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1.
Artigo em Inglês | MEDLINE | ID: mdl-36767318

RESUMO

The importance of studying civilization diseases manifests itself in the impact of changing lifestyles, on the number of deaths and causes of death. Technology transfer plays an important role in the prevention and treatment of these diseases. Through this, it is possible to transfer new treatments and diagnostics to clinics and hospitals more quickly and effectively, which leads to better healthcare for patients. Technology transfer can also aid in the development of new drugs and therapies that can be effective in the treatment of civilization diseases. The paper aims to evaluate the technology transfer process in the field of civilization diseases, using COVID-19 as an example of a pandemic that requires quick development and transfer of technology. To achieve the assumed goal, we propose a multivariate synthetic ratio in the field of civilization diseases (SMTT-Synthetic Measure of Technology Transfer) to analyze data from the Global Data database. We used sub-measures like SMTT_value (Synthetic Measure of Technology Transfer_value) and SMTT_quantity (Synthetic Measure of Technology Transfer_quantity) to measure technology transfer and put the data into a graph. Our analysis focuses on 14 diseases over a period of 10 years (2012-2021) and includes nine forms of technology transfer, allowing us to create a tool for analysing the process in multiple dimensions. Our results show that COVID-19 is similar in terms of technology transfer to diseases such as diabetes, cardiovascular diseases, neurodegenerative diseases, and breast cancer, even though data for COVID-19 is available for only 2 years.


Assuntos
COVID-19 , Transferência de Tecnologia , Humanos , COVID-19/epidemiologia , Causalidade , Estilo de Vida , Civilização
2.
Procedia Comput Sci ; 176: 2714-2724, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33042311

RESUMO

After the financial crisis in 2007 started, many of the new innovative companies didn't have the access to the capital. The chance for them was crowdfunding. Nowadays, facing the coronavirus pandemic, this innovative method of financing becomes a mainstay in development of video games as well. The video game market has developed rapidly over the last over a dozen years, but not all of the creators have the possibility for the traditional funding. This article presents the results of research aimed at examining the availability and use of crowdfunding - the innovative source of financing of projects on the video games market. The research methods used in the article are an observational method and a method of individual cases as well as the rational reasoning on the basis of achieved results.

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