9 research outputs found

    The Effect of Online Customer Reviews on Product Sales and Prices – A Longitudinal Study

    Get PDF
    As e-commerce prospers, increasing interests are gained in online customer reviews and its application to the theory and practice. However, there are many controversies around the effect of the online customer reviews. This study will use a longitudinal analysis approach to find the impact of online customer reviews on the price strategy and the product sales, which will add more solid application of effective use of e-WOM to the theory and the practice

    Flow in Business Simulation Games: Comparison between Online and Face-to-Face MBA

    Get PDF
    This study explores the role of flow and its relationship with other elements of Business Simulation Games (BSGs) used in different MBA course delivery methods, namely online vs. face-to-face (F2F). We collect level of flow and other game behavioral variables from young professionals enrolled in an MBA Technology and Operations Management course. We analyze the data with one-way ANOVA to explore flow measures across different course delivery methods. The findings show there exist differences in flow level and performance measures between online and F2F formats

    Teaching Tip: What You Need to Know about Gamification Process of Cybersecurity Hands-on Lab Exercises: Lessons and Challenges

    Get PDF
    Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on training to engage and motivate cybersecurity students, especially beginner learners. Given the dearth of guiding examples, this paper aims to describe the holistic process of converting traditional cybersecurity hands-on lab exercises to gamified lab exercises in an undergraduate network security course. We find that the gamified cybersecurity lab promotes students’ engagement, learning experience, and learning outcomes. The results show the positive acceptance of gamification by students as well as instructors. While gamification has been used in competitions and training, the success in the classroom and students’ desire for more gamification show that further investment in gamification will be more important in the classroom. We expect this paper to help instructors who are interested in gamification 1) convert traditional lab exercises to gamified labs; 2) estimate the extra workload and potential benefits; and 3) plan resources for implementation. This process is applicable to any cybersecurity courses with hands-on assignments

    Understanding telemedicine service users’ perceptions: A text mining analysis on social media discussion

    Get PDF
    Telemedicine has drawn noticeable attention due to the advancement of information technology, and it saw a surge in popularity during the COVID-19 pandemic. This study is aimed at understanding telemedicine users’ perceptions on their care services, as well as identifying the aspects of telemedicine that can be improved to enhance users’ experience and satisfaction. Specifically, we utilized a topic modeling approach with Latent Dirichlet Allocation (LDA) to analyze telemedicine-related discussion posts on Reddit to discover the topics and themes that telemedicine service users are interested in, as well as the perceptions that users have of those topics and themes. 11 topics and 6 themes were discovered by the LDA algorithm. Lastly, we provide our suggestions and insights on how telemedicine services and practitioners can implement the themes, as well as directions for future study

    WILL NFTS BE THE BEST DIGITAL ASSET FOR THE METAVERSE?

    Get PDF
    The purpose of the current research is to explore the concept of non-fungible tokens created by blockchain technology and its applicability in the Metaverse. Metaverse is a hypothesized and an iteration of the real world. Metaverse is not a new concept. The concept itself has appeared in the 1990s and some of the online games tried to realize the Metaverse world (e.g., Second Life and Cyworld). Nowadays, Metaverse becomes feasible under supported by technologies, including virtual reality, augmented reality, cloud computing, Internet-of-Things, 5G, and Big Data. In Metaverse, there is no doubt that residents in Metaverse may trade or transact assets or goods with one another. Our research tries to tie the concept of non-fungible tokens in Metaverse as the best digital asset to secure the originality of the goods in Metaverse. Detailed discussions are made in the following section

    Understanding User-Perceived Values of Mobile Streaming Service By Cognitive Mapping

    Get PDF
    So-called, cable ‘cord-cutting’ phenomenon (Tefertiller, 2018), or watching video/TV contents over streaming service is currently considered as an industry-wide trend. Deloitte reported 55 percent of household in the U.S. is subscribing to at least one video streaming service, which is worth $2.1 billion a month (Wang, 2018). On top of the web-based streaming service to watch video or TV content, mobile-based streaming services are not uncommon anyway for many content consumers. Although such streaming services are getting popular in the mobile industry, very few academic research efforts have made so far to understand the values of the mobile streaming services, perceived by contents consumers over other traditional media channels. Hence, the current study aims to investigate the user-perceived values of mobile-based streaming services through the lens of socio-cognitive method. By using the cognitive mapping as a socio-cognitive method rooted from the theory of social representations (Durkheim, 1898; Wagner el al., 1996; Jung et al, 2009; Jung, 2013), our study explores the values that are associated with the mobile streaming services. To achieve the goal, we have collected data using a web-based survey from 432 users of mobile streaming services. They were asked to provide three words or short phrases that best describe mobile streaming services they currently use. As a next step of the study, authors will code data to extract concepts and analyze them using the cognitive mapping method including similarities calculation and core/peripheral concepts identification process. Finally, the structure of the perceptual map will be interpreted by the social representation framework. We look forward to finding the structure of cognitive map based on the mobile streaming users’ perceptions, and it eventually reveals the relationships among the perceived values (e.g., core/peripheral, positive/negative elements, etc.) associated with the mobile streaming services. Potential findings of our study is expected to contribute to both practitioners and academic scholars who are involved in mobile streaming services through 1) better understanding of the values of the services appreciated by the users, and 2) thus being able to emphasize its importance in the future marketing / service development efforts

    The Impact of Gamification on Students’ Learning Outcome and Career Interest in Cybersecurity Education

    Get PDF
    Effective cybersecurity education is a critical domain in addressing the shortage of the cybersecurity workforce. To prepare students for real-world workforce challenges, hands-on practice is an important component in cybersecurity education. We integrated gamification into hands-on cybersecurity practice and conducted an empirical study on how gamification impacts students’ learning outcome and career interests. Questionnaire data have been collected and will be analyzed to test our hypotheses. The expected results will address the impact of gamification on learning outcomes and suggest how gamification can be most effectively applied to cybersecurity education

    Direct observation of the dead-cone effect in quantum chromodynamics

    No full text
    At particle collider experiments, elementary particle interactions with large momentum transfer produce quarks and gluons (known as partons) whose evolution is governed by the strong force, as described by the theory of quantum chromodynamics (QCD) [1]. The vacuum is not transparent to the partons and induces gluon radiation and quark pair production in a process that can be described as a parton shower [2]. Studying the pattern of the parton shower is one of the key experimental tools in understanding the properties of QCD. This pattern is expected to depend on the mass of the initiating parton, through a phenomenon known as the dead-cone effect, which predicts a suppression of the gluon spectrum emitted by a heavy quark of mass m and energy E, within a cone of angular size m/E around the emitter [3]. A direct observation of the dead-cone effect in QCD has not been possible until now, due to the challenge of reconstructing the cascading quarks and gluons from the experimentally accessible bound hadronic states. Here we show the first direct observation of the QCD dead-cone by using new iterative declustering techniques [4, 5] to reconstruct the parton shower of charm quarks. This result confirms a fundamental feature of QCD, which is derived more generally from its origin as a gauge quantum field theory. Furthermore, the measurement of a dead-cone angle constitutes the first direct experimental observation of the non-zero mass of the charm quark, which is a fundamental constant in the standard model of particle physics.The direct measurement of the QCD dead cone in charm quark fragmentation is reported, using iterative declustering of jets tagged with a fully reconstructed charmed hadron.In particle collider experiments, elementary particle interactions with large momentum transfer produce quarks and gluons (known as partons) whose evolution is governed by the strong force, as described by the theory of quantum chromodynamics (QCD). These partons subsequently emit further partons in a process that can be described as a parton shower which culminates in the formation of detectable hadrons. Studying the pattern of the parton shower is one of the key experimental tools for testing QCD. This pattern is expected to depend on the mass of the initiating parton, through a phenomenon known as the dead-cone effect, which predicts a suppression of the gluon spectrum emitted by a heavy quark of mass mQm_{\rm{Q}} and energy EE, within a cone of angular size mQm_{\rm{Q}}/EE around the emitter. Previously, a direct observation of the dead-cone effect in QCD had not been possible, owing to the challenge of reconstructing the cascading quarks and gluons from the experimentally accessible hadrons. We report the direct observation of the QCD dead cone by using new iterative declustering techniques to reconstruct the parton shower of charm quarks. This result confirms a fundamental feature of QCD. Furthermore, the measurement of a dead-cone angle constitutes a direct experimental observation of the non-zero mass of the charm quark, which is a fundamental constant in the standard model of particle physics

    Lasers

    No full text
    corecore