Indsæt Navn, Adresse Mv

Indsæt Navn, Adresse Mv

Studienævn for Industri og Global Forretningsudvikling Fibigerstræde 16 DK - 9220 Aalborg Øst Tlf. 99 40 93 09 [email protected] www.ses.aau.dk Titel: CINEMA OF THE FUTURE Value Creation Through Digital Technologies and IoT Semester: 10. Semester Semester tema: Operations and Innovation Management – Media Management Projektperiode: 1. februar 2018 - 1. juni 2018 ECTS: 30 ECTS per person Vejleder: Reza Tadayoni Projektgruppe: Kandidatspeciale SYNOPSIS: _____________________________________ I dette kandidatprojekt er Nordisk Film Cinema Sofie Elisabeth Krog blevet undersøgt. Studiet omhandler, hvordan de Skandinaviske biografer kan skabe mere værdi for deres organisation og for biografgængerne. Nuværende tendenser viser at flere forbrugere i _____________________________________ dag forventer og påskønner personaliserede Caroline Maria Christina Weimann services. Af denne grund begynder mange virksomheder at ændre deres platforme til at efterleve forbrugernes behov. Nye teknologier såsom Internet of Things og digitale services, kan bidrage til at indsamle mere data om forbrugernes præferencer og behov. Studiet forsøger at undersøge, hvordan biograferne kan bruge digitale teknologier til at forbedre deres viden om forbrugerne, samt skabe personalisering. Opgaven er opbygget på grundprincipperne i business modellen STOF. I studiet er der blevet fortaget seks interviews, hvoraf de tre var med Nordisk Film medarbejdere, og de resterende med specialister indenfor privatlivspolitik og sensorer. Et spørgeskema er også blevet distribueret til 152 biografgængere, hvoraf ni efterfølgende interviews er blevet fortaget. Projektet har resulteret i en række anbefalinger til Nordisk Film Cinema. Disse inkluderer anbefalersystemer til personalisering, flere automatiserede processer, Oplag: 0 stk. fokus på forbrugeren i organisationen, mere Antal sider: 218 sider vidensdeling i Nordisk Film og en fremadrettet Appendiks: 100 sider fokus på fremtidens biografgængere og deres Bilag: 0 behov. Key Words 1. Digital Technologies 2. Internet of Things 3. Mobile Services 4. STOF Business Model 5. Innovation 6. Personalization 7. Recommendation Systems 8. Cinema 9. Entertainment and Media Industry I. Table of Content I. Table of Content ....................................................................................................... I II. Table of Figures .................................................................................................... VI III. List of Tables ........................................................................................................VII IV. Index of Abbreviations .......................................................................................VIII 1 Introduction .............................................................................................................. 1 1.1 Nordisk Film in Short ........................................................................................... 3 1.2 Problem Field and Research Questions .............................................................. 4 2 Investigations ........................................................................................................... 6 2.1 Technological Trends in the Media Industry ........................................................ 6 2.2 State of the Art Research .................................................................................. 11 2.3 IoT Case Studies............................................................................................... 12 2.3.1 Disney World .............................................................................................. 12 2.3.2 Amazon Go ................................................................................................ 13 2.3.3 Hilton and Marriott Hotels ........................................................................... 13 2.3.4 IoT Hospitals .............................................................................................. 14 2.3.5 Summary of IoT Case Studies .................................................................... 15 2.4 State of the Art Cinemas ................................................................................... 15 2.4.1 3D Cinema ................................................................................................. 15 2.4.2 4D Cinemas ............................................................................................... 16 2.4.3 360-Degree ................................................................................................ 17 2.4.4 Other Cinematic Technologies ................................................................... 17 3 Methods .................................................................................................................. 19 3.1 Research Design............................................................................................... 19 3.2 Case Study ....................................................................................................... 19 3.3 Informants ......................................................................................................... 20 3.3.1 Dan Pappe Schönemann Hansen .............................................................. 20 3.3.2 Stéphane Salzinger .................................................................................... 20 3.3.3 Per Lynggaard ............................................................................................ 20 3.3.4 Kristina Schollert Jørgensen ....................................................................... 21 3.3.5 Samant Khajuria ......................................................................................... 21 3.3.6 Charlotte Arnø ............................................................................................ 21 3.4 Qualitative Interviews and Data ......................................................................... 21 I 3.4.1 Interviews ................................................................................................... 22 3.4.2 Semi-Structured Interviews ........................................................................ 22 3.4.3 Structured Interviews .................................................................................. 23 3.4.4 Credibility ................................................................................................... 23 3.4.5 Interview Methods ...................................................................................... 23 3.5 Quantitative Survey and Data............................................................................ 25 3.5.1 Sampling .................................................................................................... 25 3.5.2 Demographic Data ..................................................................................... 25 3.5.3 Behavioral Data .......................................................................................... 26 3.5.4 Self-Report Measures ................................................................................ 26 4 Theory ..................................................................................................................... 27 4.1 STOF Model ...................................................................................................... 27 4.1.1 Service Domain .......................................................................................... 28 4.1.2 Technology Domain ................................................................................... 30 4.1.3 Organization Domain .................................................................................. 31 4.1.4 Finance Domain ......................................................................................... 32 4.1.5 STOF Model Utilization .............................................................................. 33 4.2 Extended STOF Model ...................................................................................... 34 4.2.1 Service Domain – Extended ....................................................................... 34 4.2.1.1 Value Creation ..................................................................................... 34 4.2.1.2 Responsiveness and Personalization .................................................. 37 4.2.1.3 Recommendation Systems .................................................................. 38 4.2.1.4 Contextual data ................................................................................... 39 4.2.2 Technology Domain – Extended................................................................. 40 4.2.2.1 Security & GDPR ................................................................................. 40 4.2.2.2 Applications and Mobile Services ........................................................ 43 4.2.2.3 GPS..................................................................................................... 44 4.2.2.4 NFC ..................................................................................................... 45 4.2.2.5 Mobile Apps and Devices .................................................................... 45 4.2.2.6 Data..................................................................................................... 46 4.2.2.7 IoT Sensors ......................................................................................... 47 4.2.2.8 Excursus: Automotive Sensors ............................................................ 50 4.2.2.9 Service Platforms and AI ....................................................................

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    220 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us