REPORT ON PROGRAMMING
FIELD IN VIETNAM
Date: 22nd May 2013
Creator: W&S Group
Research time: 4th – 20th May 2013
Based on Vinaresearch’s panellist
Table of content
A – Executive Summary
B – Research Information
C – Research Findings
D – Member Profile
Differences in cultures and climate conditions affect the level of the respondents’ concerns on UV rays. More than 70% of Vietnamese concerned about the skin cancer. While 62.2% of Thais are most worried about freckles. Lastly, among Indonesians, sunburn protection is a priority for more than half of the respondents (59.4%).
A. Research background
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
Marketplace Sites Begin To Dominate E-Commerce Market In Indonesia Irsyad Ramli
Lazada has emerged as the dominant player in the Indonesian e-commerce market in 2015 according to a survey by PT. Nusaresearch. Lazada scored highest on the Popular Brand Index (PBI), with a score of 37.4, far ahead of the second place finisher Tokopedia which scored 18.3. Lazada also led in measures of brand awareness, expansiveness, last site visited, and future intention to visit. However, 50% of respondents indicated a willingness to switch to another e-commerce site, suggesting the market remains competitive. Top competitors to Lazada included Tokopedia, Bukalapak, and OLX, which all saw growth and moved into the top five brands
Moving brand tracking successfully to the mobile worldOn Device Research
Tracking studies can be monsters to tame - here's how Millward Brown has moved them successfully from face-to-face to mobile.
This presentation was co-presented at the MRMW conference in Singapore in March 2014 by Yee Mei Chan of Millward Brown and Alistair Hill of On Device Research.
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
While many applications today receive huge success in this fiercely competitive market, many are down falling. Developers today become more active in coming up with new types of applications with different layouts and designs to keep up with consumer’s demands, behavior as well as the changing trends.
Furthermore, new business models have been introduced to customers through reward application where consumers can collect stamps and points from their favorites places in order to claim discounts and prizes later.
W&S would like to study the rise and fall of smartphone applications and track changes during the past three months as well as study the awareness of reward applications in three Southeast Asian countries including Indonesia, Thailand and Vietnam.
Note) From page 9-11
T2B: Top Two Boxes
B3B: Bottom Three Boxes
Research Method : Online Research
Fieldwork Period : January 2015
Research Area : Indonesia (Nationwide)
Respondent Criteria : Male and Female aged 17 years old and above
Aware of smartwatch brand
Sample Size : 436 samples
This document summarizes research on how mobile phone usage influences shopping behaviors in Egypt, Saudi Arabia, and the United Arab Emirates. The research found that:
1) Between 60-90% of mobile internet users in these countries have used their phone in stores to check prices, reviews, or ask friends for advice, with many stopping or shifting purchases as a result.
2) Entertainment like games and social media are even more common mobile activities than direct shopping searches while in stores, representing an opportunity for targeted ads.
3) Finding a better price elsewhere is the most frequent reason for stopping a purchase in the store based on mobile research.
Differences in cultures and climate conditions affect the level of the respondents’ concerns on UV rays. More than 70% of Vietnamese concerned about the skin cancer. While 62.2% of Thais are most worried about freckles. Lastly, among Indonesians, sunburn protection is a priority for more than half of the respondents (59.4%).
A. Research background
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
Marketplace Sites Begin To Dominate E-Commerce Market In Indonesia Irsyad Ramli
Lazada has emerged as the dominant player in the Indonesian e-commerce market in 2015 according to a survey by PT. Nusaresearch. Lazada scored highest on the Popular Brand Index (PBI), with a score of 37.4, far ahead of the second place finisher Tokopedia which scored 18.3. Lazada also led in measures of brand awareness, expansiveness, last site visited, and future intention to visit. However, 50% of respondents indicated a willingness to switch to another e-commerce site, suggesting the market remains competitive. Top competitors to Lazada included Tokopedia, Bukalapak, and OLX, which all saw growth and moved into the top five brands
Moving brand tracking successfully to the mobile worldOn Device Research
Tracking studies can be monsters to tame - here's how Millward Brown has moved them successfully from face-to-face to mobile.
This presentation was co-presented at the MRMW conference in Singapore in March 2014 by Yee Mei Chan of Millward Brown and Alistair Hill of On Device Research.
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
While many applications today receive huge success in this fiercely competitive market, many are down falling. Developers today become more active in coming up with new types of applications with different layouts and designs to keep up with consumer’s demands, behavior as well as the changing trends.
Furthermore, new business models have been introduced to customers through reward application where consumers can collect stamps and points from their favorites places in order to claim discounts and prizes later.
W&S would like to study the rise and fall of smartphone applications and track changes during the past three months as well as study the awareness of reward applications in three Southeast Asian countries including Indonesia, Thailand and Vietnam.
Note) From page 9-11
T2B: Top Two Boxes
B3B: Bottom Three Boxes
Research Method : Online Research
Fieldwork Period : January 2015
Research Area : Indonesia (Nationwide)
Respondent Criteria : Male and Female aged 17 years old and above
Aware of smartwatch brand
Sample Size : 436 samples
This document summarizes research on how mobile phone usage influences shopping behaviors in Egypt, Saudi Arabia, and the United Arab Emirates. The research found that:
1) Between 60-90% of mobile internet users in these countries have used their phone in stores to check prices, reviews, or ask friends for advice, with many stopping or shifting purchases as a result.
2) Entertainment like games and social media are even more common mobile activities than direct shopping searches while in stores, representing an opportunity for targeted ads.
3) Finding a better price elsewhere is the most frequent reason for stopping a purchase in the store based on mobile research.
Taking a look into the growing app economy throughout the Middle East & North Africa region, we examine who the typical consumer is, what they are looking for and how they find it.
We collected the screenshot of Screen Time from iOS users to understand the real usage of smartphone among Vietnamese
The survey is conducted in July 2019 to find out the trend and the behavior of Vietnamese when using applications on mobile.
The data was analyzed base on the screenshot of “screen time” on IOS device of males and females from 18-39 years old in HCM and Hanoi.
ComScore state of the internet southeast asia march 2011Nguyen Ngoc
The document discusses internet usage trends in Southeast Asia based on data from comScore. It finds that internet usage continues to grow rapidly in the region, especially in Indonesia which added 2 million new users over the past year. Social networking and photo sharing have seen huge increases in popularity across Southeast Asia. Younger internet users spend more time online on average, though usage patterns vary significantly between more developed markets like Singapore and emerging markets.
The survey is conducted in November 2020 to find out the trend and the behavior of Vietnamese when using applications on mobile and to see if there’s any change compared with 2019.
The data was analyzed base on the screenshot of “screen time” on IOS device of males and females from 18-39 years old in HCM and Hanoi.
The Great Indian Smartphone Survey 2021 by 91mobiles91mobiles
Based on over 15,000 responses, here are the insights from our Great Indian Smartphone Survey 2021, providing details on aspects like the phone brands people use, the ones they would like to buy next, how satisfied they are with their current handset, and details on their purchase preferences.
These slides were presented at the Personalisation versus privacy event held by Ipsos MORI and King's college London, 11th February 2014. Full poll: http://www.ipsos-mori.com/researchpublications/researcharchive/3342/Three-in-four-Britons-are-worried-about-companies-collecting-information-about-them.aspx
This survey studied online shopping behavior in Vietnam. Some key findings:
- 94% of Vietnamese internet users shop online, with Lazada, Tiki, and Sendo being the most well-known sites.
- Over half of online shoppers learn about sites through Facebook ads. Lazada has 36% of the e-commerce market share.
- Clothes and accessories are the most popular product category purchased online.
- Users are satisfied with their main e-commerce sites, though only 12% consider themselves truly loyal to one brand.
Research method: Quantitative – Online research
Timing: 4th – 20th May 2013
Sample size: 243
Research area: Nationwide
Target: Working in Programming field
Research objectives: Explore popular platforms and languages as well as Popularity of Cloud Computing in Vietnam
Sampling method: Convenience sampling
Total number of pages: 50
THE PERCEPTIONS OF AGILE METHODOLOGY IN SOUTH AFRICAcscpconf
Agile methodology was introduced in the mid 90’s while the agile manifesto was adopted in 2001. The rationale behind the introduction of the agile methodology was to uncover better ways of developing software that will meet the user’s expectation in an iterative controlled manner. With technological explosion and rift competition for market share, user experience and satisfaction can only be achieved through proper communication between stakeholders and innovative ways of doing things. Doing things differently is what the agile methodology brought. Despite the existence of this methodology for over 20 years now, South African software industry is only starting to realize its existence with a lot of companies jumping into the bandwagon. This paper presents the results of an empirical research of how the South African software industry perceive the methodology.
THE PERCEPTIONS OF AGILE METHODOLOGY IN SOUTH AFRICAcsandit
Agile methodology was introduced in the mid 90’s while the agile manifesto was adopted in 2001. The rationale behind the introduction of the agile methodology was to uncover better
ways of developing software that will meet the user’s expectation in an iterative controlled manner. With technological explosion and rift competition for market share, user experience and satisfaction can only be achieved through proper communication between stakeholders and
innovative ways of doing things. Doing things differently is what the agile methodology brought.Despite the existence of this methodology for over 20 years now, South African software
industry is only starting to realize its existence with a lot of companies jumping into the bandwagon. This paper presents the results of an empirical research of how the South African
software industry perceive the methodology.
The purpose of this study is to identify key areas of interest pertaining to the new IAKM
website. This study investigates work rendered during the first iteration of changes pertain-
ing to the new redesign. First we needed to identify user characteristics by having our user
population participate in two surveys. The results will be analyzed and two user profiles will
be build from the information gathered. Once the profiles are identified and developed we
will then find some participants that meet the characteristic bound by the profiles that were
developed, and they will participate in a user task analysis.
Investigation into the management of web content in Higher Education Institut...Eduserv
A presentation by Simon Bradley of the Social Issues Research Centre to the Institutional Web Management Workshop 09 on the findings of a survey commissioned by Eduserv into CMS management in Higher Education Institutions.
To better understand America’s software development talent shortage and devise solutions, the nonprofit TECNA (Technology Councils of North America) partnered with the global learning leader, Apollo Education Group, and its subsidiary, University of Phoenix, to conduct a research study on software development talent acquisition, skills gaps, and educational requirements. The findings can help employers, higher education institutions, and regional technology councils improve the size, quality, and sustainability of the software development workforce. View this presentation for the full report and findings.
This document is a summary report of a 2018 survey of almost 8,000 software developers. Some key findings include:
- Respondents worked in a variety of roles like front-end, back-end, and full-stack development. Over half had 10+ years of experience.
- Developers reported using tools like JavaScript, Python, and SQL most frequently. Top skills they wanted to learn were front-end frameworks, DevOps, and cloud computing.
- Most developers felt part of a tech community and learned new skills regularly. While generally satisfied in their jobs, issues like technical debt and lack of training hindered some workplaces.
- Younger and female developers tended to earn less,
REPORT ON INTERNET BROWSER IN INDONESIA
Research time: 8th – 16th March 2013
Based on Nusaresearch’s panelist
Research information
Research method : Quantitative research – Online survey
Timing : 8th – 16th March 2013
Sample size : 242
Research area : Nationwide
Target : Access the internet at least once a month
Research objectives : Understand about internet browser market in Indonesia
Sampling method : Convenience sampling
The task force reviewed eXtension's Ask an Expert system and found:
1) The public finds the answers provided to be science-based and from a trusted source, though response times often exceeded 2 days.
2) Questions focused on issues of personal and economic importance, and timely answers within 2 days were most useful in solving problems.
3) Experts answered a small percentage of questions, with response times longer than desired by the public. Simpler answers were also provided than requested.
4) Administrative support for Ask an Expert was strong, but involvement varied between states and answering questions was not formally rewarded as scholarly work.
This report details the findings of an online training needs survey conducted by DisasterReady.org between November 2014 and January 2015. The objective of the survey was to help DisasterReady.org and other training providers to better understand and address the specific online training needs and preferences of aid workers.
This research report analyzed the popularity and future growth of cloud computing in Dubai based on a survey of people working in the region. The key findings were that 42% of sampled companies currently use cloud services, but 29% have no plans to adopt it in the future. This suggests that while cloud computing is used, its growth may be limited. The report also outlined advantages of cloud computing like cost efficiency, backup/recovery, and easy data access/management based on secondary sources.
Revista Streaming Media Unisphere Research, juntamente com o patrocinador e parceiro de pesquisa, propõe-se a avaliar o Estado de CDN Serviços. Pedimos aos entrevistados para fornecer detalhes de ambos os seus hábitos televisivos, bem como a sua avaliação dos serviços CDN, tanto em termos de terabytes esperados servidores e características CDN. Nossa pesquisa centrada em especialistas da indústria, engenheiros de mídia e gestão executiva, por isso pedimos perguntas que forneceram introspecção em ambos os usos reais e pretendidas de serviços CDN. Nós encontramos três resultados principais: Os nossos tomadores de pesquisa tendem a ser fragmentado quando se trata de consumo de mídia primária dispositivos, tendem a trabalhar para as empresas que querem entregar menos de 1 TB ou mais de 100TB de conteúdos on-line por mês, e são quase igualmente preocupado com os preços em modelos de serviço CDN, com a necessidade de manter a entrega multi-screen para e dispositivos de consumo de mídia emergente. Ao longo do caminho, nós também olhamos várias áreas-chave onde respostas diferem pela geografia, ajudando a pintar um retrato de tendências emergentes nas regiões distintas na Europa e America.
Tendencias y estado de la comunicación estratégica y relaciones públicas en E...Laura Vanessa Munoz
Presentación de la videoconferencia que ofrecio la Doctora Ángeles Moreno, profesora e investigadora de la Universidad Rey Juan Carlos y miembro del equipo de investigación de European Communication Monitor y co- directora del grupo de investigadores del Latin American Communication Monitor.
Participa la Comunidad Profesionales en Medios.
Virtual Team Trends Results - Global Study in Preparation for A Manager’s Gui...Yael Zofi
The lessons learned from past clients inspired us to submit a book proposal in August of 2009 regarding difficulties and techniques in managing a virtual team. A month later the proposal was accepted and we began interviewing virtual team members and leaders to collect their stories for the book.
The interviews were conducted to enhance our knowledge of virtual teams and the challenges that they face in preparation for writing our upcoming book A Manager’s Guide to Virtual Teams.
At the completion of the interviews we began an analysis of the trends summarized in this report. Their stories confirmed our experiences and our findings from our past client work. However, we also learned some surprising new trends around how virtual teams communicate and the conflicts and challenges they face.
This document summarizes a master's thesis that studied applying agile methodology in Egypt. The thesis includes an introduction, literature review on critical success factors, methodology chapter describing the survey conducted, results chapter analyzing the findings, and conclusions. The study aimed to identify a framework for ensuring agile success in Egyptian software companies. A survey of agile practitioners tested hypotheses about critical success factors. The results supported factors like customer collaboration, communication, and team expertise as success factors and provided recommendations for management support and tool training to avoid agile failures.
Taking a look into the growing app economy throughout the Middle East & North Africa region, we examine who the typical consumer is, what they are looking for and how they find it.
We collected the screenshot of Screen Time from iOS users to understand the real usage of smartphone among Vietnamese
The survey is conducted in July 2019 to find out the trend and the behavior of Vietnamese when using applications on mobile.
The data was analyzed base on the screenshot of “screen time” on IOS device of males and females from 18-39 years old in HCM and Hanoi.
ComScore state of the internet southeast asia march 2011Nguyen Ngoc
The document discusses internet usage trends in Southeast Asia based on data from comScore. It finds that internet usage continues to grow rapidly in the region, especially in Indonesia which added 2 million new users over the past year. Social networking and photo sharing have seen huge increases in popularity across Southeast Asia. Younger internet users spend more time online on average, though usage patterns vary significantly between more developed markets like Singapore and emerging markets.
The survey is conducted in November 2020 to find out the trend and the behavior of Vietnamese when using applications on mobile and to see if there’s any change compared with 2019.
The data was analyzed base on the screenshot of “screen time” on IOS device of males and females from 18-39 years old in HCM and Hanoi.
The Great Indian Smartphone Survey 2021 by 91mobiles91mobiles
Based on over 15,000 responses, here are the insights from our Great Indian Smartphone Survey 2021, providing details on aspects like the phone brands people use, the ones they would like to buy next, how satisfied they are with their current handset, and details on their purchase preferences.
These slides were presented at the Personalisation versus privacy event held by Ipsos MORI and King's college London, 11th February 2014. Full poll: http://www.ipsos-mori.com/researchpublications/researcharchive/3342/Three-in-four-Britons-are-worried-about-companies-collecting-information-about-them.aspx
This survey studied online shopping behavior in Vietnam. Some key findings:
- 94% of Vietnamese internet users shop online, with Lazada, Tiki, and Sendo being the most well-known sites.
- Over half of online shoppers learn about sites through Facebook ads. Lazada has 36% of the e-commerce market share.
- Clothes and accessories are the most popular product category purchased online.
- Users are satisfied with their main e-commerce sites, though only 12% consider themselves truly loyal to one brand.
Research method: Quantitative – Online research
Timing: 4th – 20th May 2013
Sample size: 243
Research area: Nationwide
Target: Working in Programming field
Research objectives: Explore popular platforms and languages as well as Popularity of Cloud Computing in Vietnam
Sampling method: Convenience sampling
Total number of pages: 50
THE PERCEPTIONS OF AGILE METHODOLOGY IN SOUTH AFRICAcscpconf
Agile methodology was introduced in the mid 90’s while the agile manifesto was adopted in 2001. The rationale behind the introduction of the agile methodology was to uncover better ways of developing software that will meet the user’s expectation in an iterative controlled manner. With technological explosion and rift competition for market share, user experience and satisfaction can only be achieved through proper communication between stakeholders and innovative ways of doing things. Doing things differently is what the agile methodology brought. Despite the existence of this methodology for over 20 years now, South African software industry is only starting to realize its existence with a lot of companies jumping into the bandwagon. This paper presents the results of an empirical research of how the South African software industry perceive the methodology.
THE PERCEPTIONS OF AGILE METHODOLOGY IN SOUTH AFRICAcsandit
Agile methodology was introduced in the mid 90’s while the agile manifesto was adopted in 2001. The rationale behind the introduction of the agile methodology was to uncover better
ways of developing software that will meet the user’s expectation in an iterative controlled manner. With technological explosion and rift competition for market share, user experience and satisfaction can only be achieved through proper communication between stakeholders and
innovative ways of doing things. Doing things differently is what the agile methodology brought.Despite the existence of this methodology for over 20 years now, South African software
industry is only starting to realize its existence with a lot of companies jumping into the bandwagon. This paper presents the results of an empirical research of how the South African
software industry perceive the methodology.
The purpose of this study is to identify key areas of interest pertaining to the new IAKM
website. This study investigates work rendered during the first iteration of changes pertain-
ing to the new redesign. First we needed to identify user characteristics by having our user
population participate in two surveys. The results will be analyzed and two user profiles will
be build from the information gathered. Once the profiles are identified and developed we
will then find some participants that meet the characteristic bound by the profiles that were
developed, and they will participate in a user task analysis.
Investigation into the management of web content in Higher Education Institut...Eduserv
A presentation by Simon Bradley of the Social Issues Research Centre to the Institutional Web Management Workshop 09 on the findings of a survey commissioned by Eduserv into CMS management in Higher Education Institutions.
To better understand America’s software development talent shortage and devise solutions, the nonprofit TECNA (Technology Councils of North America) partnered with the global learning leader, Apollo Education Group, and its subsidiary, University of Phoenix, to conduct a research study on software development talent acquisition, skills gaps, and educational requirements. The findings can help employers, higher education institutions, and regional technology councils improve the size, quality, and sustainability of the software development workforce. View this presentation for the full report and findings.
This document is a summary report of a 2018 survey of almost 8,000 software developers. Some key findings include:
- Respondents worked in a variety of roles like front-end, back-end, and full-stack development. Over half had 10+ years of experience.
- Developers reported using tools like JavaScript, Python, and SQL most frequently. Top skills they wanted to learn were front-end frameworks, DevOps, and cloud computing.
- Most developers felt part of a tech community and learned new skills regularly. While generally satisfied in their jobs, issues like technical debt and lack of training hindered some workplaces.
- Younger and female developers tended to earn less,
REPORT ON INTERNET BROWSER IN INDONESIA
Research time: 8th – 16th March 2013
Based on Nusaresearch’s panelist
Research information
Research method : Quantitative research – Online survey
Timing : 8th – 16th March 2013
Sample size : 242
Research area : Nationwide
Target : Access the internet at least once a month
Research objectives : Understand about internet browser market in Indonesia
Sampling method : Convenience sampling
The task force reviewed eXtension's Ask an Expert system and found:
1) The public finds the answers provided to be science-based and from a trusted source, though response times often exceeded 2 days.
2) Questions focused on issues of personal and economic importance, and timely answers within 2 days were most useful in solving problems.
3) Experts answered a small percentage of questions, with response times longer than desired by the public. Simpler answers were also provided than requested.
4) Administrative support for Ask an Expert was strong, but involvement varied between states and answering questions was not formally rewarded as scholarly work.
This report details the findings of an online training needs survey conducted by DisasterReady.org between November 2014 and January 2015. The objective of the survey was to help DisasterReady.org and other training providers to better understand and address the specific online training needs and preferences of aid workers.
This research report analyzed the popularity and future growth of cloud computing in Dubai based on a survey of people working in the region. The key findings were that 42% of sampled companies currently use cloud services, but 29% have no plans to adopt it in the future. This suggests that while cloud computing is used, its growth may be limited. The report also outlined advantages of cloud computing like cost efficiency, backup/recovery, and easy data access/management based on secondary sources.
Revista Streaming Media Unisphere Research, juntamente com o patrocinador e parceiro de pesquisa, propõe-se a avaliar o Estado de CDN Serviços. Pedimos aos entrevistados para fornecer detalhes de ambos os seus hábitos televisivos, bem como a sua avaliação dos serviços CDN, tanto em termos de terabytes esperados servidores e características CDN. Nossa pesquisa centrada em especialistas da indústria, engenheiros de mídia e gestão executiva, por isso pedimos perguntas que forneceram introspecção em ambos os usos reais e pretendidas de serviços CDN. Nós encontramos três resultados principais: Os nossos tomadores de pesquisa tendem a ser fragmentado quando se trata de consumo de mídia primária dispositivos, tendem a trabalhar para as empresas que querem entregar menos de 1 TB ou mais de 100TB de conteúdos on-line por mês, e são quase igualmente preocupado com os preços em modelos de serviço CDN, com a necessidade de manter a entrega multi-screen para e dispositivos de consumo de mídia emergente. Ao longo do caminho, nós também olhamos várias áreas-chave onde respostas diferem pela geografia, ajudando a pintar um retrato de tendências emergentes nas regiões distintas na Europa e America.
Tendencias y estado de la comunicación estratégica y relaciones públicas en E...Laura Vanessa Munoz
Presentación de la videoconferencia que ofrecio la Doctora Ángeles Moreno, profesora e investigadora de la Universidad Rey Juan Carlos y miembro del equipo de investigación de European Communication Monitor y co- directora del grupo de investigadores del Latin American Communication Monitor.
Participa la Comunidad Profesionales en Medios.
Virtual Team Trends Results - Global Study in Preparation for A Manager’s Gui...Yael Zofi
The lessons learned from past clients inspired us to submit a book proposal in August of 2009 regarding difficulties and techniques in managing a virtual team. A month later the proposal was accepted and we began interviewing virtual team members and leaders to collect their stories for the book.
The interviews were conducted to enhance our knowledge of virtual teams and the challenges that they face in preparation for writing our upcoming book A Manager’s Guide to Virtual Teams.
At the completion of the interviews we began an analysis of the trends summarized in this report. Their stories confirmed our experiences and our findings from our past client work. However, we also learned some surprising new trends around how virtual teams communicate and the conflicts and challenges they face.
This document summarizes a master's thesis that studied applying agile methodology in Egypt. The thesis includes an introduction, literature review on critical success factors, methodology chapter describing the survey conducted, results chapter analyzing the findings, and conclusions. The study aimed to identify a framework for ensuring agile success in Egyptian software companies. A survey of agile practitioners tested hypotheses about critical success factors. The results supported factors like customer collaboration, communication, and team expertise as success factors and provided recommendations for management support and tool training to avoid agile failures.
This document summarizes an audit of technology use within the World Association of Girl Guides and Girl Scouts (WAGGGS). The audit found high usage of technologies like computers and smartphones among participants, facilitators, and member organizations. However, access to and reliability of the internet varied significantly depending on location. While digital literacy was generally high, experience with e-learning was more limited. The audit aims to help WAGGGS develop appropriate online educational resources and communities by understanding current technology capabilities and challenges faced by stakeholders around the world.
Cloud-Based Contact Center Study - Connect FirstConnect First
DMG’s worldwide survey of 169 enterprise, contact center, IT, operations, sales and marketing executives, managers and leaders in organizations of all sizes, found that 62.4% of respondents were already using cloud-based (also known as hosted) systems and applications in their contact center or customer service departments. There were close to 45 types of systems and applications used in contact centers, all of which are now available from vendors on-premise using the traditional licensing model, or in the cloud.
How can Cambridge University's Centre of Governance and Human Rights ensure the sustainability of its innovative public opinion analytics platform, that leverages the ubiquity of mobile and radio in Africa to reach the least heard voices?
This document is a student's project proposal form for designing and implementing an online polling system. The student aims to build a secure online voting system for student elections at Ajayi Crowther University. The system would allow each voter to cast one vote and store votes in a database. It would tally votes by candidate and display results graphically for administrators. The student researched other voting systems and security issues to address. The proposed methodology is a waterfall approach using ASP.NET, C#, and MySQL. Potential challenges include creating election modules. The significance is reducing costs, staffing needs and increasing voter convenience and participation. The scope is studying Ajayi Crowther's existing system and Nigerian electoral processes. The only limitation identified is
The Uses of Storytelling In Simplifying the Complex Concept in ProgrammingKhairul Shafee Kalid
The use of storytelling as a teaching tool for programming courses is explored in this presentation slide. One of the purpose of using stories in teaching is that stories simplifies complex concept. This slides contains the development of a prototype that could facilitate the process of constructing stories for programming. The stories can be use by the instructor in class to demonstrate complex programming concepts.
Similar to Report on Programming Field in Vietnam 2013 (20)
The document summarizes the results of a survey conducted in Thailand, Indonesia, and Vietnam on visitors to Japan from March 2015 to February 2018. Some key findings:
- Language barrier was the top reason for dissatisfaction reported across all three countries.
- Despite inconveniences, the intention to visit Japan again was high, ranging from 56.2% extremely wanting to visit again in Thailand, to 70.4% in Indonesia, and 80.6% in Vietnam.
- Popular experiences included eating Japanese food, hot springs, and nature sightseeing. The most recognized tour was Hokkaido.
A. Research background
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
While many applications today receive huge success in this fiercely competitive market, many are down falling. Developers today become more active in coming up with new types of applications with different layouts and designs to keep up with consumer’s demands, behavior as well as the changing trends.
Furthermore, new business models have been introduced to customers through reward application where consumers can collect stamps and points from their favorites places in order to claim discounts and prizes later.
W&S would like to study the rise and fall of smartphone applications and track changes during the past three months as well as study the awareness of reward applications in three Southeast Asian countries including Indonesia, Thailand and Vietnam.
Note) From page 9-11
T2B: Top Two Boxes
B3B: Bottom Three Boxes
Tour & Travel Agent Competition in Indonesia 2014
Omnibus Popular Brand Index 2014
A. Detail findings
1.Popular Brand Index
2.Brand awareness
3.Expansive
4.Frequent Visitor
5.Future Intention
6.Switching
7.General Information
Online Hotel & Ticket Booking Sites in Indonesia 2014
Omnibus Popular Brand Index 2014
A. Detail findings
1.Popular Brand Index
2.Brand awareness
3.Expansive
4.Frequent User
5.Future Intention
6.Switching
7.General Information
RTD Tea Bottle Indonesia Popular Brand in Indonesia 2014
Omnibus Popular Brand Index
A. Detail findings
1.Popular Brand Index
2.Brand awareness
3.Expansive
4.Market Share
5.Future Intention
6.Switching
7.General Information
Price Comparison Sites in Indonesia 2014
Omnibus Popular Brand Index
A. Detail findings
1. Popular Brand Index
2. Brand awareness
3. Expansive
4. Frequent User
5. Future Intention
6. Switching
7. General Information
REPORT ON VIETNAMESE TRAVEL TREND 2013
Research time:18.04 – 25.04.2013
Based on Vinaresearch’s panellist
B. Research information
Research method : Quantitative research - Online
Timing : 18th - 25th April 2013
Sample size : 1,171
Research area : Hanoi & Ho Chi Minh city
Target : Respondents took leisure vacations in the last 12 months or intend to travel in next 12 months
Research objectives : Explore Vietnamese Travel trend 2013
Sampling method : Natural sampling
Overview of Floor cleaner products in Vietnam market
PBI Survey 2015
Research Design
Research Method: Internet Sampling
Fieldwork Period: 27th Jan 2015 – 4th Feb 2015
Research Area: Vietnam (Nationwide)
Respondent Criteria: Female only
Sample Size: 983 samples
Survey Content:
Floor Cleaner brand awareness
Expansive of Floor Cleaner Brand
Floor Cleaner brand ever used
Floor Cleaner brand used in the past 3 months
Floor Cleaner brand most often used in the past 3 months
Floor Cleaner brand use in the future
Floor Cleaner brand recommendation
HOUSING MARKET IN HANOI & HOCHIMINH CITY
Research method : Quantitative – Online research
Timing : 1st – 15th October 2013
Sample size : 200
Research area : Hanoi & Ho Chi Minh City
Sampling method : Internet sampling
Target respondents :
Monthly household income: 7,500,000 – 30,000,000 VND
Age: 25 – 40 years old
Having intention to buy a house in the next 2 years
CONSUMERS’ VIEWPOINT ON USING LAUNDRY DETERGENT
Research time: 17th – 27th July 2013
Based on Vinaresearch’s panelist
A. Research information
Research method : Quantitative Research
Timing : 17th – 27th July 2013
Sample size : 1,048
Research area : Nationwide
Target : Females who had bought laundry detergent in the 3 - month period before the survey
Research objectives : 1. Study on the habit of using laundry detergent of Vietnamese 2. Analyze customer attitudes towards attributes of laundry detergent brands
3. Calculate brand loyalty of Vietnamese consumers
Sampling method : Internet sampling
REPORT ON COOKING OIL MARKET
Research time: 6th May – 8th June 2013
Research information
Research method : Quantitative – Online research
Timing : 3rd – 15th May 2013
Sample size : 1,038
Research area : Nationwide
Target : Female aged 20 years old and over
Main decision maker and main buyer of cooking oil product
Research objectives : Tracking changes in cooking oil market after 1 year
Sampling method : Internet sampling
Overview of Toilet Cleaner products in Vietnam market
PBI Survey 2015
Research Design
Research Method: Internet Sampling
Fieldwork Period: 27thFeb 2015–1stMar2015
Research Area: Vietnam (Nationwide)
Respondent Criteria: Male & Female
Sample Size: 850 samples
Survey Content:
Toilet cleaner brand awareness
Expansive of Toilet cleaner Brand
Toilet cleaner brand ever used
Toilet cleaner brand used in the past 3 months
Toilet cleaner brand most often used in the past 3 months
Toilet cleaner brand use in the future
Toilet cleaner brand recommendation
Overview of Motorbike in Vietnam Market
PBI Survey 2015
Research Design
Research Method: Internet Sampling
Fieldwork Period: 21st April 2015 – 23rd April 2015
Research Area: Nationwide
Respondent Criteria: Male & Female
Sample Size: 1660 samples
Survey Content:
Motorbike brand awareness
Expansive of Motorbike Brand
Motorbike brands ever used
Motorbike brands used in the past 3 months
Motorbike brand most often used in the past 3 months
Motorbike brand use in the future
Motorbike brand recommendation
Overview of Fabric Conditioner products in Vietnam market
PBI Survey 2015
Research Design
3
Research Method
Internet Sampling
Fieldwork Period
26th Feb 2015 – 01st Mar 2015
Research Area: Vietnam (Nationwide)
Respondent Criteria: Female only
Sample Size: 500 samples
Survey Content:
Fabric Conditioner brand awareness
Expansive of Fabric Conditioner Brand
Fabric brand ever used
Fabric brand used in the past 3 months
Fabric Conditioner brand most often used in the past 3 months
Fabric Conditioner brand use in the future
Fabric Conditioner brand recommendation
Overview of Dishwashing liquid products in Vietnam market
PBI Survey 2015
Research Design
3
Research Method
Internet Sampling
Fieldwork Period
9th Feb 2015 – 10th Feb 2015
Research Area: Vietnam (Nationwide)
Respondent Criteria: Female only
Sample Size: 620 samples
Survey Content:
Dishwashing liquid brand awareness
Expansive of Dishwashing liquid Brand
Dishwashing liquid brand ever used
Dishwashing liquid brand used in the past 3 months
Dishwashing liquid brand most often used in the past 3 months
Dishwashing liquid brand use in the future
Dishwashing liquid brand recommendation
Pond's, Biore, and Nivea are the top 3 most popular facial cleanser brands in Vietnam. Pond's has the highest brand awareness and is most frequently seen in media advertisements. While Biore users are the most satisfied, Pond's has the highest customer loyalty and gains new customers switching from other brands. Overall, the facial cleanser market in Vietnam is highly competitive with many brands.
The survey summarizes key findings from a report on sexual activity and contraceptive use among women in Vietnam. It found that over 60% of respondents currently experience gynecological issues like menstrual disorders and vaginitis. Nearly half of sexually active women did not use contraception in the last 3 months. The internet and print media were the primary sources of sex education, rather than school programs. Daily contraceptive pills and emergency contraception pills were most commonly used, but also reported side effects that deterred regular use.
Shampoo Market
Tracking survey on 2014
A. Research background
Following up with the data presented in Q4/2012, W&S conducted internal research for shampoo market in Q1/2014 to track the data.
The survey is conducted focus on following points:
■ Usage and Attitude
Frequency of washing hair, important factors for product choice, purchase places, frequency of purchasing shampoo, type of packaging and volume.
■ Brand awareness
Top-of-mind, total spontaneous and total awareness
Timing : 1st – 3rd October 2012
Total sample size : 308
Gender : Male and Female
Province : Ho Chi Minh City, Hanoi City and other provinces
Criteria : Having children under 10 years old
Research objective : To understand parents' psychology about education and entertainment matters as well as future orientation for their children.
This talk will cover ScyllaDB Architecture from the cluster-level view and zoom in on data distribution and internal node architecture. In the process, we will learn the secret sauce used to get ScyllaDB's high availability and superior performance. We will also touch on the upcoming changes to ScyllaDB architecture, moving to strongly consistent metadata and tablets.
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Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
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Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
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Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
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For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
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-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
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Paper Link: https://eprint.iacr.org/2024/257
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Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
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This LF Energy webinar took place June 20, 2024. It featured:
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Report on Programming Field in Vietnam 2013
1. REPORT ON PROGRAMMING
FIELD IN VIETNAM
Date: 22nd May 2013
Creator: W&S Group
FIELD IN VIETNAM
Research time: 4th – 20th May 2013
Based on Vinaresearch’s panellist
2. Table of content
A – Executive Summary 1 ~ 4
B – Research Information 5 ~ 6
C – Research Findings 6 ~ 42
D – Member Profile 43 ~ 44
3. A. Executive summary
[1] Game programming is rather not popular
• 29.3% of 443 respondents did not work on Game programming. In terms of frequency degree, System
analyzing is at the top as it gained average score of 4.04. The next ones are System Administration and
Research & Development.
• Frequency of working on System analyzing is at the top with mean of 4.06 in male group and 4.00 in
female group. The second field was System administration in male group and Research &
Development in female one.
• As the Figure 1.3 showed below, mean of Research & Development and System analyzing is very close
in 25 – 29 years old group. In the other words, both of these fields were preferred by this group. For the
other age groups, System analyzing was outstanding compared to other fields.
[2] 82.3% respondents worked as a full-time employee
• 82.3% of 243 respondents who are working in programming fields were Full-time employees.
However, there was 17.7% working on outsourced projects only.
• Upon 10 males / females were asked, there was more than 8 persons working as Full-time employee.
• Generally, percentage of Full-time employees was higher than Only work as freelancer. However, this
numerical data was not consensus among age groups.
4. A. Executive summary
[3] FPT was mostly chosen, accounting for 37.5%
• Upon 10 respondents were asked, there was nearly 4 persons working for FPT. The following were Viettel
and Vinagame (VNG) with 8.5% and 4.5% respectively. Besides, there was 29.0% respondents working
for small and medium companies in Vietnam.
• 38.9% male respondents and 33.3% female ones worked for FPT. Besides, there was more than 20%
working for small and medium companies.
• All age groups worked for FPT, respectively accounting for 48.1%, 24.1% and 28.6% for each group. In
addition, percentage of working for small and medium companies was rather high.
[4] FPT was the first choice for freelanced programmers[4] FPT was the first choice for freelanced programmers
• 37.2% of 43 respondents working as a freelancer did outsourced projects for FPT. The following are
Viettel and Quang Trung Software, respectively accounting for 20.9% and 16.3%. Besides, there were
34.9% receiving projects from smaller companies or through relationship.
5. A. Executive summary
[5] Nearly 70% respondents used Window platform
• The result pointed out that Window was the most popular platform that mostly used by 68.7%
respondents. Web is the second platform with 55.6%. Besides, there ware some platforms which have not
been very popular in Vietnam such as Symbian, Palm / WebOS, RIM or Bada.
• Window was reported as the most popular platform in both gender groups, respectively accounting for
68.0% of male respondents and 71.0% of female ones. Being opposite of Window, not only male but also
female group did not choose Bada as their regular platforms.
• Window was reported as the most popular platform in all age groups. The next ones were Web and Java.
No respondent in all groups chose Bada as their regular platforms.
[6] 40.7% respondents used Window most often
• 37.2% of 43 respondents working as a freelancer did outsourced projects for FPT. The following are
Viettel and Quang Trung Software, respectively accounting for 20.9% and 16.3%. Besides, there were
34.9% receiving projects from smaller companies or through relationship.
• Window, Web and Android were used most often in both male and female group. In particular, Window
was at the top with 38.1% of male respondents and 46.8% of female ones.
• All age groups used Window as their main platform. The following ones were Web, Android and Java. In
particular, Java seemed to be more preferable in the group of 30 years old and over, accounting for
21.7%..
6. A. Executive summary
[7] Android and Cloud Computing achieved high potentiality
• For mobile, Android was predicted to be applied mostly, account for 40.3%. The next one was Window
Phone with 35.0%. For computer, Cloud Computing was perceived as the most potential platform by
44.4% respondents. The second position belonged to Window, accounting for 36.2%.
• Both male and female group agreed that Android was the highest potential platform for Mobile and Cloud
Computing was for Computer in the future. The second one for Mobile phone was Window Phone and
for Computer was Window.
• For mobile, while the group of 20 – 24 years old thought that Android would be the highest
potentiality, the others voted Window Phone as the mot potential platform. For Computer, Cloud
Computing was mostly chosen by the groups of 25 – 29 years old and 30 years old and over. Not as those
groups, the youngest group preferred Window.
[8] Java was the most popular programming language, accounting for
58.4%
• Upon 10 people were asked, there were around 6 persons using Java. The next languages were HTML
, C# and C++ with 53.5%, 52.3% and 51.9% respectively.
• More than 50% of male and female group used Java regularly. The following platform chosen by 56.9%
male respondents was C++ and female ones voted for HTML, accounting for 51.6%.
• Upon 10 people were asked, there were around 6 persons in the group of 20 – 24 years old using C++.
However, this language was not so popular as Java in the older groups.
7. A. Executive summary
[9] Java and C# were the languages used most often
• There was 27.2% respondents using Java as their regular programming language. The next one is C# and
C++, respectively accounting for 24.3% and 19.3%. Also, the result also showed that less respondents
used VB.net as their main language.
• As the graph was shown in Figure 9.2, Java was more preferable than other languages in female group.
Not only using Java, male respondents also used C# regularly that was proved by seemingly close
percentages.
• The group of 30 years old and over especially liked to use Java more than the other
languages, accounting for 41.3%. Besides Java, the group of 20 – 24 years old also preferred C# and
C++. Not as those two groups, respondents aged 25 – 29 years old mostly voted for C# with 33.3%.
[10] 72.9% agreed that HTML was the most popular language
• HTML was voted as the most common language by 72.9% respondents. The following one were Java and
PHP, respectively accounting for 72.8% and 66.6%.
• Both males and females rated the highest score for HTML. The second programming language was Java
with the score of 3.92 in male group and 4.00 in female ones.
• Respondents aged 25 – 29 years old agreed that Java was the most popular. In contrast, the most popular
programming language in groups of 20 – 24 years old and 30 years old and over was HTML, respectively
score of 4.04 and 3.87.
8. A. Executive summary
[11] Nearly 90% respondents knew CLOUD COMPUTING
• Upon 10 people were asked, there were around 9 persons knowing about Clouding Computing. In
particular, 26.7% respondents knew it clearly.
• Both male and female group knew about Cloud Computing with high percent of more than 85%. In
particular, over 25% of both male and female respondents knew clearly about Cloud Computing.
• Cloud Computing was well-recognized by all age groups, respectively accounting for 92%, 85% and
86.9%. In particular, the percentage of Know clearly was very high which was more than 20%.
[12] Cloud Computing was assessed to be popular in Vietnam
• There was about 47% respondents agreeing that Cloud Computing was popular in Vietnam.• There was about 47% respondents agreeing that Cloud Computing was popular in Vietnam.
However, 28% of 229 knowing about Cloud Computing thought that it had not been very popular in
Vietnam.
• 50% of male respondents agreed that Cloud Computing was Popular in Vietnam while female ones was
not sure about the popularity of Cloud Computing.
• Cloud Computing was supposed to be popular platform in Vietnam by all age groups.
9. A. Executive summary
[13] There were some specific reasons for Cloud Computing
popularity
• For respondents who agreed that Cloud Computing was popular, Widely share resources was the top
reason they gave out. Meanwhile, New platform and not commonly used was picked from the list of
reasons why Cloud Computing is not very popular in Vietnam.
[14] Google App Engine was mostly known by 65.5% respondents.
• When asking 229 respondents, there was 65.5% of them knowing about Google App Engine. The next
ones are Microsoft Azure, Blue Cloud and Cloud Sites, respectively accounting for 52.8%, 48.0% and
46.3%.
10. B. Research information
Research method : Quantitative – Online research
Timing : 4th – 20th May 2013
Sample size : 243
Research area : Nationwide
Target : Working in Programming field
Research objectives : 1. Explore popular platforms and languagesResearch objectives : 1. Explore popular platforms and languages
2. Popularity of Cloud Computing in Vietnam
Sampling method : Convenience sampling
12. 1. Frequency of working on specialized fields of IT
29.3% of 443 respondents did not work on Game programming. In terms of frequency degree, System analyzing is at
the top as it gained average score of 4.04. The next ones are System Administration and Research & Development.
Game programming is rather not popular
[Figure 1.1] Frequency of working on specialized fields of IT
26.5
10.8
26.0
12.6 15.6
8.1
14.9 14.5 16.3
Never Very rarely Rarely Sometimes Often Very often
Unit: %
Q. Please tell us how often you work these following jobs? [Matrix MA] Based n=443
19.1 14.9
29.3
11.8 12.3 10.8
6.0
8.2
8.6
8.4 7.5 6.5
14.8 19.5
24.7
14.7 13.7
11.5
21.0 15.6
18.6
23.6 26.0
26.8
26.5
26.2 26.7 26.0
28.2
Application
programming
Web programming Game programming System administration Research &
Development
System analyzing
3.68 3.77 2.97 3.90 3.89 4.04Mean
13. 1. Frequency of working on specialized fields of IT
Frequency of working on System analyzing is at the top with mean of 4.06 in male group and 4.00 in female group. The
second field was System administration in male group and Research & Development in female one.
Both male and female group worked on System analyzing often
[Figure 1.2] Frequency of working on specialized fields of IT – By Gender
Male
(n=293)
Female
(n=126)
Never Very rarely Rarely Sometimes Often Very often Mean Never Very rarely Rarely Sometimes Often Very often Mean
Q. Please tell us how often you work these following jobs? [Matrix MA] Based n=443
Q. What is your gender? [SA] Based n=443
Never Very rarely Rarely Sometimes Often Very often Mean Never Very rarely Rarely Sometimes Often Very often Mean
Application programming 16.4% 5.1% 15.4% 20.8% 28.7% 13.7% 3.81 25.4% 7.9% 13.5% 21.4% 21.4% 10.3% 3.37
Web programming 12.1% 9.0% 19.7% 15.9% 28.3% 15.2% 3.85 21.4% 6.3% 19.0% 15.1% 21.4% 16.7% 3.59
Game programming 24.2% 8.1% 27.0% 20.7% 11.6% 8.4% 3.13 41.1% 9.7% 19.4% 13.7% 8.9% 7.3% 2.61
System administration 9.0% 7.6% 14.2% 27.0% 27.3% 14.9% 4.01 18.1% 10.2% 15.7% 15.7% 25.2% 15.0% 3.65
Research & Development 10.7% 8.3% 15.2% 26.9% 24.5% 14.5% 3.90 16.0% 5.6% 10.4% 24.0% 29.6% 14.4% 3.89
System analyzing 10.3% 6.5% 12.4% 24.7% 29.9% 16.2% 4.06 11.8% 6.3% 9.4% 31.5% 24.4% 16.5% 4.00
14. 1. Frequency of working on specialized fields of IT
As the Figure 1.3 showed below, mean of Research & Development and System analyzing is very close in 25 – 29
years old group. In the other words, both of these fields were preferred by this group. For the other age groups, System
analyzing was outstanding compared to other fields.
Research & Development and System analyzing were chosen by group of
25 – 29 years old
[Figure 1.3] Frequency of working on specialized fields of IT – By Age
Age Group
Application
programming
Web
programming
Game
programming
System
administration
Research &
Development
System
analyzing
Q. Please tell us how often you work these following jobs? [Matrix MA] Based n=443
Q. How old are you? [SA] Based n=443
Total 3.68 3.77 2.97 3.90 3.89 4.04
20 - 24 years old (n=213) 3.73 3.97 3.26 3.90 3.88 4.09
25 - 29 years old (n=136) 3.44 3.54 2.53 3.78 3.84 3.83
30 years old and over (n=84) 3.93 3.62 2.94 4.08 4.03 4.25
15. 2. Job’s characteristics
82.3% of 243 respondents who are working in programming fields were Full-time employees. However, there was
17.7% working on outsourced projects only.
82.3% respondents worked as a full-time employee
[Figure 2.1] Job’s characteristics
Only work as freelancer Full-time employee
Unit: %
Q. Please tell us characteristics of your current job? [SA] Based n=243
17.7
82.3
16. 2. Job’s characteristics
Upon 10 males / females were asked, there was more than 8 persons working as Full-time employee.
82.3% male and female respondents worked as a full-time employee
[Figure 2.2] Job’s characteristics – By Gender
Only work as freelancer Full-time employee Only work as freelancer Full-time employee
Unit: %
Q. Please tell us characteristics of your current job? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
17.7
82.3
17.7
82.3
Male
(n=181)
Female
(n=62)
17. 2. Job’s characteristics
Generally, percentage of Full-time employees was higher than Only work as freelancer. However, this numerical data
was not consensus among age groups.
Percentage of full-time employees was higher in three groups.
[Figure 2.3] Job’s characteristics – By Age
10.0
Only work as freelancer Full-time employee
8.7
Unit: %
Q. Please tell us characteristics of your current job? [SA] Based n=243
Q. How old are you? [SA] Based n=243
24.1
75.9
10.0
90.0
8.7
91.3
20 – 24 years old
(n=137)
25 – 29 years old
(n=60)
30 years old and over
(n=46)
18. 3. Company name of full-time employees
Upon 10 respondents were asked, there was nearly 4 persons working for FPT. The following were Viettel and
Vinagame (VNG) with 8.5% and 4.5% respectively. Besides, there was 29.0% respondents working for small and
medium companies in Vietnam.
FPT was mostly chosen, accounting for 37.5%
[Figure 3.1] Company name of full-time employees
37.5
29.0
Unit: %
Q. Please tell us what company you are working for? [SA] Based n=200 working as full-time employees
8.5
4.5 4.0 3.0 2.0 2.0 2.0 1.5 1.5 1.5 1.0 1.0 1.0
19. 3. Company name of full-time employees
38.9% male respondents and 33.3% female ones worked for FPT. Besides, there was more than 20% working for small
and medium companies.
Most of male and female respondents worked for FPT
[Figure 3.2] Company name of full-time employees – By Gender
Gender
Male Female
Frequency Percent Frequency Percent
Total 149 100.0 51 100.0
Dai Viet 1 0.7 1 2.0
Gender
Male Female
Frequency Percent Frequency Percent
Total 149 100.0 51 100.0
FPT 58 38.9 17 33.3
Unit: %
Q. Please tell us what company you are working for? [SA] Based n=200
Q. What is your gender? [SA] Based n=200
Dai Viet 1 0.7 1 2.0
Gameloft 1 0.7 0 0.0
NEC Vietnam 0 0.0 0 0.0
VSS 0 0.0 1 2.0
ASOFT 0 0.0 1 2.0
ESoft 0 0.0 1 2.0
MISA 0 0.0 2 3.9
VNPT Technology 0 0.0 3 5.9
HDWebsoft 0 0.0 0 0.0
Delivery Vietnam 0 0.0 0 0.0
TRG International 0 0.0 0 0.0
VC Corporation 0 0.0 0 0.0
Other SMEs 37 24.8 15 29.4
FPT 58 38.9 17 33.3
Vietttel 14 9.4 3 5.9
Vinagame (VNG) 8 5.4 1 2.0
AsiaSoft 6 4.0 0 0.0
Quang Trung Software 5 3.4 3 5.9
SIS Vietnam 4 2.7 0 0.0
IBM Vietnam 4 2.7 0 0.0
Microsoft Vietnam 3 2.0 0 0.0
VASC 2 1.3 1 2.0
Global Cybersoft Vietnam 2 1.3 2 3.9
Vinasource 2 1.3 0 0.0
DTSoft 1 0.7 0 0.0
GSOFT 1 0.7 0 0.0
20. 3. Company name of full-time employees
All age groups worked for FPT, respectively accounting for 48.1%, 24.1% and 28.6% for each group. In addition,
percentage of working for small and medium companies was rather high.
FPT was mostly chosen in all age groups
[Figure 3.3] Company name of full-time employees – By Age Group
Age
20 - 24 years old 25 - 29 years old
30 years old and
over
Freq. Percent Freq. Percent Freq. Percent
Total 104 100.0 54 100.0 42 100.0
Age
20 - 24 years old 25 - 29 years old
30 years old and
over
Freq. Percent Freq. Percent Freq. Percent
Total 104 100.0 54 100.0 42 100.0
Unit: %
Q. Please tell us what company you are working for? [SA] Based n=200
Q. How old are you? [SA] Based n=200
FPT 50 48.1 13 24.1 12 28.6
Vietttel 10 9.6 6 11.1 1 2.4
AsiaSoft 5 4.8 0 0.0 1 2.4
Vinagame (VNG) 4 3.8 2 3.7 3 7.1
Quang Trung Software 3 2.9 3 5.6 2 4.8
IBM Vietnam 2 1.9 1 1.9 1 2.4
VASC 1 1.0 1 1.9 1 2.4
VSS 1 1.0 0 0.0 0 0.0
SIS Vietnam 1 1.0 1 1.9 2 4.8
Dai Viet 1 1.0 0 0.0 1 2.4
ESoft 1 1.0 0 0.0 0 0.0
MISA 1 1.0 1 1.9 0 0.0
Global Cybersoft Vietnam 1 1.0 1 1.9 2 4.8
Microsoft Vietnam 1 1.0 2 3.7 0 0.0
Gameloft 1 1.0 0 0.0 0 0.0
NEC Vietnam 0 0.0 0 0.0 0 0.0
ASOFT 0 0.0 1 1.9 0 0.0
DTSoft 0 0.0 1 1.9 0 0.0
GSOFT 0 0.0 0 0.0 1 2.4
VNPT Technology 0 0.0 1 1.9 2 4.8
HDWebsoft 0 0.0 0 0.0 0 0.0
Delivery Vietnam 0 0.0 0 0.0 0 0.0
TRG International 0 0.0 0 0.0 0 0.0
VC Corporation 0 0.0 0 0.0 0 0.0
Vinasource 0 0.0 0 0.0 2 4.8
Other SMEs 21 20.2 20 37.0 11 26.2
21. 4. Company name of freelancers
37.2% of 43 respondents working as a freelancer did outsourced projects for FPT. The following are Viettel and Quang
Trung Software, respectively accounting for 20.9% and 16.3%. Besides, there were 34.9% receiving projects from
smaller companies or through relationship.
FPT was the first choice for freelanced programmers
[Figure 4] Company name of freelancers
37.2
20.9
34.9
Unit: %
Q. Please tell us what company you are working for as a freelancer? [MA] Based n=43
20.9
16.3
14.0
7.0
4.7 4.7 4.7 4.7
2.3 2.3 2.3 2.3 2.3
22. 5. Popular platforms
The result pointed out that Window was the most popular platform that mostly used by 68.7% respondents. Web is the
second platform with 55.6%. Besides, there ware some platforms which have not been very popular in Vietnam such as
Symbian, Palm / WebOS, RIM or Bada.
Nearly 70% respondents used Window platform
[Figure 5.1] Popular platforms
68.7
55.6
44.4
Unit: %
Q. Please tell us what platform you are using? [MA] Based n=243
44.4
32.9
18.9
14.8
10.7 10.3
4.9 2.9 1.2 0.0 1.2
23. 5. Popular platforms
Window was reported as the most popular platform in both gender groups, respectively accounting for 68.0% of male
respondents and 71.0% of female ones. Being opposite of Window, not only male but also female group did not choose
Bada as their regular platforms.
Bada was not used by both male and female group
[Figure 5.2] Popular platforms – By Gender
48.0
56.0
64.0
72.0
80.0
Unit: %
Q. Please tell us what platform you are using? [MA] Based n=243
Q. What is your gender? [SA] Based n=243
Window Web Java Android iOS Linux
Cloud
computin
g
Window
Phone
Symbian
Palm /
WebOS
RIM Bada Others
Male
(n=181) 68.0 55.8 47.0 36.5 21.5 15.5 11.6 10.5 6.1 3.3 1.7 0.0 1.7
Female
(n=62) 71.0 54.8 37.1 22.6 11.3 12.9 8.1 9.7 1.6 1.6 0.0 0.0 0.0
0.0
8.0
16.0
24.0
32.0
40.0
48.0
24. 5. Popular platforms
Window was reported as the most popular platform in all age groups. The next ones were Web and Java. No respondent
in all groups chose Bada as their regular platforms.
Bada was not used by all age groups
[Figure 5.3] Popular platforms – By Age
56.0
64.0
72.0
80.0
88.0
Unit: %
Q. Please tell us what platform you are using? [MA] Based n=243
Q. How old are you? [SA] Based n=243
Window Web Java Android iOS Linux
Window
Phone
Cloud
computi
ng
Symbia
n
Palm /
WebOS
RIM Bada Others
20 - 24 years old (n=137) 68.6 54.7 47.4 38.0 21.2 13.9 13.1 8.0 6.6 2.2 2.2 0.0 0.7
25 - 29 years old (n=60) 78.3 63.3 40.0 30.0 18.3 18.3 8.3 11.7 3.3 3.3 0.0 0.0 0.0
30 years old and over (n=46) 56.5 47.8 41.3 21.7 13.0 13.0 4.3 17.4 2.2 4.3 0.0 0.0 4.3
0.0
8.0
16.0
24.0
32.0
40.0
48.0
25. 6. Platform used most often
Upon 10 people were asked, there was about 4 persons using Window most often. The following platform was Web with
24.5%. In contrast, no one used Palm / WebOS or Bada as their main platform.
40.7% respondents used Window most often
[Figure 6.1] Platform used most often
40.7
Unit: %
Q. Please tell us which platform you use most often? [SA] Based n=243
24.5
13.3 12.4
2.9 2.9
1.2 1.2 .4 .4 0.0 0.0 0.4
26. 6. Platform used most often
Window, Web and Android were used most often in both male and female group. In particular, Window was at the top
with 38.1% of male respondents and 46.8% of female ones.
Window was used most often by both gender groups
[Figure 6.2] Platform used most often – By Gender
32.0
40.0
48.0
56.0
Unit: %
Q. Please tell us which platform you use most often? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
Window Web Android Java
Cloud
computin
g
iOS
Window
Phone
Linux Symbian RIM
Palm /
WebOS
Bada Others
Male
(n=181) 38.1 24.9 14.4 13.8 3.3 2.2 1.1 0.6 0.6 0.6 0.0 0.0 0.6
Female
(n=62) 46.8 22.6 9.7 9.7 1.6 4.8 1.6 3.2 0.0 0.0 0.0 0.0 0.0
0.0
8.0
16.0
24.0
32.0
27. 6. Platform used most often
All age groups used Window as their main platform. The following ones were Web, Android and Java. In
particular, Java seemed to be more preferable in the group of 30 years old and over, accounting for 21.7%.
Window was used most often by all age groups
[Figure 6.3] Platform used most often – By Age
40.0
48.0
56.0
64.0
Unit: %
Q. Please tell us which platform you use most often? [SA] Based n=243
Q. How old are you? [SA] Based n=243
Window Web Android Java iOS
Window
Phone
Cloud
computi
ng
Linux
Symbia
n
RIM
Palm /
WebOS
Bada Others
20 - 24 years old (n=137) 38.0 24.1 17.5 13.1 2.2 1.5 1.5 0.7 0.7 0.7 0.0 0.0 0.0
25 - 29 years old (n=60) 55.0 23.3 8.3 5.0 3.3 0.0 1.7 3.3 0.0 0.0 0.0 0.0 0.0
30 years old and over (n=46) 28.3 26.1 6.5 21.7 4.3 2.2 8.7 0.0 0.0 0.0 0.0 0.0 2.2
0.0
8.0
16.0
24.0
32.0
28. 7. Potentiality of platforms
For mobile, Android was predicted to be applied mostly, accounting for 40.3%. The next one was Window Phone with
35.0%. For computer, Cloud Computing was perceived as the most potential platform by 44.4% respondents. The
second position belonged to Window, accounting for 36.2%.
Android and Cloud Computing achieved high potentiality
[Figure 7.1]Potentiality of platforms
40.3
35.036.2
44.4
Unit: %
Q. Please tell us about potentiality of each platform in the future? [Matrix SA]
Window iOS Android Web Java
Palm /
WebOS
Linux
Symbia
n
RIM Bada
Window
Phone
Cloud
computi
ng
Others
For mobile 3.7 8.2 40.3 2.5 1.2 0.4 0.0 0.0 0.0 0.4 35.0 8.2 0.0
For computer 36.2 0.4 1.6 4.5 4.1 0.4 4.5 0.0 0.0 1.2 2.5 44.4 0.0
3.7
8.2
2.5 1.2 0.4 0.0 0.0 0.0 0.4
8.2
0.00.4 1.6
4.5 4.1
0.4
4.5
1.2 2.5
29. 7. Potentiality of platforms
Both male and female group agreed that Android was the highest potential platform for Mobile and Cloud Computing
was for Computer in the future. The second one for Mobile phone was Window Phone and for Computer was
Window.
Android and Cloud Computing achieved high potentiality
[Figure 7.2]Potentiality of platforms – By Gender
Window
Cloud
Palm / Symbia
For
Unit: %
Q. Please tell us about potentiality of each platform in the future? [Matrix SA] Based n=243
Q. What is your gender? [SA] Based n=243
Android
Window
Phone
iOS
Cloud
computi
ng
Window Web Java
Palm /
WebOS
Bada Linux
Symbia
n
RIM Others
Male (n=181) 41.4 34.8 8.3 5.5 4.4 2.8 1.7 0.6 0.6 0.0 0.0 0.0 0.0
Female (n=62) 37.1 35.5 8.1 16.1 1.6 1.6 0.0 0.0 0.0 0.0 0.0 0.0 0.0
Cloud
computi
ng
Window Web Linux Java Android
Window
Phone
Palm /
WebOS
Bada iOS
Symbia
n
RIM Others
Male (n=181) 43.1 39.2 5.0 4.4 2.8 2.2 2.2 0.6 0.6 0.0 0.0 0.0 0.0
Female (n=62) 48.4 27.4 3.2 4.8 8.1 0.0 3.2 0.0 3.2 1.6 0.0 0.0 0.0
Mobile
For
Computer
30. 7. Potentiality of platforms
For mobile, while the group of 20 – 24 years old thought that Android would be the highest potentiality, the others voted
Window Phone as the mot potential platform. For Computer, Cloud Computing was mostly chosen by the groups of 25 –
29 years old and 30 years old and over. Not as those groups, the youngest group preferred Window.
There was difference among age groups
[Figure 7.3]Potentiality of platforms – By Age
Android
Window
Phone
iOS
Cloud
computi
ng
Window Java Web
Palm /
WebOS
Bada Linux
Symbia
n
RIM OthersFor
Unit: %
Q. Please tell us about potentiality of each platform in the future? [Matrix SA] Based n=243
Q. How old are you? [SA] Based n=243
Phone
ng
WebOS n
20 - 24 years old (n=137) 46.7 27.7 8.0 8.0 5.1 2.2 0.7 0.7 0.7 0.0 0.0 0.0 0.0
25 - 29 years old (n=60) 33.3 45.0 8.3 6.7 1.7 0.0 5.0 0.0 0.0 0.0 0.0 0.0 0.0
30 years old and over (n=46) 30.4 43.5 8.7 10.9 2.2 0.0 4.3 0.0 0.0 0.0 0.0 0.0 0.0
Window
Cloud
computi
ng
Web Linux Java Android
Window
Phone
iOS Bada
Palm /
WebOS
Symbia
n
RIM Others
20 - 24 years old (n=137) 40.1 39.4 5.1 5.1 3.6 2.9 2.2 0.7 0.7 0.0 0.0 0.0 0.0
25 - 29 years old (n=60) 31.7 50.0 5.0 5.0 1.7 0.0 3.3 0.0 3.3 0.0 0.0 0.0 0.0
30 years old and over (n=46) 30.4 52.2 2.2 2.2 8.7 0.0 2.2 0.0 0.0 2.2 0.0 0.0 0.0
Mobile
For
Computer
31. 8. Popular programming languages
Upon 10 people were asked, there were around 6 persons using Java. The next languages were HTML, C# and C++
with 53.5%, 52.3% and 51.9% respectively.
Java was the most popular programming language, accounting for 58.4%
[Figure 8.1] Popular programming languages
58.4
53.5 52.3 51.9
39.9
Unit: %
Q. Please tell us what programming language you are currently using? [MA] Based n=243
39.9
21.8
2.5
Java HTML C# C++ PHP VB.net Others
32. 8. Popular programming languages
More than 50% of male and female group used Java regularly. The following platform chosen by 56.9% male
respondents was C++ and female ones voted for HTML, accounting for 51.6%.
Both male and female group used Java often
[Figure 8.2] Popular programming languages – By Gender
48.0
56.0
64.0
Unit: %
Q. Please tell us what programming language you are currently using? [MA] Based n=243
Q. What is your gender? [SA] Based n=243
Java C++ C# HTML PHP VB.net Others
Male (n=181) 58.0 56.9 54.1 54.1 42.0 21.0 2.2
Female (n=62) 59.7 37.1 46.8 51.6 33.9 24.2 3.2
0.0
8.0
16.0
24.0
32.0
40.0
33. 8. Popular programming languages
Upon 10 people were asked, there were around 6 persons in the group of 20 – 24 years old using C++. However, this
language was not so popular as Java in the older groups.
The youngest group preferred C++
[Figure 8.3] Popular programming languages – By Age
48.0
56.0
64.0
72.0
Unit: %
Q. Please tell us what programming language you are currently using? [MA] Based n=243
Q. How old are you? [SA] Based n=243
C++ C# Java HTML PHP VB.net Others
20 - 24 years old (n=137) 61.3 58.4 55.5 53.3 40.9 16.8 2.9
25 - 29 years old (n=60) 40.0 53.3 63.3 61.7 46.7 30.0 3.3
30 years old and over (n=46) 39.1 32.6 60.9 43.5 28.3 26.1 0.0
0.0
8.0
16.0
24.0
32.0
40.0
34. 9. Programming language used most often
There was 27.2% respondents using Java as their regular programming language. The next one is C# and
C++, respectively accounting for 24.3% and 19.3%. Also, the result also showed that less respondents used VB.net as
their main language.
Java and C# were the languages used most often
[Figure 9.1] Programming language used most often
27.2
24.3
Unit: %
Q. Please tell us what programming language you use most often? [SA] Based n=243
19.3
15.2
9.1
4.9
0.0
Java C# C++ PHP HTML VB.net Others
35. 9. Programming language used most often
As the graph was shown in Figure 9.2, Java was more preferable than other languages in female group. Not only using
Java, male respondents also used C# regularly that was proved by seemingly close percentages.
Female group preferred using Java than other languages
[Figure 9.2] Programming language used most often – By Gender
32.0
40.0
Unit: %
Q. Please tell us what programming language you use most often? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
Java C# C++ PHP HTML VB.net Others
Male (n=181) 25.4 24.3 21.5 16.0 9.4 3.3 0.0
Female (n=62) 32.3 24.2 12.9 12.9 8.1 9.7 0.0
0.0
8.0
16.0
24.0
36. 9. Programming language used most often
The group of 30 years old and over especially liked to use Java more than the other languages, accounting for 41.3%.
Besides Java, the group of 20 – 24 years old also preferred C# and C++. Not as those two groups, respondents aged 25
– 29 years old mostly voted for C# with 33.3%.
Java was outstanding in the oldest group with 41.3%
[Figure 9.3] Programming language used most often – By Age
32.0
40.0
48.0
Unit: %
Q. Please tell us what programming language you use most often? [SA] Based n=243
Q. How old are you? [SA] Based n=243
Java C# C++ PHP HTML VB.net Others
20 - 24 years old (n=137) 25.5 24.1 24.1 16.8 7.3 2.2 0.0
25 - 29 years old (n=60) 20.0 33.3 10.0 16.7 11.7 8.3 0.0
30 years old and over (n=46) 41.3 13.0 17.4 8.7 10.9 8.7 0.0
0.0
8.0
16.0
24.0
37. 10. Popularity of programming languages
HTML was voted as the most common language by 72.9% respondents. The following one were Java and
PHP, respectively accounting for 72.8% and 66.6%.
72.9% agreed that HTML was the most popular language
[Figure 10.1] Popularity of programming languages
31.3
11.5
26.3
21.4 17.7
25.9
8.2
30.9
3.3
Very not popular Not popular Neutral Popular Very popular
Q. Please tell us popularity degree for each language? [Matrix SA] Based n=243
7.02.1 6.2 5.8 3.7 11.1
2.1
11.9
23.5
32.1 31.7
26.7
48.1
23.9
66.346.5
38.7 42.4
40.7
31.3
42.0
Java C# C++ PHP VB.net HTML Others
3.94 3.72 3.67 3.83 3.34 2.92Mean 3.99
38. 10. Popularity of programming languages
Both males and females rated the highest score for HTML. The second programming language was Java with the score
of 3.92 in male group and 4.00 in female ones.
HTML gained the highest score in both male and female group
[Figure 10.2] Popularity of programming languages – By Gender
Gender Java C# C++ PHP VB.net HTML Others
Chú thích rõ là m
ơi.
Q. Please tell us popularity degree for each language? [Matrix SA] Based n=243
Q. What is your gender? [SA] Based n=243
Total 3.94 3.72 3.67 3.83 3.34 3.99 2.92
Male 3.92 3.77 3.72 3.88 3.39 3.98 2.91
Female 4.00 3.58 3.53 3.69 3.21 4.02 2.95
39. 10. Popularity of programming languages
Respondents aged 25 – 29 years old agreed that Java was the most popular. In contrast, the most popular programming
language in groups of 20 – 24 years old and 30 years old and over was HTML, respectively score of 4.04 and 3.87.
Java scored the highest in the group of 25 – 29 years old
[Figure 10.3] Popularity of programming languages – By Age
Age Java C# C++ PHP VB.net HTML Others
Total 3.94 3.72 3.67 3.83 3.34 3.99 2.92
Q. Please tell us popularity degree for each language? [Matrix SA] Based n=243
Q. How old are you? [SA] Based n=243
Total 3.94 3.72 3.67 3.83 3.34 3.99 2.92
20 - 24 years old 3.95 3.71 3.84 3.93 3.28 4.04 2.88
25 - 29 years old 4.05 4.02 3.53 3.90 3.48 3.98 3.05
30 years old and over 3.76 3.37 3.35 3.43 3.33 3.87 2.89
40. 11. Awareness of Cloud Computing
Upon 10 people were asked, there were around 9 persons knowing about Clouding Computing. In particular, 26.7%
respondents knew it clearly.
Nearly 90% respondents knew CLOUD COMPUTING
[Figure 11.1] Awareness of CLOUD COMPUTING
5.8%
4.9%
Absolutely not know Maybe know / don't know Know a little bit Know clearly
Q. Please tell us level of your knowledge about CLOUD COMPUTING? [SA] Based n=243
62.6%
26.7%
41. 11. Awareness of Cloud Computing
Both male and female group knew about Cloud Computing with high percent of more than 85%. In particular, over 25%
of both male and female respondents knew clearly about Cloud Computing.
There was no difference between male and female group
[Figure 11.2] Awareness of Cloud Computing – By Gender
6.1%
5.0%
4.8%
4.8%
Male
(n=181)
Female
(n=62)
Q. Please tell us level of your knowledge about CLOUD COMPUTING? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
62.4%
26.5%
Absolutely not
know
Maybe know /
don't know
Know a little bit
Know clearly 62.9%
27.4%
Absolutely not
know
Maybe know /
don't know
Know a little bit
Know clearly
42. 11. Awareness of Cloud Computing
Cloud Computing was well-recognized by all age groups, respectively accounting for 92%, 85% and 86.9%. In
particular, the percentage of Know clearly was very high which was more than 20%.
All age groups knew about Cloud Computing
[Figure 11.3] Awareness of Cloud Computing – By Age
20 - 24 years old
(n=137)
Absolutely not know
Maybe know / don't know
Know a little bit
25 - 29 years old
(n=60)
Absolutely not know
Maybe know / don't know
Know a little bit
30 years old and over
(n=46)
Absolutely not know
Maybe know / don't know
Know a little bit
Q. Please tell us level of your knowledge about CLOUD COMPUTING? [SA] Based n=243
Q. How old are you? [SA] Based n=243
4.4% 3.6%
65.0%
27.0%
Know a little bit
Know clearly
8.3%
6.7%
63.3%
21.7%
Know a little bit
Know clearly
6.5%
6.5%
54.3%
32.6%
Know a little bit
Know clearly
43. 12. Popularity of CLOUD COMPUTING
There was about 47% respondents agreeing that Cloud Computing was popular in Vietnam. However, 28% of 229
knowing about Cloud Computing thought that it had not been very popular in Vietnam.
Cloud Computing was assessed to be popular in Vietnam
[Figure 12.1] Popularity of CLOUD COMPUTING
4.8%
2.6%
Very not popular Not popular Neutral Popular Very popular
Q. Please tell us the popularity of CLOUD COMPUTING in Vietnam? [SA] Based n=229
22.7%
24.9%
45.0%
44. 12. Popularity of CLOUD COMPUTING
50% of male respondents agreed that Cloud Computing was Popular in Vietnam while female ones was not sure about
the popularity of Cloud Computing.
Male respondents thought Cloud Computing was very popular in Vietnam
[Figure 12.2] Popularity of CLOUD COMPUTING – By Gender
40.0
48.0
56.0
Unit: %
Q. Please tell us the popularity of CLOUD COMPUTING in Vietnam? [SA] Based n=229
Q. What is your gender? [SA] Based n=229
Very not popular Not popular Neutral Popular Very popular
Male
(n=170) 5.3 20.0 21.8 50.0 2.9
Female
(n=59) 3.4 30.5 33.9 30.5 1.7
0.0
8.0
16.0
24.0
32.0
45. 12. Popularity of CLOUD COMPUTING
Cloud Computing was supposed to be popular platform in Vietnam by all age groups.
All age groups agreed that Cloud Computing was popular in Vietnam
[Figure 12.3] Popularity of CLOUD COMPUTING – By Age
40.0
48.0
56.0
64.0
Unit: %
Q. Please tell us the popularity of CLOUD COMPUTING in Vietnam? [SA] Based n=229
Q. How old are you? [SA] Based n=229
Very not popular Not popular Neutral Popular Very popular
20 - 24 years old (n=131) 6.1 21.4 26.0 42.7 3.8
25 - 29 years old (n=55) 1.8 23.6 30.9 41.8 1.8
30 years old and over (n=43) 4.7 25.6 14.0 55.8 0.0
0.0
8.0
16.0
24.0
32.0
40.0
46. 13. Reasons for Cloud Computing popularity
For respondents who agreed that Cloud Computing was popular, Widely share resources was the top reason they gave
out. Meanwhile, New platform and not commonly used was picked from the list of reasons why Cloud Computing is
not very popular in Vietnam.
There were some specific reasons for Cloud Computing popularity
[Figure 13] Reasons for Cloud Computing popularity
84.4
78.0
Widely share resources
Can access data wherever
has internet
CLOUD COMPUTING is popular
76.7
58.3
New platform and not
commonly used
Fees are not suitable for small
companies
CLOUD COMPUTING is not popular
Unit: %
Q. Please tell us why CLOUD COMPUTING is popular in Vietnam? [MA] Based n=109
Q. Please tell us reasons why CLOUD COMPUTING has not been popular in Vietnam? [MA] Based n=120
67.9
64.2
59.6
56.0
56.0
46.8
has internet
Reduce maintanence and
management cost
Investment fee is cheaper
than buying server
Preferred by big companies /
corporations
Processing speed is fast
Allow for switching among
platforms
Quickly open and close
applications
58.3
47.5
36.7
33.3
11.7
0.8
companies
Worry about security's ability
Depend on server of supplier
Internet is mandatory
Difficult in sharing files
Others
47. 14. Names of COMPUTING CLOUD
When asking 229 respondents, there was 65.5% of them knowing about Google App Engine. The next ones are
Microsoft Azure, Blue Cloud and Cloud Sites, respectively accounting for 52.8%, 48.0% and 46.3%.
Google App Engine was mostly known by 65.5% respondents.
[Figure 14] Names of COMPUTING CLOUD
65.5
52.8
48.0
46.3
Unit: %
Q. Please tell us what CLOUD COMPUTING you know / have heard of? [MA] Based n=229
32.3
25.8
20.5
9.6
7.9
5.2
1.7
Google
App
Engine
Microsoft
Azure
Blue Cloud Cloud Sites Joyent
Cloud
Elastic
Compute
Cloud
Aptana
Cloud
Salesforce Heroku Ning Others
50. W&S Company Limited is a 100% Japanese investment. Our main professions are ‘Online market
research’, ‘Web creative’ and ‘Web marketing’. Online research is conducted based on Vinaresearch –
our actively managed over 118,000 members panel with various segmentations across Vietnam.
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