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In today’s simulated path, global and customized music recommendation systems are crucial for reducing the deluge of alternatives, increasing person involvement, and growing a stronger bond between track libraries and their respective listeners. With the purpose of suggestion, a better user enjoys and lives aggressively in the virtual tune marketplace, it is vital to fix this predicament. The biggest obstacle is coming up with a solution that can accurately record all the unique aspects of musical preferences, such as style, environment, speed, and cultural attitude. For the cause of addressing those problems, in this paper, the Fuzzy Convolutional Generative Adversarial Network (FC-GAN) is a modern method that generates customized song recommendations with the aid of combining the strength of deep gaining knowledge of with fuzzy logic. The FC-GAN version makes use of convolutional neural networks (CNNs) to get a whole lot of traits out of audio samples, and fuzzy logic makes it better at taking pictures the subjective nature of people’s adjust preferences. With the use of an adverse education system, FC-GAN is capable of closely ensembling user possibilities with its music embeddings. In the track enterprise and beyond, the counseled FC-GAN structure has first-rate promise for diverse packages. It integrates without problems with existing track streaming systems to provide customized hints, which reinforces user engagement, retention, and happiness. In addition, FC-GAN can make it easier to compose, remix, and generate tune, giving manufacturers and artists extra ingenious tools to specific themselves creatively. By making use of melody datasets and user interaction logs from the actual international, each folks show that FC-GAN can offer extra accurate, diverse, and surprising personalized track recommendations. In addition, the builders validate FC-GAN’s practicality by checking out its scalability, computational efficiency, and resilience throughout distinctive person demographics and musical genres.
Knowledge management as traditionally espoused has two main strands: dealing with the aggregation of knowledge, and the transfer of knowledge. However, this official discourse and its key concepts grew out of the experience of large, mature, highly structured and dispersed enterprises. A look at the environment in which small enterprises work suggests a different set of key concepts, considering the notions of experience and structural capital as key knowledge manipulation tools. These tools are particularly relevant to environments of high uncertainty, volatility and risk — and so also have a significant contribution to make to the direction of knowledge management for larger enterprises, where adaptiveness and ignorance management tools are becoming increasingly important.
This study examines the process of building common understanding in a case study of an international information technology (IT) project. A literature review situates the subject of common understanding among fields of research and identifies issues that are insufficiently explored. Our quantitative and qualitative surveys in the case study reveal that common understanding relates to experience. It also establishes that there are situational variations in common understanding. The theoretical implications are presented about the acquisition of common understanding in diverse organisations and the relations to employee experience. It shows that the nature of common understanding shifts from inductive to deductive knowledge as employees accumulate experience in international IT projects.
In general, it could be said that bats are blind but they have high quality senses of smelling and hearing to survive. Similarly, entrepreneurs can look at the business world with different eyes to survive. This affects their cognitive biases in risk perception. The aim of this study was to analyze how entrepreneurs’ cognitive biases affect their opportunity exploitation and risk perception. In this study, we evaluated self-efficacy, locus of control, overconfidence and optimism as dimensions of cognition. Independently of our purpose, results also show entrepreneurs have social capital, such as experience and prior knowledge, which forms their cognitive biases and leads them to perceive less risk when evaluating a new venture idea.
With the increasing number of social problems for which governments do not have solutions, especially in emerging economies, there have been ever louder calls for establishing social enterprises that will help address these problems. Social entrepreneurial intention increases when individuals have a high level of social entrepreneurial self-efficacy (SESE). The literature suggests that SESE is domain-specific and can be enhanced only through education and experience related to social entrepreneurship. Building upon the social cognitive theory, this study argues that SESE can be improved through general factors such as education level and entrepreneurial experience. Through an online survey involving 241 general individuals, this study finds support for the social cognitive theory, which states that educational level increases SESE and subsequently increases social entrepreneurial intention. This relationship is substantiated for individuals who have prior entrepreneurial experience but not for individuals with no entrepreneurial experience. The results of this study highlight the importance of education in promoting social entrepreneurial intention. In addition, the curricula at all educational levels should encourage students to gain entrepreneurial experience such as by developing business projects or initiating a business.
This paper studies the entrepreneurial optimism and debt decisions for business start-up. By analysing a sample of 160 business start-up and by using the panel data estimation, we study entrepreneurs’ optimism and its impact on debt decision of business start-up. The measure of entrepreneurial optimism is based on the entrepreneur earnings forecasts initiated by Lin et al. (2005). Meanwhile, the nature of entrepreneurial experience (serial and portfolio entrepreneur) has an effect on entrepreneurial optimism and leads to more or less optimistic entrepreneur. The results reveal that optimistic entrepreneur prefers equity in funding the financial deficit. Serial entrepreneurs tend to use more debt funding. In the dynamic model, the entrepreneur acquiring business concurrently adjusts slowly to debt ratio. Nevertheless, the sequential entrepreneurial experience leads to more optimism and so on more debt use. Given the governance role played by banks, the high adjustment cost for start-up is a consequence of the efficiency of the quality of control exercised by banks that in spite of entrepreneurial optimism, the entrepreneur does not convince the financiers to be so confident on the prospect of the business.
This paper presents an exploratory study investigating the influence of the factors (1) intermediary participation, (2) decision-making authority, (3) position in the enterprise, and (4) experience in open innovation on the perception and assessment of the benefits and risks expected from participating in open innovation projects. For this purpose, an online survey was conducted in Germany, Austria and Switzerland. The result of this paper is an empirical evidence showing whether and how these factors affect the perception of potential benefits and risks expected within the context of open innovation project participation. Furthermore, the identified effects are discussed against the theory. Existing theory regarding the benefits and risks of open innovation is expanded by (1) finding that they are perceived mostly independently of the factors, (2) confirming the practical relevance of benefits and risks, and (3) enabling a finer distinction between their degrees of relevance according to respective contextual specifics.
The twenty-first century places new demands on student learning. New times call for new literacies. We witness keen interest in "serious games" and the use of games to enhance student learning. Against this backdrop, this paper examines issues related to bringing game-based learning into classrooms. It is argued that the construction of students' identity and sense of self are important but mostly overlooked educational goals. It is also noted that immersive games, by virtue of three associated learning characteristics—embodiment, embeddedness, and experience—are well-suited to supporting identity construction goals because they orient learning toward performance competencies that are intentional and possess a high degree of personal agency. We advocate a pedagogy that involves dialectic interplay between game-play experience and classroom-based discussion and reflection. These ideas are illustrated through a research project on National Education in Singapore. The game we have developed, Space Station Leonis, is a hybrid that comprises two modes of play: simulation mode and role playing scenario mode. We show how the game has been designed to help students develop a sense of who they are and what they stand for in a classroom learning environment that seeks to facilitate development of their identity in relation to being and becoming a Singapore citizen.
The discipline of modeling and simulation (M&S) is advancing, maturing, and is being used in more and more challenging areas. Appreciation of its comprehensive and integrative view, i.e., its big picture would be very useful for its continued and systematic growth and successful applications. The article starts with a rationale for the needs to see the big picture of M&S and ways to see the big picture. Since M&S is closely related with reality and its representations i.e., models, reality/model dichotomy is clarified. As the core of the article, detailed perceptions of M&S from different perspectives such as: purpose of use, problem to be solved, connectivity of operations, and types of knowledge processing are clarified. Then, three aspects of ways to increase the trustworthiness of M&S are outlined (i.e., validation and verification (V&V), quality assurance (QA), and failure avoidance (FA). The article ends with a discussion of M&S from the perspective of professionalism. Some recommendations or challenges are still open for implementations for the success of M&S.
Changes in the problems addressed and the modes of interpretation employed by one hazard researcher during a lengthy professional career are identified and analyzed. These illustrate an ongoing dialogue between personal experience and professional engagement that moves toward broader framing of problems and increased synthesis of findings over time. This trend parallels the general evolution of interdisciplinary hazard research in recent decades. The emergence of ambiguity as a study problem that requires urgent attention is discussed against a background of burgeoning hazards and inadequate progress toward the reduction of losses, as well as an increasingly permeable boundary between the knowledge of experts and laypersons. Concepts of encounter and context are identified as promising rubrics under which researchers might undertake an expanded engagement with hazards and examples of topics on the author’s current inquiry agenda are provided.
According to the development of the times and the typical characteristics of medical stages, traditional medicine can be divided into six aspects: legendary traditional medicine, instinctive traditional medicine, witchcraft traditional medicine, empirical traditional medicine, theoretical traditional medicine and integrated traditional medicine. With regard to witchcraft medicine, primitive religion almost became an important source of human knowledge all over the world because the ability of early human beings to understand and transform nature was extremely limited. Medicine has experienced a history of symbiosis with religion, and the blending of medicine and witchcraft is an early feature and necessary stage of Chinese and Western traditional medicines. As for empirical medicine, it is a kind of medicine in the stage of “knowing its nature”. Its main feature is that medical knowledge and technology are mainly based on the practical or applicatory experience (the primary stage of cognition), but not on the “knowing its reason” stage. From the perspective of this development stage, it is a medicine between witchcraft medicine and theoretical medicine.
Gastric cancer is a heterogeneous disease which requires a multimodal approach of management. The Department of Gastrointestinal Surgery at Changhai Hospital, a tertiary hospital in Shanghai, established the gastric cancer multidisciplinary team (MDT) clinic based on the guidance of MDT culture in the year of 2017. Our MDT discussion followed a weekly consultation model, with the full-board discussion held once a month, and mini-board communication and discussion made once a week. The stages of MDT management are: pre-operative treatment plan and preparation, post-operative treatment plan, and follow-up treatment and evaluation. As of March 2021, a total of 296 patients visited the MDT clinic. Majority of the patients were gastric carcinoma patients (273/296, 92.2%). Here, we shared our gastric cancer MDT experiences and summarized our strengths and proposed directions for improvement.
This study is to examine the correlation between customers’ interactive experience with flower stores and their purchase intentions through the aesthetic experience along with the examination of customers’ brainwaves. Among a total of 56 effective questionnaires, 10 random participants are chosen to give electroencephalogram (EEG) examinations and interviews. Regression analyses showed the explained variance 57.9% and the regression coefficients 0.415 (interactive experience) and 0.422 (esthetic experience). The EEG in interactive experiences varied case by case, but delta tended to increase in aesthetic experiences.
Board games are games that can be played on a desk or other flat surfaces. It is an emerging educational technology. Because of education reform, learning is no longer limited to school. In terms of the learning process, the best way to learn and retain knowledge is to combine learning content with life experience. Therefore, ways to learn are no longer limited to textbooks. The purpose of board games in learning is to integrate the flow experience and digital learning through experiencing the game, so as to enhance learners’ motivation and interests in learning and encourage learners to participate in learning. Students can not only learn through the whole process of the game, but also produce a flow in that situation. In addition, they can learn new knowledge and skills naturally.
In recent years, board games are more and more popular in the educationese. Through board games, learners can cultivate their mind, enhance learner’s motivation and interests, and promote enduring learning. Besides, board games with digital technology can increase the games’ variability and enjoyment. In recent times, teachers have started introducing board games as a teaching method that is interactive and informative. Learners can learn to think and to adapt in various subjects, such as mathematics, language, history and science. In addition to intellectual disciplines, board games also provide opportunities for students to be collaborative, explorative and think critically. Besides, through the games, students can be trained to resolve conflicts and to apply strategies to learn. This study is based on the Evaluation Grid Method and questionnaires to research students’ willingness in learning, in-depth interviews to evaluate students’satisfaction surveys by promoting the students’ cognition, affection, behavior. The purpose of this study is to understand students’ acceptance of board games in integrative activities and to discuss the relationship among environmental factors, curriculum factors and students’ using behaviors on board games. Therefore, the results of the follow-up verification study can be used as a reference to board games in teaching design in the future.
Cultural tourism projects are strategic options for urban tourism seeking to improve and develop. They are based on the integration of culture and tourism, adding to creative experience services in order to satisfy the increasing needs of tourists for leisure and entertainment, and create a unique experience. This study is aimed at exploring the attractive experience attributes of cultural tourism project by using the example of Beijing South Luogu Lane, which provide the viewpoint of unique experience, and apply the evaluation structure method of Miryoku engineering to discuss characterisics of cultural tourism project by in-depth interviews with sampled tourists. The characteristics include seven attractive attributes, such as popularity, concern, uniqueness, entertainment, participation, culture, and self-realization. Among them, entertainment, uniqueness, and cultural performances are more obvious properties than others which can provide reference for future design of cultural tourism experience.
It is suggested that the “B” in QBism rightfully stands for Bohr. The paper begins by explaining why Bohr seems obscure to most physicists. Having identified the contextuality of physical quantities as Bohr’s essential contribution to Kant’s theory of science, it outlines the latter, its own contextuality (human experience), and its decontextualization. In order to preserve the decontextualization achieved by Kant’s theory, Bohr seized on quantum phenomena as the principal referents of atomic physics, all the while keeping the universal context of human experience at the center of his philosophy. QBism, through its emphasis on the individual experiencing subject, brings home the intersubjective constitution of objectivity more forcefully than Bohr ever did. If measurements are irreversible and outcomes definite, it is because the experiences of each subject are irreversible and definite. Bohr’s insights, on the other hand, are exceedingly useful in clarifying the QBist position, attenuating its excesses, and enhancing its internal consistency.
Proper footwear is an indispensable component of a successful diabetic foot care programme. Active Charcot arthropathy needs total contact cast. However, this modality is not welcomed by patients due to the tropical climate. Patients with foot ulcer are mostly dispensed with a half-shoe or wedge-type shoe for off-loading. A pair of quality athlete shoes might suffice for most diabetes. Majority of high-risk diabetic feet can be settled with off-the-shelf orthotic shoes and a custom-made insole. In uncommon scenarios, complex deformity warrants custommade orthotic shoe. Although designing and prescribing therapeutic footwear is largely an art, it has now gradually evolved into a science. A large area in this terrain demands further clinical research and biomechanical study.