology. At the end of the theoretical part, the thesis deals with intensively discussed topic of ad-blockers. To create a wider conclusion about the topic, there is also a part of the work that contains interpretation of survey focused on standard users and presentation on findings from structured questionnaire that has been designated to leading Czech...
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TIN, JI CHENG, and 紀承廷. "Research on Using TAM2 to Explore the Impact of the Purchase Intention of Online Shopping Website with 3D Display Abilities." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/18720762765286637508.

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碩士
大葉大學
資訊管理學系碩士班
104
In order to avoid consumer disputes triggered by purchasing a product that does not meet customers’ expectations and reduce information differences between actual and virtual goods from online shopping. This research discussed the rising of purchase intention was(or not) related to experiences and information receptions through 3D Display on shopping websites. Through Technology Acceptance Model2(TAM2), the hypothesis of social influence and cognitive instrumental were influential to perceived usefulness. Perceived usefulness would rise when subjective norm and job relevance met or closed to consumer demand. Also, perceived usefulness and perceived ease of use would increase purchase intention. Through a questionnaire and analysis software, this research gathered and analysed information of customers who had online shopping experiences. In conclusion, the result shows customers’ social cognitive, job relevance and perceived ease of use have a positive influence to usefulness cognitive of 3D display. Also, perceived usefulness and perceived ease of use can increase purchase intention. Therefore, the hypothesis is valid.
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40

(9898295), CL Chan. "Case study of new product development in a multinational technology manufacturing company collaborating online across offices in Europe and Asia." Thesis, 2010. https://figshare.com/articles/thesis/Case_study_of_new_product_development_in_a_multinational_technology_manufacturing_company_collaborating_online_across_offices_in_Europe_and_Asia/13465331.

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"A multi-year case study examined new product development (NPD) processes in a multinational corporation (MNC) that spanned three continental regions: Europe, Asia-Pacific and USA. The MNC designs and produces display/monitoring systems used by the military, news broadcasters, the TV entertainment industry, and movie producers. NPD was known to be risky with a high failure rate, as cited in the existing literature, and recently observed at the case study MNC"--Abstract.

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41

Lemos, André Miguel Fonseca. "Optimizing multi-channel use in digital marketing campaigns." Master's thesis, 2015. http://hdl.handle.net/10400.14/17115.

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Digital marketing has been gaining importance in the last years. It has become an easier, faster and more accountable way to reach customers than traditional, offline marketing, leading to more effective results and lower campaign costs. In digital marketing, the need to constantly reach large audiences is met by integrating online communication channels, as this increases customer touch points and ad exposures. It becomes thus important to know which channels perform better, individually or in combination with each other and traditional media. This dissertation evaluates the performance of different online advertising channels, including email (old/new formats), display (customary and social media formats) and search engine marketing (SEM), within a single, multi-channel campaign conducted in Portugal in 2014 for a large FMCG brand. First, the effectiveness and efficiency of different channels were statistically compared, and related to international benchmarks. Then, linear regression models were ran to estimate the effect of single and multiple channel use on campaign performance metrics. Results showed that classic email formats performed the best in terms of conversion rates, profit and ROI, whereas social media display ads performed the worst. Meanwhile, the use of SEM and new email formats did not improve campaign performance. It was possible to conclude that pre-defining and aligning campaign goals between agencies and advertisers is the key to optimize multi-channel use in digital marketing, as well as past experience with different channels.
mais fácil, mais rápida e mais responsável para atingir os clientes que o marketing offline tradicional, levando a resultados mais eficazes e os custos de campanha inferiores. Em marketing digital, a necessidade de alcançar grandes audiências é cumprida por meio da integração de canais de comunicação on-line, pois isso aumenta os pontos de contacto com o cliente. Torna-se assim importante saber quais os canais que geram melhor desempenho, individualmente ou em combinação. Esta dissertação avalia o desempenho dos diferentes canais de publicidade on-line, incluindo e-mail (velho / novo formatos), display (formatos de media habitual e social) e search engine marketing (SEM), dentro de uma campanha multicanal realizada em Portugal em 2014 para uma grande marca FMCG. Em primeiro lugar, a eficácia e eficiência de diferentes canais foram comparados estatisticamente, e relacionado com benchmarks internacionais. Então, modelos de regressão linear foram feitos para estimar o efeito do uso único e múltiplo de canais, em métricas de desempenho da campanha. Os resultados mostraram que os formatos de e-mail clássicos tiveram o melhor desempenho em termos de taxas de conversão, lucro e ROI, enquanto os anúncios de exibição de media social realizada pelo pior. Enquanto isso, o uso de SEM e novos formatos de e-mail não melhorou o desempenho da campanha. Foi possível concluir que a pré-definição e alinhamento das metas de campanha entre agências e anunciantes é a chave para otimizar o uso de multicanal em marketing digital, bem como a experiência passada com diferentes canais.
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42

Dunn, Callan Shae'. "Sexy, Smart & Altogether Spectacular analysing the self-display of young black South African women on instagram." Thesis, 2017. https://hdl.handle.net/10539/24528.

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Submitted in fulfilment of the requirements for the degree of Master of the Arts (Media Studies) in the Faculty of Humanities University of the Witwatersrand, March, 2017
Many young black aspirational South African women are involved in the construction of their identities, and their ideal selves, through their self-display on Instagram. Within the framework of certain hegemonic structures, these women are seen exercising their ‘freedom’ within a post-feminist setting, as neoliberal citizens, and thus striving for a sense of empowerment from this engagement. This project explores the self-display of 10 of these young women that have each accumulated more than 10,000 followers on Instagram. Semi-structured interviews were conducted with each of them, and their Instagram images were analysed, in order to find out how their online performances relate to consumption and global celebrity culture, and how these ideologies are depicted in their images. They draw inspiration from certain black female celebrities such as Beyoncé and Rihanna, and their emulation of these celebrities is used in their identity construction. They do this by displaying a lifestyle of glamorous consumption by incorporating certain exclusive brands and fashionable items into their online presentation. Additionally, they modify and model themselves to fit a specific beauty ideal, which is characterized by long straight hair, fair skin and a curvaceous body. By doing all of this, these young women are, by their own definition attaining a level of ‘success’, and achieve the status of ‘Insta-Celeb’ by the Instagram community. The ideological frameworks on which this construction is built, involves a collective imperative to be liked and accepted by their online followers, the desire for status, and the contradictory creation of a faux idea of female empowerment that is, in reality, not actually as free as it seems.
XL2018
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43

Simon, Julien. "Learning to drive with Advanced Driver Assistance Systems. Empirical studies of an online tutor and a personalised warning display on the effects of learnability and the acquisition of skill." Doctoral thesis, 2005. https://monarch.qucosa.de/id/qucosa%3A18510.

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Beside all the technical challenges concerning sensor quality and control algorithms one of the main issues related to the introduction of advanced driver assistance systems (ADAS) constitutes the human-machine interaction. This covers not only the physical interface between the driver and the system but also the understanding and cognitive model the driver needs to operate the system. The explorative analysis of a long-term field study of the use of ACC, was aimed at identifying characteristics of the learning process and their potential implications for conceptualising novel displays to increase, particularly in the early phases, usability and safety of the system through the adaptation of information to the drivers. The analysis of the learning aspects derived from drivers’ interaction with the system enabled the identification of learning aims for the usage of an ACC system and an objective classification of observable behaviours from which different levels of skill can be interpreted. It was concluded that by responding to the difficulties met by users in the actual situation and by adapting the information to the drivers’ experience, drivers’ learning progress could be accelerated through better comprehensibility and predictability of the system. To this aim, two innovative help-systems were conceived, implemented and evaluated in terms of drivers driving behaviour and interactions with the ACC system, in the BMW fixed-base driving simulator. A learn-adaptive, multi-modal, on-line tutor system that covered interactions with the system at every level of the driving task (Reichart, 2001) for which learning must be effectuated, was tested with 11 participants. A personalised learning model of the driver was used to relate the drivers’ prior usage of the system and his situational experience, to give the driver additional advice and explanation in order to shorten the learning period. A main effect was found between the experimental groups’ understanding of the system and in participants’ ability to predict when to reclaim control of the system, as measured by the reduction in unnecessary interventions and reduced number of panic reactions. The use of cognitive apprenticeship methods (Cognition and Technology Group at Vanderbilt, 1993) on an online adaptation of feedback showed a positive influence on the learning process, increasing the speed of the learning process towards the acquisition of skill. The second experiment’s objective was to develop an interface that most effectively helped drivers learn to predict the need to reclaim control and the appropriate sensitivity of response in take-over situations. Drivers interactions with a didactic, two-step warning display, based on a time algorithm that was personalised to drivers maximum preferred deceleration level, was tested with 24 participants. Display effects were observed in time-to-collision, reaction times, the number of false alarms (unnecessary driver interventions) and misses (collision or near collisions). Significant differences were also found in distance error, adequate deceleration rates, panic braking and reaction times on the peripheral detection task. These results were also largely supported by the subjective measures. The proposed concepts have shown methods of reducing the ADAS learning phase and accelerating drivers behaviour to a skill level. The theoretical and empirical work described in this thesis plays an important role in deriving recommendations for systems that reduce the amount of learning demand on the driver and eliminates learnability issues that can lead to safety-critical traffic situations.
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Simon, Julien H. [Verfasser]. "Learning to drive with Advanced Driver Assistance Systems : empirical studies of an online tutor and a personalised warning display on the effects of learnability and the acquisition of skill / von Julien H. Simon." 2005. http://d-nb.info/980929709/34.

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