713 research outputs found

    Key Problems to be solved in Supply Chain Collaboration Management

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    Supply chain members of independent enterprises are different from each other in strategies. Conflict in benefits is inevitable. The supply chain management system (SCMS) based on information system usually emphasizes on the function of the information technology. To achieve collaboration management, four main problems must be solved:1)Belief among supply chain members,2)Motivations of supply chain members, 3)Allocation of interests among supply chain members, 4)Integration of supply chain information system.This paper intends to analyze these key problems, and put forward some resolutions

    An Example of E-Commerce Platform in Anhui Tobacco Corporation

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    Anhui Tobacco Corporation (ATC) is a large state-owned group corporation. After a long period of planned economy system, ATC is not suit for marketing economy. With rigid management method, bad service and high trade cost, ATC is weak in competition. Shortly after 1-year’s construction, ATC built up an E-commerce platform which has the largest bargain and perfectly combines the traditional industry with modern information technology. The information system is based on a network connecting all the subordinate factories, branches and wholesale center. It is centered by e-business, including e-commerce platform, centralized fund management system, and ERP for manufacturing factories and MIS for sales firms will be applied later. Since the platform went into operation in Oct.,2001,an average of thousand boxes of cigarette has been dealt. Up to March,2002, the trading fund amounts to 400 million yuan. This figure is forecasted to be one billion in 2002. At the same time, income grows rapidly. The allot income increases 24% compared with the same period last year; wholesale increases 14%, profit increases 21%. Information system must service the strategy target, and be driven by management innovation. The success is due to idea renewing, leadership, organization and Training from beginning to end

    Effectiveness and safety of combined use of tranexamic acid and Xiyu dressing in chloasma therapy, and its effect on recurrence in patients

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    Purpose: To determine the effectiveness and safety of combined use of tranexamic acid (TA) and Xiyu dressing in chloasma patients. Methods: Ninety female patients with moderate-to-severe melasma who were admitted to the Affiliated Suzhou Hospital of Nanjing Medical University (February 2020 - February 2021), were equally divided into 3 groups: A, B and C. Patients in group A were orally treated with TA, those in group B received oral TA and Xiyu dressing, while those in group C received Xiyu dressing only. Treatment effectiveness, Melasma Area and Severity Index (MASI) score, whole blood viscosity (WBV) and disease recurrence rate were assessed. Results: General patient profile was comparable amongst the 3 groups (p > 0.05). Objective treatment effectiveness was higher in group B than in group A, and higher in group A than in group C (p < 0.05). At weeks 8, 16 and 20, the order of Melasma Area and Severity Index (MASI) scores was: C > A > B, with lower scores in group B than in group A, and lower in group A than in group C (p < 0.05). The whole blood viscosity (WBV) was highest in group B, while group C had the lowest WBV (p < 0.05). No notable differences occurred in disease recurrence rate amongst the 3 groups. Onset time of cure was shorter in group A than in group C, but was longer in group A than in group B (p < 0.05). Conclusion: Treatment with TA and Xiyu dressing is more effective when combined than when using either of them alone; furthermore, disease recurrence rate is lowest with the combination therapy. Therefore, the combined therapy has potentials for use in the management of chloasma, but further clinical trials are required prior to application in clinical practic

    HOW TO ADVERTISE APPROAPRIATELY ON THE WORLD WIDE WEB? A MULTI-CONGRUITY ANALYSIS APPROACH

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    As a popular and important advertising style, Internet advertising has drawn substantial amount of scholarly attention. Previous studies focus on the independent effects of various factors, such as product, consumer, website and ad per se, but few studies consider the impacts of the congruities between these factors on consumer’s attitude toward the ads. In this paper, we propose an integrative model, product-consumer-website-ad model, to articulate how the congruity between factors exerts its effect. We propose that ad appeal (emotional vs. informational) should be designed consistent with the nature of the advertised product (hedonic vs. utilitarian), the nature of the website (hedonic vs. utilitarian) and the thinking styles of consumer (intuitive vs. rational). Personalization plays an important role in the process to achieve the congruity. We also propose that the ad on the website with high reputation will generate more favourable attitude toward it. Implications and future research are also discussed in the paper

    Understanding Satisfaction of Knowledge Contributors in Transactional Virtual Communities from A Cost-Benefit Tradeoff Perspective

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    Knowledge sharing behavior in virtual communities has long been an important area of research. Prior related research has primarily focused on relational virtual community (RVC) where knowledge sharing is regarded as a social exchange behavior, heavily depending on the social concerns such as reciprocity, identification and norms. The objective of our study is to investigate knowledge contributors’ satisfaction in a distinct type of virtual communities (transactional virtual communities, TVCs), where knowledge sharing is mainly guided under the principle of economic exchange, and cost-benefit tradeoff is the primary motives for knowledge sharing. Drawing upon the goal attainment theory, we examine the effects of two types of benefits (e.g., extrinsic and intrinsic benefit) and two types of costs (e.g., actual and opportunity cost) on knowledge contributors’ satisfaction, as well as the mediating role of perceived net goal attainment. A field survey with 205 subjects in a specific TVC in China was conducted to test the research model. We find that knowledge contributors’ perceptions of extrinsic and intrinsic benefits and opportunity cost significantly influence their satisfaction through the full mediation of perceived net goal attainment. Implications and future research are discussed

    3D-VisTA: Pre-trained Transformer for 3D Vision and Text Alignment

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    3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning

    Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents

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    We investigate the challenge of task planning for multi-task embodied agents in open-world environments. Two main difficulties are identified: 1) executing plans in an open-world environment (e.g., Minecraft) necessitates accurate and multi-step reasoning due to the long-term nature of tasks, and 2) as vanilla planners do not consider how easy the current agent can achieve a given sub-task when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient or even infeasible. To this end, we propose "D‾\underline{D}escribe, E‾\underline{E}xplain, P‾\underline{P}lan and S‾\underline{S}elect" (DEPS\textbf{DEPS}), an interactive planning approach based on Large Language Models (LLMs). DEPS facilitates better error correction on initial LLM-generated plan\textit{plan} by integrating description\textit{description} of the plan execution process and providing self-explanation\textit{explanation} of feedback when encountering failures during the extended planning phases. Furthermore, it includes a goal selector\textit{selector}, which is a trainable module that ranks parallel candidate sub-goals based on the estimated steps of completion, consequently refining the initial plan. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond\texttt{ObtainDiamond} grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.Comment: NeurIPS 202
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