313 research outputs found

    教育と学習、それが労働市場にどう表れるか : フィリピンにおける男女格差

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    国家建設と経済発展プログラム / State Building and Economic Development Program政策研究大学院大学 / National Graduate Institute for Policy Studies論文審査委員: ESTUDILLO Jonna P.(主査), DAINN Wie, 黒澤 昌子, 土谷 隆, 田中 隆一(東京大学大学社会科学研究所教授

    Irreversible Investment, Real Options, and Competition: Evidence from Real Estate Development

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    We examine the extent to which uncertainty delays investment and the effect of competition on this relationship using a sample of 1,214 condominium developments in Vancouver, Canada built from 1979-1998. We find that increases in both idiosyncratic and systematic risk lead developers to delay new real estate investments. Empirically, a one-standard deviation increase in the return volatility reduces the probability of investment by 13 percent, equivalent to a 9 percent decline in real prices. Increases in the number of potential competitors located near a project negate the negative relationship between idiosyncratic risk and development. These results support models in which competition erodes option values and provide clear evidence for the real options framework over alternatives such as simple risk aversion.

    Implementing Product Diversification Strategies: A Construction Industry Perspective

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    In order to sustain their long-term competitiveness, construction companies are under constant pressure to strategically realign their businesses to adapt to changes in market dynamics. Risk is endemic to construction industry and product diversification has been found effective in achieving economic stability in construction companies. Construction chemicals play a major role in the construction industry and hence, their diversification is crucial to the success of operations. Construction chemicals, also known as dry mortars, belong to specialty chemicals that are used in construction industry to provide high quality performance and durability to structures. This study details a real-life example of: How product diversification can be initiated; How fast and efficiently organizations can respond to changing market and capital needs while growing this new product line

    Benchmark Exercise on Safety Engineering Practices: Management Plan Concept

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    This paper continues to describe the midterm outcomes of EU research project Benchmark Exercise on Safety Engineering Practices. To further support the planning, controlling and conducting of a fully integrated safety engineering effort, the authors propose a Safety Engineering Management Plan (SaEMP), which is a document that addresses the overall safety engineering management approach. This is another step towards more efficient and integrated safety engineering process in the scope BESEP project following the possibilities offered by systems engineering (SE). As an example of the topics covered by the Safety Engineering Management Plan, this paper further focuses on the flow of information between different safety analysis disciplines, namely probabilistic safety analysis and human factors engineering

    Presence experience in mobile gaming

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    Wireless mobile gaming is becoming more popular. A growing number of people play computer games with small-screen mobile devices such as handheld computers, mobile phones and handheld game consoles. One reason to the success of these devices is that they provide the opportunity to play games nearly everywhere. However, despite of the popularity of mobile gaming, quite little is known about the game experience when people use mobile devices. For example, it could be hypothesized that the game world is experienced as less engaging in mobile gaming. One important aspect of game experience is whether people feel themselves present in the game world. Presence is a psychological state in which the illusion of nonmediation is perceived, even though the person always knows that the experience is mediated. When a person feels present in the mediated environment, at some level, the person has the illusion that he/she is situated within the mediated environment, at some level, he/she knows that the experience is not real. In the present study participants played a rally game (Colin McRae RallyTM or V-RallyTM) either on a large or small screen. In the first case, the PC keyboard was used as an input device; in the latter case, the game was played on a handheld device. Fifty participants volunteered. The game session lasted for about ten minutes. After the session the participants filled out a couple of questionnaires. Presence was measured by the Independent Television Commission Sense of Presence Inventory (ITC-SOPI), which has been widely applied in presence research. The questionnaire consists of 43 items, and it measures three aspects of presence experience, spatial presence, attentional engagement and naturalness. Spatial presence means the degree to which the user feels that he/she is physically present in a mediated world. Engagement is related to the degree of physical involvement and to the degree of enjoyment people experience, for example, when playing a game. Naturalness means the tendency to perceive the mediated world as lifelike and real. Our results showed that spatial presence and naturalness scores were significantly higher for the large-screen condition at the significance level of 0.01. The effect of engagement, however, was only marginally significant. It was also found that younger participants experienced higher levels of presence than older ones. Also, those who had played the game earlier reported somewhat higher levels of presence. It is not very surprising that the participants experienced a higher sense of presence when the game was displayed on a large screen. What is more interesting is the fact that experiences of engagement differed to a lesser degree. It seems to be that playing on a mobile device can be quite engaging. Since there is not much possibility to increase the size of small screens, designers should think of alternative ways to make the game experience more immersive. One possibility is to develop multimodal interfaces for next-generation mobile game devices and improve their ability to present high-quality sound

    Explicit instruction in fitness exercise for PATHFit II (physical activities towards health and fitness)

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    Explicit instruction is a purposeful way of overtly teaching students. Explicit in this case, means a clear-cut and finite method of teaching that includes both teaching and delivery procedures. Using this learning, the students perform the skills of the different fitness exercises through practical demonstration with clear and specific instruction. The teachers would tell the students using direct instructions to demonstrate the skills, respectively. Thus, this research determined the efficacy of explicit instruction in fitness exercises for pathfit II at Biliran Province State University – Main, Naval, Biliran during the academic year 2021 – 2022, as basis for enhancement activities. The study used a quasi-experimental research design and had one hundred (100) respondents involved in the survey. Findings revealed the skills performance of the students was excellent after using explicit instruction in fitness exercises as to; muscular strength – push up, muscular endurance - planking, flexibility – sit and reach, and cardiovascular endurance – 3-step test. In other words, there was a significant difference between how well students performed their skills before and after using explicit instruction in fitness exercises. In essence, this paper recommends adopting explicit instruction in teaching fitness exercise to enhance students’ skill performance in terms of muscular strength, muscular endurance, flexibility, and cardiovascular endurance to ensure that the students can adhere to the proper method of exercise to successfully complete the tasks

    Development of a Concept of Operations for a Counter-Swarm Scenario

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    A Comparative Study on Effective Clinical Instruction: The Millennial Generation’s Perspective

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    Introduction: This study aimed to determine learners’ perceptions of the characteristics of an effective clinical instructor and the determining factors for that perception. Materials and Methods: This study used a quantitative-cross sectional design. The participants of this study were 100 nursing students obtained from convenience sampling. These students were enrolled in the College of Nursing of the University of Hail in the first semester of 2019-2020. Data was collected from January to April 2020. Results: The majority of students identified “skillful” as the most important characteristic (x=4.26; SD= 3.86), followed by “good communicator” (x=4.15; SD=3.77), and “approachable” and “skillful,” both with means of 4.05(SD= 4.30). A significant difference was found in gender (t value-2.497; p<.0.014) but not year level (t value= 1.010; p> 0.315). Conversely, ANOVA results found no significant differences in age (f-value= 2.095; p>.05), marital status (f-value=0.393; p> 0.676), and the amount of exposure per week (fvalue= 2.894; p>0.060). Conclusion: Skillful emerged as the most important characteristic of an effective clinical instructor. Moreover, the female learners seemed to have a different requirement of an effective teacher (e.g. positive behavior). This information is imperative for school authorities to find ways to meet learners’ expectations. Meeting the needs and expectations of the learners can serve as a valuable indicator for the facilitator’s effectiveness

    CHARACTERIZING INVESTMENT BEHAVIOR AMONG BUSINESS STUDENTS IN SOUTHERN MINDANAO, PHILIPPINES

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    The purpose of this study is to characterize the investment behaviors of college students taking Business-related programs in Mindanao, Philippines. This includes determining their awareness of investing and whether the identified measures of investment behavior would pose a likelihood of appropriate investment decisions. The study is a sequential-exploratory mixed method research design, implemented in three phases: qualitative approach in the first phase and quantitative approaches in the second (data reduction procedure) and third (regression procedure) phases. A total of 300 college students taking Business programs in the College of Business Administration Education and College of Accounting Education of the largest university in Mindanao, Philippines participated in the survey, where they were asked to respond to the 35-item financial behavior scale developed in the first phase. Exploratory factor analysis was able to trim the 35-item scale into 29 items which loaded in ten dimensions: information/random walk, negative investor mindset, expert influence, investor’s awareness, publicity, financial capacity, stock market orientation/literacy, risk appetite, interest, and venture capital. Regressing these ten dimensions with students’ demographic variables revealed that Business students are cautious in investments and rely on expert advice before proceeding to invest but at a later time. Implications are discussed. JEL: E22; F21  Article visualizations

    Smooth and Resilient Human–Machine Teamwork as an Industry 5.0 Design Challenge

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    Smart machine companions such as artificial intelligence (AI) assistants and collaborative robots are rapidly populating the factory floor. Future factory floor workers will work in teams that include both human co-workers and smart machine actors. The visions of Industry 5.0 describe sustainable, resilient, and human-centered future factories that will require smart and resilient capabilities both from next-generation manufacturing systems and human operators. What kinds of approaches can help design these kinds of resilient human–machine teams and collaborations within them? In this paper, we analyze this design challenge, and we propose basing the design on the joint cognitive systems approach. The established joint cognitive systems approach can be complemented with approaches that support human centricity in the early phases of design, as well as in the development of continuously co-evolving human–machine teams. We propose approaches to observing and analyzing the collaboration in human–machine teams, developing the concept of operations with relevant stakeholders, and including ethical aspects in the design and development. We base our work on the joint cognitive systems approach and propose complementary approaches and methods, namely: actor–network theory, the concept of operations and ethically aware design. We identify their possibilities and challenges in designing and developing smooth human–machine teams for Industry 5.0 manufacturing systems
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