Behaviour-Based Safety (BBS) is a popular approach to enhancing occupational safety, with many researchers reporting successes of implementing BBS programs. There are, however, studies that see this approach as illusory, bringing more harm than good. The first goal of this article is to present an overview of literature providing both evidence and elaboration of implementing BBS programs, highlighting both positive and negative views of the approach. The second goal is to discuss the perception of the method, based on a literature review and authors’ own research.
Spontaneuos combustion (or self-ignition) is the initiation of the burning process without an external source of ignition, such as a flame or spark. This phenomenon often occurs during storage of such substances as hay, straw as well as coal or culm. Like any other type of fire, in addition to potential material losses, it also poses a threat to people. Thanks to the systematic monitoring of landfills using a thermal imaging camera, the dangerous effects of this phenomenon can be avoided. The article presents photos taken on a coal storage site where, as a result of both prolonged heat and wind exposition, a self-ignition phenomenon occurred that was detected early due to the use of thermovision.
The video games industry is one of the fastest growing branches of industry, reaching revenues comparable to (or even surpassing, depending on the source) the 70 year older film industry. The growth was not free from turmoil, as the industry faced many disruptive changes, market crashes, fusions and takeovers. High development costs and fierce competition make video games a high-risk business. While it seems obvious that companies in such unstable environment should strive to achieve the highest quality of their products, the uniqueness, variety, complexity, and constant evolution of video games makes common definitions and models of quality difficult to apply. This article provides an overview of problems concerning the application of the term “quality”, it's frameworks and measurement methods to video games.
The video games industry is one of the fastest growing branches of industry, reaching revenues comparable to (or even surpassing, depending on the source) the 70 year older film industry. The growth was not free from turmoil, as the industry faced many disruptive changes, market crashes, fusions and takeovers. High development costs and fierce competition make video games a high-risk business. While it seems obvious that companies in such unstable environment should strive to achieve the highest quality of their products, the uniqueness, variety, complexity, and constant evolution of video games makes common definitions and models of quality difficult to apply. This article provides an overview of problems concerning the application of the term "quality", it's frameworks and measurement methods to video games.
Many reports indicate that the creative industries are an important part of the global economy. While some examples of popular brands of movies, books or computer games, they are not widely discussed, and their specifics differ greatly from other goods and services. This article attempts to study the application of the concept of brand extensions, presenting different ways of brand building on selected examples from the creative industry. Author also highlights other issues related to brands in this industry that require further analysis.
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