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The Social Environment in the Development of Entrepreneurial Idea Generation and Development

  • MAITLO, Ayaz Ali;MEMON, Salman Bashir;SHAIKH, Iram Rani
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.1093-1106
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    • 2020
  • The role of the social environment for any activity is crucial as it prompts new ideas and plays a role of lever for entrepreneurial longevity and creating value through social wellbeing. The lack of entrepreneurship related knowledge in Pakistan has taken the challenge of lesser entrepreneurial activity as compared to other counterpart Asian countries and ranked 138 out of 189 countries on the level of ease of doing business. The study aims to investigate the social environment as a mediator among idea generation, business creation, financing decision and entrepreneurial activity by utilizing quantitative approach. In order to achieve the objective, a total of thirty eight items scale was self-administered for data collection. A non-probability, snowball sampling technique was employed and assembled a total of 300 complete responses through online and paper based surveys as per information provided by the chamber of commerce of three regions namely; Sukkur, Hyderabad and Karachi Sindh, Pakistan. The data analysis result strongly supported the main research question as the entrepreneurial activity increased up to 43.8% after applying social environment as a mediator. This research can help to enhance entrepreneurial activities in Pakistan by creating awareness to support entrepreneurs at social level for entrepreneurship.

Dynamic Yield Improvement Model Using Neural Networks (신경망을 이용한 동적 수율 개선 모형)

  • Jung, Hyun-Chul;Kang, Chang-Wook;Kang, Hae-Woon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.2
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    • pp.132-139
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    • 2009
  • Yield is a very important measure that can expresses simply for productivity and performance of company. So, yield is used widely in many industries nowadays. With the development of the information technology and online based real-time process monitoring technology, many industries operate the production lines that are developed into automation system. In these production lines, the product structures are very complexity and variety. So, there are many multi-variate processes that need to be monitored with many quality characteristics and associated process variables at the same time. These situations have made it possible to obtain super-large manufacturing process data sets. However, there are many difficulties with finding the cause of process variation or useful information in the high capacity database. In order to solve this problem, neural networks technique is a favorite technique that predicts the yield of process for process control. This paper uses a neural networks technique for improvement and maintenance of yield in manufacturing process. The purpose of this paper is to model the prediction of a sub process that has much effect to improve yields in total manufacturing process and the prediction of adjustment values of this sub process. These informations feedback into the process and the process is adjusted. Also, we show that the proposed model is useful to the manufacturing process through the case study.

An analysis of DIY Character System of Mobile Game (모바일 게임의 DIY 캐릭터 시스템 분석)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.423-429
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    • 2016
  • Character customization means a series of processes to build a characters. Mobile character customizing system is very scarce than Online RPG system qualitatively or quantitatively. In this paper, I will propose some effective elements about A DIY character system that must be suitable for the mobile environment system. The reasons why Select System is mainly used as the customizing system in RPG are as follows; First, the screen of a mobile device is small; Second, it is due to the space-time characteristics with which mobile games are played. In the middle of playing a game, a customizing system should be adopted in order for players not to feel bored. In addition, avatar's costumes should be continually updated.

A Comparative Analysis of Live Broadcasting between Korea and China (한·중 인터넷 라이브 방송 앱 사용현황 비교연구)

  • Zhou, Jing-yi;Moon, Yong-eun
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.113-136
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    • 2020
  • Purpose In recent years, "Internet + " is a new social form. Has already brought the vitality of social and economic entities. The rapid development of Internet globalization, promote the development of an emerging network interaction, "Live broadcast". Viewers from all over the world can watch various types of live programs by connecting to the Internet. Viewers and live broadcasters can generate instant and efficient interactions. Design Many companies have taken advantage of the advantages of the live broadcast platform. Use live broadcasts for brand marketing activities. Branding compared to offline, online advertising is cheaper, Spread more quickly, get feedback from consumers more realistic. Merchants are also aware that this type of interaction creates a closer connection between consumers and businesses. This article will deduce a unique research model through lots of prior studies. Establish independent variables from two aspects of live software features and consumer features, and from the seven hypotheses derived, summarize how to make consumers more loyal to the same brand. The audience of Korean and Chinese live broadcast software is also growing. In order compare the differences between the consumer groups in Korea and China, this article uses the same research model, analysis of consumers in Korea and China. Findings Finally based on the results of the study. Proposal for rationalization of companies that use Korean-Chinese live broadcast platforms for brand marketing.

Trends of Web-based OPAC Search Behavior via Transaction Log Analysis (트랜잭션 로그 분석을 통한 웹기반 온라인목록의 검색행태 추이 분석)

  • Lee, Sung-Sook
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.209-233
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    • 2012
  • In this study in order to verify the overall information seeking behavior of the Web-based OPAC users, it was analyzed transaction log file for 7 years. Regarding Web-based OPAC information seeking behavior, it was studied from the perspective of information seeking strategy and information seeking failure. In search strategy, it was analyzed search type, search options, Boolean operator, length of search text, number of uses of word, number of use Web-based OPAC, number of use by time, by week day. Also, in search failure, search failure ratio, search failure ratio by search options, search failure ratio by Boolean operator were analyzed. The result of this study is expected to be utilized for OPAC system and service improvement in the future.

Comparison of Medical Compression Garments by Manufacturing Country (의료용 화상환자 압박복의 제조 국가별 비교)

  • Cho, Shin-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.31-39
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    • 2015
  • A special medical compression garment has been developed to be worn after surgery or treatment using an elastic fiber in which the amount of compression can be adjusted to a specified targeted area to reduce the formation of hypertrophic scarring. In order to develop this medical compression garments, specialized technical skill in fiber, compression class and body measurements are needed. This study provides product survey data for the development of medical compression garments. An investigation analyzed medical compression garments of 16 brands from 6 countries sold in the Korean market & online, such as Make Me Heal, Jobst, Bio Concepts, Design Veronique$^{(R)}$ Nouvelle and Leonisa$^{(R)}$ (USA), Respire(Germany), Malcom$^{(R)}$, Holistic garments and Jobskin(UK), Technomed, kanav Healthcare and Sindhoori surgicals(India), Soo medical and C&C medical(Korea), Secondskin(Australia). The main fibers of compression garments were nylon and spandex: in addition, the fiber content was different by country and brand. The number of compression classes of products was USA(4), UK(4), and India(4). For body measurements, USA and many brands used (bust, under bust, waist, hip, thigh, knee, calf, ankle, upper arm, elbow, wrist, armhole bicep) circumference and length.

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A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience (보상분배의 형평성과 인지적 성과가 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.77-86
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    • 2009
  • According to the research, Personal Interaction is defined that players are solving several problem to achieve goals. And if Personal Interaction is effectively done, players can get optimal experience as fun. This study analyze what kinds of extrinsic and intrinsic reward affect player's flow experience. In the result of this study, the state of flow was felt when players were aware of opportunities for personal interaction. And the personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance.

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Legacy of Smart Device, Social Network and Ubiquitous E-class System

  • Abduljalil, Sami;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.1-5
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    • 2011
  • Everyday, technology is evolved in many different disciplines. Computer and smart devices revolution take part of the evolved technology that continuously promising new features. Moreover, social networks services recently become widely popular, which most people in the world become a social-network-fond. In addition to the revolution of the evolved technology and social networks services, ubiquitousness is taking significant part in our daily lives. Although, there are many e-learning systems already existed, which use Internet technology along with a Web technology to provide education in various ways, in despite of that, there is no such existing system exploits the usefulness of smart devices along with the legacy of the online social networks besides the power of the ubiquitous computing technology. Therefore, we propose a smart device application, which fills the gap that has been missing in the recent contemporary era. It is an application that runs on smart devices particularly Smartphone devices; we call our system “Smart Device based Social E-learning System(SDES)”. We have preliminary implemented our system on Android OS. In this paper, we intentionally propose the system in order to ease the way people learn, to provide interactive accessibility in our system, and to utilize the advanced technology more wisely.

Laser Spot Detection Using Robust Dictionary Construction and Update

  • Wang, Zhihua;Piao, Yongri;Jin, Minglu
    • Journal of information and communication convergence engineering
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    • v.13 no.1
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    • pp.42-49
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    • 2015
  • In laser pointer interaction systems, laser spot detection is one of the most important technologies, and most of the challenges in this area are related to the varying backgrounds, and the real-time performance of the interaction system. In this paper, we present a robust dictionary construction and update algorithm based on a sparse model of background subtraction. In order to control dynamic backgrounds, first, we determine whether there is a change in the backgrounds; if this is true, the new background can be directly added to the dictionary configurations; otherwise, we run an online cumulative average on the backgrounds to update the dictionary. The proposed dictionary construction and update algorithm for laser spot detection, is robust to the varying backgrounds and noises, and can be implemented in real time. A large number of experimental results have confirmed the superior performance of the proposed method in terms of the detection error and real-time implementation.

One-Handled The Mobile One-Time Password Scheme (단일 제어 모바일 일회용 패스워드 기법)

  • Choi, Jong-Seok;Kim, Ho-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.6C
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    • pp.497-501
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    • 2012
  • While increasing online services with developing e-businesses, finance, game companies and others have employed OTP(One-Time Password) to overcome vulnerabilities of static passwords. Existing OTP technology has inconvenience that customers always possess reserved token since requiring the token to generate OTP. In order to supplement the issue we propose mobile OTP generated by mobile devices such as smart phones. Our mobile OTP scheme generates OTP by using a non-linear function based on pairing to eject the collision problem of S/Key scheme universally used to design OTP schemes. Our scheme based on a non-linear function over pairing can complements the collision problem and widely applied to finance and various services to increase security level of the services.