Literatura científica selecionada sobre o tema "Create"

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Artigos de revistas sobre o assunto "Create"

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Kennedy, Eric. "I create, you create, we all create – for whom?" Journal of Product & Brand Management 26, n.º 1 (20 de março de 2017): 68–79. http://dx.doi.org/10.1108/jpbm-01-2016-1078.

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Purpose This research aims to propose that prompted co-creation from a brand to a consumer will increase the value of the consumer to the brand through an increase in brand commitment and purchase intention. Additionally, the study compares the differences of a social media post made by a brand and a social media post made by a celebrity who is endorsing the brand. Design/methodology/approach Two studies were developed. First, a 2 × 2 between-subjects’ experimental design analyzes the effects of prompted and non-prompted co-creation posts by a fictitious brand and celebrity. Study 2 looks to confirm the results of Study 1 using a 2 × 2 between-subjects’ experimental design with a real brand and celebrity for the social media post. Co-creation, brand commitment and purchase intention are the dependent variables in both studies. Findings The studies reveal that a prompted co-creation post – which is a post explicitly asking for consumer feedback – from a brand can increase brand commitment and purchase intention from consumers. Also, the study reveals that, when compared to a celebrity-endorsed message, a branded message shows an increase in brand commitment and purchase intention. The results support the general notion of attribution theory. Research limitations/implications First, the study focused exclusively on millennial consumers. While this group has significant purchasing power, testing the effects of co-creation messages on a more generalizable sample is warranted. Next, the survey takes place in an online social media setting. With the power of social media and e-commerce, this channel is certainly important to study. Practical implications The results of this study bring the co-creation literature into a new area of research. Extending attachment theory and attribution theory into co-creation creates numerous opportunities to further grow the knowledge of the co-creation phenomena. The findings provide insight into the power that a prompted co-creation message can have on a consumer, either from a brand or celebrity endorser source. Practitioners can place a value on prompted and non-prompted co-creation messages originating with a brand. In addition, the research will give practitioners insight into how messages of co-creation are received by millennial consumers. Originality/value This research is the first of its kind for co-creation literature. No research to date examines the effect that a brand or celebrity-endorsed co-creation prompt has on the behavior of millennial consumers. Very little, if any, empirical research has been conducted on the co-creation of brand.
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Wolfson, Ron. "Create". Alpha Omegan 102, n.º 3 (setembro de 2009): 107–8. http://dx.doi.org/10.1016/j.aodf.2009.06.008.

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Cheng, Yi. "Create painless community, create more happiness". Chinese-German Journal of Clinical Oncology 9, n.º 5 (maio de 2010): 308. http://dx.doi.org/10.1007/s10330-010-0041-7.

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Burton, Larry D. "The Create-ive Nature of the Create-ed". Journal of Research on Christian Education 27, n.º 3 (2 de setembro de 2018): 195–96. http://dx.doi.org/10.1080/10656219.2018.1546430.

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Sugathan, Praveen, e Avinash Mulky. "Impact of Failed Co-created Services on Future Motivation to Co-create". Academy of Management Proceedings 2015, n.º 1 (janeiro de 2015): 18781. http://dx.doi.org/10.5465/ambpp.2015.314.

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YANG, Yang, Luis DIAGO e Ichiro HAGIWARA. "A Create Method of the Origami Crease Patterns Folded by Origami Robot". Proceedings of the Dynamics & Design Conference 2019 (2019): 450. http://dx.doi.org/10.1299/jsmedmc.2019.450.

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Holmene, Ingeborg. "Click, Create Audience?" Norsk medietidsskrift 26, n.º 04 (5 de dezembro de 2019): 1–19. http://dx.doi.org/10.18261/issn.0805-9535-2019-04-04.

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Devereaux, Kent, e I. Wayan Sadra. "Karya ["Create"]: Compositions". Leonardo Music Journal 1, n.º 1 (1991): 111. http://dx.doi.org/10.2307/1513136.

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Sueyoshi, Amy. "Skate and Create". Amerasia Journal 41, n.º 2 (dezembro de 2015): 2–23. http://dx.doi.org/10.17953/aj.41.2.2.

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Menssen, Sandra L., e Thomas D. Sullivan. "Must God Create?" Faith and Philosophy 12, n.º 3 (1995): 321–41. http://dx.doi.org/10.5840/faithphil199512343.

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Teses / dissertações sobre o assunto "Create"

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Dalsgaard, Signe. "Create nature". Thesis, Konstfack, Keramik & Glas, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3351.

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Mitt arbete blir från en eko filosofisk synvinkel, och den konsthantverkbaserade scenografin som kommer skapas är baserad på vår/min syn på relation mellan naturen och människan. Många har tankar om just detta, det känns angeläget att kunna skapa en miljö där detta finns som en underton och att skapa en subtil miljö där jag jobbar med det taktila arbete, - evighetsarbeten, baserade på mitt eget formspråk. Jag vill utforska minatankar och undersöka hur jag kan betrakta och visa detta från olika vinklar.Ett ställe där natur och av människan skapade objekt samspelar, men där naturenblir styrd av objektens väggar, blommor kan tränga sig igenom kompakta materialsom asfalt och nerbrytningsprocessen är en oändlig del av detta. Med dessa flaskor vill jag visa hur naturen fångas in i ett bestämt element och lever av det som serveras den.
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Sheffer, Jamie Veronica. "The Things We Create". OpenSIUC, 2017. https://opensiuc.lib.siu.edu/theses/2264.

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In this paper, I recount my experiences with PTSD and my own initial reluctance to seek treatment. I address similar stigmas associated with sexual assault and PTSD— how they are reinforced by media, and their role in silencing victims. I explore how trauma transforms my academic research and work as a media artist. Finally, I explore how art is a healing process through my partially autobiographical thesis project, “The Things that We Create.” By sharing my journey, I hope to continue the dialogue on structural changes that are necessary to combat stigmas of sexual assault and PTSD (not only exclusive to sexual assault victims), and highlight the art-making process as a fundamental tool in restorative recovery.
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Kjäll, Åsa. "Automated system to create unique vignettes". Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-98673.

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This document describes the work for a master’s thesis in Media Technology and Engineering at Link ̈oping University. The work consisted of building a system for defining and creating vignettes for horse racing shows. The vignettes are built up by a montage of video clips which are changed with the seasons, time of day and betting product. The system randomizes the video files and the audio files depending on the season, time of day and current betting product when creating the vignettes. Each vignette will therefore be unique. The work also consisted of implementing the vignette graphics in the software Ventuz.
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LAGER, LIVA, e CHARLOTTE EKENGER. "Does Wrapp help companies create brandadvocates?" Thesis, KTH, Industriell marknadsföring, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-155133.

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Internet med dess sociala nätverk som blivit till mediekanaler har kommit att förändra vårt beteende när det gäller hur vi kommunicerar och vad vi kommunicerar. Det senaste skiftet representeras av förskjutningen från datorn till mobilen dit alltmer aktivitet flyttas. Detta skifte beror på den snabba produktutveckling som skett, där mobiltelefonen idag har kommit att innehålla komponenter tidigare isolerade till datorer. Detta har påverkat företagens marknadsföringsstrategier. Rapporten bygger på meningen att använda äldre sådana, applicerade på nya mediekanaler inte är effektivt. Istället behövs nya strategier och metoder, och den interaktiva, sociala delen i hur företag kommunicerar sitt budskap till målgrupper har blivit allt viktigare. Syftet med denna rapport är att undersöka ett nytt verktyg som drar nytta av den mobila trenden när det kommer till social media och människors nya kommunikationsvanor. Produkten som representerar av det nya verktyget här föremål för analys, är Wrapp’s presentkortsapplikation. Vi syftar med analysen fastställa huruvida verktyget hjälper företag att skapa förespråkare av varumärken så kallade brand advocates. Datainsamlingen och analysen av Wrapp som ett varubyggande marknadsföringsverktyg är begränsad till den amerikanska marknaden och två av partnerorganisationernas Facebook kampanjer. Wrapp möjliggör för företag att ge ut gratis och betalda presentkort till Facebook-vänner genom en mobil och webbaserad applikation. I undersökningen har en intervjustudie där respondenterna representeras av Wrapp-anställda genomförts. I denna framgår  spondenternas uppfattningar om i vilken utsträckning Wrapp’s applikation är ett arumärkesbyggande verktyg för företag, som skapar brand advocates. En analys av Wrapp’s kampanjverktyg har också genomförts, för att se om verktyget visar exponentiell tillväxt och en viral spridningscykel vad det gäller antalet skickade presentkort från ett specifikt varumärke. Resultaten från analysen presenteras och paralleller dras mellan de empiriska resultaten och den teori som presenteras i litteraturen, främst gällande brand advocates, social media marketing, viral marketing och Word-of-mouth, WOM. Resultatet från analysen av kampanjverktyget visar att det på den amerikanska marknaden, ännu inte blivit en strategi som leder till en viral spridning och en exponentiell tillväxt i antalet skickade presentkort. Lärdomar från intervjustudien granskas och presenteras med syfte att komplettera resultatet från kampanjverktygsanalysen. Också för att få en bredare förståelse för vad som skapar brand advocacy kring ett varumärke. Till det kompilerade resultatet tillämpar vi en modell som i rapporten antas beskriva hur rand advocates skapas. Genom att göra detta når vi den huvudsakliga slutsatsen, att Wrapp inte nödvändigtvis skapar brand advocates men, möjliggör handlingen av brand advocacy Modellen som sådan skulle kunna vara ett sätt för företag att undersöka huruvida nya sociala medierna skapar brand advocates, genom att undersöka och utvärdera de byggstenar som behövs för att ha en effektiv strategi vad det gäller opinionsbildning kring varumärket eller brand advocates alternativt handlingen av brand advocacy.
The Internet through social online networks and media has come to change our behavior when it comes to how we communicate and what we communicate. The latest shift is that from desktop to mobile, following the product developments happening with mobile phones making them smarter, portable and connected mini computers. This has had an effect on companies marketing strategies. To simply apply older marketing strategies on this new media channel is not sufficient. Instead new strategies and approaches are needed, and the social element needs to be implemented to a larger extent. The purpose with this report is to investigate a new social mobile marketing tool created by the tech start up Wrapp, and to analyse whether or not the tool helps companies create brand advocates. The data collecting and analysis of Wrapp as a brand advocacy tool is limited to the American market and two of the partner brands’ Facebook campaigns  onducted in this setting. Wrapp enables for companies to give out free and paid gift cards to Facebook friends through and mobile and web based application. In the research an interview study where we asked respondents represented by Wrapp employees about their conceptions on brand advocacy and social media marketing was conducted. An analysis of the Wrapp Facebook campaign tool was also done, to see if the tool shows exponential growth and virality in branded gift cards sent. Results are presented and efforts are made to draw parallels between the empirical findings and theory presented in the literature review concerning mainly brand advocates, social media marketing, viral marketing and WOM. The result from the Facebook campaign tool analysis shows, that the Wrapp tool on the merican market is yet to become viral. From the interviews we examine and present results to complement this finding, also to get a broader understanding on what creates brand advocacy. To the compiled results we apply a model assumed to describe how brand advocates are created. By doing this we reach our main conclusion, Wrapp does not based on our analysis create brand advocates, but the act of brand advocacy. The model as such could be a way for companies to investigate whether or not new social media platforms create brand advocates, by examining and evaluating the building blocks necessary to have an efficient brand advocacy strategy.
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Кретова, О. М. "3D-Pen - Modern way to Create". Thesis, Київський національний університет технологій та дизайну, 2017. https://er.knutd.edu.ua/handle/123456789/7374.

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Eglowski, Skylar. "CREATE: Clinical Record Analysis Technology Ensemble". DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1771.

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In this thesis, we describe an approach that won a psychiatric symptom severity prediction challenge. The challenge was to correctly predict the severity of psychiatric symptoms on a 4-point scale. Our winning submission uses a novel stacked machine learning architecture in which (i) a base data ingestion/cleaning step was followed by the (ii) derivation of a base set of features defined using text analytics, after which (iii) association rule learning was used in a novel way to generate new features, followed by a (iv) feature selection step to eliminate irrelevant features, followed by a (v) classifier training algorithm in which a total of 22 classifiers including new classifier variants of AdaBoost and RandomForest were trained on seven different data views, and (vi) finally an ensemble learning step, in which ensembles of best learners were used to improve on the accuracy of individual learners. All of this was tested via standard 10-fold cross-validation on training data provided by the N-GRID challenge organizers, of which the three best ensembles were selected for submission to N-GRID's blind testing. The best of our submitted solutions garnered an overall final score of 0.863 according to the organizer's measure. All 3 of our submissions placed within the top 10 out of the 65 total submissions. The challenge constituted Track 2 of the 2016 Centers of Excellence in Genomic Science (CEGS) Neuropsychiatric Genome-Scale and RDOC Individualized Domains (N-GRID) Shared Task in Clinical Natural Language Processing.
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Chu, Xiaoge. "Retrospection and deliberation : the create [i.e. creative] summary of the high definition video works". Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327290.

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This paper reviews the process of video production that was used to create the creative portion of the thesis project. During this process, I experienced creative art theory, creative methods, and new technology applications. For the production of the thesis, I used a high definition digital video camera to illustrate the conflict and fusion between the East and West on the level of cultural mythology. The thesis is comprised of five parts and seven subdivisions:PrefaceStatement of the problemReview of influenceDescription of the artworks, including seven subdivisions:Theme of the projectSelection of creative styleElements of art and cinematographyProject OverviewTransposing the concrete into the abstractExhibit understanding of the language of cinemaCreative application of emerging HDV technologyConclusion and exhibition statement.
Department of Art
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Skatland, Jørgen Hallås. "On the desire to create something beautiful". Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13898.

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Nilsson, Johan, e Sead Omerovic. "How to create a marketing communication strategy?" Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-16215.

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Leigh, Ryan E. "Using genetic algorithms to create believable agents". abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1438914.

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Livros sobre o assunto "Create"

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Matthew, Higgs, Killian Kevin e Berkeley Art Museum and Pacific Film Archive, eds. Create. [Berkeley, Calif.]: University of California, Berkeley Art Museum and Pacific Film Archive, 2011.

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Blessing, Marlene. Create jewelry. Loveland, Colo: Interweave Press, 2008.

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Create success. New York: McGraw Hill, 2013.

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Hards, Steve. Create impressive documents. Bury St Edmunds: Briarwood 1000, 1996.

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Jawaid, Shaukat Ali. Why create ripples? Karachi: Pakistan Medical Journalists' Association, 2007.

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Splatt, Sophie. Dream, create, inspire. Scoresby, Victoria: Five Mile Press, 2015.

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Brown, Rennie. Create the band. Bath [England]: Parragon, 2009.

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Create. M E N U Publishing, 1989.

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Lester, Arlene, Michelle Hare e The Other of Business. Create. Independently Published, 2020.

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Create. Education Service, 1990.

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Capítulos de livros sobre o assunto "Create"

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Mintz, Ofer. "Create Emotional Connections to CREATES Loyalty". In The Post-Pandemic Business Playbook, 123–49. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-5868-6_12.

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Mendoza Guevarra, Ezra Thess. "Let’s Create!" In Creating Game Environments in Blender 3D, 11–77. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6174-3_2.

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Ahmed, Riaz. "Create Users". In Cloud Computing Using Oracle Application Express, 63–68. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2502-8_8.

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Ahmed, Riaz. "Create Users". In Cloud Computing Using Oracle Application Express, 71–76. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4243-8_8.

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Knudsen, Erik. "Why Create?" In Finding the Personal Voice in Filmmaking, 17–39. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-00377-7_2.

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Hoffmeister, Christian. "Create it". In Digital Business Modelling, 242–59. 3a ed. München: Carl Hanser Verlag GmbH & Co. KG, 2022. http://dx.doi.org/10.3139/9783446473201.005.

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Tsuji, Kinko, e Stefan C. Müller. "Create Music". In Physics and Music, 249–70. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68676-5_9.

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Attar, Samar. "“To Create and in Creating to be Created”". In Auto/Biography and the Construction of Identity and Community in the Middle East, 215–26. New York: Palgrave Macmillan US, 2001. http://dx.doi.org/10.1007/978-1-349-62114-9_15.

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Png, Adrian, e Luc Demanche. "Create an Account". In Getting Started with Oracle Cloud Free Tier, 3–16. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6011-1_1.

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Arizpe, Lourdes. "Freedom to Create". In Culture, Diversity and Heritage: Major Studies, 168–75. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-13811-4_14.

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Trabalhos de conferências sobre o assunto "Create"

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Garwood, Betsy, Nick Labate, Imana Onipe e Brian Tran. "Create". In IDC '18: Interaction Design and Children. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3202185.3214121.

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Rogers, Wendy A., e Sara J. Czaja. "CREATE". In Extended abstracts of the 2004 conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/985921.985985.

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Rüger, Michael, e Thomas Behlau. "Create!" In the 27th conference. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/224401.224730.

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Xie, Fan, Zhiqing Liu, Qiliang Zhu, Suoju He, Xiao Liu, Xingguo Li, Junping Du et al. "To create neuro-controlled game opponent from UCT-created data". In the first ACM/SIGEVO Summit. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1543834.1543996.

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Frantz, Gene A. "Create, then innovate". In the 24th edition of the great lakes symposium. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2591513.2597171.

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Jocius, Robin, Deepti Joshi, Yihuan Dong, Richard Robinson, Veronica Cateté, Tiffany Barnes, Jennifer Albert, Ashley Andrews e Nicholas Lytle. "Code, Connect, Create". In SIGCSE '20: The 51st ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3328778.3366797.

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Lytle, Nicholas, Veronica Cateté, Danielle Boulden, Yihuan Dong, Jennifer Houchins, Alexandra Milliken, Amy Isvik, Dolly Bounajim, Eric Wiebe e Tiffany Barnes. "Use, Modify, Create". In ITiCSE '19: Innovation and Technology in Computer Science Education. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3304221.3319786.

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Youngho, Rhee, Shim Jennifer, Kim Junghun e Chung Amy. "Create, sync, share". In the 9th international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1377999.1378053.

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Snøtun, Håkon. "Using Data To Create Foresight And Create Value From Volume". In SPE Western Regional Meeting. Society of Petroleum Engineers, 2016. http://dx.doi.org/10.2118/180407-ms.

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Xinyu Li, Suoju He, Yue Dong, Qing Liu, Xiao Liu, Yiwen Fu, Zhiyuan Shi e Wan Huang. "To create DDA by the approach of ANN from UCT-created data". In 2010 International Conference on Computer Application and System Modeling (ICCASM 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccasm.2010.5620008.

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Relatórios de organizações sobre o assunto "Create"

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Jones, Timothy. OSTI 2411 Create Test. Office of Scientific and Technical Information (OSTI), maio de 2020. http://dx.doi.org/10.2172/1617652.

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Meer, Jonathan. Does Fundraising Create New Giving? Cambridge, MA: National Bureau of Economic Research, fevereiro de 2016. http://dx.doi.org/10.3386/w22033.

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Chernenko, Sergey, e Adi Sunderam. Do Fire Sales Create Externalities? Cambridge, MA: National Bureau of Economic Research, setembro de 2018. http://dx.doi.org/10.3386/w25104.

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Guo, Shourun, Edie Hotchkiss e Weihong Song. Do Buyouts (Still) Create Value? Cambridge, MA: National Bureau of Economic Research, julho de 2008. http://dx.doi.org/10.3386/w14187.

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Fabra, Natalia, Eduardo Gutiérrez, Aitor Lacuesta e Roberto Ramos. Do Renewables Create Local Jobs? Madrid: Banco de España, janeiro de 2023. http://dx.doi.org/10.53479/29475.

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We investigate whether investments in renewable energy – solar and wind plants – create jobs in the municipality where they are located. Using 13 years of monthly data, we exploit the variation in the timing and size of investment projects across more than 3,200 municipalities in Spain, a country with substantial investments in this area. We use a new estimator for staggered differences-in-differences analysis that extends the local projections approach with clean controls (Dube et al., 2022). We find strong heterogeneity in the magnitude and pattern of the impacts of solar and wind investments. On average, solar investments increase employment by local firms, but the effects on the unemployment of local residents are weak. The effects of wind investments on local employment and unemployment are mostly non-significant. These findings have important implications for public policy.
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Seybold, Patricia. Tikatok: Kids Create and Publish Books. Boston, MA: Patricia Seybold Group, novembro de 2008. http://dx.doi.org/10.1571/cs11-20-08cc.

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Kolko, Jed, e David Neumark. Do Some Enterprise Zones Create Jobs? Cambridge, MA: National Bureau of Economic Research, agosto de 2009. http://dx.doi.org/10.3386/w15206.

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Fitch, Joseph. Leaders Value the Legacy They Create. Office of Scientific and Technical Information (OSTI), abril de 2021. http://dx.doi.org/10.2172/1779656.

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Elenev, Vadim, Tim Landvoigt, Patrick Shultz e Stijn Van Nieuwerburgh. Can Monetary Policy Create Fiscal Capacity? Cambridge, MA: National Bureau of Economic Research, agosto de 2021. http://dx.doi.org/10.3386/w29129.

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Hau-Riege, S. Utilizing plasma physics to create biomolecular movies. Office of Scientific and Technical Information (OSTI), julho de 2015. http://dx.doi.org/10.2172/1236128.

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