MURHADI, Thasrif;AZIZ, Nasir;UTAMI, Sorayanti;MAJID, M. Shabri Abd
The Journal of Asian Finance, Economics and Business
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v.8
no.5
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pp.761-768
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2021
The Islamic capital market in Indonesia is currently developing rapidly marked by the massive growth of sharia stock investors. It is followed by the development of an online sharia trading platform by stock brokerage companies so that investors can transact online sharia shares. From the number of existing stock investors, however, there are still very few Islamic stock investors who repurchase shares after the previous purchase. This really attracted the attention of researchers to investigate the repurchase intention of sharia share in the Indonesia stock market. 415 samples who are Islamic stock investors in the Indonesia stock market have filled out distributed questionnaires. Then, the data was processed using SEM Amos. The results of this study found that perceived enjoyment, perceived ease to use, and expectation have a positive and significant effect on investor satisfaction. Then, perceived enjoyment and expectation have a positive and significant effect on repurchase intention, while perceived ease to use has a negative and insignificant effect on repurchase intention, but has a positive effect through the mediating variable investor satisfaction. Investor satisfaction has a positive and significant effect on repurchase intention, and investor satisfaction is a good mediator for the exogenous variables in this study.
International Journal of Internet, Broadcasting and Communication
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v.13
no.1
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pp.26-36
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2021
The Internet was created as a decentralized and autonomous system of interconnected computer networks used for data exchange across mutually trusted participants. The element technologies on the Internet, such as inter-domain and intra-domain routing and DNS, operated in a distributed manner. With the development of the Web, the Web has become indispensable in daily life. The existing web applications allow us to form online communities, generate private information, access big data, shop online, pay bills, post photos or videos, and even order groceries. This is what has led to centralization of the Web. This centralization is now controlled by the giant social media platforms that provide it as a service, but the original Internet was not like this. These giant companies realized that the decentralized network's huge value involves gathering, organizing, and monetizing information through centralized web applications. The centralized Web applications have heralded some major issues, which will likely worsen shortly. This study focuses on these problems and investigates blockchain's potentials for decentralized web architecture capable of improving conventional web services' critical features, including autonomous, robust, and secure decentralized processing and traceable trustworthiness in tamper-proof transactions. Finally, we review the decentralized web architecture that circumvents the main Internet gatekeepers and controls our data back from the giant social media companies.
Purpose: While previous studies mainly focus on one shopping expectancy in the context of e-commerce or m-commerce, this study examines the relationship between consumers' performance and effort expectancy and their shopping intentions in the omnichannel retail environment in which both online and offline shopping channels are utilized concurrently in a single shopping journey. Research design, data and methodology: This study measured consumers' performance expectancy, effort expectancy, attitudes, and intentions toward an omnichannel shopping service. A survey was developed using an online survey platform and distributed to U.S. consumers for a 3-week period and 470 usable responses were obtained. The Confirmatory Factor Analysis and Structural Equation Modeling were performed to test the reliability and validity of the measurement model and research model portraying the hypothesized relationships among constructs. Results: The results confirm that both performance and effort expectancy from shopping affected consumers' attitudes toward omnichannel shopping. The positive attitudes increased their omnichannel shopping intentions. Conclusions: Retailers should promote omnichannel strategies as effective shopping tools to improve consumers' shopping experiences and outcomes. This study suggests that retailers should implement omnichannel strategies that synchronize the retail channels they offer and promote the strategies as effective means to enhance customers' shopping outcomes and experiences.
KSII Transactions on Internet and Information Systems (TIIS)
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v.16
no.6
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pp.2115-2130
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2022
With the development of over-the-top (OTT) services, the demand for content is increasing, and you can easily and conveniently acquire various content in the online environment. As a result, copyrighted content can be easily copied and distributed, resulting in serious copyright infringement. Some special forms of online service providers (OSP) use filtering-based technologies to protect copyrights, but illegal uploaders use methods that bypass traditional filters. Uploading with a title that bypasses the filter cannot use a similar search method to detect illegal content. In this paper, we propose a technique for profiling the Heavy Uploader by normalizing the bypassed content title and efficiently detecting illegal content. First, the word is extracted from the normalized title and converted into a bit-array to detect illegal works. This Bloom Filter method has a characteristic that there are false positives but no false negatives. The false positive rate has a trade-off relationship with processing performance. As the false positive rate increases, the processing performance increases, and when the false positive rate decreases, the processing performance increases. We increased the detection rate by directly comparing the word to the result of increasing the false positive rate of the Bloom Filter. The processing time was also as fast as when the false positive rate was increased. Afterwards, we create a function that includes information about overall piracy and identify clustering-based heavy uploaders. Analyze the behavior of heavy uploaders to find the first uploader and detect the source site.
The Journal of Asian Finance, Economics and Business
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v.9
no.3
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pp.245-256
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2022
During the COVID-19 pandemic, several studies focused on financial programs and SMEs' performance, but research on the relationship between non-financial programs, resilience, and SMEs' performance is still sparse. This study fills the gap by analyzing the role of local government in increasing SME resilience and performance by purchasing products (through civil servants) from SMEs and by facilitating online training to SMEs. This study also investigates the role of the local government in strengthening the relationship between resilience and SME performance. Data was collected using an online questionnaire distributed to SMEs in Malang Regency. As many as 410 questionnaires were received and eligible for statistical analysis using WarpPLS. The results show that resilience is positively and significantly related to the performance of SMEs. The local government programs have been proven to improve SME performance directly and indirectly through resilience. Local government programs are not proven to strengthen the relationship between resilience and the performance of SMEs, indicating that the role of government in developing countries such as Indonesia is more appropriate to be "rowing rather than steering" not "steering rather than rowing".
International conference on construction engineering and project management
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2013.01a
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pp.36-41
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2013
With the increased interest in green buildings, the building industry has been experiencing a fast-growing demand for LEED (Leadership in Energy and Environmental Design) certification for the last decade. Still, it is not unusual to see various barriers and issues during its implementation, and experience tells that they can result in harming the overall project performance with reworks, lower productivity, schedule delays, and cost overruns. In order to better understand the industry's observation on issues and their consequences during LEED implementation, we distributed an online survey, and a total of 53 responses were received. The survey results indicate that (1) both designers and non-designers (e.g., contractors) select 'added costs to design and construction' as the biggest barrier; (2) both designers and non-designers select 'decision made too late in the design process' as the most frequently observed issue; and (3) non-designers indicate higher perceived severity in every consequence criteria than designers. The statistical analyses reveal that cost overruns are the most severe impact observed and have a statistically significant relationship with responses in regard to the barrier to LEED implementation.
International Journal of Knowledge Content Development & Technology
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v.13
no.4
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pp.39-49
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2023
This research investigates the availability of information resources for visually impaired students in University libraries in Nigeria; a tool for inclusive University education. A Descriptive survey research design was adopted for the study and a total number of 20 University libraries took parts in the study. A self-constructed online questionnaire was designed and distributed to collect the data from respondents (librarians) using a simple random sampling technique. A total of 45 respondents filled out the online questionnaire, but 40 were valid and useful for analysis. The use of frequency count and percentages method of data analysis was adopted for this research work. The study reveals that most of the University libraries lacked information resources for visually impaired students, it was found that the inclusion of information resources for visually impaired persons will promote inclusive education and librarians' skills. The challenges hindering the availability of information resources to the visually impaired students are insufficient funds for maintenance, erratic power supply and inadequate skills by users, among others. Recommendations were made for the campaign for inclusive education and the provision of information resources for visually impaired students.
Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.
The purpose of this study is to understand the educational types and educational status of institutions that operate virtual training contents distributed by K University's Online Lifelong Education Center and to examine the role and improvement measures of institutions that supply virtual training contents. To this end, a survey was conducted on 56 institutions that operate virtual training contents distributed by K University's Online Lifelong Education Center in 2020, and a survey of 44 institutions that responded finally was analyzed. The analysis results are as follows. First, virtual training education media responded that a total of 52 courses were applied to the content process using PC, the theory+virtual training type is the most, and one to two weeks of practice period were the most. In addition, when looking at the current status of education, the subjects of virtual training were mainly students, and the institution itself recruited, and the largest number of respondents was 1-20, the number of courses opened was 1-3, and the number of teachers and instructors in charge was 1-3. Second, they responded that it is necessary to develop various virtual training contents as a virtual training content supply institution, present ways to apply and utilize virtual training curriculum, and improve the quality of virtual training content. Third, as an improvement plan for virtual training content distribution institutions, it demanded strengthening the linkage of virtual training content, training using virtual training content by teachers and instructors, suggesting various virtual training content linkage, and strengthening virtual training content quality management. Therefore, this study is meaningful in that it identified the overall operation status and status of virtual training content management institutions and examined ways to establish and improve the role of public virtual training supply institutions.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.14
no.4
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pp.91-99
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2014
The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.
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