217 research outputs found

    ODNOSI S JAVNOŠĆU PUTEM INTERNETSKIH STRANICA NA PRIMJERU KRIZNE SITUACIJE U MLIJEČNOJ INDUSTRIJI

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    U svim tvrtkama koje posluju u skladu sa zahtjevima tržiÅ”nog gospodarstva, potrebno je maksimalno posvećivanje odno-sa tvrtke sa svim interesnim skupinama. Svaka tvrtka mora posvetiti veliku pažnju odnosima s javnoŔću. Odnosi s jav-noŔću (PR) su najvažniji faktor provođenja druÅ”tveno odgovornog marketinga. Pojava nedopuÅ”tenoga nivoa aflatoksina u mlijeku izazvalo je krizu u normalnom radu proizvođača mlijeka kako u Re-publici Hrvatskoj tako i u susjednim državama. Ovaj rad istražuje kako su PR reagirali putem službenih izvjeŔća na svo-jim internetskim stranicama povodom ove krize. U ovom radu će se obuhvatiti vodeći proizvođači mlijeka i mliječnih prerađevina u Republici Hrvatskoj

    ODNOSI S JAVNOŠĆU PUTEM INTERNETSKIH STRANICA NA PRIMJERU KRIZNE SITUACIJE U MLIJEČNOJ INDUSTRIJI

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    U svim tvrtkama koje posluju u skladu sa zahtjevima tržiÅ”nog gospodarstva, potrebno je maksimalno posvećivanje odno-sa tvrtke sa svim interesnim skupinama. Svaka tvrtka mora posvetiti veliku pažnju odnosima s javnoŔću. Odnosi s jav-noŔću (PR) su najvažniji faktor provođenja druÅ”tveno odgovornog marketinga. Pojava nedopuÅ”tenoga nivoa aflatoksina u mlijeku izazvalo je krizu u normalnom radu proizvođača mlijeka kako u Re-publici Hrvatskoj tako i u susjednim državama. Ovaj rad istražuje kako su PR reagirali putem službenih izvjeŔća na svo-jim internetskim stranicama povodom ove krize. U ovom radu će se obuhvatiti vodeći proizvođači mlijeka i mliječnih prerađevina u Republici Hrvatskoj

    Crack propagation in 3PB specimen made from welded joint

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    Crack propagation in 3PB specimen has been investigated experimentally by using Digital Image Correlation (DIC) technique. For this purpose, specimens were taken from butt welded plates, made of P460NL1 micro-alloyed steel. Fatigue pre-crack of 3PB specimens was introduced in the weld metal. Specimens were then statically loaded and analyzed using digital image correlation software ARAMIS to assess strain fields and crack propagation paths. Bifurcation of cracks was noticed as the main characteristics of crack prop-agation in the analyzed case

    Enhancement of urban pluvial flood risk management and resilience through collaborative modelling: a UK case study

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    This paper presents the main findings and lessons learned from the development and implementation of a new methodology for collaborative modelling, social learning and social acceptance of flood risk management technologies. The proposed methodology entails three main phases: (1) stakeholder analysis and engagement; (2) improvement of urban pluvial flood modelling and forecasting tools; and (3) development and implementation of web-based tools for collaborative modelling in flood risk management and knowledge sharing. The developed methodology and tools were tested in the Cranbrook catchment (London Borough of Redbridge, UK), an area that has experienced severe pluvial (surface) flooding in the past. The developed methodologies proved to be useful for promoting interaction between stakeholders, developing collaborative modelling and achieving social acceptance of new technologies for flood risk management. Some limitations for stakeholder engagement were identified and are discussed in the present paper

    A milestone in the era of esports: The Olympics through the lens of virtual reality

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    Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to growā€”sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and Shaffer, 2019). Additionally, numerous NBA teams have entered the esports race, and even Usain Bolt owns an esports team (Gardner, 2022), perhaps better illustrating esports' global prevalence. In 2021, the IOC took a step closer to the digital world, creating the Olympic Virtual Series (OVS). The main objective was to promote the development of virtual sports games and engage with the gaming communities worldwide. The OVS consisted of five different games: baseball (Powerful Pro Baseball 2020), cycling (Zwift), rowing (World rowing, using a rowing machine), sailing (Virtual Regatta), and motor racing (Gran Turismo). The IOC fused traditional elements of sport physicality and video games to uniquely incorporate physical activity (PA) to new audiences, connecting ā€œeā€ and sports through the Olympic Movement (Palaar, 2021). Opposingly, the 2022 Asian Games (postponed to 2023 due to COVID-19) in Hangzhou will be the first official continental competition to include eight esports games played on computers, consoles, and even smartphone devices (Daniels, 2021). While these actions by the IOC certainly took cognizance of esports and presented it to a world audience, none of the included games utilized virtual reality (VR) technology. Compared to the vast library of traditional esports games (e.g., Dota 2, League of Legends, Apex, CS:GO), VR games have a small selection of titlesā€”which has affected the global VR prevalence in the gaming world. However, an excellent example is the VR game Onward, which (according to players) brought new features and a higher skill ceiling than traditional games, in addition to the physical embodiment and ā€œimmersivenessā€ for players (Turkay et al., 2021). VR is defined as an immersive and multisensory experience for the user, with the support of multimedia components such as VR headset and body tracking sensors (Gigante, 1993). As opposed to the 360Ā° VR, which relies on the video recorded by the actual camera and then implemented into the systemā€”this gives users a more realistic view and experience. However, both rely on the physical headset device with or without motion controllers. VR and the gaming industry joint became more evident as VR became a globally more available technology (e.g., Oculus Rift, HTC Vive, PlayStation) on the market. While the VR player base is not as big as Dota 2 or CS:GO, VR esports have a promising future with exponential growth, forecasted to reach 2.4 billion U.S dollars by 2024 (Clement, 2022). Besides games, VR technology has wide application in the rehabilitation of specific populations, psychology, psychiatry, education, and even sports performance (Lange et al., 2010; Salem and Elokda, 2014; Izard et al., 2018; Michalski et al., 2019; Park et al., 2019; Kaplan et al., 2021; Lee et al., 2021)

    Detection and genotyping of classical swine fever virus isolates in Serbia

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    Classical swine fever (CSF) is a highly contagious disease of pigs leading to significant economic losses worldwide. Classical swine fever virus can be classified into three genogroups, each consisting of three or four subgroups. However, there is a lack of knowledge on the genotypes of CSFV isolates in Republic of Serbia. This study, based on the sequences analysis of partial E2 gene and 5' non coding region (NCR) of 15 CSFV isolated during 2006-2008 from domestic pigs, revealed that all were clustered into genetic group 2.3. Additionally, we showed that the two most often used real time RT-PCR assays were able to detect all local CSF viruses circulated in Serbia in the last years during intensive vaccination campaign against CSF. [Projekat Ministarstva nauke Republike Srbije, br. TR 31075 and TR 31088
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