• 제목/요약/키워드: Selfish

검색결과 149건 처리시간 0.021초

유통환경에서의 고객 부정행동: 소비자 관점의 고찰 (Customer Misbehavior in Retail Settings: The Customer's Viewpoint)

  • 박경애
    • 한국의류학회지
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    • 제34권7호
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    • pp.1126-1137
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    • 2010
  • Customer misbehavior is a behavior that disrupts generally accepted behavioral norms in consumption situations. This study examined customer misbehavior in retail settings by identifying behavioral patterns and exploring behavioral backgrounds and consequences from a customer viewpoint. Qualitative data were collected from individual in-depth interviews, and 149 interviews were analyzed. Customer misbehavior was categorized into unethical returns, problem behaviors in service encounters, shoplifting/fraud, ill-mannered behaviors, and selfish behaviors. Motivations included monetary gain, adventurism, perceived acceptability of misbehavior, planned unfair complaints, and retaliation. Customers showed a negative image to unkind employees and stores yielding to misbehaviors that were learned and socialized among customers. The study further discusses implications.

중년기 전업주부의 생활진단 척도개발 (Development of Life-Scale for Middle Aged full time homemakers)

  • 지영숙;이광자;곽소현
    • 가족자원경영과 정책
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    • 제7권1호
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    • pp.23-39
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    • 2003
  • The purpose of this study is to develop the life scale of the middle aged homemakers. The life scale are composed of spouse relation 8 items, child education relation 7 items, home economy relation 4 items, homework relation 3 items, selfish health relation 6 items, parent relation 3 items, and interest and social activity relation 4 items. The reliability coefficient of the development scale was Cronbach'α =.83 and the correlations of each demesne was high. For the better future life in this study, the middle aged homemakers are needed the improvement of conjugal relations, the child education, the health, the interest, and the enlargement of social relations. This life scale can help to evaluate their middle age, and to the planning of energetic healthful future, and useful to understanding characteristic and the developmental task of middle aged homemakers.

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동적 환경에서의 감성 모델 (An Emotion Model in Dynamic Environment)

  • 고성범
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 1998년도 추계학술발표 논문집
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    • pp.127-132
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    • 1998
  • It seems that most of the studies so far on emotion has focussed on the static view of the emotion. That is, they have mainly discussed about how to design the shape of the system in favor of human's inherant emotion. In this paper, the dynamic view of the :emotion based on the behaviors of the system is studied. We suggested a model(called PE model) for dealing emotion. The system based on PE model consists of potential modules each of which is autonomous, selfish and rational enough. The global goal of the system is obtained by allowing influential power among potential modules. We could show that a system in dynamic environment may have some type of its own emotion by using PE model.

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분산 무선 네트워크 환경에서 트러스트 모델 기반의 작업 할당 스케줄링 알고리즘에 관한 연구 (An Analysis on the Scheduling Algorithm of Job Allocation Based on the Trust Model in Wireless Distributed Network)

  • 김태경;서희석
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.33-40
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    • 2008
  • This paper presents a new scheduling scheme in wireless distributed network. To overcome the limited information about unfamiliar mobile nodes and to reduce the required system performance, we propose a scheduling algorithm of job allocation based on the trust model. The suggested scheduler evaluate an unfamiliar mobile node's trust and make reference to the trust value of neighboring scheduler. This scheduling algorithm can avoid malicious or selfish mobile nodes by assigning low trust values. We also present a trust evaluation metric and show the efficiency of suggested scheduling algorithm by performance evaluation.

과제인물의 성격특성과 정서상황에 따른 아동의 정서추론 (Children's Emotional inference According to the Character's Personality Traits and Emotional Situations)

  • 정하나;이순형
    • 대한가정학회지
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    • 제43권5호
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    • pp.221-234
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    • 2005
  • This study investigated the emotional inferences depending on the children's age, character's personality traits, and emotional situations. One hundred three subjects (34 3-year-olds, 33 5-year-olds and 36 7-year-olds) were recruited from 3 daycare centers and 1 elementary school. Eight stories, consisting of four personality traits (positive-'active','helpful', negative-'selfish','mean') and two emotional situations (equivocal and unequivocal situation), were presented with three pictures each. The statistical methods adopted for the data analysis were repeated measure ANOVA, and paired t-test. The results showed that the 3-year-olds showed lower scores of emotional inferences than the 5- and 7-year-olds. However, there were no significant differences between the 5- and 7-year-olds. Children showed more personal inferential responses in the negative personality trait and equivocal situation.

조직간 협력의 조건이 공동목표 달성에 미치는 영향 분석과 시뮬레이션 모델에 관한 연구 (Effect Analysis of the Inter-Organizational Cooperation on the Achievement level of Jointed Goal and Its Simulation Model)

  • 최남희
    • 한국시스템다이내믹스연구
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    • 제2권1호
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    • pp.93-112
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    • 2001
  • Inter-Organizational Cooperation is the most common and important strategy in modern public and privet sectors managerial activities. In this paper the concepts of inter-organizational cooperation means not selfish cooperation as in the game circumstance and theory, but general collaborative action between organizations, they have share same goal. The achievement level of jointed-goal of inter-organization is depended upon the performance of cooperation, which resulted from the conditions and circumstances of cooperation. This paper analyses the effect of inter-organizational cooperation on achievement level of the jointed goal between two organizations with computer simulation model of the system dynamics approach. In the computer simulation model, three factors, goal perception, communication, and control, are considered as a key conditions of cooperation, which impact on the performance of cooperation. Simulation model was constructed with focus on the dynamic interactions between these three factors and the achievement level of jointed-goal. Consequently, the results found in this paper may provide further grounds for reducing the time delay that included in the conditions of cooperation.

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AN APPROACH TO THE PROBLEM OF COMMON POOL RESOURCES THROUGH AN EXTENSION OF THE EQUILIBRIUM CONCEPT

  • Bae, Jaegug;Kim, Jongseok;Kang, Eun Sook
    • 호남수학학술지
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    • 제35권2호
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    • pp.225-234
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    • 2013
  • Many studies of experimental economics have produced outcomes which contradict the predictions of Nash equilibrium, which relies heavily upon the premise of selfishness of an individual. In the games involving contexts of social conflicts represented by the prisoners' dilemma game, the experiments yields outcomes quite different from what are predicted by the conventional wisdom. In order to fill this gap between the conventional Nash Equilibrium and experimental outcomes, non-selfish (or other-regarding) motives of human behavior are introduced and then a new equilibrium concept, RAE-equilibrium is developed. It is also proved that an RAE-equilibrium exists under quite general conditions. Then it is applied to the prisoners' dilemma game that some of the experimental outcomes can be explained.

Non-Cooperative Game Joint Hidden Markov Model for Spectrum Allocation in Cognitive Radio Networks

  • Jiao, Yan
    • International journal of advanced smart convergence
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    • 제7권1호
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    • pp.15-23
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    • 2018
  • Spectrum allocation is a key operation in cognitive radio networks (CRNs), where secondary users (SUs) are usually selfish - to achieve itself utility maximization. In view of this context, much prior lit literature proposed spectrum allocation base on non-cooperative game models. However, the most of them proposed non-cooperative game models based on complete information of CRNs. In practical, primary users (PUs) in a dynamic wireless environment with noise uncertainty, shadowing, and fading is difficult to attain a complete information about them. In this paper, we propose a non-cooperative game joint hidden markov model scheme for spectrum allocation in CRNs. Firstly, we propose a new hidden markov model for SUs to predict the sensing results of competitors. Then, we introduce the proposed hidden markov model into the non-cooperative game. That is, it predicts the sensing results of competitors before the non-cooperative game. The simulation results show that the proposed scheme improves the energy efficiency of networks and utilization of SUs.

비윤리적 고객반품행동의 고찰: 유통업체 종업원 관점 (Unethical Customer Return Behaviors: Retail Employees' Perspectives)

  • 박경애
    • 한국의류학회지
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    • 제32권9호
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    • pp.1356-1365
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    • 2008
  • As Korean retailers are expanding their return policies, customer abuse and fraud behaviors are increasing. This study attempts to understand customers' unethical return behaviors in the Korean retailing. As an exploratory approach, the study identifies behavioral patterns of unethical returns from retail employees' perspectives. A total of 168 cases collected from 112 individual interviews with retail employees are qualitatively analyzed. Unethical return behaviors are categorized into five groups: lenting/deshopping, product defects with customer faults, unreasonable compensation demands, selfish behaviors, and problem behaviors in the service encounter. The study indicates that a variety of unethical return behaviors are observed despite a short history of return policy in Korea, and renting/deshopping and product defects with customer faults are the most prevalent return abuse behaviors.

Learning in the WTO/DDA Negotiations?: An Experimental Study

  • Sung, Hankyoung
    • East Asian Economic Review
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    • 제19권3호
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    • pp.243-273
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    • 2015
  • The purpose of this paper is to identify learning in games in experimental economic settings, and apply their results to real multilateral trade negotiations, such as the Doha Development Agenda (DDA) in the World Trade Organizations (WTO). This paper argues that the structure of games including a veto player (Veto games) is similar to the WTO/DDA negotiations in that the players do not possess identical power. This paper's main contribution to the literature involves showing that learning about power is dominant over learning from simple repetition in Veto games. Additionally, this paper shows that players are concerned about how much they have gained in previous games in Veto games, although their memories generally do not last beyond the next game, and thus they tend to be selfish as they have less shares. Based on these results, there is a possibility to be more generous in the distribution of benefits by allowing players without veto power to retain special rights so that they would not be totally powerless. It also shows the necessity of having "respite" in the process of negotiations and policy options for choosing partners for winning coalitions.