989 resultados para Elettrodomestici bianchi,Innovazione,Business Game


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During last decades there has been a trend to build collaboration platforms as enablers for groups of enterprises to jointly provide integrated services and products. As a result, the notion of business ecosystem is getting wider acceptance. However, a critical issue that is still open, despite some efforts in this area, is the identification of adequate performance indicators to measure and motivate sustainable collaboration. This work-in-progress addresses this concern, briefly presenting the state of the art of relevant contributing areas such as, collaborative networks, business ecosystems, enterprise performance indicators, social networks analysis, and supply chains. Complementarily, through an assessment of current gaps, the research challenges are identified and an approach for further development is proposed.

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Dissertação apresentada como requisito parcial para obtenção do grau de Mestre em Estatística e Gestão de Informação.

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The main objective of this work is to report on the development of a multi-criteria methodology to support the assessment and selection of an Information System (IS) framework in a business context. The objective is to select a technological partner that provides the engine to be the basis for the development of a customized application for shrinkage reduction on the supply chains management. Furthermore, the proposed methodology di ers from most of the ones previously proposed in the sense that 1) it provides the decision makers with a set of pre-defined criteria along with their description and suggestions on how to measure them and 2)it uses a continuous scale with two reference levels and thus no normalization of the valuations is required. The methodology here proposed is has been designed to be easy to understand and use, without a specific support of a decision making analyst.

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Os videojogos são cada vez mais uma das maiores áreas da indústria de entretenimento, tendo esta vindo a expandir-se de ano para ano. Para além disso, os videojogos estão cada vez mais presentes no nosso dia-adia, quer através dos dispositivos móveis ou das novas consolas. Com base nesta premissa, é seguro de afirmar que o investimento neste campo trará mais ganhos do que perdas. Esta Dissertação tem como objetivo o estudo do estado da indústria dos videojogos, tendo como principal foco a conceção de um videojogo, a partir duma Framework Modular, desenvolvida também no âmbito desta Dissertação. Para isso, é feito um estudo sobre o estado da arte tecnológico, onde várias ferramentas de criação de videojogos foram estudadas e analisadas, de forma a perceber as forças e fraquezas de cada uma, e um estudo sobre a arte do negócio, ficando assim com uma ideia mais concreta dos vários pontos necessários para a criação de um videojogo. De seguida são discutidos os diferentes géneros de videojogos existentes e é conceptualizado um pequeno videojogo, tendo ainda em conta os diferentes tipos de interfaces que são mais utilizados na indústria dos videojogos, de forma a entender qual será a forma mais viável, conforme o género, e as diferentes mecânicas presentes no videojogo a criar. A Framework Modular é desenvolvida tendo em conta toda a análise previamente realizada, e o videojogo conceptualizado. Esta tem como grande objetivo uma elevada personalização e manutenibilidade, sendo que todos os módulos implementados podem ser substituídos por outros sem criar conflitos entre si. Finalmente, de forma a unir todos os temas analisados ao longo desta Dissertação, é ainda desenvolvido um Protótipo de forma a comprovar o bom funcionamento da Framework, aplicando todas as decisões previamente feitas.

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This communication aims to present some reflections regarding the importance of information in organizational context, especially in business context. The ability to produce and to share expertise and knowledge among its employees is now a key factor in the success of any organization. However, it’s also true that workers are increasingly feeling that too much information can hurt their performance. The existence of skilled professionals able to organize, evaluate, select and disseminate information in organizations appears to be a prerequisite for success. The skills necessary for the formation of a professional devoted to the management of information and knowledge in the context of business organizations will be analysed. Then data collected in two focus group discussion with students from a graduate course in Business Information, from Polytechnic Institute of Porto, Portugal, a will be examined.

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Electricity markets are complex environments, involving a large number of different entities, with specific characteristics and objectives, making their decisions and interacting in a dynamic scene. Game-theory has been widely used to support decisions in competitive environments; therefore its application in electricity markets can prove to be a high potential tool. This paper proposes a new scenario analysis algorithm, which includes the application of game-theory, to evaluate and preview different scenarios and provide players with the ability to strategically react in order to exhibit the behavior that better fits their objectives. This model includes forecasts of competitor players’ actions, to build models of their behavior, in order to define the most probable expected scenarios. Once the scenarios are defined, game theory is applied to support the choice of the action to be performed. Our use of game theory is intended for supporting one specific agent and not for achieving the equilibrium in the market. MASCEM (Multi-Agent System for Competitive Electricity Markets) is a multi-agent electricity market simulator that models market players and simulates their operation in the market. The scenario analysis algorithm has been tested within MASCEM and our experimental findings with a case study based on real data from the Iberian Electricity Market are presented and discussed.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática

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Purpose: This exploratory research evaluates if there is a relationship between the number of years since an organization has achieved ISO 9001 certification and the highest level of recognition received by the same organization with the EFQM Business Excellence Model. Methodology/Approach: After state of the art review a detailed comparison between both models was made. Fifty two Portuguese organizations were considered and Correlation coefficient Spearman Rho was used to investigate the possible relationships. Findings: Conclusion is that there is indeed a moderate positive correlation between these two variables, the higher the number of years of ISO 9001 certification, the higher the results of the organization EFQM model evaluation and recognition. This supports the assumption that ISO 9001 International Standard by incorporating many of the principles present in the EFQM Business Excellence Model is consistent with this model and can be considered as a step towards that direction. Research Limitation/implication: Due to the dynamic nature of these models that might change over time and the possible time delays between implementation and results, more in-depth studies like experimental design or a longitudinal quasi-experimental design could be used to confirm the results of this investigation. Originality/Value of paper: This research gives additional insights on conjunct studies of both models. The use of external evaluation results carried out by the independent EFQM assessors minimizes the possible bias of previous studies accessing the value of ISO 9001 certification.

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Vivemos cada vez mais numa era de crescentes avanços tecnológicos em diversas áreas. O que há uns anos atrás era considerado como praticamente impossível, em muitos dos casos, já se tornou realidade. Todos usamos tecnologias como, por exemplo, a Internet, Smartphones e GPSs de uma forma natural. Esta proliferação da tecnologia permitiu tanto ao cidadão comum como a organizações a sua utilização de uma forma cada vez mais criativa e simples de utilizar. Além disso, a cada dia que passa surgem novos negócios e startups, o que demonstra o dinamismo que este crescimento veio trazer para a indústria. A presente dissertação incide sobre duas áreas em forte crescimento: Reconhecimento Facial e Business Intelligence (BI), assim como a respetiva combinação das duas com o objetivo de ser criado um novo módulo para um produto já existente. Tratando-se de duas áreas distintas, é primeiramente feito um estudo sobre cada uma delas. A área de Business Intelligence é vocacionada para organizações e trata da recolha de informação sobre o negócio de determinada empresa, seguindo-se de uma posterior análise. A grande finalidade da área de Business Intelligence é servir como forma de apoio ao processo de tomada de decisão por parte dos analistas e gestores destas organizações. O Reconhecimento Facial, por sua vez, encontra-se mais presente na sociedade. Tendo surgido no passado através da ficção científica, cada vez mais empresas implementam esta tecnologia que tem evoluído ao longo dos anos, chegando mesmo a ser usada pelo consumidor final, como por exemplo em Smartphones. As suas aplicações são, portanto, bastante diversas, desde soluções de segurança até simples entretenimento. Para estas duas áreas será assim feito um estudo com base numa pesquisa de publicações de autores da respetiva área. Desde os cenários de utilização, até aspetos mais específicos de cada uma destas áreas, será assim transmitido este conhecimento para o leitor, o que permitirá uma maior compreensão por parte deste nos aspetos relativos ao desenvolvimento da solução. Com o estudo destas duas áreas efetuado, é então feita uma contextualização do problema em relação à área de atuação da empresa e quais as abordagens possíveis. É também descrito todo o processo de análise e conceção, assim como o próprio desenvolvimento numa vertente mais técnica da solução implementada. Por fim, são apresentados alguns exemplos de resultados obtidos já após a implementação da solução.

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Based on a report for the seminar Industrial Networks, at Goethe Universität Frankfurt am Main Dozent: Prof. Dr. Blättel-Mink, Prof. Dr. António Moniz SS 2011

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Dissertação apresentada ao Instituto Superior de Contabilidade e Administração do Porto para obtenção do Grau de Mestre em Gestão das Organizações, Ramo Gestão de Empresas Orientador: Professor Doutor Eduardo Manuel Lopes de Sá e Silva Co-orientador: Mestre Maria de Fátima Mendes Monteiro

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This communication aims to present some reflections regarding the importance of information in organizational context, especially in business context. The ability to produce and to share expertise and knowledge among its employees is now a key factor in the success of any organization. However, it’s also true that workers are increasingly feeling that too much information can hurt their performance. The existence of skilled professionals able to organize, evaluate, select and disseminate information in organizations appears to be a prerequisite for success. The skills necessary for the formation of a professional devoted to the management of information and knowledge in the context of business organizations will be analysed. Then data collected in two focus group discussion with students from a graduate course in Business Information, from Polytechnic Institute of Porto, Portugal, a will be examined.

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Everyday accounting and management teachers face the challenge of creating learning environments that motivate students. This chapter describes the Business Simulation (BS) experience that has taken place at the Polytechnic Institute of Porto, Institute of Accounting and Administration (IPP/ISCAP). The chapter presents students’ perceptions about the course and the teaching/learning approach. The results show that pedagogical methods used (competency-oriented), generic competencies (cooperation and group work), and interpersonal skills (organisational and communication skills) are relevant for future accounting professionals. In addition, positive remarks and possible constraints based on observation, staff meetings, and past research are reported. The chapter concludes with some recommendations from the project implementation

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Web 2.0 software in general and wikis in particular have been receiving growing attention as they constitute new and powerful tools, capable of supporting information sharing, creation of knowledge and a wide range of collaborative processes and learning activities. This paper introduces briefly some of the new opportunities made possible by Web 2.0 or the social Internet, focusing on those offered by the use of wikis as learning spaces. A wiki allows documents to be created, edited and shared on a group basis; it has a very easy and efficient markup language, using a simple Web browser. One of the most important characteristics of wiki technology is the ease with which pages are created and edited. The facility for wiki content to be edited by its users means that its pages and structure form a dynamic entity, in permanent evolution, where users can insert new ideas, supplement previously existing information and correct errors and typos in a document at any time, up to the agreed final version. This paper explores wikis as a collaborative learning and knowledge-building space and its potential for supporting Virtual Communities of Practice (VCoPs). In the academic years (2007/8 and 2008/9), students of the Business Intelligence module at the Master's programme of studies on Knowledge Management and Business Intelligence at Instituto Superior de Estatistica e Gestao de Informacao of the Universidade Nova de Lisboa, Portugal, have been actively involved in the creation of BIWiki - a wiki for Business Intelligence in the Portuguese language. Based on usage patterns and feedback from students participating in this experience, some conclusions are drawn regarding the potential of this technology to support the emergence of VCoPs; some provisional suggestions will be made regarding the use of wikis to support information sharing, knowledge creation and transfer and collaborative learning in Higher Education.