• 제목/요약/키워드: Behavioral Operations Management

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사례기반추론을 이용한 조립공정 설계

  • 서윤호;이규형;신동목;김태운
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회/대한산업공학회 2003년도 춘계공동학술대회
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    • pp.1108-1115
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    • 2003
  • This paper Introduces a method to automate process design using Case Based Reasoning technique. A case is represented hierarchically through functional requirement, behavioral model, and process mechanism model Specifically, a case retrieval algorithm to use function and behavior, case adaptation method to use hierarchical case representation, and a machine selection method are presented.

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온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로 (The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers)

  • 손정민;조우용;최정혜
    • 한국경영과학회지
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    • 제39권4호
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    • pp.115-136
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    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

통합적 셀생산시스템 구축방법론에 관한 연구

  • 김효석;정윤호
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 1997년도 추계학술대회발표논문집; 홍익대학교, 서울; 1 Nov. 1997
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    • pp.11-14
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    • 1997
  • Flexibility and efficiency in producing a large number of productions in small-to-medium lot sizes are necessary to be competitive. Many firms are concerned about cellular manufacturing system(CMS) to surmount the abrupt change in management environment and to innovate their manufacturing systems. The purpose of this study 1) align BPR with CMS, 2) present the methodology for constructing a CMS and 3) apply to a firm ad verify it. The results of this paper are to present 1) the systematic methodology for constructing CMS at first in our country, 2) the methodology integrating managerial aspects, technological aspects and behavioral aspects, 3) the customer-oriented methodology based on customer value.

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Segmentation of Online Game Market Using a Two-Phase Approach

  • Lee, Sang-Chul;Kim, Jae-Kyeong;Suh, Yung-Ho
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2004년도 춘계공동학술대회 논문집
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    • pp.343-346
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    • 2004
  • The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences.

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정보시스템 서비스의 종합적 품질평가모형에 관한 연구 (A Study on Total Quality Evaluation Model of Information System Services)

  • 이명호;윤재욱;이경근
    • 한국경영과학회지
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    • 제24권3호
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    • pp.13-26
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    • 1999
  • Recently, information technology and information system(IS) are rapidly diffused throughout the world. In the global competitive environment, the success of IS becomes the important one among the critical success factors(CSF) of the firm. For achieving it, the firm must continually involve itself in the quality evaluation and improvement of IS. The quality concept was changed into the customer-oriented quality one. There is no exception to the quality of IS. In the past, IS quality was determined by the IS developer or IS department offering service. Now it is evaluated by the user of IS service, and then the customer-oriented user satisfaction becomes an important issue. The purpose of this study is to develope the total quality evaluation model of IS through TQM approach. First, all success factors of the domestic IS are extracted from the foreign and domestic literatures of IS success factors contained the technical and behavioral aspects. And the extracted factors are classified with evaluation levels for quality evaluation and developed into a total quality evaluation model. Finally the model usefulness is analyzed.

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모바일 인터넷 서비스에서 대한 사용 전 신념과 사용 후 신념 비교

  • 김병수;최민석;오정석
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2006년도 추계학술대회
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    • pp.303-306
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    • 2006
  • Understanding of the adoption and use of mobile internet (MI) services may have a significant issue on business communication practices. But few empirical studies have made a distinction between users' pre-adoption beliefs and post-adoption beliefs on MI services. Most researches of MI services, moreover, do not consider the characteristics of MI services. This paper reports results of a research on the comparison of users' beliefs between adopting and using MI services. We consider two beliefs which are object-based beliefs and behavioral beliefs. Using constructs from the two beliefs, a model will test to observe the determinants of the MI services adoption and continued use intention based on the survey data. Understanding beliefs' distinction is important to manage MI services and increase the profit of MI services over time.

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Simulation을 이용한 건물의 비상대피문제 연구 (A simulation model for emergency building evacuation)

  • 최원준
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 1990년도 춘계공동학술대회논문집; 한국과학기술원; 28 Apr. 1990
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    • pp.299-311
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    • 1990
  • A computer simulation model is proposed for selecting effective agrees paths and estimating the evacuation time in case of evacuating all the residents of a building to the safe area. The physical structure of a building is formulated into a network. The followings are considered in the model : the congestion effect to the velocity, the behavioral pattern of the evacuees, and the probabilistic nature of the evacuation process. Coded in SLAM II/PC, the simulation model can generate the output such as evacuation time(max, average), utilization of exits, utilization of passages, floor clearance times, and bottleneck information. The "rigorous" validation of the proposed model is not completed yet but remains to be a future research topic.rch topic.

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휴대폰결제 방식에 대한 소비자의 인지적 특성에 관한 연구 (A study on the consumer's perceptual characteristics of cellular-phone payment system)

  • 이석기;조영빈;김성희
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2002년도 춘계공동학술대회
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    • pp.673-677
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    • 2002
  • Cellular-phone payment system is a new innovating technology emerged in Korea since fool. Previous studies concerning the electronic payment system are usually about the payment process itself, so they focused on the matter such as security or the robustness of the process. The study from the angle of behavioral science seldom exists. This article Identifies which characteristic of the cellular-phone payment service affects to the user status (user, non-users). To do this, we used perceptual 4 characteristics in Roger's Technology Acceptance Model with one additional characteristic-security.

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소매상의 비합리성을 고려한 공급사슬의 수익 공유 계약 설계에 대한 연구 (Designing Revenue Sharing Contract for Irrational Newsvendors)

  • 이정민;서용원
    • 한국경영과학회지
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    • 제41권2호
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    • pp.101-127
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    • 2016
  • Irrational ordering decisions of supply chain members have been gaining growing importance in the area of supply chain management. Irrational ordering behaviors that deviate from the profit maximizing decisions in the newsvendor settings have observed with human experiments in recent research. These behaviors can be modeled with several typical decision bias elements. This bias in ordering decisions affects the performance of supply chain contracts designed based on the assumption that the supply chain members make optimal decisions, making it necessary to design supply chain contracts by considering the irrationality. The purpose of this research is to derive a method to design the revenue sharing contract that considers human irrationality in ordering decisions. This research considers a simple two-echelon supply chain consisting of one supplier and one retailer, where the supplier is assumed to be perfectly rational while the retailer making newsvendor type ordering decisions displays irrational ordering behaviors. Under this environment, this research analytically models the revenue sharing contract to maximize the total supply chain profit or the supplier's own profits while considering the three decision bias patterns of the retailer, which include the pull-to-center effect, the prospect theory, and the increased subjective sensitivity to the revenue sharing ratio. Irrationality parameters are measured through human experiments based on which and through numerical simulations, we showed that significant improvements in the supply chain performance can be achieved.

금융시장의 빅데이터 트렌드를 이용한 주가지수 투자 전략 (Investment Strategies for KOSPI Index Using Big Data Trends of Financial Market)

  • 신현준;라현우
    • 경영과학
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    • 제32권3호
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    • pp.91-103
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    • 2015
  • This study recognizes that there is a correlation between the movement of the financial market and the sentimental changes of the public participating directly or indirectly in the market, and applies the relationship to investment strategies for stock market. The concerns that market participants have about the economy can be transformed to the search terms that internet users query on search engines, and search volume of a specific term over time can be understood as the economic trend of big data. Under the hypothesis that the time when the economic concerns start increasing precedes the decline in the stock market price and vice versa, this study proposes three investment strategies using casuality between price of domestic stock market and search volume from Naver trends, and verifies the hypothesis. The computational results illustrate the potential that combining extensive behavioral data sets offers for a better understanding of collective human behavior in domestic stock market.