JAKPAT conducted a survey to 461 Indonesians who ever have conducted local search, from 20-45 years old, in Indonesia, randomly.
The purpose of this survey are to know how Indonesian local search behavior and how their purchasing tendency towards local stores. Even if this survey does not represent the whole population, but by figuring this survey result hopefully people can figure out how Indonesian local search behavior and their purchasing tendency towards local stores.
JAKPAT conducted a survey to 532 millennial respondents, in some cities of Indonesia, randomly.
The purpose of this survey are to figure out how they prepare their future plans and how their online behavior. Even if this survey does not represent the whole population, but by figuring this survey result hopefully people can figure out how millennials prepare their future plans and their online behavior.
The Phone-Life Balance Study, commissioned by Motorola, and conducted in partnership with Dr. Nancy Etcoff, expert in Mind-Brain Behavior and the Science of Happiness at Harvard University and Psychologist at Massachusetts General Hospital Department of Psychiatry, was designed to generate insights around the impact of phone-life balance.
JAKPAT conducted a survey to 461 Indonesians who ever have conducted local search, from 20-45 years old, in Indonesia, randomly.
The purpose of this survey are to know how Indonesian local search behavior and how their purchasing tendency towards local stores. Even if this survey does not represent the whole population, but by figuring this survey result hopefully people can figure out how Indonesian local search behavior and their purchasing tendency towards local stores.
JAKPAT conducted a survey to 532 millennial respondents, in some cities of Indonesia, randomly.
The purpose of this survey are to figure out how they prepare their future plans and how their online behavior. Even if this survey does not represent the whole population, but by figuring this survey result hopefully people can figure out how millennials prepare their future plans and their online behavior.
The Phone-Life Balance Study, commissioned by Motorola, and conducted in partnership with Dr. Nancy Etcoff, expert in Mind-Brain Behavior and the Science of Happiness at Harvard University and Psychologist at Massachusetts General Hospital Department of Psychiatry, was designed to generate insights around the impact of phone-life balance.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
A Study on Gaming Addiction among Adolescents with Special Reference to Coimb...ijtsrd
Internet and gambling addiction are recognized as serious mental health threats, and excessive Internet use is associated with a range of negative psychosocial consequences. The aim of this review is to identify all previous empirical studies that have used imaging techniques to reveal emerging mental health problems in internet and gambling addiction from a neuroscientific perspective. A systematic literature search was performed and 18 studies were identified. These studies provide compelling evidence of similarities at different levels between different types of addiction, particularly substance addiction and Internet and gambling addiction. This paper demonstrates that understanding the neural correlates associated with the development of internet and gaming addiction will facilitate future research and pave the way for the development of addiction treatment approaches. The sampling method chosen in this study was non probabilistic sampling as the researchers chose a descriptive study design. In this study, researchers collected data from respondents using a targeted sample. A sample size of 50 was collected using an interview design. Ms. G. Lourds Shammine | Amirthavarshini. S "A Study on Gaming Addiction among Adolescents with Special Reference to Coimbatore District" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-2 , April 2023, URL: https://www.ijtsrd.com.com/papers/ijtsrd56184.pdf Paper URL: https://www.ijtsrd.com.com/humanities-and-the-arts/social-science/56184/a-study-on-gaming-addiction-among-adolescents-with-special-reference-to-coimbatore-district/ms-g-lourds-shammine
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
While many applications today receive huge success in this fiercely competitive market, many are down falling. Developers today become more active in coming up with new types of applications with different layouts and designs to keep up with consumer’s demands, behavior as well as the changing trends.
Furthermore, new business models have been introduced to customers through reward application where consumers can collect stamps and points from their favorites places in order to claim discounts and prizes later.
W&S would like to study the rise and fall of smartphone applications and track changes during the past three months as well as study the awareness of reward applications in three Southeast Asian countries including Indonesia, Thailand and Vietnam.
Note) From page 9-11
T2B: Top Two Boxes
B3B: Bottom Three Boxes
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
A Study on Gaming Addiction among Adolescents with Special Reference to Coimb...ijtsrd
Internet and gambling addiction are recognized as serious mental health threats, and excessive Internet use is associated with a range of negative psychosocial consequences. The aim of this review is to identify all previous empirical studies that have used imaging techniques to reveal emerging mental health problems in internet and gambling addiction from a neuroscientific perspective. A systematic literature search was performed and 18 studies were identified. These studies provide compelling evidence of similarities at different levels between different types of addiction, particularly substance addiction and Internet and gambling addiction. This paper demonstrates that understanding the neural correlates associated with the development of internet and gaming addiction will facilitate future research and pave the way for the development of addiction treatment approaches. The sampling method chosen in this study was non probabilistic sampling as the researchers chose a descriptive study design. In this study, researchers collected data from respondents using a targeted sample. A sample size of 50 was collected using an interview design. Ms. G. Lourds Shammine | Amirthavarshini. S "A Study on Gaming Addiction among Adolescents with Special Reference to Coimbatore District" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-2 , April 2023, URL: https://www.ijtsrd.com.com/papers/ijtsrd56184.pdf Paper URL: https://www.ijtsrd.com.com/humanities-and-the-arts/social-science/56184/a-study-on-gaming-addiction-among-adolescents-with-special-reference-to-coimbatore-district/ms-g-lourds-shammine
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Since the beginning of the smartphone era, smartphone devices are gaining more popularity among users of all ages due to the convenience provided by smartphone applications, which now play a significant role in helping users live their lives more conveniently through providing entertainment as well as a platform to do business everywhere and anytime. In the past, application categories are limited to a few such as games and a few productivity applications, but who would have imagined we would have fitness tracking applications, educational applications or even medical applications?
While many applications today receive huge success in this fiercely competitive market, many are down falling. Developers today become more active in coming up with new types of applications with different layouts and designs to keep up with consumer’s demands, behavior as well as the changing trends.
Furthermore, new business models have been introduced to customers through reward application where consumers can collect stamps and points from their favorites places in order to claim discounts and prizes later.
W&S would like to study the rise and fall of smartphone applications and track changes during the past three months as well as study the awareness of reward applications in three Southeast Asian countries including Indonesia, Thailand and Vietnam.
Note) From page 9-11
T2B: Top Two Boxes
B3B: Bottom Three Boxes
Similar to IRJET- An Empirical Study of Mobile Game Addiction (20)
Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
6th International Conference on Machine Learning & Applications (CMLA 2024)ClaraZara1
6th International Conference on Machine Learning & Applications (CMLA 2024) will provide an excellent international forum for sharing knowledge and results in theory, methodology and applications of on Machine Learning & Applications.
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
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HEAP SORT ILLUSTRATED WITH HEAPIFY, BUILD HEAP FOR DYNAMIC ARRAYS.
Heap sort is a comparison-based sorting technique based on Binary Heap data structure. It is similar to the selection sort where we first find the minimum element and place the minimum element at the beginning. Repeat the same process for the remaining elements.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.