• Title/Summary/Keyword: Motivation Mechanism

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The Mechanism of Labor Motivation as a Determinant of Economic Security of Enterprises in Competitive Conditions

  • Lagodiienko, Volodymyr;Samoilenko, Viktoria;Pasko, Maryna;Ovod, Larysa;Matsulevych, Yevgeniy
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.385-393
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    • 2022
  • In the study of the mechanism of labor motivation as a determinant of economic security of the enterprise in competitive conditions, it was found that motivation is determinant in creating the conditions for production and ensuring the active functioning of the enterprise. It is substantiated that the motivational mechanism is the presence of a system of levers, incentives, measures and other elements for economic and administrative incentives for employees, which are used for incentives to work, increase productivity and safety, and more. The motivational mechanism plays an important role in ensuring the economic security of the enterprise and at the same time is a lever to increase competitiveness in the market. The functions of the mechanism of labor motivation are singled out, among which: explanatory-substantiating, regulative, communicative, socialization, regulating. The stages of occurrence of the motive for the employee are classified. The interrelation of motives and incentives in the mechanism of labor motivation as determinants of economic security of the enterprise in competitive conditions is proved. It is proved that the mechanism of labor motivation as a determinant of economic security of the enterprise in competitive conditions should be aimed at: assistance in forming and achieving goals and objectives of the enterprise and achieving balance and equilibrium of economic goals and social responsibility of the enterprise; ensuring close cooperation between management and employees of the enterprise; focus on building a flexible mechanism; transition to a democratic style of governance and involvement of employees in decision-making.

Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

Motivation-Based Action Selection Mechanism with Bayesian Affordance Models for Intelligence Robot (지능로봇의 동기 기반 행동선택을 위한 베이지안 행동유발성 모델)

  • Son, Gwang-Hee;Lee, Sang-Hyoung;Huh, Il-Hong
    • Proceedings of the IEEK Conference
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    • 2009.05a
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    • pp.264-266
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    • 2009
  • A skill is defined as the special ability to do something well, especially as acquired by learning and practice. To learn a skill, a Bayesian network model for representing the skill is first learned. We will regard the Bayesian network for a skill as an affordance. We propose a soft Behavior Motivation(BM) switch as a method for ordering affordances to accomplish a task. Then, a skill is constructed as a combination of an affordance and a soft BM switch. To demonstrate the validity of our proposed method, some experiments were performed with GENIBO(Pet robot) performing a task using skills of Search-a-target-object, Approach-a-target-object, Push-up-in front of -a-target-object.

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A Study on Individual Factors Affecting Knowledge Sharing Intention by Knowledge type

  • Li, Guo-Zheng;Cho, Nam-Jae
    • 한국디지털정책학회:학술대회논문집
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    • 2006.12a
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    • pp.355-366
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    • 2006
  • Knowledge sharing is an essential component of effective knowledge management, however, individuals' knowledge does nottransform easiIy into organizational knowledge even with the implementation of knowledge management program, rather , individuals tend to hoard knowledge for various reasons. this article is to explore what factors have influenced the knowledge sharing intent ion and knowledge sharing mechanism. Althoughseveral factors have been identified to help create a high performing knowledge organization, including leadershlp, organizational culture and so on, the major objective of the research. is to explore what kinds of individuals' factors have influence on knowledge sharing intent ion and knowledge sharing mechanism by knowledge types. This paper applied personality trait ability, extrinsic motivation, intrinsic motivation structure to explain knowledge sharing in organization.

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An Action Selection Mechanism and Learning Algorithm for Intelligent Robot (지능로봇을 위한 행동선택 및 학습구조)

  • Yoon, Young-Min;Lee, Sang-Hoon;Suh, Il-Hong
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.496-498
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    • 2004
  • An action-selection-mechanism is proposed to deal with sequential behaviors, where associations between some of stimulus and behaviors will be learned by a shortest-path-finding-based reinforcement team ins technique. To be specific, we define behavioral motivation as a primitive node for action selection, and then sequentially construct a network with behavioral motivations. The vertical path of the network represents a behavioral sequence. Here, such a tree fur our proposed ASM can be newly generated and/or updated. whenever a new sequential behaviors is learned. To show the validity of our proposed ASM, some experimental results on a "pushing-box-into-a-goal task" of a mobile robot will be illustrated.

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Behavioral motivation-based Action Selection Mechanism with Bayesian Affordance Models (베이지안 행동유발성 모델을 이용한 행동동기 기반 행동 선택 메커니즘)

  • Lee, Sang-Hyoung;Suh, Il-Hong
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.4
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    • pp.7-16
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    • 2009
  • A robot must be able to generate various skills to achieve given tasks intelligently and reasonably. The robot must first learn affordances to generate the skills. An affordance is defined as qualities of objects or environments that induce actions. Affordances can be usefully used to generate skills. Most tasks require sequential and goal-oriented behaviors. However, it is usually difficult to accomplish such tasks with affordances alone. To accomplish such tasks, a skill is constructed with an affordance and a soft behavioral motivation switch for reflecting goal-oriented elements. A skill calculates a behavioral motivation as a combination of both presently perceived information and goal-oriented elements. Here, a behavioral motivation is the internal condition that activates a goal-oriented behavior. In addition, a robot must be able to execute sequential behaviors. We construct skill networks by using generated skills that make action selection feasible to accomplish a task. A robot can select sequential and a goal-oriented behaviors using the skill network. For this, we will first propose a method for modeling and learning Bayesian networks that are used to generate affordances. To select sequential and goal-oriented behaviors, we construct skills using affordances and soft behavioral motivation switches. We also propose a method to generate the skill networks using the skills to execute given tasks. Finally, we will propose action-selection-mechanism to select sequential and goal-oriented behaviors using the skill network. To demonstrate the validity of our proposed methods, "Searching-for-a-target-object", "Approaching-a-target-object", "Sniffing-a-target-object", and "Kicking-a-target-object" affordances have been learned with GENIBO (pet robot) based on the human teaching method. Some experiments have also been performed with GENIBO using the skills and the skill networks.

Human-Technology Integration for Implementing Electronic Approval System in a Hospital (의료기관 전자결제시스템 도입을 위한 Human-Technology Integration에 관한 연구)

  • Park, Jae-Sung;Park, Ki-Soo
    • Korea Journal of Hospital Management
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    • v.7 no.3
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    • pp.102-120
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    • 2002
  • The purpose of study is to understand human-technology integration mechanism by using the study model that takes the core concept and motivation assumptions of technology acceptance model(TAM) into account. This study identifies three motivation mechanisms in adopting or using computer mediated communication(CMC) tool for work. The mechanism comprises with extrinsic, extrinsic motivation, and subjective norm pressure. One hospital with 430 beds and 367 human power was identified and we administered the questionnaire during their work hours. There is 32.4% response rate. The fitting index of the study model surpass the acceptable level, GFI = .980 for none-users, GFI =.986 for users, NNFI = .973 for none-users, and NNFI = .989 for users. In the case of none-users, perceived ease of use determines perceived usefulness that explains behavioral intention to use. As a result, adotpers' usage motivation is based on extrinsic motivation that does not consider their affective factor, attitude, in use of CMC. Users considers their attitudes as the mediating factor of all behavioral beliefs for using CMC continually. Thus, users are likely to depend their adoption behaviors on their affective factor. Moreover, users' behavioral intention is subject to pressures of use from other persons who are important to them, such as supervisor, director, or boss. Achieving human-technology integration in a hospital may cause cost saving and work efficiency. However, the success of information system should base on a profound understanding of employees' adoption behaviors in rejecting, adopting, using, continually using of IT, and organization culture in using IT.

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The Effects of Major Selection Motivation on Career Efficacy and Major Satisfaction of College Students majoring in Culinary Art and Foodservice Management (조리외식전공 대학생의 전공선택동기가 진로효능감과 전공만족에 미치는 영향 관계)

  • Chae, Hyun-seok
    • Culinary science and hospitality research
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    • v.23 no.5
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    • pp.34-47
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    • 2017
  • This study is designed to figure out the effects of major selection motivation on career efficacy and major satisfaction of college students majoring in culinary and foodservice management. To achieve this purpose, a survey was carried out to 209 college students. The findings showed that their major selection had a significant effect on their career efficacy and major satisfaction. But the mediating effect of their career efficacy as a mediator - which improves their major selection and major satisfaction - was partially adopted. Consequently, their internal and external participation motivation for their major selection is a facilitating mechanism to maximize their major satisfaction, and it is necessary to limit the use as a mediating variable of their career efficacy.

Motivation-based Hierarchical Behavior Planning

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.79-90
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    • 2008
  • This paper describes a motivation-based hierarchical behavior planning framework to allow autonomous agents to select adaptive actions in simulation game environments. The combined behavior planning system is formed by four levels of specification, which are motivation extraction, goal list generation, action list determination and optimization. Our model increases the complexity of virtual human behavior planning by adding motivation with sudden and cumulative attributes. The motivation selection by probability distribution allows NPC to make multiple decisions in certain situations in order to embody realistic virtual humans. Hierarchical goal tree enhances the effective reactivity. Optimizing for potential actions provides NPC with safe and satisfying actions to adapt to the virtual environment. A restaurant simulation game was used to elucidate the mechanism of the framework.

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A Motivation-Based Action-Selection-Mechanism Involving Reinforcement Learning

  • Lee, Sang-Hoon;Suh, Il-Hong;Kwon, Woo-Young
    • International Journal of Control, Automation, and Systems
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    • v.6 no.6
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    • pp.904-914
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    • 2008
  • An action-selection-mechanism(ASM) has been proposed to work as a fully connected finite state machine to deal with sequential behaviors as well as to allow a state in the task program to migrate to any state in the task, in which a primitive node in association with a state and its transitional conditions can be easily inserted/deleted. Also, such a primitive node can be learned by a shortest path-finding-based reinforcement learning technique. Specifically, we define a behavioral motivation as having state-dependent value as a primitive node for action selection, and then sequentially construct a network of behavioral motivations in such a way that the value of a parent node is allowed to flow into a child node by a releasing mechanism. A vertical path in a network represents a behavioral sequence. Here, such a tree for our proposed ASM can be newly generated and/or updated whenever a new behavior sequence is learned. To show the validity of our proposed ASM, experimental results of a mobile robot performing the task of pushing- a- box-in to- a-goal(PBIG) will be illustrated.