4 resultados para information and communication technology

em Corvinus Research Archive - The institutional repository for the Corvinus University of Budapest


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A szerzők ebben a tanulmányukban az információs és kommunikációs technológiai (továbbiakban IKT) eszközök közül az asztali számítógépekkel (desktopok), laptopokkal (notebookok és netbookok), táblagépekkel és okostelefonokkal foglalkoznak. Az IKT-eszközök elterjedtségének vizsgálatánál meghatározó szerepet játszik a technológia jelenléte mellett a társadalom befogadóképessége. A technológia és társadalom kapcsolatát különböző módszerekkel és modellekkel mutatják be, melyek indokolják ezen eszközök növekvő használatának szükségességét. Ebben a tanulmányban a modellekből és a felmérésekből összeállított tényezők beépítésével és az általuk feldolgozott kérdőívek elemzése által kirajzolódnak minták és olyan összefüggések, amelyek magyarázatot adhatnak a különböző eszközhasználat okainak megértésére. _____ In their study the authors deal with the desktop computers (Desktop), laptops (notebooks and netbooks), smartphones and tablet machines among of information and communication technology (hereinafter referred to as ICT) tools. The capacity of society is one of the key elements in the examination of spread of ICT. The relationship between technology and society is presented with different methods and models that are justified by the need for increasing the use of these devices. In this paper such samples and correlations are emerged of the models and surveys, which may explain the reasons for understanding of the different tool use.

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The article investigates the division between member states of the European Union considering the aspect of their level of information and communication technology (ICT) development focusing on e-learning. With the help of discriminant analysis the countries are categorized into groups based on their ICT maturity and e-learning literacy level of development. Making a comparison with a benchmarking tool, the ITU (International Telecommunication Union)’s ICT Development Index (IDI) the results are confirmed partly correct. The article tries to find economical explanations for the re-grouping of the countries ranking. Finally the author examines the reliability of Hungary’s ranking results and the factors which may affect this divergence from the real picture.

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Fizikai példákon és matematikai modelleken bemutatjuk, hogy a rendszerek működésének hatékonyságnövekedése instabilitást eredményezhet. Megvizsgáljuk, hogy az informatika és a telekommunikáció fejlődése okozhat-e rendszerszintű instabilitást, illetve milyen gazdasági eszközök vannak a stabilitás fenntartására. / === / Using examples from physics and mathematical modeling, the paper shows that increasing efficiency in systems can lead to instability. The question thus arises whether the development of information and telecommunication technology can lead to instability in the economic system. The policy tools used to maintain stability are also discussed.

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The traditional way of understanding television content consumption and viewer reactions may be simply summarised: information about the program, viewing at airing time, and interpersonal discussion after the program. In our digital media environment due to crossmedia consumption and platform shifts, the actual trend in audiovisual, and traditionally television content consumption is changing, the viewer’s journey is different across contents and platforms. Content is becoming independent from the platform and the medium is increasingly in the hands of technologically empowered viewers. Our objective is to uncover how traditional content expressly manufactured for television (series, reality shows, sports) can now be consumed via other platforms, and how and to what extent audiovisual content consumption is complemented or replaced by other forms (text, audio). In our exploratory research we identify the typical patterns of interaction and synergies of consumption across classical media content. In this study we used a multimethodology qualitative research design with three research phases including focus groups, online content analysis, and viewers’ narratives. Overall, the Video Star stays alive, but has to deal with immediate reactions and has to change according to his or her audiences’ wishes