Search
Search Results
-
Consumer Perception of Electric Cars in Hungary – Theoretical Considerations and Empirical Results
1-23Views:461Electric cars are becoming increasingly popular in the automotive industry and among consumers; partly as a result of their environmentally friendly characteristics. The aim of the study is to compare the main characteristics of electric and conventional cars in the context of environmental protection. In the first half of the study, we present the life cycle of electric and conventional cars and we compare the overall environmental impact traditional an electric vehicles. We point out that although the operation of an electric car does not pollute the environment locally, the manufacture, charging and disposal of batteries required for operation raises several issues related to environmental pollution. In the second part, we examine the respondents' attitudes towards electric cars based on our own questionnaire research. On the basis of the answers, it can be said that consumers still consider electric cars expensive and are aware that electric cars address some pollution issues to a small extent.
-
Laboratory Testing of Rediffusion of Contaminants Using DKS-Permeameter
41-48Views:145Decades long hydrocarbon contaminations effecting heterogenous groundwater systems is a common problem both in Hungary and worldwide. Only the treatment of aquifer layers is possible with remediation technologies, so the contaminations remained in the aquitards are released back to the treated porous layer after the treatment due to the changes in concentration-gradient. This process is the so-called back-diffusion: as a result, the previously removed contaminations appear in the remediated layer again. In order to get better understanding of the rediffusion process and the influencing parameters series of measurements were carried out at the University of Miskolc Faculty of Earth Science and Engineering using a special laboratory device called DKS-permeameter. With the help of some small modifications it can be used for the modeling of backdiffusion. Artificially contaminated soil samples were built in the DKS-permeameter from which contaminanant release occured due to back-diffusion. The concentration values were determined with spectrophotometric measurements.
-
Gamification in the field of human resource, a creative solution for recruitment
373-382Views:665With the introduction of latest tools and the expansion of technological solutions, the usage of smartphones ,with instant internet connection of course, has become an essential part of the net generation, also known as generation Z. At the same time, the role of IoT devices has also become part of our daily lives, completing and sometimes making it easier. This is due to the fact that the tools become more and more cheaper as time passes and parents and young people no longer consider these a technical innovations, but as a necessity. These generations; Y, Z and Alpha appear simultaneously on today's job market, which poses a serious challenge to future HR leaders and recruiters. Because of the generational gap between them, both motivational and demanding, novel solutions are becoming increasingly appreciated in this area as well. The purpose of this study is to demonstrate the potential of gamification and to highlight the its major areas, as well as to draw the attention to "good practices" in creative recruiting through better known examples. In addition, I also tried to point out the effect on the relationship between motivation and flow-experience. The gamification method is becoming more and more popular in our country, as it plays an increasingly important role in business and education as well. In recent years, with the use of serious games, there have been several examples of HR recruitment and selection, which clearly strives to reach out to younger generations.
-
About Gamification & What Do We Use for Nowadays
171-180Views:879By the widespread increase of new technologies, Internet has become an essential element for generation Z, however, this is not particularly surprising given the fact that over recent years different IoT solutions have become widely available, well-known and increasingly cheaper. Thus the grown up of Net Generation brings innovative solutions to the fore by which motivation is not forced to students anymore but there will be a real internal demand from their side in accordance with the age of Motivation 3.0. If this will be the case, the social issue of Homo Ludens will be also appeared in parallel to gamification [1]. Gamification nowadays is a method that become more widely used depending on field of use, thus it may meet needs of businesses and also educational institutions. The term of gamification is understood to mean those technics and methods when game elements are used in non-gaming environments [2]. Since we do not concentrate on learning during games, students will find learning a pleasure rather than an imposition and it means many could improve their skills or receive information without realizing they are actually studying. Moreover, despite the traditional learning method, the knowledge acquired this way can be used for a long time during seminars and later on labour market. Gamification plays an increasingly important role in business and also in education [3]. Students may learn more effectively and with a lower effort using gamification. As a result, this innovative approach of learning has been becoming more and more popular internationally, furthermore, motivation shortage problems also could be solved by this method [4].