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2022 ◽  
Vol 14 (1) ◽  
pp. 0-0

To improve the deployment and optimization of the industrial structure, researchers and practitioners have performed a variety of researches in terms of regional leading industry selection based on AO Hirschman, Rostow and Miyohei’s principles. The criteria and methods employed in previous studies are mainly based on the mass industrial development data, leading to the limitation of study on the application in new high-tech district and underdeveloped regions. Due to lack of industrial data and detail industry information, it is difficult to employ the deterministic regional industry selection model. Therefore, an extended fuzzy-VIKOR approach that the expert-based and trapezoidal fuzzy number decision-making techniques, embedded into the VIKOR steps is proposed. It is developed to solve the regional leading industry selection problems concerning industrial, economic, social and environmental dimensions. Finally, a case study for the industrial planning of a high-tech zone is applied to verify the proposed decision-making approach.


2021 ◽  
Vol 5 (2) ◽  
pp. 115-124
Author(s):  
Dina Rahmayanti ◽  
Yumi Meuthia ◽  
Justin Albin ◽  
Ahmad Hafizh

This study aims to determine the leading industry in Padang Pariaman Regency, West Sumatera, Indonesia, based on data from the Central Statistics Agency and expert opinion on the Regency Industrial Development Plan. This research combines qualitative and quantitative techniques. This study uses four experts' opinions consisting of three governments and one academician. The criteria and sub-criteria are determined based on the locally adapted National Industrial Development Master Plan. The method used in this study is a combination of the Multi-Criteria Decision Making (MCDM) method, which integrates the Analytical Hierarchy Process (AHP) to calculate the weights and the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) to determine the order of priority. The top five leading processing industries were selected: the food industry, the leather/footwear industry, the chemical industry, the apparel industry, and other processing industries.


F1000Research ◽  
2021 ◽  
Vol 10 ◽  
pp. 1037
Author(s):  
Igor Fischer ◽  
Maria Victoria Martinez-Dominguez ◽  
Daniel Hänggi ◽  
Ulf Kahlert

Background: Lack of reproducibility in preclinical research is a problem posing ethical and economic challenges for biomedical science. Various institutional activities from society stakeholders of leading industry nations are currently underway to improve the situation. Such initiatives usually attempt to tackle high-level organisational issues and do not typically focus on improving experimental approaches per se. Addressing these is necessary in order to increase consistency and success rates of lab-to-lab repetitions. Methods: In this project, we statistically evaluated repetitive data of a very basic and widely applied lab procedure, namely quantifying the number of viable cells. The purpose of this was to appreciate the impact of different parameters and instrumentations that may constitute sources of variance in this procedure. Conclusion: By comparing the variations of data acquired under two different procedures, featuring improved stringency of protocol adherence, our project attempts to propose guidelines on how to reduce such variations. We believe our work can contribute to tackling the repeatability crisis in biomedical research.


2021 ◽  
Vol 32 (1) ◽  
pp. 23-24
Author(s):  
S. K. Turkin

The attention of all organizations of the ROKK is focused on servicing logging, logging and timber rafting, the main leading industry in the region. The most distant organizations of the ROKK a are in the Komi region, in the Nentsky district along the Pechora and the coast of the Arctic Ocean, in the Menzezhsky and Onega districts.


2021 ◽  
Vol 34 (9) ◽  
pp. 10-11
Author(s):  
David Westgarth

Author(s):  
Petar Radanliev ◽  
David De Roure ◽  
Razvan Nicolescu ◽  
Michael Huth ◽  
Omar Santos

AbstractThis paper presents a new design for artificial intelligence in cyber-physical systems. We present a survey of principles, policies, design actions and key technologies for CPS, and discusses the state of art of the technology in a qualitative perspective. First, literature published between 2010 and 2021 is reviewed, and compared with the results of a qualitative empirical study that correlates world leading Industry 4.0 frameworks. Second, the study establishes the present and future techniques for increased automation in cyber-physical systems. We present the cybersecurity requirements as they are changing with the integration of artificial intelligence and internet of things in cyber-physical systems. The grounded theory methodology is applied for analysis and modelling the connections and interdependencies between edge components and automation in cyber-physical systems. In addition, the hierarchical cascading methodology is used in combination with the taxonomic classifications, to design a new integrated framework for future cyber-physical systems. The study looks at increased automation in cyber-physical systems from a technical and social level.


2021 ◽  
Author(s):  
Anita Nair

<div>As organizations move most of their workloads to public cloud and remote work becomes more</div><div>prevalent today, enterprise networks become more exposed to threats both from inside and outside</div><div>the organization. The traditional Perimeter Security Model assumes that threats are always from the</div><div>outside. It assumes that firewalls, proxies, IDS, IPS and other state-of-the-art infrastructure and</div><div>software solutions curb most of the cyberattacks. However, there are loopholes in this assumption,</div><div>which the Zero Trust Model addresses. This paper discusses the Zero Trust Model and it’s mandates</div><div>and evaluates the model based on the various implementations by the leading industry players like</div><div>Google and Microsoft.</div>


2021 ◽  
Author(s):  
Anita Nair

<div>As organizations move most of their workloads to public cloud and remote work becomes more</div><div>prevalent today, enterprise networks become more exposed to threats both from inside and outside</div><div>the organization. The traditional Perimeter Security Model assumes that threats are always from the</div><div>outside. It assumes that firewalls, proxies, IDS, IPS and other state-of-the-art infrastructure and</div><div>software solutions curb most of the cyberattacks. However, there are loopholes in this assumption,</div><div>which the Zero Trust Model addresses. This paper discusses the Zero Trust Model and it’s mandates</div><div>and evaluates the model based on the various implementations by the leading industry players like</div><div>Google and Microsoft.</div>


2021 ◽  
Vol 4 (1) ◽  
pp. 36
Author(s):  
Hanny Haryanto ◽  
Indra Gamayanto ◽  
Sendi Novianto ◽  
Ahmad Zainul Fanani

AbstrakSalah satu contoh industri kreatif yang berkembang pesat di Indonesia adalah game digital. Jumlah transaksi yang dihasilkan dari industri ini juga sangat besar, namun 90% lebih pendapatannya masuk ke asing. Hal ini disebabkan belum banyak generasi muda yang tahu dan berminat untuk bergerak di industri tersebut. Dengan tersedianya fasilitas pengembangan dan distribusi serta konten lokal yang kaya di Indonesia, industri game digital ini berpeluang menjadi industri unggulan. Kegiatan ini dilaksanakan di SMA 3 sebagai salah satu sekolah favorit yang memiliki generasi muda yang potensial. Kegiatan penyuluhan ini bertujuan memberikan wawasan dan motivasi bagi generasi muda, yang adalah siswa SMA 3 Semarang, tentang peluang industri game digital di Indonesia sehingga diharapkan dapat berminat dan bergerak di bidang ini. Metode umum yang digunakan dalam penyuluhan adalah mengemukakan permasalahan nyata berkaitan dengan industri kreatif di Indonesia, memberikan langkah-langkah praktis untuk memulai dan memberikan contoh-contoh nyata tentang usaha yang telah dimulai dan dilakukan. Sedangkan metode penyampaian materi menggunakan appreciative inquiry dengan empat tahap, yaitu mancari hal yang positif, menemukan dan menentukan pilihan visi yang muncul dari hal-hal positif tersebut, melakukan usaha untuk merealisasikan visi yang telah ditentukan dan evaluasi hasil yang telah dicapai. Kegiatan ini akan bisa mencapai dua tahap awal, namun untuk dua tahap berikutnya akan diserahkan secara mandiri kepada peserta. Hasil dari pelatihan dan pengabdian masyarakat ini adalah siswa akan mampu memahami perkembangan game saat ini, hal-hal apa saja yang dapat dilakukan untuk mengembangkan industri game. Kata kunci: Industri kreatif, game, generasi muda, konten lokal, unggulan. AbstractOne example of a creative industry that is growing rapidly in Indonesia is digital games. The number of transactions generated from this industry is also very large, however, more than 90% of its income goes to foreigners. This is because not many young people know and are interested in moving into the industry. With the availability of development and distribution facilities as well as rich local content in Indonesia, this digital game industry has the opportunity to become a leading industry. This activity is carried out in SMA 3 as one of the favorite schools that has a potential young generation. This outreach activity aims to provide insight and motivation for the younger generation, who are SMA 3 Semarang students, about the opportunities for the digital game industry in Indonesia so that it is hoped that they will be interested and engaged in this field. The general method used in extension is to bring up real problems related to the creative industry in Indonesia, provide practical steps to start and provide real examples of businesses that have been started and carried out. While the method of delivering material uses appreciative inquiry with four stages, namely looking for positive things, finding and determining the choice of the vision that arises from these positive things, making efforts to realize the predetermined vision and evaluating the results that have been achieved. This activity will be able to reach the initial two stages, but for the next two stages will be independently submitted to the participants. The result of this training and community service is that students will be able to understand the current game development, what things can be done to develop the game industry. Keywords: Creative industry, Game, young generation, local content, flagship


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