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1

Satei, Mehdi. "OTT Video-Oriented Mobile Applications Development Using Cross-Platform UI Frameworks." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-256071.

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Анотація:
Google and Apple together are ruling the mobile phone industry with their operating systems, Android and iOS. Any mobile application willing to reach the vast majority of end-users, need to be run on both platforms. The issue, however, arises when considering that fact that developing an application for each platform requires different knowledge and code base. Cross-platform frameworks are emerged to overcome the mentioned issue by providing the possibility to develop a mobile application which works on multiple platforms with potentially a single code base.To investigate the capabilities of cross-platform frameworks, three frameworks were chosen to be compared; React Native backed by Facebook, Xamarin owned by Microsoft, and Flutter developed by Google. The chosen frameworks have been compared in the context of OTT Videooriented mobile applications. As a reference application OTT Flow, an OTT Video application developed by Accedo, has been used.The findings in this thesis shows that Xamarin is not a good choice for the purpose of this thesis since no advantages were witnessed in most of the criteria. React Native and Flutter, on the other hand, offer promising features which suit developing OTT applications. When considering the video-specific functionalities, however, React Native stood out slightly better. In fact, even though React Native is possibly the best choice among the mentioned frameworks for developing OTT Video-oriented mobile applications, the cross-platform frameworks are not mature enough in terms of video-specific functionalities support yet.
Google och Apple dominerar mobiltelefonindustrin tillsammans med sina operativsystem, Android och iOS. En mobilapplikation som eftersträvar att nå majoriteten av slutanvändarna måste gå att köra på båda plattformarna. Problem uppstår emellertid när man överväger det faktum att utveckla en applikation för varje plattform kräver olika kunskaper och kodbas. Ramverk för utveckling mot flera plattformar finns för att övervinna problemet genom att erbjuda möjlighet att utveckla en mobilapplikation som fungerar på flera plattformar med eventuellt en enda kodbas.För att undersöka kapaciteten hos plattformsramverk, valdes tre ramverk ut för att jämföras: React Native stött av Facebook, Xamarin ägt av Microsoft och Flutter utvecklat av Google. De valda ramverken har jämförts i samband med OTT Videoorientede mobila applikationer. Som referens användes OTT Flow, en OTT Videoapplikation utvecklad av Accedo.Resultaten i detta arbete visar att Xamarin inte är ett bra val för syftet med detta arbete eftersom inga fördelar sågs i de flesta kriterierna. React Native och Flutter, å andra sidan, erbjuder lovande funktioner som passar för att utveckla OTT applikationer. När man överväger de videospecifika funktionerna stod emellertid React Native ut lite bättre. Faktum är att även om React Native kanske är det bästa valet bland de nämnda ramverken för att utveckla OTT Video-orienterade mobila applikationer, så är de ramverken ännu inte mogna nog i termer av stöd för videospecifika funktioner.
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2

Haus, Michael Andreas [Verfasser], Jörg [Akademischer Betreuer] Ott, Jörg [Gutachter] Ott, Aaron Yi [Gutachter] Ding, and Hamed [Gutachter] Haddadi. "Edge-Driven Proximity Service Platform for the Internet of Things in Indoor Environments / Michael Andreas Haus ; Gutachter: Jörg Ott, Aaron Yi Ding, Hamed Haddadi ; Betreuer: Jörg Ott." München : Universitätsbibliothek der TU München, 2021. http://d-nb.info/1236343050/34.

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3

Nyarenda, Ralph. "Drivers of continued use of OTT platforms." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/79633.

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Анотація:
As Over The Top (OTT), platforms continue to gain market share and disrupt traditional linear broadcasters has lead academic, business leaders and legislators to consider if conventional marketing and Information systems models can explain continued use intentions for OTT platforms. While the adoption of technology is crucial to the success of an enterprise, it is continued use that determines the long term sustainability of an enterprise. Understanding the factors that drive continued use intentions of OTT platforms is crucial for developing long-standing sustainable and loyal relationships with customers. Video-on-demand platforms like YouTube, Showmax, Amazon and Netflix continue to disrupt traditional linear broadcasters and are continuously altering the TV and video marketplace and value chains. These OTT platforms are altering consumer viewing trends, moving away from TV schedules prescribed and dictated by traditional broadcasters, resulting in time-shifted viewing. These changes are no longer limited to time-shifted viewing; consumers are increasingly in control of when and how they view video content, resulting in fragmented viewing patterns, significantly impacting mass media models relied on by the advertising industry. The results of our quantitative study indicate that the proposed model for continued use explains 69 percent of the variation in continued use intentions. Our findings indicate that consumers are multihoming and using multiple competing platforms, concurrently, which is inconsistent with conventional marketing and IS theory that consumers adopt and use only one competing product. Our findings indicate that the presence of a competing product impacts user continuance intentions, habit and satisfaction. However, the impact size was insignificant for intentions and satisfaction.
Mini Dissertation (MBA)--University of Pretoria, 2020.
pt2021
Gordon Institute of Business Science (GIBS)
MBA
Unrestricted
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4

Bahsoun, Nadin, and Nadja Boukni. "E-Lojalitet på den svenska OTT-marknaden : En kvantitativ studie om faktorer bakom OTT-konsumentens e-lojalitet." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-25720.

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Анотація:
Under det senaste decenniet har utvecklingen ökat drastiskt av streaming av filmer, serier, dokumentärer och sport. Utvecklingen har medfört att nya over-the-top (OTT) företag har inträtt marknaden. Några av världens största underhållnings- och telekomföretag har under de senaste åren satsat på denna typ av plattform. Konkurrensen ökar ständigt då det idag finns ett stort antal olika streamingtjänster för en konsument att välja mellan. Konsumenten får en alltmer betydelsefull roll i utvecklingen av dessa tjänster samtidigt som e-lojalitet blir en viktigare faktor för att skapa konkurrensfördelar online.  Studiens syfte är att undersöka huruvida de 8C:na och eWOM skapar förtroende samt tillfredsställelse, i förlängning, e-lojalitet gentemot OTT-plattformar. Studien utgår från en deduktiv forskningsansats med kvantitativ karaktär. Genom en enkätundersökning har empirisk data insamlats och därefter analyserats genom deskriptiv statistik samt regressionsanalyser.  Resultatet påvisar att faktorerna care, customization, character, contact interactivity och eWOM har en positiv inverkan på förtroende och tillfredsställelse. Vidare antyder resultatet att förtroende och tillfredsställelse i sin tur har en stark positiv påverkan på e-lojalitet. Slutligen har även en modell utformats baserat på studiens resultat, denna kan lämnas som ett praktiskt och teoretiskt bidrag. Modellen visar vilka faktorer OTT-företag bör ta hänsyn till vid erbjudandet av tjänster för att främja e-lojalitet bland deras konsumenter.
Over the past decade, the development of streaming entertainment such as movies, TV shows, documentaries and sports has increased drastically. This development has resulted in a number of new OTT (over-the-top) companies entering the market. Some of the world's largest entertainment and telecom companies have in recent years invested in this type of platform. The competition is constantly increasing as a variety of streaming services are available for the consumers to choose from. The consumer’s role is continuously growing in the development of these services, while e-loyalty is becoming a more important factor in creating competitive advantages online.  The purpose of the study is to investigate whether the 8Cs and eWOM create trust and satisfaction, by extension, e-loyalty to OTT platforms. The study is based on a deductive research approach of a quantitative nature. Through a survey, empirical data have been collected and then analyzed through descriptive statistics and regression analysis.  The results indicate that care, customization, character, contact interactivity and eWOM have a positive impact on trust and satisfaction. Furthermore, the results suggest that trust and satisfaction in turn have a strong positive impact on e-loyalty. Lastly, a model has been designed based on the results of the study, which can be provided as a practical and theoretical contribution. The model demonstrates which factors OTT companies should take into account when offering services to promote e-loyalty among their consumers. This paper is written in Swedish.
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5

Olson, Edwin B. (Edwin Brock) 1977. "Otto : a low-cost robotics platform for research and education." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86691.

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6

Johansson, Andreas. "Ergonomisk lyftplattform : Ett examensarbete i samarbete med OMT Techcon AB." Thesis, KTH, Tillämpad maskinteknik (KTH Södertälje), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232686.

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Анотація:
För att förhindra belastningsskador vid manuellt arbete är en korrekt kroppsställning viktig, därför uppstår det problem på arbetsplatser i industrin där operatörer med olika kroppslängd behöver arbete vid en och samma arbetsplats; de får olika kroppsställning beroende på hur hög arbetsytan är belägen. OMT Techcon vill lösa detta problem genom en ergonomisk lyftplattform vilken operatören står på och anpassar arbetshöjden efter sin kroppslängd, detta examensarbetet gick ut på att ta fram ett konceptförslag på en sådan lyftplattform. Arbetet började med en faktainsamling där vad som menas med korrekt kroppsställning vid stående arbete definierades. Även faktainsamling om andra berörda områden som belastningsergonomi, data på människors olika kroppslängder (antropometri) och skydd och säkerhet berördes. Vidare undersöktes det på marknaden aktuella utbudet av ergonomiska lyftplattformar samt olika lyftmekanismer som kunde komma att användas för höjdinställning av plattformen. Ett besök på Volvo i Torslanda gjordes för att bilda en uppfattning av den miljö som plattformen var tänkt att placeras i. Kundbehov för den ergonomiska lyftplattformen identifierades, dels baserat på intervjuer och observationer från operatörer på Volvo men även från andra källor som den faktainsamling som gjorts. Kundbehoven översattes till mer konkreta och mätbara produktspecifikationer som det vidare arbetet förhöll sig till under utvecklingen av den ergonomiska lyftplattformen. Efter att en funktionsbeskrivning bestående av både primära funktioner och stödfunktioner av den ergonomiska lyftplattformen gjorts togs ett antal förslag på olika produktkoncept fram. Koncepten togs fram genom en morfologisk matris baserad på de primära produktfunktionerna och genom brainstorming framtagna lösningsidéer för dessa. Potentialen i de framtagna produktkoncepten analyserades med hjälp av en Kesselringmatris och jämfördes mot ett referensobjekt på en redan befintlig lyftplattform. Det referensobjekt som användes var den lyftplattform med lägsta egenhöjd som hade identifierat under faktainsamlingen. De tre koncept som ansågs ha högst potential valdes ut och dess primära funktioner vidareutvecklades och testades genom olika prototyper. Genom diskussion med beställaren valdes av dessa ett slutgiltigt koncept ut vilket sedan vidareutvecklades med hänsyn till redan behandlade primära funktioner men även stödfunktioner bearbetades tills ett helhetskoncept specificerats
In order to prevent work-related injuries in manual work, a correct body posture is important. Therefore, problems arise in workplaces in the industry where operators of different body length have to work at the same workplace; they get different body positions depending on how high the work area is located. OMT Techcon wants to solve this problem through an ergonomic operator platform which the operator stands on and adjusts the height of work after his or her body length. This degree project was about drafting a concept proposal on such an operator platform. The work began with an information gathering on defining what a correct body posture means. Information gathering on other areas such as strain ergonomics, anthropo- metric data and safety were addressed. Furthermore, the current range of ergonomic lifting platforms and various lifting mechanisms that could be used for height adjustment of the platform were investigated. A visit to Volvo in Torslanda was made to form an idea of the environment in which the platform was intended to be located. Customer needs for the operator platform were identified, partly based on interviews and observations from operators on Volvo, but also from other sources such as the information gathering. Customer needs were translated into more concrete and measurable product specifications that the continued work was based on. After a functional specification consisting of both primary functions and support functions of the ergonomic operator platform was made, a number of suggestions for different product concepts were developed. The concepts were developed through a morphological matrix consisting on the primary product functions and solutions for these functions developed from a brainstorming session. The potential of the developed product concepts was analyzed using a Kesselring matrix where the concepts were compared to a reference object on an already existing operator platform. The reference object used was the one with the lowest self-height that had been identified during the information gathering. The three concepts considered to have the highest potential were selected and its primary functions were further developed and tested through various prototypes. Through discussion with the client, a definite concept was selected from these, which was then further developed with regard to previously treated primary functions, but also support functions were processed until a complete concept was specified.
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7

Mychko, Maksim. "Komunikace mezi systémem Android a platformou Arduino." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-264948.

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Анотація:
This thesis deals with creating a library for the Android OS which enables efficient wireless communication with platform Arduino. The target is to create an application for Android OS, using a created library that allows you to capture data from various sensors and control effectors. The work describes basic wireless interfaces for Android OS and Arduino platform. The main benefits and drawbacks functions are also introduced. The comparison of current consumption for modules HM-10 and DIGI S1 has been carried out as well. Possibility of data acquisition and effector controlling exercises have been tested and verified.
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8

Muñoz, Aaron A. "Developments Toward a Micro Bistable Aerial Platform: Analysis of the Quadrantal Bistable Mechanism." Scholar Commons, 2008. https://scholarcommons.usf.edu/etd/419.

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Анотація:
The Bistable Aerial Platform (BAP) has been developed in order to further enlarge the repertoire of devices available at the microscale. This novel device functions as a switch in that its platform can lock in two positions, up or down. Herein, it will be examined and explained, but a true understanding of its workings requires a better understanding of its compliant constituent parts. The Helico-Kinematic Platform (HKP), which serves as an actuator for the BAP, is currently under investigation by another researcher and will be merely touched upon here. The focus, therefore, will rest on the analysis of the Quadrantal Bistable Mechanism (QBM), the principle component of the BAP. A preliminary pseudo-rigid-body model, an aid for the understanding of compliant mechanisms, will also be examined for the QBM. The models developed for these two devices, the HKP and QBM, can later be combined to form a full model of the Bistable Aerial Platform.
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9

BONANNO, ALBERTO. "Micro-for-Nano: A Low-Power Platform for Nanomaterial Integration and Nanosensors Interface on 0.13μm CMOS Technology". Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2557562.

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Анотація:
During the last years, material science has been focused on the exploration of the material characteristics at nanoscale. In fact, some materials show different properties only if they are designed with a nanometer structure. Even if they can be used to build macro devices (e.g., tactile surface, strain sensors), the nanostructured materials can reach high sensitivity or accuracy. Thin films [1], nanoparticles [2] and nanowires composites [3] have been widely used thanks to their sensitivity to mechanical strengths [4] or light stimuli [5–7]. In these cases, a large number of nanostructured elements have been merged in a single device to transduce macro-phenomena (e.g., strain, bending, pressure, temperature). Although nanomaterials can be used for standard sensor applications, the aim of nanotechnology is to exploit the dimension of the basic elements (e.g., nanoparticles) to conceive innovative applications at nanoscale. In order to exploit the ultra-small dimension of these materials, researchers addressed the development of nanodevices including only a single nanostructured element to increase sensitivity and accuracy. Nanomaterials, such as nanowires (NWs), bridging molecules or nanoparticles, are considered the basis for a new generation of bio-sensors able to interact with gases [8, 9], molecules (e.g., DNA molecules) or other bio-substances at nanoscale. Some examples are the lab-on-chip designed to implement drug detection using functionalized CNT [10] and the Electronic Nose able to identify different gas molecules [11]. The fabrication process of a nanosensor (or nanodevice) mainly consists in the integration of nanomaterials (previously synthesized for achieving the desired functionality) with metal electrodes. The fabrication process is actually complex and implies high costs. Different techniques can be used to connect nanomaterial with metal electrodes and, then, to the custom electronic interface. The most used methods for integration involve a stochastic deposition upon interdigitated electrodes [12] or chemical processes to directly grow the nanomaterials in-situ [13] or an electrically controlled deposition of nanomaterials dissolved in liquid solution [14]. The fabricated nanodevice is a passive component and it needs to be connected to a measurement system, involving long cables and therefore high parasitics. Fundamentally, when a nanomaterial is exposed to specific molecules or physical phenomena, its resistance or capacitance changes proportionally to the sensed quantity. Thus, the larger the variation of the resistance or capacitance of nanomaterials, the higher the sensitivity to specific phenomena. The electronic interface for passive nanosensors should be able to stimulate the nanomaterial and convert the large variation of its electrical characteristics to analog or digital signals compliant with commercial electronics. The nanomaterial signal is usually a current in the pA-μA range and the noise coupling, due to long interconnections, can easily affect the whole nanodevice sensitivity. Hence, a new approach for the nanosensor fabrication and for the read-out is strictly required to cut fabrication costs and improve measurement accuracy. The electronic interface needs to be placed as close as possible to avoid interferences at the interconnection cables. Anyway, the read-out system has also to overcome flicker-noise effects during DC or low-frequency measurements. In addition to the issues related to the measurement accuracy, a single nanosensor is not sufficient to produce reliable results because of the process variation in nanomaterial synthesis and nanodevice fabrication. Thus, an array of nanosensors is strongly suggested because a large number of nanodevices compensates the defects in single nanosensor fabrication. The measurement system provides the final results performing an average calculation of the nanosensor outputs. Actually, if the final aim is a complex system as the Electronic Nose [15] (i.e., an integrated multi-sensors system) or a bio-sensors for blood analysis [16], an array of nanosensors is strictly required given that different molecules have to be detected and average measurements are mandatory. This PhD thesis reports about a flexible platform implemented in CMOS technology for conceiving a Micro-for-Nano (M4N) system where nanosensors and microelectronics coexist on the same chip. The nanomaterial integration process (Chapter 2, Chapter 3), the read-out circuits for nanosensor interface (Chapter 4, Chapter 5) and the architecture to handle large number of integrated nanosensors (Chapter 6) will be described in the following chapters. The M4N project has been developed in collaboration with the Italian Institute of Tecnology (IIT@PoliTO), which has supported all the experiments needed to set-up the integration process and to characterize the designed CMOS circuits.
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10

Carlsson, Jesper, and Joakim Sund. "Students’ Experiences of Intense and Personally Meaningful Interactions in English-Mediated Online Communities." Thesis, Högskolan Väst, Avd för utbildningsvetenskap och språk, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-16447.

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Анотація:
Students spend more time using English out-of-school compared to in school. Situated in previous research on Extramural English, this study will be drawing on interviews with a specially selected sample of upper secondary school students who engage in intense and personally meaningful interactions in English-mediated communities online. This qualitative research study seeks to answer how and where these students communicate. Furthermore, the students’ experiences of use of English in school and in online communities will be explored. Results are based on a thematic content analysis. Based on the result, students experience high confidence in their L2 English proficiency in online communities. However, some of the participants experience anxiety and worries when using English in school. Teachers need to be aware of their students’ Extramural English to understand challenges related to students’ in- and out-of-school L2 English experiences.
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11

Olgac, Selvi. "Train more people to save more lives : Teaching Cardiopulmonary Resuscitation (CPR) in compulsory schools in Sweden." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-176294.

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Анотація:
Globally, out-of-hospital cardiac arrest (OHCA) occurs ranging between 20 to 140 per 100 000 people, with only 2-11% surviving. Immediate bystanders, i.e. a person close to the victim, performing Cardiopulmonary Resuscitation (CPR) have a vital role to play in the chain of survival from OHCA. Today CPR training takes place in many different contexts as workplaces and schools, but there is still a lack of knowledge concerning CPR in society at large. The overarching aim for this thesis is to find new ways of delivering CPR in order to train more laypeople and save more lives. By initially exploring CPR training in both workplaces and compulsory schools in Sweden, my final design question for this thesis has been: How might we empower the teachers to enable them to carry out CPR training at school? Ethnographic fieldwork both exploring CPR training in workplaces and schools including interviews with mainly instructors, teachers, and laypeople as well as participatory observations in CPR training, have been carried out. In addition, the fieldwork included being a participant in a CPR training course myself. The results from my research process were clustered into insights and potential opportunity areas. Departing from these insights a decision was made to continue the thesis with CPR training in schools as reaching out to children and young people already at school can open the path for more long-term sustainable knowledge. Despite CPR training being core content from year 7 in compulsory schools in Sweden, it is not carried out in a majority of them. My research shows that lack of CPR material as well as an unclear syllabus in Physical Education and Health in how to involve CPR in your teaching, are some of the main obstacles for teachers and reasons for why CPR training is not being carried out in every school today. Potential future scenarios were explored through creative workshops and idea sessions with the users and main stakeholders. The explorations led to focusing on the teachers, as they have a vital role in being the bridge between the CPR knowledge and the pupils. My final proposal is CiPRA: a collaborative CPR education platform for teachers and schools, with the aim to increase the knowledge and the conditions for teachers to carry out CPR training, starting already from six years of age. The structure of the platform follows the years of the Swedish school system and the recommended steps fromThe Swedish Resuscitation Council for CPR training and first aid. The platform enables teachers to plan and prepare CPR training, both long a short term irrespective of previous experience. The platform is based on three main parts; knowledge contributions from teachers, teaching content both through pre-made lessons and an idea bank as well as a shared booking system for practical CPR material. Together these parts unify in an individual lesson planning for every teacher. In my final design proposal, it has been important to emphasise the main insights as well as making sure that every involved stakeholder is represented.
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12

LIN, YU-TING, and 林于婷. "User experience research of OTT platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/s9m3y2.

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Анотація:
碩士
南臺科技大學
資訊傳播系
107
For the past few years, the progress of digital and broadband technology has enhanced the development of the Internet and digital convergence, the role and boundaries of traditional media are no longer, the emerging media OTT video service, whether it is traditional media, such as cable TV, channels, telecommunications, etc., have started to operate OTT, in the face of the era of digital convergence, In the case of human resources, the way people access information is becoming more and more convenient, that is to say, the frequency of people's use of traditional media is getting lower and lower, emerging media gradually affect the habits and behaviour of the audience, that is to say, in the era of digital technology, the traditional television media can no longer meet the needs of the audience, they will be through the Network, television, Computers, tablets, mobile phones and other "multi-fluoridal carriers" to find what they need. OTT is the acronym for Over-The-Top, which refers to the internet’s ability to provide audio and video content and services to audiences that no longer need to rely on traditional media as was the case in the past. These services are also called "online film and television platforms", "digital audio and video streaming platforms" and other similar names. Nowadays, “TV Everywhere” has become normal to consume entertainment on TV, computers, tablets and mobile phones as a regular part of daily life.Since 2016, the rise of the OTT market coupled with the public awareness of viewing copyright has meant that more and more people willing to pay to use the platform to watch audio and video. Combined with the advantages of the VOD that the OTT can quickly sprang up. But when viewing audio and video using different OTT audio-visual streaming platforms, whether its interface affects consumers' experience in use and thus their satisfaction. Therefore, the research will focus on three streaming platforms, namely iQIYI, LINE TV and Netflix. This study will explore the usability of OTT streaming platform from the perspective of user experience, including a performance survey of user's operation and usability, and careful observation to understand the user's operational problems. The goal will then be to discover the factors that affect usability.
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13

TU, MING-YI, and 涂敏怡. "The Research on Taiwan OTT Video Platform Ecosystem." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/79j7t4.

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Анотація:
博士
世新大學
傳播研究所(含博士學位學程)
106
The OTT (Over The Top) video industry has been rapidly developing in Taiwan in recent years. Due to the maturity of 4G broadband, the popularization of smart devices has enabled many new and traditional media industrial players in Taiwan to step into the field of OTT. Taiwan's continuously growing OTT video market deserves in-depth exploration. However, few studies have explored business models and the competitive and cooperative relationships between the ecosystems among Taiwan’s OTT video platforms. Therefore, this research will classify, interpret, and analyze platform business models and ecosystem strategies in Taiwan’s OTT video industry. This research first summarizes three types of OTT video platforms in Taiwan, through their service features: niche-based, value-added services, and emerging OTT video platforms. Furthermore, the author analyzes several aspects of the OTT video platform business model in Taiwan, through the following methods: 1)environment analysis of business models canvas (including market forces, industry forces, key trends and macro-economic forces), 2)current state analysis (including content analysis, pricing strategy and functional comparison), and 3) in-depth interviews with selected experts and senior managers of eight main Taiwan OTT video platforms to verify the platform business model (including value proposition, value network and value financing) and business ecosystem. The author also analyzes business ecosystems, and investigates the co-opetition behaviors between the three types of Taiwan OTT video platforms and its stakeholders. In addition, the author identifies important traits of keystone species in this OTT ecosystem, challenges and opportunities of the OTT video platform providers, as well as regulatory issues that derive from external threats to the ecosystem of Taiwan OTT video platform. The main findings of this research are as follows: first, Taiwan’s limited market is already oversaturated by OTT video platforms, and the competitions among the three major types of OTTs have been fierce. On the other hand, some platforms have started strategic alliances. Second, there are three potential threats to the OTT video industry in Taiwan: illegal overseas OTT TV websites, foreign OTT video websites, and Significant Market Power (SMP) in online advertising market. Third, at first glance, the intertwined relationships between OTT video platform and the existing video ecosystem in Taiwan seem complex, but the OTT video platforms have evolved through complementing existing IPTV services. Fourth, through industry-based in-depth interviews, it is found that the industrial and academic researchers in Taiwan are still accustomed to using the “industrial chain” perspective to discuss the problems encountered in the television industry in Taiwan. The author argues that the conventional perspective is insufficient in finding solutions for the root cause problems coming from the larger ecological environment. The research suggestions are as follows: first, operators of Taiwan OTT Video platforms should consider operating OTT video services in the “ecosystem” perspective, and maximally increase their stakeholders to keep expanding their platforms’ growth scale. Second, Taiwan’s government should proactively investigate and prosecute illegal overseas OTT video websites, and develop timely strategies to counter unfair competition from foreign OTT video websites. Third, academic researchers should conduct further studies on threats of malignant competitors in the Internet media business ecosystem (such as piracy).
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14

Shen, Fen-Fei, and 沈芬妃. "Research on the Development Trend of Taiwan OTT Industry Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7va5yf.

Повний текст джерела
Анотація:
碩士
國立臺灣師範大學
高階經理人企業管理碩士在職專班(EMBA)
106
In recent years, with the development of 4G broadband network technology and the popularity of global mobile communication equipment, issues regarding digital convergence era (Digital Convergence) have aroused a lot of global research and exploration. When the audiences are able to view both audio and video content on multi-platform and even cross screen through various types of network services OTT( Over Top), the global Film and TV industry is greatly affected. Taiwan OTT, film and TV industry service has stepped their foot in a war since 2016; however, it has not yet determined which business model is the most successful or even to start profit with. This study explores the developmental trend of the global OTT film and TV industry through literatures, studies the relevant platform-based business models of the OTT industry in the United States and Taiwan, and analyzes individual cases based on management perspective as well as business model in order to understand its competitive advantage. In addition, this research studies how each platform of the film and TV industry in Taiwan paves a way for itself, differentiating itself from the rest; yet, forming a healthy relationship with each other. Finally, the study proposes several suggestions for the development of Taiwans OTT film and TV industry and identifies its opportunities in the future. The results show that with the key technology of OTT industry and bandwidth availability, the excellent quality of the platform is the key to a profitable operational platform. The OTT industry will focus on self-made film and television programs as main strategy. The alliance strategy that has launched for approximately two years should further deepen the level of strategic cooperation or orientation, and even assess the possibility of mergers. Taiwan OTT operators must continue to innovate business models, whether they are content level or technical breakthrough. Facing the relative small-scale, many Taiwanese OTT operators have begun to consider the effective strategic plans to enter the Southeast Asian and global Chinese market.
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15

Liu, Duen Ruey, and 劉敦瑞. "From Cable TV to OTT Video Platform Strategy: A study in Taiwan." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/77405145293311096833.

Повний текст джерела
Анотація:
博士
世新大學
傳播研究所(含博士學位學程)
103
This study investigates the managing strategies of cable TV multiply system operators and other Over-the-Top (OTT) video platform operators in Taiwan based on value net, platform and catalyst strategy perspectives. The research questions are, 1: What are the value nets changes for the different participants of cable TV value net when managing OTT video platform? 2: What are the strategies for participants of value net in managing OTT video platform? What are the opportunities and challenges to cable TV? 3: What are the strategies and future possibilities for cable TV operators managing OTT video platform. The research method applies in-depth interviews, the research period dates from January to March in 2015. Due to the short development time of OTT in Taiwan, the researcher selected mid to upper management with two to three years of related experience. The research subjects are 9 managers in five companies. Several findings were shown during the research process. Position in value net theory becomes difficult with digital convergence trend. Because of the maturity in internet environment, OTT can be managed in free open style. Content providers, equipment operators and transition operators can all provide OTT video service. When observing participants of cable TV value net managing OTT platform, the researcher finds: Complementors (TPV Smart TV) combine Chunghwa Telecom resources to increase diverse contents and enrich product value in order to extend long term contract. Competitors (CHT Video) integrate Chunghwa Telecom resources and attempt to develop OTT services other than video category in response of OTT challenges. Suppliers (UDN TV) execute multiple platform strategy to increase exposures and profit for UDN video contents. Customers (Super Entertainment) form the matching platform between aspiring entertainers and create performing stages for artists. OTT video platform operators but not cable TV create its own ecosystem Chunghwa Telecom and TPV are considered to be vital complimentors among participating operators. Meanwhile, cable TV operators are seemingly conservative in OTT service management. Kbro extends its service areas in focusing broadband service with no manage area limitation and transforms OTT service to marketing strategy. OTT service is the free product after customers purchase broadband service. Also, Kbro integrates its corporate resources along with local channel operators in hope to build OTT video platform; this strategy is to counter attack other competitors. However, Kbro maintains its current management and observes the market trend. This research suggests that platform operators should focus on whether network effects can expand its ecosystem. Is content the only priority? Internet has made contents easy to acquire but difficult to profit. Therefore, price support should combine with advertisements. OTT video industry has yet to mature in Taiwan. Operators working by themselves without rich contents face challenges from other countries. The recommendation would be increasing the quality of contents and collaborating with other operators to expand the market.
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16

HOU, PEI-YING, and 侯佩潁. "The Popularity of Video Streaming Platform (OTT) Impact on the Cable Industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7fgyfr.

Повний текст джерела
Анотація:
碩士
國立雲林科技大學
企業管理系
107
In 2016, it was called the first year of OTT (Over-The-Top). Facing the rise of digital convergence trend OTT platform, it brought out new type of audio-visual media impact, enabling Taiwanese consumers to quickly accept the way of video streaming, and have caused a great impact to system operators. This study is aimed at OTT operators who provide services in Taiwan. The three major players compare with the cable TV industry, and test the differences to provide advice to cable TV operators. This study uses OTT operators: Netflix (NetFly), Iqiyi Taiwan Station, CATCHPLAY to compare objects. Providing TV channels ,audio and video content, charging methods and prices, video streaming terminal equipment for OTT operators and cable TV. Comparison of program type ratings and others. The results of this study found that the differences between OTT operators and cable TV are as follows: 1. Content providers: Netflix (NetFly), Iqiyi (Taiwan Station), CATCHPLAY, audio and video content have their own characteristics and advantages. 2. The cable TV price rate specification limit is 600 yuan, but the customer can flexibly purchase the digital value-added premium channel package, which is not subject to the upper limit specification; the OTT operator has the advantage in price, and the customer can only choose the favorite type channel to follow. 3. The cable set-top box (STB) needs to be provided by the cable TV provider, and the OTT operator does not need to bear the cost of the set-top box. 4. OTTs popular ratings data shows that the ratings of drama types and movie-type programs are affected, which has indeed caused the impact of the decline in cable TV households, but the ratings of news-type programs are not affected. Keywords:OTT, Cable TV, Digital Convergence
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17

Lin, Yu-Hao, and 林昱豪. "The research on the transaction model between OTT video platform and content provider." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/3u2rrm.

Повний текст джерела
Анотація:
碩士
國立臺灣大學
工業工程學研究所
106
The thesis is about the research of the transaction model between content providers and OTT video platforms. To figure out which model works best for content providers and OTT video platforms, we examine how multi-sided platforms model and merchant model is applied in OTT platform’s transaction with content provider and network effect’s influence in their negotiation mechanism and the role that revenue sharing contact play in coordinating content provider and platform’s benefit. In Chapter 1, we brief the reader the background of this thesis, illustrating the motivation and purpose of the research to give the reader an overview of what this thesis is all about. In Chapter 2, through literature review, we interpret the meaning of the current transaction model between content provider and platform via the concept of revenue sharing contract. In Chapter 3, we examine the current transaction model and its implication. Through the above model structure, in Chapter 4, we do the case study on one content provider and gather the insight from industry peer through in depth interview to figure out the possible solution to the industry’s challenge. In Chapter 5, we conclude the study, give our advice to content provider and platform and define the possible future research scope.
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18

Cheng,Ti and 鄭迪. "The Regulatory Concept of “Platform Neutrality”: Focusing on the Competition between OTT TV and Pay TV." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/9273wf.

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Анотація:
碩士
國立清華大學
科技法律研究所
103
During the era of digital convergence, the rise of Over-the-Top TV (OTT TV) service have brought many impacts on all traditional Pay TV services particularly the steep declining of subscribers. In order to maintain the overall wellness of the industry ecosystem as well as protecting the market order, many governments tend to use different types of regulatory regimes on OTT TV services. However, no regimes have yet achieved the perfect result. Because of this, “how or what regulatory regime shall be applied?” has become a very popular topic for debating among the scholars. Basing the regulatory concept which derived from idea of “Platform Neutrality”, this paper intends to argue the possibility for Taiwanese government to apply equal force of regulatory intensity between OTT TV service and Pay TV service. The paper starts by outlining the current regulatory framework—dichotomic supervision—that Taiwanese government used and how it is applied to govern telecommunication industry. Then the paper proceeds to an analysis of how the framework leads to the development of regulatory gap between OTTV TV regulation and Pay TV regulation. Next, using as reference, the paper outlines other countries’ regulatory methods and classified them into the following categories: high regulatory intensity, low regulatory intensity, and self-regulation (or co-regulation). Afterward, the paper proceeds to explore EU’s regulatory regime—horizontal supervision—in depth and how Taiwanese government tries to resolve its own existed regulatory gap between the two services by incorporated EU’s model into its own regulatory structure but still end up with many problems. Finally, the paper first brought back the idea of “Platform Neutrality” then draws a conclusion that basing on current Taiwan civil right and society attributes for Taiwanese government to achieve applying equal regulatory intensity for both OTTV TV service and Pay TV service is nearly impossible just by copying other countries’ regime or playing with regulations. The paper suggested that for government to really achieve “Platform Neutrality” it should setup short and long term missions that focus on even-out the playing field between OTT TV services and Pay TV services. Short term goal should focusing on even out the competition between the two services which involved step-by-step deregulating of the Pay TV service and drafting incentive plans that attracts OTT TV provider to participate with the local law. Long term goal should focus on redrafting the legislature basing on the era of digital convergences.
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19

Yang, An-Ting, and 楊安庭. "A Study of Young Adult's Behavior of Using OTT Platform: The Application of Technology Acceptance Model." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/f4r7sx.

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Анотація:
碩士
銘傳大學
新媒體暨傳播管理學系碩士班
106
With the rise of new media, OTT platforms have gradually changed people's viewing habits, and provide more flexible and diverse viewing modes. Users can utilize various devices to receive digital media content anytime, anywhere, and television is no longer the only way for viewing. The era of new media has altered the user's viewing habits, and, as a result, this study focuses on the application of technology acceptance model as theoretical framework to explore young adult's behavior and their intentions in the usage of OTT platforms in Taiwan. The study introduces the OTT platform development, technology acceptance model, administered questionnaire survey as method to obtain data for research. Altogether, 430 questionnaires are recovered with 389 valid ones. The findings of this research are listed as follows: (1) The usefulness, accessibility, interesting of OTT platform can have positive effects on usage behavior; (2) the usage of OTT platforms is still dominated by the killing time and personal interests; (3) To target at the needs of specific demographic groups, to make payment recommendations based on the type of users, and to improve the advertising and commenting system are critical factors, which will increase consumers' willingness to use OTT platform.
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20

Yun-HuaChang and 張芸華. "The Impacts of Advertisement Avoidance Software on OTT Video Platform: A Game-Based Analysis Between YouTube and Subscribers." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/j4zwy8.

Повний текст джерела
Анотація:
碩士
國立成功大學
電信管理研究所
104
Because of the maturity of Internet and the development of mobile broadband technology, video content for users to access is no longer restricted to computers or televisions. Instead, such content can also be enjoyed via Over The Top (OTT) video services through mobile devices. The rapid growth of OTT video services has driven the development of online advertisements. More and more advertisers are paying attention to this emerging platform in order to acquire more advertising revenue. However, online advertisements cause several problems and inconveniences for OTT viewers when the webpages are replete with advertisements. In response, the appearance of advertisement avoidance software (AAS) has emerged to eliminate the disturbance to users; however, it has affected the revenues of advertisers and OTT video platform operators. Our research adopts sequential games to simulate the interaction between a major OTT video platform, namely YouTube, and users. In doing so, we separate users’ advertisement tolerance into two groups and take the AAS user-cost and the cost for YouTube to invest in detection into consideration. We discuss the different equilibriums that result when YouTube’s successful detection rate is 100%, as well as the users’ anticipation of the successful detection rate when YouTube’s successful detection rate is not 100%. We then collect each scenario’s equilibrium and the range of the successful detection rates in order to provide relative suggestions for YouTube. The research results when YouTube’s successful detection rate is 100% are as follows: 1.For low advertisement tolerance users (1.)In the case where the value of subscribing to watch ad-free videos is greater than the value of skipping all skippable advertisements, users are willing to subscribe directly. In addition, users choose to use AAS when the cost to use AAS is zero and if detected, users will subscribe. (2.)In the case where the value of subscribing to watch ad-free videos is greater than zero, but is less than the value of skipping all skippable advertisements, users will not use AAS. If the value is lower than zero, users will choose to use AAS in the situation where the cost to use AAS is greater or equal to zero, and the cost for YouTube to detect it is greater than zero. (3.)The case where the value of subscribing to watch ad-free videos is equal to the value of skipping all skippable advertisements is a special case in our research. The equilibriums are a combination of the above (1.) and (2.). For high advertisement-tolerance users, regardless of the cost of using AAS being zero or not, users will neither use AAS nor pay to subscribe ad-free service. The results when YouTube’s successful detection rate is not 100% are described in the following: 1.When the cost to use AAS is not zero, low advertisement-tolerance users will care about what YouTube’s successful detection rate is. In contrast, users will not care about YouTube’s successful detection rate when the cost to use AAS is zero, and will choose to use AAS. YouTube’s successful detection rate will not influence users who don’t use AAS. 2.For high advertisement-tolerance users, when the cost to use AAS is in the rational range that they can accept, their action will seldom be influenced by YouTube’s successful detection rate. High advertisement-tolerance users will choose to use AAS. Our research results suggest that YouTube should invest in detection, find a way to improve its successful detection rate, and provide users with different strategies depending on their characteristics. First, YouTube should ensure advertisements’ quality on their platform, and use online behavioral targeting to give users precisely the advertisements they may be interested in to reduce the impact from advertisements. In addition, YouTube should develop a technique to counter AAS to ensure their advertisements are not blocked. For low advertisement-tolerance users, YouTube could attempt to enhance user stickiness by providing exclusive content and enticing them to subscribe to YouTube Red because of the content. Additionally, YouTube is recommended to strengthen their online targeting technique, because it can not only record users’ habits but also trace users’ online activities. By tracing records to post advertisements according to high advertisement-tolerance users’ habits could enhance the click through rate and advertising revenue. Because there are many free OTT video platforms competing in this industry, if YouTube adopts the strategy of whole subscription, it may lose its advantage of being the biggest free video platform. Besides, if users have no choice but to subscribe, it may lower the willingness for advertisers to post advertisements on YouTube, which would lead to lower advertising effects. Thus far, the majority of YouTube’s revenue is from advertising fees; as such, if it gives up advertising fees and turns to acquiring subscription fees, it would face substantial loss. Moreover, it would also reduce the willingness of users to upload videos. If the number of videos was to reduce, it would directly influence the number of users. Moreover, if YouTube were not free, and users needed to subscribe to watch content, the amount of users would decrease and likely choose to upload their videos to other platforms. Consequently, our research findings indicate that the strategy of “pay to watch ad-free videos” and “advertising fees” for YouTube will coexist. For the OTT video industry, our research found that each OTT video platform depends on an enormous number of users to operate their business, and due to AAS, has lost a large amount of revenue. Hence, each OTT video platform must have exclusive content to keep or attract users, which means that OTT video platform operators should maintain close cooperation with content providers in order to provide exclusive content. Moreover, advertisers also need to produce more attractive advertisements to attract users and through the OTT video platform operator’s precisely posted advertisements, users can watch ads they are interested in. In this manner, revenue for both advertisers and platform operators could be gained.
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21

CHEN, LIANG-YU, and 陳亮妤. "The Business Model of “Shoppable Video” Development on Taiwan OTT Video Platform-Analysis by S-C-P Theory." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2xrt99.

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Анотація:
碩士
國立臺灣藝術大學
廣播電視學系碩士班廣播電視組
107
While the usage of Internet and mobile device is increasing, people watch videos on the Internet more than the television. At the same time, the online shopping business also increased. To stand out in the competitive market, businessman develop a new business model, the “Shoppable Video” which means the video content combined with the electronic commerce. When the audience watched the video content, they could buy any products which appeared in the film. The purpose of this study is to analysis the performance of the “Shoppable Video” on Taiwan OTT video platforms based on the study of industry economics. First of all, understand the development of electronic commerce and OTT video platform. In addition, the researcher would identify if this business model is applicable in Taiwan by participation, observation and in-depth interviews in this business. The results showed that, the businessman are highly interested in the new “Video Commerce” business model. There are five questions block the development “Shoppable Video” on Taiwan OTT video platforms: the complexity of the previous process, product cannot be properly integrated into the content, long electrical business process, not stable source of profit, and viewing experience may be disturb by the new form of video. To solve the above problem, the government and industry should cooperate with each other, and reduce the commercial control, which would build a high-quality video commerce production process.
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22

Ke-WeiChen and 陳可唯. "Influencing Factors of Willingness to Pay in the Freemium Business Model: A Case of OTT Video Platform- iQIYI Taiwan." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/asxtq5.

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Анотація:
碩士
國立成功大學
電信管理研究所
106
In the past, the freemium model was used to explore industry pricing strategies, for which the research subjects were mostly mobile applications, online games and music streaming platforms. In recent years, most of Taiwan's OTT video platforms have chosen to use the freemium business model as their payment system, and iQIYI Taiwan was the first-mover to offer both free and premium membership options (freemium membership). Thus, in this study iQIYI Taiwan’s user behavior is the focus, and the factors that influence users to pay for the premium services after using the free services in the freemium business model are investigated. According to the literature review, six important factors were identified to influence users’ willingness to pay, including advertising attitude, advertising avoidance, perceived quality, hedonic value, perceived behavioral control and promotion. These six factors were then analyzed with the freemium model to determine how they influence users’ willingness to pay. Finally, the relationships among factors and indicators were examined based on our research hypotheses. A questionnaire survey was adopted as the research methods, and 929 valid samples were collected and analyzed using SPSS17.0 and LISREL8.52 software, for which the nine results were shown in this research. The following three conclusions are drawn based on the research results. (1)Most users will not pay to avoid advertising. (2)The hedonic value generated by users does not affect their willingness to pay. (3)Promotion is the most important factor affecting user's willingness to pay, followed by perceived behavioral control.
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23

Chia, Chih-Fan, and 賈之帆. "Licensing the Contents of Channels to OTT Platforms: Alternatives to Regulation." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3m4nky.

Повний текст джерела
Анотація:
碩士
國立清華大學
科技法律研究所
105
Recent years, with the popularization of broadband and mobile network services, affordable fees to reach the internet, and the users’ gradually changed habit to watch TV programs, there has been an explosive growth to the industry of OTT Media in Taiwan. The year 2016 has even been praised as Taiwan’s the first year of OTT. However, it has been uneasy for the operators of OTT platforms to get licensed by the copyright owners from the native channels. This article tries to seek for solutions to increase the copyrighted contents of channels on the OTT platforms through both voluntary license and non-voluntary license, so as to reach the goal of diversifying the content on the OTT Media.
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24

Pereira, Tiago de Almeida Gonçalves. "Content on demand : the disruption of OTT platforms in portuguese media distribution." Master's thesis, 2020. http://hdl.handle.net/10400.14/29629.

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Анотація:
The aim of this study is to understand the OTT platforms’ business model and how it will change the Portuguese content distribution industry and its stakeholders in the following decade. By analyzing the existing OTT platforms, how they appeared and way and pace at which they developed, we measure the impact the OTT platforms have already created in the existing players. Furthermore, analyzing the industry’s current and past performance, its major players and customers, it’s possible to forecast the future impact of this potential industry disruptor. To understand the impact OTT platforms will have in content consumption it’s necessary to understand the ways they have already affected customer behavior, (rising customers’ demand for control of the way they view content being only one, but important consequence of the business model), which in turn will serve as a starting point of the study of the industry evolution. Through the analysis of surveys made to relevant customer segments and expert interviews, major industry influencers were identified (technology, content exclusivity and 1P versus 3P bundle price gap), and an analysis was made of the range of possibilities these influencers might react in the coming years to the disruption, resulting in three consolidated scenarios of the future of the content distribution industry were made, based on the aggregation of the most likely responses. Finally, a deeper analysis of each scenario was made, as well as an evaluation of the likelihood of occurrence.
O objetivo do estudo é compreender o modelo de negócio das plataformas OTT e a forma como este modelo vai afetar a indústria de distribuição de conteúdos portuguesa e os seus respetivos intervenientes na próxima década. Através de uma análise às plataformas OTT existentes em Portugal e no estrangeiro, como surgiram e a velocidade e forma como se desenvolveram, mediu-se o impacto que as mesmas irão ter nos agentes primários e secundários. De forma complementar, uma análise às reações presentes e passadas dos principais agentes da indústria permite prever o efeito futuro deste particular potencial disruptor. Para compreender o impacto que as plataformas OTT vão ter na indústria, é necessário primeiro compreender o impacto presente, sendo já a forma como o cliente é cada vez mais exigente no controlo que quer ter sobre a forma como visiona o seu conteúdo uma consequência deste modelo, servindo de ponto de partida do estudo que vai ser efetuado. Através da análise de inquéritos feitos a segmentos chave e de entrevistas a peritos da indústria, foram identificados os principais influenciadores da indústria (tecnologia, exclusividade de conteúdos, gap de preço 1P vs 3P), uma análise do espectro de possibilidades de reação dos influenciadores à disrupção foi feita resultando em três cenários consolidados agregados com base nas reações dos influenciadores cruzadas com as reações dos agentes. Finalmente, cada um dos cenários foi avaliado com base da probabilidade futura de se passarem.
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25

LIU, XUE-CHUN, and 劉雪純. "A Study of Customer Satisfaction of VIP Services on OTT Video Platforms." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ea7nj7.

Повний текст джерела
Анотація:
碩士
世新大學
資訊傳播學研究所(含碩專班)
107
Abstract With the development of the Internet and smart phones, the attention of contemporary audiences has gradually shifted from television to OTT Video Platforms, and even more and more audiences are willing to pay to become memberships of OTT Video Platforms. What are the main services for memberships on OTT Video Platforms at present? According to the Kano’s model, what are the qualities of these services? How is the satisfaction? How to improve services for memberships on Netflix, iQIYI and LiTV? In order to study these three questions, this paper will firstly to analyze the related literature and the services for membership on current platforms. Then we found out the 25 main services. According to design questionnaire of the Kano’s model, a total of 173 valid questionnaires were received after the questionnaire was sent out, and it was found that 19 services such as video amount and video type are regarded as must-be quality service by most interviewees, blocking advertisement service is regarded as one- dimensional quality service by most interviewees, the live broadcast of match or concerts, reservation for downloading are considered as attractive quality service by most interviewees, picture in picture, sending friends films as gifts, obvious barrage are considered as indifferent quality service by most interviewees. Besides, memberships are very sensitive to changes in blocking ads and video quality, the improvement of these two services not only enhance satisfaction, but also reduce dissatisfaction. Finally, this study suggests that new video platforms could improve the quality of advertising, live broadcast of match or concerts, reservation for downloading after satisfying the quantity of films, types of films and image quality. Netflix could consider to add the service of reservation for downloading. IQIYI could improve the quality of live broadcast of match or concerts but stop offering the services of provide picture-in- picture, sending friends films as gifts, obvious barrage services. LiTV can consider to make native videos about Taiwan and to offer 1080p quality options, reservation for downloading services.
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26

Leal, Tânia Vanessa da Silva. "Innovative Ochratoxin A (OTA) extraction platforms using OTA-binding proteins." Master's thesis, 2018. http://hdl.handle.net/1822/59253.

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Анотація:
Dissertação de mestrado em Biotechnology
Wine is a widely consumed product that is often associated with contaminations of toxic metabolites called mycotoxins. The most important mycotoxin associated to wine is ochratoxin A (OTA), and its detection usually involves the clean-up of samples with immunoaffinity columns (IAC) and quantification by HPLC coupled with fluorescence detection (FL). However, the several drawbacks associated with the use of the IAC led to the search for alternative clean-up methods. Thus, in this work, new platforms for OTA clean-up from wine were developed, based on proteins whose affinity towards OTA makes them suitable candidates to mimic the binding properties of the antibodies used in the IAC method. In a first approach, a protein with high affinity towards OTA, was used to develop a new solid phase extraction (SPE) method for the extraction of the mycotoxin from wine and subsequent quantification by HPLC-FL. The capture of OTA by the columns constructed with agarose-immobilized OTA binding protein was optimized to allow the full recovery of OTA in wine, and the method was further validated by the evaluation of various parameters such as recovery rates, selectivity and limits of detection (LOD) and quantification (LOQ). The developed method was selective enough for a reliable determination of OTA in wine, presenting recovery rates superior to 98% and LOD and LOQ of 0.02 and 0.05 μg L-1, respectively. Furthermore, the performance of the developed method revealed no significant differences in relation to the IAC method in concentrations up to 2 μg L-1 of OTA. In comparison with other conventional SPE methods reported in the literature, the developed method has proved to be suitable to be employed in the determination of OTA in wine. In a second approach, the domain where lies the primary binding site of OTA in the OTA-binding protein used in the first approach was evaluated as OTA ligand for developing OTA extraction platforms based on this domain. For that, the domain was recombinantly produced, fused to a 6xHis tag, with and without the thioredoxin (TrxA) solubility partner, in two E. coli strains, BL21 (DE3) and Origami 2 (DE3). Soluble proteins, with and without TrxA, were produced by both strains, but the Origami strain provided higher yields of production (18.7 and 23.4 mg per litre of culture, respectively). In addition, differences observed in the affinity of the proteins for the nickel resin in the purification suggested that the structures acquired by the recombinant proteins produced in each strain were different. Furthermore, the fact that fusion proteins were less prone to degradation suggested that TrxA contributed for their stability. Studies of fluorescence spectroscopy revealed that only the recombinant proteins produced by the Origami strain were capable of interacting with OTA, thus indicating that these proteins were functional. The ability of the proteins produced from this strain, with and without TrxA, immobilized in nickel via the 6xHis tag, to capture the mycotoxin in buffer solutions was evaluated. SPE columns constructed with the nickel-immobilized recombinant proteins did not show the ability to effectively capture OTA. On the other hand, incubation assays performed in eppendorfs allowed decreasing OTA in solution up to 54 and 63%, respectively for immobilized proteins, with and without TrxA. These results open perspectives for the development of OTA extraction platforms based on the recombinant domain of this OTA-binding protein with matrixes less expensive than the agarose used in the first approach by means of specific purification tags.
O vinho é um produto largamente consumido que está frequentemente associado a contaminações com metabolitos tóxicos denominados de micotoxinas. A micotoxina mais importante associada ao vinho é a ocratoxina A (OTA), e a sua deteção envolve normalmente um passo de concentração das amostras com colunas de imunoafinidade (IAC) e deteção por HPLC acoplada com deteção por fluorescência (FL). Contudo, as diversas desvantagens associadas ao uso das IAC levaram à procura de métodos de concentração alternativos. Assim, neste trabalho, foram desenvolvidas novas plataformas de concentração de OTA do vinho, baseadas no uso de proteínas cuja afinidade para a OTA as torna candidatos adequados para mimetizar as propriedades de ligação dos anticorpos usados no método IAC. Numa primeira abordagem, uma proteína com alta afinidade para a OTA foi usada para desenvolver um novo método de extração em fase solida (SPE) para extrair esta micotoxina do vinho e subsequente quantificação por HPLC-FL. A captura de OTA por colunas construídas com a proteína em estudo imobilizada em agarose foi otimizada de forma a permitir uma recuperação total da micotoxina presente no vinho, e o método foi posteriormente validado através da avaliação de parâmetros como taxas de recuperação, seletividade e limites de deteção (LOD) e quantificação (LOQ). O método desenvolvido foi suficientemente seletivo para permitir uma quantificação confiável de OTA no vinho, apresentando taxas de recuperação superiores a 98% e um LOD e LOQ de 0.02 e 0.05 μg L-1, respetivamente. Em adição, o desempenho do método desenvolvido não apresentou diferenças significativas em relação ao método das IAC em concentrações até 2 μg L-1 de OTA. Em comparação com outros métodos convencionais de SPE reportados na literatura, o método desenvolvido revelou ser adequado para aplicação na determinação de OTA no vinho. Numa segunda abordagem, o domínio da proteína usada na primeira abordagem que contém o principal local de ligação da micotoxina, foi avaliado como ligando da OTA para o desenvolvimento de plataformas de extração de OTA baseadas nesse domínio. Para isso, este foi produzido de forma recombinante, em fusão com um 6xHis tag, com e sem tiorredoxina (TrxA) como parceiro de solubilidade, em duas estirpes de E. coli, BL21 (DE3) e Origami 2 (DE3). O domínio proteico solúvel, com e sem TrxA, foi produzido por ambas as estirpes, mas a estirpe Origami obteve maiores rendimentos de produção (18.7 e 23.4 mg por litro de cultura, respetivamente). Em adição, as diferenças observadas na afinidade das proteínas para a resina de níquel na purificação sugeriram que as estruturas adquiridas pelas proteínas produzidas em cada estirpe eram diferentes. Além disso, o facto de que que as proteínas de fusão se mostraram menos suscetíveis a degradação sugere que a TrxA contribuiu para a sua estabilidade. Estudos de espectroscopia de fluorescência revelaram que apenas as proteínas recombinantes produzidas pela estirpe Origami foram capazes de interagir com a OTA, indicando assim que estas se encontravam funcionais. A capacidade das proteínas produzidas por esta estirpe, com e sem TrxA, imobilizadas em níquel a partir do 6xHis tag, para capturarem a micotoxina em soluções tampão foi avaliada. Colunas SPE construídas com estas proteínas recombinantes imobilizadas em níquel não mostraram a capacidade de capturar efetivamente a OTA. Por outro lado, os ensaios realizados em “eppendorfs” permitiram reduções de OTA em solução até 54 e 63%, respetivamente para as proteínas imobilizadas com e sem TrxA. Estes resultados abrem perspetivas para o desenvolvimento de plataformas de extração de OTA baseadas neste domínio da proteína estudada com matrizes menos caras que a agarose usada na primeira abordagem por meio de tags de purificação específicos.
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27

Marques, Samuel de Jesus. "Optoelectronic transceivers development platform: XFP implementation OLT NG-PON2." Master's thesis, 2018. http://hdl.handle.net/10773/25967.

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Анотація:
Over the recent past, there has been a clear evolution in the development and implementation of fiber optics to the end user. FTTH networks were developed and standardized across the world, but the bandwidth requirements by users and services demanded by this technology evolved, from GPON to XG-PON, and now to NG-PON2. For the next generation optical components, it is relevant to create solutions that allow the testing and calibration of these components, however this is only possible if a manual sweep of the parameters is carried out in a first phase, which will be done in this dissertation. In this work, some optical transceivers are presented and several tests for characterizing transmitters and receivers were performed, intended to be implemented in a OLT XFP for NG-PON2. With this dissertation, it was possible to conclude that both the transmitter and the receiver tested present results compliant to the commercial ones, and which regards the figures of merit addressed, they meet the requirements of ITU-T G.989.2 standards. This leaves good prospects for the development of an OLT XFP compliant and low cost by PICadvanced, SA.
No passado recente, houve uma clara evolução no desenvolvimento e implementação de fibra ótica até ao utilizador final. As redes FTTH foram desenvolvidas e normalizadas em todo o mundo, mas os requisitos de largura de banda por parte dos utilizadores e serviços exigidos por essa tecnologia foram evoluindo, de GPON para XG-PON e agora para NG-PON2. Para os componentes óticos da próxima geração, é relevante criar soluções que permitam testar e calibrar estes componentes, no entanto isto apenas é possível se numa primeira fase for realizado um varrimento manual dos parâmetros, trabalho esse que será feito nesta dissertação. Neste trabalho, são apresentados transceivers óticos e foram realizados vários testes visando a caracterização de transmissores e recetores, com o objetivo de serem posteriormente implementados num XFP da OLT para NG-PON2. Com esta dissertação, foi possível concluir que tanto o transmissor como o recetor que foram testados apresentam uma resposta compatível com os comerciais, e relativamente às figuras de mérito abordadas vão de encontro às exigidas na norma ITU-T G.989.2, abrindo assim boas perspetivas para o desenvolvimento num futuro próximo de XFP da OLT compliant e de custos reduzidos por parte da PICadvanced, SA.
Este trabalho é financiado pelo Fundo Europeu de Desenvolvimento Regional (FEDER), através do Programa Operacional Regional do Centro (CENTRO 2020) do Portugal 2020 [Projeto HeatIT com o nº 017942 (CENTRO-01-0247-FEDER-017942)].
Mestrado em Engenharia Eletrónica e Telecomunicações
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28

Ventzke, Paul Erikl. "Esports on Netflix or DAZN? : the potential impact of hosting Esports on subscription-based OTT platforms." Master's thesis, 2020. http://hdl.handle.net/10400.14/31290.

Повний текст джерела
Анотація:
In recent years, electronic sports (short: 'esports'), has drawn significant attention and is trending to a global market. While esports attracts vast audiences, is slowly growing into mainstream culture, and is increasingly accepted as a professional practice, the monetization of esports still lags far behind other traditional sports. In those traditional sports and within the general video content consumption, over-the-top platforms and especially subscription-model platforms have disrupted the television and live-sports industry, leading to significant changes in the way people consume video content. At present, there are hardly any subscription-based platforms hosting esports, and academically wise there is little literature that examines the potential impact of broadcasts of competitive and professional video games on subscription-based platforms. The research questions of this dissertation approach aim at estimating the potential impact of subscription-based platforms on esports and how they could shape the esports industry in the medium term and long term. Using qualitative and quantitative data as well as literature research, the potential of subscription-based platforms is analyzed as a result of four main factors, and the future development of the primary industry stakeholders as well the future of the esports industry is predicted. As a result of this research, this dissertation assesses the potential of subscription-based over- the- top platforms of the esports industry as mediocre and predicts a rather neutral development in the future. Nevertheless, it identifies potentially advantageous factors that could improve the business environment for such platforms in the future.
Nos últimos anos, os desportos eletrónicos ("esports") têm vindo a captar significativamente a atenção e estão a evoluir para o mercado global. Enquanto o eSport atrai um vasto público, cresce lentamente na cultura convencional, é cada vez mais aceite como uma prática profissional, a sua monetização está longe de outros desportos tradicionais. Nos desportos tradicionais, e dentro do consumo geral de conteúdos em vídeo, as principais plataformas, em particular, as de assinaturas transformaram a indústria televisiva e do desportiva em direto, levando a mudanças significativas na forma como são consumidos conteúdos em vídeo. No entanto, atualmente, as plataformas baseadas em modelo de assinaturas que acolham desportos eletrónicos são praticamente inexistentes e, em termos académicos, existe pouca literatura que avalie o potencial das transmissões de competições profissionais nestas plataformas. As questões levantadas nesta dissertação visam avaliar o potencial das plataformas baseadas em assinaturas nos desportos eletrónicos e a forma como estas poderão impactar a indústria dos desportos eletrónicos a médio e longo prazo. Utilizando dados qualitativos e quantitativos, bem como a literatura existente, o potencial das referidas plataformas, é analisado como resultado de quatro fatores principais, prevendo-se, assim, o desenvolvimento futuro das principais partes envolvidas na indústria, bem como o futuro da indústria do desporto. Como conclusão desta investigação, estima-se que o potencial das plataformas principais da indústria do desporto baseadas em modelo de assinaturas seja modesto, e prevê-se um desenvolvimento bastante neutro no futuro. No entanto, são identificadas algumas oportunidades que podem contribuir para o seu crescimento futuro.
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29

HSU, MING-CHE, and 許銘哲. "Establishing the service development strategy of OTT digital content service platforms based on IAA-NRM approach." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/aqydae.

Повний текст джерела
Анотація:
碩士
國立高雄師範大學
經營管理碩士在職專班
107
With the rapid development of internet technology and the popularity of smart mobile devices (such as smart phones, tablets, etc.) is growing. Users aren’t limited by the traditional audio and video playback mode when they want to watch TV programs or movies.With the new style of the OTT (Over-the-top) network audio and video service has born, users can easily download various brand of OTT network video service platform in the application store, enjoy their favorite video content anytime and anywhere. Although the OTT network video service platform has been able to provide various services, it still cannot satisfy the needs of users, so new providers continue to grab the market of network video services. What factors will users consider when choosing an OTT network video service platform? What kind of service and charging style can attract the users? This study attempts to summarize the Channel content and service, System services and function, Platform design and maintenance, Organizational tolerance and reputation, Pricing and charging styles through literature review and the comparison of manufacturer service policies. Furthermore, survey users’s OTT service demand preferences of the "Internet Video Platform" to understand the pros and cons of each brand. Apply Principal Component Analysis(PCA), to extract the main constituents of the facet to build Network relation map(NRM), and strategic plan selection through decision-making test and Decision Making Trail and Evaluation Laboratory(DEMATEL), and Vlsekriterijumska Optimizacija I Kompromisno Resenje(VIKOR), Moreover, the research applies Importance Attention Analysis(IAA) to analyzes the user's choice preferences, and then uses the Network Association Diagram (NRM) understand the interaction between the aspect and the criteria. I hope this study can find effective improving strategies and increase the market share of OTT audio and video platforms. According to the research results, the diversity of channel content is the key to attract consumers. It is necessary to continuously enrich the diversity of channel content to retain more users. In addition, through the appropriate charging style, upgrading services to attract more users is also a common improving strategy that can be referenced by various OTT audio and video platforms.
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30

Hannich, Theresa. "Digital transformation in the german sports broadcasting industry : a qualitative study on the impact of the disruptor OTT." Master's thesis, 2020. http://hdl.handle.net/10400.14/31131.

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Анотація:
The study investigates the impact of the OTT (over-the-top) technology for the German sports broadcasting industry. For this purpose of the study, OTT is defined as streaming technology that bypasses traditional distribution and offers content directly over the Internet anywhere at any time. All potential OTT initiatives from different stakeholders that impact the industry are examined. The incumbent technology, traditional TV, is challenged by innovative business models that provide sports content over-the-top via the Internet. Pure OTT channels such as DAZN and digital giants such as Amazon entered the sports rights market forcing old leaders to rethink their business model and to adapt to the new technology. Besides of changing consumer requirements, different market dynamics such as the digitization of sports rights, the trend towards D2C (direct-to-consumer), niche targeting and features around digital fan experiences push OTT in becoming the leading sports consumption technology. The fast-paced and vibrant market movements in the sports media industry make estimations difficult. The findings from qualitative and quantitative findings identified the consolidation of the market to a concentrated number of content aggregators operating in the premium sports right segment as most the likely scenario for the industry in 5-10 years. This trend goes along with a starting content endgame initiated by top rightsholders who implement D2C business models for secondary markets. The major change in the market will be the end of market fragmentation to a more consolidated sports rights market led by major D2C and OTT platforms.
O estudo investiga o impacto da tecnologia OTT (over-the-top) para a indústria alemã de transmissão desportiva. Para este efeito do estudo, a OTT é definida como uma tecnologia de streaming que ultrapassa a distribuição tradicional e oferece conteúdos diretamente através da Internet, em qualquer lugar e a qualquer momento. A tecnologia já existente de televisão tradicional é desafiada por modelos de negócio inovadores que fornecem conteúdos desportivos através da Internet. Os canais OTT puros como o DAZN e gigantes digitais como a Amazon entraram no mercado dos direitos desportivos, obrigando os antigos líderes a repensar o seu modelo de negócio. Além da modificação das exigências dos consumidores, diferentes dinâmicas de mercado, como a digitalização dos direitos desportivos, a tendência para D2C (direct-to-consumer), a segmentação de nichos de mercado e as características em torno das experiências digitais dos adeptos, impulsionam a OTT a tornar-se a tecnologia de consumo desportivo líder. No entanto, as conclusões dos resultados qualitativos e quantitativos identificaram a consolidação do mercado para um número concentrado de agregadores de conteúdos que operam no segmento dos direitos desportivos premium como o cenário mais provável para a indústria dentro de 5-10 anos. Esta tendência vai de par com um jogo final de conteúdos iniciado pelos titulares de direitos de topo que implementam modelos de negócio D2C para os mercados secundários. A grande mudança no mercado será o fim da fragmentação do mercado para um mercado de direitos desportivos mais consolidado, liderado pelas principais plataformas D2C e OTT.
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31

Huang, Yung Chang, and 黃永昌. "Integration study on Embedded Platforms of ARM and USB OTG Processors." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/49807008630156574222.

Повний текст джерела
Анотація:
碩士
長庚大學
電子工程學研究所
96
For the reason that implement USB OTG and read/write SD Card function in ARM9 platform, and analysis the performance, in this paper, we design the firmware of the S3C2410 platform and the CSC3800 platform, and implement USB OTG function on S3C2410 platform through parallel BUS between S3C2410 and CSC3800.S3C2410 can browse the files and in/out folder by CSC3800, and by use the NAND Flash controller of S3C2410, it can copy file from USB storage and SD card to the NAND Flash on the S3C2410 evaluation board. Also it can copy file from NAND Flash to USB storage and SD card, too. In this paper, we implement USB OTG and read/write SD Card function in ARM9 platform, and measurement the performance of each type of transmission.
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32

Liu, Yen-Ning, and 劉晏寧. "The International Market Entry Strategy of Cross-Border E- Commerce Platforms –A Case Study of Alibaba, Amazon, and Otto Group." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/88yqjk.

Повний текст джерела
Анотація:
碩士
國立中山大學
企業管理學系研究所
107
As the number of global Internet users increases steeply and their consumption patterns change, the market size of global cross-border E-commerce keeps rising. According to the surveys from AliResearch and Accenture, the market size of global cross-border E-commerce in 2017 was 530 billion US dollars. And this number is predicted to reach 994 billion in 2020, while the number of global consumers will reach 943 million. As the market size grows continuously, a large number of firms seek to expand their businesses to foreign markets actively besides putting efforts into domestic market. Therefore, this study attempts to choose three representative firms and analyze their entry strategies of overseas markets, mainly Asian markets, in recent years. These three firms are from America, Europe and Asia, where the development of global cross-border E-commerce are the most mature and fastest. This study analyzes Alibaba, Amazon, and Otto Group’s internationalization strategies through case study as well as comparative analysis, and gains the following findings: 1. These three firms sought to expand their businesses to broader foreign markets based on the premise that they possess adequately tangible & intangible resources and capabilities. Moreover, besides cross-border E-commerce, all of them expanded their business scopes to other fields and form their own business ecosystem to gain their core competitive advantage. 2. All three firms took more than one type of entry mode as their internationalization strategies in recent years. And basically, they all adopted the strategies they used before and adjusted them based on different target markets’ characteristics. However, the strategies that these firms used to adopt were apparently different. 3. When selecting entry modes, firms have to consider internal and external factors which may affect their performance, for instance, domestic and host country’s policies, organizational characteristics, business strategies, host country locational characteristics etc. However, not every firm will be affected by all those factors. Furthermore, the degree of influence and importance from these factors won’t be the same in different situations. 4. Timing is another important factor that affects a firm’s decision to select entry mode. To achieve its strategic goals, a firm will adopt different entry modes according to different market conditions and competitive situations at different time.
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33

von, Borcke Casimir Johannes Albrecht Karl Ivo. "How a dinosaur transformed into an e-commerce giant : the digital transformation of the Otto Group." Master's thesis, 2020. http://hdl.handle.net/10400.14/29810.

Повний текст джерела
Анотація:
Over the past few years, the topic of digital transformation has become more relevant for many companies. The ever-accelerating dynamics and rapidly emerging technologies represent significant challenges for many companies and require them to digitally transform. Many researchers have already studied several different factors that come along with the topic of digital transformation. Nevertheless, there is a lack of case studies that contain real-world examples illustrating how companies could digitally transform. For this reason, the teaching case on the digital transformation of the Otto Group, with special emphasis on its subsidiary OTTO, was developed. The purpose of this teaching case is to illustrate the challenges that the group faced as well as the success factors that played a major role during the transformation. Also, the case demonstrates how the company has changed over the years. Furthermore, this case shows how the Otto Group succeeded in constantly developing new business models. In the end, the results achieved through the digital transformation are demonstrated and a glimpse into the future of the company will be given. The Otto Group Case exemplifies what an important role corporate culture plays in the context of digital transformation. With the help of the cultural change at the Otto Group and the full commitment of the executive board, which could be seen, among other aspects, in the large investments made in the context of the change process, the group was able to carry out the digital transformation.
Nos últimos anos, o tema da transformação digital tornou-se mais relevante para muitas empresas. A dinâmica cada vez mais acelerada e as tecnologias rapidamente emergentes representam desafios significativos para muitas empresas e exigem que elas se transformem digitalmente. Muitos investigadores já estudaram vários fatores diferentes que acompanham o tópico da transformação digital. No entanto, há uma falta de exemplos do mundo real que ilustrem como as empresas se podem transformar digitalmente. Por essa razão, foi desenvolvido o estudo de caso sobre a transformação digital do Grupo Otto, com especial destaque para a sua filial OTTO. O objetivo deste caso pedagógico é ilustrar os desafios que o grupo enfrentou, bem como os fatores de sucesso que desempenharam um papel chave durante a transformação. Além disso, o caso demonstra como a empresa mudou ao longo dos anos. Adicionalmente, este caso demonstra mostra como o Grupo Otto conseguiu constantemente desenvolver novos modelos de negócios. No final, são apresentados os resultados alcançados através da transformação digital e um vislumbre do futuro da empresa será dado. O caso Otto Group exemplifica o importante papel que a cultura corporativa desempenha no contexto da transformação digital. Com a ajuda da mudança cultural no Grupo Otto e o total compromisso da comissão executiva, que se verificou, entre outros aspectos, nos grandes investimentos realizados no contexto de mudança cultural processo, o grupo foi capaz de mudar a sua cultura corporativa e, assim, realizar a transformação digital.
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