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2022 ◽  
pp. 348-360
Author(s):  
Bistra Konstantinova Vassileva

The importance of cyber security competences is growing both in practice and in academia during the last few years. This chapter provides a current overview of the existing body of the literature in the field of simulation-based learning and the key cyber security issues. The author's primary goal is to develop a methodological business-oriented and evidence-based learning framework which will provide students or trainees with the opportunity to develop practical skills in the field of cyber security issues through a virtual business simulator. The overall intention is to provide a coherent framework that makes use of active-based learning and gamification to support the active participation of students or trainees. To meet these goals, the Reference Framework for Applied Competences (REFRAC) is applied. Taking into account that in 2040 ICT and internet will be ‘culturally invisible', cyber security competences will be a must for everyone. They will be critical both for personal and companies' survival in the turbulent and highly competitive digital environment.


2021 ◽  
Vol 2 (3) ◽  
pp. 118-126
Author(s):  
Noveri Maulana ◽  
Anggun Intan Pesona

The COVID-19 pandemic has had a major impact on businesses. This condition is also experienced by many Minangkabau migrants, Micro and Medium Enterprises (MSMEs) in various cities in Indonesia. To increase the spirit of survival in the midst of a pandemic, the RANTAUNET community provides virtual business training for Minangkabau migrants in formulating business strategies in the midst of a pandemic. A Focus Group Discussion (FGD) was conducted with seven community administrators to prepare a training plan to be conducted. A total of 45 participants attended the virtual training. This virtual training program has provided motivation and knowledge inspiration for MSME actors in rearranging their business strategies.


Author(s):  
Susanna Hartanto

<p>E-commerce transactions emerged as a consequences of the new virtual business model that is used by some multinational entities expanding their business operations abroad in the international landscape. This study aims to explore ecommerce taxation in Indonesia including some factors like understandings and tax payer’s opinion of e-commerce taxation and current rule and tax mechanism of ecommerce which are supporting the implementation of e-commerce taxation. Factors studied related to taxation of e-commerce, including mechanism, monitoring system, and e-commerce transaction. Interviews were conducted from the side of fiscus (Directorate General of Taxation) and taxpayers in e-commerce industry. Data collection was used semi-structured interview, observation, and documentation. Data analysis of this research was descriptive method. The result of this study proves that taxation in e-commerce industry has not been implemented in a good manner. Socialization to e-commerce taxpayers should be conducted in more structured and comprehensive ways. Difficulties in the detection of e-commerce transactions bring its own problems, this is the biggest challenges in e-commerce transactions, namely the difficulty of the government to establish a clear and fair e-commerce tax rules. Recent government rule in November 2019 which accommodate economic substance from Unified Approach of OECD gives refreshment to those difficulties.</p>


2021 ◽  
Vol 8 (4) ◽  
pp. 693
Author(s):  
Bambang Satrio ◽  
Agus Suryanto ◽  
Anggraini Mulwinda ◽  
Khoirudin Fathoni

<p>Kartu bisnis masih sering digunakan pada saat ini, namun ada beberapa kekurangan yang membuatnya terasa tertinggal dan akhirnya akan tergantikan. Kartu bisnis memiliki keterbatasan dalam menampilkan informasi dan terkesan monoton sehingga tidak menarik. Teknologi Augmented Reality dapat membuat kartu bisnis konvensional menjadi kartu bisnis digital (Virtual Business Card). Virtual Business Card dapat menampilkan banyak informasi yang sebelumnya tidak dapat ditampilkan pada kartu bisnis konvensional, dan lebih interaktif dalam menampilkan informasi sehingga dapat menarik minat pengguna. Metode pengembangan yang digunakan dalam pembuatan aplikasi Virtual Business Card adalah Agile Development. Langkah-langkah penelitian ini adalah Planning, Design, Coding, dan Testing. Pada pengujian aplikasi ini, dilakukan dengan pengujian alpha berupa functional testing (uji black box) dan pengujian beta berupa usability testing (uji ahli media dan uji pengguna aplikasi). Penelitian ini menghasilkan aplikasi Virtual Business Card yang berisi data informasi digital yang dapat digunakan untuk keperluan pribadi. Dari hasil pengujian yang dilakukan, aplikasi dapat dikategorikan “Sangat Baik” sehingga aplikasi dapat dinyatakan layak untuk digunakan sebagai informasi digital pribadi. Berikut ini hasil dari masing-masing pengujian. Hasil pengujian alpha berupa functional testing, yaitu black box mendapatkan persentase 100%. Hasil pengujian beta berupa usability testing, yaitu uji ahli media mendapatkan persentase 89,88% dan uji pengguna mendapatkan persentase 84%.</p><p> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"><em>Business cards are still often used today, but some functions can still be optimized to cover the shortcomings of business cards, so they are not left behind and replaced. Business cards have limitations in displaying information and are not interactive, making them less attractive to use. Augmented Reality (AR) technology can make conventional business cards into digital business cards (Virtual Business Cards). Virtual Business Cards can display much information that previously could not be displayed on conventional business cards and is more interactive in displaying information so that it can attract the user's interest. The development method used in making Virtual Business Card applications is the Extreme Programming type of Agile Development. The steps of this research are Planning, Design, Coding, and Testing. In testing this application, alpha testing is done in the form of functional testing (black box test) and beta testing in the form of usability testing (media expert test and application user test). This research resulted in a Virtual Business Card application that contains digital information data that can be used for personal use. From the results of tests conducted, the application can be categorized as "Very Good" so that the application can be declared eligible for use as personal digital information. The following are the results of each test. Alpha test results in the form of functional testing, namely, the black box test get a percentage of 100%. The results of beta testing are in the form of usability testing, i.e., media expert tests get a percentage of 89.88%, and user tests get a percentage of 84%</em><em>.</em></p>


Author(s):  
Bistra Konstantinova Vassileva

The importance of cyber security competences is growing both in practice and in academia during the last few years. This chapter provides a current overview of the existing body of the literature in the field of simulation-based learning and the key cyber security issues. The author's primary goal is to develop a methodological business-oriented and evidence-based learning framework which will provide students or trainees with the opportunity to develop practical skills in the field of cyber security issues through a virtual business simulator. The overall intention is to provide a coherent framework that makes use of active-based learning and gamification to support the active participation of students or trainees. To meet these goals, the Reference Framework for Applied Competences (REFRAC) is applied. Taking into account that in 2040 ICT and internet will be ‘culturally invisible', cyber security competences will be a must for everyone. They will be critical both for personal and companies' survival in the turbulent and highly competitive digital environment.


Author(s):  
Olga Uskova ◽  
Le Linh

The article is devoted to cross-cultural issues of virtual business communication. The urgency of this research is in finding out the causes of failures in virtual business communication between Russian and Vietnamese business partners. In the aspect of intercultural communication, national stereotypes of communicative behavior (hereinafter NSCB) that impede the effective business communication of Russian and Vietnamese speakers have been identified. In the aspect of virtual communication, based on linguistic and cultural analysis, the specifics of electronic business letters in Russian, English and Vietnamese is revealed. The results of the study indicated the following reasons of failures in virtual intercultural business communication: lack of direct interactions between business partners – speakers of different languages; representation of communicative intentions in written form; peculiarities in NSCBs, reflected in the national language; cultural differences in NSCBs of business partners; each language has its own means of verbalizing the communicative intentions associated with the NSCBs of the native speaker of that language. The study resulted in distinguishing the types of speech and etiquette violation in virtual business communication between Russian and Vietnamese partners, which might help in lessening communicative misunderstanding and achieving extra-linguistic goals of communication.


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