10,119 research outputs found

    Inside-Out: Perception of Key Finance Professionals about Theory and Practice of Islamic Banking

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    Islamic banking has shown tremendous growth in the first decade of 21st century. By the end of 2008, global volume of assets under Islamic banking reached US$951 billion. In Pakistan, Islamic banking has displayed a tremendous annual average growth of 76% during the last seven years and accounts for 6% of the market share (SBP-2010). However, keeping in view the religious ideologies of the significant majority of Pakistanis, Islamic banking industry has expanded at less than its expected potential. This study documents the perception of key players in finance industry about Islamic banking, to highlight the underlying issues directly responsible for slower-than-potential-expansion of this industry. Findings suggest, although theoretically, that the industry perceives Islamic banking correctly, however professionals do not feel content with its practice

    LAPORAN KEGIATAN INDIVIDU PRAKTIK PENGALAMAN LAPANGAN (PPL) LOKASI UPT TIMUR YOGYAKARTA JALAN TAMANSISWA NO 04 YOGYAKARTA

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    Praktik Pengalaman Lapangan (PPL) merupakan salah satu bentuk pendidikan dengan memberikan pelatihan dan pengalaman belajar yang berhubungan dengan masyarakat, khususnya di dunia pendidikan. Kegiatan Praktik Pengalaman Lapangan (PPL) bersifat aplikatif yang dilaksanakan guna mengaplikasikan apa yang telah didapatkan selama dibangku perkuliahan agar dapat diterapkan dan dikembangkan oleh mahasiswa di dunia kerja. Kegiatan ini diharapkan dapat memberikan pengalaman kepada mahasiswa sebagai calon tenaga kependidikan. Adapun tujuan dari praktik pengalaman lapangan, di antaranya untuk mencetak calon-calon tenaga kependidikan yang kompeten. Kegiatan PPL yang dilakukan di UPT Pengelola TK dan SD Wilayah Timur, meliputi kegiatan verifikasi data, pendataan, dan administrasi TK dan SD yang masuk di wilayah UPT Timur baik negeri maupun swasta. Kegiatan PPL ini mengarahkan mahasiswa kepada dunia kerja yang nyata. Mengaplikasikan ilmu dan pengetahuan yang didapat selama dibangku perkuliahan ke dalam dunia kerja. Gambaran mengenai dinamika dunia kerja telah didapat oleh mahasiswa setelah melaksanakan PPL ini. PPL yang dilaksanakan ini selain memberikan pengalaman kerja, juga memberikan pengalaman pelaksanaan penelitian. Penelitian yang dilakukan di Dinas Pendidikan Kota Yogyakarta membuat mahasiswa lebih mengerti keadaaan nyata yang terjadi di lembaga pendidikan, mulai dari adminitrasi, program atau kegiatan yang dilakukan guna meningtkan mutu pendidik yang kesemuanya itu merupakan kebijakan dari pemerintah yang diawali dengan proses penelitian. Penelitian yang telah dilaksanakan ini membuat mahasiswa belajar bagaimana merumuskan kebijakan yang baik atas dasar permasalahan yang sedang dialami. Akhir dari proses penelitian ini juga menyadarkan mahasiswa bahwa setiap kebijakan yang dilaksanakan membutuhkan evaluasi untuk mendapatkan hasil terbaik

    An Empirical Investigation into the Matching Problems among Game Theoretically Coordinating Parties in a Virtual Organization

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    Virtual organization emerged as a highly flexible structure in response to the rapidly changing environment of 20th century. This organization consists of independently working parties that combine their best possible resources to exploit the emerging market opportunities. There are no formal control and coordination mechanisms employed by the classical hierarchical structures. Parties, therefore, manage their dependencies on each other through mutual understanding and trust. Mathematician John Nash, having significant contributions in Game Theory suggests that in every non-cooperative game there is at least one equilibrium point. At this point, according to him, every strategy of the player represents a response to the others’ strategies. Such equilibria could exist in a virtual organization, at which parties coordinate which each other to optimize their performance. Coordination/Matching problems are likely to arise among game theoretically coordinating parties in a virtual organization, mainly due to lack of binding agreements. By identifying and resolving these matching problems, virtual organizations could achieve efficiency and better coordination among parties.Virtual organization, Game theory, Matching problems, Coordination

    autoAx: An Automatic Design Space Exploration and Circuit Building Methodology utilizing Libraries of Approximate Components

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    Approximate computing is an emerging paradigm for developing highly energy-efficient computing systems such as various accelerators. In the literature, many libraries of elementary approximate circuits have already been proposed to simplify the design process of approximate accelerators. Because these libraries contain from tens to thousands of approximate implementations for a single arithmetic operation it is intractable to find an optimal combination of approximate circuits in the library even for an application consisting of a few operations. An open problem is "how to effectively combine circuits from these libraries to construct complex approximate accelerators". This paper proposes a novel methodology for searching, selecting and combining the most suitable approximate circuits from a set of available libraries to generate an approximate accelerator for a given application. To enable fast design space generation and exploration, the methodology utilizes machine learning techniques to create computational models estimating the overall quality of processing and hardware cost without performing full synthesis at the accelerator level. Using the methodology, we construct hundreds of approximate accelerators (for a Sobel edge detector) showing different but relevant tradeoffs between the quality of processing and hardware cost and identify a corresponding Pareto-frontier. Furthermore, when searching for approximate implementations of a generic Gaussian filter consisting of 17 arithmetic operations, the proposed approach allows us to identify approximately 10310^3 highly important implementations from 102310^{23} possible solutions in a few hours, while the exhaustive search would take four months on a high-end processor.Comment: Accepted for publication at the Design Automation Conference 2019 (DAC'19), Las Vegas, Nevada, US
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