scholarly journals Improving the Management of High-Tech Organizations Based on Digital Technology and the Use of the Economic Cross Model

Author(s):  
Auzby Z. Gusov ◽  
Olga B. Repkina ◽  
Dmitriy V. Timokhin ◽  
Vera E. Gladkova
Author(s):  
Sofya Yurievna Nikolaeva ◽  
◽  
Angelina Borisovna Vishnyakova ◽  

The article considers the concept of digitalization and digital technology, their role in the industrial enterprises. Based on the analysis, the role of digitalization, like the main driver, which allows company to become more competitive as on the national, as on the international markets, offering unique and high tech products, is substantiated.


2015 ◽  
Vol 1 (3) ◽  
Author(s):  
Taylor Chester

This research manuscript investigates how technology can be used to help students with dyslexia. Using a Google Forms survey and an interview with an expert on the topic, different types of technologies, the pros and cons of using assistive technology, and recommendations for implementing assistive technology in the classroom are listed.  It was found that assistive technology is beneficial for students with dyslexia, but each student will benefit from different technologies. The main challenges with assistive technology that this research project uncovered included, glitches, not being user friendly, and the cost of some of these technologies. These problems apply mainly to higher tech assistive technologies, so including low tech assistive technologies in the classroom as well as high tech options could benefit students and avoid some of these challenges. Understanding some of the different assistive technologies that are available and beneficial for students with dyslexia is important for those involved in the education system so that we can give students with dyslexia the tools that they need to succeed. When educators know about, understand how to use, and have the resources to acquire assistive technologies then technology can be used to help students with dyslexia.


Author(s):  
Jessica A. Gish ◽  
Amanda M. Grenier ◽  
Brenda Vrkljan

The integration of mechanical and digital technology (e.g., back-up cameras) into the automobile is changing the experience of driving. This chapter examines the “fit” between the ageing body with ‘low-tech’ auto-biographies and the technological vehicle. The chapter begins with an outline of how the dominant ‘human factors’ approach examines older-driver car interaction and identify the shortcomings of this approach. To address these limitations, the chapter adopts a critical, phenomenological, and embodied approach and ethnographic methods that reveal everyday descriptions of driving. This demonstrates a focus on corporeality provides the means to reveal how technology can change ‘inner’ driving experience at sensory, affective, and habitual levels, and inspire particular bodily and cognitive responses as part of the process of adaptability. The chapter concludes with a discussion of how attention to the ageing body can improve human factors research on older driver-car interaction and add to the current sociological discussions on everyday life.


2021 ◽  
Vol 2 (1) ◽  
pp. 63-70
Author(s):  
Afifah Marintan Nuriyana ◽  
Failasuf Herman Hendra ◽  
Sigit Hadi Laksono

Abstract. The high rate of the economy in Surabaya can affect the high level of employee workload and student learning load which results in the people of Surabaya becoming even busier. The higher the level of activity, the higher the stress level. The way to relieve stress is to play. The most popular types of games today are games with digital technology. These types of games are virtual reality games, augmented reality, mixed reality, motion sensors and neuro-gaming technology. To accommodate the needs of digital technology-based game play activities, so the construction for Games and Entertainment Facilities Based on Digital Technology in Surabaya as a recreational tourist spot that can relieve a person's stress. The research method used is descriptive research. Data collection techniques were obtained from the results of field case studies and literature case studies. The identification process produces data and information which is then analyzed. The analysis produces the required themes and concepts. The theme used is High Tech Architecture, which is a design that requires the use of the latest and latest technology in building facade materials and building structures. The concept used is Smart Building, which is a design that uses an automation technology system that can minimize the use of electricity to make it more energy efficient and environmentally friendly. This concept emphasizes security and security of building users. The smart building concept macro is divided into three micro concepts, namely layout, shape, and space. The micro layout concept used is responsive. The micro form concept used is expressive. Meanwhile, for the micro, the concept of space used is futuristic and efficient.Keywords: Games and Entertainment; High Tech Architecture; Smart Building. Abstrak. Tingginya laju perekonomian di Surabaya dapat mempengaruhi tingginya tingkat beban kerja para karyawan dan beban belajar para pelajar yang mengakibatkan masyarakat Surabaya menjadi semakin sibuk. Semakin tinggi tingkat kesibukan, maka semakin tinggi pula tingkat stress.  Cara untuk menghilangkan rasa stress adalah bermain. Jenis permainan paling populer saat ini adalah permainan berteknologi digital. Jenis permainan tersebut adalah permainan virtual reality, augmented reality, mixed reality, motion sensor dan neuro-gaming technology. Untuk mewadahi kebutuhan aktivitas bermain permainan berteknologi digital, maka dibangunnya Wahana Permainan dan Hiburan Berbasis Teknologi Digital di Surabaya sebagai tempat wisata rekreasi yang dapat menghilangkan rasa stress seseorang. Metode penelitian yang digunakan adalah penelitian deskriptif. Teknik pengumpulan data didapatkan dari hasil studi kasus lapangan dan studi kasus literatur. Proses identifikasi menghasilkan data dan informasi yang kemudian dianalisis. Analisis tersebut menghasilkan tema dan konsep yang dibutuhkan. Tema yang digunakan adalah Arsitektur High Tech yaitu suatu desain yang membutuhkan penggunaan teknologi terbaru dan mutakhir pada material fasad bangunan maupun struktur bangunan. Konsep yang digunakan adalah Bangunan Pintar yaitu suatu desain yang menggunakan sistem teknologi otomatisasi yang dapat meminimalisir penggunaan listrik agar lebih hemat energi dan ramah lingkungan. Konsep ini sagat mementingkan keamanan dan keyamanan pengguna bangunan. Makro konsep bangunan pintar dibagi menjadi tiga mikro konsep yaitu tatanan lahan, bentuk, dan ruang. Mikro konsep tatanan lahan yang digunakan adalah responsif. Mikro konsep bentuk yang digunakan adalah ekspresif. Sedangkan, untuk mikro konsep ruang yang digunakan adalah futuristik dan efisien. Kata Kunci: Wahana Permainan dan Hiburan; Arsitektur High Tech; Bangunan Pintar.


2015 ◽  
Vol 3 (4) ◽  
pp. 355 ◽  
Author(s):  
Eva Kartchava ◽  
Seunghee Chung

<p><em>It has been long accepted that teachers’ beliefs guide their classroom practices (Borg, 2006; Fang, 1996; Pajares, 1992; Woods, 1996). Yet, in the current high-tech age and with the push by mainstream education to incorporate technology in language teaching, little is known about what teachers think and feel about technology integration. Using Borg’s (2006) framework of language teacher cognition, this study investigated the beliefs of pre-service and in-service English as a Second Language (ESL) teachers (n = 35) about the use of digital technology in the classroom and the factors that influence those beliefs. </em><em>The participants completed a three-part beliefs’ questionnaire and some (n = 10) were later met for one-on-one interviews. The results suggest that while the teachers value technology and its use in the ESL classroom, the two groups differed in their subscribed beliefs. These differences were traced back to the teachers’ age, </em><em>classroom practice, experiences with digital technology, context(s) in which digital technology was used, and the amount of technology-related training the teachers received.</em><em></em></p>


2012 ◽  
Vol 524-527 ◽  
pp. 2583-2587
Author(s):  
Zhu Ge Yang ◽  
Yi Shi Tan

Establishment of low-carbon exhibition is advocated by current exhibition industry. It is insufficient to commence and consider making low-carbon exhibition only by using energy-saving materials. Using digital technology, electronic technology and especially digital three-dimension holographic projection technology replaces the traditional ways which requires high consumption of resources to promote the transformation of traditional exhibition to higher efficient and lower energy consumption and how to make use of mature high-tech to alter traditional way, equipment of exhibition and setting up of exhibition have become the new topic of making low-carbon exhibition.


2020 ◽  
Vol 12 (13) ◽  
pp. 5239 ◽  
Author(s):  
Peter M. Bican ◽  
Alexander Brem

Digitalization plays a major role in contributing towards the United Nations Sustainable Development Goals. Without transformation of existing businesses, both economic and environmental challenges of the future cannot be solved sustainably. However, there is much confusion on interrelationships and terms dealing with digitization or digitalization: Digital business model, digital transformation, digital entrepreneurship. How do these terms interrelate with and to digitalization, and how do they support firms to grow sustainably? To answer this question, we identified seven core digital-related terms based on a structured literature search within the management and economics domain, namely: Digital, Business Model, Digital Business Model, Digital Technology, Digital Innovation, Digital Transformation, and Digital Entrepreneurship. Thereafter, we analyzed prior literature for deriving a common understanding and definition as a basis for interrelations within a conceptual framework. Definitions were presented in a case study setup with twelve innovation and research and development (R&D) managers from various business units of a German high-tech company. Based on these insights, we propose a conceptual framework on how Digital Readiness, Digital Technology, and Digital Business Models might sustainably relate to Innovation, moderated by a Digital Transformation Process. With this approach, we aim to equip practitioners and researchers alike in handling and addressing change through digitalization sustainably.


2019 ◽  
Vol 139 ◽  
pp. 01028 ◽  
Author(s):  
Yulia Zhilkina ◽  
Dmitry Vodennikov

Today, digitalization is increasingly "capturing" the world economy. The inclusion of Russia in this trend is a matter of domestic companies maintaining their positions in the international arena. In the future, the creation of our own high-tech solutions will allow our country not only to win a competitive race in traditional markets, but also to reach new borders and take a leading position in the global market of complex systems and services of intellectual energy.


Author(s):  
Liliana Coman

The article highlights the development trends of preschool children, associated with the characteristics of modern socialization. Today, the process of including the child in culture has a number of specifi c features. An adult ceases to be a unique carrier of culture for the child, the eff ectiveness of traditional parenting and teaching practices becomes ambiguous, decreases the intensity of communication between a child with adults and other children. One of the reasons for these changes is the rapid introduction of digital technologies into the child’s daily life: the Internet, the computer, the tablet, the phone and other gadgets that a preschooler often masters better than his parents. Gadgets become not only a toy, but also a means of socializing. To defi ne and describe the new facet of the child’s socialization, the term „digital socialization” is used, which is characterized by the following: children’s use of an arsenal of high-tech digital technology, the duration of a child’s presence in the online space, an increase in the risks associated with the online environment, an increase in children’s technical literacy compared to their parents, a decrease of the universality of the adult’s fi gure and its role in the parent-child relationship, etc.


2019 ◽  
Vol 6 (2) ◽  
pp. 93-102
Author(s):  
Ahmad Wahyu Purwandi ◽  
Abdul Rasyid ◽  
Guntur Wahyu Sejati

The limitations of developing high-tech communication systems cause the area of people who can use this service to be uneven. One technology that can be used for areas not yet reached by this high-tech communication service is to use radio communication technology. Today radio communication technology continues to develop and produce an increasingly limited frequency spectrum. One way to improve the efficient use of available frequency spectrums is the transition from analog technology to digital technology. A very significant benefit in the use of digital technology is to save the use of radio frequency spectrum bandwidth with signal compression techniques. One device that still uses analog technology is a handy talky (HT). In addition to the lack of frequency spectrum efficiency, HT technology still requires a radio station license (ISR) for its use. This experiment designed a two-way digital audio communication system that was transmitted using the NRF24L01 radio frequency transceiver module on the 2.4Ghz frequency. Analog input data from the microphone will be converted into digital data through the ADC (Analog to Digital Converter) process using a microcontroller and the digital data that will be sent is first digitally modulated using GFSK modulation then transmitted digitally. On the other hand data that already contains voice information received again by another NRF24L01 transceiver is received by the Arduino microcontroller and then formed into a PWM signal (pulse width modulation) and then released to the speaker. So the method of using digital transmission can produce efficiencies in the frequency spectrum.  


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