Dissertations / Theses on the topic 'ONLINE DISPLAYS'
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KUMAR, ASHISH. "IMPACT OF COVID-19 ON ADVERTISEMENT INDUSTRY." Thesis, DELHI TECHNOLOGICAL UNIVERSITY, 2021. http://dspace.dtu.ac.in:8080/jspui/handle/repository/18488.
Full textSaldivar, 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.
Full textSaldivar, 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.
Full textKnudsen, Tore. "PrivacyLamp." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22433.
Full textYuan, S. "Supply side optimisation in online display advertising." Thesis, University College London (University of London), 2015. http://discovery.ucl.ac.uk/1463229/.
Full textLameira, 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.
Full textEm 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.
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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.
Full textGhidini, Marialaura. "Curating Web-based art exhibitions : mapping online and offline formats of display." Thesis, University of Sunderland, 2015. http://sure.sunderland.ac.uk/6088/.
Full textHalalau, 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.
Full textGodinho, 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.
Full textFace 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.
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.
Full textProgram: Master Programme in Fashion Management
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.
Full textPages 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.
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.
Full textStudent'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.
Ganzenmüller, Katja. "Weiß nicht, was soll es bedeuten." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-81641.
Full textKämpe, 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.
Full textJoakim, 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.
Full textFlyckt, 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.
Full textGerdman, 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.
Full textSimon, 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.
Full textТесленко, Л. А. "Сутність та види рекламних технологій в мережі інтернет." Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/64971.
Full textAlzomai, 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.
Full textČierna, 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.
Full textAbels, David Mark. "Sequencing items in multiple-item displays on online public access catalogs." 1993. http://books.google.com/books?id=QMzgAAAAMAAJ.
Full textVita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 191-199).
Carlyle, Allyson. "The second objective of the catalog an evaluation of collocation in online catalog displays /." 1994. http://books.google.com/books?id=1zLhAAAAMAAJ.
Full textVita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves).
Wall, Thomas B. "Testing the efficacy of augmenting OPAC displays with bibliographic enhancements a systematic study /." 1994. http://books.google.com/books?id=xsrgAAAAMAAJ.
Full textWang, Chih-Wei, and 王至維. "Apply Simultaneous Display Interface to Hospital Online Register System." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/5edarh.
Full text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.
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.
Full text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.
Frantová, Nikol. "Trendy prodeje reklamního prostoru na českém online mediálním trhu." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-388872.
Full textCarriço, Mariana Dias. "Performance of online advertising : search, display and social media Ads." Master's thesis, 2016. http://hdl.handle.net/10400.14/20715.
Full textA 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.
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.
Full textThe 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.
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.
Full textO 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.
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.
Full text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.
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.
Full text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.
Wyeld, Theodor G. "Communicating design using 3D collaborative virtual environments and online chat." Thesis, 2007. http://hdl.handle.net/2440/69432.
Full textThesis (M.Arch) -- University of Adelaide, School of Architecture, Landscape Architecture and Urban Design, 2007
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.
Full text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.
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.
Full text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.
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.
Full textŘíhová, Terezie. "Vnímání aktuálních trendů online reklamy se zaměřením na retargeting." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-267674.
Full textTIN, 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.
Full text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.
(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.
Full textLemos, André Miguel Fonseca. "Optimizing multi-channel use in digital marketing campaigns." Master's thesis, 2015. http://hdl.handle.net/10400.14/17115.
Full textmais 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.
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.
Full textMany 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
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.
Full textSimon, 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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