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    RAZVOJ MOBILNE APLIKACIJE ZA GLAZBENI FESTIVAL

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    Ovaj završni rad sadrži opis razvijenog aplikacijskog sustava za glazbeni festival s ciljem poboljšanja korisničkog iskustva posjetitelja tijekom festivala. Glavni cilj sustava je kroz tehnološko rješenje posjetiteljima glazbenih festivala omogućiti jednostavniji i ugodniji boravak. Aplikacija omogućuje korisnicima uvid u izvođače te njihov raspored nastupa, kreiranje vlastite liste omiljenih izvođača, jednostavnije snalaženje na festivalskom području, spremanje ulaznice na festival te dobivanje važnih informacija od organizatora.This final thesis contains a description of the developed application system for a music festival with the aim of improving the user experience of visitors during the festival. The main goal of the system is through a technological solution to provide music festival visitors a simpler and more pleasant stay. The application enables users to view the artists and their schedule of performances, create their own list of favorite artists, easier navigation around the festival area, save festival ticket, and obtain important information from the organizers

    ISTRAŽIVANJE TRŽIŠTA I RAZVOJ KONCEPTA ONLINE PRODAJE NA PRINCIPU DROPSHIPPING MODELA POSLOVANJA

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    Ideja ove teme proizlazi iz želje za pokretanjem vlastite e-commerce agencije fokusirajući se primarno na dropshipping metodu prodaje. U radu se razrađuje kompletan postupak pokretanja agencije od samoga starta do plasiranja konačnog proizvoda na tržište te prodaje istoga. Kroz temeljito istraživanje tržišta razrađuje se proizvod koji će se prodavati, ciljna skupina kojoj se proizvod nudi te na koji način. Rad obuhvaća elemente istraživanja tržišta, izradu kompletne i funkcionalne online trgovine s odgovarajućim profilima na društvenim mrežama te prihvaćenost proizvoda kod ciljne skupine budućih kupaca. Nedostaci i mane dropshipping modela poslovanja su prikazane kao i najbolji način za iskoristiti prednosti, odnosno izbjeći nedostatke kao i pratiti aktualne trendove u poslovnom okruženju. Krajnji cilj je ostvariti dugoročno profitabilnu agenciju koja kroz određeno vrijeme postaje zaseban brend. Cilj se ostvaruje s temeljenim metodama istraživanja uz pomoć adekvatne literature te stečenih znanja autora.The idea of this topic stems from a desire to launch a self-owned e-commerce agency, focusing primarily on the dropshipping sales method. The paper elaborates on the entire process of starting the agency from scratch to launching the final product on the market and selling it. The product to be sold is developed through thorough market research, just as its target audience and ways to offer that product. The paper covers elements of market research, creating a complete and functional online store with appropriate profiles on social media, and the acceptance of the product among the target audience of future buyers. The disadvantages and drawbacks of the dropshipping business model are presented, as well as the best way to capitalize on its benefits, avoid its limitations, and stay up-to-date with current business trends. The ultimate goal is to achieve a long-term profitable agency that becomes a distinct brand over time. The goal is achieved through sound research methods, adequate literature, and the author's acquired knowledge

    STRATEGIJA MARKETINGA SADRŽAJEM NA PRIMJERU FITNESS CENTRA

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    Vođenje mrežnog sjedišta fitness centra je samostalna projektna ideja koja se tek treba realizirati. Uključuje stvaranje marketinga sadržajem kao blog, video, infografiku, e-knjigu te e-mail s ciljem educiranja korisnika sjedišta o fitnessu, vježbama i prehrani. S obzirom na nepostojanje jasno definiranih ciljeva i pisanih komunikacijskih smjernica, izrada detaljno razrađene strategije marketinga sadržajem učinila se kao ključni korak u daljnjem razvoju projekta. Primjenom teoretskog i praktičnog znanja stečenog na trogodišnjem studiju digitalnog marketinga, ovaj rad omogućuje izvođenje projekta na višoj razini. Kvalitetno razrađena analiza situacije na fitness tržištu i specificirane profile idealnog kupca, čine polazišnu točku za određivanje sadržaja te taktiku za postizanje ciljeva, čime su stvoreni temelji za olakšano vođenje poslovanja i postizanje boljih poslovnih rezultata u dužem roku.Running the website of the fitness center is an independent project idea that has yet to be realized. It includes the creation of content marketing such as blogs, videos, infographics, e-books, and e-mails. Given the lack of clearly defined goals and written communication guidelines, the creation of a detailed content marketing strategy was a key step in the further development of the project. By applying the theoretical and practical knowledge acquired during the three-year study of digital marketing, this work enables the execution of the project at a higher level. A well-developed analysis of the situation on the fitness market and a specified profile ideal buyer form the starting point for determining the content and tactics for achieving goals, the foundations for easier business management, and achieving better business results in the long term are created

    DIZAJN I PROTOTIPIRANJE MOBILNE APLIKACIJE ZA NAPREDNO PRETRAŽIVANJE FILMOVA I SERIJA

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    Ovaj projekt usredotočen je na izradu mobilne aplikacije koja omogućuje jednostavno i brzo pronalaženje filmova i serija te njihovo evidentiranje i spremanje za kasnije gledanje. U cilju stvaranja inovativnog proizvoda koji zadovoljava želje i potrebe korisnika, temeljito istraživanje tržišta je provedeno kroz intervjue s potencijalnim korisnicima, analizu konkurencije i definiranje ciljne skupine. Nakon istraživanja uslijedio je proces dizajniranja korisničkog iskustva, koji uključuje mapiranje empatije korisnika, definiranje funkcionalnosti, izradu arhitekture aplikacije, definiranje korisničkog puta te dizajn žičanog modela niske vjernosti. Prije izrade korisničkog sučelja, kreirani su logo i ikona aplikacije, a standardi vizualnog identiteta su definirani, uključujući tipografiju, boje i pravila upotrebe. Nakon toga, izrađen je dizajn korisničkog sučelja, koji uključuje prototip visoke vjernosti i dizajn sustava s nizom komponenti korištenih za izradu sučelja. U konačnoj fazi provodi se testiranje prototipa radi potvrde funkcionalnosti i pristupačnosti aplikacije, te prikupljanje konstruktivne kritike i njezina implementacija s ciljem unaprjeđenja korisničkog iskustva.This project is focused on creating a mobile application that enables easy and quick finding of movies and TV shows, as well as their logging and saving for later viewing. In order to create an innovative product that meets the desires and needs of users, thorough market research was conducted through interviews with potential users, competitor analysis, and defining the target audience. After the research, the process of designing the user experience followed, which includes mapping user empathy, defining functionalities, creating the application architecture, defining the user flow, and designing a low-fidelity wireframe. Before designing the user interface, the application logo and icon were created, and visual identity standards were defined, including typography, colors, and usage rules. After that, the user interface design was created, including a high-fidelity prototype and system design with a set of components used to create the interface. In the final phase, the prototype is tested for confirmation of functionality and accessibility of the application, and constructive criticism is collected and implemented to improve the user experience

    THE USE OF COMMUNICATION STRATEGIES IN FOSTERING EMPLOYEE PERFORMANCE THROUGH LEARNING AND DEVELOPMENT

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    This graduate thesis will be focusing on the use of communication strategies in fostering employee performance through learning and development. Specifically, the thesis will explore if there is a difference in the probability of an employee signing up for training depending on the type of advertising material promoting the training. Additionally, this thesis will examine and give answers to the problem areas regarding the relationship between attending a training program and better employee performance. The research was conducted in the pharmacovigilance and clinical trials industry, specifically the Ergomed Group. Through the practical work, two research surveys conducted in Ergomed Group gave answers to the mentioned problem areas. Furthermore, research results showed that there is a difference in the probability of an employee signing up for training given the promotional material announcing the training. Secondly, the results showed that there is a relationship between attending a training program and better employee performance in work-related motivation and proactivity. Relationship between attending training programs and better employee performance in using skills related to emotional intelligence, recognizing different communication styles, understanding cross-cultural communication, and negotiating and resolving conflicts were noticed. Lastly, a relationship between attending training programs and better employee performance in using leadership skills was also detected. The practical contribution of this thesis, in addition to the two conducted studies, analysis, and conclusion, will be the proposal of new communication and promotional strategies as well as the development of new training programs within Ergomed. The results of the research will serve as a basis for improving marketing strategy for the promotion of upcoming training and attracting new participants, as well as for creating an internal communication strategy and determining topics for future training sessions

    REDIZAJN VIZUALNOG IDENTITETA, AMBALAŽE I WEB STRANICE VINARIJE

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    Završni rad obuhvaća postupak i razradu vizualnog identiteta i ambalaže za vinariju Miklaužić kako bi se sve objedinilo u jednu zajedničku smislenu ideju i cjelinu koja bi se koristila za promidžbu same vinarije u Hrvatskoj. Obiteljsko gospodarsko vinogradarstvo „Miklaužić“ iz Popovače bavi se tradicionalnom proizvodnjom specifičnih zatravljenih nasada i ekoloških pristupa zaštiti pri obradi loze. Najpoznatiji je proizvođač vina od svoje autohtone vinske sorte, a godišnje proizvede 150.000 litara vina. Upravo zbog toga zaslužuju imati moderniji, upečatljiviji i interesantniji vizualni identitet, ambalažu i web stranicu. Najvažniji cilj je kako treba iskazati njihovu kvalitetu kada je riječ o vinima. Stoga, mislim kako je izuzetno važno šire društvo educirati o ovim sortama vina tako da o svakoj sorti vina ukratko na ambalaži piše o čemu je riječ, no također istaknuti i značajke koje ih izdvajaju od konkurencije. Važan dio zadatka bit će i kreiranje ''sustainable'' (ekološki održivog) pakiranja, jer je takva ambalaža danas izuzetno važna dodana vrijednost za suvremenog korisnika, a, tu je i potpuno novi dizajn web stranice, pomoću koje potrošači mogu saznati različite informacije, informacije o vinariji, vinima i gdje se vinarija nalazi. U trenutnoj situaciji vinarija Miklaužić, nema razvijeni dizajn ambalaže, nego zastarjelo generičko rješenje. Razvijanje i stvaranje novog identiteta, ambalaže i web stranice ima potencijal potrošačima omogućiti lakše raspoznavanje određene vrste vina, uočavanje dizajna ambalaže te isto tako sama pamtljivost dizajna ambalaže. Vizualni identitet zamišljen je kao snažan i učinkovit alat za prezentaciju različitih sorti vina, vinarije Miklaužić. Vizualni identitet treba prikazati na zanimljiv, drugačiji, moderniji i pamtljiviji način. Definirani grafički standardi iskazivat će ozbiljnost ove tematike i kroz svoje će primjene pridonijeti u vizualnom identitetu i dizajnu ambalaže vinarije Miklaužić. Vizualni identitet, ambalaža i web stranica ima zadatak izbjeći staromodnu, dosadnu, generički vizualni prikaz te usmjeriti pažnju na pročišćenost, jednostavnost, moderno i upečatljivo rješenje.The final work includes the process and elaboration of the visual identity and packaging for the Miklažić winery in order to combine everything into one common meaningful idea and whole that would serve to promote the winery itself in Croatia. Family viticulture "Miklažić" from Popovača deals with the traditional production of specific grass plantations and an ecological approach to vine protection. It is the most famous producer of wine from its autochthonous wine variety, and it produces 150,000 liters of wine annually. This is exactly why they deserve a more modern, striking, and interesting visual identity, packaging, and website. The most important goal is how to express their quality when it comes to wines. Therefore, I believe that it is extremely important to educate the wider social community about these varieties of wine so that each variety of wine is briefly written on the packaging, but also highlights the properties that set them apart from the competition. An important part of the task will be the creation of "sustainable" (ecologically sustainable) packaging, because such packaging today is an extremely important added value for the modern user, and there is also a completely new website design, with which consumers can find various information, information about wineries, wines and where the winery is located. In the current layout of the Miklažić winery's packaging, there is no elaborate packaging design. The development and creation of a new identity, packaging, and website has the potential to enable consumers to more easily recognize a certain type of wine, notice the design of the packaging, but also the memorability of the packaging design itself. The visual identity was conceived as a powerful and effective tool for the presentation of the different types of wines of the Miklažić winery. The visual identity should be presented in an interesting, different, more modern, and memorable way. Defined graphic standards will show the seriousness of this topic and, with its application, contribute to the visual identity and packaging design of the Miklažić winery. The visual identity, packaging, and website have the task of avoiding an old-fashioned, boring, generic visual representation and focusing attention on cleanliness, simplicity, and modern and striking solutions

    SERIALIZATION AND TOOLING FOR A USER-FACING LEVEL EDITOR

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    This paper covers the architectural decisions and programming contributions created for Impulse, a fast-paced 2D platforming game created with Unity. Impulse was designed with extremely high player performance in mind, and so requires specific design and technical challenges to be met. Additionally, Impulse places heavy emphasis on user-authored content, with a custom-level editor prioritized as one of the selling points. There were many design challenges in building Impulse, but this paper will focus on three of them: quicksaves object serialization, and parsing level data

    SERIJA PLAKATA U STILU NAIVNE UMJETNOSTI NA TEMU ISELJENE HRVATSKE

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    Iseljavanje je od davnina, nažalost, ključna komponenta hrvatskoga društva, a to se najbolje može vidjeti kroz nekoliko velikih iseljeničkih valova tijekom povijesti. Međutim, onom posljednjem, koji je započeo pristupanjem Republike Hrvatske Europskoj Uniji 2013. godine, a traje još i danas, može svjedočiti svatko od nas. Taj problem je svakako najočitiji kroz narušenu demografsku, društvenu, ali i gospodarsku strukturu. Obzirom da je iseljavanje iz Domovine, u potrazi za boljim životom, ali i perspektivama općenito postao aktualniji problem današnjice, stvorila se potreba za kreiranjem serije plakata. Oni bi istovremeno prikazivali ljepotu i raznolikost hrvatskih krajolika, pozivali na osviještenost o veličini problema iseljavanja, ali i otvorili mogućnost za odluku o potencijalnom povratku u Domovinu, sve to u stilu naivne umjetnosti. Cilj je svakako ukazati na to koliko ozbiljne razmjere zahvaća problem iseljavanja, ali i na neki način oživjeti već zaboravljeni, ali vrlo bitan pravac u umjetnosti - naivu. Rad je realiziran u obliku teorijskog i praktičnog dijela. Teorijski dio obuhvaća analizu iseljeništva, trenutno demografsko stanje, ali i povijesti i elemente naivne umjetnosti. S druge strane, u praktičnom je dijelu prikazan proces izrade, finalna vizualna rješenja, ali i sama primjena plakata. Na samom kraju, provedena je anketa o uspješnosti.Emigration has, unfortunately, been a key component of Croatian society since ancient times, and this can best be seen through several large waves of emigration throughout history. However, the last one, which started with the accession of the Republic of Croatia to the European Union in 2013, and continues today, can be witnessed by each of us. This problem is certainly the most obvious through the damaged demographic, social, and economic structure. Considering that emigration from the Homeland, in search of a better life, but also perspectives in general has become a more pressing problem today, the need to create a series of posters has arisen. They would simultaneously show the beauty and diversity of Croatian landscapes, call for awareness of the magnitude of the problem of emigration, and also open up the possibility for a decision on a potential return to the Homeland, all in the style of naive art. The goal is certainly to point out how serious the problem of emigration is, but also in some way to revive an already forgotten but very important direction in art - the naive. The work was realized in the form of a theoretical and practical part. The theoretical part includes the analysis of emigration, the current demographic situation, but also the history and elements of naive art. On the other hand, the practical part shows the production process, the final visual solutions, but also the actual application of the posters. At the very end, a survey was conducted

    UPRAVLJANJE VMWARE VIRTUALNIM OBLAKOM KORIŠTENJEM APLIKATIVNOG SUČELJA

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    U ovom radu dotaknuti ćemo se teme virtualizacije računalnih resursa na lokalnoj infrastrukturi baziranoj na VMware tehnologiji. Opisati ćemo standardne oblike virtualizacije i njihovu primjenu te prikazati na koji način kreirati virtualne mašine unutar lokalnog okruženja. Potom, uz pomoć Python aplikacije automatizirati ćemo dohvaćanje korisnika koji se nalaze unutar Windows Active Directory imeničkog sustava te izradu izolirane virtualne okoline u kojoj se nalazi virtualna mašina sa željenim parametrima.This paper will explain the basic steps to achieve computer virtualization based on VMware technology. It will explain standard types of virtualization and their application, as well as how to create a virtual machine. Additionally, with the help of a Python application, we will automate user retrieval from Microsoft Active Directory and the creation of an isolated virtual environment with a virtual machine for each of them

    NAČINI KREIRANJA RAZINA U RAČUNALNIM IGRAMA

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    Cilj ovog diplomskog rada je prikazati načine kreiranja razina u računalnim igrama kroz praktičan primjer dvodimenzionalne igre izrađene pomoću Unity alata za kreiranje računalnih igara. U radu se obrađuju tri načina kreiranja razina: dinamičko, nasumično i proceduralno generiranje. Kako je igračko iskustvo ključna komponenta suvremenih razvojnih timova, sve više se vremena i resursa ulaže se u analizu igračkih iskustava, što omogućuje developerskim timovima i samostalnim developerima kreiranje računalnih igrica s najboljim praksama. Ovaj rad pruža pregled najboljih načina i praksi generiranja razina, koji će pomoći developerima i developerskim timovima u stvaranju što kvalitetnijih igara.The aim of this thesis is to showcase the ways of creating levels in computer games through a practical example of a two-dimensional game made using the Unity game development tool. The thesis covers three ways of creating levels: dynamic, random, and procedural level generation. As the gaming experience is a crucial component of modern development teams, more and more time and resources are being invested in analyzing player experiences, allowing development teams and independent developers to create computer games with the best practices. This paper provides an overview of the best ways and practices for level generation, which will help developers and development teams to create higher-quality games

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