Many of the large multinational firms that dominate world markets were family firms, and many of them continue to be. This title shows that family firms have always been active agents in the global economy. It features practical examples and case studies of multinational family firms.
Coenzyme Q10 (CoQ) deficiencies are clinically and genetically heterogeneous diseases that can occur due to defects of ubiquinone biosynthesis (primary deficiencies) or other causes (secondary deficiencies). Radical oxygen species (ROS) production and oxidative stress is a common consequence of dysfunctional mitochondria and CoQ deficiency. Mitochondrial damage induced by ROS can trigger mitochondrial permeability transition (MPT) by opening of non-specific high conductance permeability transition pores in the mitochondrial inner membrane. This, in turn, leads to a simultaneous collapse of mitochondrial membrane potential and the activation of selective elimination of depolarized and dysfunctional mitochondria by mitophagy. In this respect, mitophagy could be considered as a protective mechanism for elimination of potential harmful mitochondria. Mitophagy must be accompanied by mitochondrial biogenesis activation to compensate the mitochondrial loss. However, massive and persistent mitophagy may impair cell bioenergetics, autophagy flux, and mitochondrial biogenesis, and eventually may cause cell death.
Basics of Software Engineering Experimentation is a practical guide to experimentation in a field which has long been underpinned by suppositions, assumptions, speculations and beliefs. It demonstrates to software engineers how Experimental Design and Analysis can be used to validate their beliefs and ideas. The book does not assume its readers have an in-depth knowledge of mathematics, specifying the conceptual essence of the techniques to use in the design and analysis of experiments and keeping the mathematical calculations clear and simple. Basics of Software Engineering Experimentation is practically oriented and is specially written for software engineers, all the examples being based on real and fictitious software engineering experiments.
Empirical verification of knowledge is one of the foundations for developing any discipline. As far as software construction is concerned, the empirically verified knowledge is not only sparse but also not very widely disseminated among developers and researchers. This book aims to spread the idea of the importance of empirical knowledge in software development from a highly practical viewpoint. It has two goals: (1) Define the body of empirically validated knowledge in software development so as to advise practitioners on what methods or techniques have been empirically analysed and what the results were; (2) as empirical tests have traditionally been carried out by universities or research centres, propose techniques applicable by industry to check on the software development technologies they use.
A Software Process Model Handbook for Incorporating People's Capabilities offers the most advanced approach to date, empirically validated at software development organizations. This handbook adds a valuable contribution to the much-needed literature on people-related aspects in software engineering. The primary focus is on the particular challenge of extending software process definitions to more explicitly address people-related considerations. The capability concept is not present nor has it been considered in most software process models. The authors have developed a capabilities-oriented software process model, which has been formalized in UML and implemented as a tool. A Software Process Model Handbook for Incorporating People's Capabilities guides readers through the incorporation of the individual’s capabilities into the software process. Structured to meet the needs of research scientists and graduate-level students in computer science and engineering, this book is also suitable for practitioners in industry.
Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices.Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industry was not fulfilling their other motivations and accessibility needs.Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored.This book differs from current books on the market by focusing on games and the main implications to design for active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment.
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