• Title/Summary/Keyword: online decision

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The Acceptance Intention of Online Start-up Education Systems for Start-up Process (창업 프로세스를 지원하는 온라인 창업 교육 시스템 수용 의도 연구)

  • Kang, Soyoung;Moon, Hyun Sil;Kim, Jae Kyeong;Choi, Bhang Gil
    • Journal of Information Technology Services
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    • v.17 no.4
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    • pp.119-137
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    • 2018
  • Recently, the start-up firms have been under the spotlight because they can create many jobs and are regarded as the growth engine of a country in the fourth industrial revolution. Moreover, after the global financial debacle, many countries emphasize on an entrepreneurial spirit and venture firms. they also pay attention to the importance of educations to promote the start-up firms. In this work, based on technology acceptance model, we try to identify the main factors of accepting online start-up education system. We first defined this system as the online start-up education system which refers to a system to support learning for knowledge, experiences and overall process of start-up firms' tasks. This system also simulates tasks related with prep-entrepreneur so that can be regarded as a kind of decision support systems. As this system has some characteristics, we confirmed some factors of extended technology acceptance model. In our experiments, we find that the perceived ease of use and trust are main factors of acceptance for the online start-up education systems. These results mean that the system should be made to be easy and trustful for their users. Therefore, we expect that this work will be helpful to researchers and developers who consider start-up education systems and provide a way to activate founding start-up firms.

The Effect of An Online Matching and Logistics System on Reverse Overseas Direct Purchase: The Mediating Effect of Reliability (온라인 매칭 및 물류시스템이 역직구 활성화에 미치는 영향-국가신뢰의 매개 효과)

  • Ju-Choel Choi;Cheol-Hong Min
    • Korea Trade Review
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    • v.45 no.3
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    • pp.1-19
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    • 2020
  • Recently, traditional trade in the global trade market has stagnated in the aftermath of the US-China trade war and the coronavirus (COVID-19) pandemic. However, the global e-commerce market is growing rapidly, presenting a new opportunity for exports. To examine the effect of an online matching and logistics system on reverse overseas direct purchase and the mediating effect of reliability, this study conducted a questionnaire survey on 320 employees in a Korean trade company from March 10 to April 30, 2018. The study model's goodness of fit was tested, and an analysis was performed using the AMOS statistical package. The online matching and logistics system were found to have a positive effect on reverse overseas direct purchase. Furthermore, results revealed that while a country's reliability mediated online matching and reverse overseas direct purchase, it did not mediate the logistics system. These results mean that online matching is affected by a country's reliability in overseas consumers' buying decision process. This study provides implications for the future directions of export companies and national policies to promote reverse overseas direct purchase. Future research including more countries and companies would be able to make further contributions toward the development of the Korean cross-border e-commerce industry.

Identification of Auto Programs by Using Decision Tree Learning for MMORPG (MMORPG에서 결정트리 학습을 적용한 자동 프로그램 확인 기법)

  • Hong, Sung-Woo;Kim, Jun-Tae;Kim, Hyung-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.927-937
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    • 2006
  • Auto-playing programs are often used in behalf of human players in MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character's level-up process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of resources. In this paper, we propose a way of detecting the auto programs by analyzing the window event sequences produced by the game players. In our proposed method, the event sequences are transformed into a set of attributes, and the Decision Tree learning is applied to classify the data represented by the set of attribute values into human or auto player. The results from experiments with several MMORPG show that the Decision Tree learning with proposed method can identify the auto-playing programs with high accuracy.

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An Immune Algorithm based Multiple Energy Carriers System (면역알고리즘 기반의 MECs (에너지 허브) 시스템)

  • Son, Byungrak;Kang, Yu-Kyung;Lee, Hyun
    • Journal of the Korean Solar Energy Society
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    • v.34 no.4
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    • pp.23-29
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    • 2014
  • Recently, in power system studies, Multiple Energy Carriers (MECs) such as Energy Hub has been broadly utilized in power system planners and operators. Particularly, Energy Hub performs one of the most important role as the intermediate in implementing the MECs. However, it still needs to be put under examination in both modeling and operating concerns. For instance, a probabilistic optimization model is treated by a robust global optimization technique such as multi-agent genetic algorithm (MAGA) which can support the online economic dispatch of MECs. MAGA also reduces the inevitable uncertainty caused by the integration of selected input energy carriers. However, MAGA only considers current state of the integration of selected input energy carriers in conjunctive with the condition of smart grid environments for decision making in Energy Hub. Thus, in this paper, we propose an immune algorithm based Multiple Energy Carriers System which can adopt the learning process in order to make a self decision making in Energy Hub. In particular, the proposed immune algorithm considers the previous state, the current state, and the future state of the selected input energy carriers in order to predict the next decision making of Energy Hub based on the probabilistic optimization model. The below figure shows the proposed immune algorithm based Multiple Energy Carriers System. Finally, we will compare the online economic dispatch of MECs of two algorithms such as MAGA and immune algorithm based MECs by using Real Time Digital Simulator (RTDS).

Influence of time pressure on the purchase decision making process in apparel shopping

  • Moon, Ji-Young;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.21 no.1
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    • pp.117-128
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    • 2013
  • Studies show that time pressure affects the purchase decision-making process of consumers. However, in the case of apparel shopping, few studies have looked into the influence of time pressure on the purchase decision-making process. This study aims to determine how perceived time pressure in apparel shopping, time pressure situations, and product type and the interactions between these variables influence the clothing purchase process. An empirical study was conducted among males and females in their 20s and 30s. Perceived time pressure in apparel shopping was measured using four items. Time pressure situations and product types were given in the form of scenarios. A $2{\times}2{\times}2$ experimental design was used, and perceived time pressure in apparel shopping, time pressure situations, and product type were used to create eight different situations. The dependent variables included decision-making speed, anticipated regret, and anticipated purchase satisfaction. Data from 512 subjects were collected through an online data collection. Results showed that the high perceived time pressure group and the shopping situation with time pressure involved a significantly high level of decision-making time, anticipated regret, and anticipated purchase satisfaction. Marketers must understand the real-time pressure situations of consumers.

The Distribution of Information Sources within the University Selection Decision-Making Process: A Longitudinal Study

  • LE, Tri D.;NGUYEN, Tan T.;NGUYEN, Phuong N.D.;NGUYEN, Thi Quynh Trang
    • Journal of Distribution Science
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    • v.20 no.11
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    • pp.89-98
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    • 2022
  • Purpose: Increasing competition in the higher education sector has prompted universities to enhance their marketing efforts and understand their potential customers. The study aims to explore how information sources are used and changed among prospective Vietnamese students during the decision-making process. Research Design, Data, and Methodology: This study undertakes a longitudinal study involving multiple rounds of data collection to better understand the decision-making process of prospective students. Data was collected from 12th -grade students in Vietnam through two rounds of quantitative surveys with 251 students and one round of qualitative interviews, spanning the duration of their senior year. The three stages of the decision-making process correspond to the three stages of pre-purchase period. Results: Most students decide that attending open days, taking career assessments, and looking up information online are the most important information sources to consider. The WOM sources are more important in the early stages, while university-generated sources and events are important in the later stages. Conclusion: Implications from this study may contribute to the design of more effective marketing communications campaigns as university marketers gain a better understanding of the distribution of information sources utilized for each specific stage of the decision-making process.

What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • Lee, Bo-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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An Exploratory Content Analysis of a Saudi Women's Beauty Products' Discussion Forum

  • Al-Haidari, Nahed;Coughlan, Jane
    • Asia pacific journal of information systems
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    • v.25 no.4
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    • pp.805-822
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    • 2015
  • Online communities are an important source of electronic word-of-mouth (e-WOM). However, few studies have examined the use of such messages within the Middle Eastern context. This study focuses on Saudi women as members of an online beauty forum. Previous work suggested a mediating effect of gender, with women being more likely to trust word-of-mouth and follow it up with a purchase. A conceptual model with a theoretical underpinning from existing contributions in literature provides the basis of a coding framework for the message characteristics that influence members' e-WOM adoption. A total of 310 threads and 2200 messages coded into 5725 units were content analyzed to demonstrate cases where e-WOM was adopted and indicate further continuance intention with members returning to the forum. A new category of 'community bonding' was created from the content analysis given the prevalence of emotional aspects in messages. Emotion expressed in messages, often expressed in religious terms, is as influential and important as the cognitive aspects of community bonding.

An Intelligent PID Controller based on Dynamic Bayesian Networks for Traffic Control of TCP (TCP의 트래픽 제어를 위한 동적 베이시안 네트워크 기반 지능형 PID 제어기)

  • Cho, Hyun-Choel;Lee, Young-Jin;Lee, Jin-Woo;Lee, Kwon-Soon
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.4
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    • pp.286-295
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    • 2007
  • This paper presents an intelligent PID control for stochastic systems with nonstationary nature. We optimally determine parameters of a PID controller through learning algorithm and propose an online PID control to compensate system errors possibly occurred in realtime implementations. A dynamic Bayesian network (DBN) model for system errors is additionally explored for making decision about whether an online control is carried out or not in practice. We apply our control approach to traffic control of Transmission Control Protocol (TCP) networks and demonstrate its superior performance comparing to a fixed PID from computer simulations.

Internet Based Intelligent Survey and Application System (지능형 웹기반 설문 및 원서 접수시스템)

  • So Yo-Hwan;Kim Seok-Soo
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.54-60
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    • 2004
  • This research employs the intelligent survey agent and online application from to help people to locate the information they would want from Internet quickly. Corporate sectors and indivisuals are in need of valuable and relevant information to swiftly adapt to the Internet-driven business or educational environment. Based on Internet GUI environment, this user-friendly online survey and online application form program uses the agent of increasing the interest and participation of users. The system helps along with the decision making process by quickening the information gathering process.

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