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  • Consumer Perception of Electric Cars in Hungary – Theoretical Considerations and Empirical Results
    1-23
    Views:
    276

    Electric 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.

  • Design an Opening Force Measuring Device for Balancing Clips
    220-225
    Views:
    103

    This paper deals with the development of a force measuring device to determine the opening force of different types of balancing clips. These elements can be used in the impellers of ventilators to rebalance the rotor. The measuring device contains a commercially available beam type load cell. The data processing is performed by Arduino Nano development platform with a 24-bit sigma delta A/D converter. The device is well applicable to determine the opening force of the clips in different opening distances.

  • About Gamification & What Do We Use for Nowadays
    171-180
    Views:
    741

    By 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].

  • Analysis of a Special, 3D Metal-Printed HPDC Tool Material
    251-265
    Views:
    151

    High Pressure Die Casting (HPDC) is still the most productive metal-casting method of our time, however the more demanding are the industrial expectations, the more challenging it becomes to ensure the creation of the difficult cavity geometries and the thermal balance of the die-cast tool. New perspective is required, thus we can utilize high heat-conductivity tool steels and additive manufacturing technology.

  • Tribological Behaviour Comparison of ABS Polymer Manufactured Using Turning and 3D Printing
    46-57
    Views:
    150

    Additive and subtractive manufacturing of Acrylonitrile Butadiene Styrene (ABS) were employed for fabricating samples. The Additive manufacturing was represented through 3D printing, whereas subtractive manufacturing carried out by Turning. Some developments have been applied for enhancing the performance of the 3D printer. Tribological measurements of the turned and 3D printed specimens have been achieved. Studying the difference between static and dynamic friction factors and the examination of wear values were included. A comparison of the tribological behaviour of the turned and 3D printed ABS polymer has been investigated.

  • Gamification in the field of human resource, a creative solution for recruitment
    373-382
    Views:
    613

    With 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.

  • Experimental Study of Connections with Hardwood Studs
    26-34
    Views:
    108

    Attitude change is needed in design of timber structures. Truss girder made of timber elements wi th small cross sections can be used on large spans. Constructing structures with the use of these prefabricated trusses reduces the need of in-site work, and makes the use of ti mber structures economic. Rods of truss can be connected with the use of hardwood stud. On this way all steel components can be eliminated from the truss, so it can be used in aggressive environment as well. Dowel type connection, with hard wood stud is the subject of the present research. Hardwood studs were investigated individually and also as the part of separated connections of the truss girder.

  • Mechanical Testing of 3D Metal Printed Stainless Steel Specimens
    7-13.
    Views:
    86

    Additive manufacturing (AM) is a cutting-edge production method, which has come a long way since its first introduction in the ’80s. Back in the days its usage was very limited to stereolithography, and was only able to make weak structures, so it only worked for visualization. Four decades later it is one of the leading research fields in production areas, because of its flexibility and its ability to make almost any complex geometry. However, no matter how powerful it is, it is not omnipotent, there are certain size and shape restrictions even this method must apply to.

  • A bankvezetési kultúra változása a gazdasági válság hatására
    261-273
    Views:
    152

    A 2008/11-es globális gazdasági válság eredetét az elemzők jellemzően az amerikai másodrendű jelzálogpiaci válságra vezetik vissza. A gazdasági válság bizalmi válságba ment át, mely időben elhúzódást, hatásában pedig mélyülést jelentett. Összesített hatásként a pénzügyi szektor a valaha volt legmélyebb válságát élte át, melynek következményeként a tradicionális hatalmi viszonyok is megváltoztak. Hosszú idő után a bankok szabályozásáért és felügyeletéért felelős politikai vezetők globálisan vissza tudták venni a primátusi hatalmat a pénzügyi/gazdasági vezetőktől. A primátusi szerep elvesztése, a válság kitörésében játszott szerep, a társadalmi felelősség, a bankmentő akciók következményei, a reputáció csökkenése, a bizalomhiány mind közrejátszottak abban, hogy a bankvezetők és a banktulajdonosok új vezetési és gazdálkodási kihívásokkal találják magukat szemben. A tanulmány erre a nemzetközi és hazai kihíváshalmazra keresi a kulturális válaszokat.

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