technology implementation
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Author(s):  
Bambang Pudjoatmodjo ◽  
Amir Hasanudin Fauzi ◽  
Sazilah Salam ◽  
Tio Ahmad Muluk ◽  
Dendy Syahreza Maulana

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.


Author(s):  
Yu. L. Gordeeva ◽  
B. A. Ul’yanov ◽  
E. L. Gordeeva

The paper describes a theoretical basis developed for estimating the parameters of a steady-state biotechnological process characterized by nonlinear microorganism growth kinetics. This study aimed to obtain a common methodological basis for estimating input parameters that determine actual technology implementation, taking into account all possible restrictions on the concentration of incoming substrate Sf (g/l) and dilution rate D (h-1 ). The theory development was based on a mathematical model describing one of the most common processes of lactic acid production. This mathematical model includes three mass balance equations (for biomass, substrate, and product), as well as an equation of microorganism growth kinetics. The study established relations for calculating the ultimate value of the dilution rate D ult at a given Sf , relations for the maximum and minimum values of Sf , as well as Sf and D providing the maximum productivity value QP, g/(l·h), where QP = PD (P – product concentration, g/l). These relations were designed to calculate the parameters of possible process implementation for two options at the same value of QP: two values of D calculated for a given Sf and two values of Sf calculated for a given D. A numerical experiment is described using the constants of the mathematical model confirmed by foreign studies. This numerical experiment is illustrated using an Sf-D dependence pattern determining an acceptable value range for Sf and D, with the separate calculation of parameters according to Sf sections. For each of these sections, calculation formulas are provided. It is concluded that the developed theoretical basis is sufficiently general in nature to be applied to biotechnological processes that involve other kinetic relations, as well as microorganism strains creating by-products and using raw materials that are employed to reproduce the substrate in the process of synthesis.


2022 ◽  
Author(s):  
Jia Hao Tan ◽  
Tariq Masood

Airports have taken centre stage in the fight against the ongoing COVID-19 pandemic, and adoption of technologies has been instrumental in helping airport operators to mitigate operational and health concerns relating to the pandemic. A novel framework for the adoption of Industry 4.0 technologies was developed based on the insights gathered from an industry survey of 102 airport operators and managers around the world and 17 semi-structured interviews. The framework provides a ‘three-proof’ approach (proof of technology, proof of operations and proof of business) to guide airport operators in their decision-making process in adopting Industry 4.0 technologies in airports. This framework is further verified through a case study of the technology implementation efforts of a leading Asian airport.


2022 ◽  
Vol 4 (2) ◽  
pp. 820-824
Author(s):  
Putri Taqwa Prasetyaningrum ◽  
Albert Yakobus Chandra ◽  
Irfan Pratama

Nyong Group is one of the Micro, Small and Medium Enterprises (MSME) located in Sleman, Yogyakarta. Nyong group has several business units, namely nyong shoes and care Yogya, shoes and care Cilacap, nyong donuts, and nyong stalls (food, snacks and chili sauce). The problems by IbM partners include; First, (1) There is no Point of Sales application that uses inventory to meet the needs of the production process or is sold again, (2) Not yet has this Inventory covering raw materials, in-process goods, and goods so (finished goods). The output targets in this program are (1) the application of point of sales applications for recording sales transactions, (2) Adding an inventory application to the created point of sales applications. The service program is carried out in 2 (two) forms; First, (1) design of a point of sales application for Nyong Group's sales transactions. Second, making an inventory application to be able to determine whether to record goods based on arrival time or the amount of stock you can determine to record goods based on arrival time or stock amount. The implementation of this program is designed in four stages of activity, namely: (1) Coordination and preparation stage (2) Design stage (3) Science and technology implementation stage (4) Evaluation and refinement stage.


2022 ◽  
pp. 38-67
Author(s):  
Toni Zhimomi ◽  
Mohammad Saad Alam ◽  
Hafiz Malik

Charging infrastructure is a key factor in successful electric vehicle adoption. Charging stations are still a fragmented market in terms of ownership, lack of standards, and charging protocols. The increasing decentralised grid has made energy and communication flow bi-directional. Challenges arise in maintaining the increasing decentralised structure, security, and privacy of the network. Blockchain facilitates the interconnectedness of such a distributed and decentralised network. Blockchain's versatility lies in its transparent and immutable decentralized architecture that enables direct transactions between users without the need of a middleman. It provides powerful safeguards against cyberattacks with its advanced cryptography enabling privacy-preserving authentication. This chapter presents a comprehensive review on the application of blockchain technology in EV charging infrastructure such as facilitating the peer-to-peer energy exchange, increased security and privacy, immutable transactions, and mitigating trust issues among the participants in the charging infrastructure.


2022 ◽  
pp. 2022-2052
Author(s):  
Robert-Christian Ziebell ◽  
Jose Albors-Garrigos ◽  
Klaus-Peter Schoeneberg ◽  
Maria Rosario Perello Marin

As the digitization of HR processes in companies continues to increase, at the same time, the underlying technical basis is also developing at a rapid pace. Electronic human resources (e-HRM) solutions are used to map a variety of HR processes. However, the introduction of such systems has various consequences, which are not only technical but also imply organizational and functional changes within the organization. Additionally, the cloud environment contributes to enhancing e-HRM capabilities and introduces new factors in its adoption. A systematic review of the available literature on the different dimensions of electronic resources management was conducted to assess the current state of research in this field. This review includes topics such as the evolution of e-HRM, its practical application, use of technology, implementation as well as HR analytics. By identifying and reviewing articles under e-HRM, IT technology, and HR journals, it was possible to identify relevant controversial themes and gaps as well as limitations.


The community starts to interrogate the accelerate economic development marketability caused by the unreasonable natural wealth consumption. In the international agenda, connection between environment and industrialization is launched with considerable power, to maintain upcoming generations without impacting the present production and nations development. This paper intends to study how green technologies are engineered in the Moroccan industrial approaches through a qualitative study that labels the principal industrial processes that influence the environment in Morocco, the green technology implementation is described by this process. In this research, we establish the project that manipulates green technologies in industrial processes, and in what way, country aid has promoted greener production and consequently trigger durable growth. Moreover, it is predicted to differentiate green technologies that are adjusted presently in the Moroccan industrial development.


2021 ◽  
Vol 14 (4) ◽  
pp. 1-28
Author(s):  
Ji Hyun Yi ◽  
Hae Sun Kim

Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.


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