• Title/Summary/Keyword: new creation

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Entrepreneurial Ecosystem - What Boosts Herders' Business Most in Mongolia?

  • Delgersaikhan, Amarjargal
    • STI Policy Review
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    • v.8 no.2
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    • pp.94-109
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    • 2017
  • Entrepreneurship is a creation of new combinations of goods and services. Today, every aspect of business operations has been changing, which we call development. The conventional business included production and manufacturing of goods and serving things the customer needed. Today, the business has changed form so that the demands of customers are shaped by the good or service which has been created by the businesses. Entrepreneurship in Mongolia is not a new concept but nowadays the number of entrepreneurs in Mongolia has grown sharply. Mongolia was a nomadic culture during its history and is probably the only nomadic culture left in the world today. Mongolian herders are the largest and the most powerful representation of successful entrepreneurs in Mongolia. Another practice of herders in the world are in Australia. Along with a comparison of the policy and government support system of Australia, this study intends to assess how 6 factors of the entrepreneurial ecosystem fit herders in Mongolia. As a result of this assessment, we propose policy to support the entrepreneurial mechanism of herders and identify cultural factors which support the existence of herding.

"How can you live without using Snapchat?" Practical Study for the Usage of Facebook and Snapchat in the Kingdom of Saudi Arabia

  • Alghamdi, Deena
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.579-585
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    • 2021
  • This study aims to provide an in-depth description of the practices of social media users in the Kingdom of Saudi Arabia (KSA)-specifically the users of Facebook and Snapchat-and the reasons for these practices, the decisions made, and the people involved. Qualitative methods were used to collect data in two rounds from 53 participants. The data analysis shows a clear preference for Snapchat over Facebook among the participants, as shown in their using the application many times daily and in the creation and use of new words derived from the application's name. On the other hand, one of the main reasons mentioned by the participants for not preferring Facebook was the unclear policy of security and privacy used in the application. This reason is important for all social media users, but, in particular, it is crucial for female users, as shown in the data. This is important for the designers and policymakers of the social media applications to understand and consider, as it would help them improve the current applications and create new ones.

The Roles of the 6th Industry for Job Creation in the Elderly: Korea Cases

  • Jung, Kil-soo;Kim, Jin-soo;Kwon, Ohbyung
    • Asia Pacific Journal of Business Review
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    • v.3 no.2
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    • pp.27-41
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    • 2019
  • As South Korean population is aging and the elderly have to continue their economic activities, the problem of jobs for the elderly is coming to the fore. In particular, in the situation where traditional agriculture is preferred over strategic mechanized agriculture, due to the reality of South Korean agriculture dominated by farming by the elderly, the paradigm of South Korean agriculture should be changed into completely new one in order to have new competitiveness. Therefore, the purpose of this study is to propose the $6^{th}$ industry as an alternative to create jobs for the elderly. To this end, 6th industry success cases in South Korea are analyzed with a view to discovering implications applicable to other countries too.

DESIGN OF A MODERN COMPUTER BRAND AS THE MAIN COMMUNICATION FACTOR IN THE WORLD CULTURAL SPACE

  • Zaitseva, Veronika;Bratus, Ivan;Sverdlyk, Zoriana;Gunka, Anna;Liezhniev, Olexandr
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.292-296
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    • 2021
  • The purpose of this article is to explore the modern branding - its nature, history, originality, spirit and value to consumers. In particular, graphic design of the brand is an important component in terms of the modern European culture. The scientific novelty of the work implies the study of the contemporary design, which widely embraces the sphere of cultural and social life and can contribute to the development of progressive phenomena in society, as the design can literally be defined as a rethinking, a search for new meanings. The design itself is a versatile means of communication at the level of feelings and meanings. One of its main goals is the harmonization, and even formation of perception of the world, creation of new images or rethinking the essence of ordinary things. Hence, the research in the field of the design development is topical in the worldwide cultural space..

ON THE DETERMINANTS OF ENTREPRENEURSHIP IN MIDDLE EAST AND NORTH AFRICA

  • Zmami, Mourad;Salha, Ousama Ben
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.181-187
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    • 2021
  • The purpose of this study is to examine empirically the short- and long-run determinants of entrepreneurial activity in a sample of 15 the Middle East and North African economies between 2006 and 2018. More specifically, four groups of determinants are considered in the analysis, namely economic, demographic, business environment, and institutional. Given the autoregressive feature of the entrepreneurial activity process, a dynamic panel data model is estimated using the system GMM estimator. Findings reveal that unemployment, trade openness, population density, and economic freedom are the main drivers of new business creation in the short-run, while the cost and number of procedures to start a new business negatively affect entrepreneurship. In the long-run, the same findings hold true. Moreover, education and political stability and the absence of violence/terrorism positively affect entrepreneurial activity. Policy recommendations are accordingly designed.

Exploration and Analysis of "Integration of Chinese and Western Cultures" of Chinese Realistic Ink Wash Figure Painting

  • Guo Yuan
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.204-211
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    • 2023
  • Chinese figure painting is the earliest type of painting to be mature in the history of Chinese painting. After its peak in the Jin and Tang dynasties, Chinese figure painting turned into a low tide in the Ming and Qing dynasties. Under the influence of the May Fourth New Culture Movement's concept of "introducing the Western culture into China", realistic ink wash figure painting emerged, which was different from traditional painting. Realistic ink wash figure painting is a new kind of painting that combines traditional Chinese painting methods with concepts of Western scientific painting. With the mutual reconciliation of realistic modeling and traditional Chinese painting, it makes up for the shortcomings of traditional Chinese figure painting in reproducing life, thus forming the diversified development of Chinese figure painting. Through an in-depth interpretation of the fusion of Chinese realistic ink figure painting with Chinese and Western, this paper accurately grasps the characteristics of the painting language, which is an important guide to the creation of Chinese realistic ink painting today.

Research on the Application of Fractal Geometry in Digital Arts

  • Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.175-180
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    • 2023
  • Fractal geometry, a relatively new branch of mathematics, was first introduced by Benoit Mandelbrot in 1975. Since then, its applications have expanded into various fields of natural science. In fact, it has been recognized as one of the three significant scientific discoveries of the mid-20th century, along with the Dissipative System and Chaos Theory. With the help of fractal geometry, designers can create intricate and expressive artistic patterns, using the concept of self-similarity found in nature. The impact of fractal geometry on the digital art world is significant and its exploration could lead to new avenues for creativity and expression. This paper aims to explore and analyze the development and applications of fractal geometry in digital art design. It also aims to showcase the benefits of applying fractal geometry in art creation and paves the way for future research on sacred geometry.

Design to Improve Educational Competency Using ChatGPT

  • Choong Hyong LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.182-190
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    • 2024
  • Various artificial intelligence neural network models that have emerged since 2014 enable the creation of new content beyond the existing level of information discrimination and withdrawal, and the recent generative artificial intelligences such as ChatGPT and Gall-E2 create and present new information similar to actual data, enabling natural interaction because they create and provide verbal expressions similar to humans, unlike existing chatbots that simply present input content or search results. This study aims to present a model that can improve the ChatGPT communication skills of university students through curriculum research on ChatGPT, which can be participated by students from all departments, including engineering, humanities, society, health, welfare, art, tourism, management, and liberal arts. It is intended to design a way to strengthen competitiveness to embody the practical ability to solve problems through ethical attitudes, AI-related technologies, data management, and composition processes as knowledge necessary to perform tasks in the artificial intelligence era, away from simple use capabilities. It is believed that through creative education methods, it is possible to improve university awareness in companies and to seek industry-academia self-reliant courses.

An Analysis on the Mechanism and Algorism of ET·IT Based Future City Space (환경기술과 정보기술 기반의 미래도시 공간 메커니즘과 알고리즘 분석)

  • Han, Ju-Hyung;Lee, Sang-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.296-305
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    • 2017
  • This study aims to create a new urban space through mechanism structure and algorism analysis between IT and ET. The results are as follows. First, the development trends of ET IT are classified into 4 types, "Eco-Friendly Development", "Energy Production Technology Development", "Energy Saving Technology Development" and "Wide Area IT Network Development", which are found to be constantly evolving. Second, Sang-Am DMC developed through the environmentally protective and eco-friendly aspects of ET from the Korean War to 1978. Wide area IT networks developed rapidly from 1990 to 2000. However, in 2010, urban spaces began to develop by the fusion of the Environment and Information. The fusion of Environment and Information in the development trends in the past is referred to as "Individual Development", that in the present is referred to as "Semi-fusion Development" and that in the future will be referred to as "Total Fusion Development". Third, the mechanism structure of DMC has evolved through creation, extinction and fusion processes. The creation process will serve to supplement the insufficiencies of the existing systems, the extinction process will be the compactification of the fusion process, and the fusion process will be the standard for creation and extinction. Finally, the future of new innovative urban and architectural spaces will be forged by the mechanism symbolization patterns of IT ET.

Mathematical Elaboration Process of the Elementary Gifted Children's Board Game Re-creation in Group Project (모둠별 게임 변형을 통한 초등수학영재들의 수학적 정교화 과정 분석)

  • Sung, Ye Won;Song, Sang Hun
    • School Mathematics
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    • v.15 no.3
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    • pp.619-632
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    • 2013
  • One area where research is especially needed is their elaboration process and how they elaborate their idea as a group in a mathematical board game re-creation project. In this research, this process was named 'Mathematical Elaboration Process'. The purpose of this research is to understand how the gifted children elaborate their idea in a small group, and which idea can be chosen for a new board game when they are exposed to a project for making new mathematical board games using the what-if-not strategy. One of the gifted children's classes was chosen in which there were twenty students, and the class was composed of four groups in an elementary school in Korea. The researcher presented a series of re-creation game projects to them during the course of five weeks. To interpret their process of elaborating, the communication of the gifted students was recorded and transcribed. Students' elaboration processes were constructed through the interaction of both the mathematical route and the non-mathematical route. In the mathematical route, there were three routes; favorable thoughts, unfavorable thoughts and a neutral route. Favorable thoughts was concluded as 'Accepting', unfavorable thoughts resulted in 'Rejecting', and finally, the neutral route lead to a 'non-mathematical route'. Mainly, in a mathematical route, the reason of accepting the rule was mathematical thinking and logical reasons. The gifted children also show four categorized non-mathematical reactions when they re-created a mathematical board game; Inconsistency, Liking, Social Proof and Authority.

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