The Journal of Asian Finance, Economics and Business
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v.8
no.7
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pp.403-411
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2021
This study discusses the influence of economic factors on the clothing exports from China and 15 South and Southeast Asian countries to the United States. A basic gravity trade model with three predictors, including the GDP value produced by exporting and importing countries and their geographical distance was established to explain the bilateral trade patterns. The conventional approach of multiple regression and the novel approach of Artificial Neural Networks (ANNs) were developed based on the value of clothing exports from 2012 to 2018 and applied to the trade pattern prediction of 2019. The results showed that ANNs can achieve a more accurate prediction in bilateral trade patterns than the commonly-used econometric analysis of the basic gravity trade model. Future studies can examine the predictive power of ANNs on an extended gravity model of trade that includes explanatory variables in social and environmental areas, such as policy, initiative, agreement, and infrastructure for trade facilitation, which are crucial for policymaking and managerial consideration. More research should be conducted for the examination of the balance between developing countries' economic growth and their social and environmental sustainability and for the application of more advanced machine-learning algorithms of global trade flow examination.
Purpose: This research aimed at exploring the functions of consumers' perceiving approach and avoidance roles and their feeling anger and disgust in the effect of the two types of self-discrepancy at social identity such as the ideal self-discrepancy and the ought self-discrepancy on within-self domain versus across-self domain consumption. Research design, data, and methodology - This study divided the self-discrepancy group into the ideal self-discrepancy and the ought self-discrepancy group as experimental groups for empirical study. Self-discrepancy type between-subjects design was used to develop two types of questionnaire according to the type of experimental groups. The platform, 'questionnaire stars' of 'WeChat' in China was used to collect 103 data from the ideal self-discrepancy group and 102 from the ought self-discrepancy group for empirical study. T-test and the structural equation model in Amos 21 were used to verify hypotheses developed through theoretical review. Results - First, ideal self-discrepancy positively affected the role-approaching goal and anger. Second, ought self-discrepancy positively affected the role-avoiding goal and disgust. Third, the role-approaching goal and anger positively influenced on the within- versus across- domain consumption. Fourth, the disgust negatively influenced on the within- versus across- domain consumption, however the role-avoiding goal did not influence on the consumption. Fifth, there was the mediation roles of anger (disgust) in the effects of ideal (ought) self-discrepancy on the consumption. Conclusions - When consumers feel anger at the ideal self- discrepancy induced by in-group, it is necessary for the marketers to promote their product brand used by the in-group. They should develop and advertise the messages priming the ideal self-discrepancy and the anger to increase the intent to purchase or use their product brand when the in-group members have used the brand by relating the brand to their social identity concerned with the ideal self-discrepancy. However, marketers should help consumers feel disgust by developing and advertising the messages expressing the ought self-discrepancy to lead the consumers to the place of purchasing or using their product brand when the members have used the brand based on keeping the consistence between the brand and other social identity not related to the ought self-discrepancy.
Purpose: This study focused on the societal changes associated with the entry into an ultra-aged society and the increase in single-person households. The core objective of this research is to investigate how social intelligent robots can bring about positive changes in the lives of individuals in single-person households and how such changes influence user satisfaction and the intention to use these robots. Methods: The study employed a cross-sectional analysis using a structural equation model. A survey designed to assess the impact of social intelligent robots' characteristics, such as perceived encouragement, empathy, presence, appearance, and attachment, on user satisfaction and usage intentions was conducted. Data were collected from a total of 335 users and analyzed using the structural equation model. Results: In the characteristics of social intelligent robots for single-person households, it was found that empathy, presence, and attachment significantly influenced satisfaction, while perceived encouragement, empathy, and attachment significantly influenced usage intentions. The research results indicate differences between enhancing user satisfaction and increasing the intention to use social intelligent robots. The findings suggest the essential need for a user-centric approach in the design and development of social intelligent robots. Additionally, it was observed that emotional support plays a crucial role in users' experiences with social intelligent robots. Conclusion: This study verified the impact of social intelligent robots on satisfaction and usage intentions based on users' experiences. It examined the influence of linguistic, visual, and personal characteristics of robots on user experiences, providing insights into how technological and human aspects of social intelligent robots interact to shape user satisfaction and usage intentions. Consequently, the study confirmed that social intelligent robots can bring positive changes to human life, emphasizing the necessity for the advancement of robot technology in a human-centric direction.
The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.
Journal of Korean Institute of Industrial Engineers
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v.33
no.1
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pp.11-25
/
2007
Despite surging interests in analyzing business processes, there are few scientific approaches to analysis and redesign of organizational structures which can greatly affect the performance of business processes. This paper presents a method for deriving and analyzing organizational relations from process models using social network analysis techniques. Process models contain information on who performs which processes and activities, along with the assignment of organizational units such as departments and roles to related activities. To derive social relations between organizational units from process models, three types of metrics are formally defined: transfer of work metrics, subcontracting metrics, and cooperation metrics. By applying these metrics, various relations among organizational units can be derived and analyzed. To verify the proposed method and metrics, they are applied to standard process models of the semiconductor and electronic, and automotive industry in Korea. This paper presents a taxonomy for diagnosing organization structure based on the presented approach. The paper also discusses how to combine analyses in the taxonomy for redesign of organizational structures.
Purpose The purpose of this study was to investigate the factors affecting the users' stress and using reluctant intention to use social network service(SNS). This study especially focused on stress of SNSs' user. Because SNS has led to negative effects such as invasion of privacy, addiction and social overload recently. In addition, adverse effects of SNS had caused SNSs' user to feel stress and fatigue. Design/methodology/approach This study developed hypotheses to empirically examine the factors that affect SNS users' stress and using reluctant intention. In order to verify research hypotheses, this study collected data from 362 users who currently use the SNS in Korea. Further, we used the smartPLS analysis. Findings The results of this study are as follows; First, reputation perception, unwanted relation burden, privacy concern, information overload and interaction overload had a significant positive effect on SNS users' stress. But international influence had no significant positive effect on SNS users' stress. Second, SNS users' stress had a significant positive effect on using reluctant intention. The results of this study provides theoretical foundations on the research for dark side of SNS and implies that SNS providers are in need of exerting an effort to minimize the negative aspects.
Purpose Social Network Service (SNS) users feel fatigue in process of using open type of SNS like Facebook and Twitter. Compared to the open SNS, the closed SNS takes an closed form to prevent privacy exposure, and they are more practical and advantageous to form deeper social relationships. This study attempt to examine the effects of the mobile closed SNS characteristics (such as usefulness, playfulness, perceived security, psychological privacy, social influence, and belonging) on the users' continuous SNS usage intention. Design/methodology/approach This study used a mixed methodology combining in-depth interviews and empirical validation to investigate the effects of the mobile closed SNS characteristics on the continuous SNS usage intention of users. Findings Analytical results from a survey of 210 mobile closed SNS users showed that except perceived security, the effects of the five SNS characteristics on continuous SNS usage intention were significant. These findings contribute to improving the quality of mobile closed SNS services and suggesting SNS related marketing strategies.
Purpose SNS (Social Network Service) is one of new promising marketing tools which allow marketer to do two-way communication and social interaction. Three characteristics of SNS marketing including informativeness, interactivity, and playfulness are distinguished from traditional marketing. The purpose of this study is to examine the relationships between three characteristics of SNS marketing, brand image, and purchase intention. Design/methodology/approach The present study proposed a research model integrating SNS marketing characteristics, brand image, and purchase intention represented by structural equation modelling and four hypotheses. A total of 20 questionnaire items for five variables were developed and measured by using five point Likert scale. 199 valid data were collected and used to test four hypotheses using SmartPLS. Findings Three hypotheses that the characteristics of SNS marketing such as informativeness, interactivity, and playfulness have a positive influence on brand image were supported at the significance level of 0.05 and 0.001 respectively. The hypothesis regarding the relationship between brand image and purchase intention was also supported at the significance level of 0.001. Brand image plays a significant mediating role in the relationship between SNS marketing and purchase intention. In particular, the result of research that playfulness of SNS marketing affects brand image significantly suggests a new future research theme regarding spiritual marketing. Implications for academics and practitioners were suggested.
YASA, Ni Nyoman Kerti;RAHMAYANTI, Putu Laksmita Dewi;WITARSANA, I Gusti Agung Gede;ANDIKA, Ary Wira;MUNA, Nilna;SUGIANINGRAT, Ida Ayu Putu Widani;Martaleni, Martaleni
Journal of Distribution Science
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v.19
no.5
/
pp.49-60
/
2021
Purpose: This study aimed to explore the variables that may play a significant role in inducing Facebook users to use Facebook as online information distribution channels continuously. Research design, data, and methodology: The population of this study are all Facebook users who have actively used Facebook as a social media as online information distribution for at least one year. Purposive sampling technique was used in this study and 290 respondents were enrolled. The data was collected using a questionnaire and further analyzed with path analysis and SEM-PLS approach. Result: The results showed that perceived ease of use, perceived critical mass, perceived enjoyment, and perceived information intelligence have a positive and a significant effect towards perceived usefulness. Perceived usefulness also has a positive and significant effect on users' attitude, and users' attitude has a positive and significant effect on intentions to use Facebook continuously among its users. Conclusions: Hence, it is important for Facebook as an online information distribution channel to maintain its perceived usefulness in order to create a positive impact on its users' and induce Facebook users' to use social media continuously.
Purpose: This study aims to obtain basic data for conceptual establishment of sports participation and perceived benefits by considering prior research on the effects of sports participation to derive variables for perceived benefits of sports participants. Research design, data, and methodology: This study used an integrated literature review. A conceptual model is designed with reference to a prior study by adopting a guiding theory. Based on the key words. The literature collection was conducted online, and the reference period for the literature collection was for studies published between 2015 and 2020. Results: First, a total of seven related variables were derived from the literature analysis related to sports participation and physical benefits. Second, a total of six variables were derived from the literature analysis related to sports participation and mental benefits. Third, a total of four related variables were derived through a literature analysis related to sports participation and social benefits. Conclusions: Health fitness, objectified body consciousness, and social body shape anxiety, including body composition, approach physical benefits among perceived benefits through sports participation, and physical self-efficacy and physical self-concepts are related to physical benefits but are also shown to be related to mental benefits. And successful aging is seen to be close to social benefits and related to some mental benefits. Mental and social benefits can be seen as the variables derived from the results being related to the benefits, and more in-depth exploration of perceived benefits is needed.
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