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
This document discusses the impact of technology on education and society based on a study conducted in Africa. It begins by introducing how technology is being used in schools through BYOD programs but that human interaction cannot be replaced. The purpose of the study is to understand the effects of technology on education and society.
The study found that when used productively under teacher supervision, technology can foster creativity and engagement. However, perceptions of technology in Africa have been mixed and implementation challenges remain. The study observed students using social media for learning and found benefits like collaboration but some lost focus. Overall, when guided properly technology can benefit learning but also presents risks if misused that governments and educators must address.
- The document reports on research examining the profiles of adult online language learners in two programs at the National University of Ireland Galway: an online Italian diploma program and an online applied Irish bachelor's degree program.
- Questionnaires were used to collect data on learners' demographics, motivations, learning styles, technological skills, and experiences in the programs. The majority of learners were between 36-45 years old and lived over 150km from the university.
- Analysis found most learners' technological skills improved after taking the online courses. While some struggled with specific software, most rated their experience using the video confer
Ziyanak, sebahattin the effectiveness of survey instruments nfaerj v29 n3 2016William Kritsonis
This article examines how sociological imagination of the individuals living in southeastern Turkey is constructed through Movie, The Bliss. Traditional and modern forms of life are symbolically constructed in this movie. The framework of “honor killing,” “masculinity in southeastern Turkey," “cultural deficiency,” and “othering” will be analyzed to explicate how stereotypical southeastern characters are reproduced. Content analysis technique is applied to interpret apparent and latent contents, contexts, aspects and so forth. Developed categories are revisited through Ibn Khaldun's Typology, cultural deficiency theory, Tonnies’ theory, Durkheim’s view on society, and Goffman’s framing process.
William Allan Kritsonis, PhD - Editor-in-Chief, NATIONAL FORUM JOURNALS (Established 1982)
College student smartphone usage aapor may 16 2014 newSharp Mind
The document discusses a study examining college students' use of smartphones to complete surveys. It finds the percentage of survey respondents using smartphones on the National Survey of Student Engagement (NSSE) increased from 4% in 2011 to 18% in 2014. The study uses 2013 NSSE data to analyze differences in demographics, completion rates, missing responses, and survey measures between smartphone and computer respondents. While smartphone users had higher abandonment rates, other data quality indicators like response mismatch or quality did not differ between the two groups. The best approach to survey design for smartphones may depend on the survey and sample characteristics.
Collaborative filtering content for parental control in mobile application ch...journalBEEI
Mobile phone is an important medium of communication for most people regardless their age. One of the most used mobile phone application is chat application. Since mobile users are across different age groups, from youngsters to senior citizen, each age level has their own ways or styles of communication when using mobile application chatting. Adult mostly used proper syntax with complete sentences while youngsters normally use short forms with incomplete sentences. In addition, improper communication styles, usage of bad and inappropriate words has become a trend among youngsters. This matter gives negative impact on the education system in a short-term and national language preservation in a long term. Hence, in this paper, researchers present a tool that provides word recommendations for mobile application chatting. This tool would be is an education material to younger generation users with subtle approach. Implementation of the tool is by adapting Collaborative Filtering approach with User-Based model which focusing on recommendation on similar interest between users. Collaborative filtering content tool is functioning well during the functionality testing and it is thriving as a mobile application chatting guidance.
This document summarizes the results of a survey of music teachers regarding their experience levels, computer usage, and preferences for learning how to use GarageBand software. It finds that the teachers have a range of experience levels, from beginners to experts. They also have varying levels of experience using Macs and PCs. While most have used Macs before, many are more comfortable with PCs. Based on the survey results, the instruction will be designed as self-paced materials that can be completed with or without an instructor present, to accommodate these different experience levels and preferences.
PIAAC Session at COABE 2015_Jill Castek PresentationAIRPIAAC
Powerpoint slides from Jill Castek's presentation at COABE 2015 Conference on "Using PIAAC's Education and Skills Online to Examine Adults' Skills Locally".
Technology is changing higher education in fundamental ways. It affects how students learn and interact, creating opportunities to enhance communication and connect in new forms. While technology poses threats if institutions do not adapt, it can also leverage existing activities and reduce barriers if universities explore how to integrate it effectively in teaching and learning. Recent studies show most students now use technology extensively, including for academic purposes, indicating it must be addressed as part of the student experience.
This document discusses the impact of technology on education and society based on a study conducted in Africa. It begins by introducing how technology is being used in schools through BYOD programs but that human interaction cannot be replaced. The purpose of the study is to understand the effects of technology on education and society.
The study found that when used productively under teacher supervision, technology can foster creativity and engagement. However, perceptions of technology in Africa have been mixed and implementation challenges remain. The study observed students using social media for learning and found benefits like collaboration but some lost focus. Overall, when guided properly technology can benefit learning but also presents risks if misused that governments and educators must address.
- The document reports on research examining the profiles of adult online language learners in two programs at the National University of Ireland Galway: an online Italian diploma program and an online applied Irish bachelor's degree program.
- Questionnaires were used to collect data on learners' demographics, motivations, learning styles, technological skills, and experiences in the programs. The majority of learners were between 36-45 years old and lived over 150km from the university.
- Analysis found most learners' technological skills improved after taking the online courses. While some struggled with specific software, most rated their experience using the video confer
Ziyanak, sebahattin the effectiveness of survey instruments nfaerj v29 n3 2016William Kritsonis
This article examines how sociological imagination of the individuals living in southeastern Turkey is constructed through Movie, The Bliss. Traditional and modern forms of life are symbolically constructed in this movie. The framework of “honor killing,” “masculinity in southeastern Turkey," “cultural deficiency,” and “othering” will be analyzed to explicate how stereotypical southeastern characters are reproduced. Content analysis technique is applied to interpret apparent and latent contents, contexts, aspects and so forth. Developed categories are revisited through Ibn Khaldun's Typology, cultural deficiency theory, Tonnies’ theory, Durkheim’s view on society, and Goffman’s framing process.
William Allan Kritsonis, PhD - Editor-in-Chief, NATIONAL FORUM JOURNALS (Established 1982)
College student smartphone usage aapor may 16 2014 newSharp Mind
The document discusses a study examining college students' use of smartphones to complete surveys. It finds the percentage of survey respondents using smartphones on the National Survey of Student Engagement (NSSE) increased from 4% in 2011 to 18% in 2014. The study uses 2013 NSSE data to analyze differences in demographics, completion rates, missing responses, and survey measures between smartphone and computer respondents. While smartphone users had higher abandonment rates, other data quality indicators like response mismatch or quality did not differ between the two groups. The best approach to survey design for smartphones may depend on the survey and sample characteristics.
Collaborative filtering content for parental control in mobile application ch...journalBEEI
Mobile phone is an important medium of communication for most people regardless their age. One of the most used mobile phone application is chat application. Since mobile users are across different age groups, from youngsters to senior citizen, each age level has their own ways or styles of communication when using mobile application chatting. Adult mostly used proper syntax with complete sentences while youngsters normally use short forms with incomplete sentences. In addition, improper communication styles, usage of bad and inappropriate words has become a trend among youngsters. This matter gives negative impact on the education system in a short-term and national language preservation in a long term. Hence, in this paper, researchers present a tool that provides word recommendations for mobile application chatting. This tool would be is an education material to younger generation users with subtle approach. Implementation of the tool is by adapting Collaborative Filtering approach with User-Based model which focusing on recommendation on similar interest between users. Collaborative filtering content tool is functioning well during the functionality testing and it is thriving as a mobile application chatting guidance.
This document summarizes the results of a survey of music teachers regarding their experience levels, computer usage, and preferences for learning how to use GarageBand software. It finds that the teachers have a range of experience levels, from beginners to experts. They also have varying levels of experience using Macs and PCs. While most have used Macs before, many are more comfortable with PCs. Based on the survey results, the instruction will be designed as self-paced materials that can be completed with or without an instructor present, to accommodate these different experience levels and preferences.
PIAAC Session at COABE 2015_Jill Castek PresentationAIRPIAAC
Powerpoint slides from Jill Castek's presentation at COABE 2015 Conference on "Using PIAAC's Education and Skills Online to Examine Adults' Skills Locally".
Technology is changing higher education in fundamental ways. It affects how students learn and interact, creating opportunities to enhance communication and connect in new forms. While technology poses threats if institutions do not adapt, it can also leverage existing activities and reduce barriers if universities explore how to integrate it effectively in teaching and learning. Recent studies show most students now use technology extensively, including for academic purposes, indicating it must be addressed as part of the student experience.
This document summarizes a study on the relationship between internet use and participation in protests across 42 countries. The study tested two hypotheses: 1) probability of protest participation is higher for citizens who use the internet as an information resource, and 2) probability is higher for certain citizen demographics (unemployed, middle-income, politically interested, educated) who use the internet. Regression analysis found the probability of protest participation was 52% higher for citizens who read news online. However, interactive effects of demographics and internet use were mostly insignificant. The internet's effect on protest participation was positive in most countries but coefficients varied greatly between countries.
It's Not Rocket Science, or is It? Large Scale Quality Engineering in Distanc...Cinda Holsombach-Ebner
Conference presentation given at Sloan-C Conference in Orlando, November 11, 2011
Abstract:
ERAU-Worldwide presents its highly-centralized model of distance learning, delivering 200+ turnkey-style online courses, facilitated by 800+ instructors, to 36,000+ students across the globe. How do we ensure instructional quality is pervasive while innovating through emerging technologies and delivery mode diversification? What initiatives can smaller organizations take away and apply?
This document provides information about goals and objectives for improving technology proficiency among students and teachers at Benicia High School and Liberty High School over the next three years. It involved gathering input from students, teachers, parents and the community. The current level of technical proficiency among students is 40% and the goal is to double that to 80% within three years. For teachers, current proficiency is 35% and the goal is to double that to 70% over three years. Plans are outlined to provide direct technology training to students, especially freshmen, and help them use skills to enhance their academic performance and career preparation.
This document outlines the chapters of a thesis on internationalizing web-based distance education at the post-secondary level. Chapter 1 introduces the study and discusses the impetuses, statement of the problem, purpose, and research questions. Chapter 2 reviews the relevant literature. Chapter 3 describes the methodology used in the study. Chapter 4 presents the results of interviewing distance education administrators on barriers, strategies, and best practices. Chapter 5 provides a conclusion. The document discusses proposed edits to various chapters.
This document summarizes the findings of an online survey of 62 media management educators from 14 countries. It identifies the key themes, pedagogical approaches, and challenges in media management education. The top themes taught are strategic management, business models, and market structure. Active learning principles are commonly applied, including case studies, group projects, and online communication tools. Educators perceive staying up to date with industry dynamics and addressing interdisciplinarity as the greatest challenges. International experience and approaches increase with factors like age, experience, and teaching load.
The document describes research conducted by a team of experts hired by Microsoft to better understand college students and make recommendations on how to increase engagement with this group. The team employed various qualitative research methods including day diaries where students logged activities every 30 minutes on Twitter for 24 hours, technology diaries where students recorded all technology and phone use, focus groups to discuss marketing tactics, and interviews. The goal was to gain insights into how students spend their time, interact with technology, and perceive the value of Microsoft Office and other products. Twenty-four undergraduates participated and provided diaries, focus group, and interview data. The team then reviewed the results to form recommendations for Microsoft Office.
Efficacy Regarding Social Media and Its Implications for NonProfit Agencies T...Angela Williamson
Twenty-one percent of Americans will be over the age of 65 by the year 2020 and understanding how to build relationships with older adults is becoming increasingly important. In this session I will provide tips for engaging seniors through social media.
Education in Sierra Leone, SDG4 & Monitoring with ICTSahr O Fasuluku
Data Collecting and Monitoring Progress on Goal 4 of the Sustainable Development Goals
The Purpose of this policy brief is to inform NCSP during their decision-making, on options for collecting data & monitoring progress on Sustainable Development Goal 4 (SDG4 education) in Sierra Leone & overcoming the major digital divides that exist in Sierra Leone. This brief aims to assist the NCSP committee to empower itself to re-open the discourse on the SDG4 targets and indicators, which were revised by the government of Sierra Leone (GoSL), It also aims to empower them to lobby donors and the GoSL and to facilitate stakeholders’ to conduct their own bottom-up identification of targets and indicators that more closely match the educational and welfare needs of students and are more likely to result in fulfilment of the SDG4.
This document summarizes a study that analyzed the relationship between internet use and participation in protests across 40 countries. The study used data from the World Value Survey and multilevel logistic regression modeling. The results found that internet use significantly increases the probability of protest participation by 52% on average. However, the effect varied widely by country, from a slight positive effect to a strong positive effect in some developing countries. The study aims to further analyze how country-level factors like internet penetration and human rights influence the relationship between internet use and protest participation.
e-learning Reality Check: Keynote Durham University 2009andyramsden
- The document explores whether e-learning has lived up to early promises by examining usage patterns of virtual learning environments (VLEs) and technologies used in teaching at universities.
- A survey found that VLE usage varied significantly between departments, with most using it as a supplemental "content and support" system rather than integrating it fully into teaching.
- Lecturers were more likely to provide materials after rather than before lectures. Common technologies used included PowerPoint, video/animation, and accessing websites.
- Barriers to more extensive e-learning adoption included perceptions of effectiveness for tasks, ease of use of technologies, individual engagement levels, and environmental/institutional factors.
Social networking sites like Facebook, YouTube, Instagram, Google+ Twitter and etc; are becoming an integral part of students' lives in
Egypt. This study attempts to investigate the student’s perception of social networks as a learning tool. A survey was conducted by 757
questionnaires given to a sample of students of different ages and genders representing various colleges in Egypt during the academic
year 2016/2017. SPSS is used to analyze the collected data. The results show that most of students are using social networks in their
learning, moreover the result support the advantages of social networks in learning and don’t show any apparent disadvantages.
Learning in the 21st Century: 2009 Trends Update Data and DiscussionBlackboard
Learning in the 21st Century: 2009 Trends Update, examines the growing student interest in online learning and how schools are meeting that demand. This report, which is the third in a series of reports published by Project Tomorrow®, a national education nonprofit organization, in collaboration with Blackboard, examines the Speak Up 2008 survey data collected online in Fall 2008 from more than 335,000 K-12 students, teachers, administrators and parents from across the nation.
Through this report you will gain insight, from schools and districts across the nation, about why students and teachers want access to classes online, the current challenges faced by districts with online learning implementations, and how online learning presents unprecedented opportunities for meeting the needs of our 21st century learner.
More at www.blackboard.com/k12/education21c
The study examined the use of social networking, specifically Facebook interest groups, among higher education students in Cyprus. A survey found that most students used Facebook daily and saw educational value in special interest groups for keeping up with topics, exchanging information, and meeting others with similar interests. Interviews revealed that educational interest groups allowed students to collaborate on assignments, find solutions to problems, and stay connected with lecturers and classmates.
This document summarizes a research study that examined students' perceptions of integrating online activities into an English for Specific Purposes language course. A questionnaire was administered to 75 law and law/management students to gather data on their attitudes. Statistical analysis found no significant relationship between positive responses from the two student groups, but did find a significant relationship between their negative responses. Within groups, responses varied more by individual than by area of study. The study concludes that online learning elicits some resistance likely due to personal preferences rather than field of study.
Tet holiday: 827 samples, from 16 to 60 years old.
• Where do most Vietnamese intend to spend their Tet holiday?
• Which activities most people prefered to do on Tet holiday?
• Which customs on Tet holiday that Vietnamese family still remain?
• How does age affect Vietnamese people's plans and targets in New Year 2012?
Research Method: Online research
Fieldwork Period: May 2014
Research Area: Nationwide
Respondent Criteria: Male & Female aged 16 and over, main decision maker and buy for personal care products
Sample Size: 470 samples
Number of Questions: 7 Screening questions and 8 Main Questions: Survey Content
Screening: Frequency of washing hair, Living place, Age, Gender, Marital Status, Monthly Household Income, Decision maker and buyer.
Main Study
Important factors for choosing shampoo, Purchase places & Reasons for choosing, Frequency of buying shampoo, Amount of money paid for once buying, Type of packaging, Brand awareness.
Research Method : Quantitative - Online research
Fieldwork Period : July 2014
Sample size : 1,000 samples
Research area : Vietnam Nationwide
Respondent Criteria :
Male and Female aged 16 and above
Number of Questions :
6 Screening questions and 27 Main Questions
Survey Content :
Brand and OS of Smartphone and considerations for these two factors in the future.
Smartphone usage:
Frequency of accessing the Internet on Smartphone.
Frequency of using apps on Smartphone.
Difficulties with mobile apps and users' actions to revolve.
Average time of using Smartphone every day.
Factors and information sources affecting next Smartphone purchase.
W&s_Vinaresearch_Report cooking_oil_tracking_october 2013W&S Market Research
1. Research method : Quantitative - Online research
2. Timing : 3rd – 15th May 2013
3. Sample size : 1,038
4. Research area : Nationwide
5. Target respondents : Females aged 20 years old and over. Main decision maker and main buyer of cooking oil product
6.Research objective :
Tracking changes in cooking oil market after 1 year
7. Sampling method : Internet Sampling
Tháng 9 vừa qua, hãng Apple đã tung ra thế hệ kế tiếp của dòng điện thoại iPhone. Hai chiếc Smartphone iPhone 6 và 6 Plus hâm nóng thị trường điện thoại thông minh vốn dĩ đã nhộn nhịp. Công ty nghiên cứu thị trường W&S đã thực hiện một cuộc khảo sát nhanh về việc sử dụng điện thoại thông minh của thành viên cộng đồng khảo sát trực tuyến Vinaresearch. Kết quả khảo sát đã đem lại một số thông tin thú vị. Mặc dù Samsung là nhãn hiệu điện thoại thông minh được nhiều người sử dụng nhất nhưng iPhone mới là chiếc điện thoại được nhiều người mong muốn sở hữu nhất, hay như Thế Giới Di Động hiện đang là cửa hàng áp đảo và bỏ xa các cửa hàng kinh doanh điện thoại di động khác
Nguồn: http://vinaresearch.net/public/news/1898-[Infographic]Tinh_hinh_su_dung_Smartphone_2014.vnrs
This document summarizes a study on the relationship between internet use and participation in protests across 42 countries. The study tested two hypotheses: 1) probability of protest participation is higher for citizens who use the internet as an information resource, and 2) probability is higher for certain citizen demographics (unemployed, middle-income, politically interested, educated) who use the internet. Regression analysis found the probability of protest participation was 52% higher for citizens who read news online. However, interactive effects of demographics and internet use were mostly insignificant. The internet's effect on protest participation was positive in most countries but coefficients varied greatly between countries.
It's Not Rocket Science, or is It? Large Scale Quality Engineering in Distanc...Cinda Holsombach-Ebner
Conference presentation given at Sloan-C Conference in Orlando, November 11, 2011
Abstract:
ERAU-Worldwide presents its highly-centralized model of distance learning, delivering 200+ turnkey-style online courses, facilitated by 800+ instructors, to 36,000+ students across the globe. How do we ensure instructional quality is pervasive while innovating through emerging technologies and delivery mode diversification? What initiatives can smaller organizations take away and apply?
This document provides information about goals and objectives for improving technology proficiency among students and teachers at Benicia High School and Liberty High School over the next three years. It involved gathering input from students, teachers, parents and the community. The current level of technical proficiency among students is 40% and the goal is to double that to 80% within three years. For teachers, current proficiency is 35% and the goal is to double that to 70% over three years. Plans are outlined to provide direct technology training to students, especially freshmen, and help them use skills to enhance their academic performance and career preparation.
This document outlines the chapters of a thesis on internationalizing web-based distance education at the post-secondary level. Chapter 1 introduces the study and discusses the impetuses, statement of the problem, purpose, and research questions. Chapter 2 reviews the relevant literature. Chapter 3 describes the methodology used in the study. Chapter 4 presents the results of interviewing distance education administrators on barriers, strategies, and best practices. Chapter 5 provides a conclusion. The document discusses proposed edits to various chapters.
This document summarizes the findings of an online survey of 62 media management educators from 14 countries. It identifies the key themes, pedagogical approaches, and challenges in media management education. The top themes taught are strategic management, business models, and market structure. Active learning principles are commonly applied, including case studies, group projects, and online communication tools. Educators perceive staying up to date with industry dynamics and addressing interdisciplinarity as the greatest challenges. International experience and approaches increase with factors like age, experience, and teaching load.
The document describes research conducted by a team of experts hired by Microsoft to better understand college students and make recommendations on how to increase engagement with this group. The team employed various qualitative research methods including day diaries where students logged activities every 30 minutes on Twitter for 24 hours, technology diaries where students recorded all technology and phone use, focus groups to discuss marketing tactics, and interviews. The goal was to gain insights into how students spend their time, interact with technology, and perceive the value of Microsoft Office and other products. Twenty-four undergraduates participated and provided diaries, focus group, and interview data. The team then reviewed the results to form recommendations for Microsoft Office.
Efficacy Regarding Social Media and Its Implications for NonProfit Agencies T...Angela Williamson
Twenty-one percent of Americans will be over the age of 65 by the year 2020 and understanding how to build relationships with older adults is becoming increasingly important. In this session I will provide tips for engaging seniors through social media.
Education in Sierra Leone, SDG4 & Monitoring with ICTSahr O Fasuluku
Data Collecting and Monitoring Progress on Goal 4 of the Sustainable Development Goals
The Purpose of this policy brief is to inform NCSP during their decision-making, on options for collecting data & monitoring progress on Sustainable Development Goal 4 (SDG4 education) in Sierra Leone & overcoming the major digital divides that exist in Sierra Leone. This brief aims to assist the NCSP committee to empower itself to re-open the discourse on the SDG4 targets and indicators, which were revised by the government of Sierra Leone (GoSL), It also aims to empower them to lobby donors and the GoSL and to facilitate stakeholders’ to conduct their own bottom-up identification of targets and indicators that more closely match the educational and welfare needs of students and are more likely to result in fulfilment of the SDG4.
This document summarizes a study that analyzed the relationship between internet use and participation in protests across 40 countries. The study used data from the World Value Survey and multilevel logistic regression modeling. The results found that internet use significantly increases the probability of protest participation by 52% on average. However, the effect varied widely by country, from a slight positive effect to a strong positive effect in some developing countries. The study aims to further analyze how country-level factors like internet penetration and human rights influence the relationship between internet use and protest participation.
e-learning Reality Check: Keynote Durham University 2009andyramsden
- The document explores whether e-learning has lived up to early promises by examining usage patterns of virtual learning environments (VLEs) and technologies used in teaching at universities.
- A survey found that VLE usage varied significantly between departments, with most using it as a supplemental "content and support" system rather than integrating it fully into teaching.
- Lecturers were more likely to provide materials after rather than before lectures. Common technologies used included PowerPoint, video/animation, and accessing websites.
- Barriers to more extensive e-learning adoption included perceptions of effectiveness for tasks, ease of use of technologies, individual engagement levels, and environmental/institutional factors.
Social networking sites like Facebook, YouTube, Instagram, Google+ Twitter and etc; are becoming an integral part of students' lives in
Egypt. This study attempts to investigate the student’s perception of social networks as a learning tool. A survey was conducted by 757
questionnaires given to a sample of students of different ages and genders representing various colleges in Egypt during the academic
year 2016/2017. SPSS is used to analyze the collected data. The results show that most of students are using social networks in their
learning, moreover the result support the advantages of social networks in learning and don’t show any apparent disadvantages.
Learning in the 21st Century: 2009 Trends Update Data and DiscussionBlackboard
Learning in the 21st Century: 2009 Trends Update, examines the growing student interest in online learning and how schools are meeting that demand. This report, which is the third in a series of reports published by Project Tomorrow®, a national education nonprofit organization, in collaboration with Blackboard, examines the Speak Up 2008 survey data collected online in Fall 2008 from more than 335,000 K-12 students, teachers, administrators and parents from across the nation.
Through this report you will gain insight, from schools and districts across the nation, about why students and teachers want access to classes online, the current challenges faced by districts with online learning implementations, and how online learning presents unprecedented opportunities for meeting the needs of our 21st century learner.
More at www.blackboard.com/k12/education21c
The study examined the use of social networking, specifically Facebook interest groups, among higher education students in Cyprus. A survey found that most students used Facebook daily and saw educational value in special interest groups for keeping up with topics, exchanging information, and meeting others with similar interests. Interviews revealed that educational interest groups allowed students to collaborate on assignments, find solutions to problems, and stay connected with lecturers and classmates.
This document summarizes a research study that examined students' perceptions of integrating online activities into an English for Specific Purposes language course. A questionnaire was administered to 75 law and law/management students to gather data on their attitudes. Statistical analysis found no significant relationship between positive responses from the two student groups, but did find a significant relationship between their negative responses. Within groups, responses varied more by individual than by area of study. The study concludes that online learning elicits some resistance likely due to personal preferences rather than field of study.
Tet holiday: 827 samples, from 16 to 60 years old.
• Where do most Vietnamese intend to spend their Tet holiday?
• Which activities most people prefered to do on Tet holiday?
• Which customs on Tet holiday that Vietnamese family still remain?
• How does age affect Vietnamese people's plans and targets in New Year 2012?
Research Method: Online research
Fieldwork Period: May 2014
Research Area: Nationwide
Respondent Criteria: Male & Female aged 16 and over, main decision maker and buy for personal care products
Sample Size: 470 samples
Number of Questions: 7 Screening questions and 8 Main Questions: Survey Content
Screening: Frequency of washing hair, Living place, Age, Gender, Marital Status, Monthly Household Income, Decision maker and buyer.
Main Study
Important factors for choosing shampoo, Purchase places & Reasons for choosing, Frequency of buying shampoo, Amount of money paid for once buying, Type of packaging, Brand awareness.
Research Method : Quantitative - Online research
Fieldwork Period : July 2014
Sample size : 1,000 samples
Research area : Vietnam Nationwide
Respondent Criteria :
Male and Female aged 16 and above
Number of Questions :
6 Screening questions and 27 Main Questions
Survey Content :
Brand and OS of Smartphone and considerations for these two factors in the future.
Smartphone usage:
Frequency of accessing the Internet on Smartphone.
Frequency of using apps on Smartphone.
Difficulties with mobile apps and users' actions to revolve.
Average time of using Smartphone every day.
Factors and information sources affecting next Smartphone purchase.
W&s_Vinaresearch_Report cooking_oil_tracking_october 2013W&S Market Research
1. Research method : Quantitative - Online research
2. Timing : 3rd – 15th May 2013
3. Sample size : 1,038
4. Research area : Nationwide
5. Target respondents : Females aged 20 years old and over. Main decision maker and main buyer of cooking oil product
6.Research objective :
Tracking changes in cooking oil market after 1 year
7. Sampling method : Internet Sampling
Tháng 9 vừa qua, hãng Apple đã tung ra thế hệ kế tiếp của dòng điện thoại iPhone. Hai chiếc Smartphone iPhone 6 và 6 Plus hâm nóng thị trường điện thoại thông minh vốn dĩ đã nhộn nhịp. Công ty nghiên cứu thị trường W&S đã thực hiện một cuộc khảo sát nhanh về việc sử dụng điện thoại thông minh của thành viên cộng đồng khảo sát trực tuyến Vinaresearch. Kết quả khảo sát đã đem lại một số thông tin thú vị. Mặc dù Samsung là nhãn hiệu điện thoại thông minh được nhiều người sử dụng nhất nhưng iPhone mới là chiếc điện thoại được nhiều người mong muốn sở hữu nhất, hay như Thế Giới Di Động hiện đang là cửa hàng áp đảo và bỏ xa các cửa hàng kinh doanh điện thoại di động khác
Nguồn: http://vinaresearch.net/public/news/1898-[Infographic]Tinh_hinh_su_dung_Smartphone_2014.vnrs
This document provides statistics on diseases reported by 5,716 respondents and their relatives from a panel of over 139,974 members in Vietnam. It is divided into sections on non-serious diseases, serious diseases, and categorized the serious diseases into female gynecological, male gynecological, cardiovascular, osseous, respiratory, infectious, allergic, digestive, dermatological, neurological, endocrine, and eye/ear/throat diseases. For each disease, it provides the frequency and percentage of respondents and relatives who reported having that disease in the last year.
337 samples, respondents from 16 to over 40 years old (Vinaresearch panel).
• What are the top priority standards that drive men's shopping decision?
• Which are the most popular type of shirt collar and color in Vietnam?
• From who do men often get advice when shopping for shirt?
• How does age and income affect the shopping decision?
Timing
: 25 July - 01 August 2012
Survey type
: MROC (Market research online community)
Sample size
: 25
Gender
: Male and Female
Age
: 23 - 35
Occupation
: IT, Administration and Banking / Finance
Criteria
: Intend to change job within next 1 year
Research area
: All cities and provinces in Vietnam
Objectives
: To understand current trend of changing job and find out reason why participants prefer to change their job
W&S_Báo cáo nghiên cứu về thói quen tiêu dùng và phong cách thời trang của ng...W&S Market Research
Statistic technique: Cluster analysis
Timing: 17 July - 22 July 2012
Sample size: 396
Gender: Male and Female, aged 19+
Criteria: Decision maker in choosing and buying clothes
Research area: All cities and provinces in Vietnam
Objectives: To explore consumer behavior and attitudes (U&A Test) for fashion and analyze 3 main fashion-consumers-groups in Vietnam by Cluster Analysis.
Công ty cổ phần W&S cần tuyển sponsor cho cuộc thi ảnh Denim.
Đây là cuộc thi được khởi nguồn từ Nhật Bản, nay đã được mở rộng trên toàn thế giới. Thương hiệu Denim của mỗi nước có cơ hội rất lớn để trở thành nhà tài trợ chính thức cho cuộc thi toàn cầu này.
Đây là cơ hội cho những thương hiệu Denim quảng bá được hình ảnh của mình trên thị trường thế giới.
Sponsor có 3 gói: Vàng, Bạc và Đồng
Cuộc thi sẽ được tổ chức từ ngày 26/10 - 26/12/2014, vì thế hãy liên hệ với chúng tôi ngay để không bỏ lỡ cơ hội này.
Công ty cổ phần W&S
Vinaresearch.net
Vinaresearch.jp
Email: tienbui@vinaresearch.net
Phone: 08 3822 0861
Bài dự thi: Khởi nghiệp và bài toán nghiên cứu thị trường
Được tổ chức bởi công ty nghiên cứu thị trường W&S
Chủ quản của cộng đồng khảo sát trực tuyến Vinaresearch.net.
=======================
I. TÓM TẮT TỔNG QUÁT
1. Giới thiệu qua về website:
Tên: SVSTORE
Mặt hàng kinh doanh: sách, tài liệu, công cụ, nguyên vật liệu phục vụ cho việc học tập làm bài tập, đồ án sinh viên (nói chung).
Đối tượng khách hàng: học sinh và sinh viên các trường đại học, cao đẳng, trung cấp thuộc các khối ngành.
Địa bàn: cả nước
2. Tầm nhìn, sứ mệnh
SVSTORE mong muốn trở thành một website hàng đầu và phổ biến rộng rãi trong giới học sinh, sinh viên về việc cung cấp đa dạng các mặt hàng phục vụ việc học tập nghiên cứu với chất lượng đảm bảo, nhanh chóng và giá thành hợp lý. Với sự đầu tư nghiêm túc, liên tục nghiên cứu mở rộng thị trường và thái độ làm việc chuyên nghiệp đảm bảo sẽ nhanh chóng trở thành website thương mại điện tử uy tín hàng đầu Việt Nam.
3. Cơ hội và thị trường:
Cơ hội thành công với website này gần như 100%. Với đối tượng khách hàng nhắm đến là học sinh, sinh viên hiện đang học tập tại trên 400 trường đại học cao đẳng trên cả nước ở nhiều khối ngành khác nhau và sẽ ngày càng mở rộng thêm trong tương lai. Có thể thấy thị trường này là rất lớn và ngày càng mở rộng. Bên cạnh đó với xu hướng dạy và học hiện nay đang chuyển dần sang tập trung nhiều cho việc sinh viên tự nghiên cứu và thực hành làm đồ án, điều này khiến nhu cầu về tài liệu cũng như công cụ, vật dụng làm bài tăng cao.
Tại sao tôi lại chọn kinh doanh lĩnh vực này? Là một sinh viên hiện đang học tập tại trường đại học tự tôi hiểu rằng việc tìm thêm tài liệu nghiên cứu học tập là rất khó tìm, hoặc nhiều tài liệu nghiên cứu là tiếng nước ngoài mà không phải ai cũng đủ trình độ để đọc hiểu và giá thành rất cao. Hay việc nhiều bạn sinh viên khác học những ngành như vẽ, kỹ sư, thiết kế… thường rất tốn nhiều thời gian trong việc đi lùng tìm mua màu, giấy, vải… ở bên ngoài với mong muốn tìm mua được hàng chất lượng cao và giá hợp lý sinh viên mà không phải lúc nào cũng mua được. Và những nơi bán các sản phẩm này thường không tập trung nhiều thứ họ cần mà thường phân tán phải đi mua ở nhiều cửa hàng xa hoặc khó tìm. Cũng đã có nhiều web bán hàng online trên mạng nhưng chất lượng sản phẩm t
Bài dự thi: Khởi nghiệp và bài toán nghiên cứu thị trường
Được tổ chức bởi công ty nghiên cứu thị trường W&S
Chủ quản của cộng đồng khảo sát trực tuyến Vinaresearch.net.
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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
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
The document is a summary of a security survey conducted in 2013 by AV-Comparatives. Some key findings include:
- Over 4,700 computer users worldwide participated in the anonymous online survey.
- Most users are aware of online security risks but some still do not use security software. Detection rates, malware removal, and performance are the most important factors for users.
- Windows 7 and 8 are now the most widely used operating systems. Free antivirus programs are growing in popularity and trust compared to paid solutions.
- Detection testing, real-world protection testing, and tests evaluating heuristic capabilities are the most important types of antivirus testing for users. Performance issues remain a top complaint.
-
The document is a summary of a security survey conducted in 2013 by AV-Comparatives. Some key findings include:
- Over 4,700 computer users worldwide participated in the anonymous online survey.
- Most users were aware of security risks but about 3% did not use any security software.
- Detection rates, malware removal, and performance impact were the most important factors for users when choosing security software.
- Windows 7 and 8 were the most commonly used operating systems, and Firefox and Chrome the most popular browsers.
- Over half of respondents paid for security software while free solutions grew in popularity. Improved performance was the most requested improvement to security software.
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?
The Infor EMEA System i User Survey 2013
By Inforsystemi on Jun 12, 2013
Infor’s EMEA System i Survey 2013 was carried out during March and April 2013 with over a thousand manager or higher decision-makers invited to participate and over a hundred responses collected.
Due to a small minority of end-users maintaining old System i applications purely for archive purposes, and to ensure the survey is representative of businesses running their mission-critical applications on IBM i, only those still running their mission-critical applications on the platform, were included in the results.
Only 6.5% of IBM i platform end-users disagree with the statement, ‘we believe our System i platform is future-proof.’ Moreover, when asked whether their business system is ‘very reliable’, not one of the respondents running their mission-critical business systems on System i disagreed. 92% concurred and the remaining 7.7% were ‘neutral’.
The survey results also support the widely-held belief that System i applications can be deployed faster and maintained with fewer staff. When asked whether total cost of ownership of their system compares well with alternatives, only 5.5% disagreed.
To access the full survey report please visit: www.inforsystemi.com/survey
International students’ digital experience: understanding and mitigating ‘digital shocks’
The research found that (1) international students came from diverse digital backgrounds based on their home countries, with those from Africa facing more infrastructure challenges, (2) while most were positive about digital learning resources, many experienced "digital shocks" in adjusting to the independent learning style and lack of in-person interaction expected in UK HE, and (3) international students wanted more two-way dialogue with instructors and peers to discuss experiences as well as guidance on managing expectations regarding UK grading schemes which differ from their home countries.
Similar to W&S_Vinaresearch_Report programming may2013 (20)
This document summarizes the results of a survey of 5,082 respondents in Vietnam about ownership and usage of USB flash drives. Key findings include:
- 74.1% of respondents owned a USB flash drive, with most owning 1-2 drives.
- The most popular brands of USB drives purchased were Kingston, SanDisk, and Transcend.
- Most drives were made of hard plastic and had capacities of 2-8GB.
- Prices of recently purchased drives ranged mostly from 100,000-400,000 VND.
- 75% of respondents planned to purchase another USB drive within a year, mostly the brands Kingston, Transcend, and Sony with capacities of 2-
1. A survey of 3,838 women in Vietnam found that the most popular cosmetics brands used in the past 3 months were Pond's (46.7%), Nivea (38.1%), and Maybelline (28.1%).
2. The survey also examined cosmetics usage frequency and found that cleansers/makeup removers and deodorants saw everyday use, while skin masks and hair products were used less frequently.
3. When shopping for cosmetics, respondents reported most often shopping at supermarkets (68.2%) and cosmetic specialized stores (41.0%). The majority spent under 100,000 VND on products like rose water and sunscreen lot
1032 samples, respondents from 16 to over 40 years old (Vinaresearch panel).
• Why Vietnamese people are expecting the Valentine day?
• Are value presents or spirit present expected much more in Valentine day?
• Where are the most ideal places to spend Valentine day?
31 samples, respondents from 16 to over 40 years old (Vinaresearch panel).
• Why do Vietnamese people need the home maid service recently?
• Which element that people highly value when choosing a maid service?
• How much are Vietnamese people willing to pay for the maid service per hour and per month?
Timing: 27th February - 7th March 2012
Sample size: 555
Research area: All cities and provinces in Vietnam
Gender: Male and Female
Age: 16 years old and above
Criteria: Go to the cinema at least once within recent 2 months
Research objectives: To explore U&A of target consumers toward cinema matter
Report structure:
- Frequency of seeing movies
- The most favorite movie types
- Frequent accompanied people of movie goers
- Factors driving the cinema selection decision
- Audiences awareness on cinema brands
Timing: 3rd - 10th May 2012
Sample size: 730
Research area: All cities and provinces in Vietnam
Gender: Male and Female
Age: 16 years old and above
Base on 4 main aspects '2012 vs. 2011 life', 'Work', 'Spirit' and 'CSR & Environment', this report provides a comprehensive overview of Vietnamese lifestyle as well as their future worries.
Timing: 20th April - 4th May 2012
Sample size: 563
Research area: All cities and provinces in Vietnam
Gender: Male and Female
Age: 16 years old and above
Criteria: Go out for eating snacks in recent 6 months
Research objectives: To understand about snacks eating habit of Vietnamese young people
Report structure:
- Habit of eating snacks
- Types of snacks
- Places
- Traditional snacking restaurant vs. super clean one
W&S Nghiên cứu_cuộc_vận_động_người_việt_nam_ưu_tiên_dùng_hàng_việt_nam_2013_2W&S Market Research
Timing: 18 – 28 February2013
Sample size: 518
Research area: All cities and provinces in Vietnam
Target respondents: Male and Female, 16 years old +
Research objectives:
1. Measure consumers awareness about the campaign "Vietnamese prioritize using Vietnam products".
2. Explore consumer habit and behavior towards Vietnamese products.
3. Understand consumers attitude and assessment towards Vietnamese products.
4. Awareness and assessment of Dunghangviet.vn website.
Total number of pages: 60
1. Research method : Quantitative - Online research
2. Timing : 20th – 30th December 2013
3. Sample size : 1,700
4. Research area : Nationwide
5. Target respondents : Females aged 16 years old and over.
6.Research objective :
To explore the preserved traditional customs and habits of Vietnamese in Lunar New Year Tet holiday.
7. Sampling method : Internet Sampling
1. Research method : Quantitative - Online research
2. Timing : 1st – 15th October 2013
3. Sample size : 200
4. Research area : Hanoi and Ho Chi Minh city
5.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
6.Research objective :
Exploring the features of the house that respondents intend to buy
Elements affecting house purchase decision
Housing segments by psychological factors
7. Sampling method : Internet Sampling
Report on sexual activity and contraceptive methods for female ( June 2014)W&S Market Research
Research Method : Quantitative - Online research
Fieldwork Period : May 2014
Sample size : 1,776 samples
Research area : Vietnam Nationwide
Respondent Criteria :
Female aged 16 and above
Number of Questions :
5 Screening questions and 32 Main Questions
Survey Content :
Screening
Gender, Age, Occupation, Marital Status, Current Living City
Main Study
Sex and sexuality education, First sexual intercourse, Sex life in the last 3 months and contraceptive methods, Daily and Emergency contraceptive pills
Bài dự thi: Khởi nghiệp và bài toán nghiên cứu thị trường
Được tổ chức bởi công ty nghiên cứu thị trường W&S
Chủ quản của cộng đồng khảo sát trực tuyến Vinaresearch.net.
=======================
Bài dự thi: Khởi nghiệp và bài toán nghiên cứu thị trường
Được tổ chức bởi công ty nghiên cứu thị trường W&S
Chủ quản của cộng đồng khảo sát trực tuyến Vinaresearch.net.
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Vừa mới chân ướt chân ráo về Sài Gòn, mình đăng ký tham gia vào 1 lớp học được mang 1 cái tên gọi khá mĩ miều là “Khởi nghiệp thực tiễn” sau 1 khoảng thời gian, mình làm 1 số nghề, 1 ngày đẹp trời nọ, mình vô tình nhận được 1 cuộc điện thoại từ 1 người xa lạ: mình đang làm mô hình café, mời bạn đến tham quan và tìm hiểu. Và chỉ 1 cái gật đầu, mình đã quyết định ở lại “thử vận may” với Sài Thành, mặc dù trước đó mình đã có kế hoạch quay trở lại Phú Quốc
Cũng phải kể 1 chút về Quán café mình nhận lời làm quản lý: quán nằm tại số 579 đường Nguyễn Kiệm, Phường 9 Quận Phú Nhuận. Với diện tích tầm 40 m2, quán cũng có 1 vị trí khá lý tưởng: nằm trên trục đường giao thông nối liền quận 1 và quận Gò Vấp qua quận Phú Nhuận, vị trí tiếp giáp với 3 trường Đại học: ĐH Tài Chính Marketing, ĐH Mở chi nhánh Phổ Quang, HV Hàng không… và CĐ Kinh tế Đối ngoại. Chưa kể còn gần anh ngữ Dương Minh và 1 cơ số trường cấp 2, cấp 3… mật độ lưu lượng người trên đường Nguyễn Kiệm khá đông, nên có thể yên tâm phần nào về lượng khách hàng
Quyết tâm là thế, nhưng khi bắt tay vào làm, tôi mới thấy nhiều vấn đề: thứ nhất, khu vực này rất ít dân văn phòng, thứ 2, quán trang trí khá là sơ sài và chưa có gì bắt mắt, thứ 3, sinh viên phía trong thường xuyên dắt xe đi ra gây ảnh hưởng không nhỏ đến hoạt động kinh doanh của quán, menu đồ uống cũng khá đơn giản. Vấn đề này cũng do anh Hòa, chủ quán, xác nhận: đúng là như thế, ngày xưa khi anh mới mở, lượng khách khá ổn định, sau này còn mở thêm K+ nữa. Tuy nhiên chỉ đóng cửa 1 thời gian khoảng 2 tuần để đi tìm 1 địa điểm mới với mong muốn thay đổi lại cơ cấu cũng như làm lớn hơn, đến khi mở lại, lượng khách trung thành đã gần như ko còn… tôi hiểu rằng mình đã bắt đầu “nếm trái đắng” từ đây
Tiền thuê mặt bằng 1 tháng 5 triệu, rồi tiền dịch vụ, ăn uống và hàng trăm thứ tiền linh tinh khác làm nguồn tiền mặt của anh em tôi cạn dần, buộc lòng tôi phải xoay ra tìm hướng đi mới. Cũng may trong khóa học Khởi nghiệp thực tiễn tôi lại quen Khoa- sinh viên ĐH Kinh tế, là chủ của 1 quầy bán bánh mỳ nhỏ ở quận 10, ý tưởng hợp tác m
Bài dự thi: Khởi nghiệp và bài toán nghiên cứu thị trường
Được tổ chức bởi công ty nghiên cứu thị trường W&S
Chủ quản của cộng đồng khảo sát trực tuyến Vinaresearch.net.
=======================
Ngày nay với tốc độ phát triển của xã hội, con người càng quan tâm đến vấn đề sức khỏe của mình nhiều hơn. Trên phương diện là người con người cháu trong gia đình có người thân đang mắc phải bệnh tiểu đường, vì vậy ý tưởng xây dựng một nhà hàng dành cho người tiểu đường đã được tôi ấp ủ từ rất lâu và bên cạnh đó cũng nhận được sự ủng hộ từ các thành viên trong gia đình. DIABETES restaurant nếu được thành lập sẽ tiến hành hoạt động kinh doanh theo chỉ dẫn của sứ mệnh: “Mang đến giải pháp và cung cấp kiến thức nhằm phòng ngừa và hạn chế sự phát triển của bệnh tiểu đường, hướng đến một Việt Nam không có bệnh tiểu đường và những biến chứng của nó”.
Hiện nay, nhiều nhà hàng ra đời và phát triển với tốc độ nhanh chóng, nó là một trong những lĩnh vực kinh doanh “hot” nhất hiện nay. Việc đi nhà hàng đã trở thành một nét văn hóa, đặc biệt là ở các đô thị. Giờ đây điều đó cũng không phải là ước mơ quá xa vời đối với nhiều người khi đời sống kinh tế ngày một được cải thiện hơn. Mặc dù, một thực tế hiện tại là các hệ thống nhà hàng hiện nay trên toàn quốc nói chung và Đà Nẵng nói riêng chưa xuất hiện nhiều nhà hàng kinh doanh theo hình thức hướng đến thỏa mãn mong muốn của khách hàng trong việc ngăn chặn và hạn chế sự phát triển của bệnh tiểu đường thì DIABETES restaurant ra đời có thể sẽ đáp ứng khe hở đó của thị trường, tuy nhiên nếu xét trên khía cạnh cạnh tranh với các đối thủ trong ngành thì DIABETES restaurant là người nhập cuộc sau, nên để có thể cạnh tranh với các nhà hàng danh tiếng và đã hoạt động lâu năm buộc DIABETES restaurant phải mang đến một dịch vụ tuyệt hảo đủ sức cạnh tranh và hấp dẫn so với các đối thủ khác và điều này không phải dễ dàng thực hiện trong một khoảng thời gian ngắn, đặc biệt mô hình kinh doanh này dễ bị sao chép và bắt chước do đó trước mắt, mô hình này được xây dựng hướng đến mục đích cung cấp một khẩu phần ăn hợp lí với chế độ dinh dưỡng phù hợp với những người đã mắc bệnh hoặc những khách hàng ý thức trong việc phòng ngừa và ngăn chặn căn bệnh này với mong muốn sử dụng thực phẩm từ đ
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1. REPORT ON PROGRAMMING
FIELD IN VIETNAM
Research time: 4th – 20th May 2013
Based on Vinaresearch’s panellist
Date: 22nd May 2013
Creator: W&S Group
2. Table of content
A – Executive Summary
B – Research Information
C – Research Findings
D – Member Profile
1~4
5~6
6 ~ 42
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
•
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.
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 languages
2. Popularity of Cloud Computing in Vietnam
Sampling method
: Convenience sampling
12. 1. Frequency of working on specialized fields of IT
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.
[Figure 1.1] Frequency of working on specialized fields of IT
Unit: %
Never
12.6
15.6
Very rarely
Rarely
8.1
Sometimes
Often
Very often
14.9
14.5
26.7
26.0
23.6
26.0
16.3
10.8
26.5
21.0
26.2
18.6
15.6
24.7
28.2
26.8
14.8
19.5
8.6
14.7
6.0
29.3
19.1
Application
programming
Mean
14.9
Web programming
3.68
3.77
Game programming
2.97
8.4
7.5
6.5
11.8
8.2
13.7
12.3
10.8
System administration
Research &
Development
System analyzing
3.90
Q. Please tell us how often you work these following jobs? [Matrix MA] Based n=443
3.89
11.5
4.04
13. 1. Frequency of working on specialized fields of IT
Both male and female group worked on System analyzing often
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.
[Figure 1.2] Frequency of working on specialized fields of IT – By Gender
Male
(n=293)
Never
Very rarely
Rarely
Sometimes
Female
(n=126)
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
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
System administration
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
14. 1. Frequency of working on specialized fields of IT
Research & Development and System analyzing were chosen by group of
25 – 29 years old
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.
[Figure 1.3] Frequency of working on specialized fields of IT – By Age
Age Group
Application
Web
Game
System
Research &
programming programming programming administration Development
System
analyzing
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
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
15. 2. Job’s characteristics
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.
Unit: %
[Figure 2.1] Job’s characteristics
Only work as freelancer
Full-time employee
17.7
82.3
Q. Please tell us characteristics of your current job? [SA] Based n=243
16. 2. Job’s characteristics
82.3% male and female respondents worked as a full-time employee
Upon 10 males / females were asked, there was more than 8 persons working as Full-time employee.
[Figure 2.2] Job’s characteristics – By Gender
Unit: %
Only work as freelancer
Full-time employee
Only work as freelancer
Full-time employee
17.7
17.7
82.3
82.3
Male
(n=181)
Q. Please tell us characteristics of your current job? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
Female
(n=62)
17. 2. Job’s characteristics
Percentage of full-time employees was higher in three groups.
Generally, percentage of Full-time employees was higher than Only work as freelancer. However, this numerical data
was not consensus among age groups.
[Figure 2.3] Job’s characteristics – By Age
Unit: %
Only work as freelancer
Full-time employee
8.7
10.0
24.1
75.9
90.0
20 – 24 years old
(n=137)
25 – 29 years old
(n=60)
Q. Please tell us characteristics of your current job? [SA] Based n=243
Q. How old are you? [SA] Based n=243
91.3
30 years old and over
(n=46)
18. 3. Company name of full-time employees
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.
[Figure 3.1] Company name of full-time employees
Unit: %
37.5
29.0
8.5
4.5
4.0
3.0
2.0
2.0
2.0
1.5
1.5
1.5
1.0
Q. Please tell us what company you are working for? [SA] Based n=200 working as full-time employees
1.0
1.0
19. 3. Company name of full-time employees
Most of male and female respondents worked for FPT
38.9% male respondents and 33.3% female ones worked for FPT. Besides, there was more than 20% working for small
and medium companies.
Unit: %
[Figure 3.2] Company name of full-time employees – By Gender
Gender
Male
Frequency
Gender
Female
Percent
Frequency
Male
Percent
Total
149
100.0
51
100.0
FPT
58
38.9
17
33.3
Vietttel
Frequency
Total
Female
Percent
Frequency
Percent
149
100.0
51
100.0
Dai Viet
1
0.7
1
2.0
14
9.4
3
5.9
Gameloft
1
0.7
0
0.0
Vinagame (VNG)
8
5.4
1
2.0
NEC Vietnam
0
0.0
0
0.0
AsiaSoft
6
4.0
0
0.0
VSS
0
0.0
1
2.0
Quang Trung Software
5
3.4
3
5.9
ASOFT
0
0.0
1
2.0
SIS Vietnam
4
2.7
0
0.0
ESoft
0
0.0
1
2.0
IBM Vietnam
4
2.7
0
0.0
MISA
0
0.0
2
3.9
Microsoft Vietnam
3
2.0
0
0.0
VNPT Technology
0
0.0
3
5.9
VASC
2
1.3
1
2.0
HDWebsoft
0
0.0
0
0.0
Global Cybersoft Vietnam
2
1.3
2
3.9
Delivery Vietnam
0
0.0
0
0.0
Vinasource
2
1.3
0
0.0
TRG International
0
0.0
0
0.0
DTSoft
1
0.7
0
0.0
VC Corporation
0
0.0
0
0.0
GSOFT
1
0.7
0
0.0
Other SMEs
37
24.8
15
29.4
Q. Please tell us what company you are working for? [SA] Based n=200
Q. What is your gender? [SA] Based n=200
20. 3. Company name of full-time employees
FPT was mostly chosen in all age groups
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.
Unit: %
[Figure 3.3] Company name of full-time employees – By Age Group
Age
20 - 24 years old
Freq.
Percent
Age
25 - 29 years old
Freq.
Percent
30 years old and
over
Freq.
20 - 24 years old
Percent
Total
104
100.0
54
100.0
42
100.0
FPT
50
48.1
13
24.1
12
28.6
Vietttel
10
9.6
6
11.1
1
AsiaSoft
5
4.8
0
0.0
Vinagame (VNG)
4
3.8
2
3.7
Quang Trung Software
3
2.9
3
IBM Vietnam
2
1.9
1
Freq.
Total
Percent
25 - 29 years old
Freq.
Percent
30 years old and
over
Freq.
Percent
104
100.0
54
100.0
42
100.0
Microsoft Vietnam
1
1.0
2
3.7
0
0.0
2.4
Gameloft
1
1.0
0
0.0
0
0.0
1
2.4
NEC Vietnam
0
0.0
0
0.0
0
0.0
3
7.1
ASOFT
0
0.0
1
1.9
0
0.0
5.6
2
4.8
DTSoft
0
0.0
1
1.9
0
0.0
1.9
1
2.4
GSOFT
0
0.0
0
0.0
1
2.4
VASC
1
1.0
1
1.9
1
2.4
VNPT Technology
0
0.0
1
1.9
2
4.8
VSS
1
1.0
0
0.0
0
0.0
HDWebsoft
0
0.0
0
0.0
0
0.0
SIS Vietnam
1
1.0
1
1.9
2
4.8
Delivery Vietnam
0
0.0
0
0.0
0
0.0
Dai Viet
1
1.0
0
0.0
1
2.4
TRG International
0
0.0
0
0.0
0
0.0
ESoft
1
1.0
0
0.0
0
0.0
VC Corporation
0
0.0
0
0.0
0
0.0
MISA
1
1.0
1
1.9
0
0.0
Vinasource
0
0.0
0
0.0
2
4.8
Global Cybersoft Vietnam
1
1.0
1
1.9
2
4.8
Other SMEs
21
20.2
20
37.0
11
26.2
Q. Please tell us what company you are working for? [SA] Based n=200
Q. How old are you? [SA] Based n=200
21. 4. Company name of freelancers
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.
[Figure 4] Company name of freelancers
Unit: %
37.2
34.9
20.9
16.3
14.0
7.0
4.7
4.7
4.7
4.7
2.3
Q. Please tell us what company you are working for as a freelancer? [MA] Based n=43
2.3
2.3
2.3
2.3
22. 5. Popular platforms
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.
[Figure 5.1] Popular platforms
Unit: %
68.7
55.6
44.4
32.9
18.9
14.8
10.7
10.3
4.9
Q. Please tell us what platform you are using? [MA] Based n=243
2.9
1.2
0.0
1.2
23. 5. Popular platforms
Bada was not used by both male and female group
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.
[Figure 5.2] Popular platforms – By Gender
Unit: %
80.0
72.0
64.0
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
Cloud
Window
Palm /
Symbian
computin
Phone
WebOS
g
Window
Web
Java
Android
iOS
Linux
Male
(n=181)
68.0
55.8
47.0
36.5
21.5
15.5
11.6
10.5
6.1
Female
(n=62)
71.0
54.8
37.1
22.6
11.3
12.9
8.1
9.7
1.6
Q. Please tell us what platform you are using? [MA] Based n=243
Q. What is your gender? [SA] Based n=243
RIM
Bada
Others
3.3
1.7
0.0
1.7
1.6
0.0
0.0
0.0
24. 5. Popular platforms
Bada was not used by all age groups
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.
[Figure 5.3] Popular platforms – By Age
Unit: %
88.0
80.0
72.0
64.0
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
Cloud
Window
Symbia Palm /
computi
Phone
n
WebOS
ng
Window
Web
Java
Android
iOS
Linux
20 - 24 years old (n=137)
68.6
54.7
47.4
38.0
21.2
13.9
13.1
8.0
6.6
25 - 29 years old (n=60)
78.3
63.3
40.0
30.0
18.3
18.3
8.3
11.7
30 years old and over (n=46)
56.5
47.8
41.3
21.7
13.0
13.0
4.3
17.4
Q. Please tell us what platform you are using? [MA] Based n=243
Q. How old are you? [SA] Based n=243
RIM
Bada
Others
2.2
2.2
0.0
0.7
3.3
3.3
0.0
0.0
0.0
2.2
4.3
0.0
0.0
4.3
25. 6. Platform used most often
40.7% respondents used Window 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.
[Figure 6.1] Platform used most often
Unit: %
40.7
24.5
13.3
12.4
2.9
2.9
1.2
Q. Please tell us which platform you use most often? [SA] Based n=243
1.2
.4
.4
0.0
0.0
0.4
26. 6. Platform used most often
Window was used most often by both gender groups
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.
[Figure 6.2] Platform used most often – By Gender
Unit: %
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us which platform you use most often? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
27. 6. Platform used most often
Window was used most often by all age groups
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%.
[Figure 6.3] Platform used most often – By Age
Unit: %
64.0
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
Cloud
Window
computi Linux
Phone
ng
Symbia
n
RIM
Palm /
WebOS
Bada
Others
0.7
0.7
0.7
0.0
0.0
0.0
1.7
3.3
0.0
0.0
0.0
0.0
0.0
8.7
0.0
0.0
0.0
0.0
0.0
2.2
Window
Web
Android
Java
iOS
20 - 24 years old (n=137)
38.0
24.1
17.5
13.1
2.2
1.5
1.5
25 - 29 years old (n=60)
55.0
23.3
8.3
5.0
3.3
0.0
30 years old and over (n=46)
28.3
26.1
6.5
21.7
4.3
2.2
Q. Please tell us which platform you use most often? [SA] Based n=243
Q. How old are you? [SA] Based n=243
28. 7. Potentiality of platforms
Android and Cloud Computing achieved high potentiality
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%.
[Figure 7.1]Potentiality of platforms
Unit: %
44.4
40.3
36.2
35.0
8.2
3.7
0.4
8.2
1.6
4.5
2.5
Android Web
4.1
1.2
Java
4.5
0.4
0.4
0.0
0.0
Palm /
Symbia
Linux
WebOS
n
Window
iOS
For mobile
3.7
8.2
40.3
2.5
1.2
0.4
0.0
For computer
36.2
0.4
1.6
4.5
4.1
0.4
4.5
Q. Please tell us about potentiality of each platform in the future? [Matrix SA]
0.0
1.2
0.4
2.5
0.0
Cloud
Window
computi Others
Phone
ng
RIM
Bada
0.0
0.0
0.4
35.0
8.2
0.0
0.0
0.0
1.2
2.5
44.4
0.0
29. 7. Potentiality of platforms
Android and Cloud Computing achieved high potentiality
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.
[Figure 7.2]Potentiality of platforms – By Gender
Unit: %
For
Mobile
Cloud
computi Window Web
ng
Android
Window
Phone
iOS
Male (n=181)
41.4
34.8
8.3
5.5
4.4
2.8
1.7
0.6
Female (n=62)
37.1
35.5
8.1
16.1
1.6
1.6
0.0
0.0
For
Computer
Cloud
computi Window Web
ng
Linux
Java Android
Java
Palm /
Bada
WebOS
Linux
Symbia
n
RIM
Others
0.6
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
iOS
Symbia
n
RIM
Others
Window Palm /
Bada
Phone WebOS
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
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
30. 7. Potentiality of platforms
There was difference among age groups
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.
[Figure 7.3]Potentiality of platforms – By Age
Unit: %
Cloud
computi Window Java
ng
Android
Window
Phone
iOS
20 - 24 years old (n=137)
46.7
27.7
8.0
8.0
5.1
2.2
0.7
0.7
25 - 29 years old (n=60)
33.3
45.0
8.3
6.7
1.7
0.0
5.0
30 years old and over (n=46)
30.4
43.5
8.7
10.9
2.2
0.0
For
Mobile
For
Computer
Cloud
Window computi Web
ng
Linux
Java Android
Linux
Symbia
n
RIM
Others
0.7
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
4.3
0.0
0.0
0.0
0.0
0.0
0.0
Window
Phone
iOS
Bada
RIM
Others
Web
Palm /
Bada
WebOS
Palm / Symbia
WebOS
n
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
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
31. 8. Popular programming languages
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.
[Figure 8.1] Popular programming languages
Unit: %
58.4
53.5
52.3
51.9
39.9
21.8
2.5
Java
HTML
C#
C++
PHP
Q. Please tell us what programming language you are currently using? [MA] Based n=243
VB.net
Others
32. 8. Popular programming languages
Both male and female group used Java often
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%.
[Figure 8.2] Popular programming languages – By Gender
Unit: %
64.0
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us what programming language you are currently using? [MA] Based n=243
Q. What is your gender? [SA] Based n=243
33. 8. Popular programming languages
The youngest group preferred C++
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.
Unit: %
[Figure 8.3] Popular programming languages – By Age
72.0
64.0
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us what programming language you are currently using? [MA] Based n=243
Q. How old are you? [SA] Based n=243
34. 9. Programming language used most often
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.
[Figure 9.1] Programming language used most often
Unit: %
27.2
24.3
19.3
15.2
9.1
4.9
0.0
Java
C#
C++
PHP
HTML
Q. Please tell us what programming language you use most often? [SA] Based n=243
VB.net
Others
35. 9. Programming language used most often
Female group preferred using Java than other languages
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.
Unit: %
[Figure 9.2] Programming language used most often – By Gender
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us what programming language you use most often? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
36. 9. Programming language used most often
Java was outstanding in the oldest group with 41.3%
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%.
Unit: %
[Figure 9.3] Programming language used most often – By Age
48.0
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us what programming language you use most often? [SA] Based n=243
Q. How old are you? [SA] Based n=243
37. 10. Popularity of programming languages
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%.
[Figure 10.1] Popularity of programming languages
Very not popular
Not popular
Neutral
Popular
Very popular
3.3
8.2
26.3
21.4
17.7
11.5
25.9
30.9
31.3
38.7
42.4
40.7
46.5
42.0
66.3
48.1
32.1
31.7
26.7
23.5
23.9
5.8
3.7
Java
Mean
6.2
11.1
2.1
C#
C++
PHP
3.67
3.83
3.94
3.72
Q. Please tell us popularity degree for each language? [Matrix SA] Based n=243
11.9
2.1
7.0
VB.net
HTML
Others
3.34
3.99
2.92
38. 10. Popularity of programming languages
HTML gained the highest score in both male and female group
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.
[Figure 10.2] Popularity of programming languages – By Gender
Gender
Java
C#
C++
PHP
VB.net
HTML
Chú thích rõ là m
ơi.
Others
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
Q. Please tell us popularity degree for each language? [Matrix SA] Based n=243
Q. What is your gender? [SA] Based n=243
39. 10. Popularity of programming languages
Java scored the highest in the group of 25 – 29 years old
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.
[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
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
Q. Please tell us popularity degree for each language? [Matrix SA] Based n=243
Q. How old are you? [SA] Based n=243
40. 11. Awareness of Cloud Computing
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.
[Figure 11.1] Awareness of CLOUD COMPUTING
Absolutely not know
Maybe know / don't know
Know a little bit
5.8%
4.9%
26.7%
62.6%
Q. Please tell us level of your knowledge about CLOUD COMPUTING? [SA] Based n=243
Know clearly
41. 11. Awareness of Cloud Computing
There was no difference between male and female group
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.
[Figure 11.2] Awareness of Cloud Computing – By Gender
Male
(n=181)
6.1%
Female
(n=62)
4.8%
5.0%
4.8%
Absolutely not
know
26.5%
Maybe know /
don't know
Absolutely not
know
27.4%
Maybe know /
don't know
Know a little bit
62.4%
Know clearly
Q. Please tell us level of your knowledge about CLOUD COMPUTING? [SA] Based n=243
Q. What is your gender? [SA] Based n=243
Know a little bit
62.9%
Know clearly
42. 11. Awareness of Cloud Computing
All age groups knew 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%.
[Figure 11.3] Awareness of Cloud Computing – By Age
20 - 24 years old
(n=137)
25 - 29 years old
(n=60)
30 years old and over
(n=46)
Absolutely not know
Absolutely not know
Absolutely not know
Maybe know / don't know
Maybe know / don't know
Maybe know / don't know
Know a little bit
Know a little bit
Know a little bit
Know clearly
Know clearly
Know clearly
4.4% 3.6%
6.5%
8.3%
6.5%
6.7%
21.7%
27.0%
32.6%
65.0%
63.3%
Q. Please tell us level of your knowledge about CLOUD COMPUTING? [SA] Based n=243
Q. How old are you? [SA] Based n=243
54.3%
43. 12. Popularity of CLOUD COMPUTING
Cloud Computing was assessed to be 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.
[Figure 12.1] Popularity of CLOUD COMPUTING
Very not popular
Not popular
Neutral
Popular
2.6%
4.8%
22.7%
45.0%
24.9%
Q. Please tell us the popularity of CLOUD COMPUTING in Vietnam? [SA] Based n=229
Very popular
44. 12. Popularity of CLOUD COMPUTING
Male respondents thought Cloud Computing was 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.
[Figure 12.2] Popularity of CLOUD COMPUTING – By Gender
Unit: %
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us the popularity of CLOUD COMPUTING in Vietnam? [SA] Based n=229
Q. What is your gender? [SA] Based n=229
45. 12. Popularity of CLOUD COMPUTING
All age groups agreed that Cloud Computing was popular in Vietnam
Cloud Computing was supposed to be popular platform in Vietnam by all age groups.
Unit: %
[Figure 12.3] Popularity of CLOUD COMPUTING – By Age
64.0
56.0
48.0
40.0
32.0
24.0
16.0
8.0
0.0
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
Q. Please tell us the popularity of CLOUD COMPUTING in Vietnam? [SA] Based n=229
Q. How old are you? [SA] Based n=229
46. 13. Reasons for Cloud Computing popularity
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.
Unit: %
[Figure 13] Reasons for Cloud Computing popularity
CLOUD COMPUTING is popular
CLOUD COMPUTING is not popular
Widely share resources
84.4
Can access data wherever
has internet
78.0
Reduce maintanence and
management cost
76.7
Fees are not suitable for small
companies
58.3
67.9
Worry about security's ability
Investment fee is cheaper
than buying server
Preferred by big companies /
corporations
New platform and not
commonly used
47.5
64.2
Depend on server of supplier
36.7
59.6
Internet is mandatory
Processing speed is fast
Allow for switching among
platforms
56.0
33.3
56.0
Quickly open and close
applications
46.8
Difficult in sharing files
Others
11.7
0.8
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
47. 14. Names of COMPUTING CLOUD
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%.
[Figure 14] Names of COMPUTING CLOUD
Unit: %
65.5
52.8
48.0
46.3
32.3
25.8
20.5
9.6
7.9
5.2
1.7
Google
App
Engine
Microsoft Blue Cloud Cloud Sites
Azure
Joyent
Cloud
Elastic
Compute
Cloud
Aptana
Cloud
Salesforce
Q. Please tell us what CLOUD COMPUTING you know / have heard of? [MA] Based n=229
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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