736 resultados para Open Business Model


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[ES] La participación activa del usuario en la Red no solo ha empezado a fomentar nuevos modelos productivos, sino también todo un modelo de negocios alrededor de los mismos. Muchas empresas están comenzando a explotar ventajas competitivas, en costes o en diferenciación, derivadas de la participación del usuario y su disponibilidad a colaborar en diversos proyectos en los que no siempre media, necesariamente, contraprestación económica; y cuando existe, suele ser inferior a la que exigiría un profesional medio por realizar el mismo trabajo. En este trabajo se analiza el fenómeno del crowdsourcing desde ambas vertientes, así como el importante impacto económico y social que genera esta nueva forma de trabajo. Dado que la base del crowdsourcing se encuentra en el efecto red, se comienza realizando un planteamiento crítico basado en la consideración de Internet como un espacio participativo que empodera a individuos y agentes económicos y en el que se analizan sus ventajas y límites. Posteriormente, y en base al estudio de diferentes casos, se sistematizan las características principales del crowdsourcing para definir tres modelos básicos en función de su consideración como modelo de negocio, como producción colaborativa con fines altruistas o como un híbrido de ambos.

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[ES]Este proyecto trata el problema del bloqueo de anuncios que existe actualmente en la web. Teniendo en cuenta la opinión de diversos autores sobre el tema, se analiza la problemática del uso de bloqueadores de anuncios. Además, se estudia cómo funcionan estos bloqueadores. En concreto, se analiza cómo está construido y cómo funciona, mediante ingeniería inversa, la extensión más popular en este campo, es decir, AdBlock Plus. Aparte de esto, se proponen una serie de soluciones para atacar al problema. Por último, se desarrolla e implementa una de las propuestas. Como resultado, se mejora el funcionamiento de AdBlock Plus, en el sentido de que da más libertad al usuario para elegir lo que bloquea dando la oportunidad a anunciantes y proveedores de contenido de mantener su modelo de negocio basado en la publicidad.

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[ES]En la actualidad, el modelo de transporte apenas ha avanzado en el intento de frenar el Cambio Climático o en el cuidado del medio ambiente. Además, el gran negocio que existe detrás del petróleo hace que este tipo de transporte sea poco sostenible. Es por eso que se está desarrollando, a nivel nacional e internacional, una solución a dicho problema que es el uso del vehiculó eléctrico (VE). La introducción masiva del VE permitirá el uso extensivo de fuentes de energía no contaminantes e intermitentes, como son las energías renovables. Sin embargo, los VEs están lejos de ser una tecnología probada. Existen aún muchos problemas en torno a él que deben ser resueltos, entre ellos se encuentra el desarrollo de las baterías, su modelo de negocio y coste o la influencia de la conexión del VE sobre la red eléctrica. Este último problema, estará muy influenciado por el comportamiento social del futuro conductor, lo cual es el eje central del proyecto.

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[ES] El Trabajo de Fin de Grado aquí presentado trata de un plan de negocio, el cual se centra en la creación de una nueva empresa evaluando su viabilidad técnica y financiera desde diferentes ámbitos: diseño de primer prototipo, modelo de negocio, financiación, plan de inversión, análisis del mercado, producción, logística, estrategias de comercialización, marketing, recursos humanos y trámites legales, entre otros.

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[ES] El presente TFG plantea una reflexión sobre la puesta en marcha de un negocio digital en el contexto empresarial de hoy en día. Se trata con ello de identificar pistas que resulten clave en el proceso de arranque de un negocio online exitoso. Para ello, se estudia el contexto empresarial en la era digital, así como la evolución de este en los últimos años con el paso de negocios puramente offline, a una combinación de estos, o a negocios puramente online. Una vez puestos en situación, se analizan algunos factores que resultan clave para iniciar un negocio online, como son los beneficios que estos ofrecen, así como los errores más comunes cometidos en negocios digitales. En este contexto, analizamos las estrategias empresariales seguidas por negocios digitales de éxito, considerando algunos ejemplos de los diferentes modelos de negocios digitales existentes hasta la fecha. El objetivo último es extraer algunas conclusiones generales que permitan orientar las decisiones de puesta en funcionamiento de un negocio digital.

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[ES] Diversos estudios han mostrado evidencias de que las empresas creadas desde las universidades (spin-offs) presentan unas tasas de crecimiento menores que otros tipos de start-ups. Esto puede deberse en parte a que un porcentaje de ellas pueden estar orientadas a dar continuidad a proyectos de investigación en base a ayudas públicas, en lugar de a valorizar resultados de investigación en el mercado. El principal objetivo de este trabajo es contrastar si es posible diferenciar dos tipos de spin-offs en función de si están orientadas al mercado o no. Además, en segundo lugar, hemos tratado de comprobar si es posible identificar esta orientación desde las primeras fases de vida de las spin-offs, lo que afectaría al perfil de riesgo desde el punto de vista de los inversores. Para ello hemos utilizado una muestra de 20 spin-offs y se ha procedido a analizar tanto sus estados contables como las ayudas y subvenciones públicas obtenidas durante sus primeros cinco años de actividad. La metodología empleada ha sido el análisis de conglomerados. Los resultados obtenidos sugieren que, si bien efectivamente un número significativo de spin-offs no parecen orientadas al mercado, esta diferenciación no puede inferirse de la información inicial económico financiera de la empresa. Este hecho puede dar lugar a un riesgo de orientación , definido como la imposibilidad por parte del inversor inicial de saber si existe una orientación o no al mercado de la spin-off.

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Purpose - In recent years there has been increasing interest in Product Service Systems (PSSs) as a business model for selling integrated product and service offerings. To date, there has been extensive research into the benefits of PSS to manufacturers and their customers, but there has been limited research into the effect of PSS on the upstream supply chain. This paper seeks to address this gap in the research. Design/methodology/approach - The research uses case-based research which is appropriate for exploratory research of this type. In-depth interviews were conducted with key personnel in a focal firm and two members of its supply chain, and the results were analysed to identify emergent themes.b Findings - The research has identified differences in supplier behaviour dependent on their role in PSS delivery and their relationship with the PSS provider. In particular, it suggests that for a successful partnership it is important to align the objectives between PSS provider and suppliers. Originality/value - This research provides a detailed investigation into a PSS supply chain and highlights the complexity of roles and relationships among the organizations within it. It will be of value to other PSS researchers and organizations transitioning to the delivery of PSS. © Emerald Group Publishing Limited.

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The spinning off of Cambridge Semiconductor Ltd (Camsemi) from the High Voltage Microelectronics Lab at Cambridge University is discussed. The technology originated from Cambridge University and was subsequently developed and commercialized as PowerBrane by Camsemi. The paper also discusses the business model and the enabling financial factors that led to the formation of Camsemi as a fables IC company, including access to seed funding from University and the subsequent investments of venture capital in several rounds. © 2011 IEEE.

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Free software and open source projects are often perceived to be of high quality. It has been suggested that the high level of quality found in some free software projects is related to the open development model which promotes peer review. While the quality of some free software projects is comparable to, if not better than, that of closed source software, not all free software projects are successful and of high quality. Even mature and successful projects face quality problems; some of these are related to the unique characteristics of free software and open source as a distributed development model led primarily by volunteers. In exploratory interviews performed with free software and open source developers, several common quality practices as well as actual quality problems have been identified. The results of these interviews are presented in this paper in order to take stock of the current status of quality in free software projects and to act as a starting point for the implementation of quality process improvement strategies.

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在全面分析研究企业信息系统和大量实践的基础上,为解决传统企业信息系统开发存在的问题,提出并设计了一个企业级的基于领域的快速协同开发平台。通过对信息系统进行领域分析,得出了平台的总体架构,该平台采用了业务流程管理、模型驱动架构、面向服务架构等技术思想进行实现,并将这些思想有效结合,使其协同工作。通过具体的应用,验证了平台能有效地提高软件复用率,极大地缩短企业信息系统的开发周期,减少信息系统的成本支出。

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Many multinational companies are supposedly viewing Europe as one region and re-shaping their approach to the supply of products to customers. Several factors are thought to be driving this trend, notably the degree of merger and acquisitions activity; the need for improved financial performance; the pressure to reduce inventories and costs, facilitated by improvements in communication and information technology systems. All of this is in the context of European market and monetary harmonisation. This paper investigates the extent and effect of the amanegement of supply chains on a pan-European baisis by multinational business. A survey was used to examine changes, both made and anticipated. to operational strategies, processes, organisational structures and physical infrastructure across a range of businesses and industry sectors. Cost reducation, driven by the need for profit and shreholder return, was found to be the priority for developments in supply chains.Many businesses reported consolidation of manufacturing and distribution activities whilst retaining discrete country-by-country organisational structures for managing customers and markets.Logistics Service Providers were seen in a traditional role as suppliers of commodity warehousing and transport services and lacked true pan-European capability. Despite the often-vaunted concept of a pan-European business model, individual businesses wwere seen to be negotiating their own path to balancing economies of scale with customers' service needs and expectations.

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The pervasive use of mobile technologies has provided new opportunities for organisations to achieve competitive advantage by using a value network of partners to create value for multiple users. The delivery of a mobile payment (m-payment) system is an example of a value network as it requires the collaboration of multiple partners from diverse industries, each bringing their own expertise, motivations and expectations. Consequently, managing partnerships has been identified as a core competence required by organisations to form viable partnerships in an m-payment value network and an important factor in determining the sustainability of an m-payment business model. However, there is evidence that organisations lack this competence which has been witnessed in the m-payment domain where it has been attributed as an influencing factor in a number of failed m-payment initiatives since 2000. In response to this organisational deficiency, this research project leverages the use of design thinking and visualisation tools to enhance communication and understanding between managers who are responsible for managing partnerships within the m-payment domain. By adopting a design science research approach, which is a problem solving paradigm, the research builds and evaluates a visualisation tool in the form of a Partnership Management Canvas. In doing so, this study demonstrates that when organisations encourage their managers to adopt design thinking, as a way to balance their analytical thinking and intuitive thinking, communication and understanding between the partners increases. This can lead to a shared understanding and a shared commitment between the partners. In addition, the research identifies a number of key business model design issues that need to be considered by researchers and practitioners when designing an m-payment business model. As an applied research project, the study makes valuable contributions to the knowledge base and to the practice of management.

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The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios, distributors and retailers. New modes of digital distribution and development practice are challenging this business model and the leisure games industry landscape is one experiencing rapid change. The established (digital) leisure games industry, at least anecdotally, appears reluctant to participate actively in the applied games sector (Stewart et al., 2013). There are a number of potential explanations as to why this may indeed be the case including ; A concentration on large-scale consolidation of their (proprietary) platforms, content, entertainment brand and credibility which arguably could be weakened by association with the conflicting notion of purposefulness (in applied games) in market niches without clear business models or quantifiable returns on investment. In contrast, the applied games industry exhibits the characteristics of an emerging, immature industry namely: weak interconnectedness, limited knowledge exchange, an absence of harmonising standards, limited specialisations, limited division of labour and arguably insufficient evidence of the products efficacies (Stewart et al., 2013; Garcia Sanchez, 2013) and could, arguably, be characterised as a dysfunctional market. To test these assertions the Realising an Applied Gaming Ecosystem (RAGE) project will develop a number of self contained gaming assets to be actively employed in the creation of a number of applied games to be implemented and evaluated as regional pilots across a variety of European educational, training and vocational contexts. RAGE is a European Commission Horizon 2020 project with twenty (pan European) partners from industry, research and education with the aim of developing, transforming and enriching advanced technologies from the leisure games industry into self-contained gaming assets (i.e. solutions showing economic value potential) that could support a variety of stakeholders including teachers, students, and, significantly, game studios interested in developing applied games. RAGE will provide these assets together with a large quantity of high-quality knowledge resources through a self-sustainable Ecosystem, a social space that connects research, the gaming industries, intermediaries, education providers, policy makers and end-users in order to stimulate the development and application of applied games in educational, training and vocational contexts. The authors identify barriers (real and perceived) and opportunities facing stakeholders in engaging, exploring new emergent business models ,developing, establishing and sustaining an applied gaming eco system in Europe.

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The ‘Dublin Blaschka Congress’ was conceived as a gathering to bring together the diverse scholarly disciplines that are uniquely, if eccentrically, joined in the study of scientific glass models. Leopold and Rudolf Blaschka are best known for the ‘Glass Flowers’ of Harvard but in the nineteenth century they also invented techniques to sculpt anatomically accurate marine invertebrates in glass. In the course of preparing the Congress and a coordinated temporary exhibition, much new information was uncovered about the collections of Blaschka objects in Ireland, including a total of nearly 800 surviving models. The history of the artists shows a clever business model that was designed to tap a niche market in the contemporary fascination with natural history, and improved through the course of several decades with input from clients and their own passion for understanding their biological subjects. From a modern perspective, a single Blaschka glass model of a marine invertebrate can embody biology, the history of science, craftsmanship, glass chemistry, aesthetics and art. This ability to cross interdisciplinary bridges is a singular strength of the Blaschka works, and is evident in the published proceedings of the Congress.

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How can interlocking directorates cause financial instability for universal banks? A detailed history of the Rotterdamsche Bankvereeninging in the 1920s answers this question in a case study. This large commercial bank adopted a new German-style universal banking business model from the early 1910s, sharing directors with the firms it financed as a means of controlling its interests. Then, in 1924, it required assistance from the Dutch state in order to survive a bank run brought on by public concerns over its close ties with Müller & Co., a trading conglomerate that suffered badly in the economic downturn of the early 1920s. Using a new narrative history combined with an interpretive model, this article shows how the interlocking directorates between the bank and this major client, and in particular the direction of influence of these interlocks, resulted in a conflict of interest that could not be easily overcome.