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Berg, Hovard Alexander. "The Computer Game Industry". Thesis, Norwegian University of Science and Technology, Department of Telematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172.

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This thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action and strategy genres are each represented as the primary game genre in around 1/3 of the games. Results indicate that the popularity of game genres vary with game platform (PC vs. consoles). Moreover, franchises, games with expansion(s) or in series, dominate the compiled best seller list. Furthermore, this thesis contributes with case studies explaining the business models of three different games (World of Warcraft, Anarchy Online and FarmVille), created by three distinct game companies (Blizzard, Funcom and Zynga). The three business models are presented using the business model ontology defined by Osterwalder in his PhD dissertation. The product, customer relationship, infrastructure, and the various revenue models available to game publishers, are among the elements explained and studied in detail.

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Granath, Victor. "3D Printing for Computer Graphics Industry". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
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McDonald, Roger L. "The structure of the computer industry". Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/24049.

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吳利豪 i Lee-ho Ng. "The computer industry - where does it go?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1993. http://hub.hku.hk/bib/B31265753.

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Ng, Lee-ho. "The computer industry - where does it go? /". [Hong Kong : University of Hong Kong], 1993. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13498472.

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Cheng, Yu-man. "Computer waste management in Hong Kong /". Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25436181.

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Ganah, Abdulkadir A. M. "Computer visualisation support for buildability". Thesis, Loughborough University, 2003. https://dspace.lboro.ac.uk/2134/17389.

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The construction industry has a reputation for low productivity, waste, low use of new technologies, and poor quality (Egan, 1998; Wakefield & Damrienant, 1999). It is estimated that up to 30% of construction is rework, and recognised that site teams spend too much time and effort making designs work in practice (Egan, 1998). The aim of the research project was to develop a visualisation and communication environment that would assist design teams in communicating design details that may be problematic for construction teams. The investigation was based on the need for a tool that facilitates detail design information communication. The VISCON (computer visualisation support for buildability) environment provides support for general information sharing in the context of a collaborative building project. This prototype is Web based and can be accessed from any location. This will allow for construction information to be readily communicated and shared between head offices and construction sites and any other locations to provide better visualisation of design details. Three scenarios were developed as case studies for demonstration purposes based on real projects. These case studies used a paper factory, a bay barrage building and a swimming pool recently constructed at Loughborough University. In the development of the case studies, 3D models were produced using components from the selected prototype buildings that may inherently be difficult to assemble. The VISCON prototype demonstrates the various functionalities of the system in creating intricate design details that can be animated or interacted with in real time. The main achievements of the research are: The review of buildability problems and their causes during the construction stage of a facility; The development of an architecture for a computer visualisation tool for buildability (VISCON); Implementation and validation of the proposed system (VISCON) through the use of a number of case studies. The system was found to be useful and demonstrated that computer visualisation tools provide considerable potential in improving clarity of information and also a new way of visualising and solving design problems that arise during the construction stage of a project. It also demonstrated the ease of use of the proposed system, and its efficiency and application to the construction industry. The research concludes that the use of computer visualisation can improve the construction project delivery process by providing guidance on how components are assembled together and how buildability problems can be solved during the construction stage. Furthermore, the use of effective communication tools will improve collaboration between construction and design practitioners.
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Bjurstedt, Anders. "The European publication printin industry : an industry in profound changes". Licentiate thesis, KTH, Numerical Analysis and Computer Science, NADA, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-563.

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Genakos, Christos. "Essays on competition in the personal computer industry". Thesis, London Business School (University of London), 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.423139.

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Woods, Gerard Peter. "Computer aided pattern generation for the garment industry". Thesis, Queen's University Belfast, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.356856.

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Roy, Shaunak S. M. Massachusetts Institute of Technology. "Future value chains in the computer hardware industry". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/38568.

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Thesis (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program; and, (M. Eng. in Logistics)--Massachusetts Institute of Technology, Engineering Systems Division, 2006.
Includes bibliographical references (leaves 96-97).
Companies in the computer hardware industry can benefit by incorporating future business scenarios in their present decision-making processes. Any decision regarding strategic supply chain design is one such area where long-range planning can especially help. This is primarily because investments in new supply chains have a long return period, which also influence the chances of future success of a company. However, developing such long-range views of the whole industry is a challenging task, because of inherent uncertainties of the future and rapid changes in the computer industry itself. This paper takes a step towards achieving this goal by introducing several frameworks for the development of future scenarios and their analysis.
by Shaunak Roy.
M.Eng.in Logistics
S.M.
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Vázquez, Benítez María Cecilia. "Computer-aided formula optimization". Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/29202.

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The purpose of this research project was to establish a formula optimization computer program to be used for quality control in the meat processing industry. In contrast to linear programming, such a program would search for the best quality formulations that meet predetermined product specifications within allowable cost ranges. Since quality as a function of the ingredients has been found to be explained better by nonlinear equations, the program had to be able to handle nonlinear equations as objective functions as well as constraints to make it an effective formula optimization method. The first part of the study established the IBM BASIC formula optimization computer program (FORPLEX). The FORPLEX is based on the modified version of the Complex method of Box. The FORPLEX was found to be effective in the optimization of nonlinear objective function problems that were linearly constrained, making it suitable for formula optimization purposes. The second part of this study involved the development of statistically significant quality prediction equations for a 3-ingredient model frankfurter formulation. The three ingredients were: pork fat, mechanically deboned poultry meat and beef meat. Ingredient-quality equations were generated through mixture experimentation. Specific quality parameters were evaluated at observation points given by an extreme vertices design. Scheffe's canonical special cubic model for three components was fitted to the experimental data using multiple regression analysis. The statistical validity of the equations for prediction purposes was assessed by analysis of variance, adjusted multiple coefficient of determination, standard error of the estimate and analysis of residuals. Fourteen of 17 regression models developed were considered adequate to be used for prediction purposes. In order to have a better understanding of the relationship between ingredient proportions and the quality parameters, three different techniques were used: (a) response surface contour analysis, (b) correlation analysis and (c) scatterplot matrices analysis. The third part of this study consisted of the computational optimization of frankfurter formulations using the FORPLEX program. Several frankfurter formulation optimization trials were performed. In each trial, different combinations of quality parameters were considered measures of the formulations' quality. Target quality values were either selected based on a target formulation or were individually selected. In both cases the FORPLEX was able to find best quality formulations that met the constraints imposed on them. Differences between predicted and target quality values existed in all the computed optimum formulations when the target values were individually selected. Differences existed because it was difficult for the formulations to meet all the target quality values. Target quality values should be selected carefully since failure to obtain formulations that meet the target quality as closely as possible lay not with the performance of the FORPLEX but with the selection of the target quality values. Five optimum formulations found by FORPLEX were compared with seven least-cost formulations which were found by increasing the lower limit of the fat binding constraint. The predicted quality of each FORPLEX optimum formulation was close to its respective target quality. The least-cost formulations showed, in general, considerable departure from the target quality values set in the FORPLEX formulations. The adequacy of the models for predicting the quality of frankfurter formulations could not be evaluated since the meat ingredients had been stored frozen for 6 months. The models did not account for the effect of extended frozen storage on the quality of the formulations. Results of this study indicated that formula optimization based on the Complex method (FORPLEX) is the more suitable technique for food formulation. The FORPLEX may be able to replace linear programming computer programs currently being used in the processed meat industry.
Land and Food Systems, Faculty of
Graduate
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To, Chi-cheung Solomon. "Marketing of fourth generation software products in Hong Kong /". [Hong Kong : University of Hong Kong], 1987. http://sunzi.lib.hku.hk/hkuto/record.jsp?B12335745.

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Ellis, Robert A. (Robert Adams). "The computer industry--strategic analysis of DEC and IBM". Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/14831.

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鄭裕文 i Yu-man Cheng. "Computer waste management in Hong Kong". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31255164.

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Tsang, Currie. "Higher education in information technology & its impacts on a changing urban job market : case study: Hong Kong /". [Hong Kong : University of Hong Kong], 1986. http://sunzi.lib.hku.hk/hkuto/record.jsp?B12324413.

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Markomichalis, Panayiotis S. "An object oriented approach to automating the product specification concept in the automotive industry". Thesis, University of Warwick, 1991. http://wrap.warwick.ac.uk/108798/.

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The research in this thesis is focused around the control of rapid automotive product specification changes which are due to multiple and unexpected factors ie. legal requirements, technological improvements, climate conditions. Automotive companies use the Product Specification Concept which consists of a multidisciplinary theory using Boolean logic as the applications environment and a team of auditors - people who check the validity of such a theory - to control the complexity of the changes in its products. Although the specifications data are stored electronically in data bases, the core of such business is dependent on the knowledge and experience of people within the automotive companies and still generally operates manually. Thus, human characteristics have an affect upon the business (ie. the inability of people to work with codes and many different data at once, people tend to forget or they lack proper training and skills, etc.) which makes it less efficient and consequently more costly. In this thesis possible ways of computerising such an environment (specifically, Rover's Auditing function and Product Specification Concept) are investigated. The characteristics of the problem domain indicate the need to use knowledge based reasoning and Object Oriented Programming. A system, ROOVESP (Rover's Object Oriented VEhicle Specification) was developed as the "vehicle" to explore the area and it proved that knowledge and experience can be automatically acquired from the existing data and procedures. When these are coded into rules, computer intelligence can contribute to this traditionally human oriented environment and automate fully both the Auditing area and the Product Specification Concept in Rover. The techniques adopted were proved applicable to other similar areas.
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Johansson, Thord. "A Study of Entrepreneurship in the Computer Game Development Industry". Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6072.

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This study aims to explain the situation in the Swedish CGDI (Computer Game Development Industry) today, question the role entrepreneurship as an economic force might have played for the development of the Swedish industry and what should be emphasized among game developing firms for future growth. The result shows two sides of the matter as there is an ongoing consolidation in the CGDI, on a Swedish as well as on an international level, at the same time as the industry is diversifying through new platforms for gaming and firms that niche themselves by for example specializing on smaller parts of game production. Results from the research also show that entrepreneurship has proven to be an unavoidable trait in order for companies to become successful on this market, at the same time as it has created a conflict. Many firms have failed and either been bought up or gone bankrupt because they have lacked the ability to combine their creative and innovative skills with entrepreneurial ambitions, thinking that one would give the other. To some extent this reflects, according to the research, the traditional self image among many game developers of themselves as unique from other types of firms and industries and that they do not need other competences than just being skilled programmers. This self image might partly be a cause why there is a situation today where the industry has a hard time gaining a serious image in society, but rather just get attention for its content and effect on children’s behaviour. This is however changing, as the industry is standing before a shift; more and more people within it have realized that in order for the Swedish CGDI to survive and also maintain an internationally competitive position, it has to gain a more influential position in society, build a closer relationship with the government but more importantly become more business oriented as the competition and pressure from the international market is increasing.

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Henriksson, Sam. "Technology Strategies for Personalized Marketing in the Computer Game Industry". Thesis, KTH, Industriell ekonomi och organisation (Inst.), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170615.

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The computer game industry has during the past years performed a paradigm shift from physical to digital online retailing based on game portals. Due to the many possibilities Big Data in combination with personalized marketing provides, especially in the form on in-game shops in the software, it is interesting for the computer game companies to investigate how this marketing approach can be performed most beneficially. Since the computer game industry has not been thoroughly investigated in relation to personalized marketing and customer integrity, it has in this study been performed as a predictive research, based on how personalized marketing is used in other industries. This benchmark has been combined with a literature study as well as a case study on a Swedish computer game company, Paradox Interactive in the form of personal interviews, a customer survey as well as gathering of internal data. The analysis of the chosen industries, the grocery store industry, the travel and hospitality industry as well the online gambling industry, demonstrates the importance of offering the customers relevant marketing offers that benefits the customers as well as the company. This approach has been shown to imply a positive spiral of increased customer loyalty and raised revenue for the company. The performed customer surveys emphasizes high loyalty, satisfied customers, positive attitude for a loyalty program as well as for an in-game shop as well as a majority of positively minded customers for personalized marketing. The negatively minded was shown to be affected by data security, the feeling of being monitored as well as the fear for data spread. The investigation further shows a high level of technology knowledge among the computer game customers. This increases the importance of offering high data security as well as describes the used approaches for the customers. Based on these results recommendations related to the implementation of personalized marketing was developed for computer game companies. These emphasizes the importance of using secure techniques related to the data security and the explicit information related to this, which is argued to lead to increased trust amongst the customers and an increased willingness to share personal data. Further the data and information related to the customers should be gathered from different sources and be analyzed together in order to increase the deep of the knowledge about the customers, which enables more accurate and relevant offers. This relevance should be high, but well balanced in relation to the negative aspects related to customers’ possible feeling of being monitored.   For increased knowledge about the customers as well improved customer loyalty the computer game companies should implement loyalty programs, which should be well aligned with the image of the company. This study contributes to the theoretical field related to personalized marketing by investigating how current models and theories aligns with, or should be modified in order to match, the computer game industry. Besides from this it contributes with theories related to data security within the field of personalized marketing, focused on personal integrity and privacy. Theories related to the importance of trust from the customers and the relation between trust and loyalty has been verified for the computer game industry. The importance of identifying a well-balanced level of the personalization has been verified, which in turn falsifies the theories emphasizing that maximized personalization is to strive for. Theories related to key aspects to take into consideration related to data security and handling of personal data has been verified for the computer game industry related to the handling of Big Data.
Dataspelsindustrin har under åren gjort en resa från fysisk försäljning i butik till digital försäljning via spelportaler på internet. I och med de många möjligheter Big Data i kombination med personlig marknadsföring möjliggör, speciellt i formatet av en inbyggd försäljningskanal inuti mjukvaran, är det av stort intresse för företag i spelbranschen att undersöka hur personlig marknadsföring mest fördelaktigt utförs.  I och med att dataspelinsdustrin ej blivit undersökt med avseende på personlig marknadsföring och kunders integritet tidigare, har detta utförts i form av en förutsägande undersökning baserat på användning av personlig marknadsföring i andra industrier. Denna utvärderande analys har kombinerats med en litteraturstudie samt en fallstudie på det svenska dataspelsföretaget Paradox Interactive i form av intervjuer, en kundenkät samt insamling av intern data. Analysen av de valda industrierna, matvaruhandeln, rese- och hotellindustrin och onlinespelindustrin, påvisar vikten av att erbjuda kunderna relevanta erbjudanden som i längden gynnar såväl kunden som företaget. Detta har påvisats leda till en god spiral av ökad kundlojalitet och ekonomisk vinst för företaget. Utförda kundundersökningar påvisar hög lojalitet, nöjda kunder, positiv attityd till sålväl en inbyggd butik i mjukvaran som ett lojalitetsprogram samt en övervägande andel positiva attityder för personlig marknadsföring. De negativt inställda påverkas av såväl datasäkerheten, känslan av att vara övervakad samt rädslan för att data sprids till tredje part. Undersökningen visar även på en hög kunskapsnivå inom data hos kunderna, vilket höjer vikten av att erbjuda hög säkerhet och även av att förmedla detta till dem. Baserat på dessa resultat har rekommendation gällande implementationen av personlig marknadsföring tagit fram för dataspelsföretag. Dessa framhäver vikten av att ha hög datasäkerhet och förmedla detta till kunderna, vilket i sin tur gör kunderna mer trygga och villiga att dela personlig information. Vidare bör data och information om kunderna skall samlas in från olika kanaler och analyseras tillsammans i syfte att öka kunskapem om kunder, vilket ger möjligheten att erbjuda kunderna mer träffsäkra och relevanta erbjudanden. Denna relevans skall vara hög, men väl avvägd mot den negativa effekten som uppstår om kunden känner sig övervakad.   För utökad kunskap om kunderna och samtidigt generera höjd kundlojalitet skall företag i industrin implementera lojalitetsprogram, vilka skall vara enhetlig med företagets framtoning. Detta arbete bidrar till teorier inom personlig markandsföring genom att undersöka hur rådande teorier och modeller passar eller skall ändras för att matcha dataspelindustrin. Utöver detta bidrar arbetet till teorier gällande datasäkerhet inom området personlig markandsföring, med fokus på integritet och privatliv. Teorier gällande vikten av fötroende från kunderna och sambandet mellan förtroende och lojalitet har påvisats stämma för dataspelindustrin. Vikten av att hitta ett mellanläge för markandsförings relevans har påvisats stämma, vilket i sin tur dementerar teorier som påvisar att maximal relevans är eftertraktat. Teorier gällande huvudaspekter att ta hänsyn till gällande datasäkerhet och behandling av personlig data har påvisats stämma för datapselindustrin relaterat till behandlingen av Big Data.
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Mosquera, Julian. "Operational model for spares provisioning in the U.K. computer industry". Thesis, University of Liverpool, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.317167.

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Gavin, Carl Jospeh. "The application of Computer-Aided Software Engineering within manufacturing industry". Thesis, University of Liverpool, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241486.

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Allen, Robbie (Robbie C. ). "The dynamics of Internet publishing on the computer book industry". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/35116.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2006.
Includes bibliographical references (p. 61-64).
The Internet has been a disruptive force for many industries, but perhaps none more so than in the publishing business. While many segments of the publishing industry have made attempts to use the Internet to augment or replace existing revenue sources, none has done as little with the Internet as book publishers. This thesis will examine the computer book niche of the publishing business, review various Internet publishing models that have been employed to date, and outline opportunities and challenges that computer book publishers should consider to stay viable in the Internet age. An analysis of various Internet publishing business models will be covered along with a discussion of how Internet publishing can facilitate better methods and processes for developing content.
by Robbie Allen.
S.M.
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Gantenbein, Terry K. "Implementation of Multi-Frequency Modulation on an industry standard computer". Thesis, Monterey, California. Naval Postgraduate School, 1989. http://hdl.handle.net/10945/27088.

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Approved for public release; distribution is unlimited
This report discusses the theory, design, implementation and testing of a personal computer-based Multi-Frequency Modulation (MFM) packet communications system. Transmitter/receiver programs provide software drivers for D/A and A/D boards and perform symbol encoding, modulating, demodulating and decoding. The design and construction of a polarity coincidence correlator for receiver packet synchronization is presented. Experimental results show that the implemented MFM communication system conforms to theoretical analysis with acceptable bit error. Results also show the MFM can be uniquely adapted to a specific channel.
http://archive.org/details/implementationof00gant
Lieutenant, United States Navy
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Prins, William Santiago. "Computer simulation with sensitivity analysis of an advanced composite material manufacturing operation". Master's thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-02022010-020123/.

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Lei, Lei. "Computer Usage and Demand for Paper/Paperboard Products". Thesis, Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-04062007-134445/.

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Smith, Alistair J. "Maintenance scheduling in the electricity industry". Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.299585.

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Suzuki, Atsushi. "Study of computer use in the Queensland dairy industry : farmers' perceptions /". [St. Lucia, Qld.], 1999. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18330.pdf.

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Smeltzer, Gerald Gilbert. "Legal rights to information and skilled employees in the computer industry". Thesis, University of British Columbia, 1985. http://hdl.handle.net/2429/24436.

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Canada is currently experiencing the transition to a post-industrial society as the result of the wide spread introduction of information related technologies. This thesis focuses on the legal rights to information of skilled employees who work with modern computer technology. The objective is to assess the adequacy of existing laws to meet the needs of employers and employees and to serve the public interest. The initial chapters concentrate on the legal principles of trade secrets and breach of confidence as applied to the employment relationship. Patent and copyright protection for software is briefly reviewed but not emphasized. Against this background, the major portion of the thesis examines the delicate balance between the legal interests of the employer, the employee and the public. Any attempt by employers to limit post employment use of information by employees invokes the doctrine of restraint of trade. This doctrine recognizes an employee's right to use the knowledge and skills developed during employment for the benefit of other employers. The thesis examines the elements of the restraint of trade doctrine as applied to skilled employees in the computer industry. The creation and development of software is used throughout the thesis to illustrate legal principles. Employers such as software developers are extremely vulnerable to misappropriation of confidential information by their employees. Such employers rely heavily upon the use of restrictive covenants in employment agreements to limit disclosure and to prevent future competition. The remedies for an employee's breach of confidence are reviewed. This chapter concludes that the legal principles governing interlocutory injunctions are inadequate to properly protect the information employer. The thesis concludes that the present Canadian law is increasingly inadequate to protect a computer industry employer against an employee's unauthorized appropriation of confidential information. In short, the law has not yet recognized the social and technological changes that have greatly increased the vulnerability of the information employer. If neither the courts nor the legislatures take action, information employers will have to further increase their reliance on the limited and uncertain protection of restrictive covenants in employment agreements.
Law, Peter A. Allard School of
Graduate
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Lee, Patrick C. "Adoption of computer-based training in the Hong Kong hotel industry". Thesis, University of Surrey, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.551257.

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Training has grown into one of the most critical success requirements in a highly competitive global marketplace. Increased emphasis on human resources effectiveness is one of the reasons. Despite the growing availability of technology, the American Society for Training and Development revealed that the majority of the training conducted still used the traditional classroom-based and instructor-led method. Technology is less used. To provide high-quality service, hotel properties must train their employees. Traditional classroom and one-on-one training are the common options. It is unpredictable how long the Hong Kong hotel industry can take complete advantage of computer-based training (CBT). The aim of this study is to determine if CBT has been adopted and is planned to be adopted in the Hong Kong hotel industry. Data are collected by using questionnaire and the target sample consists of executives and managers of ~08 hotels which are on the membership list of the Hong Kong Hotels Association. The response rate is 19.18%. In the Hong Kong hotel industry, computer-based training has not been fully and appropriately adopted and is not planned to be used in the near future. The current scale of training programmes is positive. Classroom training and on-the-job training are still commonly adopted. Training materials, background of participants and results achieved are factors influencing the training approaches adopted. Costs cannot be ignored while buy-in from employees and their computer competencies are also important. Managers have positive attitudes towards computer-based training and appreciate the related benefits. However, the future of computer- based training in the Hong Kong hotel industry is uncertain since only ~o% of respondents can guarantee the amount of a CBT budget and the willingness to adopt computer-based training in the near future. Blended learning is recommended which means the combination of computer-based training and classroom training in the hotel.
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Zimmerman, Joshua J. "Ban Hammer: Rhetorics of Community Management in the Computer Game Industry". Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/613263.

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This dissertation, "Ban Hammer: Rhetorics of Community Management in the Computer Game Industry," argues that community management, as an emerging corporate discipline, manages community discourse to produce particular subject-consumer attitudes and behaviors. Employing a multi-perspectival, suspensionist methodology, this dissertation analyzes the discursive practices of community managers working in the computer game industry, along with the communities themselves, to discover how computer game communities and computer game development organizations employ a wide variety of rhetorical strategies as they attempt to exert power over one another. Drawing from a wide range of sources in the study of rhetoric, community management, fan studies, computer game development, psychoanalysis, new media studies, and professional communication, this project argues that community manager's inhabit a unique discursive space, one characterized by unresolved and unresolvable discursive tension, and that the work of community managers has an ever increasing importance to both the computer game development cycle and the production of fan communities.
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31

洪健凱. "Configured computer system by bar-code serialization for computer industry". Thesis, 2004. http://ndltd.ncl.edu.tw/handle/34948907185770795690.

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碩士
臺中健康暨管理學院
資訊科技研究所
92
In early period, customer had no more choices because goods and materials were not abundant. With the growing of era, information technology and Internet, customer’s ideology developed gradually. Abundant goods and information make customers start to focus on customize product. They can get much information of other companies from Internet. These use companies to turn their focus on customers from productive ability. However, customize products bring the problem of product variety. They may have different components in the same model name. To solve this problem, companies let customers solve the problem themselves or let companies’ engineers solve the problem. But engineers solve the problem will make more burdens on their shoulders, and this will make the response time slowly in customer service center. So how to provide a quickly perfect service and trace each independent component will be a good research question. Product barcode begins to use workflow automatic and reduces the cost. Each barcode represents each product’s model. They usually use like model number and can’t trace to each product. This is not enough to use today. Our research builds a barcode serialization system to give each component and product an ID number. Our objective is to employ concepts and technologies about using serialization barcode database connect with ERP database to build a serialization barcode information data warehouse. In this system, we can build a more efficiently customer service system and a quality trace system to provide more good services to our customers. We believe these will improve customers and companies’ relationship and bring more profits.
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32

Suh, Jeongwook. "The WTO and Korea's computer industry". 2003. http://catalog.hathitrust.org/api/volumes/oclc/61154298.html.

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33

Gilmore, Kenneth E. "Politics in hard drives comparative responses to innovation in the computer industry /". 1997. http://catalog.hathitrust.org/api/volumes/oclc/40388463.html.

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34

"The China computer industry in the 90s". Chinese University of Hong Kong, 1994. http://library.cuhk.edu.hk/record=b5888052.

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by Freda, Ng Lai-fong & Tracy, Ng Chui-ha.
Thesis (M.B.A.)--Chinese University of Hong Kong, 1994.
Includes bibliographical references (leave 100-106).
ABSTRACT --- p.iii
TABLE OF CONTENTS --- p.v
LIST OF TABLES --- p.viii
ACKNOWLEDGMENT --- p.ix
CHAPTER
Chapter I. --- INTRODUCTION --- p.1
Chapter II. --- OBJECTIVES --- p.4
Chapter III. --- METHODOLOGY --- p.5
Analysis Framework --- p.5
Market Definition --- p.6
Data Collection Method --- p.6
Respondents Profile --- p.7
Chapter IV. --- INVESTMENT ENVIRONMENT --- p.9
Economic Environment --- p.9
Legal Environment --- p.20
International Regulatory System --- p.22
Summary --- p.23
Chapter V. --- CHARACTERISTICS OF THE CHINA COMPUTER MARKET --- p.25
Market size --- p.25
Product Trends --- p.34
Consumer Profile --- p.39
Company Profile --- p.43
Competitors Profile --- p.50
Summary --- p.57
Chapter VI. --- OPPORTUNITIES OF THE COMPUTER INDUSTRY IN CHINA FOR FOREIGN INVESTORS --- p.59
Opportunities - Better Investment Environment --- p.59
China's Commitment to Economic Reform --- p.59
Better Investment Environment After Re-entering GATT --- p.61
National Development Plan --- p.63
Cost Advantages --- p.65
Reliance on Foreign Investment and Technological Transfer --- p.65
Dissolution of COCOM and Release of US Export Controls --- p.66
Opportunities - Market Potential for Foreign Computer Vendors --- p.67
Market Niche - Product Types --- p.67
Market Niche - Potential Market Segmentation --- p.72
Chapter VII. --- THREATS OF THE COMPUTER INDUSTRY IN CHINA FOR FOREIGN INVESTORS --- p.75
Competition --- p.75
Domestic competition --- p.75
Overseas Competition --- p.76
Uncertainty --- p.78
Political Instability --- p.78
New Taxation System --- p.79
Foreign Exchange Risk --- p.79
Finding Good Partner --- p.80
Increasing Operating Cost and Decreasing Profit --- p.81
Increasing Cost for Human Resources --- p.81
Increasing Other Operating Costs --- p.81
Training Cost --- p.82
Education and Promotion Cost --- p.82
Competition Reducing Profit --- p.83
Demanding Consumers --- p.83
Development Constraints --- p.84
Insufficient Infrastructure --- p.84
Poor Foundation and Lack of Supporting Industry --- p.84
Social Problems --- p.85
Grey Market --- p.85
Poor in Law Enforcement --- p.86
Corruption --- p.86
Culture Difference --- p.87
Chinese Decision Making Process --- p.87
Organization Culture --- p.87
Chapter VIII. --- CONCLUSION AND RECOMMENDATION --- p.88
An Optimistic Future --- p.88
People Relationship --- p.89
Investment Preparation --- p.90
Organizational Management --- p.91
Long-term Objective --- p.91
People Management --- p.91
Image Maintenance --- p.92
Business Practice --- p.93
Trust --- p.93
Face --- p.93
Incentive --- p.94
Beware of Chinese Culture --- p.94
APPENDICES --- p.95
BIBLIOGRAPHY --- p.100
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35

Cheng-Nan, CHANG, i 張政楠. "Management Assessment System for Notebook Computer Industry". Thesis, 2001. http://ndltd.ncl.edu.tw/handle/88505134699013787862.

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碩士
國立清華大學
工業工程與工程管理學系
90
The purpose of this paper is to build a proper performance management assessment system for notebook computer industry. The assessment system provides a mechanism for senior managers to have a better understanding of their own competitive strength and weakness, thus improving the company performance. As an example, the fundamental data is collected from year 1998 through year 2000 of seven major notebook computer manufacturers in Taiwan by questionnaire and interviews. Our contributions include: 1) building a total management assessment model for notebook industry; 2) providing an Microsoft Excel based software with real benchmarking data from Taiwan’s notebook industry ready for the companies use.
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36

Rodrigues, Flávio Ricardo Marques. "Patents in the computer-aided diagnosis industry". Master's thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/85895.

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Computer aided diagnosis is a relatively new field, through the use of new techniques algorithms and technologies, it can help technicians perform a better and faster analysis, reduce or even substitute part of their workload. Patents are windows into a company's technological assets, as well as into the state of a certain technology field. In this thesis we analyzed patents that are mainly related to the automated analysis of human retinopathies. Using patent search engines we explored the various patent databases, using keywords related to the area and the international patent classification to refine the search and eliminate unrelated results, proceeding then to a thorough analysis of the dataset. By analyzing the structured and unstructured text, contained in the obtained patents, different observations where made: major players in the field,patent timelines, main technologies involved and the direction of the technology evolution.
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37

Rodrigues, Flávio Ricardo Marques. "Patents in the computer-aided diagnosis industry". Dissertação, 2016. https://repositorio-aberto.up.pt/handle/10216/85895.

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Computer aided diagnosis is a relatively new field, through the use of new techniques algorithms and technologies, it can help technicians perform a better and faster analysis, reduce or even substitute part of their workload. Patents are windows into a company's technological assets, as well as into the state of a certain technology field. In this thesis we analyzed patents that are mainly related to the automated analysis of human retinopathies. Using patent search engines we explored the various patent databases, using keywords related to the area and the international patent classification to refine the search and eliminate unrelated results, proceeding then to a thorough analysis of the dataset. By analyzing the structured and unstructured text, contained in the obtained patents, different observations where made: major players in the field,patent timelines, main technologies involved and the direction of the technology evolution.
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38

Karaiosfoglou, Ioannis. "Soviet Union and computing : a system failure : the cybernetic critique of Soviet history /". 2003. http://www.consuls.org/record=b2646361.

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Thesis (M.A.)--Central Connecticut State University, 2003.
Thesis advisor: Jay Bergman. " ... in partial fulfillment of the requirements for the degree of Master of Arts in History." Includes bibliographical references (leaves 279-291). Also available via the World Wide Web.
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39

Deng, Chin-Tai, i 鄧覲臺. "Innovation Mechanism of Industry Computer Industry in Taiwan Advantech Corporation Case Study". Thesis, 2015. http://ndltd.ncl.edu.tw/handle/97170650516930137609.

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碩士
國立臺灣大學
國際企業管理組
103
The history of Industrial computer industry (IPC) in Taiwan started from 30 years ago when Advantech was established in early 1980’s. With 30 years of development and expansion, IPC industry is not only limited to industrial manufacturing and automation, but rapidly expanding to different vertical markets with various applications. IBM announced its vision of “Intelligent Planet” in 2008, which encourages more and more companies to invest in a whole new IOT (Internet of Things) arena. With the progress of IT industry and the booming of wireless internet connection, the applications of “all things connected” create tremendous potential business opportunities for traditional IPC companies. Under such circumstance, if Taiwan’s IPC companies stay on their existing business model and follow previous success formula, they will always focus on limited industrial products and customers, and ignore new business opportunities, innovative applications and technology trend. By analyzing the characteristic of IPC industry and the change of market trend, this thesis tries to investigate a series of strategic reforms and development process of innovation mechanism that Advantech created during past 5 years. It also provides further study about how Taiwan’s IPC companies should react when facing the trend of paradigm shift, searching for emerging business opportunities, and creating the innovative strategy toward future growth. This thesis concludes the reason why Advantech can grow rapidly during past 5 years was because Advantech can seize important trend of paradigm shift in IT industry and adjusted its corporate direction, along with prompt reforms on organization, strategy, talent incubation, and product and market strategy. It was a process of innovation and revolution which requires disciplined actions under solid mechanism to understand market change, figure out emerging business opportunities, and decide proper innovative strategy. This thesis also analyzes Advantech’s innovation mechanism and related activities started from the background study of strategy reform and organization change to the innovation events on searching for innovative ideas and potential opportunities in order to create real businesses. With disclosure of Advantech’s real practice, this thesis can be a good reference for IPC related companies which operating in the same market environment to practice innovation reform on their corporations.
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40

"The stage of computerization in China". Chinese University of Hong Kong, 1986. http://library.cuhk.edu.hk/record=b5885603.

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41

CHEN, ZHEN-DONG, i 陳振東. "The study of sales activities and salesmen requirements in computer in computer industry". Thesis, 1991. http://ndltd.ncl.edu.tw/handle/76717868392649468454.

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42

Wu, Chieh-Tsung, i 吳傑棕. "The Research of Industry Patent Application and Patent Strategy–Computer Heat Dissipation Industry". Thesis, 2005. http://ndltd.ncl.edu.tw/handle/47539416434751276471.

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碩士
國立中山大學
企業管理學系研究所
94
In the age of Knowledge-based Economy, knowledge will become the main motive power of economic growth. Patent, as one of the indicators of intellectual properties, is suitable for measuring the competition potential, technology capabilities, and innovation performance of corporations. In the model of mass production and fast manufacturing, the price of goods decrease acutely and getting the Taiwanese corporations into the low margin age. How to make the most of intellectual properties and patents to increase the additional value is the key to success. Taiwanese companies had starting to apply for patents in many countries, but the licensing fee and litigation are still in high level. That express that the qualities and quantities of the patents are still not enough to cover the technologies and products of Taiwanese companies. This study takes computer heat dissipation industry for example, and using the patent analysis, Logistic curve, and patent strategy matrix to discuss the patent application and patent strategy. The research result shows that the computer heat dissipation industry is in the mature stage, the degree of patent is crowded, and the rate of change is slow. Most of the Taiwanese companies are small scale and not good at inventing in the most advanced technologies. Especially in this mature industry, this study suggest Taiwanese corporations should take licensing, avoiding existing patents, and improvement development as basic patent strategies. Not to apply lots of patents in small scope to suit each other, but should establish patent alliance or co-development, even join or make the industry standard to earn competition advantages.
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43

SHEN-HSYANG i 沈翔. "A Study in Cross-Industry Alliance Marketing Campaign for the Computer Game Industry". Thesis, 2005. http://ndltd.ncl.edu.tw/handle/95151294764538031156.

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碩士
元智大學
資訊傳播學系
94
Due to fierce competition and shrinking marketing budget, the computer game industry must pursue marketing opportunities in cooperation with other industries by utilizing the developed game contents. The purpose of this study is to identify the point in time to launch the marketing campaign, the types of strategies to deploy, and the method of selecting marketing partners from other industries. To wit: 1. Marketing strategy of cross-industry alliance adopted by Taiwan's computer game industry; 2. The timing and approach of the marketing events staged under the computer game industry's cross-industry alliance; and 3. Growth opportunities brought about by the computer game industry's cross-industry alliance. This study takes a qualitative approach. Upon ascertaining the topic and direction of this study, relevant references were collected, organized, and analyzed. Interview guidelines were outlined and interviews were conducted with 6 companies and experts closely affiliated with the industry. Following the interviews, all collected information was compiled and analyzed once again via topical analytical method, forming the basis for the study’s final conclusions and recommendations. The findings of this study are such that, by adopting a cross-industry alliance marketing strategy, the enterprises must identify their operational objectives and boost their competitiveness. Then through resource sharing, division of labor, and technology and information exchanges, the enterprises can raise the quality standard for customer service. Also, since long-term financial success is measured in terms of the ability to attract consumers, alliance is formed with those industries whose target customers overlap. The cross-industry alliance needs to commence during the planning phase of the game product. Product advertising should begin 6 months before product is officially launched. Closely affiliated enterprises should be selected as partners over less or non-affiliated ones. For product launch, partners should launch joint promotional campaign, share databases, and give maximum exposure to the product through trial plays of the product. Partners also need to administer questionnaires and surveys, then to adjust the game's degree of difficulty accordingly. Following the product's launch, continuing development and improvement of the product should be technology-centric, with a focus on building up relevant databases. Partnering with even bigger and more famous brand name holders also needs to be pursued. Lastly, when seeking out additional growth opportunities, be sure to follow unique and clearly defined market expansion goals as guidance, with emphasis on communication and coordination among all parties. One should select partners who have a strong technological background and who are closely affiliated with the industry. Alternatively, the computer game industry may coordinate with its authorized resellers, and perform customer relationship management using databases containing product and other engineering specs. Other extended applications related to the product may then be developed; but care should be taken to prevent intellectual property thefts.
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44

簡志銘. "One-piece flow manufacturing for computer peripherals industry". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/90820486695381196317.

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45

LO, CHUAN-YEN, i 羅傳焱. "The Key Success Factors for Computer Maintenance Industry". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/8ua564.

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碩士
萬能科技大學
經營管理研究所
106
With the ever-changing and ever-changing environment, the use of computers has become ubiquitous, with unrestricted unit prices and modular mass production. Consumers' shopping patterns have also changed from traditional sales to online shopping transactions. After-sales service considerations have led to a decline in computer maintenance. In the aftermath, the purpose of this study was to use the regional computer maintenance industry standardization to understand the marginalization and dilemma of the operation of the computer maintenance industry. Taking the normal operating system as an example, the software sets adjustment standards and brief explanations. It is specifically important after the successful business interview. Possible methods, execution skills, common forms for reference. Research methods, through industry proprietors, government officials, education scholars, etc., asked for proposals, established interviews with business owners for successful cases, conducted interviews, and then studied the causes of the problems and their handling skills. The article was divided into four chapters. 3.1 Research Framework, Please See Figure 3.1 for the study architecture diagram. 3.2 Research Methods. 3.3 There are five subsections of computer maintenance standardization, 3.3.1 material control, the purpose of highlighting the effective name and labeling. 3.3.2 Personnel training, one-third of payroll responsibility system appointment. 3.3.3. The work flow is divided into nine subsections, which are reasonable profit, excellence, delivery and acceptance, knowing customer requirements, recommendation, reasonable inventory, in-depth inspection, and detailed records. 3.3.4 Service quality, continuation of word of mouth effect, 3.3.5 Operational standardization, self-built standards, in line with market demand, etc. The results of the study propose three important conclusions: Understand the current status and dilemma of computer service providers. After the successful business interviews were proposed, the computer maintenance industry standardization method, the establishment of execution skills, and the common forms were used for reference. Establish a standardized computer maintenance industry.
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46

Bae, Young-Ja. "Globalization, institutions, and industry development a case study of the personal computer industry in Korea and Taiwan /". 1998. http://catalog.hathitrust.org/api/volumes/oclc/42963233.html.

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47

"A competitive analysis of the computer & related industries in Hong Kong". Chinese University of Hong Kong, 1996. http://library.cuhk.edu.hk/record=b5888660.

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Streszczenie:
by Long Wai-Man.
Thesis (M.B.A.)--Chinese University of Hong Kong, 1996.
Includes bibliographical references (leaves 53-54).
ABSTRACT --- p.iii
ACKNOWLEDGMENT --- p.iv
TABLE OF CONTENTS --- p.v
LIST OF ILLUSTRATIONS --- p.vii
LIST OF TABLES --- p.viii
Chapter I. --- INTRODUCTION --- p.1
Objective of the Study --- p.1
Introduction to the Computing Industry --- p.2
The Evolution of the Computing Industry --- p.2
Types of Computers --- p.3
Recent Trends in the Computing Industry --- p.5
Industrial Structure and Competition of Hong Kong's Manufacturing Industries --- p.7
Chapter II. --- THE COMPUTING INDUSTRY IN HONG KONG --- p.10
The Hong Kong Computing Industry --- p.10
The Hong Kong Computer Market --- p.13
Chapter III. --- RESEARCH METHODOLOGY --- p.16
Measurement of Market Concentration --- p.16
Data Collection and Limitation --- p.19
Limitation of Data --- p.20
Entropy Concentration Index --- p.20
Chapter IV. --- EMPIRICAL FINDINGS --- p.23
Industrial Concentration of the Computing Machinery and Equipment Industry (1984 -1993) --- p.23
Analysis of the Electronic Calculator Industry --- p.29
Analysis of the Computer Industry --- p.33
Chapter V. --- "CONCLUSIONS, FUTURE DEVELOPMENT AND PROSPECT" --- p.37
Competition in the Computing Machinery Industry --- p.37
The Future of the Hong Kong Computing Machinery Industry --- p.39
APPENDIX 1 HSIC CLASSIFICATION FOR COMPUTING MACHINERY AND EQUIPMENT INDUSTRY --- p.41
APPENDIX2 STATISTICAL DATA ON THE COMPUTING MACHINERY AND EQUIPMENT INDUSTRY IN HONG KONG --- p.43
Definition of Terms --- p.43
Statistics by Product Types --- p.44
Statistics by Number of Persons Engaged --- p.48
BIBLIOGRAPHY --- p.53
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48

Ryder, Eric Otto. "A prototypical computer museum /". 1999. http://purl.fcla.edu/fcla/etd/SFE0000003.

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49

"Computer project management in Hong Kong". Chinese University of Hong Kong, 1988. http://library.cuhk.edu.hk/record=b5885905.

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50

Helfferich, Barbara Martha-Louise. "The state and industrial transformation the case of the computer industry in Mexico /". 1991. http://catalog.hathitrust.org/api/volumes/oclc/33026285.html.

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