• Title/Summary/Keyword: performance goal oriented

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Innovation Performance of Social Enterprises: An Empirical Study in India

  • Tirumalsety, Revendranath;Gurtoo, Anjula
    • Asian Journal of Innovation and Policy
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    • v.8 no.2
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    • pp.238-273
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    • 2019
  • Social enterprises pursue innovation to create socio-economic impact for the marginalized communities. The founders of social enterprises drive goal-oriented innovation, whereas, interactions with ecosystem is crucial to create and diffuse innovation. However, studies are scant on creation as well as diffusion of innovation emerging from social enterprises. This paper attempts to understand innovation emerging from social enterprises through an exploration of innovation focus, interactions with ecosystem, and measurement of innovation performance. A cross-sectional study is performed to understand the relationship between founders' orientation and innovation performance, and the mediating role of innovation focus and ecosystem interactions. A cluster sampling across four states in India - Karnataka, Telangana, Maharastra and Tamil Nadu - resulted in participation from 207 social enterprises. The results of partial least squared structural equation modeling (PLS-SEM) demonstrate the positive complementary mediating role of innovation focus in the relationship between founders' orientation and innovation performance. Moreover, this paper illustrates that founders' persistent focus on innovation creates positive results for social enterprises as well as beneficiaries.

Supporting Adaptability and Modularity of System Software

  • Netinant, Paniti
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.1339-1342
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    • 2002
  • It is difficult to design system software to meet a better separation of concerns, which can provide a number of benefits such as adaptability, extensibility, and modularity in the design and implementation. During design, some aspectual properties, such as synchronization, scheduling, performance and fault tolerance, crosscut the basic functionalities of the system software. By separating functional components from the different aspectual components of the system software in the design, we can provide a better generic design model of system software. Aspect-Oriented Programming is a methodology that aims at separating components and aspects from the early stages of the software life cycle, and using techniques to combining them together at the implementation phase. In this paper we discuss an aspect-oriented framework that can simplify system software design and implementation by expressing it at a higher level of abstraction. Our work concentrates on how to achieve a higher separation of aspectual components, functional components, and layers from each other. Our goal is to achieve a better design model for implementing system software in terms of modularity, reusability and adaptability.

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An Image Segmentation Technique For Very Low Bit Rate Video Coding

  • Jung, Seok-Yoon;Kim, Rin-Chul;Lee, Sang-Uk
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.19-24
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    • 1997
  • This paper describes an image segmentation technique for the object-oriented coding at very low bit rates. By noting that, in the object-oriented coding technique, each objects are represented by 3 parameters, namely, shape, motion, and color informations, we propose a segmentation technique, in which the 3 parameters are fully exploited. To achieve this goal, starting with the color space conversion and the noise reduction, the input image is divided into many small regions by the K-menas algorithm on the O-K-S color space. Then, each regions are merged, according to the shape and motion information. In simultations, it is shown that the proposed technique segments the input image into relevant objects, according to the shape and motion as well as the colors. In addition, in order to evaluate the performance of the proposed technique, we introduce the notion of the interesting regions, and provide the results of encoding the image with emphasizing the interesting regions.

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Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Practical and Verifiable C++ Dynamic Cast for Hard Real-Time Systems

  • Dechev, Damian;Mahapatra, Rabi;Stroustrup, Bjarne
    • Journal of Computing Science and Engineering
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    • v.2 no.4
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    • pp.375-393
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    • 2008
  • The dynamic cast operation allows flexibility in the design and use of data management facilities in object-oriented programs. Dynamic cast has an important role in the implementation of the Data Management Services (DMS) of the Mission Data System Project (MDS), the Jet Propulsion Laboratory's experimental work for providing a state-based and goal-oriented unified architecture for testing and development of mission software. DMS is responsible for the storage and transport of control and scientific data in a remote autonomous spacecraft. Like similar operators in other languages, the C++ dynamic cast operator does not provide the timing guarantees needed for hard real-time embedded systems. In a recent study, Gibbs and Stroustrup (G&S) devised a dynamic cast implementation strategy that guarantees fast constant-time performance. This paper presents the definition and application of a cosimulation framework to formally verify and evaluate the G&S fast dynamic casting scheme and its applicability in the Mission Data System DMS application. We describe the systematic process of model-based simulation and analysis that has led to performance improvement of the G&S algorithm's heuristics by about a factor of 2. In this work we introduce and apply a library for extracting semantic information from C++ source code that helps us deliver a practical and verifiable implementation of the fast dynamic casting algorithm.

Effect of Regulatory focus and Theory of Intelligence in the order of learning (학습순서 결정에서 지능관점과 조절초점의 영향)

  • Cho, Hyeseung;Kim, Kyungil;Bae, Jinhee
    • Korean Journal of Cognitive Science
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    • v.31 no.4
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    • pp.137-154
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    • 2020
  • Psychological properties of learners have influence on learning behaviors in various ways. The purpose of this study was to examine how the goal orientation of learners affected the learning time distribution method. Regulatory focus and theories of intelligence were measured and manipulated in order to differentiate participants' goal-oriented state. Two variables are known to be key variables influencing learner's goal orientation, inducing the approach-avoidance strategy and mastery-performance oriented attitude. In the experiment, the control focus was divided into two groups based on the inclination test score (regulatory Focus Questionnaire, RFQ), and TOI(theory of intelligence) was temporally induced through manipulation to confirm the interaction between the two variables. Participants were able to determine the order of learning freely by learning a set of Spanish-Korean word pairs and then selecting the items they would like to re-learn. Word pairs consisted of difficult or easy items, and learners could learn the same word many times if they wanted to. In the results, promotion-incremental group showed allocating difficult word-pairs in early time.

Listed Local State-Owned Enterprises and Environmental Performance: Evidence from China

  • TANG, Kai;BAE, Khee Su
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.255-262
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    • 2021
  • The paper examines the influence of ownership type on environmental performance of Chinese listed enterprises. China's environmental problems are attributed to the collusion between enterprises and economy-oriented local governments, which has allowed many companies to skirt environmental regulations. Especially, local state-owned enterprises (SOEs) tend to have worse environmental performance than private firms, under the wing of local governments, with whom they have a closer political connection. According to the report of the Environmental Protection Agency, currently the unacceptably poor environmental performance of local SOEs has severely hampered the realization of green economy in China. After examining the dataset of 15,996 firm-year observations from 2,688 listed firms, this paper found that, in the presence of central government supervision and personnel intervention, listed local SOEs will be forced to improve their environmental performance in accordance with standards set by the central government, which leads to better environmental performance than that of listed private firms (private firms). The result of two-stage regression also supports the conclusion. This shows increased supervision and personnel intervention from the central government can significantly improve the environmental performance of local SOEs. The research in this paper expects to make a contribution to attaining the goal of green economy in China.

Influence of Competitor and Customer Orientation on Marketing Performance through IT Competence in Chinese SMEs

  • Yu, Jiatong;Moon, Tae-Soo
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.131-153
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    • 2019
  • Purpose This study examines the roles of firm-level IT competence in the relationship between marketing orientation and marketing performance in the context of Chinese SMEs. To achieve this goal, this study presents and empirically tests a model of how competitor orientation and customer orientation can be exploited to positively influence marketing performance through IT competence. Design/methodology/approach The competitor orientation and customer orientation are based on the market orientation construct developed by Trainor et al. (2011). IT competence re based on the market orientation construct developed by Reitz et al. 2018) and the marketing performance are based on the performance construct developed by Hooley et al., (2005). To complete the investigation, we conducted a survey in China from February 2019 to April 2019. Randomly contacted 150 Chinese SMEs, including SMEs of all sizes and types. To test our hypotheses, partial least squares (PLS) method was employed. Findings The findings indicate that customer orientation is antecedent to IT competence, while competitor orientation has no significant relationship with IT competence. This study provides a better understanding of the connection between IT competence and firm performance. So companies should focus on shaping customer-oriented culture and training IT competence.

Short Communication: Links between Dental Hygiene Curriculum and Dental Hygiene Task Analysis

  • Park, Chae-Eun;Yoo, Jin-Gyeong;Lee, Su-Hyun;Lee, Yoon-Ha;Lee, Ji-Yeon;Choi, Mun-Jeong;Hwang, Soo-Jeong
    • Journal of dental hygiene science
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    • v.22 no.2
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    • pp.126-129
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    • 2022
  • Background: The problem with current dental hygienist education is that it operates as an education system based on the national examination rather than on a practical basis; thus, graduates have difficulties in practice after obtaining their license. This study aimed to propose a job-oriented curriculum by analyzing the links between the task analysis of Korean dental hygienists and dental hygiene learning goals. Methods: This study performed a relationship analysis based on a second job analysis study of dental hygienists conducted by the Korea Health Personnel Licensing Examination Institute and the learning goals of the Korean Dental Hygiene Faculty Association. Results: Based on the links between the task and learning goals of the dental hygienist, they were classified into six types: 1) tasks listed in the license exam and learning goal, 2) tasks not listed in the license exam but listed in learning goals, 3) tasks not listed in learning goals, 4) learning goals not related to tasks, 5) learning goals listed in a few tasks, and 6) tasks related to several learning goals. The results showed that most of them correspond to the 5th classification, followed by the 3rd and 4th categories, which are mostly basic science learning goals. Tasks without learning goals are not included in the curriculum; thus, the curriculum needs to be supplemented. The overlapping learning goals of several subjects for one job skill must be reduced in job-oriented education. Conclusion: We suggest that the dental hygiene curriculum be developed based on task analysis and reflected in the national dental hygienist exam. The clinical practice performance of dental hygienists will take further leap forward through task-oriented education.

Research of Residual Strain Calculation of Prestressed Concrete Beam Element (프리스트레스트 콘크리트 보 부재의 잔류변형 산정에 대한 연구)

  • Lee, Duck-Ki
    • Journal of the Korea Concrete Institute
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    • v.26 no.4
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    • pp.555-562
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    • 2014
  • To perform performance-based seismic design of buildings, it is necessary clear goal for usage and stability after an earthquake. To clear this goal, it requires a review of the constituent material of the building and, in particular, a member used as an indicator of the residual strain is useful. There are more usage of prestressed concrete because of prestressing steel witch has characteristics of the origin-oriented. In this study, the goal is estimating of residual strain on the prestressed concrete beam member. The expression for angle of deformed prestressed concrete beam member was obtained from using of curvature on the critical section and the equivalent plastic hinge length based on 'equivalent plastic hinge length method'. Considering the balance of strength and deformation conditions, suitable analysis values were derived from 'split Element Method'. Through various parametric studies, various factors affecting the residual strain were decided. Based on the results of this study, it is expected many researches will be proceed in the future.