903 resultados para virtual world sales services
Resumo:
Tässä diplomityössä käsitellään pumppujen maailmanlaajuista varaosa-jakelua. Työn pääpaino on varaosien moniportaisen jakeluverkon toimitusketjun logistiikassa. Asiakaspalvelussa varaosien nopea saatavuus on ratkaisevassa asemassa, jotta asiakkaiden tehtaiden käynnissäpito voidaan turvata. Työn tavoitteena oli kehittää Ahlström Pumpuille uusi globaali toimintamalli varaosien jakeluun. Tämä uusi varaosien jakelumalli on kehitetty pääasiassa sopimusasiakkaille, jotka ovat halukkaita ulkoistamaan varaosatoimintonsa. Mallia sovelletaan käytäntöön varaosien jakelussa ensiksi Suomessa ja Ruotsissa. Myöhemmin on tarkoitus kopioida mallia myös muualle. Malli on pyritty rakentamaan siten, että siihen voidaan helposti liittää muita Ahlström Pumppujen tarjoamia palveluita. Työssä koottu materiaali perustuu pääasiassa haastatteluihin, palavereihin, erilaisiin sisäisiin raportteihin, kirjallisuuteen ja itsenäiseen selvitystyöhön. Työssä on myös tutustuttu kolmen eri yrityksen after-sales- ja varaosatoimintaan.
Resumo:
Työssä esitellään Web Services -konseptia ja sovellusintegraatiota, sekä toteutetaan toiminnanohjausjärjestelmästä yrityksen asiakkaalle tietoja välittävään palveluun tuki Web Services -arkkitehtuurille. Palvelun tehtävänä on huolehtia yrityksen ja sen liiketoimintakumppaneiden välisestä XML-pohjaisesta viestiliikenteestä. Työn teoriaosassa perehdytään sovellusintegraatioon ja sen osa-alueisiin, Web Services -konseptiin ja -standardeihin sekä sen kanssa kilpaileviin tekniikoihin. Käytännön osuudessa toteutetaan paperiteollisuusyrityksen tilaus- ja toimitustietoja XML:n avulla lähettävään Java-pohjaiseen järjestelmään tuki SOAP-viesteille, sekä WSDL-kuvaukset palveluille. Työssä tutkitaan Web Services -arkkitehtuurin soveltuvuutta ja implementoinnin helppoutta toimintaohjausjärjestelmään. Tuloksena todetaan Web Services -arkkitehtuurin olevan mielenkiintoinen ja monella tapaa integrointia helpottava tekniikka. Arkkitehtuurin standardien puutteiden ja varhaisten versioiden takia tekniikan todetaan kuitenkin olevan monelta osin riittämätön ja epäkypsä toteuttamaan yritysten kriittisten järjestelmien integrointia.
Resumo:
Uusien mobiilien laitteiden ja palveluiden kehitys ovat herättäneet yritysten mielenkiinnon soveltaa langattomia sovelluksia omassa liiketoiminnassaan. Erilaisten tekniikoiden myötä myös mahdollisuuksien kirjo on laajentumassa, mikä johtaa erilaisten verkkojen ja laitteiden yhtenäiselle hallinnalle asetettavien vaatimusten kasvuun. Yritysten siirtyessä soveltamaan uusia langattomia palveluita ja sovelluksia on myös huomioon otettavaa sovellusten sekä palveluiden vaatima tietoturva ja sen hallittavuus. Tutkimuksessa esitetään langattoman sähköisen liiketoiminnan määritelmä sekä kyseisien teknologioiden käyttöä edistävät tekijät. Tutkimus luo viitekehyksen yrityksen langattomien teknologioiden käytölle ja siihen olennaisesti vaikuttavista tekijöistä. Viitekehystä on käytetty todelliseen esimerkkiin, liikkuva myyntihenkilö, kyseisten teknologioiden, palveluiden, tietoturvan ja hallittavuuden näkökulmasta. Johtopäätöksinä on arvioitu mobiilien ja langattomien teknologioiden sekä palveluiden, tietoturvan ja hallittavuuden tilaa ja analysoimalla niitä tulevaa ajatellen.
Resumo:
This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on fi eld data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual reality may provide a unifi cation of these two approaches. Since people tend to respond realistically to situations and events that occur in virtual reality, and since virtual reality simulations can be completely controlled for experimental purposes, studies of responses to violence within virtual reality are likely to have both ecological and internal validity. This depends on a property that we call"plausibility"- including the fi delity of the depicted situation with prior knowledge and expectations. We illustrate this with data from a previously published experiment, a virtual reprise of Stanley Milgram"s 1960s obedience experiment, and also with pilot data from a new study being developed that looks at bystander responses to violent incidents.
Resumo:
Tämä diplomityö kirjoitettiin UPM- Kymmene konsernin UPM Net Services sa/nv osastolle Brysselissä ja Helsingissä. Työn aihe, Data communication in paper sales environment, määriteltiin käsittelemään paperin myyntijärjestelmään liittyviä aiheita. Nykyinen paperin myyntijärjestelmä on käsitelty ensin teoriassa ja aiheeseen kuuluvat ohjelmistotuotteet ja työkaluohjelmistot on esitelty. Parannuksia nykyiseen järjestelmään on pohdittu ohjelmistosuunnittelun, tehokkuuden, tiedon hallinnan, tietoturvallisuuden ja liiketoiminnan näkökulmista. Diplomityön käytännön osuudessa esitellään kaksi ohjelmistoa. Nämä ohjelmistot tehtiin UPM Net Services'lle, jotta saatiin kokemuksia viestin välitykseen perustuvasta tiedon siirrosta. Diplomityön johtopäätösosuudessa todetaan, että paperin myyntijärjestelmän tiedon siirto toimii luotettavasti nykyisessä järjestelmässä. Tulevaisuuden tarpeet ja parannukset ovat kuitenkin vaikeasti toteutettavissa nykyään käytettävin välinein. Erityisesti internetin hyödyntäminen nähdään tärkeänä, mutta se on vaikeasti otettavissa käyttöön nykyisessä järjestelmässä. Viestin välitykseen perustuvat järjestelmät ovat osoittautuneet käytännössä toimiviksi ja tärkein kehitysehdotus onkin viestin välitysjärjestelmän käyttöönotto.
Resumo:
In the last decade, an important debate has arisen about the characteristics of today"s students due to their intensive experience as users of ICT. The main belief is that frequent use of technologies in everyday life implies that competent users are able to transfer their digital skills to learning activities. However, empirical studies developed in different countries reveal similar results suggesting that the"digital native" label does not provide evidence of a better use of technology to support learning. The debate has to go beyond the characteristics of the new generation and focus on the implications of being a learner in a digitalised world. This paper is based on the hypothesis that the use of technology to support learning is not related to whether a student belongs to the Net Generation, but that it is mainly influenced by the teaching model. The study compares behaviour and preferences towards ICT use in two groups of university students: face-to-face students and online students. A questionnaire was applied to a sample of students from five universities with different characteristics (one offers online education and four offer face-to-face education with LMS teaching support). Findings suggest that although access to and use of ICT is widespread, the influence of teaching methodology is very decisive. For academic purposes, students seem to respond to the requirements of their courses, programmes, and universities. There is a clear relationship between students" perception of usefulness regarding certain ICT resources and their teachers" suggested uses of technologies. The most highly rated technologies correspond with those proposed by teachers. The study shows that the educational model (face-to-face or online) has a stronger influence on students" perception of usefulness regarding ICT support for learning than the fact of being a digital native.
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Cost allocation is an inescapable problem in nearly every organization and in nearly every facet of accounting. Within large corporations there are several different types of units, like profit-making business units and non-profit service units. In order to evaluate the performance of the business units and to fund the operations of service units, the expenses of service production need to be allocated to the business units benefiting from the services.The objective of this thesis was to find good and fair allocating factors for the costs of corporate wide IT services. In order to reach this objective, the cost allocation process was studied in general and an overview of cost structure was established. All possible cost driver candidates were mapped and their good and bad properties were weighed. The cost allocation problem was handled separately according to organizational division of corporate IT department: infrastructure, administrative systems, sales system and e-business. The emphasis was on two largest cost groups: infrastructure costs and sales system costs. As a result of the study an allocation model is presented. It contains categorization of the costs, selected cost drivers and cost distributions for the current year.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
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Innovation is the word of this decade. According to innovation definitions, without positive sales impact and meaningful market share the company’s product or service has not been an innovation. Research problem of this master thesis is to find out what is the innovation process of complex new consumer products and services in new innovation paradigm. The objective is to get answers to two research questions: 1) What are the critical success factors what company should do when it is implementing the paradigm change in mass markets consumer business with complex products and services? 2) What is the process or framework one firm could follow? The research problem is looked from one company’s innovation creation process, networking and organization change management challenges point of views. Special focus is to look the research problem from an existing company perspective which is entering new business area. Innovation process management framework of complex new consumer products and services in new innovation paradigm has been created with support of several existing innovation theories. The new process framework includes the critical innovation process elements companies should take into consideration in their daily activities when they are in their new business innovation implementing process. Case company location based business implementation activities are studied via the new innovation process framework. This case study showed how important it is to manage the process, look how the target market and the competition in it is developing during company’s own innovation process, make decisions at right time and from beginning plan and implement the organization change management as one activity in the innovation process. In the end this master thesis showed that all companies need to create their own innovation process master plan with milestones and activities. One plan does not fit all, but all companies can start their planning from the new innovation process what was introduced in this master thesis.
Resumo:
Since several years, the health of adolescents is on the agenda of ministers, decision makers and health professionals. Around the world, while there has been a steady decrease of the death rates among young children, this is not the case for young people. This is mainly linked with the fact that mortality and morbidity during this period of life is largely linked with non communicable diseases and conditions, including deaths from injuries, suicide, homicides and drug abuse. Unplanned pregnancies, illegal abortions, newly acquired HIV infections are also situations that have short and long term consequences. This paper reviews the epidemiological data pertaining to adolescent health and disease. It proposes evidence-informed avenues as how to address these issues in the field of health care (e.g. adolescent friendly services) and of prevention and health promotion. It also stresses the importance of creating safe environments for the development and well-being of young people and thus, of an interdisciplinary and inter sectorial approach to their complex health problems and challenges.
Resumo:
Beaucoup de jeunes éprouvent des difficultés à demander une aide médicale et psychosociale alors qu'ils en auraient bien besoin. Cela est lié au processus d'autonomisation propre à cette période de la vie : les adolescents souhaitent résoudre leurs problèmes eux-mêmes. Pour améliorer la qualité des soins aux jeunes, l'Organisation mondiale de la santé, avec l'UNICEF et d'autres organismes, a développé le concept de youth friendly health services ; services amis des jeunes. Ce concept repose sur plusieurs principes, comme l'accessibilité, la flexibilité, une formation spécifique du personnel, le respect de la neutralité et de la confidentialité, compétences communicationnelles, etc. L'application de cette approche ne se limite pas aux centres spécialisés en médecine de l'adolescence, mais devra être progressivement implantée dans toutes les structures de soins accueillant des jeunes. Many young people have difficulties requesting medical or psychosocial support, although some badly need it. This difficulty is related to the fact that, as part of their search for autonomy, young people prefer to solve their problems by themselves. To improve the quality of care, the World Health Organization, UNICEF and allied organizations have developed the concept of "Youth friendly health services". This concept includes policies and strategies to improve the accessibility and flexibility, staff's competence and communication skills, etc. Such an approach should not be limited to specialized centers for adolescent health. It should be adopted by all health care institutions dealing with young people.
Resumo:
The visual angle that is projected by an object (e.g. a ball) on the retina depends on the object's size and distance. Without further information, however, the visual angle is ambiguous with respect to size and distance, because equal visual angles can be obtained from a big ball at a longer distance and a smaller one at a correspondingly shorter distance. Failure to recover the true 3D structure of the object (e.g. a ball's physical size) causing the ambiguous retinal image can lead to a timing error when catching the ball. Two opposing views are currently prevailing on how people resolve this ambiguity when estimating time to contact. One explanation challenges any inference about what causes the retinal image (i.e. the necessity to recover this 3D structure), and instead favors a direct analysis of optic flow. In contrast, the second view suggests that action timing could be rather based on obtaining an estimate of the 3D structure of the scene. With the latter, systematic errors will be predicted if our inference of the 3D structure fails to reveal the underlying cause of the retinal image. Here we show that hand closure in catching virtual balls is triggered by visual angle, using an assumption of a constant ball size. As a consequence of this assumption, hand closure starts when the ball is at similar distance across trials. From that distance on, the remaining arrival time, therefore, depends on ball's speed. In order to time the catch successfully, closing time was coupled with ball's speed during the motor phase. This strategy led to an increased precision in catching but at the cost of committing systematic errors.
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Peer-reviewed
Resumo:
The rules on prescription in Part VIII, Chapter 18, of the Proposal for a Common European Sales Law (CESL) follow the provisions of the Principles of European Contract Law (PECL) and the Draft Common Frame of Reference (DCFR), which, in general, have deserved favourable comments. Yet, a number of rules contained in those texts have been omitted. It is necessary to ascertain whether the CESL rules only apply to provisions on rights and claims resulting from sales or related services contracts, or whether they are also applicable to any other contractual right or claim and also to rights or claims of non-contractual origin. One of the most problematic issues concerns general prescription periods: firstly, because there are two general periods, a short one and a long one, without any specification about the claims or rights covered by each one of them; secondly, because neither period is suitable in case of non-conformity. There are also some interpretation problems due to missing, ambiguous or defective definitions. The systematic approach demands clarification too.