13,124 research outputs found
Recommended from our members
An agent-based fuzzy cognitive map approach to the strategic marketing planning for industrial firms
This is the post-print version of the final paper published in Industrial Marketing Management. The published article is available from the link below. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. Copyright @ 2013 Elsevier B.V.Industrial marketing planning is a typical example of an unstructured decision making problem due to the large number of variables to consider and the uncertainty imposed on those variables. Although abundant studies identified barriers and facilitators of effective industrial marketing planning in practice, the literature still lacks practical tools and methods that marketing managers can use for the task. This paper applies fuzzy cognitive maps (FCM) to industrial marketing planning. In particular, agent based inference method is proposed to overcome dynamic relationships, time lags, and reusability issues of FCM evaluation. MACOM simulator also is developed to help marketing managers conduct what-if scenarios to see the impacts of possible changes on the variables defined in an FCM that represents industrial marketing planning problem. The simulator is applied to an industrial marketing planning problem for a global software service company in South Korea. This study has practical implication as it supports marketing managers for industrial marketing planning that has large number of variables and their causeâeffect relationships. It also contributes to FCM theory by providing an agent based method for the inference of FCM. Finally, MACOM also provides academics in the industrial marketing management discipline with a tool for developing and pre-verifying a conceptual model based on qualitative knowledge of marketing practitioners.Ministry of Education, Science and Technology (Korea
A Conceptual Framework for Mobile Learning
Several technology projects have been launched to explore the opportunities that mobile technologies bring about when tackling issues of democratic participation and social inclusion through mobile learning. Mobile devices are cheaper than for instance a PC, and their affordance, usability and accessibility are such that they can potentially complement or even replace traditional computer technology. The importance of communication and collaboration features of mobile technologies has been stressed in the framework of ICT-mediated learning. In this paper, a theoretical framework for mobile learning and e-inclusion is developed for people outside the conventional education system. The framework draws upon the fields of pedagogy (constructivist learning in particular), mobile learning objects and sociology.Mobile Learning, Digital Divide, Constructivist Pedagogy, Forms Of Capital
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Web 2.0 technologies for learning: the current landscape â opportunities, challenges and tensions
This is the first report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from an additional literature review of the then current landscape concerning learner use of Web 2.0 technologies and the implications for teachers, schools, local authorities and policy makers
Hybrid Recommender Systems: A Systematic Literature Review
Recommender systems are software tools used to generate and provide suggestions for items
and other entities to the users by exploiting various strategies. Hybrid recommender systems
combine two or more recommendation strategies in different ways to benefit from their complementary
advantages. This systematic literature review presents the state of the art in hybrid
recommender systems of the last decade. It is the first quantitative review work completely focused
in hybrid recommenders. We address the most relevant problems considered and present
the associated data mining and recommendation techniques used to overcome them. We also
explore the hybridization classes each hybrid recommender belongs to, the application domains,
the evaluation process and proposed future research directions. Based on our findings, most of
the studies combine collaborative filtering with another technique often in a weighted way. Also
cold-start and data sparsity are the two traditional and top problems being addressed in 23 and
22 studies each, while movies and movie datasets are still widely used by most of the authors.
As most of the studies are evaluated by comparisons with similar methods using accuracy metrics,
providing more credible and user oriented evaluations remains a typical challenge. Besides
this, newer challenges were also identified such as responding to the variation of user context,
evolving user tastes or providing cross-domain recommendations. Being a hot topic, hybrid
recommenders represent a good basis with which to respond accordingly by exploring newer
opportunities such as contextualizing recommendations, involving parallel hybrid algorithms,
processing larger datasets, etc
The (new) nature and essence of the firm
Extant explanations of the nature and scope of firms, such as transaction costs, property rights, metering and âresourcesâ can be integrated into a more general (capability based) theory of the nature and essence of the firm that recognizes the importance to the firm of creating (and capturing) value from innovation. We note that the appropriability of returns from creative and innovative activity often requires the entrepreneurial creation and co-creation of markets. Accordingly, market failure and transaction costs approaches need to be revamped to capture the essence of entrepreneurial and managerial activity that extends beyond the mere exercise of authority. We suggest that the nature and objective of the firm in an economy with innovation and incomplete markets is to capture value (profit) from its advantages and actions; and that the way in which the firm tries to achieve this (by establishing quasisustainable competitive advantage) is its essence. This is non-separable from its nature and objectives.firm, nature, essence, innovation, dynamic capabilities
- âŠ