Search results for " FRAMEWORK"
showing 10 items of 893 documents
Diseño y síntesis de nuevos materiales conmutables basados en el fenómeno de transición de espín
2023
Esta Tesis Doctoral actúa como compendio de síntesis y caracterización de nuevos materiales, generalmente porosos, que presentan el fenómeno de transición de espín (en inglés Spin Crossover, SCO). El principal objetivo de la Tesis Doctoral ha consistido en el diseño de estos nuevos polímeros de coordinación que combinan de forma sincrónica el fenómeno SCO asociado a los centros metálicos de FeII con otras propiedades de interés, siendo la motivación última su futura aplicación en dispositivos espintrónicos. Más concretamente, los esfuerzos sintéticos se han dedicado a la obtención de polímeros de coordinación de tipo Hofmann 2D que presentan: propiedades anfitrión-huésped selectivas, fluore…
A Statecharts-Based Approach for WSN Application Development
2020
Wireless Sensor Network (WSN) software development challenges developers in two main ways: through system programming, which requires expertise in hardware and network management
Distress, Eustress, or No Stress? Explaining Smartphone Users' Different Technostress Responses
2018
Technostress is common and has harmful consequences. Therefore, researchers have shown increasing interest in explaining technostress in the field of information systems (IS). While extant research merits in identifying the causes and consequences of technostress, it has not explained empirically why information technology (IT) users have different responses to similar potentially stressful IT events. Indeed, events such as smartphone failures can derive negative distress responses for some users and positive eustress responses for others. To address this gap in research, we conducted a qualitative study by interviewing users who had experienced smartphone failures. As a contribution, our f…
Towards a scenario of virtual mental health environments for school-aged children
2017
This study explores student teachers’ future design scenarios focusing on promoting children’s mental health literacy through virtual reality (VR) environments. VR use is on the verge of many breakthroughs in several areas of lived experience. One such area pertains to educational contexts. Student teachers were chosen as the subjects of this study due to the likelihood that they will be the primary users and disseminators of these emerging technologies in educational contexts. The students created five types of future scenarios that contained different environments and activity modes, including those that are still not yet feasible to realize with current technological capabilities. The ai…
The Quest for Underpinning Theory of Enterprise Architecture - General Systems Theory
2017
Enterprise architecture originates from the 1980’s. It emerged among ICT practitioners to solve complex problems related to information systems. Currently EA is also utilised to solve business problems, although the focus is still in ICT and its alignment with business. EA can be defined as a description of the current and future states of the enterprise, and as a change between these states to meet stakeholder’s goals. Despite its popularity and 30 years of age, the literature review conducted on top information and management science journals revealed that EA is still lacking the sound theoretical foundation. In this conceptual paper, we propose General Systems Theory (GST) for underpinni…
Consumer value of camera-based mobile interaction with the real world
2013
Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…
Career Transitions of eSports Athletes : A Proposal for a Research Framework
2017
eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other st…
E-BUSINESS MODEL: A CONTENT BASED TAXONOMY OF LITERATURE
2012
The rapid worldwide growth of e-commerce and the resulting great interest on the digital business, caused a proliferation of contributes by academics and practitioners, that identified by different points of view, the fundamental concepts, codes and functions of e-business models. The quantity and the variety of approaches adopted made the concept of e-business model fuzzy and vague, with little consensus about its ontology and definition. The relevance of the topic asserts a claim for the classification of contributions as a first step to a general definition of the concept of e-business model. This paper provides an integrated literature review of contemporary academic writings to ascerta…
Kryminalizowanie finansowania terroryzmu
2016
E-Sports y brecha de género: la percepción de las profesionales españolas
2019
The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspective, interest in videogames at the amateur level is quite similar. However, in its professional level, female participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictions, the data on the presence of women are elocuent: few women, with much lower wages than men to remunerate same skills, and a general complaint by the female profession…