220 research outputs found
Analisis Bisnis Model Kanvas dan Kelayakan Keuangan (Studi Kasus pada Teri Sambal Terateri)
Tujuan penelitian – to observe whether or not feasible if done online and offline sales “sambal teri” merk Tera Teri and how Business model canvas at its business model elements 9.Desain/Metodologi/Pendekatan – The data that we get for this research, namely secondary data obtained at the library, trade organizarrions, the Central Bureau of statistics “sambal teri” merk Tera Teri business is a business that generates side dishes prepared with typical consumption of Indonesia. Temuan - Financial feasibility calculation results, value NPV TeraTeri > 0, amounting to Rp 1.159.716.330 for which it can be concluded that the business is eligible to run. Payback period that is required is for 1 year 5 months 4 days.Keterbatasan penelitian - The intended customer segment by TeraTeri is anyone interested in the chili sauce and “ikan teri” in the region of DKI Jakarta and focused customer segments, namely employees who do not have much time to cook and can\u27t cook so choose food ready consumptionOriginality/value – Customer Relationship Tera Teri activity, using social media like Instagram and Line with all customer
The Application of Canvas Business Model and Financial Feasibility Analysis
The purpose of this research is to analysis how business model canvas can be applied to photography business, and to know its financial feasibility, especially from the point of view Net Present Value (NPV) and Payback Period.” TAP Studio” is the name of anew photography business, that is a house production, producing video and photography., with total investment amounting to Rp. 150.000.000. The research was conducted in June 2017 - December2017 using data collection techniques such as observation, interviews, and secondary research. It can be concluded that Canvas Business Model can be applied to a photography industry, and its financial feasibility, especially in term of Net Present Value is feasible, because its NPV is positive IDR 491.199.909. Furthermore, the Payback Period is 2 years and 8 months
Linking micro and macroevolution in the presence of migration
Understanding macroevolutionary patterns is central to evolutionary biology. This involves the process of divergence within a species, which starts at the microevolutionary level, for instance, when two sub populations evolve towards different phenotypic optima. The speed at which these optima are reached is controlled by the degree of stabilising selection, which pushes the mean trait towards different optima in the different subpopulations, and ongoing migration that pulls the mean phenotype away from that optimum. Traditionally, macro phenotypic evolution is modelled by directional selection processes, but these models usually ignore the role of migration within species. Here, our goal is to reconcile the processes of micro and macroevolution by modelling migration as part of the speciation process. More precisely, we introduce an Ornstein-Uhlenbeck (OU) model where migration happens between two subpopulations within a branch of a phylogeny and this migration decreases over time as it happens during speciation. We then use this model to study the evolution of trait means along a phylogeny, as well as the way phenotypic disparity between species changes with successive epochs. We show that ignoring the effect of migration in sampled time-series data biases significantly the estimation of the selective forces acting upon it. We also show that migration decreases the expected phenotypic disparity between species and we analyse the effect of migration in the particular case of niche filling. We further introduce a method to jointly estimate selection and migration from time-series data. Our model extends traditional quantitative genetics results of selection and migration from a microevolutionary time frame to multiple speciation events at a macroevolutionary scale. Our results further support that not accounting for gene flow has important consequences in inferences at both the micro and macroevolutionary scale. (C) 2019 The Authors. Published by Elsevier Ltd
Thomson and Compton scattering with an intense laser pulse
Our paper concerns the scattering of intense laser radiation on free
electrons and it is focused on the relation between nonlinear Compton and
nonlinear Thomson scattering. The analysis is performed for a laser field
modeled by an ideal pulse with a finite duration, a fixed direction of
propagation and indefinitely extended in the plane perpendicular to it. We
derive the classical limit of the quantum spectral and angular distribution of
the emitted radiation, for an arbitrary polarization of the laser pulse. We
also rederive our result directly, in the framework of classical
electrodynamics, obtaining, at the same time, the distribution for the emitted
radiation with a well defined polarization. The results reduce to those
established by Krafft et al. [Phys. Rev. E 72, 056502 (2005)] in the particular
case of linear polarization of the pulse, orthogonal to the initial electron
momentum. Conditions in which the differences between classical and quantum
results are visible are discussed and illustrated by graphs
On the Effect of Asymmetrical Trait Inheritance on Models of Trait Evolution.
Current phylogenetic comparative methods modeling quantitative trait evolution generally assume that, during speciation, phenotypes are inherited identically between the two daughter species. This, however, neglects the fact that species consist of a set of individuals, each bearing its own trait value. Indeed, because descendent populations after speciation are samples of a parent population, we can expect their mean phenotypes to randomly differ from one another potentially generating a "jump" of mean phenotypes due to asymmetrical trait inheritance at cladogenesis. Here, we aim to clarify the effect of asymmetrical trait inheritance at speciation on macroevolutionary analyses, focusing on model testing and parameter estimation using some of the most common models of quantitative trait evolution. We developed an individual-based simulation framework in which the evolution of phenotypes is determined by trait changes at the individual level accumulating across generations, and cladogenesis occurs then by separation of subsets of the individuals into new lineages. Through simulations, we assess the magnitude of phenotypic jumps at cladogenesis under different modes of trait inheritance at speciation. We show that even small jumps can strongly alter both the results of model selection and parameter estimations, potentially affecting the biological interpretation of the estimated mode of evolution of a trait. Our results call for caution when interpreting analyses of trait evolution, while highlighting the importance of testing a wide range of alternative models. In the light of our findings, we propose that future methodological advances in comparative methods should more explicitly model the intraspecific variability around species mean phenotypes and how it is inherited at speciation
Coev-web: a web platform designed to simulate and evaluate coevolving positions along a phylogenetic tree.
BACKGROUND: Available methods to simulate nucleotide or amino acid data typically use Markov models to simulate each position independently. These approaches are not appropriate to assess the performance of combinatorial and probabilistic methods that look for coevolving positions in nucleotide or amino acid sequences.
RESULTS: We have developed a web-based platform that gives a user-friendly access to two phylogenetic-based methods implementing the Coev model: the evaluation of coevolving scores and the simulation of coevolving positions. We have also extended the capabilities of the Coev model to allow for the generalization of the alphabet used in the Markov model, which can now analyse both nucleotide and amino acid data sets. The simulation of coevolving positions is novel and builds upon the developments of the Coev model. It allows user to simulate pairs of dependent nucleotide or amino acid positions.
CONCLUSIONS: The main focus of our paper is the new simulation method we present for coevolving positions. The implementation of this method is embedded within the web platform Coev-web that is freely accessible at http://coev.vital-it.ch/, and was tested in most modern web browsers
Comfortable manipulation of a virtual gearshift prototype with haptic feedback
Improving quality, design and comfort is very important for high technology companies in order to stay competitive against the other enterprises. A present problem is that the new physical dedicated prototypes they need to create for the tests are very expensive and time-consuming. Another solution would be to create virtual and touchable prototypes. We would work with the Haptic Workstation(TM) provided by Immersion Corporation for the simulations. The user would be in a fully immersive, virtual and flexible environment h haptic feedback on his/her arms and fingers. We have developed with the help of RENAULT TRUCKS Cockpit Studies Department a completely virtual cockpit with a touchable gearbox prototype. At the beginning we only wanted to test the feasibility of such an application but in a second time we also made some biometric tests with the help of an ElectroMyoGraph (EMG) to verify the user comfort and his belief in the simulatio
The Benefits of Third-Person Perspective in Virtual and Augmented Reality?
Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to give the possibility to the people to use the first and the third-person perspective like in video games (e.g. GTA). As the gamers prefer to use the third-person perspective for moving actions and the first-person view for the thin operations, we will verify this comportment is extendable to simulations in augmented and virtual reality
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